#avatar-help
1 messages · Page 177 of 1
that's probably fine, though if you can display the view point axis it would help to know if you're accidentally pointing towards your own face instead of away
just click "edit" on the view point and it will show
i found out what my problem was
It Weird, I Had Put The View In The Back Of The Skull In Unity To Look In The Front Of THe Head In Game
basically Its Inverted
im a lil confused on what they mean by
Make your bodys material cutout or transparent
and then applying the legs mask
Materials can (if the shader supports it) have different rendering modes. In poiyomi, you can see that at the very top right on any poi material
Opaque is opaque, transclipping or cutout support alpha/transparency
Randomly I get these sets of error and my avatar fails to upload at the "File Uploading Stage" any ideas why or how? I've restarted my pc, reloaded the sdk and I'm on the latest version
so i’m converting an avatar for the first time in a really long time and i forgot how to find the menu of physbones and roots that you can just turn off and on?
Hello! This is my very first time working on an avatar. I bought one and have been customizing it in unity and went to upload and test it for the first time. It seems to have a glowing outline. What is this option called - or rather what setting do I search for - in order to basically remove this?
I think I'm ready to upload my avatar. Are there any small things that you usually need to do that prople often miss? All I've done is the descriptor, the materials, the physbones, the expression gestures, the visemes, and I did something to the skirt to keep it from clipping (I forgot exactly what I did). Is there anything else I need to do before I upload it??
It looks like a shader- you would just change the shader type in the material in unity
Thank you! The guide that came with this avatar told me to use Poiyomi so I assume it is adding the outline. I assume it is safe to change shaders despite the guide?
More particularly it looks like rim lighting. Don't quote me on that though.
I will check settings for this ty
Poiyomi has a ton of options in it.
Ye ye no problem
I mean, it's your avatar lol The shaders are up to you, fully customizeable. It should be safe
What optimization rank is your avatar? If it's very poor maybe try looking into how to get it out of there
This is my very first time working with an avatar or unity in general so I am being very cautious to not break anything.
Mhm changing things on shaders is usually just an undo if you screw up
My personal favorite is toonlit shading so I can use my avatars in dark worlds fully lit
It just doesn't add any shading itself, but I include that in my textures
Most shaders will support this. Poiyomi does too it's just a little harder to find with the amount of options in there
I've been using poiyomi for like 5 years ehe
I suspect it might be Dissolve cause the color option in there matches what I am seeing in world
Oh, yeah, by the way, when changing the shader, make sure it's a VRC compatible one
You can check for those by searching "VRC" in material shading and I think it says something like VRC/mobile for the folder
I should look into Poiyomi then, I've never used it before nor heard of it
The effect doesn't look like a dissolve imo, could you show the settings
This only really applies for quest. Vrc on PC can support most shaders just in general
and now apparently reinstalling all packages fixed it
It's really good. There's others like liltoon and mochi that are just as good it's just preference. But again that all requires pc
Did you see what performance rank your avatar is btw? Great thing to work on keeping to a certain point. If you care about people not lagging anyway
i need help in #avatar-rigging
Mine turned out to be medium, but I wouldn't know a thing about blender to try to optimize it further
I know the uhhh sdk control panel threw lots of issues claiming it was going to be poor... but here in game it says medium
Poor is still fine. Most important is to avoid very poor
where can i find the list of all the physbones and colliders for an avatar in unity?
type 't:script' in search bar on top of hierarchy
i was doing well with my avatar but i was opening a unity file for a piece of clothing and when it loaded in it made my while avatar look purple like the image above but the confusing part is i tried deleting the file and it was still purple but when i go to the texture to change it to lil toons its all the same as it was before, if any of you guys know id appreciate it
Pink mat = missing or broken shader
ive checked the shader they look completely normal
set to some material, then back to whatever its using
Does someone know how to upload avatars from Alcom? I don't use Creator Companion and the official guide talks about that so it doesn't help much
I have VCC though, so do I NEED it or can I just do it through Alcom?
It's an alternative, but I think the interfaces are different and the guide on the official website doesn't guide me well
Either that or I need a caffeine shot to look at it again because I might just be tired and missed it
I figured it out nvm
check last 3 messages i need to know smth rq
I added some audio to this avatar and it works in unity and in desktop mode but when I load into pcvr mode it stops working I don't know what to do
So i have this avatar thats already face tracked and is set up in unity. And im trying to add some new face tracking points (basically all the eyebrow movements). I already have the blend shapes made, but i have no clue where to even leap into it on the unity side and the doccumentation rattles my head a little. Does anyone have any insight on how to do this, or maybe have another place i can look to for guidance that'll be easier to understand?
How do I make my rig humanoid?? I thought I did but guess not.
go to the .FBX and swap it from generic to humanoid
hit configure and check that the bones are setup properly then apply
how does one reduce the jiggle physics of an avi? because i uploaded a really cute one but JESUS they’re everywhere
mess with the phybone settings in unity's playmode till they look better or if its an issue of the going into the model try messing with an angle limiter/hinge in the physbone settings (im pretty sure its called one of those
)
adjusting the spring and pull will usually do the job yeah, and angle limit too if need be
I guess I never knew that non pc users see my avatar differently. Apparently to them it shows my hair floating way above my head. Anyway to fix that?
i always add a note to people b4 i block them incase i forget their name and unblock them its also just easier since alot of people (like leakers) do namechanges often on disc 🙏
check ur colliders, physbones collision radius and your gravity so it isnt negative value
yeah i gotta start doing that, i went to the dms and saw my message of it lol
different fbx scales can also affect physbones dramatically, kinda just depends on how it was converted and what was done to it
Its an avatar I grabbed from booth. I dont think I did much from it outside of changing hair on it. Usually worked fine before. I wish I could preview it without asking a quest user what they see
ohhh my bad i read ur question wrong
if its floating way above, id make sure that the modular avatar component/prefab was used correctly
thats typically whats used for booth avis, and it helps merge things to bones and stuff like that
Oh I dragged the hair on to the head slot. Should I add an armature link with vrcfury then?
does it come as a prefab option for merging? itll be a component somewhere in the prefab, they usually do those things on booth
This one had a prefab to it. I normally would drag it to the headslot and it would be done.
for those with modular avatar components on the prefab, youd typically want to drop it on the avatar root (the avatar name)
I did that. it says I set it as humanoid. I redid the tpose and bone configuration and everything.
whats the hair hierarchy look like? for the asset
Me?
oh lmao thought u were the same one my bad
click that down arrow next to import messages to see the issues with the rig
Let me check
click the circle in the top right
ohhhhh
yeah u gotta have that open/on to adjust viewpoint
how did I not notice that lol
it happens 
Im remoted into another pc from my phone so screenshot may look scuffed
How do I fix this?
your mesh names cannot be the same as the humanoid bones, so youll need to rename your mesh object to be something else than "Neck"
if u click this prefab, what kind of components are visible in the inspector?
Ohh. I can just rename them in unity?
tbh i dont remember, try unity hierarchy, if that doesnt work, u could try in the fbx config, if not that then blender
ive always corrected it from blender personally, so i cant confidently say
So do I rename EVERYTHING that it mentioned or just the parts of the mesh and not the bones?
just the mesh thats named neck
Alright. Updating my fbx file shouldn't erase any progess of me doing the physbones or putting on gogo loco though, right?
Alright. I probably have to do it from Blender lol
if overwritten correctly it should be okay, as long as u dont change the rig, but backup incase
Here is the inspector and scene
if Aramature.h18 is empty too (besides physbones) then ig you can have it parented to the head bone, looks like may need some position adjustment tho
Ill try something once more then, its just so weird that non pc users see it messed up but others dont
yeah its a bit difficult without a pic of it, i dont think having over 64 physbones transforms would cause it to be wayy higher than it should be
im kinda at a loss if it doesnt work 
Its an auto generated fallback avatar they see right?
Idk if thats the right term, still noobish with this
Anyone know where I could find a cloak for an avatar?
you could try making one, it's not so hard in Blender. basically just a subdivided plane with some bones which get a physbone component in unity
So.. I did that. I don't have a mesh part named shoulder, I have a bone named shoulder. I'm confused. Is it because of the metarig having the same names or is there something else I need to change?
The metarig was just an accident lol, it's my ref in Blender and I just forgot to delete it.
I fixed it
I win

anyone know what causes the messed up polys in substance painter? its not flipped normals, already checked that
is this mirrored UVs at all?
ah yeah these UVS are mirrored, are all the messed up polys just ones that are on the wrong side?
omh yeah i think thats literally it

Uhhh it won't let me upload my avatar. "Failed to agree to ownership agreement".
ok yeah turns out I do need help. I edited a blend file to edit some horns that came with an avatar I purchased. Just to remove some extra sprigs. Anyway when I export it to fbx and readd it, it no longer will upload. It claims the new horns are not attached to the avatar. I have tried moving the location of Horns_F to straight under "DragonCat" which also throws the error, it only successfully builds if I put it at the very top but then it doesn't appear on the avatar at all in world. Is there another way to manually set this?
try to reload your sdk from the top window, VRChat SDK -> reload, or something similar to that
then try again, sdks kinnda really bugged lately
Is it possible to make a toggle that raises and lowers entire avatar? So that when heels go on they won’t be under the map, but the avatar won’t be floating when they’re off.
moving viewpoint isnt a thing , hacky ways around it but wouldnt recommend it - spamming posemode every 0.1 sec or camera toggle wich is nausiating
one av with rollerskates , it was either having them on or off, cause viewpoint isnt going to change
Now it's this.
open the console and see what the top-most red errors say
It says the exact same thing. "Failed to build avatar, check logs for more details" in the console. I closed and reopened Unity too.
if thats the only red error there then are any of your model's stats past the max limit? 
That shouldn't stop it on its own; SDK will say "max" but if the error isn't red and shaped like a stop sign it won't prevent you from uploading
? Is it the animators? I've never seen that one flag up before
I feel like there's only supposed to be one - did you make this avatar yourself or is it a pre-built/edit?
I followed a tutorial by someone who makes vrc avatars, it's supposed to be okay.
thats an error that gets thrown anytime an upload fails
Ah
it can generally be ignored
I keep finding so many different answers about it in terms I don't understand
Would any of these other errors cause it??
yeah... you're missing a script (something about gogo)
kinda why id asked if there was any other errors then the blueprint ID one
Ohhhh.
add gogo loco to your project or remove the script from the model's heirarchy
I did add Gogo loco to the project- or so as I followed a tutorial. It told me to download it from gumroad, import it into the assets, and just drag and drop on the avatar in the hierarchy. That was it.
Why does everything have to be so complicated 💔
could be that the gumroad version isnt updated? try getting it from the site maybe: https://gogoloco.net/
And I can apply it the same way if I just delete the old one?
VRCFury isn't imported in the project is the issue
not the gglc install directly
Alr lemme see how this works
Okay, it's been added into Alcom
Now what?
Should I delete the Gogo Loco file and reupload it?
manage the project in alcom and import vrcfury into the project with this issue
and uploading should work
how do I make it so that when I toggle something and try to toggle something else, it'll toggle the second toggle thing and not the first?
for example, say I have a toggle that changes the color of my hair, but i have another toggle that changes the hair to a different color, how do I make it so that when I toggle the first, then try toggling the second, the first will automatically toggle off
Do you have VRCfury? I don't know a lot about it but a friend told me that it has something to do with exclusive tags
Sorta like if they have the same exclusive tag, they won't be on at the same time
I can see if I can find a guide for you
Either that or it has something to do with parameters
https://www.youtube.com/watch?v=XqtSg6_W07Y
This one looks really promising, I really like this person's tutorials
I hope it helps
Does anyone know how i can start making a VrChat avatar? I downloaded this modle, but i have no idea how to make it work for VrChat, i dont even know what apps i need to make a VrChat avatar
, i downloaded Unity and Blender, along with VCC, but i have like no idea where to go from there lol, the person who made the Modle also made a VRChat avatar, But its PC only and the shorts clip through the body when you move, He said i could download the model and go from there, but where do i even start 🥀 ?
This is what it looks like, i got it for my PC but i really want to use it for my quest
But i heard there was like a limit to an avatar that makes it unusable, its like 20+ MB of an avatar if that effects anything at all 💔
Ive been trying to look for youtube videos but they all seem so confusing, and they are all telling me to download so many dif things in every other video 😭
I just uploaded my first avatar like two minutes ago and I'd be totally happy to walk you through everything while it's still fresh in my mind
I encountered a lot of errors I think I can help you avoid
That would be amazing ❤️
Sweet :)
I'm working on another avi, I already have the model done, so I can work through that and give you steps while I do it to make sure I'm giving the right ones
I made my avis from scratch though, not sure about premade models.. it depends where you got it.
Is it from a game? Gumroad?
I forgot, i can dm you the link to the youtube video that sent me to the model
Yes yesss
yeah im using that
Realllyy quick uhh.. I don't know how to upload my avatar to quest lol
Can someone tell me how to do that?
Apparently it's PC only
yeah im using that
Try the video link I sent
you'll probably need to look into something like VRCQuest tools or if the models too unoptimized you'd likely need to take it into blender and optimize it
and just swap platforms in the build settings, File>Build Settings>Android iirc?
I was trying to do something to my model in blender and I exported it back into unity and now my center point of my avatar is like super far away
No clue how to fix it :(
I have a backup of my avatar from before I added the whiskers, but I think I put them on the model wrong or something because the backup doesn't have the problem
I have like no blender experience so I know that's probably where it went wrong
Apparently I broke the backup too actually and I kinda need help to fix it because it makes my camera do this
I tried uploading with the button in the top corner saying pivot instead of center but nothing changed
whats the animator command to open it ? [ I'm doing an avi edit ]
Also apparently it messed up all my assets too
Hey, does anybody know how to fix not being able to convert it to android? I just downloaded the android thing it wanted me to, but it's still greyed out. Do I have to apply it somewhere? Do I have to open the file?
I closed and reopened Unity twice
make sure youre consistent with your export scaling
I think it might have something to do with me initially importing it wrong into blender
I did experimental instead of just FBX bc it's been like a year and a half since I did this stuff and thought they just renamed the FBX option
I might have to make a new project and redo all the stuff I did on a fresh FBX unless there's a way to fix it in blender
Into Blender or from Blender?
Into blender
I opened the FBX with the experimental option not normal option
Didnt' see the normal one until like 2 hours ago
I think it might've done smthn to the model because it can't be the whiskers I put on it being the problem since the model without them is also broken
if you use ctrl+A and click all transforms, while having meshes/rigs selected in blender itll set the scaling to 1.0
usually would want it to be 1 for most avatars
It alr was but rotation was 0.000016d on x
That realistically matters naught tho
I'll try the all transforms thing tho
Didn't work :/
whats your export settings?
I can't believe I didn't think of that
It fixed it
That's what I had to do last time as well because I remember having this problem like 2 and a half years ago now
yeah thats generally what i have mine set to
Thanks though, I got really worried I messed something up big time.
Now I can say I sucessfully mashed 2 avatars together
Took the rex whiskers and put em on my nardo
Anyways the avi works now, so imma take my leave, cya
Hey guys Im a little stumped with this issue, I have a health bar for my character but it tends to like glitch out between health and no health, Its using a dissolve shader, emission, and spectacular reflections on poiyomi, I feel like its a easy fix but im a lil goof ball and dont really know what it could be :/
Yeah so.. I did the thing with making it android compatible like I needed to
But now what??
It's not working
Apparently it's not working for quest
I don't know what to do
may need to adjust your bounding boxes, are these both set to transparent?
no at the moment they are set to geometry ill change them to transparent
uh this isnt a skin mesh render tho, its just a normal mesh render
I fixed it, it's quest compatible.. but my visemes aren't working.
It's set the viseme parameter only, and I think I did it right? Let me get an example of what it looks like
And my expressions aren't working but to be fair I guessed how those work because there was no tutorial that helped with the way my avatar is. I have blendshape expressions that are 2d, and all tutorials I found are wayyy different with realistic anime avis
Okay, so according to someone testing my avatar, the mouth and expressions sorta work.. but not really. They get stuck and don't change. How do I fix?
After some messing around, I found some confusions;
Wireframe's not working unless I got this Debugger in the scene, and even then it seems to only outline objects/textures?
All I'm looking to do is a Client-side Toggleable Wireframe Vision, das it
I think I mightve labeled them wrong and VRC isn't reading it?
The blendshapes do come out.. but they get stuck and don't revert back to their normal state. They're supposed to be inside the head when they're not active. Something's wrong with my Silent and Neutral Hand I think but I don't know what. In case they are labeled wrong, what should they be?
In the animator, of layers, visemes are "Visemes" and I only put expressions on one hand so they're "Left Hand Gestures". The parameters themselves are "Viseme" and "GestureL".
how does one make a particle system like produce 1 burst of particles on command, just make the system visible or
was editing an avatar and the default standing/crouching/prone animations disappeared at some point. any idea how to add them back?
is there a way to get an avatar to move at a custom speed (not using colliders, those make it way too fast) cuz i kinda need to
i made a sawrunner avatar but it's forced to the world speed and it's not fast enough for how fast he normally moves
hey i am in need of som help i tried to make a crouch animation in unity it looks normal but in vrchat it is kinda floaty like if somone knows a fix for this i wuld be verry happy about it 🙂
it is also whit the DefaultVRCRoboterAvatar like this
why would a contact receiver not show up on an avatar? it's not animated
ok new problem: how do i make a contact receiver activate on any contact trigger
It's just making toggle for the contact receiver just like any other toggle.
so i dont add any collision tags?
You have to.
but doesnt that limit it to only working with that specific tag?
Ok that's a different question from what I thought. Contact reciever doesn't have option to activate with "any" contact sender.
aw beans, ty
i dont get it though, ive seen people make shields that block any sort of projectile
unless theres some sort of universal collision tag that everyone puts on their stuff that i dont know about
That's just a particle collision.
I am having some trouble with the Nyakoh chibi base model as it says it's rig is non humanoid, everybone but the thumbs are green. I asked in another server and was told it wouldn;t effect it but when I uploaded my avi to test it's stuck in t-pose. Idk how to fix the t-pose issue as another avatar I tried to make did had a very similar issue. I've tried a few fixed that reddit and other servers have suggested but I have yet to get it to work. Idk if anyone has had a similar issue or if anyone could help out but it would be greatly helpful!
In humanoid rig menu, it won't save if some bone is displayed red, aka invalid. And you have to actually read the text showing why it's red.
Okay I'll check what the error is thank you!
This was the error, I tried to change the bone names but that didn't seem to work
You have to rename bone in blender.
im trying to make an audio spammable but i cant really figure out how to, anyone know how to?
what do you mean by spammable?
its just when i hit someone it has a slight cooldown
the audio has a like 1 second ish cooldown before it can play again
i want there to be alm to none since its a stabbing thing
sounds like transition delay in the animation setup
well it does have these 2 in the animator
click the transitions
i see now, this si the left one but does it matter how much i change them? if i can
is*
Well, the transition is zero. Not sure how long each anim is
ill prob figure it out from here, thank you :D
is anyone an "expert" with blend shapes that can help me make my beautiful sid the sloth looking ass creation better,
What is the scope of the help you need?
im just wanting this face to look less like melted ice cream, i couldnt find any good blendshapes to buy from stores so i thought id just ask the community
Thats still very vague
Help as in you have specific question, or have someone guide you closely, or just do it all for you?
Do you understand what a blendshape is first of all? Because what you need sounds more like sculpting, or editing vertices.
You can't really "buy blendshapes" either, unless someone made blendshapes for an existing model.
unless you mean that you'd want to pay someone to make blendshapes for you (Not trying to be rude of course, just trying to understand what you need exactly)
then yesh
i jus want someone whos good at moving blendshapes to help me make this thing look good
So, two things to follow.
- First of all, your model would need to actually be shareable (if you bought it online, triple check that it can be shared. Most of the time they aren't)
- Second, you will get A TON of scammers in your DMs from this discord. I would advise #1204506421631393913 message if you want to commission anything.
I’ve been dealing with the spam people dw
their not really good at hiding it
I'm working on an avi and I want to be able to see her braids in first person, is there a way to disable the head culling vrc does on a specific mesh? The braids are a separate mesh from the hair
Yup! Head Chop component
ty :3
why am i just now realizing, ive never saw my avis hair from my view
does this work with any hair thats in view from your view point? like if the hair was just infront of ur eyes, like short hair
Of course it can. However, the hair shouldn't be visible in first person view to begin with. If it is then you have another different issue.
^
if it helps, here's the documentation as well https://creators.vrchat.com/avatars/avatar-dynamics/vrc-headchop/
dont need headchop if its a seperate mesh , just constrain it ( mesh of whatever is on root of avatar )
Oh didn't think about that, good call
Why when I use freeze to world on any constraint, the first location I freeze the object seems to get set permanently. If I unfreeze and move to a new location and refreeze the object always freezes way to original position. The position does not update when I move. Yes I have tried checking "Rebake offset when unfrozen". Doesnt seem to do anything. What am I doing wrong here???
you have no source it wont behave
, doesnt need to be filled it - just grabs whatever its on
just add one
nothing just need to exsist
never used the rebake offset when unfrozen - myself
shouldnt this be locked , mine are
experiment with a box 
can someone help explain this to me and if theres a way to make it lower?
If i remember correctly (anyone can correct me if i'm wrong), that's how much your textures and meshes occupy in the VRAM.
The biggest way to lower it, is adjusting your texture resolutions, as they are the biggest offenders of taking up space.
Some tools like Thry's avatar VRAM calculator can help with that
compression of all textures/meshes/animations/sounds/controllers - animations / audio and mesh can be very large ,remove or lower
can be checked using a offline upload
uncompressed/compressed
Can someone tell me how to fix it because my left shoes and glove when I copy and paste them to mirror them to switch to fit the hand and the leg and when I did that I go to the viewport shading it turn like a grass mirror transparency and when inport it on unity it the same thing.
i'm saving that, good stuff
do the gloves and shoes use the same material?
Nope
I combine the material to create space between them
But it look like a mirror when I mirror them to fit the hand and shoes
you'd need to check the shading tab, if anything is plugged into the alpha
Ok I gonna check
Ok the alpha is a problem ty Zyrexal👍❤️
i've converted a vrm model to vrc, everything looks great but the idle mouth animation is open for some reason so all the other expressions have open mouths or open wider when a mouth expression is used
anyone know how to fix it?
if you have a jaw bone mapped in the rig setup, remove that.
might need a little help finding that
most basic setup tutorials describe doing the rig setup, picking "humanoid" from the options
find your model file, look in the inspector, rig tab, click "configure"
I think the "source has no motion" is the reason my visemes aren't working, but I have no idea how to fix it or what I did wrong. I followed a different tutorial this time because the other one wasn't working out for me. Can someone explain to me how someone fixes the visemes?
that only prevents a preview showing in that specific inspector window
are they properly setup in the avatar descriptor as well?
i was gonna ask the same thing - why do we not use the avatar descriptors viseme section
to be honest, i've never realized there is a layer for lipsync, but it looks very straight forward.
I could see if you have a good reason to do it manually, such as needing to animate multiple meshes or doing 2D things
but if you don't, definitely let VRChat do this for you
Better just merge meshes
2d face stuff or sending it to other meshes, not having a single viseme shapekey ect
of course if you can, yes
so if i get it correctly, you can either setup visemise with the VRChat avatar descriptor, or set it in the FXlayer?
or do you need to do both?
either or
I have no idea. I'm just following a video
I did have to animate multiple meshes since my visemes are little 2d planes that come out when she's supposed to talk
set lipsynch to viseme parameter only
doesn't sound like you'd really need those to be a separate mesh, but it's certainly a way to do it.
I did try doing the FX layer which didn't work, but I don't know about the other thing. If it's about manually assigning blendshapes to sounds, I can't do that.
I'd join 'em all into the body mesh.
It is.
seems like i dont have a rig tab cuz the model used to be vrm before converting it
I wouldn't really be able to individually move them without moving the others id they weren't
vrm > blender > unity , dont use the unity converter 
it's not going to work in vrchat if you don't have the rig setup in some way
follow what Thulen/Kaz are saying for the time being, they most likely understand this better than me
I don't know what this looks like of course, so..
tbh everything works, its just the mouth's default state is somewhat open the entire time even while using lipsync(the mouth moves)
exactly a rig issue
if you follow any standard "basic avatar setup" tutorial, you go to the rig tab in the inspector for the model file and set that up as humanoid. that's where you do this.
you cant fix this unless you get to go into the rig configuration
I guess I could try. Let me make a backup file just in case.
Can I do that from Unity actually or do I have to do it in Blender?
Blender
Alrighty
of course this may not work in an ideal way - blendshapes aren't the best things to use if you want to animate something moving between points, they go quite direct, and so that might be weird.
Without knowing what you're doing, this is a guess and maybe not the best one at all 🙂
thats where my current issue starts, i cant seem to get to the rig configuration like in the guides
Blendshapes are sorta what's needed for a 2d avatar. There's not much of another way to do it, the other way is using a transparent texture plane and applying the mouth textures on and then hit record, but then you could see the transparent plane in VRC since I'm a quest user. Transparency isn't quest compatible.
thats why you shouldnt use unity plugins for vrm conversion
explain exactly what you are doing and what doesn't work about it
Being direct looks better on them too
nope, tilesheets dont require a single blendshape, any viseme detection dont either
so i've received a vrm model, i used the vrm conversion plugin for it, the lipsyncing & emotes work but the default state of the mouth is half open & any emotes that use the mouth & lipsync always start from that state now
I meant about the rig setup
You've already stated the actual problem several times
i havent done any rigging, just imported & converted the vrm then uploaded it to vrchat
not sure if thats what you meant
well the people here have been saying to go to the rig config so i checked the guides, i doesnt give me that option
yes. explain exactly what you mean
You are not giving us any idea as to how to help you
Describe in detail the steps you are taking here.
Iirc the vrm doesnt give you import settings like fbx does
aha!
I saw it once so could be wrong but i think the whole rig page is missing
yeah
yeah I've never seen this, I'd never use this method
but this explains things finally. Import the .vrm into blender, export as .fbx into Unity, do things the standard way from there.
only tried that thing once and went thats a aweful mess , back to blender 
alright i'll try that thank you
Theres a nice blender addon for it
I have the avatar view in the right place in unity but when i upload it the view is way to high like this is lookin in a mirror straight.
okay so i added some clothes to an avi in blender exported it into unity, changed the rig to humanoid but when i change the avatar to the one i edited nothing i added pops up in the hierarchy
so yesterday i decided to add a dissolve toggle (aka invisible toggle) to my vrc avy, but whe i re opened it today the hair is kinda transparent for some reason and i dont know how to fix it
issue fixed :2
Does anyone know how to fix this?
someone once told me that it's technically possible to create a "grenade" that blocks people in a radius with OSC
is this true? how do I start
mane im tryna import my roblox avi and in unity it wont let me put in the texture (a tut told me to press a button in unity called extract materials) what am i supposed to do mane? is it because my the models in the armature (the limbs) are seperate on blender or something?
On the fbx in unity, (click it in the bottom panel), go to the materials tab in the inspector, and then press extract materials
then you can edit it as a normal material, you will prob want to set the shader on the material to the vrchat toon one too
oh just noticed its grayed out, strange, can you drag it into the scene and then show what it looks like once you click it?
maybe you didn't pack the materials into the fbx or something
in that case youl just have to create a new material and drag it onto the avatar in scene
like this?
hm, its not showing up at all?
i draged the "gioo" model onto the screen part
and its just showing that movable box thing
yeah.. the avatar should be shown there
the scale is really strange too
did you export it with the right settings for unity?
what are the settings if i may ask
because i used the ones in a video
let me find it
i'll tell you the timestamp
4:10
thats the tut i followed
anybody know why the skirt keeps getting mangled? nothing is autoassigned incorrectly so i have no idea what that's about
oh my god that model is fucking awesome
i wish i could tell you but im ass at avatar making
✌️ 🥹
thank you :)
at work so i can't check atm
👍
how do i make it so the hair material is at the bottom where element 4 is without messing up position of textures
i checked the fbx in blender i don't think its blender exporting the bones wrong i think it's unity somehow and i cant figure out how to fix it
lmk
Whats the current optimal way to turn on/off parts of an outfit? I have some gladiator armor pieces and wings for my current avatar that I want to be able to toggle
still having this issue does anyone know how to fix it?
found the fix, bone rotation and position was oriented incorrectly, pressed alt + (r,g,s) in armature edit mode and it fixed the export
for multiple small pieces toggleable individually, the most optimal way on pc is uv tile discard, available in poi and probly somewhere else.
Ah nice, I assume that just stops it from rendering those faces?
ye but still runs through vertex part
so for complex outfits when youre already very poor, just toggle meshes
Thats so much easier than screwing around with shape keys and split meshes 🫠
shapekey is the worst way aside from making it invisible via alpha. its just thats the only way available on quest
No, my goal is to be at "good" performance though
UV Tile discard is better if you think you'll generally always have it turned on.
Having it as one or two meshes would be better if you will on average keep it off.
Yeah, I think im going to do splits for the major components, and have uv discard for the times where I want to take the small parts off, like gloves etc.
Does anyone know how to fix this the head keeps dislocating itself
Eyelook position
Thx
did you even import the image
could you perhaps specify a little more uhhh
did you import the image file into unity
like put it where i placed my model?
the assets folder?
the image the body uses needs to be imported to your assets folder to show up on the embedded material yes
hello i was wondering if someone might be able to make a certai ntoggle for me
ty
also is it a problem that when i select my model or something it just shows a box like this
If you're wanting someone to do the work for you go to VRCTraders (Link in #1204490664637890580) and find a commissioner there, if you're needing help making it yourself you'd have to be a bit more specific with the type of toggle ur trying to make
did you check to make sure the model is a 0.0.0 in blender becasue it looks like it was offset before export, also is there any mesh in the scene or is it literally just empty? (open the dropdown called giooo on the left of your screen in the heirarchy and look for bones or a mesh you can select)
just spine
and i placed my model here
thats a problem right
thats not what i was reffering to i meant the heirarchy
yeah, did you join the mesh to the armature properly?
yeah on blender all the meshes are connected to the correct bones
you dont connect meshes to bones
you weight paint them and then parent the meshs to the armature root
oh so weight painting is absolutely necessary?
yes?
oh alright
if i weight paint am i still gonna have that like lego joints effect
where the arms dont stretch and stuff
you don't have to actually paint if you have rigid parts, you can just set the weight to 100%
but without weight, mesh won't move with a bone.
depends on what you are trying to do
how do i weight paint it
with it like
stretching yk?
so what if i want the joints to be very very stiff like a lego characters limbs
and do what follow the hand completely or rotate to face it but stay at the shoulder
Anyone know if there is a way to constrict or tighten a ring of vertices all at once? Doing each vertex manually would be so much work
wdym tighten
Like constrict it. Decrease the diameter of the circle this loop makes
just scale?
How do I do that?
theres an entire scale tool?
left side in edit mode
should look up a tutorial for proportional editing, its pretty useful too
Don't know why the preportional edit circle is litteraly maxed out at the start lol. Thank you
if you already have a shirt entirely modeled just use sculpt mode with x mirror enabled and use the smooth tool
^ yeah u dont need proportional for that
just something im throwing out so u can know about it cause youre beginner, for the future
Helped me with the sleeves, thank you
is there a blender asset library or something out there with the poses and/or animations for walking/crouching/crawling? I'd like to test for clipping, but I am absolutely terrible at manually posing avatars
just select the armature then select the mesh and enter weight paint mode
then just aggressively rotate each bone checking for clipping
probably better to test that in unity anyway, the anims i mean, and make adjustments then overwrite when needed
There will be clipping if i go crazy, i was hoping to test with something like the actual expected range of motion. I am packing all my avatar's addons into a single mesh to toggle with blend shapes, clipping is inevitable if i bend the joints at random
just hit the
is there a way to stop the slowdown i get when dragging around or zooming near my avatar in unity? because i don’t think my scroll wheel gonna make it
use wasd not scroll wheel
you need to download the android build of unity
does anyone know why when i go to toggle this object on it keeps going back and forth between the back and hand?
animations are setup properly and int parameters should be correct
transition Ig
I'm genuinely going insane over these visemes dude
Can someone just list a bunch of issues that cause visemes not to work so I can look into them and hopefully fix mine because this is ridiculous
wdym "not work"
In one of the methods I tried to get them to work, they looked like they animated properly when I tested them in Unity, but absolutely nothing happens in VRC.. they don't move or respond the way they should.
They stay idle.
Yeah blendshapes
I have a lpoly 2d model
The visemes are planes that are suppose to come out of the head
Viseme parameter only
is the animator even set up correctly
Though neither are working rn, I tried both
I must've made an error when I first started but I can't rewind to find it because it was so long ago it must've been made
I dunno, it's my first time making an avatar. Tell me what an incorrect animator would look like
Or at least what a correct animator should look like
thats like
incredibly vague
cause you can set it up however you want
there is no "correct animator"
..You asked me if it was set up "correctly"
I don't know. I was probably gonna just delete all the animations and controller and just start from scratch in case that was the issue. I don't wanna do that, but I might have to
just because you previewed animations in unity doesnt mean the animator will actually yknow do anything with them
Hmm gotcha.
like did you actually set up transitions with the conditions with the animations actually there
It's like VRC won't even register them as Visemes tho, they won't move at all. I labeled the parameter layer "Viseme" like I was supposed to and paired them all with the correct numbers. Idk what I did wrong
Yeah, I made sure they were all paired with the animations I made with the blendshapes and they all have transitions. I even tried two different transition methods for parameter visemes and it still didn't work
itd be actually helpful if you sent images
there is no "register as visemes"
all vrchat does is change the value of a parameter
I thiiinnnkkk I found the issue actually.. might be in blender. Let me try that first
what would blender have to do with it
that's a lot of material slots.
it could be because all those parts are separated and can just be joined (in Blender or similar)
is there anyway to merge all the materials into one?
it seems like it only needs one texture
thats a blender thing
yeah ik
Sure, assign all the various parts a single material in blender.
(and merge those parts)
or just click the -
yeah you could do that, assuming the material you want assigned is the top one
or at least, above the one you are removing
Does anyone have experience with texturing Mayus? I'm super stuck on how to go about doing it on Blender
Need help from someone familiar with the PCSS/NGSS system for liltoon. I'm using a recent version of liltoon and pcss, ive also imported next gen soft shadows and I am receiving this error. Previously, with an older version of liltoon I would not have this error. Additionally, the nHaruka thing on top doesn't pop up so I can't add PCSS to the avatar. Any help or ideas would be great, I've already tried reimporting both files, however the error remains.
for some reason unity wont let me upload the avatar due to console errors
some say the prefabs say they still contain missing scripts but I removed them
The errors don’t react dynamically. You’ll need to clear the console and attempt to upload again
they keep coming back
can someone help me with this!! im not sure how to fix the shading 
could try unlocking the shader, see if those errors clear up
Getting this parameter not defined error and not sure how to rectify it.
You're looking at the wrong parameter asset
Aha I see. tyvm
tried to unlock and the same error is occurring
unlock the shader and make sure your Poiyomi is up to date
there's a whole help section in the poiyomi discord too
yeah everything is up to date, ill try the other discord thank you! 
right but the shader used in that material may not be up to date, those do look like valid parameter names
Hey yeall. Im having problems rigging my inverted eye ball. the pupil keeps clipping when it rotates on the eye bone
Is there another way I can rig the pupil that will transfer into VR chat seamlessly?
I've never done this before
can someone help me, im trying to install CATS to my Blender but this keeps showing up
it also says this when i try to turn it on
not compatible
you have to use the unofficial cats plugin
where do i find that?
🙏
i have blender 4.5, do i need a later version of it?
Im trying to make a MMD model into an avatar (With owner support) and i was thinking if there will be any problems in the future due to my version
Be careful, CATS royally effed up my skeleton...
its all i got, im to new gen at this stuff to try anything else 💔
I just sit down and watch videos of people making avis without any knowledge just because 🥀
me too. me too 😭
I was trying to make the face keys.. put it onn the back burner when I saw CATS destroyed my work for a sec
is this bad?
when i install cats on blender this showed up, im worried its gonna screw me over in the future
omg there is so much
I downloaded that and some other MMD thing and its saying somthing bad about that mmd thing i downloaded
its called blender_mmd_tools
the blender youre using, 4.5 is a more recent one
never use "Fix Model" on non vroid/mmd models
do you have a recomened one i could use, i could just delete the one im using rn
if you look at where you got the mmd tools from, it should specify the verision its made for
but for that id assume something before 3.6 LTS, maybe 2.9 LTS
or even 2.7 LTS, i cant confidently really say
actually if its this same one i came across
then i think you could try this version of the plugin, if not then that version of blender
ok 🙏
this is what youre trying to use?
should i get the one taht says main?
correct
Do i extract the zip or keep it a zip
I have the MMD thing downloaded and the Cats thing downloaded, but the model still wont spawn when i try to import it
It keeps saying error traceback
you uninstalled the previous cats plugin from before?
Yes
try closing and reopening maybe? sometimes plugins dont all work unless theres a program restart
its still saying the same error 💔
youre cooked 🥀
Is it ok if i send you the Model to see if it might be somthing with that?
I mean like the link to where i got the model
its a rar file if that help, idk what that means
i have an asset on my avatar which creates a smaller version of another avatar on my head. it makes another animator in the process to animate the extra avatar.
when viewed on PC, it shows all the animators correctly, but on android, the second avatar T-Poses since android hides any animators besides the first by default.
therefore, is there a way i can hide the extra avatar if the animator isn't active? my avatar is otherwise medium rank!!
I read on the official CAts discord that you just ignore that
If animator isn't active it will show however it is when you build it in unity. So you have to just disable it in unity.
Why not just like not have it on the android avatar to begin with
How do I install modular avatar?
You just import the package?
But what is the website?
You usually can search google for it.
What plugin do you recommend to get started in the world of creating avatars?
plugin for?
Manage Packages Sorry
so for unity then
yeah
You better try without any plugin first. To appreciate problem the plugin is solving rather than just blindly add every thing people tell you to and ended up not needing it.
And what would upload the avatar and what do I do?
what
That's the avatar sdk that would come with the project when you created via vcc.
This. Adding plugins without knowing how the program works first will also make it more difficult to troubleshoot down the line, as you won't know what's "normal", and what's added from plugins.
Not to mention that plugins themselfs can break at times and create even more problems to troubleshoot.
Anyone familiar with VRCFury here? I need to add a menu to an avatars base radial menu so like Radial Menu -> [Menu point i add] -> [all my stuff]
I know I can change the menu point icon using an icon override, but how would I go about making the menu point trigger an avatar parameter
Like in non VRCFury you can go add a submenu point and have it trigger a parameter when opened
cant you add an action to it and set that action to "drive global parameter"?
there is 0 animation controllers in this
purely OSC based menu to communicate with an external app
and i need to know when the root menu opens as a "hello" signal in my app and start shoving over the initial sync / resync
In non-modular VRChat i would just add a parameter like menu_open to the submenu where all my things are in
but I'm trying to make this a prefab so it needs to be VRCFury, another kicker is that every single menu point under the main menu is also modules, so the only "real" normal vrchat menu components are 2 layers deep, way too late for me to add the menu sync parameter normally
ooh nvm I had an idea on how to do it
you were given a reply more than once. do you ever check them?
I was actually never given a reply. Maybe some sort of glitch happened? You answered me once, and I address that in the message, but it’s a different issue. but every time I’ve sent this specific thing in this it’s gone unanswered
try removing allign position
I will try that
i told you its because of the hip bone being upside down
this can easily be fixed in blender
if weights are whack, they can also be fixed in blender, same with shape keys
no. import the üants to blender and the avatar
youll see the hip bone of the pants is pointing up
the ones of the avi pointing down
I might’ve not been clear enough that that’s what I meant lol
vrcfury tries to align the rotation rn
which means the pants hip flip bc the avi hip is upright
So will rotating the bone in blender just solve it?
yes because then theres nothing the wrong way anymore
I thought that would mess up the rigging somehow. Alright, thank you
wouldn't have guessed the bone was upside-down, makes sense.
Am I just doing a complete 180 for it?
the rex's hip used to be upside down. so the asset is old, made before the base bone was fixed
I guess apparently it’s a thing with the avatar model lol
yes, 180
Alright, thank you.
just please, next time, dont just post the same thing like a copy paste maniac - engage, reply and ask those who answered you questions, tell them your concerns, let us know why youre hesitant. Just reposting looks so incredibly ignorant, I doubt you want to be perceived that way
Need help with an avi, posted the stuff in Avatar Quest tho and idk if resending it again here would be cluttering chats or not ;-;
Sounds like a material swap. Could that be?
Nope! i checked its doing taking the same materials its supposed to have but changes the opacity and color
i posted a screen recording of what happens in the channel
it only changes the color and opacity
which is wierd.. i thought it was a swap at first too but u can see me clicking "select material" and it literally shows me the one its supposed to be using
same folder and everything so im at a dead end rn on how to fix this issue..
hmm
could there be a color change animation
just yeet the fx for a test
its js wierd cuz i didnt set up any hue sliders in the menus
yea sometimes shit happens by accident
id say vertex colors but it would show out of play too
yeah..
heres the thing tho
the same model
original files
work fine
it does NOT do it tho that
ONLY to the edited one
in the same project
that does sound like vertex colors xD
and whats wierder is, in this instance all stuff shown was in a new project tho
i got it
omg it was the hue stuff
in the fx
😭
aha
dont think the new quest shader care about vertex colors (not tested)
^_^
^w^
troubleshooting usually remove stuff until it stop doing it
i usually do so but i didnt know what to remove without basically redoing the whole avis fx and set up from scratch again qwp
I added the physbones to the whiskers, but the ones on the face are bugged out. In unity play mode the whiskers work as intended, but they droop in game
maybe you added gravity?
I copied the official physbones from the avatar i took the whiskers off and the didn have gravity
could it be collisions?
only if the physbones are set to collide. have you looked if its really the bones bending the whiskers or if the bones are straight as should be but the mesh only is crooked
Well like I said in unity play mode they work as intended and the settings for it don't have gravity
look at the radius
thats some billion
That's 0.00002
thats very small so scaling bonkers
they arent assigned to jaw by chance , would noticed it in unity tho ( hair assigned to it make it vibrate )
not there, rig setup
What?
import settings humanoid rig setup in unity
It's whatever is default for nardo import settings
when you replace the fbx, that can change
rig -> configure
go to head
thats what he meant and the answer is no
Gotcha
Yeah I've never even seen this part of unity b4
But yeah in play mode the physbones work normla
I'll try uploading with different radiuw
No
I just was using gogo loco and stuff
Yeah the whiskers don't move with my face
But that's bc it's not weighted to the snout I dont think
hmmm
we can try removing the physbones or set collision to false to prove whether it is colliding with something else or not
I'll try that after I test the radius thing rq
Yeah it wasn't radius
The eyebrow whiskers are fine tho which makes no sense
It's just the face ones
Definitely a weird issue but all we can do at this point is remove stuff until it stops
Turning off collision fixed it :(
aha
Maybe turn off self collisions?
I mean I won't be able to touch my own whiskers but whatever
Yeah same but I gotta go to work now, so I can post more when I get back
sure
does anyone know how to add a custom run toggle with Gogoloco?
the gogo loco docs describe how to change any of the animations it provides
does it show how to make it a toggle? i've never messed with animations before
no, it shows how to swap the animations for another one. Making toggles is very well documented in other places and tutorial videos
I read the question is toggle for switching gogoloco animations.
yeah
now I do - I was reading it as swapping out the animation for the existing run thingy. I haven't used gogo in quite a while so I forget what's a toggle and what's not
Yeah i'm trying to make a toggle to swap the default run to a different one with a toggle but all the tutorials I find are all outdated or not for Gogo menus
ah ok. Well if you look in the gogo docs you can find where that animation happens, you'd just want to duplicate the existing animation state and use your toggle variable in the transitions to pick which one of those gets used
Anyone that knows blender. I want to sculpt the avatar's body without scultping the eyes. The avatar is in one piece. How do I protect or seperate the eyes and later place them back after I am done sulpting the face and body?
You can either hide them or split them - I personally just split them into a separate object.
(edit mode, select faces, hit 'p' to separate selected)
im not home so I cant test anything, but would it be possible for a particle to have a property that let's it collide with other particles? im trying to make a beam clash system for my dragon ball avatars where if two of my avatars do a beam style attack, the beams will stop when they touch each other
you can have particles collide with objects but I'm not sure about other particles, that's an interesting question.
does anyone know how to import .VRM models into Unity? i need to color protogen textures
vrm > blender > unity, vrm converter in unity leaves you with a very unoptimzied model
Yes - don't, do the blender path 🙂
maybe vrchat but im not trusted
you know how to?
Thulen just said
#avatar-general message << vrm - blender - unity route
ah perfect
vrchat support camera tracking dont need other stuff unless they add something
(pretty basic i guess in vrchat)
me bumbling around in vrchat with a phone camera
but. i need to recolor the textures and how will i do that. with unity?
gimp/paint/paintshop/photoshop whatever can do layers is handy
but how will i get the textures if theres only a vrm model
are there no image files provided?
nope
do you suppose I can have an invisible plane on both avatars too and when particles are detected on each then they would clash?
;-;
they are in the model , blender spits out a atlas you can recolor with that thing up there i linked
i want to add a face to my avatar, but it has both black (outlines and pupil) and white (inside of eyes) on the texture (i have to make it a particle, dont know why but i have to).
if i do Multiply, the inside of the eyes and mouth go transparent. if i do additive, the outline of the eyes, mouth, and pupil goes transparent. is there a way to make it so that i can have none of those transparent?
try to extract them when you get it into blender
New problem, does anyone know why the new parameter I created isn't popping up? (even after restarting)
how will i import it into blender tho?
did you not look at the link Thulen provided?
what link?
probably that could work
in gen?
alright thank you, when I get back home ima see what I can do.
Yes, there's a plugin for blender used to import .vrm files
called?
literally said in Thulen's message.
vrm tend to make a messy atlas, but its still better then several materials ( can be shuffled around after anyway )
then just recolor that instead of 10-40 texures , its all there
so all i need is the img and then yeah?
but how will i make it into a vrm again?
unity?
do you want a vrm?
that's not a vrchat thing, so...
i need it for vseeface tho
ah, no idea and kinda off-topic around here so this may not be the best place to ask
thanks
its 1.0 tho, most things still using 0.0
like the NKD Protogen VRM?
no clue
https://vroid.pixiv.help/hc/en-us/articles/38903414455449-How-to-install-the-XWear-Packager vroid offically support vcc / vrchat physbone convertion and stuff
oh neat, that's cool
image skirt that actually collides after converting it to vrm
vrchat physbone goes nope
i think my 115 gb win 11 with a bad gpu is starting to get hot
and now blender wont open
perfect
just perfect

now its just a black screen
and back to nothing
and now it works
how do i open a vrm model for it
how do i put the plugin into blender?
install the plugin we mentioned then file -> import -> .vrm
blender docs cover add-ons/plugins: https://docs.blender.org/manual/en/latest/editors/preferences/addons.html
?
is someone willing to help? :3
If you're using particle shader that means you had something seriously incorrect. You should also screenshot the problem you see originally.
alrighty!
first image is the original.
second image is additive.
third image is multiply.
the issue is that im wanting all of the colors to stay, but i cant figure out how to keep them without the particle shaders getting rid of them.
Is this supposed to be uploaded for Android?
mhm, both windows and android.
For Android, you won't be able to achieve transparency. Otherwise, you have to actually knife the mesh to the shape so it cut the transparent part out.
ahhhh.
i believe i can find a work around, i could recolor the black to a darker gray so that it doesnt get eradicated from the additive shader.
thanks for your help though!
This would make it only semi-transparent.
guys
i installed the plugin for blender but how do i put the vrm into blender
@balmy barn
i installed the plugin for blender but how do i put the vrm into blender
theres likely several videos on youtube that could explain that (its kinda rude to just @ people that arent actively assisting you
)
ANd how you put them back into place once I am done doing what I need to do?
What causes that the right hand is prioritized over the left when making face gestures? Left hand gestures do not work unless the right hand isn't on idle
lower layer have priority
When creating a VRChat full body model, do I need to completely remove the private parts to make it safe for work, or is censoring the texture enough?
Basic blender stuff - select both objects, ctrl-j to join.
Witht he body as the last to select right?
Yep, last one is the target.
I'm home from work now if ur down to try and help me figure this out.
if you censor the img / texture you can still see the shape. so removing it is better
ok
i got the vrm flies
files
hello, does Lip Sync Visemes blendshapes add on to toggled expression blendshapes or overwrite them?
You can import a VRM into blender by using the cats plugin alongside the VRM add-on. Just enable both, then drag your VRM in and cats will help with cleanup/conversion for editing
LMAO
In sculpt and object mod it looks fine but in edit mode... it breaks. WHat just happened?
XD
I am so confused. Did I mess up the key shapes?
When I select body thicker it shows my modifications
I click below that in the key shapes and bam. BROKEN
LMAO!!!
XD
Okay I see what broke. I wasn't on the basis shape key when I was scultping...
OOPS
generally a better idea to make an extra shape key and sculpt on it. if you end up not liking it, you can then always start from scratch and later apply it to basis if you really want
In blender, when I apply a viseme to my mesh it messes up the shadow. Any fix for this?
alright im home...
so in unity is there a way to stop the slowdown you get when dragging or zooming near the avatar?
looks completely reasonable
how do i make the face glow?
in Unity, use a shader that has emissions. Make a mask where white = where you want to emit and black = where you don't want to emit.
will it save to the VRM?
So I'm going to assume you're asking questions about vrchat in a vrchat server.
. im using it for VSEEFACE
ok then don't ask me
vseeface uses VRM models
this is the only help i have here
oh ok.
ill just leave then ;-;
I'm not saying leave, I'm saying don't ask me because I have no idea about that
I'm sure a lot of the channels will still be useful for you
just don't expect help with non-vrchat things in a vrchat-specific channel
Still can’t figure this out. Does anyone know how to fix it?
Yes like the prefab
is the prefab still packed?
After I added the prefab from blender I changed the rig to humanoid
what does "added the prefab from blender" mean - you mean you saved the .fbx into the unity project?
Yes
Good, drag that into the hierarchy in your scene.
When I just drag it into the hierarchy the shaders and everything is off. Hold on I’m opening up unity I’ll show you what I mean
yes, you have to set up that stuff
Are you trying to update an existing avatar in your scene?
Yes
Okay then again, is the avatar in the scene unpacked?
im not sure what you mean by that. i just changed the "avatar" to the one i edited
don't touch that.
In the hierarchy, is the root object of your avatar colored blue or white
its blue
Ok good - then you should be able to simply overwrite the .fbx file itself, and it'll be updated.
Changing the animator component won't do what you want here.
Heya! I'm working on adding face tracking to my avatar. A friend of mine mentioned that when making the blendshapes, the actual result will never hit the full expression so to overexaderate it. Is that true?
depends on how your particular face tracking thingy is calibrated for your particular face, but probably yes
Depends also on hardware, how well it picks up ft
I find that mine way over-exaggerates my open mouth 🙂
not entirely sure how to do that. In the past, I would just change the prefab, and all the assets would be there. how would i overwrite it?
(but this is what calibraton is for)
you literally overwrite the file when going file -> export in blender
oh yeah i did that. i exported it with .fbx. Im just trying to figure out how to get all the new assets i added to pop up in hierarchy. Because when i just drag the prefab in all the shaders are off and none of the original toggles are gone
I do this all the time, I simply overwrite the file and Unity updates it immediately.
dragging in a new copy is just that, a new copy with the defaults.
I wasn't sure what you were doing when I mentioned that before
by overwrite do you mean exporting it with .fbx? im sorry im confused😭
yes, I export from blender to the same filename as previous - i.e. overwriting the file
Export the fbx from blender and point it to the place where your fbx in the avatar assets is
Dont save it, drag it in, do it in one step
This doesn't work if you've unpacked your avatar in the scene, and possibly you can break it if you have swapped avatars in that Animator component (don't touch this)
Okay im going to try again
