#avatar-help

1 messages · Page 179 of 1

naive copper
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And I know it's out there, I've seen SOO many avatars that has this little lamp effect

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But I have yet to find the right person to actually help me with that

arctic gate
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i pressed apply shapekey so maybe that will work

somber sequoia
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it'll apply that shape key to the basis, but I'm really not sure why you want that

arctic gate
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there we go it worked thanks!

sour sparrow
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dang... do you know of any way that i could get a solution?

somber sequoia
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I suppose you could commission someone?

sour sparrow
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is it that bad to where i would have to get a commision for help??

mental topaz
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seems to now only play sound upon toggling the object on. not when something enters the contact

somber sequoia
sour sparrow
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i gotcha... i jus dont know where i would start, especially if you said if its just an animator thing... ima play around with some stuff

somber sequoia
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Argh! I just spent the past 20 minutes reworking something only to discover I'd moved one of the objects a teeny bit below the origin.

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of course I don't have enough undo either, welp, this'll be fun.

sour sparrow
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good luck

stark meadow
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like for your eyes and hair just make it change the eyes and add a parameter driver that changes the hair to a different value

limpid cargo
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i agree

pallid anchor
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hallows!! im having a problem where my hand in vrchat isnt where the hand is on my avatar, my left hand is showing where my right hand is, its pretty far off, if someone could help i would appreciate it :]

somber meadow
pallid anchor
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correct

somber meadow
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this looks like you named your bones incorrectly and they're mapped in unity that way as well

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Left/Right should represent where the avatar's point of view would be

pallid anchor
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ah wait i see what i did wrong LOL

somber meadow
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just a simple rename in blender of the leg/arms and fixing the rig in the configurator should do it

pallid anchor
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thanks!

strange saffron
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I keep running into these errors with the poyomi shaders, can someone help?

errant comet
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Those are warnings, not errors. If you are able to use poiyomi, there isn't a problem with warnings showing

strange saffron
fierce glen
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so I have everything installed...I just need help finding where a kobold base wuld be because I want to make a well edit a kobold avatar to my liking.

errant comet
# strange saffron

Look at the console again make sure you have errors visible, you want red, not yellow or white. Either something with thry is broken or something else in your project is that is preventing thry from compiling. Also the Poiyomi discord that is shown in that panel for help is a better place to go. Do the steps the panel shows to troubleshoot

strange saffron
strange saffron
strange saffron
fierce glen
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I dont even see bro on youtube

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does bro have a base

strange saffron
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Unsure if he sells his base but still might be useful to check out

fierce glen
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I need one thats free

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I also dont see where any of his bases are

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🤔 anyon got any?

tall sedge
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no sdk , only thing in consle

somber sequoia
fierce glen
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that was for if you wanted to find one to use not to edit

left gull
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avatar search is for finding avatars/avatar parts in general, editing is using them technically

fierce glen
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🤔 is it active

fierce glen
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so I uh got a package

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I have no idea what to do with it

somber sequoia
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define "package"

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unitypackage?

fierce glen
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I bought a whole avatar

somber sequoia
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in the menu: assets -> import package -> custom package, pick the file

stark meadow
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if you have unity open you can just double click the unitypackage

fierce glen
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I see

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now I do have instructions

willow carbon
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hello,
can i turn off backface culling for vrchat mobile's toon lit shader?
i can do it for toon standard but oddly not for toon lit

fierce glen
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one is connfusing

willow carbon
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hmm

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so i'll need to recalculate normals on blender

fierce glen
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it sayd open prebuukt scene that I dont't see

left gull
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Prebuilt scene?

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it should look like a unity icon somewhere, or if the instructions list the name you could look it up in the search bar

fierce glen
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so I ran it and like 90% of the things are taken off the avatar for the quest version

somber sequoia
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that sounds about right

fierce glen
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can I like put things on it selectivly?

hot anvil
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im in blender, i'm trying to weight paint these socks and they're doing this? is there a way to fix this?

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it has nothing to do with weight painting, it looks fine when its in a normal standing pose.

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nvm fixed it

fierce glen
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bro...uh I used the quest one but I cant uplod it as android

limpid cargo
limpid cargo
fierce glen
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where is that

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i dont seee that

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and the gesture manager hs a missing keyfab

strange saffron
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why are my textures/meshes acting so different

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(ping if solution found)

fierce glen
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I need one on one help, preferably when I can screenshare

left gull
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most people here arent willing to do hand-holding help lurkrat

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if you bought a package, followed its instructions and it didnt work id contact the model's creator

fierce glen
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its only 5

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for how to open it

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and put it in

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thas it

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theres nothing else on if anything is missing or anything like that

tall sedge
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drag it in

fierce glen
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drag what in

tall sedge
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the Package? sorry a bit high figured you meant a unity package

fierce glen
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the gesture mager is gone

tall sedge
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ah, creator comapnion, you need to import it

fierce glen
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its already inported

tall sedge
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the gester manager is in creator comapnion

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oh.

fierce glen
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everything from the file in inhere

tall sedge
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remove it. and reimport

left gull
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gesture manager isnt really needed unless you're testing the model in unity, you could delete it from the scene and just upload if that's your goal

fierce glen
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I cant upload to quest

tall sedge
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your not on a quest build

fierce glen
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inported and have been using quest

left gull
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for that project?

tall sedge
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it says windows..

fierce glen
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yes

tall sedge
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at the top

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so its not

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basicly: if the build was quest the top would say android

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wait did they change it on me,

fierce glen
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how do you change it

tall sedge
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oh, no wait. ok sorry second guessing myself

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one sex

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sec*

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the, file> buildsettings

left gull
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File>Build Settings>Android

fierce glen
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it still isnt working

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im still a robot

left gull
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what do the model's stats look like in the upload panel?

fierce glen
left gull
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are there any yellow warnings in the panel maybe talking about texture size?

fierce glen
left gull
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i mean.. from these screenshots it doesnt look like there'd be anything major causing it to fail a security check but it is pretty unoptimized for an out-of-the box quest variation sadly, perhaps try looking into VRCQuesttools to try and optimize it a bit that way?

fierce glen
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idk how to do that

left gull
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they've got a whole Doc on how it works and how to add it

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since it seems like you likely dont have any blender knowledge to try and manually optimize it

fierce glen
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hmmm Ijust clicked the add to vcc nd it did it

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easy

tall sedge
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Control panel is missing , unfortunately this is the only error. And I don't know how to trouble shoot this one

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It is a repeating error every time I try to load the build tab

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Already tried resetting editor loggging out , logging back in , reinstalling sdk and stuff like that

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It seemed to point to a package inside vrchat sdk

somber meadow
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what's the details of the error, and what SDK version, and Unity version are you on

tall sedge
junior void
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bummer you didnt name the project 404

tall sedge
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haha fair enough XD update: deleted library folder and it fixed it

wheat horizon
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I was wondering if anyone had any tools to make it easier to connect blendshapes to toggles, I was originally using shape changer from modular but it seems to break on multiple outfits

ornate stump
wheat horizon
ornate stump
wheat horizon
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ive used that too

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Blendshapes break when the toggles are on multiple outfits

ornate stump
wheat horizon
# ornate stump Can you explain how it's breaking?

unity doesnt like when blendshapes are set to multiple things, so it breaks. I dont really know how to explain it more than that tbh. Ive used various tools for vrcfury, modular, and even av3creator and it just doesnt like the toggles on more than one thing. If im missing a button or a setting that would be appreciated but most tutorials , sites, and other help doesnt give me more detail than how to make the toggle but not include blendshapes in more than one.

junior void
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i use vrcf for literally everything and this is the first ive heard of that

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it would help if you described what you mean by "break" - like the blendshapes go whacky, the toggles no longer work - what is it youre expecting

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perhaps share a concrete example with pictures

wheat horizon
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well for example, when other people make avatars with different outfits they have a body shrink to prevent clipping, I for some reason cannot figure out how to do that with more than one outfit as having body shrink on one outfit will break when set on others

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i currently cant provide pictures

junior void
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okay that makes sense as both toggles then try to control the same blendshapes on the body

wheat horizon
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yes

junior void
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this is what you would use exclusive tags for

wheat horizon
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I am unsure how to set that up in terms of blendshapes

true saffron
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I saw the person next to me find this on the wall of avatars. But i cant find it myself. Anyone knows? It was cool so i want it

true saffron
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I see. Thanks. Thought it was filian

wheat horizon
wheat horizon
junior void
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well, they are a toggle action so you add the to the toggles

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if you want finer control such as mixing clothing pieces that technically arent meant to be worn together, youll have to manually create the logic in an animator and if you then still want vrcfury to be involved, use their driver component (forgot what its called)

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"full controller" thats what its called

night ember
wheat horizon
night ember
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like directly stole that specific one

wheat horizon
night ember
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yes

wheat horizon
wheat horizon
junior void
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depends entirely on what youre doing

idle scaffold
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ok so im wanting to make a dragon ball avatar, and ive never created an avatar before. i plan on following tutorials for that part. but does anyone know how to add like a super saiyan aura? or where to get models for the thing i wanna make

waxen smelt
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what should i add someone sent me things to add so i can buy them im going for a 2000s scene look

junior void
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that made little sense to me

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"someone sent me things to add so i can buy them" yet you ask us what should you add? add what was sent to you?

limpid cargo
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that look is so pretty…!

limpid cargo
waxen smelt
sour sparrow
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hey sorry, ive been trying to create a sub menu but idk how to put my toggles into the sub menus

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i looked up multiple videos and im still really confused

sour sparrow
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through my expressions menu

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but i created another one for the sub menus like the video said

ornate stump
sour sparrow
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i dont actually know how to organize each toggle i wanna organize into the submenus

somber sequoia
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entirely up to you

sour sparrow
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i have the submenus i need but i dont actually know how to stick the toggles into the specific submenus

somber sequoia
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you edit that submenu and add stuff to it just like you do to the main menu

balmy barn
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rare you need a parameter entering a submenu

sour sparrow
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i took that away

ornate stump
ornate stump
earnest spruce
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Hey there i wanted to ask if thers a way to toggle individual Components with VRCFury?

dark saddle
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in the animation file, toggle the component, or properties.

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Also, VRCFury isnt an offical VRChat tool. For the best help, go to there discord

earnest spruce
sour sparrow
ornate stump
sour sparrow
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see it didnt do anything

ornate stump
sour sparrow
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no i made them traditionally

ornate stump
sour sparrow
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yes

ornate stump
# sour sparrow yes

Traditionally, it shouldn't create the "Next" button by itself. That came from tool like vrcfury and modular avatar.

ornate stump
# sour sparrow yes

Also, have you actually double checked you had the correct menu file assigned in avatar descriptor?

strange saffron
somber sequoia
ornate stump
sour sparrow
strange saffron
somber sequoia
strange saffron
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the shader info in blender

ornate stump
sour sparrow
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i figured it out, thank you!

ornate stump
strange saffron
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in Poiyomi

ornate stump
somber sequoia
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change "opaque" to "cutout" at least.

strange saffron
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omg thank youuuu

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y'all are miracle workers

ornate stump
sour sparrow
# ornate stump So what went wrong?

I had my original expressions layer as the one with the toggles, but I copied it, made one for each submenu I needed, then made the main exmenu for the submenus

strange saffron
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is it possible to make normals double sided?

somber sequoia
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... what's that mean?

strange saffron
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like this wrist cuff thingie

ornate stump
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That rather means disabling face culling.

somber sequoia
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that's not a normals issue. You either need back-face geometry or to disable backface culling.

strange saffron
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how would I disable backface culling with the materials I currently have in Unity?

strange saffron
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ah it's in render

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thank you again

somber sequoia
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avoid using this if you can, it increases render time/difficulty. Sometimes you have to though.

sour sparrow
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aight ive got one last issue i think, so ive got custom gestures, and I have a toggle where the hands change, but when I turn in the toggle, the hands dint change

sharp nest
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I've been having this mind-numbing issue with an avatar I'm trying to edit. I import the FBX into blender. I export it. Looks fine in unity. Collapses into a block in VRC.
-The original FBX works just fine
-I've redownloaded blender AND unity
-All the export settings are correct
-I've checked the transforms, applied all, yada yada
-Still the same issue

I'm missing something. I'm going to restart my PC as a last ditch effort. Anyone ever had this issue who can pinpoint the problem?

somber sequoia
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Did you unpack the model in Unity?

sharp nest
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..uhhh no lemme see if that does the trick

somber sequoia
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no no

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don't unpack it

sharp nest
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oh

somber sequoia
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that's a common cause of weird issues updating a .fbx

sharp nest
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i did not do anything, i just replaced the fbx in the assets folder

somber sequoia
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That should be fine, assuming you used the same export settings as were previously used

sharp nest
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i just use the export settings that are normal for vrchat avatars i guess..

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but it still just..uh. crushes itself

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here are my export settings

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i think i'm actually just cursed

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i always get freak issues

somber sequoia
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Could be a bunch of things - maybe those aren't the settings previously used. You could try to redo the rig setup. I can't really see what's going on, the image you posted is teeny.

sharp nest
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I'm going to try to have some sort of workaround
I'm thinking I could add a gesture menu toggle that allows me to turn off parts of my avatar, which was what I was trying to do in blender originally

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they are all seperate parts in blender, and there is already one hide toggle so I'll see if i can work off of that

somber sequoia
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sure, easy enough to toggle objects on and off

sharp nest
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should i get a tool for that, or is it doable without any extra unity packages?

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this is my first time doing this..

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hhhuruhahahghh

somber sequoia
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that's just basic unity animation stuff, no need for any extras

sharp nest
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oh ok awesome

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I'm seeing a lot of tutorials for seperate models, but not any for removing individual parts from just the avatar

somber sequoia
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just toggle off the GameObject - checkbox in the upper left.

sharp nest
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I'm sorry if my questions are vague or if I fail to understand,
all the things that i want to toggle off are in here, but there are things I don't want to be toggled off in here as well

junior void
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separate meshes into their own objects

sharp nest
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in unity?

junior void
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cant

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blender

sharp nest
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that's the issue..

junior void
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really easy tho

somber sequoia
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Or toggle the stuff off in another way. Possibly via shape key, possibly UV tile discarding.

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Separating the parts is easy though

sharp nest
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its SO easy to just do it in blender but GOOD GOD it DOES NOT want to WORK

somber sequoia
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?

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select faces, hit 'p', export as usual.

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(likely rename the resulting object to something useful)

sharp nest
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the avatar just crushes itself and my camera view is slightly higher than it should be whenever i put it through blender

junior void
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try to tick "apply transforms"

sharp nest
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i did...

junior void
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a guess based on experience

sharp nest
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i literally did everything..

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i can try again

junior void
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your frustrated and mad, you likely dont pay attention to detail anymore

somber sequoia
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Yeah apply all transforms in Blender if you haven't, but otherwise there's some quirk about the way you're exporting now vs. how it was done before.
Try exporting to a new filename and dragging that in the scene, to verify it looks okay.

junior void
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id suggest a break and a tea

somber sequoia
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tea++

sharp nest
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Q_Q alr

junior void
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i see a floating origin

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good start

sharp nest
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is that bad

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thats gotta be bad

somber sequoia
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the avatar's objects' origins should be at the world origin in most cases

sharp nest
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god dammit thats the issue is it

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or am i being hasty

somber sequoia
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it's definitely a large issue

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there may be more issues though 🙂

junior void
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the avatar collapsing in play mode usually isnt cause by weird origins

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it has to do with transforms

sharp nest
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i fixed the transforms before, but

junior void
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some avis have it ticked and if you export without it, it does that. some have it not ticked and it happens with it

sharp nest
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oookayh

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...the origin was the issue.

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bruh

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ok the avatar is done now

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thank you

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i have more understanding and less brain matter

junior void
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LOL

limpid cargo
sour forge
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im currently confused as to what im needing to fix, can someone help?

balmy barn
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find the shader change it, reduce your vram size , too high resolution something , bounding box is pretty big (probably wont stop upload)

amber pivot
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😭 still need help with this if anyone has a clue how to fix it

somber sequoia
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Need much more info - how is this setup?

wintry ledge
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yall when i dragged the avi in,my whole scene is gone,where my grid go 😭

vocal egret
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By any chance does someone have an example of a station that overrides a player animation? I am having trouble getting those to work and was wondering if there was a prefab or something I could use as a working example?

amber pivot
# somber sequoia Need much more info - how is this setup?

the setup is how you would make contacts (i used sipp's guide on it) where its just "hat on head > hat in hand" and the setup for the contacts with your hands
its weird cause the mirror shows the hat normally but it just not in my hands when I look at it. There is no headchop on it nor on the avatar itself.
i reused the FX many times before and none of them had this problem of the item not showing in your hands but only in the mirror

somber sequoia
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I'm not personally familiar with Sipp's guide. My best suggestion is to test in Unity in play mode, verifying in the animator and parameters and such that each step of the process functions as you expect it does.

heavy zephyr
somber sequoia
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... that's a great question

amber pivot
heavy zephyr
balmy barn
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dont really see a need for a parameter driver here ratl

somber sequoia
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Yeah I was hoping for more detailed explanation of the setup, I'm not sure why that's there either.

balmy barn
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hat need to be a seperate object since you plan on moving it to other places

amber pivot
heavy zephyr
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Could you show how the hat and the constraint are setup in your hierarchy please?

amber pivot
amber pivot
heavy zephyr
amber pivot
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😭 WAIT i may have found out why it wasnt working

heavy zephyr
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Mhm?

amber pivot
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😭 for some reason i straight up just didnt remember putting headchop anywhere in the avatar but i found one and it fixed it
it was like hiding from me underneath a bone i never click on

heavy zephyr
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Weird, it shouldn't affect everything by default but eh

amber pivot
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i think i made scale thing to 0 to fix something then i straight up forgot i even put it there in the first place to fix the problem😭

heavy zephyr
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Welp

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There you go

amber pivot
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i been working on this for a couple of weeks so of course i forgot🥹

mental topaz
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anyone know how to make an audio clip play when the contact receiver hits something? tried it with the animator but no luck. only plays sound when toggling the object on

somber sequoia
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Yes, that's what you do. You use the contact receiver to set a variable that you then use to turn on a game object with the audio player.
Or use VRC Animator Play Audio.

mental topaz
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What?😭

somber sequoia
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Can you be more specific?

mental topaz
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thats about as specific as i can get. Want an audio clip to play upon the object hitting something. i have everything set up, animated it, and instead of playing upon contact it plays when the object is toggled on

somber sequoia
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no I meant in your "what?" question - what part of that do you need explained

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If you already have it setup and something isn't working, please explain the setup in detail

mental topaz
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both ngl lmfao. im not sure what u mean by having the reciever set a variable

somber sequoia
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contact receivers set animator variables when activated

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you trigger an animation using that variable

mental topaz
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which i did

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but no luck

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at least i think i did

somber sequoia
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Okay cool. Then you'd need to show how this is setup or something

mental topaz
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are u wanting to see the layer in the animator?

somber sequoia
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I don't know what to tell you without an understanding of what you have done so far.

mental topaz
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ive added the receiver, added the sound source, went to the animator, created a clip, when recording the animation i turned the sound on, made another clip of the same thing but the sound off, went to playable layers, clicked on FX to open the animator, created a bool in parameters, created a new layer in layers, then added the on and off animation to they new layer. by default its off, made a transition to the on state, set the transition to true, then made another transition to the off state, setting that transition to false

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all named the same

somber sequoia
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All of that seems reasonable. You've got the audio clip object off by default, right?

mental topaz
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yes

junior void
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Do we know if the logic itself works

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Is the bool being driven

mental topaz
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that one, i do not know actually

junior void
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Why not

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You can test it in grsture manager

mental topaz
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so wait are u asking if the object toggle works?

junior void
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Im asking if the contacts work

somber sequoia
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I'd say verify toggling the variable on and off does what you expect before you link that to a contact receiver.

mental topaz
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how does one tell if the contact works in gesture manager. i have an empty set up with a sender so i can make them touch but dont know how to tell if its actually receiving

somber sequoia
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I add a small sphere to my scene, and put a contact sender on it. Then in play mode, I move it into the contact receiver and watch the effects.

mental topaz
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thats what i did

somber sequoia
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You verify by watching the animator parameter change

mental topaz
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ah

junior void
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If the contact drives a parameter, gesture manager has a param screen where youd see it change too

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Under the debug tab iirc

mental topaz
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so with the sender literally inside the receiver, the parameter is still showing false. so its not activating as it should

junior void
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Thats a good hint. Whats the receiver set to accept?

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What tags

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Is the tag matching with sender

somber sequoia
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Also local/remote

mental topaz
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ope, i just realized there is no tag on the sender lmfao

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lemme fix that

somber sequoia
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aha!

junior void
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Getting there

mental topaz
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alr now the tags are the same, but it is still showing a false state

junior void
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Still a good hint

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Is it set to allow self?

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If its under the avi

mental topaz
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it is not

junior void
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Now we need to see some images

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I dont remember all settings on contacts out of my head

somber sequoia
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There's one about constant vs. on enter/exit

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also proximity

mental topaz
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trying to use my head contact as an example to maybe see what im doing wrong as to why the bool parameter is not working? but everything is almost close to matching. only difference being is it doesnt allow self and receiver type is set to "on enter"

somber sequoia
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On enter will trigger literally on enter and then turn back off immediately

mental topaz
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so constant might be better?

somber sequoia
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So if you're trying to observe the variable while the sender is in the receiver, you may miss that

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It depends on your use-case really, but constant may be ideal here.

mental topaz
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ok the contact is working now! after setting it to constant

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good sign

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now gotta figure out why the audio isnt triggering

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maybe its just the animation being done wrong for the clip?

somber sequoia
#

if you want to commission someone, head over to the VRC Traders discord instead, you'll find scammers here.

narrow lintel
#

Oh alright

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Thank you

somber sequoia
#

... also there's no reason to cross post that except to attract scammers in DM

#

(probably you should delete it to preserve your sanity)

narrow lintel
#

I got it under control don’t worry

somber sequoia
#

oh what was it you were doing on action?

mental topaz
#

disregard lmfao

#

i realised my mistake

#

i misread the thread lmfao

#

back to square 1 of why the clip wont play

red crow
#

so I kinda crappily made phonememes on this avatar, but upon testing in VR chat, the mouth doesn't move when I talk (I am on PTT if that jelps) but will open if I open my mouth while Selfie expression is on.

somber meadow
#

screenshot the visemes section in your avatar descriptor

#

if it's not entirely filled out, it won't work

red crow
#

honestly I just want jaw flap with just an open and close mouth animation, but for whatever reason the way I did it wouln't do it that way. (Like, it would do no animation.) I also used the CATS tool to make the vismemes from some really bad mouth shapes if that also helps

mental topaz
#

does it matter where the reciever and sound is in the tree? as long as the parent is the game object?

#

maybe thats where my problem resides?

stray trench
#

hey guys how much should i charge for fitting an asset to an avatar? for example if someone gives me a shirt that requires me sculpting it to fit the body properly

mental topaz
#

id ask around in the vrc traders discord to see everyones opinions on how they price stuff

stray trench
#

good idea

somber sequoia
red crow
#

A good rule of thumb for pricing commissions is (your local min. wage) times how much time it would take, but this is generic advice and it you're looking for 'how much is so much no one will buy' I dunno

stray trench
#

i dont feel like this kind of stuff is minimum wage work though

red crow
#

ok, so then I'd ask

#

I found that when peopel ask for prices they're asking 'how much is too much' so that's a good well, minimum

#

so you don't accidentally undercut yourself too much

stray trench
#

that's my issue is i never settled on a good amount so i just undersell everything i do but i cant continue doing that

somber sequoia
#

it's a delicate balance between being paid enough for your effort and pricing attractively.

mental topaz
#

obviously a years supply of vrcplus

stray trench
#

that was good for getting reviews on my fiver and for gaining experience but im pretty burnt out and this isnt worth the money as it stands, i need to find more info on other people's pricing so i can make this worth my time

#

i also feel like 90% of people refuse to pay any money at all for avatars because theyre "not real"

#

so i feel a pressure that if i dont make my prices really low i just wont make any money whatosever

somber sequoia
#

yeah - the tendency for people to drastically undervalue art is really discouraging.

#

though related, I was in a small gallery in a small but trendy town recently and the artist had lots of $20k paintings which were quite dusty, I wondered how many he sold.

stray trench
#

that is pretty discouraging

somber sequoia
#

well I'm not sure it should be - clearly he sold enough to be able to afford a decent sized gallery full of his art in a place where real estate is expensive. I'm not entirely sure what it says, which is kinda the problem here 🙂

tame surge
#

So I'm modding this avatar to have bell noises whenever it runs around
I just watched Sipp's Vid on Animator Play Audio
I got the Layers set up with the all of the Audio Clips
But how do I make the audio only play when it moves, and how do I add a toggle to turn it off?

somber sequoia
#

Or perhaps use a physbone and check the parameters on it

#

maybe the _Angle parameter above a threshold

strange saffron
#

my avatar's axis is by the hip joint instead of the feet, will that cause issues?

strange saffron
#

the video tutorial I'm following has it by the feet instead of where it is currently

magic tapir
#

does anyone know how to fix this issue

somber sequoia
#

But you may have the gizmo in unity set to center vs. pivot

strange saffron
#

how do I change it to be correct?

somber sequoia
somber sequoia
strange saffron
#

ah I have to go back into Blender? Will I be losing my work or can I copy it over?

somber sequoia
#

Assuming you didn't unpack the avatar prefab in Unity, you should be able to overwrite the .fbx file when exporting from Blender. Use the same export settings as previously used.

magic tapir
magic tapir
#

but i reconnected it

somber sequoia
somber sequoia
# magic tapir

By "first" I mean at the top - I can see you are scrolled down some.
But, that "spine hierarchy incorrect" one is a problem, you'll need to fix that.

magic tapir
#

i already did agree to ownership when it popped up

somber sequoia
#

ok cool, so yeah, it's the spine hierarchy issue

magic tapir
#

ohh ok

#

how do i fix this?

#

should i send a pic of the hierarchy

somber sequoia
#

Sure - but what it says, it seems your shoulders and the neck bone aren't direct children of the chest (or upper chest). Unless you have the wrong bones in the rig setup slots, you'll have to fix that in Blender (or similar)

magic tapir
#

ok!

#

it does move tho when i move the upper chest

mental topaz
#

@somber sequoia i found the problem

mental topaz
#

the contact didnt have its root set

somber sequoia
# magic tapir

These aren't named in a standard way so no idea what's what here. Maybe post the pic of the bones in the slots in the rig setup.

magic tapir
#

ok!

somber sequoia
magic tapir
#

ok!

balmy barn
#

whats parentnode, isnt that 'hip'

somber sequoia
#

but you also have a lot of extra spine bones, not sure what they're for or if that's what you wnat.

magic tapir
#

i dont want that

#

ill try to get rid of them

balmy barn
#

alot of mess (forgot center)

somber sequoia
#

well... remember the thing about unpacking your model? Now you need to go into Blender and rework this, which means you can't easily update it because it's unpacked.

magic tapir
somber sequoia
#

hips -> spine -> chest -> upper chest (optional) -> neck -> head. With shoulders coming from the chest (or upper chest if present)

magic tapir
#

is this better?

#

im not seeing the spine issue anymore

somber sequoia
#

I'd suggest renaming them more standardly but yeah that looks better. "Chest" here is actually "Upper Chest" 🙂

magic tapir
#

ok!

#

ill try to upload it now, thank you!

somber sequoia
#

(based on its position in the hierarchy)

strange saffron
#

(there are more clothes hence the bigger than actual appearance)

somber sequoia
#

Again, which reference point are you using for this? In the upper-left of the scene view there should be a thing that may say "center" or "pivot"

#

(I don't have Unity open, going from memory here)

strange saffron
somber sequoia
#

nope

strange saffron
#

wait nvm found it

somber sequoia
#

ah good

muted wharf
#

how do i add faces to my VRM?

halcyon kayak
# muted wharf how do i add faces to my VRM?

there's lots of kinds of faces. you can use blendshapes, visemes, many workflows and final results. sadly you'll have to be more specific what you're lookin for, if you have examples that helps

azure hornet
#

im trying to make an imposter for my avis, but the site just refreshes and says nothing

tame surge
#

So I'm very new to the animation controller, I'm trying to trigger a bell noise whenever the avatar moves.
I selected the bells physbone, selected Is Animated, named the Parameter Bell Movement
But when I go to the transition from Bell Off to Bell On, Bell Movement_Angle isn't showing up as an option?
Am I missing something?

timber wharf
#

you need to set up same params in animator manually

#

ie if you need myBone_Stretch, you add float parsam with same name and capitalization to param list of an animator

#

also making noises on every movement is nay, make sure whole thing is toggleable

tame surge
sly frigate
#

My Avatar bone are messed up when i go in play mode is there a way i can fix this with deleting something or adding ?

slow terrace
#

I cant upload bloody anything to VRC- not worlds or avatars. Just says "Failed to upload file" and dumps this big mess...
Reinstalled windows (for unrelated reasons) and im still getting these errors, whats going on?

somber meadow
slow terrace
#

these are the other errors- the rest of what pops up is "shader warning in" and then a bunch of locked poiyomi shaders

#

this project uploaded before- all I did today was change some materials to different colored versions of the same thing

somber meadow
#

click the down arrow besides clear, is any of the options enabled in there? if so keep them all disabled

slow terrace
#

sorry one sec lol

#

everything above the yellow seems new since disabling those options

somber meadow
#

I'm mainly looking for any other red errors

#

warnings and info outputs can be ignored

slow terrace
#

no that last one is the only one

slow terrace
left gull
#

what does the upload panel look like? could be a cause of textures not being small enough or something being too far outside the stat limits

#

they dont list the issue in console alot of the time but'll fail uploads

slow terrace
#

Nothing out of the ordinary for this particular avatar- but with the failed to upload file thing happening on world projects too with no alerts idk

#

oh also- the avi just uploaded this time

#

didnt change anything

#

which furthers my point of not knowing why this is happening lol

left gull
#

hrmm are you using the most recent SDK release then? it might be a bug

slow terrace
#

Yeah everythings up to date

left gull
#

you could try going back a version and see if it still happens

slow terrace
#

ill give it a shot later- wanted to get this avi uploaded so i could go see a friend

#

heh

#

thanks for tryna help!!

azure hornet
#

im trying to make an imposter for one of avis, but the site just refreshes and says "Oh no! We tried, but we failed to generate an impostor version for the avatar"

left gull
#

you could try re-uploading the model under a different blueprint ID and generating that version's imposters

azure hornet
#

i did that and it didnt work either

left gull
#

have you generated 10 imposters within the past 24 hours?

tame surge
#

So I thought that everything was good with the Animator and the Conditons for the Bells,
But when I checked it out in Gesture Manager, no noise was playing
Can somebody point me in the right direction here, please?

azure hornet
warm junco
#

Hello is there a way to test face tracking with just a webcam?

somber meadow
naive copper
#

I had noticed something very strange when making a new imposter for my avatar

For a while, my friends and other people has complained about the vismems being very messed up on my avatar, and just recently I had noticed that in the listings of the avatar, vismems are not on there

My other Avatar is which has the exact same one system as my current one, shows that listing, and guess what those ones work

So I had checked on another Avatar which had the same problem, guess what, visemes aren't there either ;-:

I use those custom vismems list, because my character uses 2D expressions, can I even fix this?

somber sequoia
#

by "not there" you mean what, the blendshapes are not on the mesh object?

naive copper
#

Alright
The vismems DO work, but you know in the listings of "features" an avatar has? Vismems are NOT in that list despite it having them.

Along with that, the vismems appear to be very stuttery and tends to freeze

Just to note, I don't use regular blendshapes. I use a custom list meant for material swaps as it's lip sync.

somber sequoia
#

hmm maybe I don't know of this "features" list

naive copper
#

Hold on, I'll pull up a picture

#

This one uses the same method, but the vismems ARE there, and it works perfectly fine

#

But this Avatar is the one I'm having problems with, it's not in the listings, and the vismems are not really working as they should

somber sequoia
#

oh that

naive copper
#

I genuinely do not know what the problem is, I'm hoping I can get some help to fix it 😔

red crow
#

I now have a new problem: a lot of animations (Gogoloco, default) result in the legs crossing themselves?

like if the avatar is supposed to be lying down, the legs will cross a little

#

or if the leggs are supposed to be crossed, not crossed

#

there was an issue with the bone names being backwards but I thought I solved that

somber sequoia
#

bone roll not 0 for those bones?

red crow
#

....is there a way I can fix that without going into blender, I feel like everytime I re upload the FBX something else breaks

somber sequoia
#

no

mental topaz
#

how does 1 make their audio source louder?

#

its pretty quiet in game

red crow
somber sequoia
#

ah, I figured that was an easy win

red crow
#

Yeah it was already set to 0 so I'm not sure what else the issue was

vernal moss
#

This has literally never happened to me before, my friend is having this issue soooo any ways to fix this???

#

My Internet is slow so it might take a bit to send

#

Eh, I'll try sending it later, when my wifi doesn't work like dog shit

red crow
#

...ok, why is the bone on the left leg controlling the right leg and vice versa? you wanna explain that blender (and maybe suggestions on how to fix that)

#

I'm not sure if it's weights, as it's not stretching both it's just...moving the left leg bone moves the right leg instead

somber sequoia
#

do you mean the left leg bone is moving the mesh on the right side?

#

because it could be a matter of bad weight paint

#

the way you said that though it's not really clear what is going on

gloomy yacht
#

what happen to the extra features I could do with this avatar?
same with the other avatars I had, the features are missing?

somber sequoia
#

what features?

gloomy yacht
#

I was able to take off the mask and put on glasses

#

but not there gone

somber sequoia
#

ah, that'd be under "expressions" there

#

any menu stuff provided by the avatar would be under that.

gloomy yacht
#

oh

#

oh thx

strange saffron
#

Does anyone have advice on clothing toggles, adding transitions to clothing toggles, and color changing clothes options?

#

and also how to fix my feet from clipping through my shoe and acting like it's a wiggly hair rather than a proper foot

mystic schooner
#

Hey, I just made a tail animation that works perfectly fine in the animation bar's preview, but when I hit play, with or without gesture manager, the tail animation doesn't work. I looked in the animator and it was activated, so I have no idea why it's not doing anything

stark meadow
mystic schooner
#

Ah, I might've forgotten that. Thanks

earnest spruce
#

Hey there i wanted to ask if thers a way to make physbones grabbable for pc only users?

somber sequoia
somber meadow
#

simply uncheck "Allow grabbing" for the quest build

earnest spruce
#

ok thx ill test it

somber sequoia
#

oh, that'll work

strange saffron
#

Is it better or worse to use blendshapes to toggle on/off clothes

#

And how do I avoid the skirt from looking glued to the pants

#

And one niche thing of how do I make the ankle bells jingle with leg movement in VRChat (I had like a bone set up such that the bells couldn't go beyond a certain radius from the ankles and because of that restriction, the bells aren't flying in Blender, but in Unity idk what physics to give it)

ornate stump
red crow
#

wait hang on

ornate stump
red crow
#

this is what I want to have work tbh

#

jaw flap

ornate stump
# red crow jaw flap

You have to really make sure that there is no other animation using that blendshape.

red crow
#

how do I check that

ornate stump
red crow
#

I've created 0 myself it's all defaults

#

so unless there's something lingering from a previous version of the avatar, / gogloco is somehow interfereing there shouldn't be any. where do I check animations

ornate stump
#

Gogoloco shouldn't interfere with any blendshape.

red crow
#

struggling to find fx controller

ornate stump
red crow
#

I'm very new to this sorry

#

ok

#

i don't have that?

ornate stump
red crow
ornate stump
# red crow

If it's default then it shouldn't do anything. Have you actually check whether the blendshape itself is working?

red crow
#

if I do the thing with gesture controller, yeah

#

er gesture manager

ornate stump
red crow
#

...well, it WAS working

ornate stump
red crow
#

no, lemme..i dunno redo the phonememe thing

ornate stump
red crow
#

Ok, but I've been fightting this animation issue all day, so I DID have it tested, and it didn't work

#

anyway redid the phonememe thing it works in gesture manager

ornate stump
red crow
#

I set it to default, let it auto generate, though now it's set to vismemes and not jaw flap

#

let me see if jaw flap works...

ornate stump
red crow
#

yeah, I set it back to jaw flap

red crow
ornate stump
red crow
#

yeah _that- part i understand on unity's end

#

but the place you put in the vismemes in cats asks for 3

#

anyway testing the avatar

ornate stump
red crow
#

so then how do I do just jawflap blendshape, just make a single blend shape thing?

red crow
#

aaaand nope still not animating in VRchat proper

ornate stump
red crow
#

yes

ornate stump
red crow
strange saffron
ornate stump
red crow
#

...

ornate stump
red crow
#

it's looking at the correct mic and everything...

either way, though it's not responding to selfie expression either

strange saffron
ornate stump
red crow
#

I swapped mics

#

I don't know what's up with my inbuilt mic but my usb mic is fine

#

so

#

that's a separate issue to test

#

but

#

oh my god

ornate stump
sacred girder
#

Looking for help with a 2d face avatar. This is my first time doing this and im not sure whats going wrong. been following a tutorial and everything ive done should have followed such to a tee, but the animations dont seem to be working. is there something i was meant to do with the default? its responding in play but isnt actually doing anything in the scene

#

my one thought is maybe it needs the animations in the base state- ill try that again

#

........ viseme was spelled wrong. still isnt working though

#

can having no transition time break it?

#

i had one like that idk...

#

its like 2am and theres no other tutorials on how to do this so im not sure what i can even do if this doesnt work

junior void
#

why do you use not equal

#

use equal 0 for sil aka default state

sacred girder
#

because tutorial and i couldnt figure out any state

#

not sure if im allowed to send links here

#

followed this

junior void
#

if you keep using not equal, literally every state will go off

#

think logically. if ur viseme is sil, then not equal 1, not equal 2 and so on is true

sacred girder
#

sil currently is equal 0. should i attempt making it the default?

#

i dont know what im doing. just copying homework

junior void
#

logically, your first and always default state is sil

sacred girder
#

should it work without the not equal or does it need something else to bring it back to sil concidering as the great

#

spot i dont see the usual options

junior void
#

im starting to see the issue here

#

i guess youd want to switch from sil to aa to ch for example without the need to jump back to sil first

sacred girder
#

no idea... i just want the lip sync to work

#

basically yeah i think

junior void
#

ive never done this viseme crap so dont take my every word for it but i have this for hands and the positions for hands never need to go back to idle first, they just interswitch

#

so that may be what you actually need

sacred girder
#

could i ask what does the any state transition back to idle look like?

#

i wanted to try a similar thing to that earlier since someone recommended it but couldnt get it to work for some reason. it didnt respond when i tried testing it

junior void
#

again, this is for hands but pretty similar

sacred girder
#

alright will test this out!

#

will get back to you on it

junior void
#

you probably forgot to set motion time

#

important to make it drive that parameter

#

On all used animations themselves i also have loop time turned off so that it doesnt have a seizure and keep playing the clip from scratch

earnest spruce
#

Hey there i got a Question is there a way to make Physbones Grabbable for PC players? (I mean without any Hand Trackers just with the Mouse Cursor)

sacred girder
#

checking that and hmm

junior void
#

yes, viseme is a float

#

you must add it to your parameters

sacred girder
#

huh ok weird. checked the video again to see if that where i messed up and they do use a int

#

trying to float. seems we lost the equal option though

#

checked the animations just in case btw and yeah those are working

#

i think im going to make one more attempt tonight and just redo the entire tutorial or something

junior void
#

Well, its not gone for me

#

wait im an idiot

#

float doesnt have equal, it must be an int

#

i slipped the line when reading the docs lol

sacred girder
#

dw lol

junior void
#

"Voice" was float

fiery crow
#

Voice is just the mic strength

junior void
#

Im aware, that wasnt the point though

fiery crow
#

and use the parameters for vr/desktop detection

#

i think theres a way to do it easier with vrcfury but i cant say for sure since i dont really use vrcfury pepeHmm

earnest spruce
#

at first i tried to do it with box colider but i couldnt get them to work

sacred girder
#

welp rebuilt the original crappy one from scratch and nope still isnt registering properly. im so tired. tried making a new anim to test aswell and still. im not even sure whats causing it at this point. is Viseme spelled wrong still???

#

im just. going to throw it into vrchat to test and it probably wont work but idk

#

ty for the help anyways zero

junior void
#

whats your viseme stuff in the avatar descriptor set to?

#

it might not be registering because that one is "taking over" visemes by mere settings

balmy barn
sacred girder
#

heres how it currently looks. lemme know if i forgot a big important thing or something

sacred girder
#

heres other thing to throw in in case they could be part of the problem. this is how basically all the anims look.

#

......... uh. this is new. it happens when i click on the model group and armature. ive done anims for toggles before and havent seen this so maybe something is messed up with the model. would make sence possibly. lets see if i can fix it

nocturne shell
#

Hi.
What happens if I try to upload 2 prefabs with Unity SDK ?

ornate stump
nocturne shell
#

Like, you know when u have multiple avatars on the left hierarchy and can check/uncheck the ones you want

ornate stump
nocturne shell
#

Okey I see thank you

#

I just bought Sirai and it has DLCs and I'm quite confused haha

#

It has its own menu, called "Dor", and I select which version of the avatar I want and it imports the prefab

#

By prefab, I mean the avatar in the hierarchy you know ?

ornate stump
nocturne shell
#

But the thing is, one is named "DLC". I uploaded the DLC alone, and going into VRC, it looks like it misses all the features of the base avatars

#

Idk how I can get both the avatar and the DLC together

ornate stump
nocturne shell
#

Well, no

ornate stump
# nocturne shell Well, no

Each "DLC" from different avatar would have different installation step so I can't really tell you how to do it.

nocturne shell
#

Ah no I'm stupid, it did not miss features I think. It is just an alternate version

#

I did not find corectely in the radial menu

sacred girder
#

redid every animation. it is almost 4am and its still broken. this was not worth it

nocturne shell
#

I firgured out something weird, if I'm creating a new project, I wanna select the directory of the project but the previously set directory is somewhere that doesn't exist anymore, then you just can't open the pick folder explorer.
You have to recreate the folder that is missing just to open and change where u're gonna put your project lol.
Is there a workaround ?

ornate stump
tardy locust
#

What determines the default height for an avatar?

ornate stump
tardy locust
#

This? Huh, I thought that only affected the camera location...

ornate stump
#

How did you make the toggle for the hat?

tardy locust
#

Wait, so, how do you adjust the in world height? If you lower the eye height, it'll put your camera lower on the avatar— If you scale it bigger to compensate, it also scales the eye height, no?

ornate stump
#

You could add another action to set blendshape of the hair to shrink it down, given the hair has blednshape for it.

ornate stump
tardy locust
#

Oh nevermind, the last thing I said was wrong, eye height isn't affected when you scale the model

balmy barn
#

got some avatars with hats and i just shrink the obstructing hairbones to 0 ect - some need to have their physbone disabled

ornate stump
#

Edit the model in blender.

#

Too bad.

quasi pebble
#

So for some reason my world constraint toggle for my partical is always hat 0, 0, 0 even if i toggle it off and on again

ornate stump
junior void
tardy locust
#

Can you get away with uploading an avatar with all of bones / rigging completely messed up? Mostly just want to get VRC's opinion of my avatar stats so I know if I have to keep optimizing or not...

tardy locust
#

Excellent. Time to see if blender and VRC agree with me being 400 polys under the limit lmao

ornate stump
tardy locust
#

Good point...

umbral tusk
#

Hey i wanna make a toggle so the goggles on the head smoothly go to the face when turned on and when turned off they smoothly go back to the head

How would i make it so it stays there ?

#

its definetly gonna be an animation but i dont know how to hold the animation

ornate stump
umbral tusk
#

wouldnt the animation when its done repeat?

ornate stump
#

And it won't repeat unless you make it so.

balmy barn
#

old av , you can use a slow transition or exit time

#

(hand if the glasses have their own bone)

left gull
#

you could also use just one set of goggles rather then two of them (doing the goggles moving up via a blendshape/shapekey) if your only goal with having two of them is for that singular toggle

#

it'd still be pretty smooth

worn kiln
#

Thanks

gentle goblet
#

So I don't know what has happened but my boobs move weird on my avi, like it only moves the front part not the whole thing and I don't know how this happened. The avatar I made before this used the same base and it's physbones were fine but for some reason I had to set the Y endpoint position to 0.01 or else they won't move and...once again I just don't know why ;-;

junior void
#

why arent you using the boob root bone for your script

gentle goblet
junior void
#

not sure how you expect them to move

gentle goblet
junior void
#

theres only two possibilities here

#

1: your physbone settings are "too soft"
2: you weight painting was edited

#

actually third option if you added assets that cover the boob (clothing)

#

also check if you have duplicate physbone scripts

#

could also be why

lone shoal
#

setting up GogoLoco for my avatar, im getting this error when i try to enter play mode, which deletes everything from my hierarchy? its weird because the model is set to humanoid, so does anyone know how to fix it

somber sequoia
#

But are there errors in the rig setup window or the console? Just because you set it to humanoid doesn't mean it's actually a valid humanoid rig.

lone shoal
#

it should be valid, the avatar uses a default humanoid rig

somber sequoia
#

you should go verify.

lone shoal
#

where do i check

somber sequoia
#

most of the basic setup tutorials walk you though doing the rig setup part. Inspector for the model file, rig tab.

lone shoal
#

this is what the mapping thing says so it definitely can find the head bone

somber sequoia
#

Before you clicked "configure" were there any errors in that window?

lone shoal
#

there was a self intersection on one of the meshes but that gets auto fixed

somber sequoia
#

I didn't mean in the console, often the rig tab has an error listed

lone shoal
#

there wasnt then

somber sequoia
#

k, good. Not sure what the error is about then.

junior void
#

verify humanoid in descriptor?

somber sequoia
#

yeah and see if there are any errors in the build window

lone shoal
#

well thatd do it - idk why thats the case because this is a humanoid file im using

junior void
#

try setting to generic and back then

somber sequoia
#

You m- yes, that.

lone shoal
#

i dont want to have to redo everything

somber sequoia
#

in the rig window, just switch it to generic, apply, then back to humanoid and apply

junior void
#

you dont need to delete anything

#

the rig can be configured any time

lone shoal
#

it still says non-humanoid

#

on the descriptor

junior void
#

did you hit apply in between

lone shoal
#

yes

somber sequoia
#

any errors in the rig window now? Verify the right bones are in the right places?

junior void
#

can we get a video or at least pictures

lone shoal
#

there havent been errors in the rig window at all

somber sequoia
#

there's a little dropdown near the bottom, it's hard to see

#

but ok

lone shoal
junior void
#

is the avatar that youre configuring assigned

lone shoal
junior void
#

the blue little man thing

lone shoal
#

bruh

#

that got deleted when adding gogo loco fsr

#

thanks that fixed it

somber sequoia
#

nice

foggy tiger
#

Is it true that weight painting can't get the whiskers to follow blendshapes? because If so then I can't put the whiskers on my avatar because i have no way to make all the blendshapes for faces and speech again to make them work with the whiskers

#

13 hours just to findout I gotta remake the 3d model from scratch pretty much just to add stupid whiskers to it has me tweaking right now

#

Blender discord is genuinely no help

somber meadow
#

you just need to adjust the whiskers to adjust with the viseme blendshapes

#

no weight painting is needed for that

foggy tiger
#

But also though

#

It's not just the visemes

somber meadow
#

simply going into edit mode making sure the blendshape is selected and set to 1 and moving the whiskers to where they're supposed to be is all you need to do

#

do this for the facial blendshapes that are needed

foggy tiger
#

It's just the fact that teh whiskers float around the head bone rather than being attached to the face where they should be

#

There's no like cheek bones for the nardo

#

So I can't attach them there

somber meadow
#

there doesn't need to be cheek bones

foggy tiger
#

I need them to just like follow the faces on the cheek

somber meadow
#

whatever bone the head mesh is weighted to, the whiskers need to be weighted to as well

foggy tiger
#

I tried that already though

junior void
#

the whiskers root bone can be parented to the head bone

#

it doesnt need a cheek bone

foggy tiger
strange saffron
#

I'm having a weird issue with my mouth not moving as much as it should in VRChat. Does anyone have suggestions on how to fix it?

foggy tiger
#

like some I'd have to squish them and others I'd have to strech them but that's like super stupid to figure out

foggy tiger
#

They just kinda float around by the snoot because of that

outer skiff
#

Hi, I need some help.
I have over 1200 hours on VRChat, and I’ve been using Creator Companion and Unity for a long time without issues.
But today, for the first time, I received this message when trying to upload an avatar:

Welcome to the VRChat SDK!
Before you can upload avatars or worlds to VRChat, you'll need to spend more time enjoying the app. We do this for security reasons, and so you can learn more about us.
When you get the ability to upload, we will notify you via email and in VRChat. For now, you can learn and test on your own device.
To get started, check out the resources below.
Thank you for your patience, we can't wait to see what you'll build!

I don’t understand why this happens, since my account is old and very active.
Could you please tell me how to fix this?

Thanks in advance!

foggy tiger
#

I wanted them attached to these faces here but even data transfering the weights of this to the head vertex group I made for the whiskers wasnt' it

foggy tiger
somber meadow
#

blendshapes are entirely independent from rig

foggy tiger
#

Yeah but I want the mesh to follow the mesh

#

I was told that's not possible tho

#

There should be a weight painting like thing specifically for stuff like this

junior void
#

position wise its about the rig/weight. facial expressions are blendshapes

foggy tiger
#

They should have like mesh glue or something

junior void
#

i did this before with my own avatar

foggy tiger
#

Glue faces onto other faces the same way weight painting works for bones to a mesh

junior void
#

if you understand both topics its doable

somber meadow
#

you just simply select the whiskers in edit mode, click the head vertex group, make sure auto-normalization is off, set weight to 1, and assign

#

this is for rigging^

#

blendshapes won't magically work on the whiskers after doing this, this will just make it follow the head bone

foggy tiger
#

It alr followed the head bone and I guess doing the other thing with data transfer would've worked with it following the cheeks

#

But I can't do a billion blendshapes by hand

#

I still have a version of my avi without the whiskers

#

I'll just use that one

somber meadow
#

is there that many? I'm guessing if there's face tracking involved you'd have a lot to deal with

junior void
#

15 visemes plus any body shapes you use realistically

#

so say 20 at most

foggy tiger
#

Well only like 12 visemes because some don't move the faces I'm worried about

#

Either way I can't do that by hand

junior void
#

why not

#

i made over 100 blendshapes by hand for my face tracking

foggy tiger
#

I can at most scale objects down in size or move them around

junior void
#

most of the visemes is moving the whiskers up down left right anyway

foggy tiger
#

I hate blender so much especially for reasons like this

junior void
#

only a few select ones may require you to angle them

somber meadow
#

it's just the learning curve of majority of most creative software

foggy tiger
#

It's just blender

#

Honestly

#

Photoshop is bad, but blender makes photoshop seem like ms paint to learn comparitively

#

And it's not just the 2d-3d medium difference

#

It's just blender as a whole needs a massive rework or something because they can reword so many things to make you need to rely less on 500 tutorials and 300 hours in the garbage documentation per 1 thing you want do.

#

Anyways I got my answer that yes it's not possible to do some like glueing faces to faces stuff in blender

#

Thank you, that'll be all

junior void
#

With that mentality you wont get far. Feel free to pay for something else like maya i guess?

foggy tiger
#

I just won't 3d model

#

It's not worth it in the slightest

lone shoal
#

for some reason my unity animator parameter isnt being affected by my VRCExpression parameter even though they have the same name and the same type - how do i fix it?

elfin veldt
#

Hi there! I'm working to get my Vroid model into VRchat but it keeps having an error uploading during the SDK process, anyone able to help me out?

lone shoal
#

(its the same in the expressions menu too)

lone shoal
elfin veldt
junior void
#

never wait with that

somber meadow
lone shoal
#

i have gesture manager

somber meadow
#

well wait, what are you trying to look for

#

a default on state?

elfin veldt
#

basically 25 errors that basically read the same thing: needing to chnage the "shaderpropertytype" to "UnityEngine.Rendering.ShaderPropertyType" instead

lone shoal
junior void
elfin veldt
junior void
#

the bottom ones are always just symptoms of symptoms

elfin veldt
#

has to do with VRCfury

lone shoal
# somber meadow a default on state?

ive got the debug thing open to read what the parameter is outputting, and even when i manually set the value to something through that the mesh that it should toggle doesnt change, but plugging the same toggle into a different parameter it works just fine

junior void
elfin veldt
junior void
#

well... yea

elfin veldt
lone shoal
#

ah wait i figured my issue out :skul:

elfin veldt
#

it's still being wonky ;-;

lone shoal
#

can you send screenshots of those errors so we can actualy see what they are?

ornate stump
elfin veldt
#

6.2 (6000.2.6f1)

lone shoal
#

thats the issue

ornate stump
lone shoal
#

2022.3.22f1 only for VRC

junior void
#

if youre using the creator companion, it should have recommended and installed that version of unity for you

somber meadow
#

Too bad new installations of Unity Hub just shove a Unity 6 installation down your throat immediately without a skip button now

elfin veldt
lone shoal
#

ok well in the unity selection thing on your project set it to 2022.3.22f1

elfin veldt
#

Okay awesome it's downloading now, preciate you guys :D

lone shoal
#

nwnw

elfin veldt
#

and thank you for your patience and guidance

old sleet
#

I'm having a bit of a problem, and I'm hoping there is an easy way to do this. I've modified a mesh for an Avatar in Blender, however the avatar uses VRCFury. When I bring the edited model back in to Unity, everything works, except some of the VRCFury add ons are completely screwy as far as toggles and sizing. Since everything is in a prefab, I can't just dump the new mesh in there without Unity giving me big huge warnings not to unpack the prefab. All I want to do is put the modified mesh into the existing prefab, is there an easy way to do that? What I've done right now is copied eveyrthing, over from the original and put it on my new mesh, but's screwed.

junior void
#

i really dont see how any vrcfury stuff would break unless you already unpacked your avatar

#

i kept replacing my edited fbx without issue for the past 2 years

old sleet
#

Is there a way to replace the mesh of the avatar in the prefab without unpacking it?

junior void
#

you just overwrite the fbx the prefab is using

old sleet
#

OK, so I will try duplicating the original in file manager, renaming it, and then put the new fbx back as the same name in that folder

#

I don't want to wipe out the original if I can help it

junior void
#

fair point

#

just dont work with dragging a new fbx into the project

#

we had this the other day where we had to explain how to overwrite a file hehe

old sleet
#

also, what dc these green boxes mean?

lone shoal
#

means its been added by a package

#

i think

#

just comparing mine and yours i assume thats what it is

#

might be wrong tho

junior void
#

those arent part of the root prefab

old sleet
#

It's a bit finagled right now, it does work, but certain thigns are really screwy, despite being identical to the original, so was going to try to do it a different way to see if that fixes it. I'll try the above

#

It's looking like I am goign to have to put this into a seperate project, the area where the fbx is listed, is greyed out, so there's no way to change it

junior void
#

heh?

#

the area?

old sleet
#

I don't see anywhere that you can just change the mesh, it has the fbx file hardcoded into the package and you can't change it

somber sequoia
#

package?

junior void
#

you dont just change the mesh

#

you go into blender, hit export, as fbx and then export/save OVER the original fbx

old sleet
#

Right so I need to do this in an entirely seperate project because I do not want to overwrite the original, there's other projects in there that it will break if I do that.

somber sequoia
#

You can just save it as a new .fbx and then import that into your scene, and use Pumkin's tools to copy stuff from the old one

#

no need for a new project

old sleet
#

what is pumpkins tool>?

junior void
#

can do that too but no guarantee it will all work

somber sequoia
#

A bunch of nice tools, one of which is a copy thingy. I spelled it correctly, in case you want to search for it.

old sleet
#

(sorry I'm so dumb, I'm primarily a world builder, avatars are like a foreign planet to me)

junior void
#

it seems to not work well for me sometimes

somber sequoia
#

Yeah I don't use it either, but I have basically everything I share between avatars prefab'd anyway.

junior void
#

yea same and i include everything i add into the base avatar prefab

old sleet
#

anyway I copied the entire project going to see if that works

somber sequoia
#

sure, it'll work. Lot of disk space though.

old sleet
#

Originally I tried copying over everything manually, it mostly works but there are some thigns that aren't

#

ok this is really weird I must be doing something wrong in blender, the accessories I'm having issues with in the exported FBX are massive, and this is what it is doing on the other project too

somber sequoia
#

Export settings - set "apply scalings" to "FBX All" unless you know for sure it should be something else for your model

old sleet
#

OK I'll try that thanks

#

the accessories do not appear to be in the blender file

somber sequoia
#

that's not really a surprise

old sleet
#

I don't see that option in this version, is this correct?

#

nvm found it

somber sequoia
#

oh also under "armature" probably disable the leaf bones option, again, unless you know you need it

#

You can save these settings as an "operator preset" somewhere at the top of the export dialog

old sleet
#

ok this seems to have fixed it, I'll reexport with that disable leave bones on

somber sequoia
#

ah yeah, right at the top. I use one for avatars and a different one for worlds

old sleet
#

worlds are easy to rescale, avatars not so much LOL

somber sequoia
#

ah it's more that I also export lights with worlds

old sleet
#

I end up using Bakery for lighting so do all that in Unity anyway

#

Looks like that worked, fingers crossed

#

Thanks for the help

somber sequoia
#

excellent

old sleet
#

oh for saving this if I ever have to do this again, I just hit the plus at the top and add that as a preset?

#

notes I am using bforartists and not blender as I find it a little more intuitive

white jungle
#

Is there a trick to use a rotation constraint and physbone on the same bone? I need to have part of a mesh move in relation to an arm, but I'd also like it to have phys so the movement is more fluid