#avatar-help
1 messages · Page 175 of 1
make sure the eye bones have the head in the exact center of rotation, are perfectly vertical and have 0 bone roll
I'm not sure how to make the head the exact center, but it looks like it is. the bones seem to be vertical and have 0 bone roll. I've also recalculated the bone roll on the armature, and applied all transforms in blender with ctrl+a. the eye bones are perfectly mirrored across from each other too
what I'd do is find that center point - usually if it's a sphere it's easy, just select the sphere and put the 3D cursor at that point, then edit the armature and snap the bone's head to the 3D cursor.
if the bone roll is 0 there's no need to recalculate it.
but yeah it sounds like it ought to be correct
also I admit I didn't realize you had the item properties box open in that blender image, where I can clearly see bone roll is 0.
Bit confused with this error, everything seems fine to me.
your have bones between shoulder and chest though
How hard is it to make an audio play when a collider touches a head collider? im trying to make a minecraft sword play a hit sound when i hit someone
I'll go fix the rig
pretty easy, put an AudioSource on your avatar somewhere, and then put VRC Animator Play Audio on the animation state that's triggered by the contact, use it to cause the AudioSource to play the sound effect.
its not letting me dissolve the bones in blender, im clicking dissolve and its doing nothing.
so i need to animate? a bit slow at responding because im multitasking
as I recall, dissolve is weird - doesn't it need the bone to be connected to the parent or something?
Yes, you will need to animate things for something like this
the bones connected to the parent so
(Dont know why the rigs like that in blender, but it works in unity so im not gonna bother fixing it)
ah most of those are not connected
theyre import/export settings that are doing that
game rip, of course
whats the best/easiest way to make clothing swap toggles (just swaps between clothing and dont have to toggle it off to toggle another on) that also toggles blendshapes?
you can use vrcf to add exclusive tags if the toggles use vrcf
im pretty new to working with colliders (and animations) because i just never touch them but i dont really get the animator play on audio part
trying to dissolve the extra left over from the original game to convert it to vrchat but its still not let me dissolve, everythings connected
You can stick this on a state in the animator to trigger audio:
https://creators.vrchat.com/avatars/state-behaviors/#animator-play-audio
these are NOT connected - connected means the bone's head is snapped to its parent's tail.
I don't remember if that matters for dissolve, been a while and I don't have an armature open right now
i dont have this as an option anywhere ot a component, is it an add-on?
it's in the SDK as of something like 3.7. It's a component you add to an animation state, it should be visible there. You can't add it to a game object, if that's what you're trying to do.
im on the latest sdk (3.8.2) was it renamed by chance?
im not even sure atp, im a next level visual learner for everything
okay, not sure how I can help then
ill prob figure it out lol
cursing an ancient hex on whoever modelled for the game this was ripped from
this took forever to figure out
Fixed the rig, how do i remove this object above his head (its tied to the models eyes so it cant just be normally deleted)
workaround
i hate my life its my first time making an avatar and i cant make hair do yall have any tips
hiya i posted here a few days ago with this issue, still haven't solved it, my avatar's eyes are stuck looking off to the side. She should look like the second picture. I've tried reimporting, and she's completely fine in blender. No blendshapes are active and I haven't even opened her armature so it's not like I've manually changed the rotation somehow. Also, the eyes stay like this even when I remove the transforms
if you're just getting into it, buy a head you like and a body and then make the clothes if you want (or buy the clothes/find free clothes). You can find assets for sale and for free on https://jinxxy.com/ :)
there's a lot to learn and if you've got no experience with blender/unity starting completely from scratch is a massive project
i do have experience with blender, i just didnt make any humanoid things, i used to make props for games before
would there be any easy way to slim down the lower part of these pants to better fit to the skin rather than being flared?
or would i just need to sculpt
how can i fix the Armature to be above all the meshes?
it just goes by name
rename the meshes
delete the A_
Avatar out of play mode VS in play mode... I put it into blender to make some pants and exported the FBX. I messed with some blendshapes and the position of the eyes.
if you're looking at your weighted mesh in Blender, look at the Vertex groups and there's a little drop down menu on the left side. i believe you can "copy" a vertex group for your relevant bone (left hand for example) and then mirror THAT copied version, then just rename it to "right hand" afer
i see some of what u mean
is there a way to bypass parameter stuff in unity? or no
u can delete them (am bird brained
unrelated:
been thinking about a problem with an unorthodox model for a while now.
my armature is a set of human bones, with a separate set of unconnected bones controlling another part (kind of a two-part avatar.)
made a custom set of NLA animation clips in Blender which import weirdly into Unity. the automation for the human bones imports into Unity, but not the other set of bones.
does the Hips bone (base of spine set) HAVE to be the highest bone in the hierarchy of an armature? if there was one more bone above it, would that break something? i don't plan on using any of the stock VRC animations.
you could always just replace the default Parameter and Menu by adding some blank ones into your project and putting them into the avatar descriptor
maybe i'm misunderstanding what you wanna do tho
it sounds like you want to remove them instead of bypassing them lol
i'd look into making your own parameters and menu
youtube looks like they have some solid tutorials on parameters, toggles, all that kind of stuff!
guess that'll do it xD
back to my initial question
which tool would be the best to shrink down the lower half of the pants to be more fitted?
yess
okay it's a little complicated but i'll try and be short and clear
proportional editing , set range , select lower part - shrink
Elastic Deform
- select the pants > Edit Mode
- hit 1 to do "select vertexes"
- Box select all part of the pants you wanna "shrink down" (i would do this in front orthographic mode, 5 then 1 on your numpad, just to make sure you have a solid front face so it's symmetrical)
- add a vertex group and assign those vertices to it (you can name it like Pants Shrink or something)
- leave edit mode, add a modifier called Shrink Wrap to the pants object
- target is your body mesh, and specify the new Pants Shrink vertex group
- play around with the offset setting because it will default to SNAPPING directly to the legs
- when you're happy then hit "apply modifier" in the little arrow dropdown menu above the shrinkwrap
my way is probably not the best way at all lmao
ok how do i get it so its like this
select the pants > Edit mode
near the top, make sure that little blue target looking symbol is clicked ON
any idea what this means? I already reset avatar multiple times!
the one in their video
ive done that
i dont know how he does the scaling though
is there a tool for that?
it scales the whole thing
scroll way down on your mouse wheel
unless you have the whole thing selected
make sure you're in Edit mode not Object mode
while you have that scroll around on your mouse wheel
you should see a circle appear
that shows the range of the proportional editing
as you scroll it'll get bigger or smaller
you'll have to do each leg separate probably
you can also S X and S Y to do one axis at a time, you probably don't want to do the Z axis which is up and down
i'll try and take a quick vid
also set the pivot point to individual origins
press the > key and then select Individual Origins
how is it that the FBX for the outfit has the Armature below the meshes, but in the prefab the Armature is above like this? I'm trying to edit a shapekey on the outfit but when I reupload it breaks, assuming it's because of the hierarchy being mismatched?
if anyone could help I'd really appreciate it :) Here's a video explaining whats wrong
also; I forgot to add it's completely fine when i open the prefab or I start animating, I tried removing the animator component but it didn't do anything so I'm just stumped :/
can i ask why yall use 1 million triangles and polygons for avatars
nah why did i even ask that yall probably dont even know what those are
i have a dumb answer maybe, double check your eye bones in Edit mode of Blender to make sure they're properly symmetrical, as opposed to having maybe corrected them in pose mode by accident or something?
im still a lil confused on the mirroring thing
lemme try and quick vid
@surreal salmon ⬆️🫡
ok that makes sense
thank you
works
heck yea
i'm having an issue with an avatar:
- animation clips that move the armature bones are porting fine into Unity, but NOT animation clips that move around blendshapes on my mesh. i have an idle state i want to set up that doesn't involve bones, only blendshapes.
Everytime I try to get it to send me a email to reset my password it won’t send
i'm not sure this is the place for that kind of help. you may wanna get in touch with VRChat official support, or i'm sure there's FAQs for that kind of thing. sorry
Mb
good luck tho, once you're all set up in Unity, there's a bajillion tutorials and stuff to get you started working on avatars
I have unity im a game developer
I just recently got into demon slayer so I wanted to make kokushibo
how could i go about making a toggle to turn on and off the tattoo material on my skin?
preferably though vrcfury..

and possibly turn the emission on and off
bump on if anyone can help with this.
the bottom animation clip which animates blendshapes does not seem to import with the FBX. my blender export settings seem to include all animated clips, but that specific clip refuses to show up in Unity.
it's weird because the blendshapes appear in the animations that DO make it to unity...
I reset all poses and applied all transforms before exporting so I don't think its that :(
there was someone in here a while ago asking about something similar, lemme see if it's actually the same issue
double check Bone Roll on your eye bones
should be 0
My avatar's knees are bending in game when I play in VR, any idea why?
Unity is changing the position of the "humanoid" part of my non-humanoid humanoid rig... 😭😭😭
i just want to preserve the location relationship between the Hip bone and Cube0 bone
Yo, I'm having trouble with some physbones. They're on the avatar and work in Unity but they don't seem to exist in game at all. They are here because I can see them in the performance section but for whatever reason they don't move and they don't appear with the physbone overlay on.
https://booth.pm/ja/items/6337376
Is it possible to buy the hair by itself? Or is it possible for to take the hair of this and put it on a different head?
you can always take parts off and put them on another model
Bet bet thanks
Anyone know how to fix this? saying its not mapped even though it is
How do I separate a hair from a model? I want to re-attach it to a different model
Check the bones, based on the names it looks like you should be using either GD or G?
Using Blender?
I have both unity and blender idk which to use for this
select the mesh parts you want, then 'p' to "part" it out into a separate object
unless it's already a separate object, you do this in blender.
Nothing happens when I press p
The be a little more detailed, if the hair is apart of another mesh enter into edit mode and do the above mentioned.
I'm assuming basic blender knowledge here.
of course you have to go into mesh edit mode to select parts of the mesh.
To add said hair to another model you can do in multiple ways but I’d parent with “armature deform” to your rig then weight paint
ah I just drag it to be a child of the armature, add the armature modifier, and go weight paint. Though it may have its own bones, which you'll have to merge into the new avatar's armautre
That’s pretty much what parenting with armature deform does, it adds the armature modifier and parents in one click.
whichever way works for you
Say, while I have you here do you happen to know anything on this? ^^^
Found out the bones actually work on PC too.
swapped some animations usinng AV3 Manager, now i'm getting this error upon upload.
so weird that AV3 has the ability to use/swap default controllers and parameters, but not give you the Expressions Menu to make it work...
any way to fix this without fully recreating the default expressions menu?
you can't really tell what's wrong from just that message
Well normally I presume that, even if you don't have a set of Parameter and Menu, by using default settings for Avatar Descriptor, they end up on the avatar anyways. While AV3 has tools to mess with parameters, it appears one needs to redo Menus by hand, since I guess the way it interacts with Avatar removes the default Menu in the process.
once you add a menu, you don't have a default menu, so you'll have to make everything you need there
yeah, i get that part now. i think what i'll do to save time in the future, since i'm mostly just mildly editing default Playable Layers, is to throw a copy of the default menu on all of my future projects
I don't even know what's in there anymore
in AV3? it's got a good amount of utility, easy to swap animations in and out. the parameters section confuses me a bit, i don't make a ton of custom controllers though
oh lol, yeah i mean unless you add extra stuff it's pretty much just default emotes with a few extra face blend shape ones that i don't quite understand
er, they'rer not in the default menu but in the default parameters
Hey everyine quick question, so i wanna switch my physbones into ones with more "jiggle" right, is it as simple as just copy/paste ?
copy and paste what though?
i mean, you can edit the phys bone component you already have
yeah
i do it in play mode and then just remember the settings lol
maybe you can even copy them, not sure it saves the copy after you exit play mode
yep, you can copy in play mode and paste in edit mode
my unity seems to undo everything i do in play mode upon exit
yep, changes made in play mode don't stick
I mean like
I have two avis, mine and another one with physbones everywhere
Its the same model ofc
you can copy the components and paste them onto the other avatar
Can i just copy them from one avi to another so i dont have to remake everything
I like to stick my physbones into a tree of empty game objects then prefab it, so I can just reuse it for all variants of that avatar base
Ngl i am too fresh in unity to fully grasp what u mean here
Well if its as easy as just copy/paste it then ill give it a go later
yep, there's copy and paste in the "3 dots" menu at the upper right of a component
Copy component
Paste component as new
Ypu can also right click an existing component
yep, and that
One being the transform component
I am trying to test and preview animations to change my gestures; I used to have a really good tool similar too vrc avatar editor but I lost it. Is there anything similar to it @.@?
expressions menu not displaying text of my button, and the button is not interactable O_o
AV3 Manager for relatively easy swaps, Gesture Manager for testing easily in Unity?
i've heard good things about Pumkin's Avatar Tools as well
I imported an avatar with some assets that i bought. It has some objects that are beigng activated or deactivated in the hierarchy by default when I toggle the item. But I can't find where the settigs are. Looks like some tool is setting them directly after 2 seconds again. Which tool is it?
Vrcfury can create toggles etc but you shouldnt remove the package
Find the toggle component of vrcfury for the item you want to edit it for
SDK 3.8.2 bug when you have a controller in the animator component
Was that whats meant by "by default"?
my gesture manager seems to be duplicating buttons/toggles/submenus/etc, i'm unsure what's causing the issue but it's getting to be pretty annoying
i'm not sure if this is part of the problem but im using both modular avatar and vrcfury in the same project since some of the prefabs im using for one avatar require either or
i created a test button to show what exactly's been going on, there is supposed to be a singular test button but when i go into play mode and into gesture manager, there is two ;n;
okok so i fixed it, but i will keep this here in case anyone has the same issue
simple fix, didn't think of it until now cause im stupid lol- but create a new menu for your avatar and it shouldn't duplicate anything in the radial menu anymore 🐥
Dunno if i can ask that here, but I have been thinking on how i should go about starting to create avatars and to that end how i can best get comfortable with blender so i know what is where and what is what.
You guys got any pointers?
For blender, start with donut tutorial video series.
Guess I will
I updated to 3.9.0 and it still happens. Its like a script that automatically toggles the gameobjects in unity every 2 seconds
Some objects in thie hierarchy are deactivated and some are activated. Everytime i activate a deactivated element, its being deactivated and the other way around. These default settings must be somewhere...
Hey just wondering if someone can help me with this trying to upload the quest side of an avi
I made a toggle that checks for IsOnFriendsList to make sure friends don’t see that specific toggle. It works great when they are in the lobby with me and I turn it on, they don’t see it. However, if the toggle is turned on and they disable and re-enable my avatar or they join/rejoin whilst it’s on the toggle suddenly shows for them. Anyone knows of a fix?
You might have to double check the transition condition.
Either putting a second transition from the on state back to the empty state with IsOnFirendsList true or adding an actual animation that turns it back off like it is in default in the hierarchy fixed it
I just don't get how it goes from "entry" to on state without going through the empty state and being blocked by my parameters
If you want other people to confirm its working then you have to post screenshot and detail how you setup the layer.
You can set it off. Exit time usually isn't necessary if condition only relies on parameter.
Yeah I think I was testing fixes and turned it on
It's On by default when creating a new transition.
I know, I turn it off when making transitions. I turned it back on because I thought the game needed more time to check my parameters and hoped exit time would supply that
want to ask, i cant upload this avi, its not lagging or freezing, its just dont move
i already press the auto fix, but still after i press build & publish, ntg happens
You're in prefab editing mode which can't start building avatar.
so, how do i proceed with this? cause i just follow the manual given with the avatar and it didn't state anything about it
Back to normal scene editing and drag the avatar prefab into the scene.
oh wait, so i just need to save it THEN publish
It's auto saved already in the prefab edit mode.
ohh, 1 more question, after i finish uploading it and publish, i can just delete the project and the package file?
no need to keep anything right?
Sure. But you will no longer be able to edit the avatar.
alright, thank youuu, its my first time using it so im kinda in a lost of everything
Prevent Physbones from going back to the original / parent root?
I've tried setting immobile to 1, but of no help.
I've set MaxStretch to a 1000.
When I release the physbone it goes back automatically.
Set Pull zero
does anybody know how to keep ik bones still, but only by a little bit? these hands have a tendency of clipping inside of the "fist" when balled up, and i want to make it where it only moves a little bit and somewhat keeps a static rotation
Thanks ❤️
nevermind i found a sort of backwards way of doing it through rotation constraints i think
can someone help me? how do i fix blue print error
i downloaded an avatar, and it keeps giving me that error
Take topmost error.
Is that topmost only 2 errors?
Does the sdk show you "Autofix" button?
it gave me some
Then do autofix.
okay
it worked, sorry, since the error said blueprint error, i thought it didnt had to do with problems with the avatar
tysm 😭
It's usually a side effect of other errors.
ooh okay, thanks for the help!
Because it's the extra camera on your avatar.
If an avatar comes with face tracking by default, am I simply able to remove the prefab and it not damage anything?
If it's using vrcfury or modular avatar then it likely not to break.
I really gotta learn VRCF and ma.
I beleive its.. jerrys face tracking?
I have never looked into it so you have to take a look yourself.
There's also this absolutely halarious expression blendshape that's just, never animated with any of the gestures. If I just make a simple toggle to turn it on, that'd work?
Cause imagine talking to someone, you look away, and look back at THIS
If other animator layer doesn't control the same blendshapes then it might work.
At worst it'd just distort the funny face a bit, I beleive? Lemme do some testing, I'll let you know if I need more help, much appriciated you wonderful human :3
I might just leave the FT on incase I ever get a quest pro. That way I don't have to reupload.
remember that FT takes up a LOT of synced parameter space
feel free to ask questions about where you're stuck
Speaking of that, do parameters take up actual like, file size? I know textures and stuff like physbones drink it down, but I've never thought about parameters.
not file size but there's a limited number of bits that will be synced over the network to other players
Didn't you get hard banned from VRCTraders like five minutes ago for suspicious activity?
Bio already is the red flag.
Deadass.
You realize I'm a moderator for that server, right? I can pull the audit logs.
If you can't see the server in your server list that means you has been banned.
@pearl flower oh no wait, the audit log says you had a set of messages referring to ripping models removed, and you left before you could be banned.

Thanks for posting here, now we have your user ID. That will be useful for our bookkeeping.
I guess that's going to be the question to be asked next.
It's accusation if it doesn't have proof.
Blackmail means you already had done something and they had proof.
It's a language barrier thing, I think.
anyone know whats causing this with the textures ?
Mipmapping
Check the UVs, the UV seam is probably less than 1/16th away from the edge of the texture, with a transparent background.
Fixed it. Thanks
All good.
is there a way to add a roblox walk/r6 animation to my avi?
Sure. Get the animation, replace your locomotion animations with that animation.
The search terms you'll want are "replace locomotion animation VRChat"
Thank you, but where can I get the animation?
Well, you’d need to send your avi file over to a 3D modeler so they can properly add the animation into it
Okay
Not how its done, animations are for humanoid and works on anything similar
no way you need someones avatar for that
Agreed
And the Roblox walk anim is almost certainly popular enough for it to already be out there
'3d modeler' that dont even know that 
Sus
Still where could I find it, I've been trying to find some and I'm not sure where
never played it wouldnt know what you are after , im in fbt so locomotion animations not a thing i make
normally you judt import both elsewhere sourced model and animations fbx, set it up as humanoid in unity to convert it from generic, done, now you can extract/duplicate humanoid animation from it and itd work with any humanoid
so there are no world help tabs nowhere... im about done with vrc 🙁 too much exceptions with no logical reason. this one I cant upload a world for quest. it successfully uploads for questbut the world is not available... only world I can upload is if it has NOTHING in it.
wrost sdk 3.8.1 and 3.8.2 gets some error while building which already have been reported.. it stucks at 25% need to close vrc sdk and reopen it while uploading if doing multi upload... but now what are common reason for a world uploaded to quest only to be PC only...
I need to go develop on a more recent game I sadly think today 🙁
there are several world help channels, you just have to enable them
Guys is there a way to use shaders that are hidden?
do you have the liltoon package installed?
I do, but these are all my shaders
I'd think it'd be in the lilToon section, but I've never actually used this shader.
I'm just trying different shaders and I was wondering :'3
Also, lilToon doesn't contain any shaders, it's just the shader itself
I swear to god these used to be available back then
So yeah... This is the only thing keeping me away from uploading my avatar
I was just making sure you had the package installed, as that's a common error. I know nothing about this shader otherwise.
q-q
Thanks for the help tho!
Welp, it was a toggle all along...
It's not the same as it used to be
Welp the more I know!
yo im trying to upload this avi and i keep getting this error when uploading?? i exported the unity package from my old laptop and fixed up the shaders, im using an updated version of unity and vrc sdk so im assuming thats where the issues are coming from because ive been able to update other avis just fine
okay, I recently finished editing and making an avatar
but I noticed something wrong: the chest was moving weirdly. I meant that it moves.. kinda too much?
on the original model, it doesn't do that
does anyone know how to fix this?
specifically, the parts where I snap my head up, the chest would also snap upwards
and the parts where I "bop" my shoulders, the chest just
wobbles too much
Is that a canned animation or is it FBT?
Same I'm wondering. I assume it's only anination. If it is, duplicate animation and tweak torso/chest . Best would be to play animation, when you see what you dislike pause animation, tweak values for torso/chest until you find which bones act up , and adjust.
fbt
It's possible that your IK is doing weird stuff, I'd suggest not using Lock Both on your IK setup, it tends ot do weird shit.
Especially if you have a chest tracker
is there a way to have an emission only light up if you touch it?
contacts and tell material to change emission value
detect hand/fingers/senders do stuff
My friends making an avatar that has a katana in the right hand and a toggle so you can hold the sheath in your left hand and he doesn't know how to make it so that when you equip the sword the handle of the sword on the sheath automatically disappears does anyone have a video that can explain it or can explain it themselves?
Anyone know if its possible to make a parameter than only animates an avatar when someone is not looking at it?
can someone give me a quick rundown on how weight paintinng works?
does red mean more weighted/stiff?
so say for the knee it clips on the back here
would i need to make it lighter?
or heavier on the weight
You would (Likely) want the thigh/upper leg to have less weight, and the calf/lower leg to have more weight
ive tried less weight and more weight and it still clips
this stuff is so confusing
How does one make it so that when i toggle somin
The avi will lock the hands into a certain pose? Is it just animator or?
It might also have weighs from some another bone. Another thing you can do is simply add blenshapes to the base model that shrink it. Might even have them already. Something else you can try is transfer weights from the original mesh the clothes were built for. This will get it mostly correct and will only need minor tweaks if any at all.
thats a slight issue
i cant interfere with the body at all
the fbx is broken in some fashion and the creator didnt offer any help on the issue when exporting from blender back into unity
so i have to use modular avatar and rig it in unity.

so i cant add any body blendshapes
and no matter what i do its still clipping here
Oof, yea modular avatar is great for what it does, but its really just a crutch. Causes issues when you want to get deeper into modeling.
So look into the transfer weights or just keep tweaking it
Lot's of people struggle with it
Can you show me the weight of the upper leg in that same area?
is it supposed to be more??
im so confused
the fact i need to do this with the other leg too and other bones gives me a headache
This is likely your issue. There is just a small amount of weight from the upper leg on the lower portion of the pants
so my avatar is stuck in this pose and i dont know how to fix it, i tried removing all the controllers/fxs and it doesnt change it at all. i have no idea what could be causing this. any ideas?
and its not in preview, i have no idea whats causing this...
now the thigh jiggle is the bane of my existence
Again, I'd look into just using data transfer. It'll set up so much of this for you.
https://youtu.be/IPQ2QVVIxLU?feature=shared Here's a video showing one way to do it
The relevent info starts at around 2 min
^^^
if its just this ik already how to do that
how do i tell the matierial to do that
should i just transfer from pretty similar pair of pants thats already weighted?
No, transfer from the base model. Unless that was what you were talking about things not working.
I mean
if i have a pair of pants already rigged and weighted to the model that are perfect
and the pants i want to add are very similar
would it work transfering the data from current pants to new pants?
That would likely work, but it's not ideal
is personal avatars menu missing for anyone else ?
no idea how it is gone suddenly
appreciate it 👍
ive managed to do this, however i want to make the emission fade up the leg when in proximity. how can i do that
does anyone know how to remove the lenses off the mayu in blender??
edit mode, click on the eye crtl+l then delete.
thank youuuuuu!!!
If youre doing this for quest I will let you know that VRChat/Mobile/Particles/Multiply material will cause the lenses not to render on quest.
just making a render for a cool photo 👍
aight cool. I need some help myself, pretty much all of my avatars do not sync their physbones to quest. As in, a physbone is grabbed on quest it isnt grabbed on PC and the vice versa. I find this desync quite annoying personally and would like to get it fixed. However, I do not know why the desync happens, like at all. I will note I am using Dark Player's avatar optimizer, not sure if that would mess with it?
A lot of VRC Fury components as well but its not complaining about anything.
Ill get back to yall after testing with the avatar optimizer off. I dont need all the bits and bobs its doing with physbones ill be fine with just getting VR Chat to say its not very poor. So basically all I need it to do is merge my skinned mesh renders.
Well given I cant even UPLOAD to quest without using it idk how to check that.
At least with my main avi.
if your model is symmetrical, turn on mirroring before you start painting
I need help finding this one avatar that is a black and blue protogen mixed with a bat I used last time now I can't find it
can somone help me work unity 😭
i got the files for mayu and cant figure out how to open them
have you watched a basic tutorial such as this one? https://www.youtube.com/watch?v=bSwMz4WcajQ
ion use youtube so no
ah, I'd suggest you start there.
So far my problem was I was trying to launch it in Unity 6
So I’m looking to make 2D eyes and mouth for an avatar I have but idk how to do that in a way where they’re visible inside the model or something
i just uploaded some avatars can someone help me with expression toggles
ts hard
i just tried updating my avatar and exported it to all platforms and now I can't select it, why?
this is on my PC btw
im about to test my Quest 2
ok it works on my quest 2 but not my PC
need help with my clothing when i tried the clothing in vrchat the clothing is in t pose
never had any issues before until now
Have you actually do armature link?
how normally i just had to drop the clothing in and fir the body then good
That means those cloths have been preconfigured with armature linking. If it doesn't then you have to configure armature link yourself.
how?
Are you using vrfury or modular avatar in your avatar project?
Clearly you didn't do correctly https://vrcfury.com/tutorials/linking-clothes
yea that did not work
im trying to put a mame outfit on azuki which i never had any issues with other mame clothes but this one is not wanting to work
If I try to copy a vcc project, it copies the existing version of the avatar too. So, I won’t be able to upload a changed version of the avatar as a new avatar. Is there a way to change that if I want to use a base, for example?
near avatar descriptor find pipeline manager, detach id
now its brand new avatar, regardless of being a different or the same project
Can you show how you configure it?
Ohh thank you so much!!
im getting off for the night i will have to do it another time
thats the outfit im trying to add to azuki
Helloo! Sorry for the novice question, but I added these eye textures to Kanata, but I'm not sure how to make the one I put show up.
the brown ones instead of the circular ones
looks like a blendshape-controlled mesh
anime style chars often have multiple eye mesh parts so go play with blendshapes on the head mesh
If it isn't made for your avatar it isn't going to work well.
Sweet thanks! it was in the blendshapes section
keep in mind once you press play, an animation may be reversing this
tried gestures?
yes!
lucky then
But all the other mame outfits work for azuki
Pretty confused, literally all I've done was remove some physbones and change the materials to be quest compatible?
Doesn't work well I mean the will be clipping while moving. If it's stay in T-pose then that mean the armature link isn't properly configured.
Still gotta cram the textures down even more though anyways, AA
Well i have it resized to fit but the arms not moving with the body
That means the armature link isn't properly configured.
Ok ty for that info I will look up on how to link the armatures to azuki then because the vrcfury armature link did not work
VRCFury should work but need to properly configure it.
These paramaters don't seem very important, if I go ahead and upload, it's just those specifically that won't sync, right?
Next time I get on pc I will take a pic on how I have it
can somone help me with emissions ?
Ask the question.
so i made an emission that kughts up the feet when in contact with colliders, but it just lights up and off, is there a way to make it fade on and fade off?
does that make sense
Depends on how you made it. How did you make the animation?
this? turned the em on at .05 then off at.10
And how did you set the animator layer?
Do you need it to lit up only for a fraction of second?
hold on let me be more specific i dont think i worded it right xd. so the proximity with colliders works, it turns the emission on and then off but i want it to be more animated. like the emission to scoll up the leg instead of the whole thing turning on and off
does that make more sense
(ignore that foot that doesnt work properly)
Then this rather is about scrolling emission mask in material.
i guess. sorry for not being specific. i tried using the scroll but it just continuously scrolls instead of stopping
Not the actual scrolling property. I mean scrolling by moving texture offset.
The Emission mask should be black and white gradient texture and you have to animate its offset.
this part?
All of that is about emission.
so this is how id do it or no?
If you like that then sure.
But I'm talking specifically about "Emission Mask" which a different method. But if you like how the way you set above then don't mind.
ahh can you explain this please. i wastn sure what you meant by offset
I'm talking about offset of Emission Mask. But you're changing offset of Emission Map.
And I said to make Emission Mask black and white gradient texture for it.
alright. how would i make the gradient texture
Any image editor app.
so its going to look like this?
Yes.
Direction depends on direction of offset you're going to scroll.
Or just try yourself first and see the result. Learning by doing experiment.
how do i animate the offset? the same way you animate the emission strength?
Yes
decals handy for that can be scaled / alpha / offsets / emissions , you uv might not work with it tho
I need help brainstorming how to do something with a model. I wanna know if its even possible before i get started.
SO! Im making a Model with a lava lamp tummy, and i want to make it look concave from all angles. Normally id just invert the faces (which is how im doing the roblox version of this model) but i know the faces will render from the back (see images attached). How would i do about making the furthest faces not transparent while making the nearest faces transparent? is it a material? a shader?
IMG guide
Img 1 and 2: intended affect (done in roblox studio)
img 3 past avi where the back faces rendered (intended for that avi)
why not just do the same thing you did in roblox
Hey guys, could somebody help me?
For some reason, I can’t connect unity to VRchat creator
Yes, I installed unity version (2022.3.22f1) it’s driving me crazy please somebody does anybody know why doesn’t connect
What did you do to connect?
Like go in and press installed
You should just skip installation if you already have installed in some other way.
Yeah, but I’m trying to get an avatar that I purchased and I need to open up project but I need unity installed and it can’t find it
Then you will have to manually set installation path in the settings menu in VCC.
Yeah, I tried to click on already installed and then it said add unity edition but I can’t find it
I’m trying to drag it in I’m trying to search it up nothing
Am I stupid probably but I seen like five videos and all of them can do it easily
Can't find it as in you can't find where you installed unity?
No, no I can see it on the desktop but when I click search in creative it can’t find it anywhere and I can’t drag it in either
the desktop isnt where its installed
The desktop icon is just a shortcut to the actual installation.
Like this one
That's exactly what I meant. It isn't the actual installed location.
it literally is telling you the installed location right there in the image
You see the little arrow to the bottom left of the icon? That's indicating it's a shortcut for the actual file.
What I don’t understand I need this one to go to create but when I click pick unity edition
I can’t find it am I stupid?
its looking for the actual unity.exe
OK, and I don’t have that when it’s installed in unity itself so how could I get it?
it literally tells you the installed location
I really don’t understand. Sorry I’m stupid really what should I click on? What should I do? I I’m sorry I’m so. Useless.
its telling you which folder it is literally in
You just have to navigate to that location and pick the Unity.exe file.
i explained why if you read the entire message
Wait, no I picked show in Explorer to find it. I dragged the unity symbol that light up in to create. But still, it’s saying no.
the only time a face renders from both sides is if you specifically tell it to in the shader settings of the material
"it’s saying no" what does that actually do?
Because app doesn't just simply say "No".
This file does not have the app permission with it from perform the action. Please install an app or if one is already installed create and access in the default app settings
Can you screenshot instead? And use Window+Shift+S key to properly take screenshot.
How that’s the only file I’m sorry I don’t understand technology ha
You have to navigate to this location
You see the location is different from what you picked?
OK let me see I pick pick unity edition it opening my documents and I need to find that unit works in here the only problem I know where it lies I think but it doesn’t show up there
The only thing I can find is unity and unity hub set up
You have to stop looking at the desktop because that isn't the installation location.
No, I know, but I can’t search for it either. It doesn’t exist like.
Do you see "Program Files" folder in your C: drive at all?
Yes
And where did you go after that?
Unit and unity hub
Then I clicked on unity I clicked on hub edit and the version I need and nothing
That’s only like linked to websites
Can you screenshot where you found that?
Wait
Oh my it works I couldn’t figure it out. I just dragged everything in at the end. Holy God, thank you thank you, my angels I’m so happy thank you so much. I owe you all one. (gives hug to everybody.) >\\<
What even is "everything" while you just need only a single "Unity.exe" file?
Yeah, but it was many of them there so I just keep on dragging everything to something worked I have trouble reading so I just went for it but thank you so much
Just be sure it actually is "Unity.exe" file because if you picked other random exe, it won't work at all.
I think Microsoft disables file extensions by default nowadays which might have been their issue
That somehow is a different location from what it's shown in your unity hub.
I stand corrected
Select the file labeled unity and then click open
Would you happen to have any third party security software installed
I don’t think so
Unity might be triggering a false positive
Shit, OK well I got it installed now I have it connected to create now I only need it to open project in unity hmmmm
If that dialog comes up again you can try hitting the diagnose button it might just fix it itself
No, it comes up every time I close and reopen and I tried to click on it and it’s trying to open the window and it just closing it immediately
Huh
Yeah, I know God dammit right so close
Well, you guys tried and almost made it. Thank you for your help.
I think I’m gonna give up
I tried to
What count as phys bone transforms
you may be talking about culling the front face, i know poiyomi shader has front/back face culling, i'm sure plenty of other (maybe even the default unity i just don't use it as much)
Update: figured it out
Assuming I wanted to add a entire books work of information to an avatar what would be the optimal means of doing so?
For example. The dictionary
I've been using image textures for this but there's only so much u can get from screen shots
Funny story, you can encode textual data into a model via shader logic.
There's a gumroad for it, forgot the name.
Someone mentioned it in another server for doing a bible study in VR, seemed neat.
Shame. But hey don't this mean u could theoretically have a functional library within vrc?
It would still gets limited by avatar data size.
Not too big a deal. I mean I already have the entire constitution on a quest avatar
Text data on it's own, especially basic unicode data means you can cram a LOT of stuff into a small file size
The way the shader works IIRC is that it has a flipbook texture of Unicode (or more likely ascii or limited unicode) characters, or generates them from vector data that's stored, it then complies them in order at runtime, per page.
10mb of .txt file is a LOT of text.
Yea if I could fit the constitution on a quest avatar the amount this shader will improve data compression I imagine will be huge
This would mean you'd be limited to simple formatting, and no images, but still
wild shit
Yea this is something I definitely need to get my hands on
And a generic text shader module would be immensely useful for HUDs and stuff.
If u can manage to get the name of the shader It'd make my day
I td be cool to be able to cram all the data from research studies an shit onto a avatar
https://finntherabbot.gumroad.com/l/readable-bible I think this is it?
There ya go, found it.
I know some people who will want that Bible. That said I'll probably try to make my own vrc library
Even if one already exists
Theoretically possible, ye.
I was gonna do so using the portal radio prefab and image flip book builder. May still be necessary to do for quest users
i hate the new avatar descriptor, how do i get back to the one from before?
with my FX layers and the mouth open mouth close and the eye rotators etc
If u got creator companion then u should be able to just change to older versions within the program?
if you want less features 
what components to change?
it' so annoying it has too many things i don't get
okay downgraded to 2.8.0
How old is the old one you talked about?
a month old
the new facial tracking stuff is bugging me out
im a creator of avatars but i never use blender /Blendshapes
There literrally no sdk update for a few month.
new facial tracking stuff?
If you meant SDK 2 then it's like half a decade old.
I don't recall any changes to that in the last like 3 years
There is also no change visually for a year. Last change was adding custom body trigger sender.
And that's almost 2 years.
i think my project is corrupted
Probably that.
????
do you have debug mode on?
hmm idk i never touched it
Check console for errors.
looks like that, or something broke, check your console for errors
Yes, that's how it should look by default, not in debug mode.
ill make a new project
drastic, but sure, it could work 🙂
If you repeat same step it will cause the same error anyway so better get to know what the error is first.
ahh
So im trying to export a mayu from blender but one of the piece of clothing keep going big and I dont know what I did wrong
I removed the animations cause that usually help but still doesnt work
has anyone ever had an issue where an imported animation plays slower than normal upon upload? i have an idle animation which is supposed to be a three second loop but takes at least 6
is it possible to vrchat avatar so when a certain user uses it it becomes a different avi for only them?
whats the fastest way to delete bones w/ no weight in blender
I deleted some stuffs and theres a ton of bones and I can't tell which to delete
CATS/unoffical CATS has a button that deletes zero weight bones iirc
there isn't a way on an avatar to check the wearer's ID
Heyo! Having a weird issue where my AFK animation works completely fine in the animator, but in game/in play mode it's missing the eye closed blendshape keyframes and the up/down floating keyframes.
The keyframes that aren't animating in play mode are highlighted in blue in the second image. From what I can tell the're not obviously missing as they aren't outlined in yellow, but who knows. I've never really worked with AFK anims before beyond shoving an animation in the AFK init slots.
your blink shapekeys wont do a thing on action controller, put those in fx
Works fine on other avis?
If it means anything I'm not using the VRC blink blendshape, I have a seperate eyes closed blendshape for animations
you are testing in unity thats wild west - wont work ingame , blendshapes does nothing on any other controlller then fx
whttps://creators.vrchat.com/avatars/playable-layers/#fx
when i click on the pose avatar button it's turn to green but i can't move the bone of the avatar
what does that do?
okay... what is providing these things?
it's with the gesture manager
ahhh
test to reload Sdk
Thanks, it worked.
can this also happen because of poor internet connection?
I paused my steam downloading too.
yes if you have not a great connection it can happen but it's depends.
the better thing to do if that happen it's to reload the sdk
Hi!
Quick question here
im missing something on my avi params or something else?
Like...
I have couple outfits, but when i try some MMD worlds with certain motions, my clothes go back to the default ones
Is there a way to fix this or is something about the motion itself?
mmm okay good to know! though I swear it works in game too o_0 Explains why the blinking isnt working in any case. Any idea about the root keyframes not working?
I believe MMD takes over the first two layers of your FX animator - don't put that stuff there.
i remember somebody said to me the same
but only first layer, guess i can try leaving another empty layer for test right now
Ran into this when i was testing since i had toggle outfits on the first 1 or 2 it would always revert to default, so my fx layers are default | 0 nothing | 1 blink/disable when using vrcemotes/ect | 2 left hand | 3 right hand | 4 all the other toggles here
yeah I use 0 for blendshape resets and 1 for an idle blinking animation
just tested this rn
didnt work
it's a good suggestion either way, though perhaps not the solution here.
has anyone had isues seein their uploaded tab on vrchat?
if you're on the beta, see #open-beta-discussion - there's been comments about such things
Yeah, i have been strugling with this for a while
Also, i saw the same motion on different MMD worlds
Here [https://vrchat.com/home/world/wrld_6aa7e36a-1449-4033-aaa0-3470a8460cfa] my clothes turn back to default
but here [https://vrchat.com/home/world/wrld_776a6a37-f307-43f4-aeef-8f151f38dba4] my clothes are normal, doesnt change to default, also i can swap while the motion is playing
i think the world author give the motion some treatment after upload?
a friend told me something about this
Anyone else having trouble seeing there uploaded avatars tab gone?
see my comment 2 messages above
im trying to launch the encoder but it keeps crashing
is there a discord server for this?
Probably? Check the git page
hi, i have an asset that plays an fx when activated, however the audio is very choppy, even in gesture manager. I've tried looking around but i've not found much in the way of knowing how to fix it, would anyone know where i might look to fix it? these are the current settings for the audio clip
Does the audio clip sound like trash when you play it in a media player like VLC?
heyo, after i imported my blender avatar to unity via creator companion it showed an error that where it appears red that an skeleton or armature is incorrectly placed while the armature is exactly same place where the red dot is. How do i fix this??
Screenshot
nah, when played in anything else the clip sounds normal
23 second long clip
wait loading up my unity rn
without using blender how would i fix the heels? 
Prayer, mostly.

There's probably a bone floating around that has the heel
Parent it to the foot.bone.
Good luck finding it that model definitely has 500 bones, lmao
its a pretty simple avatar actually , i can always send the paylink if needed (the avatar is sfw!!! before i get told off for sendin a "nsfw" avi)
the avatar was in t pose btw
it also happened when i tried to add my own shoes to her in unity
yeah no im stupid
looks fine in normal unity view, also doesnt do it if i mess with the legs in normal view
i lied. i moved the foot and its still stuck</3
I was wondering if anyone on here could help me set up multiple sets of visemes for 2D expressions?
I know how to do the basics I just want to be able to have sad, angry happy, ect visemes
And I draw each set
ive just got a unity question, how can I change my background from the default sky to the grey void?
this??
forgive me for the pixelated screenshot </3
thats so real
lowkey might use the grey more often, its more calming
it also contrasts the colors better
another unity question.. how does one stop this. i just wanna zoom in
its horrifiying seeing inside my head
do this
or just middle click the area you want to focus on with dynamic clipping enabled
setting your near clip that far will cause displacement issues like that warning tells you
you can hold alt + right click and drag your mouse for a finer zoom in the scene view btw
color contrast is so nice now compared to the skybox
Got a whole stream vid of me making visemes, if that's what you're looking for.
I know how to make 'em, but if you show how to assign visemes to expression, maybe ^^ Any research helps!
Of course! Totally forgot about tilesheets, gotta look into that.
i cant see the "uploaded" avatars list in the menu, but i can on the website
heyy, when I render my avatar in unity or in game
the root bone for the body mesh changes
how can I stop that from happening ;-;
by "render" do you mean play mode?
yeah
like it being put in game
cuz it happens in the actual game too
where it dissapears at certain angles
and it isnt the bounding box its specifically the root bone changing
How do I import it/publish? I got the novabeast and am really exited to use it but when I try to publish it as private it says "current user does not have permissions to build avatars" how to I get perms??
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
^
ty!
if i bought a tail ribbon for my kipfel model how would i do a radial wheel toggle to change between the colors it comes in
trying to add Gogo Loco to my avatar, is this normal to see when you go to the SDK screen?
they all point to stuff like this
did i miss a step?
So I wanted to change the proportions and stuff of a model I have. It has a rig already but after making the edits this happened. Idk how to fix this
I exported an FBX and it deformed when put into unity. I have applied all transforms in blender and still nothing. Funny thing it works as an OBJ though. I have no idea how to fix it
yes, you didn't add the parameters to the avatar parameters list. You must be doing this manually, so somewhere in the menu directory is a parameter list you can merge in with Avatars 3.0 manager.
let me go check it quick.
because another thing I encountered said I had to install VRCFury or something and I was able to upload it then after I installed that
oh if you used the fury version then this should have just worked™
is it this?
i mean i installed it after doing some googling
and it worked after I installed it
I don't use it anymore, and haven't ever with fury, so I'm not sure about that, but yes, that looks like the parameter files
we'll be here
I'm having a weird issue, for some reason whenever I try to click to configure button under my avatar rig nothing shows up, I'll be dropping a screenshot in a few seconds
I'm very confused what I did to make it work, I clicked on a random thing and now it's working
been having a problem that I cant for the life of me solve
when looking at the body from certain angles it disappears, this is because the Root Bone for the Body mesh changes from the Hips to another Root Bone when the avatar is being rendered in game (i.e gesture manager or vrchat)
I cant figure out WHY this happens, or how to prevent it ;-;
Look up youtube tutorials
There's quite a few videos that teach everything
Myself I learned almost entirely off of YouTube videos and reading documentation
Adjust your bounding boxes for your meshes so they all cover all your avatar
isnt the bounding box 
ive checked trust me
Can you send a video then? For example using Gesture Manager?
of what the avatr dissapearing or the root bone changing
Both preferably?
sure gimme a sec
Anyone know this fix to this error, ive never had it before
Pretty self explanatory, add an animator component on the root of your avatar and put it's avatar object in it
Evertide click same object that holds the descriptor, the root, and add component called "animator"
Can you show me what the bounding box looks like in play mode?
Also you seem to be using something like VRCFury or similar. Try without and see if the issue persists.
ive never had any issues like this with vrc fury
😂 bounding box shape hahaha God sorry
it was initially made for sfm ;-;
Try without still? Doesn't hurt to check
The box size is funny but it won't cause problem afaik
Or will it ? It's so close to feet actually
@dense knot @heavy zephyr thank both of you
This is going to be my first good rated Avatar
My asset folder probably contains hundreds of items. I feel bad right now haha
How do I get the buffer particle to start from the end of the shotgun with the 0.5 second delay?
Probably by adding another sub-emitter as intermediary. Your buffer triggers the sub-emitter with delay, then it triggers your actual shot
That will add a material on the model, no?
is anyone having issues connecting to vrchat servers through unity? my internet is fine but for some reason its taking hella long to load stuff from creator companion project manages. Im also trying to upload but its not loading
Your particle systems that are only for buffer/timers/etc do not need to have a material assigned, set the renderer to none and turn it off. Unsure if vrchat still counts that as a material but that's the best you can do
VRChat does count that unfortunately! Thank you for the suggestion! I will try it out!
Question - what causes an avatar's scaling to break? 🤔
When I try to change my avatar's size, the model doesn';t move with the scaling. Camera just goes up (or down) and the body stays there for me to look down at...
Any idea wtf would cause that and/or how to fix it?
ive done extensive testing with the bounding box, the issue that ive narrowed it down to is the root bone for the body mesh is changing
when its rendered in play mode or in game
I know the issue, I just dont know WHY it happens or HOW to fix it :(
no change ;-;
What script is making that object that gets assigned when in play mode? Try without it too
no clue ;-;
how the fuck do i fix this
It's talking about SPS plugs... I think you know what that is
yeah but I dont know where to find it
Another method of animating the buffer turning on at the correct frame instead of start delay on the particle fixes it!
Assets > click the FBX > inspector > rig > configure
make sure you scroll all the way down and click apply after.
Oh yeah, should've thought of that lmao
Now we know!
Im cant figure out how to make this work, This is my very first avatar and ive tried youtube and its not helping, tomarrow would anyone be willing to walk me through making one
Does anyone know what menu this is?
liltoon material settings?
been trying to upload this avatar FOREVERRR and i keep getting this error, but i have no idea whats doing it!
Are you building for android?
yes i am
You can't have audio on android avatar.
i know, but i was guessing it would just remove it no? i didnt want to remove it because i want it on pc but not on quest, ive done this before without having to remove it.
ah well i guess i DID have to remove it, so weird i didnt have to do that before :(
You have to remove. And you usually better have 2 avatar object for different platform in case both platform can't be the exactly same avatar.
you can create a prefab of your avatar and then for quest use the prefab and remove the audio source. This way you can restore it if necessary
also should keep updates to the PC version and transfer them to Quest (in the scene, but you will have to upload to both platforms again)
thats fair the sdk would just remove it for quest for me, so i never had to do that, weird it didnt do it for this one
The sdk would only tell you to "Autofix" which will permanently remove the component from the avatar. The autofix would be at the top of the performance list that you didn't show.
why do the options keep dissappearing?
It's like, every time I remove them from their own prefab and then add them to this one, they dissappear after a few minutes. why is that?????
What options you talked about?
these 4. 1 hair option and 3 clothing options. they just went invisible a few minutes ago. the root bone is the correct one, but it just stopped rendering, even in game
So you rather means "objects" not "options".
yeah sorry
Skinned mesh renderer have armature with associated bone which you have to move them together. Moving only the mesh will lost the associated armature bone which make mesh disappeared. Root bone is only for determine rendering bound which doesn't have anything to do with armature.
If you moved the bone with move tool and it moved the mesh then those are associated armature bones.
alr
something like this?
reference: the hip bone is the one that moved all the parts I needed in the object "body"
Yes. But its child bones also move different part so each of them are associated.
would I put this hip bone in "root"?
or no
Then this is called "armature link" or merge, which is putting each of the merging armature bone into each matching base armature bone.
ok so I would merge Hip with Hip for example?
Yes. Spine to spine, chest to chest, and so on.
ok tyyyy!!!!
^^
ok rq bc I am unfamiliar with unity... what does this mean? for toggles
I believe that doesn't exist in default unity.
its VRCfury I think
thanks
How do I fix this?
how do I get rid of these black splotches? I cant seem to find one that works.
they also dont exist on the texture
I would do the same for the children right?
It's the same.
kk just making sure
vroid? you need a cutout shader or knife tool in blender
nope
ah-
quest cannot use a shader that has cutout option, so you spend time in blender with knife tool to do it
pretty easy to make a new vertice and you end up with something that doesnt have weightpainting
cant I just edit the texture in photo software or is it a problem with the UV map?
its the shader must be cutout to avoid black spots
nvm
ok ill see what I can do
the main problem is I cant import VRMs into Blender
and IDK how to do so
#avatar-general message , converting a vrm/vroid to fbx in blender - much better then the vrm thing in unity
olamilekan55
You can add the person he is my friend he will guide you through
generic scammer spam
I figured
I got it working! srry for being new to this guys!
anyone knows how to make work yodare system
Do you read its instruction?
yeah i did but i just cantmake it work
Make sure that you follow its instruction strictly.
I did it multiple times
Show how you set it up then.
remove that object
I've downloaded and done some rocoloring of the PBR Protogen avatar online and can't seem to figure out how to set up the lip sync and differenr expressions, I recolored and modified in blender then imported to unity.
Any help is appreciated as it's my first time!
That already is correct.
I just don't understand, will it automatically show up in the VRC avatar options menu?
Lipsync doesn't have any control at all. So whatever menu you mean doesn't exist.
Okay, thanks!
And it also has multiple expressions, is there a specific way to set that up?
There is no specific way. Any animation is made in animator controller so you can decide however you like to control it. If you asked for a "common" way then it's repurposing hand gesture layer to control face expression.
Thanks a lot!
im buying an avatar for the first time and was wondering if anyone could help me
What're you stuck on?
I need help with the error VRCAvatarParameter Driver' does not contain a definition for 'Initialize'
would anyone happen to know the hair on this avi?
not the emissions or anything just the base hair
Show where/how you are using the VRCAvatarParameterDriver component
Looks like a normal hair asset?
Probably from booth, they like super strandy
I've been told this isn't an unheard of glitch on my avatar model (the rex), but the way I was told to fix it (turning off align rotation in the armature link) causes clipping in the thighs and the hem to be too low (the belly peircing can kind of show how signficant that 'too low' is.) What should I do? (1st picture is the glitch, 2nd is with align rotation off, and third is what it's supposed to look like and my settings for the arm. link)
My model has this weird stand pose I suppose it's from the weight painting but it doesn't help
Also the fingers are really off
Yeah, fix it in blender.
Gogo loco makes me wave?
quick question,
with having a pc and quest version,
how do the toggles sync if i add more to the pc version of the avi?
like say, a set of clothes that only work on pc, will it break things when using the toggle or will it not do anything
as long as the parameter list is the same for both nothing should break/mismatch
parameter list?
that's what sync's toggles/makes them function
so if i make a toggle for the windows avi, but dont put that on the quest side avi
i have a prbl i cant upload i dnt kn anything of unity it my gf helped me but she dnt know to why its making this
if you dont want quest-side to see it then make it under an unshared int/bool/float, its just a matter of making the toggles you dont want see not added to your quest's list.
ok so 2 different models in unity and it should be fine
2 different models and 2 different parameter lists yeah
one for quest only, one for pc only, and then blueprint ID them into the same Avi
unsure of what the red error is but the yellow warning also'll cause you issues, you're gonna need to unsync some of your parameters (if you're doing add-ons through something like VRCFury you should spread them across multiple avatar IDs to avoid issues. its also just better optimization-wise)
help when I go to texture paint my verts aren't showing up on my image editor. when i have the verts selected in edit mode.
Press the dropdown menu near the top that looks like 2 circles overlapping
Then in that menu turn on wireframe
Why are my normals being weird when in unity but they look fine in blender? (hidden for close up shot on breasts, no nipples)
didnt work
I dont usually work with vertex painting so im not sure, you should ask in the blender discord
I will send you an invite through DM's
Also, quick tip, quads are better to use when the object moves around or deforms, select these faces in edit mode then press alt + j
Do that on any faces you notice have those unnecessary lines
Dont do it for the tris around the breasts, see how they cant easily turn to quads by removing an edge?
Dont do it for areas like that
will I have to unwrap my uvs again?
No
whenever I exported the file as a VRM in blender, it had this exra bone. I think it's the cause of the issues. anyone know how to remove it without breaking the avatar?
Are you using modular avatar
Modular avatar is a plugin for unity that allows you to add clothes modually, it can sometimes cause this, since you dont know I assume not
yeah im not
You should export it as a fbx file
alright! I didnt think of that but that makes sense
When exporting, set "apply scalings" to FBX all
On an unrelated note, both flavor foley and cyn are extremely based
Also, if you use gesture manager, you can test your avatar in unity without uploading to vrc
It is included in CC by default, I just linked the github becuase there are instrutions
ty ^^
separated eye mesh from body mesh to do a minor sculpt edit, rejoined afterwards and reimported to unity, same process as i always do but now every single blendshape i use incrementally raises the eyes more and more until the irises are barely visible. is there any easy way to fix this if i dont have the original unedited version
the eye bones don’t move at all but the mesh for them do
hey so i'm just getting started into trying to edit avatars from pre made models and i was wondering if anyone had or knew of a up to date tutorial for downloading the right systems and actually editing avatars
That happens because splitting/rejoining changed the vertex order, so the blendshapes don’t map right anymore. Only fix is to use the original mesh or rebuild/transfer the blendshapes onto the new one.
the body mesh is a neck merge, will the transfer option get rid of the body blendshapes part of the mesh, or will it get rid of my sculpt blendshape?
thats 1 thing i know how to do LOL
needa remeber that i love zoomin in to see textures