#avatar-help
1 messages Β· Page 178 of 1
Did you overwrite the fbx from your unity files directly?
Again, you DO NOT drag the fbx into unity
You set your export path to where the fbx is saved in your unity project, skipping the "dragging it in"
If you did that, the prefab (which uses the fbx that you just updated) should update by itself
No new prefab or dragging in needed whatsoever
okok so thats prob what i was doing wrong i was just dragging it in. so before i click export i just select the file for the avatar project?
file -> export -> fbx, pick the file that already exists in your project, set "apply scalings" to FBX All and uncheck the leaf bones checkbox under "armature", click "export" (or save or whatever it is, I have no idea what this looks like in Windows)
okok
Correct
Dragging the fbx in will make unity see it as unrelated new asset
Saving it where it originated from will update it
red = the object is from a prefab but the prefab's file is missing
Itβs working now thanks for helping I rlly appreciate it
excellent!
trying to work with a mmd model and its bones are like this
i already put it through cats
also since the models japanese. all the bone names are in japanese
i have no clue what im doing
cats can translate the bones so they make more sense
that skirt is not fun so its better to just weight it to legs and leave bottom flowy
i need help adding glow to my VRM because unity is being a pain
there discord server
sucks
if by "glow" you mean "emission" and you can use shaders that we use in VRChat, it should be roughly the same
how do i add it tho
with unity?
which shader are you using?
the generic answer is to figure out what your shader does for emissions and use that feature according to its documentation
I said before about making a mask too
Anyone know how to fix these errors i recently decided to upgrade from using unity hub to using VCC but when i tried to make a new project it launched in safe mode and showed me a bunch of these errors i tried looking up solutions but most of them said the same thing which was deleting the package cache folder but even that didn't work, i even tried going back to using unity hub and nothing changed i've also tried reinstalling VCC, Unity Hub and the Uinty Editor thats used to upload vrc avatars
this is Unity 2022.3.22f1 right?
yes
I have problems with uploading an avatar on vrchat, itβs already made and Iβve spent about 10 hours on blender and unity and all I have is a block on vrchat, is it possible that anyone can help me
If you provide details, quite possibly
but if you mean "a block on vrchat" by vrchat itself is blocking you somehow, you'd need to engage the support team, they don't do support here.
Iβm completely new to using unity
yep ;-;
are you wanting to retexture things? like a vrm?
does anyone know how to apply emission to a vrm?
without VRCHAT
just a vrm
Yeah, no, I still can't figure out why my gesture expressions + visemes don't work. Here are some pictures of how they're setup, I followed a couple videos. The expressions are on the first model, and the video about the gesture expressions told me to duplicate the model and apply the gesture animation controller to the FX of the second one so it's on the second one in my hierarchy. I also put one of the blendshapes out ("closedmouth") just to show that the blendshapes do work.
In VRC, my visemes and gesture expressions don't trigger whatsoever.
uncheck 'can transition to self' on all of those anystate transitions.
SFSEFS
Okay, they're all off now.
They've been off on the gesture expressions already, but they still don't work. Do I have to fix anything else?
i've never done viseme in an FX, but i'm going to guess you want "equals" not "greater" in the transitions
They were supposed to be equal- maybe they reset when I updated my file, lemme fix that real fast
Yeah, it was only three of them
The rest are all equal
does it work now? Even having just one broken could lead to a lot of issues
I'm not home yet, so I'll check when I get home The tester bugs out for me when I try, so I'll just have to update my upload and see if it works on VR in about 20 or so minutes.
Would it really bug the gestures out too?
whats the use of this? is it for a vrchat avatar?
vrm -> vrchat avi?
not vrchat
Oh, and does it matter if I use the same blendshape for multiple visemes?
For example, my "closed mouth" blendshape is applied to multiple animations/visemes like rr, kk, nn, th, ch (etc).
I've seen some people make copies of the same blenshape to apply it and I didn't know if I had to do that when I made the blendshapes
blendshape*
if you're using the vrchat-driven ones, all slots must be a unique blendshape. Here.... I'm not sure.
I suspect so though, it'd be weird otherwise
Hmmm. If it doesn't work, I'll update my file and make 14-15 blendshapes and just copy the repeat ones.
not sure how much blending happens in this case though? I'd suspect none really
We'll see soon
no just trying to fix unity so i can upload an avatar
Look in the console, there is a compile error you have to fix before you can use play mode
how do i know which parent constraint?
no idea. But make sure you start at the first error, later ones are often side-effects of the first
that one seems more runtime, it probably isn't the root cause
clear the console if you have to, probably the problem will persist
ill try
It was just a runtime error
i just restarted my console and tried again and it just fixed the issue
how do I make physbones constantly flow? like constantly moving
That's not the root cause error - look at the top of the console, not the bottom
you'll want to fix the mipmap one, usually there's an autofix button in the build window
i did press it but still
Physbones are either pulling toward resting position, pulling toward gravity, or stay unaffected by pull. Physbone constantly moving doesn't actually make sense, apart from you have to make it move by animations.
it may not have found all the textures
I am going crazy, for some reason my lipsync just isn't doing anything ingame, I added visame for aa, E, ih, oh, ou and sil, but it doesn't seem to move at all when I speak ingame?
if I move the blend shapes on my mesh manually it moves the mouth
All of the viseme slot must be uniquely assigned.
Yes.
i swear its bugged
i know this is the avatar help section but does anybody know how to make an udon script global toggle for worlds i got no one to help and i came to this server for help TvT
Because it's embedded material and you can't change settings of embedded material. You have to create new materials and replace it in the scene.
am i able to just remove it entirely?
Why would you?
i honestly got no idea on how to replace it
it says it's not right there
huh, why is it recommended to have 2 meshes (for Viseme ) but the recommended number of skinned meshes is 1?
check the rig setup
That's a bit old - in older Unity versions, it was way more efficient to split the head off at a certain poly count, since shape keys were expensive. That no longer applies, so it's usually better to have one now.
Then there's some issue with the rig - click "configure" and see what it looks like. Just because this is selected doesn't mean the rig is actually valid.
goat thank you :3
kk, thanks
im all green ;-;
Looks reasonable
And no, I don't do one-on-one help in DM or voice calls for free.
Im not sure if this is an avatar thing or just a unity problem but I keep opening my project and after about a minute or two it just closes. no crash warning or anything just completely shuts it down.
rare time library or the scene you had open is bad, you can delete library or just rename it temporary to see if it behaves
any idea how to fix it?
That error doesn't mean anything by itself - did you fix the streaming mipmaps one?
theres no texture without streaming map enabled- i dont know why its happening but still cant upload
i just wana know what does "avatar validation failed" means
It means exactly that - but doesn't tell you why.
maybe clear the console and try a build again?
still, kinda driving me crazy ngl lol
ok so same error
welp, fix the middle one. You probably missed a texture.
use something like vram checker and find all materials & their textures , not yet gotten an av i couldnt click autofix on tho
still..
only this one left lol
idk what to do
Nardo 3.0 has a boop thing which idk if that would make the whiskers do what they're doing
Sorry for ping if ur busy
I've been working in blender on and off for the past while since I got home so haven't had time to focus back in on unity side of the avi
Failed to figure out weight painting lol
gesture manager wont import
delete/update , if you are on older sdk it wont like it
update these?
yup
first time you add something might not work so i often restart after i add a script , just a unity thing
it didn't work
<@&397642795457970181> ?
av3 / gesturemanager might need need updates
99% of the time i just use av3
how do I update?
those are the recent updates
Does unity save backups of projects by default?
If not I have to remake my whole avatar...
bc mine are the same
do you have both in the same project?
pretty sure it'll only work with one or the other not both
yea
try removing one and see if that fixes it
Okay judging by the "create backup" button in VCC I assume I have to remake my whole avi because I didn't manually make a backup
I accidentally exported my avatar from blender without an armature and it removed every bone for all my assets
So now all my assets are broken
But the whiskers I spent 10 hours on work fine...
that worked got rid of Av3 hope it isnt important
you might be able to just re-export with the armature and that stuff will magically re-appear
I don't like VRC Fury armature link
It broke my whole avatar one time
So I don't trust it
Tried alr with my backup of my avatar model
You tried by overwriting the file, right?
both of them function the same iirc so you'll be good unless theres something really specific to AV3 though unlikely
Honestly
I think I deleted the bones
But unintentionally
And I have no way to go back that far to undelete them
Because all the bones on the armature ended up just under the avatar in the hierarchy and I deleted them thinking they were the normal bones from the armature but just in the main area because I forgot to export the armature
I'd rather put it in the armature than use vrcfury still
I don't use fury unless I have to
yes
π
I don't do multiple armatures on my personal stuff.
π I just suffered through 10 hours of ripping the rex whiskers to use them on my nardo
(well, the occasional prop might have something)
If I put all my assets on in blender it would genuinely take me about 80-150 hours
I have like 18 assets
Of varying complexities
if I can't even get whiskers to function properly in 10 I'd be horrified by a shirt
you only need to do it once
Yeah but that's still 30x longer than just doing it in unity
okay
Yeah, sorry
you do you π
I'll shut up and remake my avatar
Blender is just too unintuitive of a program for me to want to learn
Coding is easier
I feel like there's a bit of a learning curve to start, but once you get the hang of the interface and such, it gets pretty easy to do avatar stuff with it. Still can't say I've sculpted an avatar model from scratch but I make a ton of props and world stuff with it.
I get it's a tool that has a lot of uses, but my opinion of blender is that it should be more like photoshop. Photoshop is pretty self explanitory for the basics, but you still gotta take time to master it. Blender is just not in the slightest self explanitory at any step of the way.
I have no idea how to use Photoshop, but I don't see how these are too vastly different.
Photoshop is easy to pick up hard to master blender is hard to pick up harder to master
I feel like they could've made it more understandable without outside knowledge while not sacrificing the ability to do more advanced things
Because I hear that excuse all the time that because it has advanced uses when you understand the program that it can't be simplified for a new user.
eh, I feel like you need a bit of "outside knowledge" to start with anything specialized like this
haha, as a professional software engineer, I'd never say that π
Yeah of course, I just feel as though it relies too much on that.
Anyone who does should hire a UX expert. But that's digressing far from avatar stuff.
Because not everyone can attend an irl blender class
And I'm not the only person in the world who can't learn from a video or piece of text
Anyways yeah, topic has gone off the rails
Cya lol
I'll just continue to blender. I'm making furniture today π
im currently making an avatar for a friend but the base we use its feet were made heels on them
How do i deform the feet so they are straight to fit in normal shoes?
I'm curious what causes that, seen it a few times in here.
any idea why my avatar is like this
like what
the green lines i mean
some sort of shader, for sure.
wait let me see if it has to do with the hud
its okay with my other avatars which is strange
its likely the HUD based off the top-left
it'd be an asset added to this avatar specifically. Is this something you have in Unity? If not, probably wrong channel.
I've seen this shader package on other avatars, it's pretty neat.
oh hey i just closed the game and it works
I forget what it's called though
You can't, that's the one embedded in the model file. You'll need to replace the material
i cant find the material
everytime i right click it and try to select material
it just points me to assets
drag this material into the appropriate slot on the object you're working with
in your project somewhere, but no idea - you had clicked on it before, so...
i clicked on it before?
you were showing me the material, so presumably you clicked on the object which had that material embedded in it
if it's in a particle system you probably don't want that shader, but if you scroll to the bottom of the particle system in the inspector window, there's a section for "renderer" or something like that, the material slot is in there.
could anyone tell me why my phybones look like a ball of yarn?
exported from blender with mismatched scaling settings - set "apply scalings" to FBX All in the export dialog.
it results in the avatar being scaled weirdly and those physbone radii are now 10x the size
TYSM! ez fix
yeah!
Sooo.. I think I found out why the visemes won't work. I must've messed up some or all of the animations. I don't know how though, I thought you literally just make an animation asset, drag it onto the object with the blendshape in the hierarchy, select it in the animation window, hit record, adjust the blendshape to how you wanted it, and stop recording? Am I doing this wrong?? π
When I play the animation in the window, it says it plays and it pops up the blendshape where I want it to, but I might've missed a step or something I dunno
that's pretty much what I do
Weird. What would cause them to be invalid then?
you dragged the animation into the slot in the animation state in that layer, right? (for each animation)
And made sure the layer's weight is 1?
Weight is 1
Lemme get another screenshot of their animation slots in the layers
The motions, right?
looks fine
Weird. Idk why they're invalid, I must've made some really tiny error along the way
I know I updated my file a buncha times. Would that mess with them?
Huh, that's new.π
I don't know exactly where to ask this but is the audiolink thing in Unity broken again? It's not working for neither me nor my friend.
whats causing my unity scene when moving to stutter? i restarted unity and it still does it
is there a way to make a particle not added or multiplied for the quest particle shaders?
try disabling gizmos
has to be quest only shaders, u can use meshes for particle systems too but ofc need to be very low poly and isnt recommended probably
@fiery crow do you know how to upload an avi to VRC quest
youll need to have downloaded the android sdk module for the unity version firstly
but in the sdk menu where u upload, there will be a tick mark to choose which platform u want to upload for
youd just tick "android" and untick "windows" and upload
i am a new person
i dont anything on this
i dont know anything on this
can you just call me plz if poss i dont know what i am doing
i bought an avi and i just want to upload it
@fiery crow
im not able to call at all as its pretty late for me
have you already installed the VCC app?
yes i did that and unity
the video above will guide you through the process of uploading
I wanna pull my hair and eyes out god Substance painter it finnicky I did nto achieve my goal of using projection brush of the multiview eref images i wanted it keep showing blank no paint nothing shows. I did learn substance painter but cant say im happier for it so far lol
I've started this morning be kind lol ( its fine )
Is there a way to change the view point through animation? I'm trying to pull off a rig change system and part of that involves changing the view point higher
nope , there is one way but i do not recommend it - switching viewpoint to camera but its nausiating
i call it barf cam in vr - fov is extremely strange
oh gawd well maybe I can make it work.
add empty gameobject add camera on it, move it somewhere keep it off and toggle it on in game - now its your viewpoint , in desktop it behaves vr tend to be way way off where it should be
What do you mean way off in vr?
Even if the gameobject is parented to a bone?
last time i tried it yes
A simple camera doesn't have depth perception for vr, which make it nauseating.
got a smaller copy of my av i could drop anywhere and move viewpoint to, its camera offset way 1m ~ away where it should be
Man I wish there was a way to move the viewport, or a camera with depth
Make a feature suggestion post in vrchat feedback website.
good idea
ok i js like all the android sdk install 9/10 the last one js stuck 11% so when i check my wifi it went bad in 10sec so when it went back to fast the 11% still stuck in 10min so i Cancel by closing the unity hub and open back go to install/manage/add modules android build support/openJDK/android SDK & NDK tools all install and when i open the project all load it it gave me this error how can i fix this?
nvm the error is gone when i re-open the project cuz by install the android studio
and btw how can i fix this?
gogo loco
Import required packages.
what kind? like a unity packges?
Partially. Depends on whether the package can be installed via vcc or unitypackage only. Read what package required by the avatar.
well what does gogo loco required my avatar
Does the avatar page say any list of required packages at all?
no and where can i find that?
can you link the avatar
The page where you downloaded your avatar from.
who else here has a fishy feeling
oh i didn't download it i make it my own
Then you have to read what gogoloco required in their page.
ok i got to check
alr i got it fix now
why is my audio mixer not playing a sound anim i add in my avatar
Because audio mixer isn't supposed to be in avatar.
oh ok but why is not playing a sound in play mode
*did not put in my avatar
I should rather say you aren't supposed to use audio mixer at all for avatar project.
oh ok
but for some reason i got it working in my old project but is gone now
like it play a emote music when i Select a emote i add sound in
You obviously did something different and this time it's incorrect.
damn okπ π
added gogo on my webcam desktop test avatars some days ago , all i did was this
audio testing in unity is 'fun', add a audio listener if you dont have one and keep it 3d - yet to have any luck with 2d and limited range (same setting in a world build behave - avatar no )
Anyone know where i can find this icon ?
looks familiar, i think it's a plugin. Give me a minute
unity, right?
oh never mind, i confused it for something else that looks similar, and missunderstood the question
Are there any good places to get extended blender help?
Blender community discord.
is it possible for a contact receiver to work on a particle effect?
Er, more specifically with modifying avatars / assets / etc for VRC, not making stuff from scratch
Maybe try VRC Traders discord. Link in #1204490664637890580
If you meant having particle to trigger contact receiver, then the answer is No.
damn... would there be a way to attach an invisible plane to the end of my particle stream that has collision on?
im trying to make a dragon ball beam clash system and thats the only way I could really think of it working
Final answer is contacts only work between sender and receiver.
but blank planes can have a contact sender and receiver, correct..?
You could put sender or receiver on any game object.
But keep in mind that receiver dosn't have a flat shape.
thats good to hear, thanks. like I said before, is there a way to attach a blank plane to the end of that particle effect?
im aware, I would just use a capsule and scale it to the plane.
What is the purpose of the blank plane again?
have a clash system, idk if you know exactly what a beam clash is the context im using it, but its where two energy beams collide, so that blank plane would be that clash point if that makes sense.
its just gonna be invisible, but it'll be a point in which both the beams on my avatars would clash, like a wall.
Then the problem will be determining the location the 2 beams meet. I can't think of any method for that.
I know, but the plane will determine exactly where they would meet. it would be on both avatars so both beams would meet with each other.
I still can't see how that would help.
I jus wanna know if its possible or not
Likely not possible or very complicated to setup.
gameobjects + physbone stretch / animated + contacts + particles ? , dunno whats in making
particles i dont do much , find them fun about 5 seconds then never use them again
i've seen people do interesting systems with rigidbodies that could work for what you are describing, but i'm nowhere near good enough to know how they work, and if they'd help here.
damn
whast the best method to replace the fbx on an avatar prefab? i repropotioned my avatr but im not sure about hwo to implement it back into unity
but does everything stay linked? i see that i lsoe all of my scripts and textures
yes
overwrite my fbx's all the time, unless you drasticly change the bone hiarchy it will stay
i jsut made the legs 0.8 of the length they were before
yea, what thulen said will work in that case.
well i guess i did remove thw wing bones but it still feels like there is a lot missing
did you overwrite the FBX?
if thats what youve used so far, yes
if you import a new fbx, it will be a blank fbx with nothing on it but armature and meshes
yea, usually i copy the old FBX into a separate folder on my desktop as a safety, then export the FBX from Blender directly into the Unity project folder with the same name
siluspropo is a COPY i made of the artist original nd then i applied it to the prefab which is also a copy of the original
Go into the Unity project files (easily accessible from VCC little hub thingie) and look for that specific FBX
in Assets
THAT'S the fbx you need to overwrite
in blender it works as import/export, exporting to overwrite works right?
I don't ever import into blender
as in, in export, you select the file you want to overwrite? Yes, that's how i do it, do be mindfull you'll lose the original FBX this way doh, so you might want to make a copy of it.
i made a backup of everything
then ye, go for it
I have seen models where the weapons are able to count the ammo and stop firing, along with you have to actually reload. is there a way to learn wizardry. I am trying to make a fully working Halo Assault rifle. Thank you!
- create an INT to count ammo, set it to the ammo count.
- make a parameter driver onto the shooting animation that reduces said parameter by -1
you can probably figure out the reloading from here. It will need to set this parameter back to the ammo count.
i can drag in the modified fbx fine but my prefabs become invisible
did you, on export:
- Set scaling to:
FBX all - Apply all transforms
- Remove leaf bones
not that i am aware of, but if you learn about the basics, what i said will make sense fairly quickly, as it is just 3~5 animations in total for a simple system.
i didnt do leaf bones im not sure where/what that is
okay, what about INT? as i have no idea what it is .-.
it's probably not what is breaking it anyways. I'd need to check further to know why it is breaking, but i gtg sadly
np, thansk for the help
https://creators.vrchat.com/avatars/animator-parameters/
One of the 3 types of parameters you can use
Okay thanks
How would i setup the bones for the model
ive placed the shirt onto my avi,and i have merge armature on but it dosent seem to help, anyone got any ideas?
How did you merge armature?
i used the module avatar on the armature of the shirt, then dragged my avatars armature onto it
hats how i usually do it
Is the cloth made specifically for that avatar?
π
What that supposed to mean?
noooo
i reproportioned my avi and now im prefab in blank after i exported fbx for rig changes, any help?
lowkey couldnt find a shirt for my avatar so i tried just slapping one on
Then you have to make sure that the cloth bones have matching name with the base avatar bone.
how does one do that
Because idk if it helps or not, but i tried the adjust bone names to match target
Oh wait
I just did it on the wrong ting
Thanks βοΈβοΈβοΈβοΈβοΈ
how can I play an animation when a physbone is stretched beyond a certain point
stretch float greater then -numberhere- animate
Okay... I think I got it, thank you
action controller
[ wait/nothing ] < less then 0.2 || greater then 0.2 > [ animate ] , but i will likely need tracking control
unless its not humanoid bones then its easy in fx
Got it, now time to fight with mekanim π₯²
anyone that knows contact senders/receivers well for unity around?
idk why its not working, whenever someone touches it i want it to be able to play this clip\
ive added the fx to both my main avi and the bookshelf fx the same but still not working
avoid 2d audio its going to be global , using av3 to test ? , 2 fx? as in audio sfx ?
i have a spare headset im using to test while uploading and i mean fx layer
i tried creating agame object as the sender but its not doing anything as expected xD
no need for 2 fx controller, everything should be animated from root of avatar
wont work
huh?
you can test in unity and it might tell you it is, but having 'none' in avatar fails in vrchat
you do not need 2 animators, stick to only on root
it cannot send parameters to other ones
its what came with the bookshelf i havent transfered it over yet
i see so youre saying if i transfer this over to the other animator it should work?
can someone help?
You have to be "new user" or higher to upload
added some clothing from blender to an avatar and in game it causes the lighting around me to go all white anyone had this happend to them?
im not currently at home so ive never checked, but can I play a special animation when making a toggle for turning the toggle on and off?
did you export the sun light from blender into unity? Don't do that.
probably
o shit i might have!?
Best to select just mesh & armature in the export dialog
how?
If I send you the file, can you help me?
help you do what, upload your avatar? no way. Go play the game a bit and rank up.
(or buy VRC+ for a month)
I'm getting an error not to upload avatar and I can't fix it
Yes, I told you how to fix it. It's listed as a requirement here: https://creators.vrchat.com/avatars/creating-your-first-avatar#requirements
hey there! ive edited a an ear bone in my unity rig but it keeps perking back up, how do i enforce the flop?
personally i will be adding a sun light to all of my avatars... all of thesse horror worlds are too dark and scary...
yea you were right it was the light from blender I appreciate it!
Yup, I've done that π
Something is animating the bone. Go look at the animations, and see what might cause it.
oh hold on, it looks like theres already an aniamtion clip in here for the floppy, but why isnt it on the menu...
ohhhhhhh
ok im dumb
Hello hello. I am in need of a little help in learning how to add earrings to a furry VRchat avatar's ears.
I am doing this in blender.
Whats the trouble exactly
In Blender: How to add each earring and when the ears bend or flex they move with the ear.
is there a quick way to update the armature in Unity if you have to scale it down in blender - quick meaning dont have to redo the physbones etc.
This will be tricky. usually better to add a disconnected child bone for each ear ring than trying to paint them into the existing ones as they will warp a lot. but depends on how the ear armatures are done
merge some object to your av so its apart of it , seperate it again , weightpaint it to some bone
Pick an adjacent vert on the ear, copy it's weight paint, apply to whole earring.
Ezpz
Does this help to see how the ears will behave?
Hi, im a bit lost are you able to help a bit more in depth?
depends on what the weight painting on the top two bones looks like. would try painting the top two rings to the top bone & bottom two rings to the 2nd bone down and seeing how bad the warping is. might get lucky. If not and it's bad on the middle two, adding a child bone is the cure. generally the further the rings are from the bone, and the closer they are to a joint - the more they will warp. the 3rd ring down is the one I'd be worried about
is reproportioning an avatar different if youre fbt?
Not really
i was having an issues where the legs were too long, i shrank the legs 0.8 and the difference was negligible
my feet are in the ankles
in unity or blender?
https://github.com/kittynXR/imscaler , can scale stuff with modular avatar in unity, that script also for blender , i use a body for ages thats pretty close to mine already so i dont really need it much
ect
not a fan of modular avatar either so i just briefly tried it then went, meh 
arms ive just edited in unity legs never
if you re-scaled the armature in blender, unity armature wont update with the fbx - will stretch the mesh to the orig proportions.
i used cats to scale the legs to 0.8 in blender and then brought the fbx to unity
so is there something i need to change in unity?
set it generic and back to humanoid if you overwrite the fbx or it will yell at you values not the same
^ that. but it may erase physbones constraintes etc if you have them set already
i can import and use the fbx fine but the prefabs yell at me for diffferent bone sizes
does the body look right when you go to the config?
yea looks good
the avatar model preview i meant, the linked bones shouldn't change
from earlier, cause size isnt same, set generic and back to humanoid , it wont touch anything you already setup on avatar since nothing really change
done it on quite a few models when i noticed legs were very off 
has the checkmark if thast what you mean
@sudden dew did the above fix it for you? I tested on an avi and doesn't look like anything was lost. does reparent the bones obvi, remember to unlink jaw if using visemes. also check viewpoint (view position, avi descriptor).
okie, so question, i workin on an avatar but one vertex isnt weight painted. any help on ways to find that vertex?
gonna cri ive been stuck on thisd problem for 7 hours
10 different videos idk what im doing wrong
try this (weight paint mode, vertex mode, then menu). that should work if the point has never been weight painted / has no bone assigned but ive had mixed results. Unity usually tells you the vertex ID (a number) which you can show in blender, but honestly the easier way is to just grab the armature and move it around - the unpainted vert will stay put, making it pretty easy to find and solve.
whats the issue?
Can someone help me? My avatars fingers are doing this in unity and vrchat but look fine in blender
This is in blender
did you scale the armature in blender recently? if so, unity armature need to be reset. quickest way is to change the rig to generic then back to humanoid
yeeh those dont fit the mesh at all 
Oh that fixed it thanks
its taking a min i tried restarting the project to see if it was a bug or not
I havent worked with particles before so idk if this is possible, how can I stop new particles from being emitted without them pausing mid-air or removing the ones that already exist
idk why the animation is suddenly just going floppy and im just trying to trigger a contact reciever to it so it makes a little noise when someone touches that area
(i added a rotation to the animation clip to try to default keep it in that state but it didnt do anything)
ive also tried setting idle/contact receiver up with my avatars fx layer and same result \
never gonna work, you still trying to do contacts from a 2nd animator
do it from FX on root of avatar, generic avatars/objects do not have a 'avatar' so it will have no idea where to send parameters
i wish we could talk to other animators , things i could do then (worlds can)
would a global parameter work here? been a while
i know you dont NEED to add them for contacts, but i wonder what would happen
ive set up the idle and the other with the avatars animator and now the mask isnt moving (its set up the same)
and the contact reciever still isnt doing anything i mean i can click on it in game mode still
\
i can try
also verify removing/disabling the contact receiver 'fixes' things, i've spent so many hours chasing my tail only to find out I goofed somewhere else
xD i felt this yeah unfortunately ive done this back and forth
im like .0007 just putting this down and being done with it idk whats going on
whenever i exit out of play mode it keeps swapping the controller, disabling the animator
and sticking the old fx on the bookshelf animator if i dont delete it
idk how all my layers are working in that regard bc my tail and ears go off my FX layer but its defaulting my controller to Avatar 3 when it only has a base layer on it
π«π» idek what unity is rn
blender is the grind of avi creation; unity the boss fight
i love blender sm but unity is gonna make me aksdjf ;aksdui fgo
i deleted useless fx controllers to see if itll stop
OKOK i got the animation working
but the sender is still being broken\
do i need to add a blendshape to blender for this to work
i give up 
how do I make it so an animation plays when I turn a toggle on as well as off?
Just have an animation you go to when toggling off?
but idk how to get that
like i want a custom made animation to play when I toggle it off
The question itself makes little sense. Turning something off doesn't mean anything without context.
Are you asking how to play an animation if your parameter is false/0?
If so it's not any different than any other toggles, just change the value in your transitions.
I guess that would apply, for context, im trying to make my character move when the toggle is turned off
apologies if what I say doesnt make sense, im still kinda new to this whole thing
A toggle off just means the associated value turns back to false for bools or 0 for ints.
Simply create a state that gets transitioned to when your parameter gets to that value.
alright, thank you
Anyone know how to fix feet that gets stuck in heal pose when its supposed to have heal and flat feet bc when I take the shoes completely off they go flat but when I put shoes on the go to heal mode
This is in unity btw
In blender, the mirror modifier is not mirroring the body. I am trying to make... a nipple and have it on the other pec and the mirror is acting up
XD
Mirror is based off of the origin point
set the object's origin on the the world origin (assuming your avatar is at 0,0,0) if you want it to mirror properly in this context
how do I make a wind sorta system in an animation? I want a characters hair to flow in an animation
The audiolink youtube player isnt playing any youtube link I put in there- does anyone know a fix?
I have phys bones on the hair, I wanna make a system that makes it so I have a wind sorta thing that activates the phys bones during the anim
Im trying to import a MMD model into blender but im only getting this
what am i doing wrong π
looks like you're in x-ray mode
yeah ur in wireframe mode I think
do they do that?
they probably have done worse, dw
just curipus if i wanted toe tracking how would i do it
#full-body-tracking - but get trackers and put them on your toes.
Full body tracking - but get a tracker and put it on your tougue
how do i make an animation not play by default?
lots of ways - one is to use a variable that's false by default
then two states in the animator, so it goes enter -> animation off -> animation on, but the off->on transition only happens when the variable turns to true
how do i make the variable false by default?
set it false in the animator and/or the avatar parameters list
i got it, thank you
For starters, I do not know anything about unity. Iβm trying to upload an avi and when I upload the files the model is all pink. The pc version worked fine once I switched from poi pro to poi toon but for the quest version I obviously canβt use poi
wrong shader, broken shader, missing textures... you'd have to look at the material in the inspector
I have no idea how to use unity, where can I find that?
I'd suggest some basic tutorials. It looks like all your materials are a problem, you'd have to click on the mesh objects and look in the inspector for them, materials will be at the bottom.
I think they are all missing
how do i make it so my exit animation plays faster and overrides the enter animation?
using a new hair texture and it has a blue square on where its transparent how do i fix that on poiyomi
Everytime i try to upload a new avi it has this error and i dont know how to fix it help, it works if i put in a previous avatar's code or build and test but i need to upload a new avi
I tried:
- Using a vpn
- Switching builds
- re adding vrc fury
- logging out and back in
- resetting password
- Im not missing any scripts
nvm had to replace it again, works now
Show all the errors in the console, that error is just a byproduct of a failed build and shouldn't be looked at
Thats the only one
screenshot the whole console including the buttons
your console is obstructed by the SDK panel
also when you click the down arrow on the "Clear" button, is anything enabled
uncheck all of them
So i tried to enforce a t pose and hit apply but it reverts back any way to fix it?
Look for import errors in the inspector before entering the rig configurator
hey can I have some help? I put my rig as a humanoid rig in unity and it works really well ihn unity but the moment I put it into vr chat it basically is stuck in tpose
does the avatar have an animator component
yes
screenshot it and where your avatar descriptor is
did you modify the animator in an attempt to fix it?
update mode should be normal and culling should be update transforms
and can you show the rig tab of the model file's properties within the inspector
Yes
sure!
I was following a tutorial (the digitigrade legs tutorial by kaidearts) so it's supposed to be like that
And itβs worked before
Which is the thing
I just said itβs supposed to be like that from the tutorial
If it stays red, it's invalid and can't be saved.
Itβs worked before why doesnβt it work now?
Worked as in it didn't show red error?
No like worked as in itβs showed red error and didnβt really mess with it
Iβve been able to get away with it
That likely means the rig was fine for most part except for the toe bones.
Ok nevermind I rewatched it and I did do it wrong
Does anyone know how to copy physbones from one avatar to another that has the same bones
In short there's this complicated ass avatar I have I trying to set as a fallback cause I want something that still represents me but it's medium on desktop and of course very poor on quest and can't so when I optimize it where they're both good it just breaks when I replace the model the prefab is using
So I gotta use the optimized model by itself with everything removed from it
Pumkinβs avatar tools
I'm trying to use the move tool to move the hat part of this outfit a bit down so that it rests on the head, but I can't get it to move. Is there a way to unlock the position?
Ok thanks
You have to move the bone in armature.
Thank you!
I donβt know how to make good looking eyes for my model. Ive tried cutting holes or shrink wrapped circles but still I have no idea how to make good eyes that are expressive :(
plus these shrink wrapped eyes and pupils just donβt work at all.
How do I do that I try copying from the model nothing happens
Did you set it to copy physbone?
yes I select my avatar at the top then choose the one to copy from and just left everything checked
Can you screenshot the copy component section?
so im having trouble here the physbones on a avatar im editing is clipping the breast pysbones seem to move more than the physbones on the shirt which causes clipping idk what to fix
it's ok I already spent enough time working on this I just want it as a fallback that hardly anyone's gonna see anyway and not really gonna use. might as well leave the physbones out too
How did you set the outline?
The color you set might be too intensive.
ok
making avi for a friend rn and i have this clipping issue at the shoulder
No matter what i do weight painting or sculpting it it dosent fix it.
in unity it changes like you would expect but ingame it dosent change anything
yes i have the avatar selected its the only avatar in the project
It must be either weights, base shape, or the topology in that area is just so grim, that it wont properly deform no matter what
I would just make a blendshape on the body that sucks that part of it inward so there isn't clipping and then if the sweater is toggle able, animate the blendshape so it's only on when the sweater is on
ok I got a slight problem with this fluttershy I optimized for a fallback, so as you can see here this is how it's supposed to look with it's motuh closed;
But in vrchat it's open for some reason and I swear I'm not speaking here
Is there like a way to fix this
No it uses blendshapes, while it does have vismises blendshapes wouldn't know why it's appearing like that, the silent one has its mouth shut too
Look through its animations and see if any of them are forcing the mouth open when it shouldn't be.
I would also double check the configuration and make sure nothing is set as a jaw bone cuz ive had similar issues when there was something set as the jaw bone when it shouldn't have been
Also is it always open by default or does it open when you say, look up or down?
Cuz it could also be something in the avatar descriptior if like its blinking/looking blendshapes are accidentally set to a mouth blendshape
if you forgot to unmap the jaw bone, that could be why
Can someone help me with an error I have? I installed Modular Avatar, I have it in the project but it doesn't work. I go to the avatar, I click on the Modular Avatar-) extract menu and nothing comes up. I feel like it's not installed correctly. Talk to me in MD and I'll send you the video that gives the error.
its always like that in game, it still moves when I speak though. also I do notice it has has a jaw bone but it's supposed to be using blendshapes here
could be possible here how do I check
click your fbx in the assets -> inspector window go to "rig" -> "configure"
Yeye that was what I was talking about earlier here when referencing configuration
If the jaw bone is mapped, just remove it and upload, should fix it up
ok it looks like it is using a jaw bone here, is that what's causing it? and if so, I just remove it from there?
no those arent any of the problems
The problem is that In unity the changes take place
But in VRchat itself in game it dosent change anything
I tried stretching out a part of the clothing really long and im right in unity the changes take place but when i upload it and go ingame there arent any changes
alright thanks for the help
Have you tried deleting the avatar and re-uploading
ill do that
Hey there i got a question
whats the best way to make an Object grabbable for other players and to move it around the world.
I tryed and couldnt figure it out
Can someone help me with an error I have? I installed Modular Avatar, I have it in the project but it doesn't work. I go to the avatar, I click on the Modular Avatar-) extract menu and nothing comes up. I feel like it's not installed correctly. Talk to me in MD and I'll send you the video that gives the error.
You could post the video here.
This actually show nothing.
Is correct?
You shouldn't be using beta version.
I followed this tutorial to create a prop that you can place in the world, but its not working properly. I have used the tutorial in the past but have had no issues. Has something changed with unity and world constraints? https://ask.vrchat.com/t/how-to-create-a-custom-world-constraint/8481
When I toggle the constraint to freeze it, it moves the chair to 0 0 0, but I want it to freeze and not move
normaly i use VRCFury's World Drop it drops it right at your feet in VRChat
I'll try that, thanks
it worked. I wonder why the old tutorial doesn't work anymore
Well i got a Problem to.
I cant get the Hair, Wings and tail to stick to the Mesh.
Everytime i try to parent it to the hips it breaks all the Physbones exept the tail dor some reason
most tutorials are over 2jears old and a lot can change in that time
are you talking about the fact that the physbones got really big?
for some reason the scale of objects can be effected by parenting them and stuff. in the physbone, just move the decimal point two places to the left on the radius of the physbone and it will be the correct scale
oh jea but the next probliem is that it wont follow the mesh of the body
it just stays in the same position no matter what i try
well the hair stuff should be parented to the head, not the hips
the armature looks weird, why does it go Armature > Head ?
shouldn't it be Armature > Hips > Spine > Chest > Neck > Head?
I tryed to convert an AV into an Object
Im trying to make it into somthing like a puppet
so basicly all the Physbones are in the Body
because it seems to move the head mesh, but mayby Armature > Head isnt the bone actually moving the head
like what is the root bone of the physbone that moves the head?
everything goes to the hips
the hips render the Body Mesh and i had to manuly add the Physbone but it somehow had physbones it used for it
the whole model only has 1 physbone component i had to manuly add
right, but Hips isn't the only bone moving the body mesh, as you can see with the physbones they are mapped out to multiple bones. If the root transform is hips then all the bones under hips would also be affected. I think there is another head bone hiding in Spine, open that one up and see if the real head bone is in there
you would want the wings on the chest bone as well
i think the file was corrupted somehow.
Ther were no physbones in the Model at all but when i added 1 physbone componend to the Hips all the other physbones somehow connected to that 1 Physbone component
i checked everything only that 1 Physbone component on the hips
I tryed making an AV into an asset (Somthing like a doll i can put on any AV)
fine but then why do you need to put a physbone onto the hips
ah wait now i get it
fair enough, so you want the whole thing to jiggle
jes just like a doll
XD prommised a friend ill make him (His av) into a doll as a joke
are the wings and hair part of the avatar or are they added somehow differently aka with MA or VRCFury
there there own assets but from the same av
i might have to redo the whole thing maybe thers somthing missing from the AV i got it from
why is it that when i tried to put new gestures and changed the hands for my character, the left hand doesnt move at all and when the right hand has a animation, the left copies it?
The head was just an attempt to get the Hair, Wings and Tail to work.
Everything else is under the Hips
are the tail bones right under hips
i have a feeling that the tail, wings and hair may have come with the avatar, but are parented to the rig using some toolbox like vrcfury
jea everything is connected and uses the Hips as Root Like everything els on the Model
then this is hard to long-distance-diagnose
at this point i think that somthing didnt transfer from the original model
that some important thing is missing
i see your gizmos blew up when you put tail under hips
that speaks for that the tail uses different scale than the body
that and it didnt fix the stuck in place thing
when i move the model in the game the added stuff stays in place
might be best if i add the Original Unity Package and change it there
id also go fo the original and if the not unpacked original has issues, check that in blender
screw unity and dragging bones around in it
XD
jea thats my first time using unity trying to learn as much as possible on my own XD
but i do have another questions
how can i make it so that other Player can grab the object and move it around in the world?
could be the masks on the gesture layers
the video i saw told me to not have masks
Don't know where to post than here for this but literally even though my avatar on pc is excellent and android is good, it says "it can't be used as a fallback" why?
I'm unsure if it'd fix it, and if it is even necessary, but i remember having the same problem, and setting the masks properly fixed it. Worth a shot
oh alright, thanks I will certainly try
set this flag in android build when you are in unity , but fallsbacks going byebye soon so π€·ββοΈ
no idea if its already gone, this is a older model
I mean this is what it's giving me right now idk if I have to upload it for IOS too
just updated mine with webcam tracking so i just did them all
Idk anymore what the problem is it's almost about to be 9 AM with no sleep cause of this, literally. I'm never doing this again
uploaded a new version , android > pc > back to android and it can be set as fallback - so still work 3.8.2 sdk

Huh guess ill try switching to pc then back to android
Vrchat is a real buggy hellhole
vrchat removing custom fallbacks anyway so no point
Yeah I didn't know that till now wish I was notified of these things sooner otherwise I wouldn'tve bothered optimizing this avatar as a fallback since there's no optimized mlp avatar on there
Yeah still didn't work I'm done with this shit, never doing this again in my life
Good thing I don't use vrchat often anymore and moved on to better things it's only getting worse as time goes on
Whhhyyyy
Can I toggle particle emissions with animations without having the particles freeze midair or removing already existing particles
Have you tried animating the emission value to zero?
It's in the part of the particle system called emission
I dont see any input that says value, I see rate over time and rate over distance but no value
An avatar I have uploaded for quest and PC is having a problem where on some peoples screens its an error robot but not on others, its not only for one platform either, if they restart they can see the avatar ubtil I change avatar then chnage back it will be a an error robot again. Does anyone know the cause for this?
How do I lock in outfits in quest side? The clothes on the pc I use makes the avatar go naked on quest. I tried taking the toggles off but it did nothing for quest. How do I keep an outfit locked in so it doesnβt affect it when I switch outfits on pc side?
Just change the animations on the quest side to toggle the main outfit
How do I do that? Iβm new to it.
Or remove the animations and have the main outfit always enabled
Will it keep it there even if I change outfits on pc side?
How do I do that?
Yes
One moment
Do you want to only have one outfit?
And that outfit always be enabled, or have the option to go naked
Have you tried reuploading both?
No, I can try that now
Im trying to compile with linux but i cant find wherever the files are being placed
Is there a config file so i can manually set the export path or something
compile what?
Compiling the avatar
not sure what you mean by where the files are then, they'd be in the unity project
(I use Linux also)
When the avatar is completed the local avatar file that lets you choose the avatar in game goes somwhere
But i cant find it
that's not really of much use to you, and typically only lives long enough for the upload to happen
I was trying to test it because i was getting security check fails
i have a question does anyone know how to add an parameter to an already existing one?
add like in math?
like u have an asset witch already has an parameter and an expression menu and i dont know how to add this to my avi
do you want to add a parameter to an existing parameter list?
yes otherwise the menu wont be working
Find the parameter list, there's an add button at the bottom right like in the second image here:
https://creators.vrchat.com/avatars/expression-menu-and-controls#creating-an-expressions-menu
Pretty sure this is happening because i didnt have the proper windows linux build version because for some god forsaken reason unity made it so you cant manually install modules on older unity versions via unity hub if you downloaded them manually so ive had to reinstall the editor T_T
Yup that fixed it
Guys I seem to be having blendshape issues with this lip piercing over and over again, in unity the piercings look perfectly fitted but in VRC it somehow ''resets'' how do I fix this?
those blendshapes look like they have the same names as typical visemes
oh sorry, missed the fury component, that'd make sense
so what do I do?
I've never used Fury like this, not sure I can help you
ah okay
what does this error mean when building for Windows (building for Quest works fine)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar, System.Collections.Generic.List`1[T] overrides) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2779)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUploadMultiPlatform (UnityEngine.GameObject target, System.Collections.Generic.List`1[T] overrides, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3602)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUploadMultiPlatform (UnityEngine.GameObject target, System.Collections.Generic.List`1[T] overrides, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3605)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.StartMultiPlatformBuild (System.Object sender, System.Object data) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2621)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)```
"something broke"
not helping
yeah unfortunately, neither is that error message
Pft- I'm sorry- the level of sass was funny
oh it was π
post the red console errors starting from top,never bottom
agreed
you probably don't need to show the full details either
ah wait hang on i see the issue
bcs im doing an upload from a different computer than my original upload it cant find the same directory
What do the 0-1 numbers next to float parameters determine?
would like to have a sfw and nsfw and to keep the one outfit.
theyre the value the parameter outputs for anims and such
current value of that parameter
generally theyre the most useful as they can store any value from 0 - 1 so it isnt just a true or false but can have many options from the same input
-1 to +1
(well more than that, but that if you want them synced)
Okay, that makes sense
from what ive seen its good for having multiple outfits on an avi by just checking what that value equals
-# "what ive seen" being the one avi that im currently modifying
clothing on a radial float is atrocious menu ui tho
just have several toggles
i mean several toggles that each just set the value of the float
Hi, I've got a weird issue. An asset I added had an fx audio clip, I deleted the asset and removed it from the project file, but somehow the audio is still playing when gesture manager is opened, how could I figure out what's still playing it? I checked all audio sources, I looked through all audio clips, I'm stuck kinda
how much of a failed build log do i need to send to figure out what the issue is?
don't send a log, just send a screenshot of the console's recent errors
anything above "Assetbundle was not build"
:P
i dont understand the long error with the missing script in the middle because i removed that prefab
as well the gesture layer doesn't have a valid mask
are you using VRCFury/Modular Avatar
maybe?? the avatar had been made with vrcfury when i got it but i dont know how to use it so i mightve disabled it or smth
oh figured it out
Guys, is there any way to attach audio to a subemitted particle?
i have the same gesture controller on the original avatar and my reproportioned one, but none of the custom radials show on the new avatr, any idea why?
any videos on how to get a flying toggle, and a thruster effect like a gundam avatar?
The ExpressionMenu asset also needs to match or have the same controls. Scroll down
does anyone know why my hat legit wont show up when I toggle it into my hands??
i dont have headchop on any of the bones or whatevers so idk why its not working?
alas, nope.
Ahh darn, trying to make me some mc potions haha
I can't seem to animate this avatar's ears if its rig is set to humanoid mode. If I add an animation controller I get the following warning:
Nevermind; The ears were set up as eyes in the animator
so, im an fbt user and i was tryin got scale the model i use to match my own body proportions. I took the fbx to blender and scaled it based on the provided image i attached that showed the differences in game. For reference legs went to 0.65 and arms were 0.95. When import it back into unity and place the viewport where it is supposed to be in relation to the character, im now seeing from the chest of the avatar i scaled. I jsut want to have an avatar that matches with my body proportions, where am i going wrong?
I have a question I had avatar made like twice is it possible for another avatar maker to put her online vrchat?
This guy tried to scam me by making her but I think she might be in an avatar shop.
I know
Thatβs why I came here
Also I dm you
Ok
π
Itβs fine
Don't trust comissioners who DM you, they'd never do that. Ask for reviews and a portfolio, if they say they use fiverr that's an immediate red flag
I learned that one the hard way because that was my birthday gift
do you have the whole file and everything it just need top be uploaded?
so cool idea
Sadly no
after reimport, please check and move the βeye viewβ also.
is eye view seperate from viewport?
Oh ok
the "Avatar" is still from the original though, could this be causing issues?
please view βview positionβ
Looks great to me
how is the fbx modified?
arm and leg length is shrunk to match my proportions
no, no, sorryβ¦
is the fbx modified with using βoverwrite fbxβ? or is a new fbx was created?
Your piss poor English doesn't help
new fbx
when i overwite the prefabs go invisible
in this case, please create from newβ¦
do not reuse the old fbxβs components
i hope you understand it well !
This is a very simple question
I've seen avatars use lamps that actually work, but I keep getting told the same question
"Quest avatars can't use lights"
I had made an avatar with a working flashlight using particles that emit light, but how can one be done for stuff like lanterns?
i donβt know with your avatar was created, i canβt say it surelyβ¦
lantern?
is it not ok to reuse the particles emit light again?
That's the thing
I want to do it but it just creates the stupid flashlight glow, and that looks really weird for something that's supposed to have a soft glow that spreads out
i understandβ¦
i donβt know many about it, iβm sorry ππ»ββοΈ
Dang.. I guess I'll try to look for a prefab
i think another person can help you!
Hm?
just me donβt know it!

The best you could do is something kinda hacky by making a cone that looks sorta lit, or using particles.
Okay here's the thing
I'm relatively new so I don't know how it works..
I used a prefab for the flashlight
But other than that, I'm kind of a newbie when it comes to the particle system
Anyone able to explain how to add audio clips to a contact? Or able to provide a good tutorial? I have an object that I attached a contact receiver to and I want it to play an audio clip whenever the object hits something and im not sure how to do it. The tutorials im finding are no help.
Another note, is it correct to have contact receiver on the object or should I make it a contact sender?
receivers are what receive a contact from the sender - so you want a receiver.
lights arent allowed on quest avatars
just make animations toggling the audio, link the animations to the receivers on your avatar through parameters
Ive tried, but no luck
then you're not doing it right </3 just set it up like you would a normal animation in your FX
I'd use VRC Animator Play Audio probably
make sure you've spelt the parameter the same in the FX and in the component
capitalisation matters
make sure you didn't export with an un-applied modifier
that usually results in no blendshapes in unity
how do i make sure i do that?
so im making toggles traditionally now, but when im doing a shader change for the hair and eyes on one toggle, then toggling another toggle that also changes the hair, the second toggle that was activated wont change the hair to its change
i did that and all blendshapes disappeared-
you'd have to better explain exactly what you did
Don't change a thing with more than one animation at the same time
but how else would i change the hair texture during
went to reddit did this
huh I've never tried that, interesting.
yeah i gotta try another way bc it didnt work
Yeah this is where your animator state machine starts to get complex
in the little drop-down menu at the top-right of a modifier is "apply"
But I have a working flashlight.. am I breaking the rules for making it work?
ohhh that, okay.
only thing i see i dont see apply unless im pressing the wrong thing
Rememember that realtime lights are really awful for performance
dammit
I know.. but it's fun to use
Especially for horror games
don't apply the armature modifier, but disable that collision stuff, you don't need that to export to unity.
(in the physics tab)
That's kind of why I wanted to figure out how to get the little lamp effect working
I've been talking about this for a while now- I've been working on this goofy Avatar
And I've been thinking it'll be pretty cool if I can make the stuff on it actually glow
upgrade to PCVR and it's easy π
alright and i found the shapekeys on the body but i still dont see anything that says apply
:/
not sure why you're there, we were talking about modifiers
I'm betting it's that collision one.
People who say that genuinely annoy me
Like my PC can't even run VRC dude :(
shrugs
I've always tried thinking of quest compatible methods
