#avatar-help
1 messages · Page 179 of 1
i pressed apply shapekey so maybe that will work
it'll apply that shape key to the basis, but I'm really not sure why you want that
there we go it worked thanks!
dang... do you know of any way that i could get a solution?
I suppose you could commission someone?
is it that bad to where i would have to get a commision for help??
seems to now only play sound upon toggling the object on. not when something enters the contact
I couldn't say what you can or can't do. I feel that it's basic logic that you have to work out in the animator, but I imagine if you haven't done this stuff before it'll be harder.
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
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.
of course I don't have enough undo either, welp, this'll be fun.
good luck
seperate the hair entirely as a different layer and make the toggles change that seperate hair value
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
i agree
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 :]
Is this an avatar you created from scratch?
correct
this looks like you named your bones incorrectly and they're mapped in unity that way as well
Left/Right should represent where the avatar's point of view would be
ah wait i see what i did wrong LOL
just a simple rename in blender of the leg/arms and fixing the rig in the configurator should do it
thanks!
I keep running into these errors with the poyomi shaders, can someone help?
Those are warnings, not errors. If you are able to use poiyomi, there isn't a problem with warnings showing
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.
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
unsure if KaideArt is the type of kobold you might want but you could check his videos to make one
who is that
like this (realized only now that how to find the red ones
he's a furry artist and kobold streamer
how is that suppoed to help me 
I dont even see bro on youtube
does bro have a base
that was for if you wanted to find one to use not to edit
avatar search is for finding avatars/avatar parts in general, editing is using them technically
🤔 is it active
I bought a whole avatar
in the menu: assets -> import package -> custom package, pick the file
if you have unity open you can just double click the unitypackage
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
one is connfusing
nope
it sayd open prebuukt scene that I dont't see
Prebuilt scene?
it should look like a unity icon somewhere, or if the instructions list the name you could look it up in the search bar
so I ran it and like 90% of the things are taken off the avatar for the quest version
that sounds about right
can I like put things on it selectivly?
im in blender, i'm trying to weight paint these socks and they're doing this? is there a way to fix this?
it has nothing to do with weight painting, it looks fine when its in a normal standing pose.
nvm fixed it
bro...uh I used the quest one but I cant uplod it as android
maybe, but possibly this can mess with the creator’s setup.
please check download the “android” build module in unity.
I need one on one help, preferably when I can screenshare
most people here arent willing to do hand-holding help 
if you bought a package, followed its instructions and it didnt work id contact the model's creator
its only 5
for how to open it
and put it in
thas it
theres nothing else on if anything is missing or anything like that
drag it in
drag what in
the Package? sorry a bit high figured you meant a unity package
the gesture mager is gone
ah, creator comapnion, you need to import it
its already inported
everything from the file in inhere
remove it. and reimport
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
I cant upload to quest
your not on a quest build
inported and have been using quest
for that project?
it says windows..
yes
at the top
so its not
basicly: if the build was quest the top would say android
wait did they change it on me,
how do you change it
oh, no wait. ok sorry second guessing myself
one sex
sec*
the, file> buildsettings
File>Build Settings>Android
what do the model's stats look like in the upload panel?
are there any yellow warnings in the panel maybe talking about texture size?
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?
idk how to do that
they've got a whole Doc on how it works and how to add it
since it seems like you likely dont have any blender knowledge to try and manually optimize it
Control panel is missing , unfortunately this is the only error. And I don't know how to trouble shoot this one
It is a repeating error every time I try to load the build tab
Already tried resetting editor loggging out , logging back in , reinstalling sdk and stuff like that
It seemed to point to a package inside vrchat sdk
what's the details of the error, and what SDK version, and Unity version are you on
bummer you didnt name the project 404
haha fair enough XD update: deleted library folder and it fixed it
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
Modular avatar. Otherwise, vrcfury.
please read it fully
And you have already got the second option.
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.
i use vrcf for literally everything and this is the first ive heard of that
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
perhaps share a concrete example with pictures
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
i currently cant provide pictures
okay that makes sense as both toggles then try to control the same blendshapes on the body
yes
this is what you would use exclusive tags for
I am unsure how to set that up in terms of blendshapes
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
The base is called Rindo in booth.pm.
the avatar base is rindo
I see. Thanks. Thought it was filian
No filian just didnt give credit to the creator (and it wasnt payed for) until people called her out for it
Anyway in terms of blendshapes how do you set that up with exclusive tags without making like a menu item for it?
well, they are a toggle action so you add the to the toggles
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)
"full controller" thats what its called
didnt credit, ripped it, tried making money off of it
yepp, didnt know how much i could say in this server
like directly stole that specific one
and others
yes
thank you for the help pointing me in the right direction, ill do my best to figure this out and hopefully figure out what I need to fix up on my model
really quick am I supposed to untick "Apply to all renderers"?
depends entirely on what youre doing
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
what should i add someone sent me things to add so i can buy them im going for a 2000s scene look
that made little sense to me
"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?
the checkered belt
converse sneaker
many bracelet
black pant
that look is so pretty…!
thank youuu
💗
I mean like sent me links of clothes,hair,pants and etc
hey sorry, ive been trying to create a sub menu but idk how to put my toggles into the sub menus
i looked up multiple videos and im still really confused
How did you create toggle?
through my expressions menu
but i created another one for the sub menus like the video said
So what is the problem?
i dont actually know how to organize each toggle i wanna organize into the submenus
entirely up to you
i have the submenus i need but i dont actually know how to stick the toggles into the specific submenus
you edit that submenu and add stuff to it just like you do to the main menu
rare you need a parameter entering a submenu
i took that away
You're already doing that though.
Or rather I understood you another way. You should create another menu file and you should have submenu file the same amount as submenu control you have. Each submenu take their own file.
Hey there i wanted to ask if thers a way to toggle individual Components with VRCFury?
animation toggle
in the animation file, toggle the component, or properties.
Also, VRCFury isnt an offical VRChat tool. For the best help, go to there discord
oh ok thx
it doesnt actually apply the submenu when i emulate it tho
How is it actually now?
Did you actually make toggle with vrcfury?
no i made them traditionally
Only in FX controller?
yes
Traditionally, it shouldn't create the "Next" button by itself. That came from tool like vrcfury and modular avatar.
Also, have you actually double checked you had the correct menu file assigned in avatar descriptor?
Asking again since it's been a few hours (pls ping if solution found)
explain how this is setup?
yes
Can you screenshot to confirm the assignment?
Vroid model, added a few extra clothes, textures should have alpha enabled for transparency, in Unity it's poyomi shaders, in Blender it's the usual vroid toon shaders iirc
Is the menu this file in your image? The name at top got clipped out. https://cdn.discordapp.com/attachments/730948173379535022/1421507749774102751/ss2.png?ex=68d949c1&is=68d7f841&hm=c70ad4ebcdacc4f5aef4c82f206063481fc584c36ef217c1729c2a02f8eddfcd&
well stuff isn't going to look the same in both without some work - it looks like the usual vroid in unity issues, by default you'd need transparency for stuff to look right. you can see this on the eyebrows.
the shader info in blender
Have you changed poiyomi render preset to anything but opaque?
i figured it out, thank you!
So what went wrong?
in Poiyomi
You haven't changed render preset.
change "opaque" to "cutout" at least.
And if the main texture already has alpha, you don't need to put it in alpha map.
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
is it possible to make normals double sided?
... what's that mean?
like this wrist cuff thingie
That rather means disabling face culling.
that's not a normals issue. You either need back-face geometry or to disable backface culling.
how would I disable backface culling with the materials I currently have in Unity?
See in your material settings.
avoid using this if you can, it increases render time/difficulty. Sometimes you have to though.
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
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?
Did you unpack the model in Unity?
..uhhh no lemme see if that does the trick
oh
that's a common cause of weird issues updating a .fbx
i did not do anything, i just replaced the fbx in the assets folder
That should be fine, assuming you used the same export settings as were previously used
i just use the export settings that are normal for vrchat avatars i guess..
but it still just..uh. crushes itself
here are my export settings
i think i'm actually just cursed
i always get freak issues
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.
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
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
sure, easy enough to toggle objects on and off
should i get a tool for that, or is it doable without any extra unity packages?
this is my first time doing this..
hhhuruhahahghh
that's just basic unity animation stuff, no need for any extras
oh ok awesome
I'm seeing a lot of tutorials for seperate models, but not any for removing individual parts from just the avatar
just toggle off the GameObject - checkbox in the upper left.
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
separate meshes into their own objects
in unity?
that's the issue..
really easy tho
Or toggle the stuff off in another way. Possibly via shape key, possibly UV tile discarding.
Separating the parts is easy though
its SO easy to just do it in blender but GOOD GOD it DOES NOT want to WORK
?
select faces, hit 'p', export as usual.
(likely rename the resulting object to something useful)
the avatar just crushes itself and my camera view is slightly higher than it should be whenever i put it through blender
try to tick "apply transforms"
i did...
a guess based on experience
your frustrated and mad, you likely dont pay attention to detail anymore
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.
id suggest a break and a tea
tea++
Q_Q alr
the avatar's objects' origins should be at the world origin in most cases
the avatar collapsing in play mode usually isnt cause by weird origins
it has to do with transforms
i fixed the transforms before, but
some avis have it ticked and if you export without it, it does that. some have it not ticked and it happens with it
oookayh
...the origin was the issue.
bruh
ok the avatar is done now
thank you
i have more understanding and less brain matter
LOL
i love tea
im currently confused as to what im needing to fix, can someone help?
find the shader change it, reduce your vram size , too high resolution something , bounding box is pretty big (probably wont stop upload)
😭 still need help with this if anyone has a clue how to fix it
Thanks ^~^
Need much more info - how is this setup?
yall when i dragged the avi in,my whole scene is gone,where my grid go 😭
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?
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
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.
Is the hat attached to your head bone by default?
... that's a great question
the bone for the hat isnt connected to the head in anyway, i use constraints for it so it can be on the hat or in the hand
Could you show me that constraint setup by any chance? Just to make sure
dont really see a need for a parameter driver here 
Yeah I was hoping for more detailed explanation of the setup, I'm not sure why that's there either.
hat need to be a seperate object since you plan on moving it to other places
i do check in playmode like everytime i make a new toggle and it seems it works in playmode
Could you show how the hat and the constraint are setup in your hierarchy please?
sipp's guide on it had the driver stuff so I never really thought to get rid o it
im not too smart with contacts stuff😭
oh yeah sorry
for just the hierarchy, i have hat (the mesh), hat (the bone for it) and other hat named things for the head and hand placements
for the constraints on the hat (the bone), its just the parent constraints and phys bone collider
That's interesting, it's within your armature but not on your head and yet constrained to your head anyway...
I'd say easy thing to try is to put a headchop component on it and have it set to always be fully scaled.
what is "hat bone" here?
😭 WAIT i may have found out why it wasnt working
Mhm?
😭 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
Weird, it shouldn't affect everything by default but eh
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😭
i been working on this for a couple of weeks so of course i forgot🥹
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
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.
What?😭
Can you be more specific?
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
no I meant in your "what?" question - what part of that do you need explained
If you already have it setup and something isn't working, please explain the setup in detail
both ngl lmfao. im not sure what u mean by having the reciever set a variable
contact receivers set animator variables when activated
you trigger an animation using that variable
Okay cool. Then you'd need to show how this is setup or something
are u wanting to see the layer in the animator?
I don't know what to tell you without an understanding of what you have done so far.
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
all named the same
All of that seems reasonable. You've got the audio clip object off by default, right?
yes
that one, i do not know actually
so wait are u asking if the object toggle works?
Im asking if the contacts work
I'd say verify toggling the variable on and off does what you expect before you link that to a contact receiver.
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
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.
thats what i did
You verify by watching the animator parameter change
ah
If the contact drives a parameter, gesture manager has a param screen where youd see it change too
Under the debug tab iirc
so with the sender literally inside the receiver, the parameter is still showing false. so its not activating as it should
Thats a good hint. Whats the receiver set to accept?
What tags
Is the tag matching with sender
Also local/remote
aha!
Getting there
alr now the tags are the same, but it is still showing a false state
it is not
Now we need to see some images
I dont remember all settings on contacts out of my head
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"
On enter will trigger literally on enter and then turn back off immediately
so constant might be better?
So if you're trying to observe the variable while the sender is in the receiver, you may miss that
It depends on your use-case really, but constant may be ideal here.
ok the contact is working now! after setting it to constant
good sign
now gotta figure out why the audio isnt triggering
maybe its just the animation being done wrong for the clip?
if you want to commission someone, head over to the VRC Traders discord instead, you'll find scammers here.
... also there's no reason to cross post that except to attract scammers in DM
(probably you should delete it to preserve your sanity)
I got it under control don’t worry
oh what was it you were doing on action?
disregard lmfao
i realised my mistake
i misread the thread lmfao
back to square 1 of why the clip wont play
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.
screenshot the visemes section in your avatar descriptor
if it's not entirely filled out, it won't work
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
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?
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
id ask around in the vrc traders discord to see everyones opinions on how they price stuff
good idea
as long as it's on an enabled GameObject, it'll work
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
i dont feel like this kind of stuff is minimum wage work though
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
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
it's a delicate balance between being paid enough for your effort and pricing attractively.
obviously a years supply of vrcplus
yeah, so far ive just priced my work to be below anyone elses
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
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.
that is pretty discouraging
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 🙂
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?
You could check if one of the built-in velocity parameters is above some threshold, use that as the movement trigger:
https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
Or perhaps use a physbone and check the parameters on it
maybe the _Angle parameter above a threshold
my avatar's axis is by the hip joint instead of the feet, will that cause issues?
the video tutorial I'm following has it by the feet instead of where it is currently
Your avatar's origin point should be at the world origin
But you may have the gizmo in unity set to center vs. pivot
how do I change it to be correct?
Post the first few errors in the console, that one is usually a side-effect
In blender, select the objects and apply all transforms
ah I have to go back into Blender? Will I be losing my work or can I copy it over?
ok!
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.
I did unpack the prefab unfortunately
but i reconnected it
I meant yellingatme, but that's going to cause you problems later
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.
ohh sorry
ok!
i already did agree to ownership when it popped up
ok cool, so yeah, it's the spine hierarchy issue
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)
@somber sequoia i found the problem
literally the simplest thing
the contact didnt have its root set
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.
putting "Armature" in the hips bone slot is probably wrong, it should be the root bone, not the armature object itself.
"UpperBody2" does seem like it's the chest bone here, so that looks ok
ok!
whats parentnode, isnt that 'hip'
but you also have a lot of extra spine bones, not sure what they're for or if that's what you wnat.
alot of mess (forgot center)
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.
ok ill get rid of that
ok!
hips -> spine -> chest -> upper chest (optional) -> neck -> head. With shoulders coming from the chest (or upper chest if present)
I'd suggest renaming them more standardly but yeah that looks better. "Chest" here is actually "Upper Chest" 🙂
(based on its position in the hierarchy)
tried this in 2 ways, both times it is giving the axis at the hips
(there are more clothes hence the bigger than actual appearance)
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)
these you mean?
nope
wait nvm found it
ah good
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
im trying to make an imposter for my avis, but the site just refreshes and says nothing
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?
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 just for movement theres builtin parameter https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
also making noises on every movement is nay, make sure whole thing is toggleable
Thank you!
Actually wanted to ask about that next
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 ?
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?
is the entire output in the console? Show other errors if available
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
click the down arrow besides clear, is any of the options enabled in there? if so keep them all disabled
sorry one sec lol
everything above the yellow seems new since disabling those options
I'm mainly looking for any other red errors
warnings and info outputs can be ignored
no that last one is the only one
seems to be exactly the same as this one
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
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
hrmm are you using the most recent SDK release then? it might be a bug
Yeah everythings up to date
you could try going back a version and see if it still happens
ill give it a shot later- wanted to get this avi uploaded so i could go see a friend
heh
thanks for tryna help!!
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"
you could try re-uploading the model under a different blueprint ID and generating that version's imposters
i did that and it didnt work either
have you generated 10 imposters within the past 24 hours?
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?
nope it was the first of the day, then tried it on a completely different avi and it worked fine
Hello is there a way to test face tracking with just a webcam?
your option is either vrchat's built in webcam tracking which doesn't do all the face tracking parameters, or the VRCFT app with FoxyFace https://docs.vrcft.io/docs/hardware/desktop/webcam
okay ty sm ❤️
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?
by "not there" you mean what, the blendshapes are not on the mesh object?
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.
hmm maybe I don't know of this "features" list
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
oh that
I genuinely do not know what the problem is, I'm hoping I can get some help to fix it 😔
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
bone roll not 0 for those bones?
....is there a way I can fix that without going into blender, I feel like everytime I re upload the FBX something else breaks
no
in any case the bone roll is fine
ah, I figured that was an easy win
Yeah it was already set to 0 so I'm not sure what else the issue was
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
...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
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
what happen to the extra features I could do with this avatar?
same with the other avatars I had, the features are missing?
what features?
ah, that'd be under "expressions" there
any menu stuff provided by the avatar would be under that.
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
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
physbone on tail have "is animated" checked?
Ah, I might've forgotten that. Thanks
Hey there i wanted to ask if thers a way to make physbones grabbable for pc only users?
Looks like you could do it for desktop users, but I don't see a variable for the platform type.
Look here: https://creators.vrchat.com/avatars/animator-parameters/
simply uncheck "Allow grabbing" for the quest build
ok thx ill test it
oh, that'll work
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)
Using blendshape to hide object with multiple bones is finicky since bone movement still can affect the mesh.
I fixed the legs issue, but I'm still having this problem. picture of vismemes here #avatar-help message
wait hang on
Do you still want to use viseme or jaw flap?
You have to really make sure that there is no other animation using that blendshape.
how do I check that
Go through all animations that you had ever created for it.
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
In FX controller.
Gogoloco shouldn't interfere with any blendshape.
struggling to find fx controller
In your avatar descriptor.
If it's default then it shouldn't do anything. Have you actually check whether the blendshape itself is working?
So you tested with gesture manager and the lipsync work?
...well, it WAS working
Does it now?
no, lemme..i dunno redo the phonememe thing
Shouldn't have said it's tested and worked if it just stop being working correctly now.
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
What do you mean redid?
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...
Don't you want to use jaw flap? Viseme is irrelevant.
yeah, I set it back to jaw flap
tbh I don't know how to get it to just do jaw flap on the blender side so I had a bunch of extra vismemes cats generated
You just set lipsync to jaw flap.
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
Because viseme is not jaw flap. If you want only jaw flap, you don't have to do anything involving viseme.
so then how do I do just jawflap blendshape, just make a single blend shape thing?
Yes.
aaaand nope still not animating in VRchat proper
Does it work in gesture manager?
yes
Can you show how you tested it?
https://streamable.com/dmqbcf https://streamable.com/xuz969 (Second video has no mic audio, but I am yelling 'testing testing testing' into my mic and the head motions are me opening and closing my mouth to see if selfie expression catches it like it does on other avatars)
Should I separate the meshes at their "on" blendshape, then get rid of the blendshape? Then like toggle the mesh somehow in Unity?
Your mic icon doesn't react to your voice, that means vrchat isn't picking up your voice.
...
That would work. But you also could use another method using shader to cutout or hide part.
it's looking at the correct mic and everything...
either way, though it's not responding to selfie expression either
How would I use the shader to hide parts?
Do you see the voice volume level changed in audio settings?
throws something
that was the issue the whole time
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
It's using alpha map to make the part transparent, or using uv discard. I don't have detail on setting that up though.
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
because tutorial and i couldnt figure out any state
not sure if im allowed to send links here
followed this
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
sil currently is equal 0. should i attempt making it the default?
i dont know what im doing. just copying homework
logically, your first and always default state is sil
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
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
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
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
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
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)
checking that and hmm
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
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
dw lol
Voice is just the mic strength
Im aware, that wasnt the point though
yeah you can but youd need to basically move the hand collider to an object on the head bone kinda
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 
oh ok if thers a way do detect Desktop then i might figure sothing out
at first i tried to do it with box colider but i couldnt get them to work
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
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
#avatar-help message 2d face stuff , lipsynch = viseme parameters only
heres how it currently looks. lemme know if i forgot a big important thing or something
huh ty i might look into trying this tomorrow
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
Hi.
What happens if I try to upload 2 prefabs with Unity SDK ?
Your question might be incorrect. You might have to rephrase it or give some example of whay you meant.
If I have 2 opened avatars
Like, you know when u have multiple avatars on the left hierarchy and can check/uncheck the ones you want
It can only upload one at a time.
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 ?
Yes that's what I mean.
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
The avatar should include instruction of how to add dlc to it.
Well, no
Each "DLC" from different avatar would have different installation step so I can't really tell you how to do it.
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
redid every animation. it is almost 4am and its still broken. this was not worth it
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 ?
You could change default project folder in VCC settings menu.
What determines the default height for an avatar?
View Position in avatar descriptor.
This? Huh, I thought that only affected the camera location...
Avatar height is measured by eye height so that's the height.
How did you make the toggle for the hat?
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?
You could add another action to set blendshape of the hair to shrink it down, given the hair has blednshape for it.
Your set view position must be position of the model eyes. If you want to change default height, you scale the avatar model down first, then readjust view position to match with new eye position.
Oh nevermind, the last thing I said was wrong, eye height isn't affected when you scale the model
got some avatars with hats and i just shrink the obstructing hairbones to 0 ect - some need to have their physbone disabled
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
How did you make world constraint?
If you click this again, you will get the path of the animation. You musve moved the mesh so the animation path is no longer valid. You need to correct the path in all animations
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...
Sure you can.
Excellent. Time to see if blender and VRC agree with me being 400 polys under the limit lmao
Also you could just look in the sdk for performance report without uploading.
Good point...
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
What you don't know about recording animation? I don't even know what you meant by "to hold the animation".
wouldnt the animation when its done repeat?
That depends on whether "Loop Time" option is enabled in the animation clip or not.
And it won't repeat unless you make it so.
old av , you can use a slow transition or exit time
(hand if the glasses have their own bone)
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
Thanks
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 ;-;
why arent you using the boob root bone for your script
I added that to the scrips and it still didn't change anything about how they move and such
not sure how you expect them to move
Right now it only moves the front part rather than the whole boob. My other avi the whole boob moved, same with every other avi I have looked at
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
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
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.
it should be valid, the avatar uses a default humanoid rig
you should go verify.
where do i check
most of the basic setup tutorials walk you though doing the rig setup part. Inspector for the model file, rig tab.
this is what the mapping thing says so it definitely can find the head bone
Before you clicked "configure" were there any errors in that window?
there was a self intersection on one of the meshes but that gets auto fixed
I didn't mean in the console, often the rig tab has an error listed
there wasnt then
k, good. Not sure what the error is about then.
verify humanoid in descriptor?
yeah and see if there are any errors in the build window
well thatd do it - idk why thats the case because this is a humanoid file im using
try setting to generic and back then
You m- yes, that.
is there a way to do that without deleting the object in scene?
i dont want to have to redo everything
in the rig window, just switch it to generic, apply, then back to humanoid and apply
did you hit apply in between
yes
any errors in the rig window now? Verify the right bones are in the right places?
can we get a video or at least pictures
there havent been errors in the rig window at all
is the avatar that youre configuring assigned
nice
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
you just need to adjust the whiskers to adjust with the viseme blendshapes
no weight painting is needed for that
Yeah I have no clue how I would do that for like 90% of them
But also though
It's not just the visemes
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
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
there doesn't need to be cheek bones
I need them to just like follow the faces on the cheek
whatever bone the head mesh is weighted to, the whiskers need to be weighted to as well
I tried that already though
Idk how to move them properly is my problem.
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?
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
Yeah but it doesnt' attach to the faces on the cheek that I need them to follow
They just kinda float around by the snoot because of that
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!
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
I didn't test how they follow the head in vrchat for this solution though because either way, this still happened with them not following the blendshape
blendshapes are entirely independent from rig
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
position wise its about the rig/weight. facial expressions are blendshapes
They should have like mesh glue or something
i did this before with my own avatar
Glue faces onto other faces the same way weight painting works for bones to a mesh
if you understand both topics its doable
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
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
is there that many? I'm guessing if there's face tracking involved you'd have a lot to deal with
no, but there is a few dozen
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
I can at most scale objects down in size or move them around
most of the visemes is moving the whiskers up down left right anyway
I hate blender so much especially for reasons like this
only a few select ones may require you to angle them
it's just the learning curve of majority of most creative software
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
With that mentality you wont get far. Feel free to pay for something else like maya i guess?
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?
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?
(its the same in the expressions menu too)
whats the error? 'an error' is arguably the least useful thing to say lol
well was waiting for someone to chime in to go into detail lol
never wait with that
It won't be reflected in the animator outside of play mode without an emulator like gesture manager
i have gesture manager
basically 25 errors that basically read the same thing: needing to chnage the "shaderpropertytype" to "UnityEngine.Rendering.ShaderPropertyType" instead
best to give all the info anyway so if you need to leave before you get a response you can come back later and it should have a response by the time youre back
gotcha
what are the topmost 3-5 errors
and the model is ready to go and everything, even followed the youtube video to the T
the bottom ones are always just symptoms of symptoms
those are the top most, atleats when i scrolled up
has to do with VRCfury
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
i use vrcfury and dont get any issues, try reinstalling?
in the companion app?
well... yea
my first time touching avatar modeling and unity until today so bear with me lol
ah wait i figured my issue out :skul:
it's still being wonky ;-;
can you send screenshots of those errors so we can actualy see what they are?
Can you double check the unity version?
6.2 (6000.2.6f1)
thats the issue
That's the problem.
2022.3.22f1 only for VRC
if youre using the creator companion, it should have recommended and installed that version of unity for you
Too bad new installations of Unity Hub just shove a Unity 6 installation down your throat immediately without a skip button now
whenever i downloaded it, it didnt give the automatic installation for unity, i had to manually select it lol
ok well in the unity selection thing on your project set it to 2022.3.22f1
yeye lemme try rq
Okay awesome it's downloading now, preciate you guys :D
nwnw
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.
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
Is there a way to replace the mesh of the avatar in the prefab without unpacking it?
you just overwrite the fbx the prefab is using
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
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
also, what dc these green boxes mean?
means its been added by a package
i think
just comparing mine and yours i assume thats what it is
might be wrong tho
those arent part of the root prefab
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
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
package?
you dont just change the mesh
you go into blender, hit export, as fbx and then export/save OVER the original fbx
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.
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
what is pumpkins tool>?
can do that too but no guarantee it will all work
A bunch of nice tools, one of which is a copy thingy. I spelled it correctly, in case you want to search for it.
(sorry I'm so dumb, I'm primarily a world builder, avatars are like a foreign planet to me)
it seems to not work well for me sometimes
Yeah I don't use it either, but I have basically everything I share between avatars prefab'd anyway.
yea same and i include everything i add into the base avatar prefab
anyway I copied the entire project going to see if that works
sure, it'll work. Lot of disk space though.
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
Export settings - set "apply scalings" to "FBX All" unless you know for sure it should be something else for your model
that's not really a surprise
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
ok this seems to have fixed it, I'll reexport with that disable leave bones on
ah yeah, right at the top. I use one for avatars and a different one for worlds
worlds are easy to rescale, avatars not so much LOL
ah it's more that I also export lights with worlds
I end up using Bakery for lighting so do all that in Unity anyway
Looks like that worked, fingers crossed
Thanks for the help
excellent
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
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

