#avatar-help

1 messages · Page 176 of 1

terse tartan
#

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.

mild solar
terse tartan
mild solar
cinder mortar
#

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)

spark walrus
#

its still messing up

#

still doing this

radiant night
#

Does it happen in unity?

spark walrus
#

no

radiant night
#

Have you tested it with gesture emulator?

spark walrus
radiant night
hasty night
#

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

spark walrus
radiant night
#

Does it also do that when you pose it in blender?

spark walrus
#

no

radiant night
#

Can I see the heirarchy

spark walrus
#

AKA the thing that keeps breaking

mild solar
spark walrus
radiant night
#

Oh, your using vrcfury

#

I dont work with fury, I cant really help more

fresh rose
#

(Wrong place(

spark walrus
#

Does anyone know how to fix this? (VRCFury)

somber sequoia
spark walrus
#

the jacket turning into an eldritch horror

hasty night
somber sequoia
#

ah. If it's the same armature and not some add-on object like via VRC Fury then it looks like weight paint issues.

spark walrus
#

It's not doing it in blender

spark walrus
somber sequoia
#

oh so different armatures

hasty night
spark walrus
#

this is the jacket hierarchy

hasty night
#

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?

spark walrus
#

no- I'll try that

hasty night
#

at the export test to do that

hasty night
#

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.

green gazelle
#

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

somber sequoia
red crow
#

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

somber sequoia
#

possibly bone roll on the humanoid bones is not 0? possibly it's not facing the right way or has unapplied transforms?

red crow
#

bone roll on the humanoid bones is not 0
has unapplied transforms?
how do I check this

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I originally thought it was facing the wrong way but 've tested that and it's not the issue

somber sequoia
#

for the first, in blender, you edit the armature and check the bone roll value for each bone

summer hearth
#

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

somber sequoia
#

what does "manual" mean here, is it a Fury thing?

red crow
somber sequoia
#

aha. Bone roll for most humanoid bones should be 0. fingers/thumb you can do whatever works

red crow
somber sequoia
#

no

somber mural
#

how do i fix this some of her body is missing and is wasnt before

somber sequoia
somber mural
#

it should look like this

#

how do i check flipped faces?

somber sequoia
#

I must not see the difference in those, but either way, same advice.
You can check in Blender

green gazelle
#

I fixed it

marsh yacht
#

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

soft sentinel
#

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

timber wharf
#

@marsh yacht uh, its bundled with sdk. make sure youre on the latest sdk

ebon flame
#

Trying to upload a quest side of an avi. Keep getting hit with Validation fail. I have no idea what to do from here.

wicked tide
#

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?

spark walrus
#

Still happening. Just in a different way

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OK I found a fix and its jank but itt'l work

ornate stump
cinder mortar
#

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)

pseudo furnace
#

How do i edit the folders for gesture manager? Id like to organize my toggles

cinder mortar
timber wharf
pseudo furnace
#

Yes, but i still need help. I created a new menu but i dont know how to put the toggles n it

frigid glade
dusty monolith
#

how could i make the child of my bones not affected by physbones?

sudden violet
dusty monolith
sudden violet
dusty monolith
#

no, like it just is able to stretch when moving fast enough

sudden violet
#

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.

dusty monolith
#

Alright, thanks for your answers and help!

cinder mortar
weary torrent
#

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

balmy barn
#

some parameter (bool) + IsLocal toggle something it will only be visible for you, havnt tested it in ages

dense trench
#

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

balmy barn
#

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

dense trench
#

Ok!! I will watch a bunch of tutorials while I'm doing this!! Thank you!! I don't mind it taking awhile:)

balmy barn
#

Blender donut tutorial is handy learning its wierd controls

balmy barn
#

left av is a non local clone, local on right

weary torrent
cinder mortar
#

If I wanted to move the default menu options that my avatar model comes with into its own menu, how would I do that?

sudden violet
wind karma
#

Booth ppl! Does anyone know/ have a tutorial on how to make pics like this? (Made by @puretvr on Twitter)

balmy barn
#

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

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dont use any buildt in ones everyone have

cinder mortar
#

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

balmy barn
#

set one

warm adder
#

but these seems to be Ai to me

ornate stump
cobalt zephyr
#

is there a way to move a texture from one model to another if they are diffrent?

ornate stump
cobalt zephyr
#

no thats what i meant

#

i want the texture of one asset but on a diffrent asset

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and was wondering if there was a way to make it easier

ornate stump
warm adder
ornate stump
cobalt zephyr
#

gotcha

#

so theres no way u could tranlsate it from one to another

warm adder
#

only if the uvmapping is same otherwise you can try to make textures similar to the one you need

cobalt zephyr
#

i see : 3

#

weöp guess ill have to probably try my best XD

ornate stump
cobalt zephyr
#

awww

cinder mortar
#

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?

ornate stump
crimson plover
#

How would I go about swapping the shader for the entire model in a toggle

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even though there's 4 materials for the model itself

cinder mortar
cinder mortar
ornate stump
crimson plover
cinder mortar
ornate stump
cinder mortar
cinder mortar
ornate stump
cinder mortar
ornate stump
cinder mortar
#

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

ornate stump
cinder mortar
halcyon kayak
# cobalt zephyr so theres no way u could tranlsate it from one to another

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!

crimson plover
#

Would i be able to just, Change the shaders with the toggle or would i have to make entirely new materials?

junior void
#

Toggle?

crimson plover
#

I wanna make a toggle for the shader used on my model, but there's 4 materials for the body

halcyon kayak
#

so in total you'd need 8 materials i guess right?

crimson plover
#

I guess? Apparently?

junior void
#

Id dupe your mats, set the shader on the dupe, then set up the toggle from there as material swap

crimson plover
#

Ah

#

i believe, Any shader works with windows right? not just poiyomi?

junior void
#

Well, it gotta be made for vr

cobalt zephyr
#

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

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what settings should i have?

sudden violet
#

and they are probably referring to setting the scale to FBX all , un-checking leaf bones, and applying all transforms.

cobalt zephyr
#

can send pic

sudden violet
#

Ye, sounds good

cobalt zephyr
#

mind if i dm the pics?

sudden violet
#

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.

cobalt zephyr
#

k

#

even after trying to move the bones manually

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they will still be stuf there and wont get any closer

sudden violet
toxic cedar
#

does anyone remember the name of the application to have multiple OSC applications running on the same port?

cobalt zephyr
#

k

languid tapir
#

most likely a piece of the armature got deleted or is missing

#

try readding the clothes prefab or check the armature of the clothes

cobalt zephyr
languid tapir
#

i'm not sure i understand your question

wintry ledge
#

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 🙏

balmy barn
#

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

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pc this one work, not so much on the quest shader emission

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you get white wierdness if just using black/white

pine star
#

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

austere zinc
#

how to fix it? When playing emotions on your fingers, your hands react synchronously, both right and left.

sudden violet
#

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.

austere zinc
#

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

sudden violet
#

What do you mean for "use emotions"? Is it a toggle?

austere zinc
#

emotions - gestures on the face

sudden violet
#

How do you trigger them exactly?

austere zinc
#

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.

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or I check in the vr chat

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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.

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the left hand does not work

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but when the right hand is enabled

sudden violet
austere zinc
#

animation?

outer wedge
#

Someone please

crimson plover
#

ok, real quick, is there a way to make unity use more processing power

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it takes forever to do Alot of things, and isnt even using 60% of my pc's resources

balmy barn
#

it will when it start compiling shaders , mines usually at 3% until then

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actually 1-3%~

autumn trench
#

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

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its also showing swords and guns and stuff

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so even if the toggle isn't on you might lag a world a whole bunch

round aspen
#

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.

left gull
autumn trench
#

it's not just custom

#

its on a public (i can't find which one) like one of those fallbacks

shut oxide
#

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)

left gull
#

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

tender cargo
#

Just wondering if anyone knew how to resolbe this issue which uploading my avatar

cinder mortar
light zinc
#

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.

kindred vapor
#

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~

soft sapphire
#

How do i fix this problem? And how do i attach it properly to the arms and stuff so it on correctly

somber sequoia
soft sapphire
#

In the photos, the body is poking out the sweater

somber sequoia
#

Got it. Is the sweater designed for this model? how is it attached? Did the creator expect a body-shrinking blendshape to be active?

round pewter
#

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

amber gull
#

can someone please let me know why i the boob root cant move when placing the physones?

somber sequoia
somber sequoia
#

nothing looks weird there

amber gull
#

the boob doesnt move only the top that is attached to the boob l and r

junior void
#

Sounds like an asset was added manually

amber gull
#

in blender i can move the boob root

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but in unity whenever i add phys bones to the boob roots the boob doesn't move

somber meadow
amber gull
somber meadow
#

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

zenith escarp
#

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?

somber meadow
#

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?

somber sequoia
#

hmm seems I'm toggling the object the station is on, though there's nothing else on mine

zenith escarp
somber sequoia
#

yeah then that's the right answer, seems that's what I'm doing here 🙂

zenith escarp
somber sequoia
zenith escarp
#

otherwise, people who have my animations disabled can sit on my avatar without my permission

somber sequoia
#

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.

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ohhh

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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.

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(someone please correct me if this has been fixed)

zenith escarp
#

but since I want to minimize unnecessary colliders/mesh renderers I am asking for an alternative solution

somber sequoia
#

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

zenith escarp
#

Colliders aren't supported on quest

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I know stations add one at runtime

somber sequoia
#

and?

zenith escarp
#

but I don't think I can disable them by default

zenith escarp
somber sequoia
#

ahhhh

#

I didn't know that trick

zenith escarp
#

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

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But I'm testing it right now

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Mesh filter alone doesn't work sadly

light zinc
#

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.

somber sequoia
#

just do two transitions between the same states, one for isLocal and one for isFriend

#

that's effectively an "or" statement

light zinc
somber sequoia
#

I don't see how that could happen - can you show the state machine?

light zinc
light zinc
#

When I tested in game the animation flashes between on and off really fast for friends, kinda

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Loop time is off as well

somber sequoia
#

wait, what is this toggle for? I'm not sure what this is supposed to do

light zinc
#

But I want to always see object 2

somber sequoia
#

enter -> wait for friends check (empty state) -> show object 1 if false | show object 2 if true (real states)

somber sequoia
#

and the transition to the "is friends" state also has a transition for "is local"

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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.

somber sequoia
#

no, you only need one double transition, from wait to friends, since that has both friends and local, right?

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the other doubles don't need to be there

light zinc
somber sequoia
#

this item is toggleable, right? you probably want to go back from not-friends to wait when that toggle var is off.

light zinc
somber sequoia
#

also I don't see any isLocal?

light zinc
somber sequoia
#

ok so if it's always on I don't know what this extra variable TestFriendToggle is for

zenith escarp
light zinc
somber sequoia
#

I think either you're confused or I'm confused about what the requirements are here

light zinc
#

so for me I will see only the false value, which I want to only see the true value

somber sequoia
#

give me a sec.

light zinc
zenith escarp
#

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

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which means I am unsure what to do to have my stations disabled by default

light zinc
somber sequoia
#

(more fun than arguing with the code I'm trying to write)

light zinc
light zinc
#

The skinned mesh renders are not being used by any other animations.

somber sequoia
#

I didn't put any animations in those states, that's just an example

light zinc
somber sequoia
#

ok well watch the animator while you're testing, see what it does or doesn't do

light zinc
#

Let me double check the other animations to double check they are not being used.

somber sequoia
#

that sounds like something with animations? There's no way for me to know from here

light zinc
#

Tysm for the help,

somber sequoia
#

aha

cinder mortar
#

Yeah, uh, what?

olive pelican
cinder mortar
olive pelican
#

Maybe try changing the thumbnail to a generic image? It might just have failed to capture the image for whatever reason.

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No clue /why/ it'd do that, but my only guess.

cinder mortar
#

For some reason that worked lmao. I guess unity just being unity

olive pelican
mossy ridge
#

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

compact kestrel
#

how the hell do i turn a roblox model into a vrchat model. i need this baddy in vrchat

somber meadow
mossy ridge
#

reloading the sdk fixed it

left gull
night ember
#

you can literally just export as obj in roblox studio

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makes an atlas and everything

night ember
left gull
#

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 lurkrat

night ember
mild solar
#

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?

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both arms do this but i think everything else looks fine

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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

amber gull
#

i have been trying to fix this error for hours any idea how?

night ember
somber meadow
#

whatever texture's being added through a preprocess script (Like VRCFury), doesn't have streaming mipmaps on

amber gull
night ember
#

stream your mipmaps on the textures

amber gull
amber gull
somber sequoia
#

inspector for the texture file, enable the checkbox

high rapids
#

I can't build my model?

somber sequoia
#

show the first 2-3 of those 12 errors, without clipping the window so small

night ember
night ember
high rapids
somber sequoia
#

"without clipping"

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literally can't see the whole messages

high rapids
somber sequoia
#

and that top one is the first?

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ah yep, that's 12.

high rapids
#

Yes that is all of them

night ember
#

why is it asking for fbx exporter

somber sequoia
#

yeah that's a weird thing to need

high rapids
#

idk?

night ember
#

where exactly did you get this model

high rapids
#

Booth and I added stuff to it

night ember
#

stuff like

high rapids
#

hair clothes accessories

night ember
#

and what on booth

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probably has instructions

high rapids
#

base model, hair and accessories

night ember
#

no shit its a base model

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which one

high rapids
#

Kanata

night ember
#

got a link to it?

high rapids
night ember
#

asks for liltoon, modular
2022.3.22f1 unity
sdk 3.8.0 or later

high rapids
#

Ah, the tutorial I was following used a different unity verison

somber sequoia
#

generally you should always use the latest one VRChat suggests

high rapids
cinder mortar
somber sequoia
#

if "nt" is "not" then I'm not sure why you're here?

molten lark
#

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

ornate stump
tall dock
#

For some reason when using MA toggles the blendshapes on the body reset, help?

ornate stump
wintry ledge
compact kestrel
cinder mortar
somber sequoia
#

what exactly are we looking for in these?

#

is it the clothing?

balmy barn
#

blender weight transfer , remove or hide whatever is under vrcRat 6th time they post this now

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clipping is annoying to avoid , easy to get if its not made for avatar

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pc uvdiscard for minor things , armpits/knees ive seen them often

junior void
#

Old pants, hip bone flipped for old model while using new model where hip is upright. Fix in blender

sudden dew
#

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

ornate stump
sudden dew
#

"cats blender plugin"

sudden dew
#

yea...

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this was the one from the vid lol

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ty

fair crater
#

Can anyone help me with tryna texture stuff in blender?? 😭😭

#

Never used ts before

still hinge
#

i hate this application i changed nothing about it, it was fine yesterday and it aint working help 😭

fair falcon
#

can someone help me?

dark jay
#

how do i combine two animations together

#

lmk

somber sequoia
obtuse brook
#

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

somber sequoia
#

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

obtuse brook
#

Ill try it tomorrow coz it's late

limpid cargo
rich tulip
#

!!!!! 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!

flint rose
#

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)
tropic sluice
#

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!vrcTupStare vrcTupCry

naive copper
#

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 😔

timber wharf
#

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)

naive copper
#

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

halcyon kayak
valid prawn
#

hai can anyone help!! ive created 2 new projects with this avi already and i still keep getting the same message! vrcSad

flint rose
valid prawn
flint rose
#

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 ^^

valid prawn
naive copper
halcyon kayak
naive copper
#

It sounds tempting, but my computer cannot handle that
It's just those two toggles that are messed up.. LITERALLY just those two

halcyon kayak
#

yeah i wish i knew more about dynamics to be helpful 😭

naive copper
#

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 😔

halcyon kayak
#

obscure reddit threads, the savior

wanton cedar
#

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

dusk elbow
#

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

timber wharf
#

@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

wanton cedar
timber wharf
#

@dusk elbow always use gesturemanager or avi3emu to test stuff

wanton cedar
#

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

dusk elbow
timber wharf
#

why wont it

dusk elbow
#

oh yeah i see it moving in the controller. ty , didnt know that ! it's definitely still broken then XD

modern gyro
#

can anyone help me figure out why this avi wont upload?

somber meadow
bright vapor
#

why do i need a chest and shoulder bones

#

so annoying

steel fjord
#

How would I go about adding this Wireframe Overlay to my Avatar?

wanton cedar
#

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

bright vapor
#

why is this happening in gesture manager

somber sequoia
somber sequoia
wanton cedar
#

What about making it spin on spawn? is that a float and idle?

somber sequoia
#

just enable the animation by default

#

put it into a layer by itself, it'll just stay running

valid prawn
bright vapor
somber sequoia
valid prawn
cedar echo
#

Anyone knows how to limit the size of particles when you back away from them

valid prawn
# valid prawn yes only those

it also happens with other avatars ive tried to upload, i just tried to upload another and the same thing happened v_v

slender venture
#

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?

cedar echo
somber sequoia
frail badger
#

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

slender venture
#

Nothing it's my first time getting into this sort of thing

somber sequoia
torn geyser
#

My friend doesn't have the toonlit standard, is there a specific add on for it or smth?

cedar echo
#

I'll get a screenshot

slender venture
somber sequoia
frail badger
#

origin in blender looks right

slender venture
cedar echo
somber sequoia
bright vapor
#

still need help, avatar isnt entering the idle state or anything

slender venture
bright vapor
#

my eye-puppet doesnt seem to be working though?

#

eye control

#

eye radial, whatever you wanna call it

cedar echo
#

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

bright vapor
#

and this is the avatar mask

balmy barn
#

eyes assigned to humanoid dont like being rotated, my workaround was to just use rotation constraint on eyebones to some gameobject that rotate ratl no mask / tracking needed , constraints are off until something ment to move eyebones

somber sequoia
#

I often see eyes have parent bones that you can move when you disable eye look

balmy barn
#

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

somber sequoia
#

yeah I don't either

twin gulch
#

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

somber sequoia
#

weight painting, of course.

twin gulch
#

I thought making it max weight would allow it maximum movement but cant seem to make it work right that way?

somber sequoia
#

sure, but do you have auto-normalization on? weights are all relative

oblique rover
#

how can i set my avatar to humanoid?

somber sequoia
#

inspector for the model file, rig tab

oblique rover
#

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

twin gulch
somber sequoia
#

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

twin gulch
#

thanks!

cedar echo
#

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

timber wharf
#

set min screen size or smth like that to 0

cedar echo
timber wharf
#

in particle system🤷‍♂️

#

probly main or renderer

full scaffold
#

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.

balmy barn
#

lock or enable rename on the shader to avoid that, no idea if liltoon can do that (dont use it)

full scaffold
#

I don't think that liltoon has that.

full scaffold
#

I'll just animate a material swap for now, seems like the best option I have atm

steel fjord
fiery tiger
#

Is there a way to help with parameter memory that doesn't involve vrcfury's parameter compressor

junior void
#

compress/delete by hand

#

you cant up the max if thats what you mean

inland tiger
#

Anyone that can make avatars shoot me message with your prices please looking to get a male and female version made for cheap

night ember
inland tiger
night ember
#

go to vrctraders

inland tiger
night ember
#

discord server

inland tiger
night ember
surreal salmon
#

how do u set different parts of mesh to be assaighned to different material on the same object

#

in blender

somber sequoia
#

in mesh edit mode, simply select the faces, then assign them a material

#

seams are useful here

surreal salmon
#

got it

halcyon kayak
#

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~

junior void
#

show us how you made the radial

halcyon kayak
#

i'll just do a quick video tour of the setup

#

that's everything afaik related to the radial menu

somber sequoia
#

you only want radial for this, leave the parameter one blank

#

(in the menu item)

halcyon kayak
#

ahh, ok

somber sequoia
#

usually that's for setting another value while the radial menu item is open in-game

junior void
#

images werent loaded for me <.<

halcyon kayak
#

so like this

somber sequoia
#

I admit I didn't notice the image at first, thought it was an artifact as part of the video

halcyon kayak
#

yeah discord can be funny displaying video and image on same message

somber sequoia
#

yep, especially when the video is one of those picture-in-picture-in-picture-in... things that OBS will do

halcyon kayak
#

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!

somber sequoia
#

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.

fiery tiger
#

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

somber sequoia
neat mason
#

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?

junior void
#

well, sil is silent. sooo how is that a problem?

neat mason
#

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

spark wagon
#

dont think an explanation is really needed here

somber sequoia
#

but what did you just do?

grand scaffold
spark wagon
#

ive fixed it

halcyon kayak
glass condor
#

Is there a particular reason why the viewpoint in a VRChat avatar descriptor wouldn't show up at all when it's enabled?

balmy barn
#

gizmo off / avatar isnt at 0.0.0 or the dot is somewhere in space

loud vine
#

if so in space, is there a way to find it?

#

just woundering

balmy barn
#

set height 0.0.0 its now at your feet

loud vine
#

alrighty! also im lookin for gizmo and i cant find it at all?

balmy barn
loud vine
#

idk? sorry

#

i dont see much up there in that spot?

glass condor
balmy barn
#

you dont have view options overlay on

loud vine
#

how do you turn in on, im just confused with this all, sorr m8

balmy barn
#

ive used a custom overlay a long time, so no idea what default for unity

loud vine
#

thank youuu

balmy barn
#

upper right should have it tho

restive niche
#

how do i make the animated state the default state on the scene, its beena long time since i used unity

somber sequoia
#

eh? the default state should usually be a T-pose

junior void
hybrid basin
#

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??

placid cedar
#

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

somber sequoia
#

some vertices not weight painted properly. Could be too many vertex weights - unity can only do 4

placid cedar
#

how do i fix that 😭

somber sequoia
#

weight paint it better, making sure to not weight any vertex to more than 4 bones

placid cedar
#

It is a premade base and when I just put the base into unity it works fine?

somber sequoia
#

this image doesn't have the problem part though so that doesn't seem relevant

placid cedar
#

nvm bro 😭

somber sequoia
#

it looked like it was the jacket? Hard to tell from here of course.

placid cedar
#

it was the body and jacket

gentle merlin
#

why can i not make avatars ?

#

its says i am now not yet allowed

rich flower
#

any idea how to fix this?

somber sequoia
rich flower
#

happens every time i tried to upload the avi. it somehow fixed itself when i made new scene and dragged the avatar to it

somber sequoia
#

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

silent carbon
#

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

somber sequoia
#

Feel free to ask questions when you get stuck

silent carbon
#

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

somber sequoia
silent carbon
#

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

junior void
#

Difficult topic imo. Every avatar uses a different list of x many tools/dependencies/etc so it gets complex fast especially for new ppl

silent carbon
dire heart
bright vapor
#

Is the source supposed to be set to the eyebone, or the eye itself?

pulsar turret
#

can some1 make me a png avatar of a specific image

bright vapor
silent carbon
#

Thank you for the help (:

bright vapor
west moss
#

hi i am new to making avatars can someone teach me how to import the blender files over to unity?

fiery tiger
#

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

somber sequoia
fiery tiger
somber sequoia
#

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

fiery tiger
bright vapor
#

heeealp?

somber sequoia
somber sequoia
bright vapor
#

these are the only things that pop up

full field
#

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

fiery tiger
somber sequoia
somber sequoia
bright vapor
#

ah this is probably it

fiery tiger
bright vapor
#

i dont know why it's missing scripts though

somber sequoia
somber meadow
bright vapor
somber meadow
#

Open Creator Companion, click manage project on your project with this issue, and show the installed packages

bright vapor
#

nevermind its apparently swapped itself out for thry's avatar performance tools

fiery tiger
#

this is the closest ive goten n for some reason he's really high up

fiery tiger
#

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

somber sequoia
#

missing armature modifier on the mesh object?

#

if not that then maybe it's not weight painted

young bear
#

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

night ember
#

constraints

young bear
#

okay, but how so? i've found constraints on humanoid IK bones to be EXTREMLY finickey and people on quest cannot see it

somber sequoia
#

probably also VRC animator tracking control.
if you use VRChat's constraints they work fine on quest

night ember
#

there are vrc constraints

#

also how are constraints on humanoid bones finnicky

young bear
#

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

alpine badge
#

i downloaded "meshia mesh simplification" but i cant figure out how to use it

somber sequoia
#

in what way does it not work?

young bear
# somber sequoia news to me

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

somber sequoia
#

I'm not sure why that wouldn't work on quest users

young bear
#

¯_(ツ)_/¯

#

i can' t tell ya why it doesn't work

#

just that it doesn't

night ember
#

sounds like you set it up wrong

young bear
#

i don't know how i would set it up 'wrong'

#

i know how to set up vrc constraints by this point

somber sequoia
#

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...

night ember
#

unity constraints now get converted to vrc constraints in game
vrc constraints are just unity constraints but more optimized and quest compatible

somber sequoia
#

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

young bear
#

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

somber sequoia
#

there's a whole ragdoll system out there, it works very well

night ember
#

thats literally just leaving the body and constraining the head bone
or just having a duplicate of your model and hide the original mesh

young bear
#

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

somber sequoia
#

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

young bear
#

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

somber sequoia
#

duplicating mesh... you could probably skip that if you use two armatures, with a pile of constraints for normal IK

young bear
#

again i've found constrainting humanoid bones to be finicky and not reliable

somber sequoia
#

well sure, nobody said it'd solve your exact problem as-is, of course you'd customize it a bit

young bear
#

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

somber sequoia
#

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

young bear
#

i'd rather just learn how it works and recreate it

young bear
#

there is another avatar maker that tried to do a similar thing with their head and that did not show up on quest either

somber sequoia
#

what does the constraint do? is it on a bone that's actively being driven by IK?

night ember
#

then you didnt do it correctly or used the wrong unity version / constraint

somber sequoia
#

provide more info if you want help

young bear
#

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

night ember
#

wouldnt be the exact same then

somber sequoia
#

again, we can't tell you anything without more info

young bear
night ember
#

constraints kinda just ignore whatever the thing you slapped it onto does

somber sequoia
#

that was two questions, which did you answer?

young bear
#

the second question

#

i mean if you really want i can pull up the avatar and show what i have set up

somber sequoia
#

is the humanoid bone the source or the target?

#

eh, I'm going to stop asking. Feel free to to explain.

young bear
#

one arm is the source. the other arm's hand is the target

somber sequoia
#

the target shouldn't be IK driven if you want the constraint to move it

young bear
#

wait, to clarify. the target is the bone that's BEING moved or the bone it's being moved TO

night ember
#

the target is what is being constrained

#

the source is what the constraint is following

somber sequoia
#

It literally says "source" in the constraint component, draw conclusion from that

young bear
#

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

night ember
#

how long ago you opened the project doesnt exactly dictate the speed it opens

young bear
somber sequoia
#

LowerArm.L should not be IK driven if you want that to work

young bear
#

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?

somber sequoia
#

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)

young bear
#

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

night ember
somber sequoia
young bear
#

let me try and explain

somber sequoia
#

I've been waiting for you to

night ember
#

either you have a duplicate of the body or you constrain every bone

#

or well

young bear
#

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.

night ember
#

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

young bear
#

easier but doubles the polycount. i was hoping to find a smarter solution that didn't require that

night ember
#

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

somber sequoia
somber sequoia
#

not sure why not?

night ember
#

the person is wanting to just world constrain the body and then walk around with the eye

somber sequoia
#

oh I see, right, to freeze the body to the world you would need a constraint

night ember
#

which requires at some point the mesh being detached from the humanoid rig

somber sequoia
#

right

spark walrus
#

I’m a newbie to blender, how do I get this avatar out of this pose? (Or model)

night ember
#

be it a duplicate mesh or duplicate armature

somber sequoia
night ember
#

you cant just not constrain a child bone of a constrained parent bone

young bear
night ember
night ember
#

no matter what you do

night ember
night ember
#

there isnt any other way to do it

spark walrus
spark walrus
night ember
spark walrus
#

Yes….

#

💀

young bear
#

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

night ember
somber sequoia
#

you don't - the head is IK tracked, the pinned one would not be

night ember
#

the entire humanoid rig armature has no mesh
which you then constrain the entire avatar to it

somber sequoia
#

I'd probably duplicate the head mesh here

night ember
#

that is significantly easier yes

young bear
#

okay but wouldn't i need to duplicate everything BUT the head mesh though?

night ember
#

and put it into the pose and toggle it on yes

somber sequoia
#

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)

young bear
#

ahhhh okay i see what you're talking about now

somber sequoia
#

I guess you don't need to duplicate any mesh here really

#

it's just a pile of constraints

chilly quail
#

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.

young bear
#

though that also doesn't sound great -3-. i guess it's a pick your poison situation?

somber sequoia
#

no? Sounds annoying to setup but you do that once

night ember
#

you are asking to do something that requires a duplicate of something

young bear
#

i guess the question is if an entire armature rig worth of constraints would be more taxing then a duplicate of the mesh

night ember
#

if you were wanting to do the opposite of freezing the head then thatd just be constraining only the head

somber sequoia
#

I guess if your mesh is minimal then sure, but you could have a whole 69,999 poly mesh here

night ember
#

duplicating the mesh wouldnt be that taxing either
if the avatar is high poly already then why

young bear
#

it's currently 25k tris

somber sequoia
#

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.

young bear
#

honestly i could prolly do some work to get it under 20k tris 🤔

#

for clarification i made this from scratch

somber sequoia
#

eh, that seems like wasted effort

young bear
#

well under 20k tris gets it under the 'very poor' benchmark on quest

somber sequoia
#

69,999 is medium 🙂

#

ah quest

young bear
#

which means quest users wouldn't have to manually show my avi

somber sequoia
#

if that's relevant to you, then sure, aim for it

naive copper
#

I'm sorry if I'm interrupting something, but can I get some help?

night ember
#

tbf 50k tris isnt particularly harmful for quest
and you are already verypoor

somber sequoia
night ember
naive copper
#

I just didn't want to barge in with my questions

somber sequoia
#

do it 🙂

naive copper
#

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

somber sequoia
still jasper
#

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.

somber sequoia
#

I've tried re-ordering in Unity but I don't believe that works properly, but I haven't really looked to see why

night ember
naive copper
#

Quest compatibility

night ember
#

sprite sheets are quest compatible?

naive copper
#

They are?

still jasper
#

I thought sprite sheets were even more quest compatible?

night ember
#

you dont just lose access to panning because its on quest

somber sequoia
naive copper
#

No one ever told me that 😔

night ember
still jasper
naive copper
still jasper
somber sequoia
#

it's just an animation that happens when a variable is changed - what it does is entirely up to you.

still jasper
#

Thanks, I'll go ahead and read. :)

night ember
#

that is a list of every default parameter

somber sequoia
#

VRChat sets those parameters when your controllers are activated however

night ember
#

or on desktop using the function keys + shift

still jasper
#

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?

somber sequoia
somber sequoia
still jasper
#

Okay thank you :D

naive copper
#

Damn :(
So there's no way I can fix this?

still jasper
#

Imma go read those no

somber sequoia
still jasper
naive copper
#

I only have six material elements

somber sequoia
#

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)

naive copper
somber sequoia
#

Yep, I get that

young bear
#

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

somber sequoia
#

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

young bear
#

okay so re ordering SLOTS

#

doesnt do anything

somber sequoia
#

right

#

but slots is what unity cares about

young bear
#

but sorting elements BY material causes it to follow the material order on export

somber sequoia
#

hmm

young bear
#

material slot order in blender and material slot order for exports are two different things and this is the way to sync them

somber sequoia
#

I'm going to have to try that then

young bear
#

yeah it's obnoxious and yeah it should be synced but that's what we have for now

somber sequoia
#

(FBX sucks, etc, etc)

naive copper
young bear
#

easier to learn a few new things at a time then try to catch up all at once IMO

naive copper
#

I can't do that because my computer is very finicky

#

I just have to work with what I got

somber sequoia
#

4.5.3 is out 🙂

naive copper
#

It didn't work 😔

still jasper
#

Do I need to make blendshapes in blender of the hand expressions to make the animations in Unity-?

somber sequoia
#

Yes, blendshapes (shape keys) are a thing you do in the modeling program, Blender or similar.

still jasper
#

Shhhooott. Alright, I'll go do that. Thanks!

somber sequoia
#

but if you mean actual hand movements, VRChat will do that with IK

still jasper
#

I didn't make those 😭

young bear
#

you don't need to, unless the ones vrchat have don't work for your model

somber sequoia
#

you shouldn't need to

young bear
#

which is only a problem with cartoony or non-humanoid hands

naive copper
#

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

visual wigeon
#

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

somber sequoia
visual wigeon
#

but the errors are passable its been doing this on the other avatars ive been trying to upload

somber sequoia
#

there is nothing more we can tell you without seeing the errors.

visual wigeon
#

i really wanna upload this but i dont know hot to fix the errors i want it uploaded tonight

somber sequoia
#

we can't help you fix the errors unless we can see what the errors are.

visual wigeon
#

wish there was a vc for the server

#

i wanna upload the pc and quest version of it

somber sequoia
#

FYI I don't do help in private messages.

visual wigeon
#

but how am i gonna show you the errors

somber sequoia
#

post them right here?

visual wigeon
#

It would be better if someone could show me I’m a visual learner, I can’t learn how to do it through text

somber sequoia
#

alright, good luck then.

visual wigeon
#

it shows this

#

@somber sequoia

somber sequoia
#

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.

visual wigeon
#

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

still jasper
somber sequoia
#

that's fine

still jasper
#

Okay so I don't need blendshapes for the fingers.

somber sequoia
#

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

still jasper
#

Okay gotcha. Sorry lol

somber sequoia
#

no worries!

still jasper
#

Is there a page guide for uploading the avatar too? I think I have everything done after I do the gestures with the expressions.

somber sequoia
vagrant crater
#

having issues uploading my model when i was able to upload other models just fine the other day

somber meadow
#

Does the avatar have a list of packages that are required

still jasper
#

If I wanted to add Gogo Loco, how would I do that?

vagrant crater
still jasper
#

Thank you. :)

surreal sage
#

vrcTupCry How do i do lashes with poiyomi </3 im nearly there but im not at the same time

night ember
#

move alpha cut off I g

sly ether
#

how do i put locks on my avi

surreal sage
surreal sage
# sly ether like a code on it

i know- im just sceptical because people usually put locks on avatars that arnt meant to be public, aka ripped or pirated avatars

sly ether
#

and it was only out for promo

#

its not even released yet

surreal sage
#

id recogmend only promoting the avatar to people you trust then.. rippers can get around locks sadly :(

somber meadow
#

simple locks only fend off some people who reupload

young bear
#

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)

somber sequoia
#

please don't ping me for new problems

young bear
#

sorry

somber sequoia
young bear
#

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

young bear
#

that aint right

#

tis ony happens with headchopp

versed dagger
#

Yh

quick ridge
#

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.

timber wharf
#

cant use oneshot with avatars. so your only option is to have multiple audio sources playing the same audio in order, like a revolver

mystic basin
#

I’m having trouble trying to upload an avi 😭

junior void
#

that could mean anything 🥴

graceful latch
#

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?

balmy barn
#

alpha masks done some funny things on my av's in some world - tend to avoid them

jade dock
#

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 !

junior void
#

why cant you use humanoid rig

jade dock
#

I did not bother trying since I thought it could not work with a centaur-like body

warm adder
balmy gyro
#

i have zero idea how to make an eye bloom effect like this. does anyone know how to do it??

timber wharf
#

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🤷‍♂️

junior void
#

^

timber wharf
#

@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

balmy gyro
#

i tried to using spotlight but in game it looks terrible

timber wharf
balmy gyro
#

wwhy is it so hard to understand how poiyomi shaders workkkk aaaA

balmy gyro
echo halo
#

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

twin raft
#

someone would have to reallllyy hate you to go out of their way to try to rip something now

balmy barn
echo halo
#

no i was using liltoon

#

but i just found out why it wasnt working one of the objects was causing it

sly ether
#

😭💀

twin raft
#

why are you going into publics with it?

sly ether
#

Because I do promos

#

For it

#

On Instagram

twin raft
#

in publics?

sly ether
#

I give the link to my promo team

#

And they probably give it out

ruby wolf
#

Hey Friends! I am new to creating avatars and clothes. Do anyone know how to take clothing blender files and optimize it for vrchat?

somber sequoia
#

export as FBX, make it as low-poly as you can, with as few material slots as you can

surreal salmon
#

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

balmy barn
#

how is this rotating, you can just use a bone / constraint if its ment to follow head bone

surreal salmon
#

I've never used constraints

#

What would be a good tutorial for that

balmy barn
#

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

somber sequoia
halcyon kayak
# jade dock Hello there ! I just joined because I have been trying to make my first avatar f...

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.

https://www.youtube.com/watch?v=1Pt78aPk0ns

loud vine
#

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) ???

balmy barn
#

eyebones straight up in blender ?

loud vine
#

yes

halcyon kayak
#

View Point isn't an orb, i believe that's your head collider.

loud vine
#

but the head bone in middle of the skull, not the front or back?

halcyon kayak
#

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

balmy barn
#

viewpoint

#

head collider

halcyon kayak
#

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

loud vine
#

i messed with it, this?

#

this should work?