If you use a blendshape transfer, it won’t delete your sculpted shape, but you do need to be careful: depending on the tool, it usually transfers all blendshapes onto the target mesh. Since your body is merged at the neck, you might lose or override the body blendshapes unless you specifically isolate the eyes or mask areas during transfer. Best approach is to transfer only the eye-related shapes to preserve both your sculpt and the body blendshapes.
#avatar-help
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might be a dumb question, does that mean i should separate eye mesh of original head before transferring to neck merge?
Yeah, that’s usually the cleaner way. If you separate the eyes from the original head first, you can transfer the blendshapes just for that mesh, then merge them back into the neck merged version. That way you don’t risk overwriting or messing up the body blendshapes.
sorry last question, i appreciate the responses. i was struggling to find a viable method to transferring shape keys
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 2 pictures is the glitch, 3rd is with align rotation off, and 4th is what it's supposed to look like and my settings for the arm. link)
Does it happen in unity?
no
Have you tested it with gesture emulator?
uh idk. this is what I got rn
Do this and test
how to fix that when i test the constraint on play mode it's broke the VRC parent constraint & i have need to restart the project to make work again
Does it also do that when you pose it in blender?
no
Can I see the heirarchy
the selected one is the armature for the jacket
AKA the thing that keeps breaking
it’s so strange, i figured it out (ty!) and when testing in blender i don’t notice the issue but after i import into unity it has the same issue again
I think anyway
(Wrong place(
Does anyone know how to fix this? (VRCFury)
what is "this"?
the jacket turning into an eldritch horror
this is the same armature for the Clothes & the Character
ah. If it's the same armature and not some add-on object like via VRC Fury then it looks like weight paint issues.
It's not doing it in blender
are they not supposed to be linked??
oh so different armatures
can you send a picture of the two armature hierarchy
elaborate?
this is the jacket hierarchy
and this is body
in this case i think is must be an error at the exportation from blender like the weight as not be correctly exported by blender.
have you tested to do fresh export of the clothes?
no- I'll try that
at the export test to do that
if it's didn't work i don't know why to do to fix it,
it can be anything like a VrcFury problem or the Packages of (vrcfury,vrcsdk,ect...)that as not be properly imported by unity
if it's work it's a good things but i can't do more.
So I need help cause I linked my quest account to my vrhat account and I can’t upload avatar even tho I’m trusted
Any mods please help
vrchat mods don't respond here, submit a support ticket if that's what you actually need
So my avatar is importing backwards, thoug hI think something is up with the bone structure because I can replicate the errors in Unity when I click enforce tpose in configure avatar, like the arms go the wrong way and the ankles are twisted around
possibly bone roll on the humanoid bones is not 0? possibly it's not facing the right way or has unapplied transforms?
bone roll on the humanoid bones is not 0
has unapplied transforms?
how do I check this
I originally thought it was facing the wrong way but 've tested that and it's not the issue
for the first, in blender, you edit the armature and check the bone roll value for each bone
If i have manual toggles on the pc side of an avatar, could i sync vrcfury toggles on the quest side instead of manual or do both sides need to be manual for them to sync
what does "manual" mean here, is it a Fury thing?
ok well every bone seems to be set to 90/-90
aha. Bone roll for most humanoid bones should be 0. fingers/thumb you can do whatever works
ok, well it's still doing the thing
is there a way to just change what the tpose is when I click enforce tpose
no
how do i fix this some of her body is missing and is wasnt before
what part is missing? I don't see it.
But check if you have flipped faces, back-side rendering is off by default (for good reasons)
her arms
it should look like this
how do i check flipped faces?
I must not see the difference in those, but either way, same advice.
You can check in Blender
I fixed it
anyone know how to add a vrcparentconstraint to an avatar? i have an avatar here that has this as a "missing script" but cant figure out what to do with it lol
Can someone show me the best rest position of the finger bones in blender to get the desired hand poses? without getting weird fists or having all the fingers bend weirdly in the rest pose with in vrc
@marsh yacht uh, its bundled with sdk. make sure youre on the latest sdk
oh, ty
Trying to upload a quest side of an avi. Keep getting hit with Validation fail. I have no idea what to do from here.
what am i doing wrong for the sleeves not working then how do i make the sleeves follow the arms instead of it staying in t pose?
Still happening. Just in a different way
OK I found a fix and its jank but itt'l work
Since the arm bone names didn't match because the cloth is for a different avatar, so the arm part can't get merged. You will have to rename the arm bone name to match with your base. Read the armature link component and see what bone has issue.
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 2 pictures is the glitch, 3rd is with align rotation off, and 4th is what it's supposed to look like and my settings for the arm. link)
How do i edit the folders for gesture manager? Id like to organize my toggles
If you get an answer to this please @/me lmao I’ve been trying to figure that out too
uh, you mean submenu in radial menu? https://creators.vrchat.com/avatars/expression-menu-and-controls/#types-of-controls
Yes, but i still need help. I created a new menu but i dont know how to put the toggles n it
To make a submenu you make a new thingy in your main menu and change it to submenu. Then create a blank menu and drag it into the submenu part. Then you just treat the submenu as any normal menu and just put the toggles into them.
how could i make the child of my bones not affected by physbones?
in Size put how many transforms you don't want to be affected, and then drag their root in there.
awesome one more question. how can i make it where i stretch when moving? almost as if made of rubber. i put the squash and stretch options up but no luck
As in, you want to grab the physbone, and you want it to stretch?
no, like it just is able to stretch when moving fast enough
that's tricky, not something i'm familiar with sadly. I'm guessing it's done with blendtrees, but someone else will likely have a better answer.
Alright, thanks for your answers and help!
Would I potentially have to bring the model into blender and rotate the messed up bone to fix this? My understanding is the glitch is caused be an incorrectly rotated bone
Hi, was wondering if there was some toggle i could use to make an object only visible to myself (on the avatar) and not show up to anyone else? ive heard of a local tag for the animator but i only use the menu to turn said object on/off
some parameter (bool) + IsLocal toggle something it will only be visible for you, havnt tested it in ages
Any tips for a beginner avatar creator? what website/app I should use to make avatars? The ones I keep finding are limited and not really what I'm looking for, I want a heavily detailed character, I just can't find the place to make it
1 Vroid for a base export and import to blender
2 Blender , add more things to your base, massive learning curve here uv/textures/shapekeys/ect min a month id say
3 Unity to setup controllers
If you trying to learn alot its gonna take awhile and will be overwhelming
Ok!! I will watch a bunch of tutorials while I'm doing this!! Thank you!! I don't mind it taking awhile:)
Blender donut tutorial is handy learning its wierd controls
red ball on nose only visible for me
left av is a non local clone, local on right
Thank you!!
Thanks! ill try that out
If I wanted to move the default menu options that my avatar model comes with into its own menu, how would I do that?
you'd create a submenu, and drag in the menu in question
Booth ppl! Does anyone know/ have a tutorial on how to make pics like this? (Made by @puretvr on Twitter)
im not booth people, but this is just any paint program that has layers (even paint can) , posing tend to be on a seperate model - i just use some random animation and move frames around
custom contact parameter
dont use any buildt in ones everyone have
Is there a way to make it a toggle only works when another toggle is active? For example hiding the sleeves of a shirt only works when the shirt is turned on
https://creators.vrchat.com/avatars/state-behaviors#avatar-parameter-driver , do stuff when one is activated
set one
Thank you
I think these are just basic 2d art
but these seems to be Ai to me
It's in game rendering. Just use the game camera to take it.
is there a way to move a texture from one model to another if they are diffrent?
If uvmap for both model is different then it doesn't make sense to transfer texture. Unless you meant something else.
no thats what i meant
i want the texture of one asset but on a diffrent asset
and was wondering if there was a way to make it easier
This just doesn't make sense at all.
well same it's only possible if both models have same uv layout
Because texture if made according to uvmap for one model. If the other model has different uvmap which is very likely, it isn't going to work at all.
only if the uvmapping is same otherwise you can try to make textures similar to the one you need
There is no automated way. You have to repaint the texture which isn't much different from create it new.
awww
quest build, incompatible shader. I've found what specific asset the shader is associated with, but import settings won't allow me to change the material the error is associated with. help?
Create new material and replace it in the model in the scene.
How would I go about swapping the shader for the entire model in a toggle
even though there's 4 materials for the model itself
That didn’t work
Are you using vrcfury? I have an answer for that but not without it
How is it didn't work?
I do have Vrcfury
I could change the material but it still says the unsupported shader is there
You still are missing some materials.
With a vrcfury toggle you can make it do multiple things in one toggle. My suggestion would be to have one toggle change all 4 mats
What do you mean?
Literally that. You haven't changed all the material.
There’s no material to change in the import settings, and there’s no materials I haven’t changed in the scene. Even if I search specifically for materials no incompatible materials show
Search t:renderer in the hierarchy.
That doesn’t give anything
It give the same things I’d already changed
I’m going to try restarting unity again and if that doesn’t work I think I’ll just try later
Can you screemshot to confirm what you had changed?
I’m not sure what exactly you want a screenshot of ngl
instead of repainting the texture, you COULD try to remap the UV and kind of edit the way the geometry sits on the unwrapped texture. there's a few blender addonns that make it easier to adjust geometry on a UV Map, but definitely not automatic. still it could be a fun project if you really feel you wanna try!
Would i be able to just, Change the shaders with the toggle or would i have to make entirely new materials?
Toggle?
I wanna make a toggle for the shader used on my model, but there's 4 materials for the body
so in total you'd need 8 materials i guess right?
I guess? Apparently?
Id dupe your mats, set the shader on the dupe, then set up the toggle from there as material swap
Well, it gotta be made for vr
can someone hlp me with a bit of blender unity nonsense
tried changing the fbx of a asset but for some reason my edited fbx had half its bones broken and some ppl mentioned import/export settings
what settings should i have?
broken in what way?
and they are probably referring to setting the scale to FBX all , un-checking leaf bones, and applying all transforms.
idk exactly they fail to properly work
can send pic
Ye, sounds good
mind if i dm the pics?
Post them here instead as i have to go soon, so someone else can reply to you in case it isn't something i can solve quickly.
k
even after trying to move the bones manually
they will still be stuf there and wont get any closer
Uh, that seems interesting. Try the ones up here, otherwise i'm unsure, never had that.
does anyone remember the name of the application to have multiple OSC applications running on the same port?
k
this happened to me before
most likely a piece of the armature got deleted or is missing
try readding the clothes prefab or check the armature of the clothes
did it prevent the other parts of the armature from getting closer?
i'm not sure i understand your question
how to make face/body emissions? im making a humanized umbreon avi and i want the yellow circles on the face and body to glow 🙏
find where on the texture it is, make another layer white out the parts you want to glow (quest bit different - it wants the colors or you end up with a blinding white emission ) rest black
pc this one work, not so much on the quest shader emission
you get white wierdness if just using black/white
An avatar I made will not load at all while in VRChat. It only appears as a grey error robot. But it only appears as that grey robot on my device. Other's see it just fine. I tried clearing all data, restarting, and swapping avatars. This started happening when I equipped the avatar from the website while in-game
how to fix it? When playing emotions on your fingers, your hands react synchronously, both right and left.
Gesture layer is what controls your hand gestures, and masking is what you use if you only want a certain part to move, and others to be ignored.
in fx, everything is standard, the right one performs its functions, the left one performs its functions, but when I use emotions, they do it synchronously
What do you mean for "use emotions"? Is it a toggle?
emotions - gestures on the face
How do you trigger them exactly?
this screenshot is without the GestureManager, when it is turned on, the finger position is in its normal form, but the emotions and gestures are synchronized.
or I check in the vr chat
I have two identical avatars in my project, and in one there is a problem with what is in the screenshot, and in the second everything works fine.
the left hand does not work
but when the right hand is enabled
Aah right.
The issue is 90% in your gesture layer.
If they are the same avatar, check if using all the same controllers fixes it.
animation?
Someone please
ok, real quick, is there a way to make unity use more processing power
it takes forever to do Alot of things, and isnt even using 60% of my pc's resources
it will when it start compiling shaders , mines usually at 3% until then
actually 1-3%~
idk where, but i think this is important to warn, the "shield thing" that helps graphically is making avatars nude (not like bad nude just removes the cclothes and shows the base model) but it might be a dangerous situation, so i wanna make notice
its also showing swords and guns and stuff
so even if the toggle isn't on you might lag a world a whole bunch
Hello! I’m looking for some guidance.
I created a model in VRoid and followed a tutorial to bring it into Creator Companion. I was able to add my model to a project in Creator Companion, but I uploaded my model into unity and after that, I’m not sure what steps to take next.
I know there are a few issues with the model that need fixing, (No clue how to fix.) but my main goal is to upload it so it works for Quest users. If anyone could walk me through the process or point me in the right direction, I’d really appreciate it.
i mean thats been a thing for awhile, easiest fix is to remove the bits under the clothes for any models you plan to wear in public worlds or generate imposters for the model
it's not just custom
its on a public (i can't find which one) like one of those fallbacks
Do i need to test an avatar with a vr headset before publishing it or does the avatar working well in pc mode good enough (i dont have a vr headset)
if you plan on using VR/any other platform then desktop or making it public for others to use testing it on more then just desktop is good but never required
Just wondering if anyone knew how to resolbe this issue which uploading my avatar
I had a question about the isfriend paramater, this makes it so any animation you have set up only players on your friends list can view the animation. However since you the player are not on your own friends list it will not play for you. I have tried adding a second transition to set up a toggle to locally enable it for myself but it causes the animation to flash for friends. Is there any good work arounds to see the animation turn on when using this? Or if not, maybe a way so that the is friend = false the animation doesn't effect for you at all.
Using the Marshmallow gimmick for Ichigo but I noticed it clips through her clothing. I managed it fix it somehow but it clips again while doing the AFK animation. Is there any way I can fix that? Help is much appreciated~
How do i fix this problem? And how do i attach it properly to the arms and stuff so it on correctly
what exactly is "this problem"?
In the photos, the body is poking out the sweater
Got it. Is the sweater designed for this model? how is it attached? Did the creator expect a body-shrinking blendshape to be active?
is there a way to parent constrain something to the viewpoint because i parent constrained this little HUD i made to the head and it works fine on VR but on desktop the locomotion animations mess with it
can someone please let me know why i the boob root cant move when placing the physones?
by move you mean the physbones moving? Show your physbone component.
yes
nothing looks weird there
the boob doesnt move only the top that is attached to the boob l and r
Sounds like an asset was added manually
what do u mean?
in blender i can move the boob root
but in unity whenever i add phys bones to the boob roots the boob doesn't move
Expand the entire hierarchy for the object the physbone is on, you can use alt + left click on the expand button to make it easier
So there’s multiple children in each object. What does the scene gizmo look like if you set the multi child type to something like average in the physbone properties
When a station needs to be disabled by default, as is outlined in the vrc station documentation, does the first child object under the object with the station script (the one that is to be disabled by default) need to have a mesh renderer in order to function? I have 6 stations, but I don't want to add 6 mesh renderers to my avatar just for stations. Can I use just the mesh filter?
See how that gets tested but this is a pretty strange physbone setup with this rig, does the body base tell you how to set this up anywhere?
iirc just the station component. And you don't need mesh renderers unless you want to see an object.
hmm seems I'm toggling the object the station is on, though there's nothing else on mine
The station object itself needs to be on by default
yeah then that's the right answer, seems that's what I'm doing here 🙂
What is the right answer? I seem to misunderstand
it worked tysm
I took this as you stating a fact, was it not?
No it is, but I need to have my stations disabled by default (or at least the ability to sit in them)
otherwise, people who have my animations disabled can sit on my avatar without my permission
I have my station's game object on by default, and then I disable it, but it seems I also disable the station component, I'm looking for why right now.
ohhh
right so - that apparently doesn't work, one of the various SDK updates made it so you must have stations enabled by default or they won't ever work. I'm not sure this has been fixed, last time I looked, the canny report was basically being ignored.
(someone please correct me if this has been fixed)
As the picture shows above, this is fixed afaik as long as the mesh renderer or collider (as the first child of the station component) is disabled by default
but since I want to minimize unnecessary colliders/mesh renderers I am asking for an alternative solution
colliders aren't a big deal, but if you don't need a mesh renderer there, just don't use one? Maybe I'm missing what you're doing with that
and?
but I don't think I can disable them by default
I'm only considering using an empty mesh renderer because with one present, you can have it disabled by default to disable the stations interaction
Yeah, and I could just use an empty mesh renderer, but I want to know if I can use just the mesh filter because afaik that doesn't register in the avatar stats as a mesh renderer
But I'm testing it right now
Mesh filter alone doesn't work sadly
I had a question about the isfriend paramater, this makes it so any animation you have set up only players on your friends list can view the animation. However since you the player are not on your own friends list it will not play for you. I have tried adding a second transition to set up a toggle to locally enable it for myself but it causes the animation to flash for friends. Is there any good work arounds to see the animation turn on when using this? Or if not, maybe a way so that the is friend = false the animation doesn't effect for you at all.
just do two transitions between the same states, one for isLocal and one for isFriend
that's effectively an "or" statement
I did that, and it makes the animation flash between on and off for friends.
I don't see how that could happen - can you show the state machine?
Yes give me one moment!
This is the toggle "TestFriendToggle" is my local one.
When I tested in game the animation flashes between on and off really fast for friends, kinda
Loop time is off as well
wait, what is this toggle for? I'm not sure what this is supposed to do
For none friends, I want them to see basically object 1, for friends I want them to see object 2
But I want to always see object 2
enter -> wait for friends check (empty state) -> show object 1 if false | show object 2 if true (real states)
Ok thanks! Let me try it out
and the transition to the "is friends" state also has a transition for "is local"
if you want to have the object be toggleable, add another variable for that, and go back to the "wait" state when it's off.
Double like this right?
no, you only need one double transition, from wait to friends, since that has both friends and local, right?
the other doubles don't need to be there
Oh! Ok
Just to double check I did this correctly (I've never worked with this param!)
this item is toggleable, right? you probably want to go back from not-friends to wait when that toggle var is off.
I don't mind if its always on or a toggle tbh I just dont want to see the object 1
also I don't see any isLocal?
On the param list? or the FX layer
ok so if it's always on I don't know what this extra variable TestFriendToggle is for
"IsLocal" is a built in parameter but you need to add it to your fx layer. (not param list) It will always return true locally, and false remotely
Oh that was my toggle to attempt to see object 2, since isfriend only returns true if the user is a friend of the wearer and since the wearer is not considered a viewer that is a friend it will return false for me so I only see object 1
I think either you're confused or I'm confused about what the requirements are here
If player is friends with the user returns true, if user is not friends with user returns false
User is not considered a friend so it returns false, so the animation will play the false = object 1
so for me I will see only the false value, which I want to only see the true value
give me a sec.

back on the topic of stations for a sec, I guess i misunderstood the documentation because mesh renderers themselves do not disable interaction, only colliders do
which means I am unsure what to do to have my stations disabled by default
ty ty
(more fun than arguing with the code I'm trying to write)
GL I hate coding
🤔 Well it kinda works? But the animation doesn't fully work.
Basically to none friends they will see the ghost, but friends see my actual avatar. The animation works just fine as a normal toggle. But in the one you sent it does this.
The skinned mesh renders are not being used by any other animations.
I didn't put any animations in those states, that's just an example
Yes I put my animation
ok well watch the animator while you're testing, see what it does or doesn't do
The ghost toggles correctly, its just not disabling and enabling the renders.
Let me double check the other animations to double check they are not being used.
that sounds like something with animations? There's no way for me to know from here
It was because I forgot to put it in the first empty 😫
Tysm for the help,
aha
Yeah, uh, what?
Show console.
console
Maybe try changing the thumbnail to a generic image? It might just have failed to capture the image for whatever reason.
No clue /why/ it'd do that, but my only guess.
For some reason that worked lmao. I guess unity just being unity
It do be that way sometimes.
the material keeps changing back to the material im using for the kandi bracelet if i have the sdk control panel on
i'm gonna just try n reload sdk i'm just putting this because im like
bewildered
how the hell do i turn a roblox model into a vrchat model. i need this baddy in vrchat
SDK 3.8.2 bug, try removing the controller from the animator component on the root of your avatar. If the first fix didn't work, downgrade to 3.8.1
reloading the sdk fixed it
re-create it, theres a few roblox bases out there made for vrchat and it'd just be a matter of some texture work and sculpting/editing clothing assets (stuff like weapons,glasses,hair etc likely also have existing similar assets out there aswell that you could edit to fit the model's base) to make it match
is that an actual avatar or one in a roblox game
ehhh theres been a few roblox asset creators putting out DMCAs for people porting their stuff to VRChat, not sure if they're even allowed to do that but its better to not risk it imo 
its their models so they have the say on where it gets ported to
when i move the elbow it distorts the body like in this screenshot, i didn’t notice until i put the avi in preview mode. (haven’t worn her in game yet) the weight painting in blender looks normal. any possible causes or fixes?
both arms do this but i think everything else looks fine
on second look i actually do see something similar happening in the legs that are bent, right at the top of the calf but not as dramatic. any advice is much appreciated
i have been trying to fix this error for hours any idea how?
smooth the weight painting
log out and back in
Is your VRCFury up to date? It's supposed to fix this for you
whatever texture's being added through a preprocess script (Like VRCFury), doesn't have streaming mipmaps on
i did that multiple times and it didn't work
stream your mipmaps on the textures
there's no auto fix button
inspector for the texture file, enable the checkbox
show the first 2-3 of those 12 errors, without clipping the window so small
because fury is probably adding shit
thats only 3 of the 12 errors
Yes that is all of them
why is it asking for fbx exporter
yeah that's a weird thing to need
idk?
where exactly did you get this model
Booth and I added stuff to it
stuff like
hair clothes accessories
base model, hair and accessories
Kanata
got a link to it?
asks for liltoon, modular
2022.3.22f1 unity
sdk 3.8.0 or later
Ah, the tutorial I was following used a different unity verison
generally you should always use the latest one VRChat suggests
I'm trying to export this for warudo nt vrchat
if "nt" is "not" then I'm not sure why you're here?
so, i dont know where to put this. but the unity just isnt working for me, it keeps saying "No valid Unity Editor license found. Please activate your license." any time i try to open it
You have to activate unity license in unity hub.
For some reason when using MA toggles the blendshapes on the body reset, help?
You will have to explain more of it.
oh i didnt see you reply,thank you so much!! ^^
its a custom model in roblox studio
blender weight transfer , remove or hide whatever is under
6th time they post this now
clipping is annoying to avoid , easy to get if its not made for avatar
pc uvdiscard for minor things , armpits/knees ive seen them often
Old pants, hip bone flipped for old model while using new model where hip is upright. Fix in blender
whast the best way to go about reproportioning legs? i watched a video but my its older adn the add-on wont load inot my blender
What add-on you talked about?
"cats blender plugin"
i hate this application i changed nothing about it, it was fine yesterday and it aint working help 😭
can someone help me?
I made a thing for this, no idea if it still works though, haven't used it in quite a while:
https://github.com/alertedsnake/UnityAnimationCombiner
Anyone know how to fix this problem
The lines keep trying to go to spawn and they are coming from the neck
It happens on PC and quest and im stuck
the pointy bit? Looks like a vertex that's got improper weight paint, you'd need to bring it into Blender (or similar) to fix it
Ill try it tomorrow coz it's late
the vertex is not weight painted (at all or correctly)
!!!!! I need rate of change of a float! Can you help me figure out how to get this?
I’m trying to have the hind legs on my avatar do a stepping response when my hindbody swings. What I have with Contacts works fine when I spin at a steady rate, but if I turn back and forth quickly, my system of course thinks I’m staying near the neutral position.
So if I could detect “sudden abrupt changes in this float value, though they are small magnitude” that would be fantastic!
what I'm thinking you'd want is something like:
- smooth raw value
- put raw value and smoothed raw value into a 2D blendtree to estimate rate of change
- in the bottom left and top right of the blendtree, put an anim that sets a new "acceleration" param to 0, and in the other 2 corners, put an anim that sets that param to 1 (you can crank that value up if you want it to be more sensitive)
So this is totally not urgent so feel free to skip over, but I'm just now starting to get into Avatar Creation...and just blendr and Unity in general.
Is there any tips or tricks that you guys wish you would've learned sooner to help make it not seem so... overwhelming?
I know it aint easy work in the slightest, but even just keyboard shortcuts would be a huge help!

I'm having an issue with my avatar.. AGAIN.
I have added four bool parameters, one for each hair.
But when enabling hairstyles 2 and 3, they won't show the rotating icon or even have the ability to be disabled.
I had this same issue happen with the gestures, which I painfully fixed, unfortunately, I tried the same method with this and it didn't work.
Can I get some help on this? I really don't wanna pull another sleepless night for this issue 😔
if its exclusive stuff for more than 2 states, ie in your case its hair 1 2 3 4, they should use one common int
(or if you have nothing better to do with your life, two synced bools to represent 4 states and 4 local bools or to show a current one in the menu, but srsly dont do that)
It originally did use an int, but a friend suggested using separate toggles to allow hair combos
Which is what I did, but now that is happening
donut tutorial series for blender covers a LOT of basics and will help get your workflow up. i'm sure there's a similar gold standard tutorial for unity, i don't know it though 😭
hai can anyone help!! ive created 2 new projects with this avi already and i still keep getting the same message! 
looks like that avatar requires ADjerry's face tracking templates, which you don't have imported
do i still have to import it if i dont want face tracking?
yes
you could remove the face tracking template from the avatar if you don't want it at all, but imo it's nice to have regardless
never know if you'll wind up getting face tracking in the future ^^
oki thank you so much! 
I did some research on this, do I literally have to use an entirely different system to remake the toggles? 😭
At this point bro I'm calling it quits
i've had similar moments in working on complicated avatar stuff. i've broken stuff so bad that i just decided starting a fresh Unity project would be easier than cleaning up my mess. it's definitely frustrating but it's also super rewarding if you decide to see it through
It sounds tempting, but my computer cannot handle that
It's just those two toggles that are messed up.. LITERALLY just those two
yeah i wish i knew more about dynamics to be helpful 😭
It's understandable, again I had the issue before and I somehow managed to fix it
But I can't fix it this time
Something I found on Reddit someone literally use an entirely different system to remake the toggles, and I barely have enough storage to finish the project, let alone add add-ons 😔
obscure reddit threads, the savior
whats the best physbone settings to make like, lets say a crank swing back and fourth (idk how to explain)? I only want it spinning on one axis, im trying polar but thats not working
hello , I was having some trouble with my 2D visemes in Unity. i'm using viseme parameter only , when I press play in unity, and test it, they work when I change the parameter number, but they dont seem to export into VRC so the model doesn't talk at all. Wondering if anyone had a solution to this? I have my visemes in the FX of the avatar descriptor and the controller on the body mesh
@wanton cedar cant do that without constraints. ie you place invisible physbone to move around more or less freely, then you use aim at constraint with some axes locked on actual mesh
Do you have an image of that or an example? Im sadly a more visual understander
@dusk elbow always use gesturemanager or avi3emu to test stuff
Or is that just a bone placed down at lets say the handle and you add the vrc constraint to the bone i already have
gesture manager also works for viseme parameter only? 😮
why wont it
oh yeah i see it moving in the controller. ty , didnt know that ! it's definitely still broken then XD
can anyone help me figure out why this avi wont upload?
Show the errors in the console
How would I go about adding this Wireframe Overlay to my Avatar?
Is there a way to make a bone spin at the same speed? like, do a 360? Im making a fan, but it slows down at 360 when it reverts back to 0
why is this happening in gesture manager
stick it on a plane. that's it
You have to switch to curve view in the animator and adjust the curve so it's more linear instead of a curve
Ohh, okay thanks
What about making it spin on spawn? is that a float and idle?
just enable the animation by default
put it into a layer by itself, it'll just stay running
im still having trouble with this avi <//3 for some reason it keeps saying failed to upload file 
hello 🥺
are those the only two error messages?
yes only those
Anyone knows how to limit the size of particles when you back away from them
it also happens with other avatars ive tried to upload, i just tried to upload another and the same thing happened v_v
I bought a base recently that I want to retexture but the files it came with are .spp which I can't open and I can't afford substance painter rn. Is there an alternative program that is cheaper that can also open .spp files? Or a way to convert them to a different format?
If you're a student you might have substance painter for free
what do you normally use for texturing?
when i try to enforce t pose under unity mapping, my avatar moves like 4 inches into the air. how do i move it back down? it's making my avatar float in-game
Nothing it's my first time getting into this sort of thing
probably the avatar's origin point is wrong, you'd have to check in blender
My friend doesn't have the toonlit standard, is there a specific add on for it or smth?
They have to go to the newer version of the avatar thing on the project
I'll get a screenshot
I do not, sadly.
ok well if you're going to make new textures from scratch you can do it without the substance files
origin in blender looks right
I should be able to do that in blender right?
update the VRchat avatar sdk to the newsiest version
Yeah - it's not great, but there are some add-ons that can help, like ucuPaint or LayerPainter
still need help, avatar isnt entering the idle state or anything
Thanks I'll look into those.
figured it out, i had a bunch of proxy layers set due o gogo-loco's request
my eye-puppet doesnt seem to be working though?
eye control
eye radial, whatever you wanna call it
Anyone knows how to limit the size of particles when you back away from them, because if you far away from my avatar the particles are giant
i've just tried putting this animator tracking control on, and even then it doesn't seem to work?
and this is the avatar mask
eyes assigned to humanoid dont like being rotated, my workaround was to just use rotation constraint on eyebones to some gameobject that rotate
no mask / tracking needed , constraints are off until something ment to move eyebones
I often see eyes have parent bones that you can move when you disable eye look
old cats duplicated eyebones and those could be rotated freely , newer just rotate the ones you have already
didnt need to do this constraint thing on my older models, not that i rotate eyes much in gestures
yeah I don't either
Sorry lots of questions, hope im in the right place...
Im very new, like this is my 3rd model, and the others all had painted on clothes, so this is my first time making the clothes separate from the body. However, my dilema is i cant figure out how to make some of these follow the same like...deform?
Like how the sock comes out the shoe (The shoe follows the leg but not the sock?)
And the undershirts cuffs wont follow the arm
Any tips or videos that would help? Sorry for the hefty message
weight painting, of course.
I thought making it max weight would allow it maximum movement but cant seem to make it work right that way?
sure, but do you have auto-normalization on? weights are all relative
inspector for the model file, rig tab
Is novabeast supposed to be set as humanoid?
alot of the prefabs made for it
dont work with the vrc fury arm link
but some do
its weird
I didn't even know what tht was lol, ill try that now
yeah if you don't normalize the weights, then the actual number you see isn't the real one
but either way, if it's not moving how you expect, it's probably weighted to another bone
thanks!
Anyone knows how to limit the size of particles when you back away from them, because if you far away from my avatar the particles are giant
set min screen size or smth like that to 0
Where would that be?
Hey! I'm sort of new to liltoon shaders. I'm having a problem where I'm trying to make an animation that controls the Alpha Mask Cutoff, but when I animate one of the materials to change the Cutoff it also starts effecting the other material's Cutoff as well, and I can't figure out how to stop it from effecting the other material's Cutoff.
lock or enable rename on the shader to avoid that, no idea if liltoon can do that (dont use it)
I don't think that liltoon has that.
I'll just animate a material swap for now, seems like the best option I have atm
Stick… what… to the plane… what shader…? And with what settings?
Is there a way to help with parameter memory that doesn't involve vrcfury's parameter compressor
Anyone that can make avatars shoot me message with your prices please looking to get a male and female version made for cheap
this isnt a commission server
all you are going to get is scammers here
Do you know anyone that can help me with it ?
go to vrctraders
Is that a website?
discord server
Can u send me a inv to it
There's a wireframe shader here: https://github.com/netri/Neitri-Unity-Shaders
how do u set different parts of mesh to be assaighned to different material on the same object
in blender
in mesh edit mode, simply select the faces, then assign them a material
seams are useful here
got it
hue shift radial slider acting funny in-game:
Gesture Manager seems to work fine, 0-100 all functional and able to 'preview' the hue before locking in the slider. in-game, however, only 0-50 seem to function, and as soon as any value is selected, the slider locks in.
thank u~
show us how you made the radial
i included a screenshot of the radial puppet button in the menu, what else should i show you? here's the parameter list as well
i'll just do a quick video tour of the setup
that's everything afaik related to the radial menu
why both parameter and radial with the same variable?
you only want radial for this, leave the parameter one blank
(in the menu item)
ahh, ok
usually that's for setting another value while the radial menu item is open in-game
images werent loaded for me <.<
I admit I didn't notice the image at first, thought it was an artifact as part of the video
yeah discord can be funny displaying video and image on same message
yep, especially when the video is one of those picture-in-picture-in-picture-in... things that OBS will do
so maybe adding parameter to the puppet affected it in a way that like, 0-50 was on and anything past that was off
or something weird
good to know!
yeah - that parameter will be set to the value you specify when you open the radial, then set back to 0 when you close it
not what you want here, of course.
How do you add face tracking to an avatar on the unity side? The model has all the needed face tracking blendshapes but i can't find any form of tutorial on how to set it up in unity
I have a weird issue with my avatar, it seems to get stuck on the sil viseme when I'm not making any sounds, has anyone ever run into anything like this?
well, sil is silent. sooo how is that a problem?
oh that's silent? I thought it's supposed to be like ss sound
so the problem is that the shape key itself is not an idle one
thanks
dont think an explanation is really needed here
but what did you just do?
Looks like you forgot to set your fbx 'Apply Scalings' setting to 'FBX All' on export
ive fixed it
that's a shame the messed up version would be an awesome avatar it's so cursed
Is there a particular reason why the viewpoint in a VRChat avatar descriptor wouldn't show up at all when it's enabled?
gizmo off / avatar isnt at 0.0.0 or the dot is somewhere in space
set height 0.0.0 its now at your feet
alrighty! also im lookin for gizmo and i cant find it at all?
yeah I don't see it either
you dont have view options overlay on
how do you turn in on, im just confused with this all, sorr m8
thank youuu
upper right should have it tho
how do i make the animated state the default state on the scene, its beena long time since i used unity
eh? the default state should usually be a T-pose
Do tell - always looking for advanced tools
Okay, sooo I was trying to figure out which layer my blush was on, because I was getting some weird artificing with the blush color. So I erased a bit on my main layer to test it, and it looks like this in Unity. Why??
the avatar moves fine in blender but then when i move it in unity it does this please help. I haven't had this problem before
some vertices not weight painted properly. Could be too many vertex weights - unity can only do 4
how do i fix that 😭
weight paint it better, making sure to not weight any vertex to more than 4 bones
It is a premade base and when I just put the base into unity it works fine?
this image doesn't have the problem part though so that doesn't seem relevant
nvm bro 😭
it looked like it was the jacket? Hard to tell from here of course.
it was the body and jacket
usually this is a side-effect error, it probably goes away when you clear
happens every time i tried to upload the avi. it somehow fixed itself when i made new scene and dragged the avatar to it
or there's a missing animation file in that controller, you'd probably have to dig for it
Unity does a lot of dumb things not cleaning up when you make changes, it's easy to get orphaned references around
I've edited the controller file itself to find these at one point, mostly I just try to avoid making it or ignore it
is there anyone out there willing to show or teach me how to upload an avatar i bought? I am not tech savvy and the tutorials make me confused
Feel free to ask questions when you get stuck
Its more about how do i start? because i am at ground zero and the instructions given to me by the creator do not work
could start with tutorial videos:
https://www.youtube.com/watch?v=bSwMz4WcajQ&list=PLt8qiEFqNHFkPqpKLnVRx-G78mGvjPbFt
thank you for this i will try it, all the other videos i have watched were 0 help and i just want my cute avi
Difficult topic imo. Every avatar uses a different list of x many tools/dependencies/etc so it gets complex fast especially for new ppl
it is so complex and so much and im just confused and not the greatest at tech stuff bc i never grew up or was able to learn it
Is there a way to remove idle animation?
So how exactly does this work?
Is the source supposed to be set to the eyebone, or the eye itself?
can some1 make me a png avatar of a specific image
nevermind that, how do i change the constraint being on and off within the animator?
Thank you for the help (:
i was able to do it by using just an animation, but it doesnt seem to provide the same result as it does when its on by default
hi i am new to making avatars can someone teach me how to import the blender files over to unity?
this video helped me a LOT LOT LOT https://www.youtube.com/watch?v=bSwMz4WcajQ&list=PLt8qiEFqNHFkPqpKLnVRx-G78mGvjPbFt
ayo thx
does anyone have any ideas? I tried exporting an fbx directly to the fbx of the avatar, and it made it do this.? here is my export settings, I've tried tweaking the forward to no avail
is it not at the origin in blender? are there un-applied transforms?
it is at the world origin. How would i check for unapplied transforms?
in object mode, in the "item" view of the "n" popup, see if scale or rotation or location are not zero
well scale should be 1
it all seems to be pretty perfect
heeealp?
yep, that's good - check all objects though.
show errors, these warnings aren't blocking your upload. errors are the red ones.
these are the only things that pop up
Hey small question, how can i get an avatar out of being stuck in motorcycle pose. Its not an anim being in preview its just stuck and opening and closing doesnt fix it
that is all the objects; its just the body and the armature
Pumkin's tools has a fix thing
Good, then it's some other issue.
ah this is probably it
i know its something about the export cuz when i created a new, fresh project with the same avatar base and did the same thing it laid flat in the same way
i dont know why it's missing scripts though
correct - there's some object on your avatar that requires a package you didn't install.
You didn't import VRCFury
untrue
Open Creator Companion, click manage project on your project with this issue, and show the installed packages
nevermind its apparently swapped itself out for thry's avatar performance tools
this is the closest ive goten n for some reason he's really high up
ok so good news is i found the issue
bad news is i dont know how to fix it.
ALL of the bones, dispite being weighted, aren't attached to the body, and when i move a bone the corrosponding body part doesnt move. This issue came about after i took another version of that cat and attempted to transfer weights. It displayed that it worked but obviously it broke it
missing armature modifier on the mesh object?
if not that then maybe it's not weight painted
is there any way to lock MOST of the player's model in one place with an animation, while having one specific part (mainly the head) detatch from it and move around freely?
I want to have a feature on my avatar where the body slumps over and the head detatches and floats around seperately from it
constraints
okay, but how so? i've found constraints on humanoid IK bones to be EXTREMLY finickey and people on quest cannot see it
probably also VRC animator tracking control.
if you use VRChat's constraints they work fine on quest
yes i know. that isn't the problem. the problem is that using constraints on humanoid bones only kind of works, and only on PC
i downloaded "meshia mesh simplification" but i cant figure out how to use it
news to me
in what way does it not work?
i have an avatar that i tried to do a similar thing by constrainting one of the arms to the other arm so i can "take it off" but quest users cannot see it
and yes i am using vrc constraints
not unity constraints
it's very specifically with humanoid bones where that is an issue
I'm not sure why that wouldn't work on quest users
sounds like you set it up wrong
i don't know how i would set it up 'wrong'
i know how to set up vrc constraints by this point
I'm not really sure what it is you're trying to do or how you set it up, or what didn't work, so...
unity constraints now get converted to vrc constraints in game
vrc constraints are just unity constraints but more optimized and quest compatible
I admit I didn't test to see if a quest user could see constraining one arm to another but I definitely did that once
okay so specifically what I want to do is i want my avatar to slump over/ragdoll and have some specific part of it stay connected to the head/camera so that i can have like, a floating eye detatched from the main body
there's a whole ragdoll system out there, it works very well
thats literally just leaving the body and constraining the head bone
or just having a duplicate of your model and hide the original mesh
the problem is that the ragdoll systems that I have seen require you to duplicate your mesh and also use rigid bodies. i want to have this be one single mesh and not use rigid bodies for optimization and quest compatability
i have considered duplicating the mesh. problem is that basically doubles your polygon count off-rip and i would rather not do that if there's a smarter way to achieve it
well the rigid body thing you don't have to use if you want to animate it instead of make it react to the environment
also specifically with the ragdoll system i DONT want the head to follow the rest of the body. what I plan to do is have a dummy head bone and constraint the bulk of the head mesh (minus the eye) to the body when the animation is active
duplicating mesh... you could probably skip that if you use two armatures, with a pile of constraints for normal IK
again i've found constrainting humanoid bones to be finicky and not reliable
well sure, nobody said it'd solve your exact problem as-is, of course you'd customize it a bit
also i havent found any free ragdoll systems and i would rather not have to pay for something that i wouldn't even use the majority of the systems in
as someone who uses a whole bunch of constraints to drive digitgrade legs... I really don't know what you mean by finicky or unreliable
i'd rather just learn how it works and recreate it
okay, so i have an avatar that has a constraint on the forearm bone. activating it does not work on quest
there is another avatar maker that tried to do a similar thing with their head and that did not show up on quest either
what does the constraint do? is it on a bone that's actively being driven by IK?
then you didnt do it correctly or used the wrong unity version / constraint
provide more info if you want help
again i don't know how i did it 'incorrectly' because i set up the exact same system with a non-humanoid bone and it worked perfectly
wouldnt be the exact same then
again, we can't tell you anything without more info
yes, because I want to be able to control the hand while the arm is attached
constraints kinda just ignore whatever the thing you slapped it onto does
that was two questions, which did you answer?
the second question
i mean if you really want i can pull up the avatar and show what i have set up
is the humanoid bone the source or the target?
eh, I'm going to stop asking. Feel free to to explain.
one arm is the source. the other arm's hand is the target
the target shouldn't be IK driven if you want the constraint to move it
wait, to clarify. the target is the bone that's BEING moved or the bone it's being moved TO
the target is what is being constrained
the source is what the constraint is following
It literally says "source" in the constraint component, draw conclusion from that
okay then the TARGET is the arm and the SOURCE is the other hand
cut me some slack im still openning up unity
i havent opened the project in a while so it's taking it's sweet time
how long ago you opened the project doesnt exactly dictate the speed it opens
LowerArm.L should not be IK driven if you want that to work
okay so what you're saying i can do is i can use the tracking control behavior to disable the IK and then manually constraint things to move them around once that is done?
Yes
or animate them or whatever you want
the exception is sticking a physbone on a humanoid bone, that does work... but the limb becomes a noodle 🙂
(funny but not very useful)
okay so let me revise my question. how do i set up an animation so that the body is in a slumped pose and the head is detatched from that. i would preferably not have to constraint every single bone
is animated needs to be enabled for it to still move with ik/tracking
I'm not sure why you need constraints, just use animator tracking control and animate it into a slumped pose
let me try and explain
I've been waiting for you to
I have this avatar here. I have a pose where it sits. I can also disable the 'eye'. what i WANT to do is have it where the body stays still but the eye becomes detached from the body, and can follow the head freely.
you need a second armature for that entirely anyways
since children of a constrained parent cant just not be the constrained after the fact
its infinitely easier to just duplicate the mesh and delete the head on it and have a toggle that removes the original body
easier but doubles the polycount. i was hoping to find a smarter solution that didn't require that
otherwise you require a duplicate armature that the actual mesh is weight painted to
and then constrain every single bone to the humanoid rig armature
animator tracking control to disable the body, move the eye wherever?
that wont work
not sure why not?
the person is wanting to just world constrain the body and then walk around with the eye
oh I see, right, to freeze the body to the world you would need a constraint
which requires at some point the mesh being detached from the humanoid rig
right
I’m a newbie to blender, how do I get this avatar out of this pose? (Or model)
be it a duplicate mesh or duplicate armature
pose mode, select all bones, clear transforms
you cant just not constrain a child bone of a constrained parent bone
why not. would it not stay the child of the bone?
did you put it in that pose or downloaded the model that way
everything under a parent follows said parent
no matter what you do
Download it
where did you even get it from
you require an entire duplicate armature or a duplicate mesh
there isnt any other way to do it
I got it for 12.50 on some website I dunno
Alright
are you even allowed to use it for vrchat
okay wait no i see a problem here
if i constraint the hips (or any bone in the spine) then the head will follow that, obviously, since it's a child
but i WANT the head to NOT follow that
so even if i did use a seperate armature, how would i detatch the head from the rest of the armature while still being IK tracked
the mesh is weight painted to the duplicate
which isnt the one that is using ik
you don't - the head is IK tracked, the pinned one would not be
the entire humanoid rig armature has no mesh
which you then constrain the entire avatar to it
I'd probably duplicate the head mesh here
that is significantly easier yes
okay but wouldn't i need to duplicate everything BUT the head mesh though?
and put it into the pose and toggle it on yes
run the whole body except the head with a separate armature constrained to the main one
turn off the constraints and animate it to stay in place when you want to, IK and your joystick moves the head around (via the main IK-driven armature)
ahhhh okay i see what you're talking about now
I guess you don't need to duplicate any mesh here really
it's just a pile of constraints
is there anything I should know about that might distort the first person perspective on an avatar? I have glasses on this avatar that have a tiny distortion effect but I made it so they're hidden locally and it still happens, and it's only in vr, not on desktop mode.
though that also doesn't sound great -3-. i guess it's a pick your poison situation?
no? Sounds annoying to setup but you do that once
you are asking to do something that requires a duplicate of something
i guess the question is if an entire armature rig worth of constraints would be more taxing then a duplicate of the mesh
if you were wanting to do the opposite of freezing the head then thatd just be constraining only the head
no, VRC constraints are quite efficient
I guess if your mesh is minimal then sure, but you could have a whole 69,999 poly mesh here
duplicating the mesh wouldnt be that taxing either
if the avatar is high poly already then why
it's currently 25k tris
yeah you may in the "ridiculous" state already in which case why not make it worse 🙂
oh nice. I'd do the constraints probably then.
honestly i could prolly do some work to get it under 20k tris 🤔
for clarification i made this from scratch
eh, that seems like wasted effort
well under 20k tris gets it under the 'very poor' benchmark on quest
which means quest users wouldn't have to manually show my avi
if that's relevant to you, then sure, aim for it
I'm sorry if I'm interrupting something, but can I get some help?
tbf 50k tris isnt particularly harmful for quest
and you are already verypoor
free channel, ask your questions 🙂
just state your issue dont ask to ask
I just didn't want to barge in with my questions
do it 🙂
Anyways I'm having this issue with my avatar
I've made material swaps for every expression. BUT after a recent update with the fbx, those animations are now affecting the wrong material slots
I've tried reordering them and even remapping the materials, but nothing works
Yes - I'm really picky about how I join my meshes to preserve the material list ordering. No real way around it, either redo your object joining and ordering stuff in Blender, or deal with the list as it now is in Unity
Does anybody know any good guides to gesture expressions in Unity?? I can't find one that really makes sense to me. I don't know if gestures are something that need to be made manually either, and I'm not sure how to pair the gestures to the expressions. The expressions already have shapekeys, but I didn't do anything for the gestures at all because I didn't know if something needed to be done.
I've tried re-ordering in Unity but I don't believe that works properly, but I haven't really looked to see why
why the hell are you doing material swaps instead of a sprite sheet
Quest compatibility
sprite sheets are quest compatible?
They are?
I thought sprite sheets were even more quest compatible?
you dont just lose access to panning because its on quest
they're just animations based on the value of the GestureLeft and GestureRight parameters:
https://creators.vrchat.com/avatars/animator-parameters/
No one ever told me that 😔
its just like any other toggle
Are gestures something that need to be animated with their own blendshapes-? I don't know if gestures are built into VRC or if they're something I need to do myself.
The material order in blender is different then to unity
That was my first idea but it wouldn't do anything
It's my first avatar, I have no idea even how to make toggles yet lol
it's just an animation that happens when a variable is changed - what it does is entirely up to you.
Thanks, I'll go ahead and read. :)
that is a list of every default parameter
VRChat sets those parameters when your controllers are activated however
or on desktop using the function keys + shift
So gestures (like point, thumbs up, peace sign) are something that's automatically set and all I have to do is just pair those to the expressions in the parameters?
As I said, I intentionally order my material slots in Blender so I know which order they come out in in Unity. It annoys me when I screw it up 🙂
Literally on that page we've linked you
Okay thank you :D
Damn :(
So there's no way I can fix this?
Imma go read those no
Go back into blender and cause the order to be changed, or deal with it as is
How many materials do you have?
I only have six material elements
you could probably force it by splitting the mesh by material and then re-joining in the order you want
(I keep my stuff split up by default and join before export)
I'll try that
Because I really don't want to reanimate everything, that'll take me days to finish
Yep, I get that
uh actually weighing in here
you can use sort elements by material to re-order the materials on export based off the way they're ordered in blender
@naive copper
does that actually work? I've not found re-ordering slots does what I expect it to do. Might have been older blender versions though, I haven't tried it in a while
but sorting elements BY material causes it to follow the material order on export
hmm
material slot order in blender and material slot order for exports are two different things and this is the way to sync them
I'm going to have to try that then
yeah it's obnoxious and yeah it should be synced but that's what we have for now
(FBX sucks, etc, etc)
Is that a new feature? because I'm using blender 3.6
uhhh..maybe? honestly i just keep up to date with blender whenver new versions come out
easier to learn a few new things at a time then try to catch up all at once IMO
I can't do that because my computer is very finicky
I just have to work with what I got
4.5.3 is out 🙂
It didn't work 😔
Do I need to make blendshapes in blender of the hand expressions to make the animations in Unity-?
Yes, blendshapes (shape keys) are a thing you do in the modeling program, Blender or similar.
Shhhooott. Alright, I'll go do that. Thanks!
but if you mean actual hand movements, VRChat will do that with IK
I didn't make those 😭
you don't need to, unless the ones vrchat have don't work for your model
you shouldn't need to
which is only a problem with cartoony or non-humanoid hands
Yeah, I come across those problems a lot
I used to know how to do custom hand animations but I forgot how to do those
But yeah nothing's working
I might as well just reanimate everything 😔
Sooner I start the quicker I can get it done
Does anyone know how to fix the sdk it wont let me select or upload the avatar i have ready it wont even open the menu to prepare my content
6 errors in the console, look there
but the errors are passable its been doing this on the other avatars ive been trying to upload
there is nothing more we can tell you without seeing the errors.
i really wanna upload this but i dont know hot to fix the errors i want it uploaded tonight
we can't help you fix the errors unless we can see what the errors are.
FYI I don't do help in private messages.
but how am i gonna show you the errors
post them right here?
It would be better if someone could show me I’m a visual learner, I can’t learn how to do it through text
alright, good luck then.
well you definitely have to accept the terms below, as it says. Otherwise, nothing there looks like a blocker, though the console errors suggest networking problems maybe?
that's absolutely not a quest avatar though.
i reset my pc it still says the prepare your content is greyed out idk how to fix that
im making it pc and quest
I mean, my model only has four fingers and not five so idk.
that's fine
Okay so I don't need blendshapes for the fingers.
we already said you don't
doesn't matter how many figures, that's not the way to animate hands, we have bones for that
Okay gotcha. Sorry lol
no worries!
Is there a page guide for uploading the avatar too? I think I have everything done after I do the gestures with the expressions.
there's lots of docs on https://creators.vrchat.com/
having issues uploading my model when i was able to upload other models just fine the other day
your avatar has a missing script on these objects
Does the avatar have a list of packages that are required
If I wanted to add Gogo Loco, how would I do that?
dont know and theres zero prefabs on the model besides go go loco which i got rid of already to try
read the docs: https://gogoloco.net/docs
Thank you. :)
How do i do lashes with poiyomi </3 im nearly there but im not at the same time
move alpha cut off I g
how do i put locks on my avi
is the avatar only going to be for you? if so i dont recogmend having a lock
like a code on it
transparent
i know- im just sceptical because people usually put locks on avatars that arnt meant to be public, aka ripped or pirated avatars
my avi just got ripped
and it was only out for promo
its not even released yet
id recogmend only promoting the avatar to people you trust then.. rippers can get around locks sadly :(
If you want actual protection against ripping your option is https://dextrovr.gumroad.com/l/DexProtect
simple locks only fend off some people who reupload
so i did the constraint thing
the problem is i can no longer see :)
because the head mesh isn't the actual head mesh anymore
@somber sequoia @night ember either of yall have an idea on what i could do?
i know head chop but that's like, to fix the reverse problem
(wanting to see something that isn't on your head bone)
please don't ping me for new problems
sorry
mesh has nothing to do with the viewpoint, it's the head bone that does
i figured it out anyways. i just had to split the head into it's own mesh and have it be part of the original armature instead of the copy
*a mesh that is directly linked to the original armature instead of constrainted
Yh
Does anyone know how I could combine these particles with the sound so that I can spam them? Because what happens is that if I shoot again right after firing, the particle and the sound are cut off https://cdn.discordapp.com/attachments/1061894511120363561/1419375805355659344/2025-09-21_12-26-03_-_Trim.mp4?ex=68d1883a&is=68d036ba&hm=2f7efaebcb0465750a307dfae116b7becae1d14890c5dc19f8cd0c0b57248647&
And what I want is that even if that sound is playing once and that particle plays another one on top of it
try increasing the exit time, but that only limits the interval in which the animation is done.
cant use oneshot with avatars. so your only option is to have multiple audio sources playing the same audio in order, like a revolver
I’m having trouble trying to upload an avi 😭
that could mean anything 🥴
hey y'all! fog in worlds is making my face transparent. plz help! <3 thank you in advance!
the face has to be on cutout since the eyelash mesh is funky and needs an alpha mask. is this a render queue issue?
alpha masks done some funny things on my av's in some world - tend to avoid them
Hello there ! I just joined because I have been trying to make my first avatar from scratch and so far it has been going mostly good but there are 2 problems driving me craaazy
-What is the best way to use the Head Chop feature ? I can see parts of the nose, jaw, eyes, hair... from in-game pov. Could be a face orientation/culling issue but I thought head chop would solve it, and nothing seems to work 🙁
-How to have the head bone rotate with mouse/camera movements on desktop ?
Important precision : the avatar has a centaur-like body, so I used a generic rig instead of humanoid.
Thanks in advance !
why cant you use humanoid rig
I did not bother trying since I thought it could not work with a centaur-like body
well you're right in this case
i have zero idea how to make an eye bloom effect like this. does anyone know how to do it??
uh it should be humanoid anyway for ik hands. you can use generic animations for legs but still constraints sounds like more doable way than custom animations and controllers🤷♂️
^
@balmy gyro it depends on the shader, you need to set emission layer and smth like +1 in its color HDR section. dont forget that bloom wont work with default unity setup since it depends on the world. but in worlds with bloom it will be there
you can use smth like https://github.com/hai-vr/lightbox-viewer to see different lightning environments including postprocessing in unity
im using poiyomi shader
i tried to using spotlight but in game it looks terrible
zammmn what is thiiis
wwhy is it so hard to understand how poiyomi shaders workkkk aaaA
damn this is really usefull thanks
Im Currently Running Into An Issue With Shaders On PC The Shader Looks Normal On Unity But After Uploading The Shader Is Completely Gone Almost Toon Lit Quest Shader Any Fixes?
this is the second unity project i had created and it still does the issue
a lock will do nothing against ripping, vrchat has already "patched" ripping earlier this year
someone would have to reallllyy hate you to go out of their way to try to rip something now
is this the quest shader that has outline , wich only work on pc - on quest its disabled
no i was using liltoon
but i just found out why it wasnt working one of the objects was causing it
Yeah they ripped my unreleased avatar
😭💀
why are you going into publics with it?
in publics?
Hey Friends! I am new to creating avatars and clothes. Do anyone know how to take clothing blender files and optimize it for vrchat?
export as FBX, make it as low-poly as you can, with as few material slots as you can
Is there a way to rotate an object without rotating its armature
In unity
Got a character that has a Canon as a head and blend shapes aren't rlly playing well when rotation is applied
I'm also working on Makin the model fire bullets and am wondering if there's a way to controle their movement along an axis
how is this rotating, you can just use a bone / constraint if its ment to follow head bone
rotation constraint just follows whatever bone its assigned to ( or gameobject ect )
not really hard to get, you can try it in unity make a box assign a rotation constraint to something like head, move head it follow
my test av have a smaller avatar that copies whatever i do cause of constraints all over
the docs aren't bad either:
https://creators.vrchat.com/avatars/avatar-dynamics/constraints/vrc-rotation-constraint
i experienced the same thing with Head Chop on a generic rig. it turns out Head Chop only works on humanoid rigs. it is possible to create a weird rig and do a lotta nonsense to make it work with the humanoid bone parameters.
this tutorial might help you out, it might require essentially redoing a lot of your model from scratch, but i believe the benefits are worth the work. things like head IK tracking and head chop are specifically tailored to work in VRC with humanoid rigs.
some reason when i load in vrc the eyes are really far but when even ive moved the view orb there (green) but it goes all way back there (red) ???
eyebones straight up in blender ?
yes
View Point isn't an orb, i believe that's your head collider.
but the head bone in middle of the skull, not the front or back?
under the VRC avatar descriptor, there is a Colliders tab
you can play around with size and position
it's separate than the view point, i believe
but please if i'm wrong someone correct me
i did also notice the Z axis on the view point seems to face into the head instead of outward, could be a rotation issue exporting from Blender or somewhere in the chain in unity