#avatar-help
1 messages · Page 180 of 1
So it says this what do u do
can barely read it (take screenshots, not photos) but I think it says to check the console for more details
do that, feel free to paste the first 2-3 errors in here
761k avatar, id say delete it
but those yellow ones dont really matter
snip and paste into discord
there was an attempt
those usually dont matter, try, if it feels awkward in fbt then gotta rename extra bones (nonhumanoid to zBoneName) in blender
what this, please post a proper pc screenshots
Like I said up there in this chat MY SON is doing this and I am in CALL with him
Use your EYES
ask em win+shift+s to your chat🤷♂️
you don't need to play telephone, they could just ask help here themselves
my eyes are telling me its time to upgrade my 4yo android, thats it🫠
Dude I have a iPhone
good for you, i dont tho
why does he have a nsfw av
and needing help with a model thats 'only 10 times the recommended limits, you have console errors, check the red ones
Its for me
thats not console
Also those are not errors, they are warnings. Errors have red icons.
@tepid echo #avatar-help message
thats still not a console
Here is the first 4 errors
funny how that image is has the same letters that fits any uuid for a avatar blueprint, since its from a phone
kinda hate uids, somehow zabbix expects me to provide unqiue one via api, instead of generating one when its absent
cat /proc/sys/kernel/random/uuid
I'm having an issue with clothing toggles and animation, can someone help me figure out what is going wrong?
@somber sequoia ah ye, i am so totally logging on onto some linux machine to gen my nex 20 uids to import into vscode. i have python generating those, just why. im creating an item, cant it just take care of it?
yes - use the uuid library
off-topic but iirc it's uuid.uuid4()
(feel free to ask me python questions)
@strange saffron uh, one layer - one toggle. unless its blend trees
you trying to toggle multiple non-exclusive stuff on one layer makes no sense
time to learn blendtree its less setup then that any state , synch wouldnt work
nah, have my chatgpt buddy there, imagine learning python fr
I have many off-topic words about that 🙂
is this blend trees?
No, that's an anystate setup
I initially had an idle go to any state but now it won't connect
that stuff will only work if only one of animations is what you need. like, out of 8 gestures you can only have one, makes sense
I thnk I get it
so without invoving blend tree optimisations, every separate toggel (ie non exclusive one, like dress1 or dress2 or dress3) should use its own animator layer
like, layer for shoes, layer for tops, layer for bottoms etc
with blendtrees you can make it work faster but idkabout doing it manually. check out vrcfury, it will both help you making toggles and optimise it in background for everyone to enjoy
I do all mine in blendtrees. Not sure it's "faster"
its performant
if you mean DBT
with all your toggles being one layer
twice on average iirc
ie 40 dbts on one layer is like 20 layers
oh I thought we meant faster as in to setup
setting up all the transitions not much of a thing in a blendtree and remembering to disable any state 'can transition to self'
let fiddling setting it up
@somber sequoia hell nah, 1d blendtree is not even a thing
but yeah, my avatars have pretty complex DBT setups, most of the trees are even saved as files to re-use them in multiple variants
(I do a few of the same things on all avatars)
I added VRCFury to my project via CC, what should I do to best toggle the clothes?
read docs🤷♂️ https://vrcfury.com/components/toggle/
how could i painting this? is there any method to make it perfect?
i tried to weight painting manually by adding & removing weights but still it doesnt work
please help
Are you doing the whole outfit manually?
No i did it automatically then trying to fix the issue
I see. Well it looks like a bone unrelated to the area is affecting it there
Yeah exactly
Try robust weight transfer tool if you are able to! It helped me a lot with some of the clothes I tried weightpainting. The other option is deleting vertex groups on the mesh that aren't related until you find the group that is causing issues
I did use it but every time i try to do it there’s an error i don’t how to fix it
Gonna put this here while I take a break from trying to figure this out
Nemesis avatar has toggles that override VRCF toggle components, and I have no idea where they are or how to remove/disable them
Looking straight in Edit-mode vs in Play-mode (in Unity) is different?
In Edit-mode it's all correct, the character is looking straight how it should be.
But in play-mode the eyes are Cross-eyes, both looking inwrads.
Testing using Gesture manager.
Also, what should be the bone-roll (bone axis) for eyes?
any idea on how to do something like this with preferable quest compatibility?
VRC Constraints work on quest and have a freeze to world checkbox in the advanced settings that can be animated
yay! thank you
hey yall, i got this weird thing goin on. i just made this avi by getting different models and making it in blender. when i go into play mode with gesture manager the jaw opens and i dont know whats causing it, theres no animations on it yet
the mouth shouldnt be open
in fact the values are different
first one is out of play mode the second one is in play mode
I think you've set a jaw bone in the rig configuration tab.
weird issue, some of my textures are transparent? im not sure why 😭
why would that matter? wouldnt having it there be fine? how could i make it so the mouth doesnt open while having that bone?
also what is that bone for>?
Seems like inverted normals to me.
probably you're looking at inverted face normals
(fix in Blender)
IDK, just remove it and try.
Works for me for the same problem.
well yeah it worked and i just thought of something else that i could use the bone for
so thanks!
Anyone?
Check the eye rotations in the avatar descriptor
When I click preview on Looking straight, the eyes look straight as it should be.
thats not right, no value should be needed on looking straight
yeah that's weird, probably your eye bones are wrong.
they should have the head at the exact center of rotation, facing straight up, with 0 bone roll
wrong direction, have them point straight up in blender
I've tried changing bone axis multiple times, it's the same problem every single time.
Changing it how?
So, what should be the Bone-roll axis for 0-0-0 values?
I just said
Bone-roll/axis
If they are wrong you cannot fix this in Unity.
What do you mean by that?
I'm exporting the character using Cats plugin.
And It's my first time using CATS to export.
And this problem has never happened to me before.
Looking at your image there, I'm surprised that the +Z is not going up.
I also have no idea what cats does for export anymore so can't comment on that.
Me too 😭 .
So, let me just try exporting without Cats.
It broke everything ;-;
oh, I bet cats assumes you are working with +Z going up in Blender. If you aren't, it may do weird things.
And if you change the way things are exported, Unity is going to be really confused, you may need to drag a new model into the scene instead, possibly redo the rig setup
again, I'm assuming based on that image, correct me if I'm wrong
Okay, exported without CATS, re-did the rig setup ( cause it broke everything), and now It working.
Also, Looking straight still isn't 0-0-0.
Thanks.
how can I make my charcater not so hard to see in worlds? its just a mat color in worlds and in some worlds where its especially dark you cannot see me
poiomi shaders btw
so I guess i want it like my clothes, illuminated? even in areas where light is im still dark
why is my mouth not moving as much as it should?
all visemes filled in vrchat descriptor?, if one missing it wont work
it only takes one?
all of those , cats can generate all of them since you have a vrm (fcl_ )
for cats just put those in there and create visemes
i one might be something else, bit old
frick I missed 2 and it complained enough to not allow it
how does one get the vrm to vrchat converter to work
vrm > blender > unity > vrchat , avoid the one that converts in unity it leaves a mess
ah ok
#avatar-general message the clicks and stuff needed
thank you
is there a hotkey i could use to make it so the armature and ring mesh invert so i can use them on the other hand?
in edit mode you can duplicate then mirror the mesh. Or use a mirror modifier.
where does one drop that file
consider the “minimum brightness” and other options in the shading tab.
what is the shadings tab under
ok a new problem, in blender the breast bones work and are connected to the breasts and the dress. but in unity, the breast bones only move the dress and not the breasts. does anyone know whats goin on here?
i already checked the weight paint
everything is the same on all the bones
I can't get my vrm file to go into blender even with the converter
Been having a particular issue with the eye controllers on my avatar that I can't figure out, where its constantly resetting my eye look at a very consistent interval. When I zero out the eye look directions, it'll often ever so slightly move at the same interval. Anyone come across something like this?
I am frustrated with a texture problem. I made hair, and added it to the avatar (Ctrl+J) but it won't color with the rest of the avatar. I did UV editing so it should have it's map
How to remove this blendshape ??
huh which version is this?
If you actually mean "remove" then blender, you can't do that in Unity.... except tools like VRC Quest Tools can.
Did you maybe mean you want to disable an animation that activates that blendshape?
Yeah I just want it to not be visible
Would removing the animation for it resolve ?
you'd need to find what animation causes it and disable that. Unless it's just set to non-zero by default, in which case set it to 0 🙂
That fixed it- thank you !! 
i don’t recognise this layout,
but i think “lighting”
Another question- is it possible to transfer an animation to a different asset ?
For example, the avatar comes with a default tail that has tail wag animation with gestures. If I were to remove said tail and swap it with another is there a way to transfer that animation to the new tail ?
If the bone names are the same, it'll work fine.
if not, you may need to edit the paths in the animation
in this way, how can MMD world work?
MMD worlds use Unity Animator muscle poses for animations
there's no strict bone naming needed, as long as it's rigged properly
Tails aren't humanoid animations, so the bone names matter.
I made the bone name the same and it isn’t animating
maybe there's something else involved. Couldn't tell you more with no information, but I've done this a few times, under the right circumstances.
it has to be the exact path
definitely has to be the exact path
it's more than just the bones - could any bone up the chain to the avatar's root
Check the animation, if the paths are yellow, they don't match anything on your avatar
oh ok!!! this is answer i wanted 🥹
thank you
okay this is probably a dumb question but how do you get a model from unity into vrchat
add vrc SDK to project
add “vrc avatar descriptor” to avatar’s gameobject
set up
open “vrcSDK”
follow warnings
upload
it won't let me it says i need more time in the app
then you must wait until you are User rank in the vrchat.
i think you receive email when it is available.
Hey guys
So I'm making this avatar right? And it's sadly not letting me upload it to quest aswell. The pc side of it is a okay but the android box is greyed out. I have the android build support installed aswell.
If anonee could help that would be greatly appreciated
Ctrl + Shift + B, make sure the android tab isn't greyed out. If it's greyed out click it and follow the install instructions
can I ask questions in here?
Assuming they're about creating avatars, of course
they kind of are
ill just ask
Im considering buying an avatar but was wondering if possible to add stuff to avatar after I buy
like clothes or accessories
of course
if I find free assets would cost me to add them? or get someone to add
You get full control over an avatar if you have the source files, so you can do whatever you want.
oh
do people charge money go add things to avatar?
People often charge money to do work, yes
is ok if I ask a rough price? I dont have much money but I want treat myself one day lol
I don't generally do this work, so can't help you with this. Possibly check out the VRC Traders discord (link in #1204490664637890580 ), it's a server specifically for commissioning people for such work.
Don't try to commission people here, and beware of anyone DMing you offering their services, there are lots of scammers about.
it depends on many factors
can you maybe tell some?
like if the asset was designed specifically for that avatar, it wont cost much money because it shouldnt take much work
lets say you have an avatar named Jack, if somebody makes a jacket and says it was fitted specifically for jacks body, it should require minimal work
now lets say you found an entire outfit (top, bottom, shoes) that you wanted to add to jack, but this outfit was not designed for his body and now has to be sculpted in blender, brought into unity, its much more effort
for my first example I might personally charge 20 to 50, just depends how much needed done
for the second example maybe 50 to 150
it depends on if it goes very smoothly or if there ends up being many issues along the way
way more than I expected but it help alot
well its very complicated, technical work that not many people know how to do
if it was easy then you wouldn't be paying other people to do it
very true, I do understand why so much
there are quite a few people who can do it, but not many people who are actually good at it
and even fewer people who are good communicators who will get it done quickly and exactly how you asked
So I'm pretty sure the reason my boobs aren't moving properly is because of these little cones, and I can change the size of them by changing the Y endpoint position, but on my old avi that used the same base X, Y and Z were all 0, but if I make Y = 0 on this one the boobs don't move at all and just...I don't know why ;-;
thats understandable
thank you so much friend
how much do animations affect the size of the project?
Depends on how big the animation file is. You can check the size of files as projects are just folders by right clicking anything and clicking show in explorer
ohh
how can I tell how much until my project wont upload?
like when theres too much space and I cant upload my avatar to vrc anymore, is there any way to see that besides when theres already too much on the avatar?
anyone know why i keep getting this error? it wont let me play test my avatar and idk how to fix it
is that the only error?
yes
all i did was drag in a fixed fbx of the model im working on and then that popped up
oh modular - try upgrading that or see if they have a discord
gotcha!
So um...I think a reason as to why my boobs move weird is because these aren't going in the same direction and I don't know how that happened ;-;
as it is, i think that the inside bone head and tail is facing incorrectly
How would I change this, like would it just be a blender thing? Also how did this happen, I didn't change any of the bones ;-;
Anyone know how to fix this it only happens with i press play mode
it is just a guess! show the armature in blender can better explain
but, if it’s that case, blender fix…
look at that bone in the inspector in Unity - check the location and rotation, see if there's a little blue bar next to it indicating it got moved from the default state. Right-click and there's a reset in there.
Assuming this is a packed avatar prefab. Which it should be anyway.
Uh...where is the bone inspector? Sorry ;-;
click the bone, look in the inspector window.
it's one of the windows in the standard unity layout
This is the inspector for that bone and I don't think it's been changed
okay, then you'd have to check it in Blender
I'm opening blender now ;-;
Also yeah, I didn't actually look at your second image, definitely wasn't moved in unity
well... is that the root bone of that chain? Did you look at the other bone?
Wait...should the "Boob.R"/L have the connected box checked?
dunno, are the bones supposed to be connected?
(that means the bone's head is pinned to its parent's tail)
it's not my model, so... sure?
Let me check my old model...the bones were fucked but the boobs worked at least
Wait...what? ...So on my old avi, there is no "Boob_Root" bone, my boobs just connect to my chest...but both use the same base..what???
I'm confused now and I need to check if the default base has the boob root bone
...so the default base has the boob root bone on it..but that's the biggest difference I see
This is the other model but like, I don't see what could be making the bone inverted ;-;
have you watched any tutorials on this?
what is your user rank? You must be at least "new user":
https://creators.vrchat.com/avatars/creating-your-first-avatar#requirements
Read the link actually.
Read the whole document while you're at it.
You just have to open the scene file in unity.
Can anyone help this is in unity btw
Which side actually is from play mode?
Everything looks fine until I press play mode then it looks like that
I mean why did you show 2 different images?
Bc those are the shoes I wanna add and they both do the samething?
Do you actually mean the problem is the feet get stretched out or material become incorrect?
You have to actually explain what your "this" mean.
They just get stuck in heal mode but when I take the shoes off completely it goes flat footed and for the shoes in the picture i need her feet on the ground
"Taking shoes completely off" means removing the shoes object from hierarchy, or toggle off while testing with gesture manager?
Can you read please........ For the shoes not to take off the shoes there is already a toggle for it. I want those shoes I added onto the avatar to be flat footed on the ground like you would take off her shoes
I'm trying to identify the root cause just only from your description and it's so vague so I have to make sure that you're really conveying the right thing.
It isn't adding shoes will make it going heel mode by default. So it's something that keep making it goes heel mode.
Yes I know that I want to know how can I fix it
I don't even know what make it become like that because that's how your avatar setup for it.
No the avatar can go flat on the ground but ONLY when you take off the shoes but once you toggle the shoes on in play mode they look like that
You will have to check how the shoes toggle makes feet go heel mode.
There are at least a dozen ways to do that. That mean this is really depend on how your avatar is setup and you have to provide that info too if you want solution.
Its not my avi its another creators avi she made the avi with hardly anything on it
Should that matter somehow? Are you editing the avatar?
Just adding shoes
She only put open heal shoes on her avi and i dont like it
If you're editing avatar now, I will call it "your avatar" because it's in your work progress right now.
Ok
Have you actually looked into how the shoe toggle is made in your avatar?
Yes
How is the shoe toggle is made?
Idk how to explain that
Take screenshot instead then.
Idk if this will help even when I deleted all the toggles and even the avatar descripter it still stayed the same in heel mode
Can you screenshot the feet when not in play mode?
Ok its opening
Does somebody know abt avatar collider size (height/rad) at world ?
The height is about 1.7m. Not sure about radius, probably around 0.3m
Collider is capsule shape. All same size regardless of avatar height.
thanks
There you go
Not in play mode
The sneakers are added by you?
How is the original feet shape? And how did you added the shoes?
This the screenshot of the shoes OFF toggle
This isnt in play mode but those are the feet
Is the rest of your model in a tpose, and its just the feet that bend? Or when you go in to play mode does it squat down with its hands out
And when toggle off the shoe in testing, the feet go flat by themselves?
Ok, apologies for the long text ahead of time
Hello! Ive ran in to a really interesting issue and Im not finding much about it anywhere, so Im curious if someone smarter in here might have ideas. After uploading my avatar, I noticed that my viewport wasnt aligning with my model. The model worked fine and would move with the headset/controllers/trackers, but your vision would stay statick. The model could lean forward and to the sides, and you would see the avatars head move away from your actual irl head. When I would playspace up and down, the viewport/display would move up and down perfectly, but you would leave behind the model which is still standing on the ground like nothing happened (and still doing your body movements). I thought the viewport was decoupled from the head, or there were bone issues so I spent forever in blender troubleshooting but finding nothing that stuck out. I moved on to unity. Armatures are set to 0.0 for everything, scale is 1, all transforms are applied, etc. Ive applied everything under the .fbx rig in unity and enforced tpose. Everything is weighted good. I then accidently discovered in unity, that the viewport is completely inverted from the model! When I rotate the model, the viewport rotates in the opposite direction upwards instead of following the model either forward and down or backward and down (see my beautiful visual reference provided). I then moved to a brand new project and scene with a brand new model that worked fine a few days ago and had the same issue. I also started a new project to test with a fresh avatar base from gumroad that is over a year old, and had the same issue with the viewport. Thats three different project files and affecting three different untouched avatars that are all completely different models made by different people and I know worked previously.. I have reverted the sdk to an older version and some other minor creator companion changes and nothing has fixed it. Is my next step to reinstall unity? I hope theres a much simpler solution 🙁
How many times do i have to explain it?......
Yes
What actually make the feet go flat?
I know it's the toggle off make feet go flat. But how is the toggle off make the feet flat, that 's the question.
Even if i copy the toggle it doesnt work
Do you see how to shoe off toggle is made?
Yes
Are the foot bones actually get rotated, or is it only from blendshape?
They actually rotate in blender they look flat
I mean does the toggle also makes foot bone rotated?
Idk
I can give you a screenshot of the animation
Other than that please scroll and see what I sent you already
If you dont know how to help or fix it pls let me know now
The previous animation you sent didn't contain foot bone animation, but the actualy result really seem like foot bones got rotated somehow. So I'm trying to figure out what actually is happening in your avatar.
As I said before, avatar setup can be more than dozens of way. That mean to figure out the solution, I have to actually know how your avatar is setup first.
Otherwise, you could just tear everything down until nothing works, then start building up again from there.
I can try and find it and send it you
Sure. You might even be able to figure out the solution once you find it.
Kk
Where would I find it bc im not seeing it
It's still hard to guess since foot bones are humanoid bone so that can't be in FX layer. This setup is uncommon.
Does the avatar originally use vrcfury or modular avatar to create toggle?
Idk all I do know is she used vrchat companion
vcc is just a package manager for managing packages and tools.
vrcfury and modular avatar are tools that imported into unity.
Idk
First of, just see in vcc if either package is imported or not.
Ik its not vrcfury
Idk if that helps
To identify whether the avatar is being integrated with either vrcfury or modular avatar or not.
Idk where to find that bc i didnt add anything extra
The instructions say to add VRCfury but I didnt
That also sounds concerning.
Not really it works fine without it and tbh I didnt read the instructions until now 😅
Could that be the problem?
Possible.
I will try that
Anyone know why, in unity, when I untick my hat asset in the inspector it pops back on after a few seconds?
Also why I can’t tick the android box even though I have the android package installed?
try reverting back to 3.8.1 maybe
sdk is so buggy that it causes so many issues, ive had that gameobject toggling issue as well + blendshape values reverting cause of it
Hi is it ok to ask about avatar animations here? I dont see a section for this
yes anything about avatar creation can be asked here
Im like completely new to VRC and unity, I recently bought this avatar that I want to import into Blender for a project of mine, and I couldn't figure out how to import the character animations over cuz blender uses keyframes and I think unity uses something else(?) Is it possible to do so? These animations are just facial expressions
You can't import unity animation into blender. Facial expressions usually are a single frame animation, you could just look in unity what blendshape it controlled in unity, and set up animation the same way in blender.
probably smth like this https://docs.unity3d.com/Packages/com.unity.formats.fbx@5.1/manual/export-timeline-clip.html
says it does support blendshapes
but ye i dont think youd find people who actually tried, we work with one way pipeline blender->unity
oh, thats timeline
🤷♂️
okay thanks for the help! I will take a look!
does anybody have a guide on how to set up facetracking on an avatar?
(no videos if possible, i prefer text)
so im setting up a sort of stand system for avatars. I was wondering if it's possible for a toggle on the avatar to change the animator states on a child object's animator?
(this would REALLY be an improvement over me having to hand-animate the stand or duplicating the stand for each new animation)
cant talk to other animators on avatar , world can
crap, well are there any good alternatives? (like, hand-animating is painful but it's not as bad as having the same model duplicated over and over for a unique anim)
if i have to mass change a path to something from root of avatar i just use notepad++ ( find & replace )
depends what you doing, if you want to have something mimic theres constraints, conrollers to tell other part of a mesh to do stuff ect
what im trying to do is make the child object (or stand) switch animations depending on the user's actions. whether it be a specific hand gesture, or if they move, or whether or not the object is even toggled on at all
like, i have flying animations sitting around somewhere in my files. i can put that on a blend tree no problem. i just want to have some method of transitioning the child object from one state to another (that being the blend tree)
can be done just using multiple parameter (blendtree this would be annoying)
i should clarify the blend tree isnt my main focus here, i just want the object to be able to switch animations on the fly based entirely on player action
and id like for the object to have an animator so that actually animating things is a little easier (because animating in unity is a major pain for me)
im tryna add a follower,hes nicely on the ground normally but when i go into play mode he floats up,which of the things in hierarchy do i move to make him stay on the ground?
anyone?
tysm
i created and uploaded a new avatar to my account, does anyone here have any idea as to why the preview for my avatar in game is so tiny???
I don't know why, but the ears on my Klonoa avatar do animate in the gesture manager when I use the "die" animation, but they don't show it activating in the VRCFury temporary FX layer (And there's also supposed to be a looping animation that plays after the death animation plays once (So that after he plops down on the ground, his ears go flat against it), but I can't get it to play the looping animation
Can someone explain to me why since I tried to put my avatar (after a small modification) it is in error and no longer loads
Is it possible to put the neutral mouth shape to fill in th and kk and still work properly?
Or would I still need to make a th and kk shapekeys
(Trying to be lazy)
Maybe if you share the error message. Otherwise, nope.
only in game
my avatar working correctly on unity
oh that error. maybe if you share the stats in the build window, it might be way over one of the limits.
Seems to be because when I set the conditions for it to be VRCEmote=8 it automatically changes it to Go/VRCEmote=8 when I test it
Has anyone used Nomad sculpt to create an avatar for Vrchat? If so I’m looking to talk more about it🥹✨
Btw the only way I've made heels/flat shoes work on avatars is making discrete avatar versions where the feet bones for the avatar match the heels/flat shape. Can't intermix them afaik. I mean you kinda can but foot distortion becomes a huge problem.
UV maps are being ignored in unity. I need to fix this...
It's making me irrationally angry
Possibly your shader is not selecting the UV map you expect
in unity?
What tab to I check out the blender UV0 stuff
UV Editing to see UV maps. in Layout in the properties for your mesh objects you can see the list of UV maps on that mesh. Shading to see if the material is using a specific UV map rather than the default first one in the list.
Oh... Will switching break anything?
Or should I just check on Unity? (Thanks so much btw)
I have no idea what either of those is so wouldn't know what it might break
It looks like the one in blue is the right one, That uses the atlas I made
I could probably just delete any one im not using, right?
sure, it probably takes up a little space in the .fbx file
(Update) It worked it worked Yipee it worked
So many materials
nothing compared to a 160mb obese eboy avatar you'll see in a public instance
Is there a better way or method for emission maps to not make them look so pixelated but still optimized to be under 5mb or so
is this a PC only avatar?
cause Poiyomi decals have an emission slider which will take up way less VRAM and look 10x sharper
Does anyone know my avatars mouth isn’t moving? Everything seems fine
Is the jaw bone unmapped in the rig?
mask
Yes
My avatar's facial expressions get stuck after removing the hand gesture, unless it gets replaced with another facial expression. I've been sitting here comparing the settings with an avatar that works like normal and I have no idea what is causing it.
I know. Im working on it friend
@misty laurel thats comes from not using write defaults, and thats fine. do you have one or two layers (two hands) for expressions?
both hands do the expressions yeah
Does it move in the gesture thingy (in like tools or the upper one iirc)
@misty laurel wasnt the question, both can be done via one layer
for two layers just add reset layer ie extra layer, that has an animaton of everything being zero, and make sure its on top of any gesture layers, since lower the layer, more important it is
tho imo combining both hands into one layer makes more sense and avoids any overlapping
@timber wharf how would one make an animation with everything at zero?
uh, record every expression blendshape going to 0?
(ignore the masks its a old screenshot) just put everything everything at 0 there (not visemes)
I'm editing a bought avatar, and they've done some weird stuff on this one
I'm really confused because I've never done that before, and that's not how it looks on other avatars I've worked on x.x
if you're trying to find help with it explaining what the "weird stuff" is would be helpful
or even just showing it via screenshot/screenrecording
nah the "weird stuff" was just a passing comment. the facial expressions were on a loop at first, but I fixed that already. now it's just them locking that's the issue that I can't seem to solve. I'm copying 1 to 1 exactly the same everything settings from an avatar that works as you'd expect, but still something isn't quite right. I'm trying the reset layer now despite doubtful that it'll do anything
@timber wharf is there a quick way to add all the expression blendshapes to the animation? you mentioned recording
i mean. hit record, drag every relevant slider up then back down
clickspam
or just select all the skinned mesh renderer.blend shape. xxxxx (not visemes )
oh look at that, you can hold shift and do that, thanks!
I thought I was gonna have to add each one individually because the window disappears after adding one
-# the fact i've done this manually one by one and never realized you could do it from there
well, better to know late than never.
right?
the reset layer fixed it, thanks! I'm a bit surprised, and still confused because I haven't seen that on literally any avatar before, but hey if it works it works
would've probably been easier to just enable write defaults
only ever used the reset layer when i was testing wd off stuff , its so not worth it - just do write default on
they definatly should check states something in there have wd off/on , vrcfury write default can yell at you wich controller it is , usually i just find it manually 
Is there a way to automate or enforce the user installed packages and versions before they open Unity ideally at the VCC setup stage? Common issue is missing packages and incorrect versions.
You can simply zip up your project folder, or get a script that opens up in the users face telling them what scripts to install
just include a readme, sdk update since whenever something got released to the point it wont work on newer sdk , they would need to update them anyway
not much else in terms of solutions for people who don't read instructions
wha. wd off it is, imagine being unsure what does what or does not
So there is no way to enforce VCC package versions in a project ahead of opening Unity like a manifest?
Anyone know the reason or where I can go to fix this, this is poiyomi 7.3
Second image is when it's poi 9.2
It drops in quality for some reason
yeah but that'd essentially be the same effort as sending people your project folder. I guess you could make a script that would define a manifest into the project but that would cause a lot of issues with people's existing projects
v7 to v8+ requires manually upgrading https://www.poiyomi.com/general/upgrade/v7-upgrade
shading got shuffled around its now using something else (look at the tab its in) 
yea ive got uh no idea on how to upgrade
Main headache is that given enough users a percentage will not read instructions nor follow them correctly. Users tend to follow common paths and often it'll work. Users avatar setup expects a few things right now...
- VCC to add packages
- Unitypackage to import their avatar
I can add a script in the Unity side to warn users if packages are missing or if the version is off most likely. I just don't know if it's feasible to automate the VCC package setup process. Imaginary workflow...
- Click manifest/script when VCC is open
- Prompts users if they want to install a list of required packages for VCC
- VCC adds them
- User opens Unity
- User imports avatar package
i dont think you should ever try to enforce package versions onto users, just warn them if its outdated
like, three times since noone reads first warning
see alot of vrcfury in here thats severly outdated and they are using newer sdk ( av3/gesturemanager common too )
By enforce I mean to prompt them or automate them early on. It's not a "hard" requirement. Poor word choice on my end.
The link tells you how
I went to check just for the heck of it, looked up what write defaults is, and turns out it was already enabled on the animations, so that wasn't it either.
Hey I have a question. I used to upload avatars on a different game but that game used vrc models as well. I had avatars that I modified and worked on. I have my files for them. How would I be able to transfer the avatars along with its toggles, emotes, effects, music, etc to vrc without losing anything to vrc? (It’s on a different sdk). Would be nice to carry over my work I done in the past if it’s possible. Thanks 🙏🏽
then it was mixed WD
all your animators need to have WD on/off can't be both
I'm looking at making my character in vrchat, would this be an okay place to ask for simple suggestions. My knowledge of what exists is limited. Or is there somewhere else you'd recommend intead?
Suggestions would be reading the docs, watching tutorials until you get the basics and then ask questions about specifics or errors you encounter I'd say.
Once you get the basics, it's easier for everyone to help you and teach you new things
I accidentally edited an animation on the main avatar and not a duplicate so now he's crouched down in that weird animation pose, is there a way to fix?
Did you disable preview in your animation tab?
yeah it looks to be disabled, if you mean this
Then try going into rig settings on the avatar object and click "enforce T-pose". You might need to make a copy of that and use it as a base to transfer all your objects onto it with something like pumpkins avatar tools
im trying to have both horns rotate in edit mode but when i try to use the X axis symmetry it doesnt work
@heavy zephyr pumpkin avatar tools had a straight up "fix pose" button so that was easy, thanks!
Oop, forgot that was a thing, you're welcome!
?
That's because the horns need to be symmetrical already which they aren't
I just did the rotation manually i got it
I have another questionn though when it comes to unity, is there a way to set it so my underwear doesnt default on? cause i have other clothing id like to overwrite it and it gets annoying having to toggle them off every time i join another world or calibrate
in the parameters you could make sure the sync'd button is toggled on for whatever animation is used on the clothing or just edit the model's existing animation to be reversed of what it is for the underwear (so OFF instead of ON and vice versa)
hello! I'm not sure if anyone can help me but, I added an asset that I changed my mind on. it had its automatic setup through vrcfury, and although I deleted it off the avatar and out of the assets folder, when I go to gesture manager and test the avatar, it continues making the 4 menu options on the radial dial and i can't figure out how to remove them. I'm trying to research what I'm supposed to do, but can't find anything online besides the google ai at the search bar telling me I'd have to completely remove vrcfury which doesn't sound right
I don't want to have to start over, but it takes up half the menu and forces things into an overflow folder menu on the dial because it takes up half the radial dial.
You either missed some vrcfury components or you'll need to find your menu (on the root of your avatar) and delete those buttons manually
okay! I'll look into it! I'm not super sure what to look for but I'll do some digging
When I look at the parameters and menu, its not there until I hit play and then they're added
To be more specific for your menu :
-
In your hierarchy, click on the top object of your avatar (usually the one named after it)
-
Then in your inspector tab, scroll to find the "vrc avatar descriptor" component
-
In it, keep scrolling until you find the menu slot
-
Double-click on it to open it and delete the buttons by clicking on them then clicking on the "-" icon
theyre all synced, so im not really sure how to go about this haha
animation stuff is confusing for me when it comes to that for toggles
i just vrcfury all my shit cause i cant be asked
hmm yeah they are not there when I look there unless im just stupid
It all has to do with how your logic is setup. Your parameters default to off in that list, that means your logic should use those values as conditions to keep them off.
It's likely that your logic will need to be modified manually, you can't rely on vrcfury for everything
(sending a pic cus im not sure if im looking in the right spot) also thank you for helping me!
Where would i find that?
and i mean this is a pretty uncommon case ive came across
Those are the top 3 sub-menus. Are the buttons usually alongside them or contained within one of them?
vrcfury works fine for toggles and saves a lot of time
if i was to make and sell an avatar id do it the intended way
usually alongside them, they're added once I hit play, but only in the gesture manager radial dial
You'd need to edit your FX layer but if you're relying on vrcfury that gets generated in play-mode... Try without or try after building an editor copy of your avatar
The bra/underwear doesnt rely on vrcfury
Then you missed some vrcfury component somewhere, search around and delete them
okay! will do c:
But other toggles you made for other clothing might? Hard to know without knowing your setup
Other toggles yes
but those arent involved
i need to just disable whatever has it set as default on whenever joining world or calibrating
Again, would need to edit your FX layer logic
Check the transitions from idle to off and on.
In your case your parameter defaults to false.
So it should go to Off when false and On when true
Also check the ones going from off to on and vice-versa
them being sync'd means they should be saving as OFF when you're doing those things, perhaps its something in your VRCFury setup thats breaking it? im not sure how to fix that stuff as i do mine manually but you might wanna ask in the VRCFury discord if you havent already figured it out
Should i flip the false and true?
Yeah, sounds like that was the issue
Okayy
the thing is both conditions say BraOff though
does that matter at all?
let me check it out and see if that fixes it
id really have to look in game tho
Yes that is simply the name of your parameter, it could be anything. The value is what matters.
For instance you could also just flip the default value in your parameters and that would work the same.
You can test it in play-mode using gesture manager or the avatar emulator
Ohh okay
Hey there! I just tried uploading an avatar that I've got, when building and testing 'offline' it all works fine, but when I upload it online it says that it's not passing the security checks and I'm unable to use it, does anyone know what can I do to solve these issues? To be clear, I've got the entire Unity project + package, but I myself am not the one who did any of the rigging or whatnot, I just got this avatar from someone else. The avatar only 'works' on Unity 2019 so maybe that can also be part of the issue, and upon migration it just stops working. Initially it asks me to open on safe mode and I can see like 3 errors but as I said I don't know a whole lot about this so I'm unsure about what the problem is, and when/if the migration finishes it's pretty much broken.
Any help at all would be appreciated, I just want to upload this avatar.
Still no progress on deleting the empty assets from the radial dial. I tried dragging in the asset again, to check if anything was still in the project, nothing was still in the project. I searched every single folder. I searched all over my avatar. I checked the menus and parameters, but they're only added when I hit gesture manager. I dont know how to remove these from the radial dial because it takes up half the dial despite none of the buttons doing anything. I tried closing the project and removing modular avatar and vrcfury and resinstalling, I tried reserializing all vrcfury assets, I tried recompiling all scripts, I tried pretty much an ything I can think of. is there really not a way to delete something off a radial dial once it's added with vrc fury?
I don't want to completely start the avatart ocer but i also dont want an empty scripts all over the radial dialthat i cant delete
how do i set up toe tracking i know theres only one toe bone and i wanted to see if i can make it move the front half of the foot with my hand
what
in the physbone components theres an ignore area to put whatever u dont want physbones to apply to
and idk exactly what u mean by the 2nd half, that part can be done many ways
Ok update, turns out I'm a collosal idiot, you guys were right. It turns out it was a COMPLETELY DIFFERENT object. I didnt know until i translated the japanese trying to look through the google document of utilities and yeah. turns out it was a coffee cup.
Does anyone know why the VRC SDK builder would refuse to show any alerts?
so not the ankle bone but the toe bone to move when i move my hand
yeah but that could be done many ways is what i mean
different ways you could setup rotation constraints for that
Does anyone know the solution to this problem in unity? I reimported my model after adding a new hair and shapekeys to that hair in blender, and when reimporting it looks normal in the viewer and play mode. But the second I add a controller so I can add the shapekeys to the hoodie toggle.. it breaks like above. Q_Q TY for any advice or ideas!
Idek what to call this issue.. crunching, maybe? Spaghetti model
imported with different scaling settings than previously used. probably set "apply scalings" to "FBX All" in the export dialog, unless you know it was something else the last time.
If that doesn't fix it you can always drag a new model into the scene and use Pumkin's tools to copy everything over to it.
OMG THAT WORKED ILY THANK YOUUUUU!! Apply scalings -> FBX All did the trick!! If I have any issues further issues, I'll come back, but for now it looks golden!
excellent.
So I can't seem to upload my avatar onto VRChat. A friend of mine helped custom designed a mesh for a base avatar, so I figured it wouldn't be a problem. It just keeps giving me an error message that it's unable to build the avatar, even when I choose the upload and build option. Everytime I try and upload it it keeps giving an error message that reads:
Failed to build avatar!
UnityEngine.Debug:Log (object,UnityEngine.Object)
VRC.Core.Logger:Log (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__150:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3139)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__150> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__150&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__142:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2892)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__142> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__142&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleBuildError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__140:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2777)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
I have no experience with Unity, so most of this is going over my head.
Are you using the most recent SDK file? That's my first thoughts
that error doesn't say much - is it the only error in the console? If not, post the first 2-3, summaries are fine.
And yes, ideally recent SDK and Unity 2022.3.22f1
dose anyone else have the problem with the audio link package not working in you're unity project?
not working when exactly?
play mode?
when i go into play mode, normally the audiolink prefab on my hierarchy plays automatically, but now it doesn't work.
are you trying to use the youtube player or the audio file player?
the youtuber player
yeah, that doesn't work at all for me (which I think is a linux thing) but it seems to be kinda flakey, I just delete that object and put a music file into the other player instead.
the AudioLinkInput one
i dont wanna derail with a double question so I hope this is a simple (insert link here) response, if not you can get to me later, but does anyone have a good tutorial and/or guide of how to add shape keys to pre-existing toggles? QwQ I do have VRCfury idk if that can help me with that
edit the animation in question, add whatever actions you want
Yep, the SDK I'm using is the latest version, as well as the ideal unity version
Any idea why it bumps up to 300 in playmode?
did you disable clamping?
nope, clamping is what prevents it from exceeding 100
multiple animations affecting the same shape key? (don't do this)
I checked the other animations and it doesn't look like it overlap
what sdk version?
cause clamping should prevent it in general from going past 100 even with values being added, seems like it could be some bug
3.75, lemme update the SDK
o, nevermind, ive only had blendshape issues with 3.8.2
Some of my packages don't work with 3.8 so I'll try with 3.76
the 3.8s are.. funky.
Do you have any prefabs on the project such as a marker or scripts? I looked on reddit, and someone had a similar problem and they had to remove a prefab to fix it that was a marker.
Likewise, another issue could be if you have two avatars on the same project. If so, delete the one you're not trying to upload from the hierarchy! Remove the blueprint ID if any are in there, and if that doesn't work.. try to close and restart the unity project. Someone fixed it that way here: https://feedback.vrchat.com/sdk-bug-reports/p/avatar-validation-failing-with-2-avatars-in-same-project "It is fixed by doing nothing, closing unity, and reopening it. It will now display the correct blueprint stuff in the control panel."
If that doesn't work, you may need to redo the unity project and make sure your import order is correct (every asset necessary, such as poiyomi, vrcfury, etc is added before the model)
I may be a bit slow but do i need to downlaod something seperate for unity 6 or something? I have no android for the latest non unity 6 thing and can't add modules to it. Then in creator campanion it says 6.00 is not supported?
Any help ;;
Unity6 isn't for VRChat
thanks, any idea why I can't download any modules for the lastest version? is andoid not going to be supported for it? or is it just me? (22.f1)
I found that if I install it via unity hub it works for me, but if I tried to install the package manually it didn't.
I'm a Linux user though so no idea if this is also the case on Windows.
how do i add props to my avatars? i have an avatar in unity rn, and i want to add the blues blazin prop. how do i properly set that up?
i have poi, the avatar, everything just i dont know how to properly add props
It depends what you want to do
what even is a "blues blazin prop"
blues blazin blunt
its a avatar prop
i want it sitting in my characters mouth preferably
then just put it on the head
If its something you bought, it shouldve come with installation instructions
its free and it didnt just says poi. do you usually just like drag it to where you want it in unity?
there isnt a 1 tutorial fits all
it depends on whatever it is
which probably comes with a tutorial of its own
it doesnt.. but sorry ill find help elsewhere
I don’t understand why this keeps popping up ??
Console will know more
I’m not seeing anything I understand in console
What of this do I fix
I struggle to understand what to fix without direct instruction
Fourth error is talking about missing prefab in the scene
Sounds like either the scene broke or perhaps some prefab was moved. I believe i saw something similar who had problems with file access on the drive they were trying to operate the project on
What prefab ?? I don’t know what to delete
Why delete...
So the error goes away
how would we know
I don’t know how to fix it when the console doesn’t specify what I need to fix
what avatar are you even workingon
can you link it
it has a list of required packages
bit late but sometimes the SDK will bug out, you could close and re-open the project to see if that fixes it or check for any RED errors in the console (if theres none you could also try going back a SDK version)
I have it all in my project
Hellooooo there! So I'm working on moving the avatar I got from Unity 2019 > 2022, and I managed to get to a point where I'm able to see most of the avatar on the migration. The problem is, the original uses a .blend file for the body mesh, and this file does not appear on the migrated one. Does anyone have an idea of how to solve this?
export the model in blender to a .FBX, not sure why/how you'd use a raw .blend for a model without exporting something
Everything that was listed was added before I imported the avatar- I quest converted it then it decided to not upload
How did you convert it
Removed physbones, switched mats to quest compatible ones, compressed textures, and deleted a few assets
To be fair it's not my avatar (or rather, wasn't), it's someone else's who handed it over to me after a bit of talking because they didn't want to deal with moving things which I imagine this has something to do with. Can I simply open the .blend file in blender and export it as a .fbx?
you should be able to yeah as long as the model isnt broken inside the .blend file in some way
It uploaded perfectly fine on pc
Okay! Thank you, I'll do that and come back if there's any issues with it. I imagine I just have to dump it back on the same spot and it should work right away... Right?
I can only guess that you deleted something off the avatar that wasnt completely self contained meaning theres bits left somewhere that tries to do stuff with whatever that is its missing
I just deleted the dress
mhm though methinks you should just make sure to move the .blend outside of the project as a just-incase and then name the exported .fbx to w/e the .blend was named
No need to ping but how can i give you a final answer if ive not seen anything you did
My apologies. I’m just lost here 
All i can say is its complaining about a missing prefab from a scene which seems consistent with "drleting stuff"
If you share a picture of your avatar hierarchy, maybe we see something odd, maybe not
Actually the whole scene
The dress was of itself I know for sure. It must’ve been some component I added that messed it up
I may start a fresh project and come back if it breaks again
Not a bad idea. Try uploading in between steps so it isnt just one massive edit that you cant backtrace the reason for
So! There's been some progress, thank you, but I'm missing a little something else which I don't know about I believe. For comparison, this is how it looks on the original vs how it looks after migrating and doing the blender .fbx export.
There is something at least, and the general bodyshape is visible, but I'm not sure what's the extra step that I'm missing
the body has what seems like a shrink blendshape active/set as the basis or default?
was there any blendshapes/shapekeys set to 1 during export maybe? (or any in unity set to 100 currently?)
actually wait, to be clear before i help any further what did you mean by "someone else's who handed it over to me after a bit of talking" did you not purchase this base yourself? 
this just looks like a basic Lasyusha
It's not a basic Lasyusha, it's one that's been kinda heavily edited. I went to the person who handed it over to me and initially asked about buying it since they were selling their version of it, and initially they said they weren't selling it anymore after some update made the requirements for uploading tighter (which is what I'm fixing now, I imagine), they couldn't be bothered with fixing whatever issues to make it work but after a bit of talking they said I was free to mess with it and try to fix it and they wouldn't ask for money.
okay but have you purchased the original base aswell?
It's got extra outfits + tail/wings/horns/etc
Oh
Yeah, I have
But the blend file that I'm opening right now is different from what the base body for the original Lasyusha is
This shapekey here was set to 1, so maybe that's what you mentioned regarding the blendshape?
i dont understand the language its in but try setting it to 0 and see if it shows the body mesh
I believe it's Chinese since the person who gave me this is from there.
Uuuuh hold on...
so im trying to make this hat grabbable, does it have to be like... its own thing?(package, whatever its called) because its on my normal models fbx, and im following two videos, but it wont even move with the parent constraint, kind of driving me nuts
im moving the empties its supposed to be constrained to
it seems to be a separate object, that's good enough. Is it weight painted to any bones though?
my expressions wont turn off after gensturing, my toggled clothes don't appear when turned on and the mouth doesn't move when I talk, anybody how to fix this or if everything is realted. Also anybody know how to make an animation loop instead of playing once?
there's a loop checkbox on animations, in the inspector
could you send me a screenshot or picture?
First time creating an avatar and I get this. What should I do?
ignore, let it finish, then look in the console
There were errors in the console, but then they disappeared.
cool, seems fine then
Right, okay then.
Anyone know why expression won’t turn off after making their hand gesture?
the head
probably you don't want that, if you're going to move it around via a constraint
Why is it when I upload a quest ver of my avatar it makes the entire avatar under "Security checks failed"
I know some avatars that have expressions stick but turn back to normal when I switch gestures
if it like REALLY sticks I couldn't say anything.
Likely because of mixed write defaults in animator states.
If avatar is severely very poor performance it will trigger security check failed. It also can be false positive which you have to try reupload again.
its literally the default quest
nardo
pc one is the edited one and it uploads fine
but when I upload the default nardo with NO changes, and its labeled as quest var, it breaks
As I said, it can be false positive which you have to try reupload again.
im goign to pretend i know what those are haha
if you're sure then try contacting vrchat support to have them investigate the issue.
whenever i upload it, all the errors change
then usually reverts to normal
does vrc fury fuck with it?
okay now its uploaded for quest but not windows upon removing all of those modifiers
It usually doesn't. But those do preprocessing on the avatar that make performance status different in game from in unity.
Try manually lock materials before uploading.
Yes, I saw it, it doesn't come out
What dosn't come out?
send me the photo ok?
Do I have to send you a photo? What photo?
Try manually lock materials before uploading.
ok thanks
tried it but everything was already off, anything else?
You should better make sure that this avatar is made for either write defaults on or off. Then change all the animator state to be the same.
alright, i will try it without the weight paint, thanks
fixed it!! any ideas on mouth not moving when talking (I checked other avatars its not the mic) or toggled clothes not showing up?
Did you setup lipsync?
yea all the visemes are lincked
Screenshot how you set it.
this part? the blinks work so its the write object
All the viseme isn't linked.
oooh so it has to be all of them I see!!!!!!!
Mind correcting your previous answer?
sorry not quick sure what you mean, edit the message, or trying it fixrd?
It's just a metaphor to have you to be really sure about the answer before answering.
ah i see, yea checking now
Woohoo!, yesss how can I ever repay you!? any thoughts on the missing clothes?
How is it missing?
ill film it
So in the emulator as you can see the pants (and shirt) are ticked off
However the pants should be on by default and turning on the shirt does nothing
Double check the transition condition.
You named the parameter incorrectly.
naming is shorts toggle
And see what you had in the condition.
I changed the parameter name but it didn't do anything (if you can't figure it out don't worry though)
its the same in the condition
What about the transition that go into off?
its the same and the animation is defs correct
Is there anything else in the fx layer that's working?
the hair int is
Only that?
yea, the emotes are but they are on another menu
the hair is on the same though
oh and I just noticed the tail goes missing unless its animation is toggled on
First thing, you have to absolutely make sure that the parameter in animator controller is exactly matching with parameter you had in expression parameter file.
will do
the conitions name changes to the same name when I change the parameters name so I know thats correct
do you think this blue synced bar is the problem?
Why would it be?
It's like asking whether speed'o meter is the problem.
not sure, its the only thing I could see that might be a problem somehow
haha have no idea what this thing does anyway XD
Everything you see will be the problem with this reasoning.
haha good motto to live by!
the tail gets turned off to even though it shouldn't be at all
When testing with gesture manager, see in the debug tab of gesture manager and see what animator states are doing.
ok
did you mean this area?
That too. Select FX instead of Gesture.
same thing
I would prefer using gesture manager instead of av3 emulator because it's simpler to use.
ah sorry, ill get that one running
ive vturned them all on and im guessing the value should be at 1?
if you need to go to bed or anything though, its all good
See "Animator States" tab and see how layers react when you toggled.
Looking at the shorts, do you actually see the shorts get toggled in hierarchy?
Also better screenshot the whole screen.
its working in gesture manager but not it normal play mode. Ill go into vrchat and see what happens there
What do you mean in normal playmode?
when i push play instead of going through gester manager. BUT thats ok because it works now in Vrvhat! 😂
do you stream or anything, i need to donate bits or something!!
Nothing would work in "normal play mode" because avatar system doesn't run.
thank you so much oh wise one!!!
im forever in youre debt!
That would mean you have to periodically pay me some interest.
cooked
haha yes I can pay in adoration and devotion
Ill name my next avatar after you
Better don't.
dont worry, it will be in code, an anagram or something
Yo question I need some help I have no clue what the hell I have to install to get this working for making avatars
I've been watching videos but so far nothing
I know I need unity but that's really it
That's the bare minimum. You should install vrchat creator companion to get started.
That mean unity editor hasn't been installed.
By the way, the "it" you're referring is unitypackage file which is a file containing asset for unity to be use. Not the unity editor itself.
https://vcc.docs.vrchat.com/ do you know about creator companion? id check this site out if you haven't already as well
I got the creator companion stuff Just can't open it
ah i see
Sorry I'm a beginner to all this
all good
I promised sister I would make her a Avatar and I just want to know how to do this in general
My UnityHub is installing
Then I'm guessing I can start all this
did you end up installing the creator companion or unity first?
does your creator file look like this?
Yes
My unity got started downloading after I got the creator companion
My unity hub is done
so its when you open companion that sign comes up?
you are trying to open the downloaded unity file to install it, what does the file look like?
hurray!! now you can create a new prject
https://www.youtube.com/watch?v=7MDyVTpxW8E&list=PL2EEbgwoJzdsC9wfKA2ZO2kAf4HDqC8a8&index=13 this is a good tutorial I used, it has a series if you ever want to model a character from scratch, its a bit older now but most of it is still good
sorry im not the best IT person, but what does it asay when you go to create a new project?
It just doesn't open I just got to get the right version of unity editor installed
But I don't know which it is
this is the reccomeded version
try the 2022 one first
i have these so the 2022 one should work
Kk
did you want your avatar to work for quest and mobile or are you connecting your headset to a pc?
I want them to work for quest
make sure to add the adroid part when you install then
you can alway add it later by going to modules in the unity hub
Kka
https://creators.vrchat.com/avatars/avatar-performance-ranking-system/ if you are going for quest you should look at this page and go to mobile limitations. If you can't upload to mobile/quest this could be one reason why
most of the time its going to be in red its hard to keep it too low, (red means it takes more power for the computer to load becuse there are lots of bones or other things) but if you reach the limit then it wont let you upload to mobile
So do I want this
haha yea
It's installing now
awesome
when you go to upload it, you have to auto fix some things, but for some reason the recomended version doesn't have android support, I haven't used android since the new one came out but I think you can just leave this one
no
Kk I'll let you know when the stuff is done installing
you need 22f1
I couldn't find that one
does that one work with android? i haven''t figured out how yet
unity download archive or use the vrchat creator companion
yes, all of them should
vrchat creator companion is the best way though
For some reason clicking on Show Control Panel does nothing.
try exiting play mode first
is it just me or is there no android package to install?
Okay wow didn't realise that somehow.
they changed how you install it, try shift+ctrl+b in the editor and then install android support there
magic
installing the editor through the vcc should automatically include android build support anyway
did it work?
im trying to merge a controller with avatar 3.0 manager, but its showing that, how to fix it?
you can relink refabs if you know where the assets are
Gonna build and test it anyway what's the worst that can happen
haha thats the spirit!
https://www.youtube.com/watch?v=KPFoFsJtfiE i just looked it up on youtube if that helps
those errors are basically meaningless, you can ignore them
hmmm
use vrcfury's full controller component instead
i couldnt desifer the youtube vid either sorry
Wheeeee
UnityEngine.Debug:Log (object,UnityEngine.Object)
VRC.Core.Logger:Log (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__137:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2785)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__137> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__137&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__130:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2578)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__130> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__130&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleBuildError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__128:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2553)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
you add the component to your avatar (preferably on whatever prefab you're adding), make new entries for controllers/parameters/menus and drag them into the component
thanks!
it treats animated paths as relative to where the component is in your hierarchy first
it'll still work with absolute paths, but relative paths means you can move the prefab anywhere and it'll still work
It won't even tell me what's wrong :(
Yo so I got the stuff all set up I think
I got a free model to practice real quick Is there a certain model type I need
Do you rather mean file format? Choose FBX.
Format
Cuz I know STL are good for 3D printing but this my first time using a model for a game not a printer lol
FBX is industry standard for 3D model for computer graphic and animation.
Ooookay I've probably got a ton of work to do before I can even test my avatar.
Screenshot entire unity screen instead.
Ok I got the model downloaded how do I get it in the software
I got the model and texture
Importing is just drag the files into "Project" panel into any assets folder.
Okay then
How do I find that
Or how do I make an assistive folder
thats one funny armature
Your model is missing Animator component.
Okay despite the build failing I can still test it?
Had a feeling that'd be the case...
this model need serious blender work first before unity
That's good to know at least.
Are you opening unity now?
Yea
What are you seeing? Screenshot your screen.
You see the unity editor in the back? And see the "Project" panel at the bottom?
Clear the search box and drag your file into there.
I do not
Sorry It's my first time using unity
Kk
It's more about looking around and paying attention.
Ok
Cuz I already have a model I just need to figure out how to get it in
I got the model and the textures
https://www.youtube.com/watch?v=rRAnDMUbWt8 Follow this video next.
Kk thx
Okay I got the avatar into the software but I can't get the texture
Or do I do that next after getting it all rigged and stuff
Did you get the texture as image files?
Have you also put the texture file into the project the same as as you did to the model?
I tried to but it didn't let me
If a file is contained inside a zip file then you have to extract it to somewhere else first.
Then followed the video I sent.
Kk
Not really.
Kk cool cuz this is my test Avatar
Welp, gonna call it a day.
Somehow I managed to make an avatar that I can test in VRChat itself... which is a lot better than where I thought I would be.
how do I change the texture from the cards in card bending asset?
i want to make a phasmophobia themed one, but cant find the textures
nevermind, found it!!
Are there any cool unity plugins or anything that can help with optimizing a booth avatar so it can be used for questies?
It depends on what aspect of your avatar you wanted to optimized.
For file size, you usually just have to remove any unnecessary thing from your avatar, manually.
I’m off the computer now but just thought I’d ask, has anyone else had the problem where the gestures create expression but don’t do the hand animations anymore, I already tried removing the mask (and put them back haha)
This has nothing to do with FX layer. You will have to investigate the Gesture layer.
Thanks I’ll have to investigate it more in the morning.
Its usually like phys bones, materials, and triangles on avatar
The most effective way is to remove unnecessary things. And there is d4rk's avatar optimizer that's said to optimize but I have no info what it actually does.
Got it, thank you for helping ill check it out
anyone else having issues with shape key visemes not being imported?
i cant seem to find them at all even though i made them
It's because shapekey can't be exported in object that has unapplied modifier.
so...my subdiv is causing the problem?
Exactly.
why is it so bizzare sometimes
hi can someone help me with syncdancing? I dont understand how to make the ''next'' page where the gogoloco and syncdance will be
Sorry im really new
The "Next" submenu usually is from avatar preprocess like modular avatar and vrcfury adding its new menu item.
ty!!
what do I use to convert a avatar to quest?
i know it has a plugin to it, but i forgor the name
you should be able to just search up quest converter- or in the content creator there should be a option in "manage project" that's called like easy quest switch that helps
@hazy flax vrc quest tools. not sure how up to date it is tho
easy quest switch is mainly for worlds
ok- why is my unity doing this? to be able to view the animations for my characters I have to select the mesh/thing I animated but if I select the avatar itself* the keys disappear. I even tried creating a new project to see if that was the problem and it isn't.
like this.
If an avatar is suddenly not passing "security" checks, what would one do? Reduce the file size by deleting something?
is that animation in the animation controller that's in the animator slot on the avatar root?
Yeah it shows up in there
glad i'm not the only one. 🤔
suddenly some of my already uploaded avatars failed to load in-game, tried reuploading one of them, now it's stuck at "Security Checks Pending" for more than 5 minutes
sameee 🥲
Not only that but it’s happening to every other avatar I made prior to the issue, which none of those had this happen.
like wthhh
Something on VRC's end if I had to guess
I just had that error too. After a while, the avatar seemed to work. Then I uploaded a new version, and now it becomes a robot (FailedFetchingSecurityScan)
Is the security part of VRCs servers down, or did they make avatar restrictions worse?
i think the server is kinda hiccupping but there's nothing in status.vrchat.com yet
status.vrchat.com is a bit slow to react
same problem here
Anyone here have MACS that can help me figure out how to add it to my VCC?
good to know im not the only one
I'm glad to know that people are having this problem.
An avatar I updated has loaded, but not all the ones I updated have made it past security checks
only the ones broken are the ones uploaded recently. like 30 minutes or so.
is uploading avis down? the server wont load my avi and puts me into an error bot..?
yes it is
Yes.
Nevermind I figured it out!! So sorry
i was going super schizo jeeze, ty!
My icons and gallery are also slow
same bruv, just was about to ask about it
omg
for a moment i tought it was my unity project
I were downgrading vrchats sdk packages on unity to doublecheck
embed fail
