#avatar-help
1 messages Β· Page 181 of 1
im pretty sure the servers are down or smth
oh yippie
you just have to wait unfortunately, and try again every 15-30 minutes or so.
π im trying to get through coms
Hey, my friend has updated his avatar and he gets the error that it's not supported on the current platform, is there a problem with the server rn?
literally what others are discussing right above
yes that what we were talking about a bunch of us are getting it
Can I get pinged after it gets resolved?
I don't work for vrchat
I know lol
... not sure why you would ask me then?
IDK, sorry
fixed for me atleast
region outage probably - not experiencing anything here
i uploaded my avi like 50x and closed unity a ton
π hey so I'm getting this error of "assets/prefab-(string of text) you are trying to save a prefab with a missing script. This is not allowed" any idea how to fix that
For the very little time I spend in here.. it's nice to see I'm not alone with having issues.
I got worried for a minute.
Thought my computer was COOKED
you either install whatever required package that script needs, or remove the script component. Often it's things like VRCFury.
same issue..
i fixed it!
same
hello, is avatar upload broken atm?
yeeh
Yep
Seems like not

is the vrchat team even aware of the issueee π₯²
probably ask them
is there someone to ping or how do you tell them π
cause i just tried upload the avi again and still having the issue
probably submit a support ticket
i didn't even need to ask
i was going insane, thank you
server processing is borked
hey my avatar suddenly broke,was working fine yesterday,changed its height in configuration in unity cuz i had feet in the ground,uploaded and now its "avatar is not supported on this platform" it says that in the vrc menu. How to fix it? :(
welcome to the club, something seems to be broken serverside
so i cant fix it?? i have to wait? or is it lost forever
i finally found the expression parameter tab,
for things not already in the tab do i just have to manually add their VRCfury toggle names?
you just gotta wait till the server's issue is fixed
it'll be fine just not gonna work for the next while
alrightyy
mines fixed!
VRCFury toggles are added during the upload process.
the toggles are already here, theyre just not in the expression parameter list
i need them to be so i can make sure they sync with quest version and save between worlds
i dont think there are
Appears not.
What did you add VRCFury wise
bunch of clothing toggles and a custom material change
the uploading?
VRCFury adds them to the parameter list during the upload process. If the toggles aren't something that a quest avatar can do, just make a full controller and slap it on the quest one with the same toggles listed as parameters in the full controller without an FX layer or animations.
should be fine
yea the avis are working for me now
the issue isnt that the toggles dont work, the issue is that they dont save
i want them to save their values like the toggles built into the avatar itself do
Did you enable saving between worlds?
I cant without the expression parameter thats the problem
o h
tldr always (re)upload quest version after pc, if you messed with vrcf items even if its pc only changes
then it will be properly linked
I know this will be completely useless..
But remember when I said I fixed the issue with the lights? A recent update broke it.
Now originally I thought it was because my MB usage was causing the uploading process to remove the particles for optimization, but the particles are still there
Even after I was able to bring the usage down to a reasonable amount, the light source still don't work
Now as you would expect it works on PC, but this is supposed to be a quest compatible flashlight.
I'm not sure if an update with the game itself "patched" the light source thing but I'm hoping that not the case.
Light sources on quest were never meant to work and the workaround you were using doesn't work anymore
Yeah, light sources aren't allowed on quest
I guess I can't update my old avatars, because they still work
Updating it will break them
They probably don't work anymore either
you'll likely need to re-upload them in the near future as it wouldnt be surprising if vrchat just set them to security check fail
The game is more accurate when scanning for such things, it's only a matter of time before server scan or client scan catches it
I swear.. Quest users are treated horribly
I can't take it anymore man
I know it's for optimization because Quest isn't nearly as strong as PC
You were using a workaround to bypass a limitation, that was bound to happen
Lights are very expensive, even for PC
clones
:(
realtime lights are so unnecessary for quest
you doing something you werent supposed to be able to do or were allowed to do must mean you are treated horribly when they fix it
t o t a l l y
you are literally running mobile hardware
building content for a game
you cant expect to be able to just do whatever you want
You're making it seem like that having them is almost as bad as being a crasher
It is far from that bro
bruther u have multiple clones of the avi just for u alone with a mirror and a light, let alone a lobby
it is HEAVILY taxing on the mobile hardware so yes
They're saying exactly what they typed. Them fixing something that was clearly a bypass is in no way the same as "treating quest users horribly"
What do you mean clones?
making it about crashers now for your argument
nice
I quite literally said bypassing the enforced limits and crying when your bypasses get fixed doesnt mean you are being treated horribly
its your own fault for trying to bypass to begin with
Well I'm sorry I wanted people to actually have something useful on the avatar
What's the point of having a flashlight if it doesn't work
you are making game content
you cant just do whatever you want
you knew the limits and restrictions well before you uploaded
its your own fault for trying to ignore them and bypassing
In short : Your avatar runs multiple times, once for you, once for mirrors and cameras, once for everyone else...
Adding a light does much more damage than you may think. Lights need to add more render operations for every material they hit. Multiply that with all the copies of your avatar that exist at once, performance tanks very fast.
completely ignoring the fact that avatar lights are also very performance heavy even on pc
realtime lights are awful for performance
Already said that
Bro lights on Android works differently
You're making it seem like that they cast shadows just as the same as they do for PC
I KNOW what differences lights on Quest have than PC, it can't be that damaging bro
you in fact do not cause they are LITERALLY the same as pc
realtime lights are awful for performance cause it aint just a "oh theres shadows" they affect EVERYTHING in realtime as the name literally suggests
so no they are definitely not performant
Them casting shadows or not has nothing to do with the platform, that's just a setting in the light itself.
And regardless of shadows or not, they function exactly the same on PC or Quest.
id imagine if vrchat themselves have removed/restricted them its damaging enough that allowing everyone to have one on their models causes too many issues, vrchat is pretty thorough with their testing of limits 
especially since its not like they just set the restriction, its been awhile since that was put in place
having a singular avatar light on pc knocks you straight to poor or very poor
Lights have always been blacklisted on quest, they just patched the one workaround to it.
directly ignoring the blacklist/restriction/limit and bypassing puts YOU entirely at fault
not the game
This isn't fair
I don't care you guys are saying "it's been blacklisted for ages"
I just wanted people to have the same experience as people on PC
you are expecting people with mobile hardware and at most 6gb of usable ram to have the same experience as pc
How can you expect that while the hardware is so different, much weaker and with more restrictions?
you wanna know what isnt fair? bypassing the restrictions
you are not the victim here in the slightest
if they want the PC experience they should invest in a physical or online hosted PC, the standalone headsets that're currently supported are really only as good as a mediocre phone 
Is that something I could be IP banned for?
I don't think so
you are in fact incorrect
bypassing restrictions either leads to it being eventually patched or leads you to being banned for modifications
Plus even if it doesn't get you banned, that doesn't make it good?
I'm working on a very tight situation
It's no like I can afford whatever you guys have
"I didnt get arrested so it must be fine"
Each model is something that needs to get loaded, each world is something that needs to get loaded. If there are 5 people with huge models, it's not going to be a fun time
so what? you are victimizing yourself for not having the same hardware
then acting entitled expecting to have the same performance as the better hardware
And that's fine, but by bypassing limits you hurt everyone's performance. You'll get there eventually but you can't expect a phone to perform as good as a PC
I'm not trying to victimize myself
I'm just adding to the conclusion that I want people to experience the same thing PC does
a phone that has 2gbs (or more) being used to just run the system itself
That's not possible, simple as.
im also not the most wealthy but thats why i suggested an online hoster setup (i forget the proper term) theres some that're as cheap as 6$ a month which is pretty good imo if you want a real desktop experience π€·ββοΈ
you are acting like it isnt fair and that you are being treated badly so yes you in fact are
then you are going on about how you should be treated the same despite having weaker hardware
Forget it bro
go off bitching your tricycle cant out perform a sports car
Who are we bullying?
That's just uncalled for.
Diven please take a break
I didn't say anything aggressive to you so I don't know why you're being rude to me
Im just going to be as blunt as possible with it to hopefully get the person to understand the problem
I think it's completely fine to discuss limits and disagree on what they should be.
But the hardware reality is a fact that cannot be changed.
There's a reason limits for Quest are harsher. Are they perfect? No. Is that a reason to allow everyone to do whatever they want? Also no.
You're not being blunt, you're being aggressive.
It can alienate people the way you type sometimes
Okay, what does this mean in terms of messing up my avatar? It looks fine in unity, but, this is what happens when I try to load it in VRC. And yeah, I'm building my own thing from scratch, so, I might've accidentally set something up wrongβ
Set fbx scaling to fbx all
Where would that be under?
blender export
Blender export settings
Blender export
This right here?
Ye
Alright, didn't even know that was a thing lol
which part cause Im just trying to be blunt with the fact that mobile hardware comparing to pc hardware is equivalent to a bike compared to a sports car
Bro you are being rude
All local and fbx all are a scale difference of x100
Yeah, that tracks. The avatar is so big, the camera is glitching horribly
Mostly this : "go off bitching your tricycle cant out perform a sports car".
And the overall tone of your replies about half the time in my opinion.
You told me to cry away with a tricycle because I can't out perform a sports car
you are crying here aka bitching about the fact your mobile hardware (tricycle) cant have the same stuff that the pc hardware (sports car) has
I know what you mean stupid >:(
Diven, please disengage
The problem is in your tone and wording, not necessarily the point you're making.
I can't
theres a tone in my messages?
Yes
to me Im just typing very literally
hey Diven, can you calm down?
πΏ
I believe so yes, you come off as hostile a lot of the time
Tbf thats a thing germans get told alot
Im not german
It's hard to explain, tonality is a hard thing to measure when it comes to text. It's intuitive to some, not to others
Im not calm right now?
my messages are the literal meaning of words and blunt to me
I dont try to convey tone Im just being very literal with the words
That may be the case, but that comes off as hostile when no nuance or consideration is perceived.
In my humble, non-professional opinion, it's just a matter of listening when others perceive something you say badly and slowly learning from there.
defined as publicly crying or expressing displeasure
But often used in a very pejorative manner.
It's a charged word
Im not saying the meaning was inaccurate in context
Ill not use it then
Again tone, not meaning.
but you genuinely cant get the same performance and power out of mobile hardware compared to the pc hardware
there has to be limits
trying to ignore them even when said limits are also not great for what you are comparing to puts everyone else on the platform including you at risk
be it as best lag or at worst crashing
Yes we can agree on that
Yep
The most i deal with is a slight lag Spike,
Other than that I've never really had any lag issues
Usually it freezes for like a second, I see that as like a sign of it working
which is great for your personal experience
but you cant say that is for everyone else
vrchat's devs have a lot of data to back them up with what is performant or not
they are constantly testing the performance of features to see if its even possible to run on weaker hardware
Lights crash me sometimes (quest pro pcvr with a 3k gamer rig)
the fact you are freezing is not a good thing
The lag spike/freeze is a sign, others will feel it too, the effects will become worse when mirrors/cameras get involved.
And even regardless of all that, remember that you are making everyone else feel that same performance drop. Do you see how that can be perceived as selfish?
cause now imagine everyone else around you suddenly having to deal with YOUR freezing
What is the poly count for your model
It's around 80k, but that's just because there's a lot of toggles on it for accessories
My models are relatively low poly at default
80k is awful for quest
That's on the higher side iirc
Again it's for toggles bro
and?
It's a customizable character?
toggled on or off its still loaded into memory
Maybe we can do visual tricks to keep the poly count even lower but still look correct?
high to low environment baking ye
its 4x the poor limit for quest
separate the avatars
dont try to put everything onto one avatar
like if you arent even using the toggles at all times you are just wasting memory
nooooo i need 4 outfits on one avatar !!
Okay so make like 500 different variances for the avatar
Because apparently having extra accessories down to material swaps are a bad thing
It will be a bit annoying but it will help the most in the situation
you can have toggles but throwing everything into one avatar despite the fact you arent using ALL of those toggles at all times just wastes memory that people could be using
Careful with that kind of argumentation, that's not in good faith.
If you have many different outfits, separating is recommended. If you have a few toggles here and there, that's all good imo.
matswaps dont really matter as much (in moderation ofc) as long as the textures arent overly high, what counts towards the performance is the seperate meshes and mat slots, cause of drawcalls
everyone must lag because i cannot make up my mind on one outfit and i need 10 accessories ready to swap at all times
This is gonna escalate again
entirely unused outfits that are only pulled out for specific situations? make it a separate avatar
clothing toggles for a specific outfit? put it with the outfit
I can see what you mean especially with the mb being pretty high with the character rn
But at the same time, it's a customizable character
I just wanted people to be able to customize it fully without not much use of "switching avatars"
People wanted tools, people wanted a flashlight, I tried to provide as much as I could.
if its public shame on you even more lmao
I'm sorry that your standards are different from mines, I'm not an experienced creator
You can break the clothes into sets, have the model be related to a specific set, and try to break certain accessories you toggle more frequently in every model
for flashlights, id definitely keep it as a local only thing, thats what i do with my light drones (for pc tho)
u can do that by using a IsLocal paramater
We all understand your point but we're trying to direct you towards a more nuanced approach.
Currently you seem to only consider the issue from your perspective, we're trying to balance it out by pointing out that anything you add for your own sake, impacts everyone else.
Therefor the reality is a compromise, like many things in life.
which trying to bypass the hard limits that vrchat provides to you directly is a very big problem
you should instead just tell people that its not possible
The only issue is the hair for its poly count
For different shirts, it's exactly the same mesh
I use material swaps too and give the shirt different textures, and only two sleeve mesh types which are toggled and modified via blendshapes
trade-offs must be made for quest avatars or you end up with your quest avatar that is worse than my current pc avatar optimization -wise
I have 3 pages of accessory/clothing toggles and Im still under 20k
if i have an a quest avis thats a bit high poly, i try to offset where i can whether its a lot fewer drawcalls, and very low mesh/ texture memory and an optimized animator.
sometimes u can balance it a bit
Or you can try using a few visual shenanigans like making an extremely low poly model of an otherwise high poly model, then take orthographic pictures of the faces that align to the low poly model but the pictures are of the high poly model, then so that for the entire low poly model and use the low poly model
that was hard to read
I try to keep things as low as possible :[
The character doesn't even have a face mesh, it's all material swaps
mat swaps arent that great
theres some tools to reduce poly count while preserving UVs, one of them i use somtimes is called LodMantis
I'm not that experienced when it comes to modeling
I don't know how to actually make them, and I rather not because it's not my style
π΅βπ«
525 or something
512?
I draw them on my phone and having them imported into unity brings them down to a pretty low quality, so to avoid any high usage
I bring it down to the size it was important in
How many textures?
you can make a sprite sheet out of them then just use the uv panning instead of doing mat swaps so it remains 1 material
What?
you dont click the material in assets to animate it
you click on your avatar's mesh in scene
if the avi is symmetrical, u can UV only half then use mirror modifers, so u have alot less redundant UV space, makes textures better looking at lower resolutions.
i do this to keep memory super low, can even get some textures down to 256 easily
my avatar is mostly flat colors so I could make it 128
i could never get the hang of cellshading
i suck at it

toon stylization is my weakspot
its just a flat 0 or 1 on if its in shadow or not
oh i thought u were using the multilayer math shading like poi
bonus if you add a brighter opposite side as highlights
I used toon standard
I do
I dont really know how to use multilayer math that much so I just use the first one and thats it
How many accessories/clothing items does the model have currently that needs to be optimized?
I want to say
I'm sorry if I made you mad
I personally just use the flashlight thing a lot, mostly in friend groups when doing horror games
I never got mad
I was pretty upset about losing that opportunity
as Ive said I am just very blunt and literal with what I say
That's understandable
I'm mostly a sensitive person at the end of the day, so I may have seen it as you being aggressive
But if the flashlight thing is going for good, I guess I just have to deal with it
If you keep telling yourself you are sensitive, you internalize it until you don't work on yourself.
I'm not that all sensitive
Under certain topics yeah but I still try to stay strong against bullies
Not everyone is a bully, and not everyone is trying to harm you
From what I deal with both irl and in VRC, everything feels like that π
But again I'm not that all sensitive
I was mostly mad at the fact that this wasn't just a bug
That's fair
It was a fix to a thing I've used for months
Let's see what we can do to help with the avatar
There's nothing you can do
I was talking about the fact that the light sources I had on my avatar wasn't working for Quest
But everybody had explained that there was an update or something which fixed the method everybody had used to get lights on Quest
I make my twist bones with this, it's basically one click:
https://github.com/feilen/tuxedo-blender-plugin
oh so cool thank you ^^ π«Άπ«Άπ«Ά
Thanks to Feilen for making this easy π
Omg that was a godsend addon, thank you! I hadn't ever heard of it, much appreciated <3 <3 <3
how do i open the uv map for these underwear?
im trying to get rid of the fishnet portions and its difficult seperating the mesh from itself
you're in the right section, just click on the object in the right window and tab into edit mode
when i try to edit the mesh in the uv edit it wont let me delete any vertices or select any single ones
you don't edit the mesh in the UV editor, you edit the mesh in the mesh editor (right window)
when i select the fishnet top for example it doesnnt select only that on my mesh
thats what im trying to do
then it's not a separate mesh. That's fine, just select the faces you want to work on
it wont let me is the thing
it doesnt select just that
I don't know what that means?
are you not in edit mode?
I am in edit mode
it shows it here
I want to select only that top
.. then just select the faces you want?
it ddoesnnt let me omg
i can select it but cant delete it
do i have to select each individual vertex???
theres no way im not able to do it like this
I'm sorry, I'm not really sure what you mean by "doesn't let me" select it when you later said you selected it
but you can hit 'l' to select linked parts
not sure why you want to be in UV mode to edit the mesh, but okay
I need to select that one specific article of clothing that is joined on the mesh
would it not help me see what is what and easily delete what i need?
compared to selecting all the vertices?
ah okay, sure, it could, but you'll want to turn on "UV Sync Selection" at the upper left of the UV window
ahh
see?
yeah I couldn't figure out what you wanted from what you were saying
As a reminder, an answer can only be as good as a question can be.
it was kind of hard to word it i was doing my best
making a quest version, everytime i go into game mode to test, all that clothing goes purple as has no texture, im using mobile standard lite to shading, wth i do
turns into purple, pink
idk
mobile lite want no vertex colors, newer quest shader dont care about it
toon standard have way more options so id suggest using that (backface culling is handy)
toon lit get the same thing..
where is additive and gesture?
i'm on the latest SDK but for some reason the additive and gesture playable layers arent there
playable layers..?
in the avatar descriptor
the animator controllers used to animate your avatar
there's supposed to be 5 base layers
huh?
i think ur avatar is cooked bro π₯
Gesture and Additive are missing
jus kiddin
are you on the latest stable SDK?
i guess?
3.8.2
yeah
yeah then i don't know
i don't need those two layers in this project but their absense is still confusing and somewhat concerning
its not set humanoid or a working one
mm..
pretty sure if a material turns pink then its an issue with the shader used on it being missing/broken 
Are there any errors/warnings in the console about the SDK?
nope
hrm was the screenshot when you were in playmode using something like gesturemanager or av3?
check to see if the mesh is changing materials when you toggle gesture manager maybe then?
there might be a load-in animation its using that swaps the material
if it is you'd just need to find the layer its on in the FX and remove it or edit the animation in that layer
that happens when the material is not quest compatible and your build mode is set to android. like the above comment, make sure ALL of your materials are quest compatible. If you have PC exclusive materials, have quest variants
personally the way i would suggest handling that is by using the 'vrcquesttools' addon which allows you to set specific material overrides that apply on build time to ANY instance of a material (including in animations) for quest
otherwise, for animations using material swaps, you'd need to make a seperate quest version of the animation that keys the quest versions of the materials
Havent gone through this error yet, relatively new to making avatars, what does this mean?
are there any other errors in the console? the ones shown are basically just saying the upload failed (unless you legitimately dont own the ID in the pipleline manager script for some reason)
figured it out, just had to restart unity
idfk why it was doing that
Hello all, so, I have an animation which I thought would be fairly easy but many many hours, tutorial videos, and questions later I am starting to realize that isn't the case.
I have a custom emote which I only want to affect the legs of my avatar. I want the hands, torso, neck, and head to be able to move. I'm currently doing something like the screenshot for the actual animation.
I have the animation split between the FX and Action layer for my avatar. Without the mask. Everything triggers flawlessly (sans arms moving ofc).
I created an avatar mask in order to mask out everything for the legs and have it attached to both the FX and Action layers. However, attaching the mask to the action layer seems to break the animation. The legs stop posing in that case. Additionally, no matter what I select on my avatar mask, it doesn't seem to do anything.
I just started avatar development earlier this year so this may be some weirdness with VRChat or maybe something that's not possible. If anyone has any ideas though I'm all ears
You need to use VRC Animator Tracking Control to set any bones you want to animate to "animated" before you can move them around. Set them to "Tracking" in a "reset" state after the animation is done.
Do the leg animation in Action and anything else in FX. No need for a mask in FX.
Is uploads working now?
they should be, i was able to upload a model fine about an hour ago
I have googled and googled and it just WILL NOT WORK. i make all of my toggles by hand to ensure they work properly, and although I have double and triple checked my parameters and that these are set up the same way the working swaps are they refuse to work.
https://medal.tv/games/screen-capture/clips/ld6RjLmgWPLys0DNC?invite=cr-MSxnVDksMzk3MDM1OTUw&v=120 A clip, for help. Please someone tell me what the fuck I did to brick these
I've been at this for an entire hour, by the way, and deleting and remaking the parameters and closing then reopening the project didn't work either
I feel like I'm losing my mind
Can you describe in words what it is we should be looking for in this?
Only thing I don't see in your video is how your menu/radials are set up, could you screenshot those?
In short they got matswaps using motion time and radials. Setup seems identical for all of them but only one works.
From what I can tell, all seems correct, only thing missing in the video is how the menu is setup
ah ok
hey can anyone help me to upload this wraith avi from mecha that i bought from gumroad? it shows me multiple errors and idk why
Show the errors, don't ask to ask
Does anyone have helpful tutorials on how to add custom animations to your avatar? And do I need to have it pre-baked into the avatar?
At first glance, seems like you need to import/upgrade vrcfury
a new version like the newest? i used the recommented version
I would suggest looking up tutorials on how to make simple toggles, that should give you the base knowledge on how animations work on avatars
Thank you
Either that or gogo loco might be missing? It's complaining about quite a few things.
do i need gogo loco i have fbt?
If it's part of the avatar, yes. Unless you know how to remove it.
I'm mainly getting prop/clothing toggle videos
okay i will try it thanks for the help if it still not work can i write u again?
Yeah, those are all "animations", they simply toggle objects. An animation in unity is simply a file that modifies some properties at some point in time.
That's what this channel is for, tho it might be someone else answering you
okay thank you
First time uploading to my self π΅βπ« π₯²
I have a more specific question: how can I make a sound toggle affect leg movement any time the avatar moves legs? And if too annoying I could toggle the sound off?
You would first need to detect that.
Either by detecting when your avatar is moving using one of the built-in Velocity parameters or by adding receivers on the ground to detect when your feet touch it for example.
For a toggle, all you need is a bool, but you'll need to learn how to build logic first, same for the above.
Finally, you'll have to add an audio source to your avatar and provide it with an audio clip. Your animation would then turn on the object containing your audio source to play the sound, and turn it off when done.
Will velocity parameter also get affected by arm movements?
Velocity parameters only give you the speed at which your avatar is moving in a given direction
Will try this tomorrow morning thank you so much
So will turning also not affect it?
Nope, turning in place does not make you travel in any direction
If you specifically want a sound every time your legs move, you would need a more complex system involving physbones that follow your legs and can give you the angle difference from their rest position for example.
Is there a parameter to detect amount of turn from local center?
I don't believe so, no
The entire list is here: https://creators.vrchat.com/avatars/animator-parameters/
Thank you again
I would highly encourage you to learn basic logic building before attempting something like this but feel free to ask questions
rule #10: don't advertise or solicit here.
Sus
quite
I've had some coding knowledge (did robots in FIRST and VEX back in high school) but I'm not as in touch as I'd like to be. I have done a course on python a while back as well.
VEX was RobotC
The only thing that translates decently from coding to avatar logic is the concept of variables and conditions.
You cannot use scripts or any form of coding.
Avatar logic happens almost exclusively within the animator and works like a flowchart of sorts. You go from one state to another if conditions are met, each state can play an animation.
Makes sense
Yeah ofc here.
The left one is one of the functional ones, right is one of the dysfunctional ones.
Sorry for the reply delay btw, I was getting some food
Flowchart is a great way of describing the animator.
(finite state machine, but you might need to be a nerd to know that term)
All seems correct to me, last culprit I can think of is that stupid SDK bug. Are you on SDK version 3.8.2? If so try downgrading to 3.8.1 and see if that fixes your issues.
I'd also like to note that for some reason the bool toggle also doesnt work, but also has the same settings as all the other bools .
I am, because isn't that the one that allows you to upload to quest with the new VRC shader? Doesn't it error on the other buildss?
I don't think so? Let me go check
Thank you sm π I heard it errored wwhen trying to upload quest-side with the new shader on anything lower than 3.8.2
Version 3.8.1 adds the mobile-compatible Toon Standard shader, Udon network events with parameters, exposes several new VRChat-specific classes to Udon (including Camera access and Network Debug Stats), and adds Build & Test for iOS.
This update also allows specifying per-platform overrides for Multi-Platform Build & Publish, and fixes several UI issues in the SDK Control Panel.
3.8.1 should be fine for quest Toon Standard*
Okay! Give me one second to see if downgrading helpps
Going back to this real quick, in Blender I created a bone constraint system for the bells which I admittedly haven't figured out how to translate into Unity just yet, but it exists in the model. The secondary bone on the calf bone only moves a certain angle, limited by range in xyz movement
Unity has constraints of its own
Does it translate into Untiy automatically or do I need to reset them?
Blender constraints won't carry over to Unity
Good to know, I don't know blender
You'll need to make them anew there. And there aren't limiters, so..
Physbones have limiters though
Phys bones do have limiters
I'm not home rn but does phys bones also have distance based limiters?
Because ideally I'd need both
They have a max stretch value you can give them
Perfect!
Thank you all very much I'll mess with the settings and see where to go from there
Update, finally downgraded to 3.8.1 and went to check the radials.
Unfortunately, they still are not working so I'm still unsure what exactly is wrong π
Mhm... By any chance, can you show me the very first layer of your FX controller?
UhhhMMMMM YYyyes one second
Just wondering is it possible to make loopong animation for gesture expressions? I set it too loop and it works with toggle but not hand gestures
If you're worried abt weights, they're all set to 1
Yes, they don't work any differently, check that your logic is correct
Not the weights, the contents of your first layer please
Okay so no leftover state....
Thanks, Iβve got to head now but will do later thanks
I make sure to do all my animations first and then immediately remove themm from my Base layer. Something something habit
Okay then last ditch effort, let's isolate the problem. Create a duplicate of your FX controller and delete everything but one of the broken layers. That should tell us if something else might be interfering/overriding it.
OKAY SO
It's definitely something else. I deleted everything except the jeans swap and now it works fine
Yeah so look at other animations that might be animating the jeans material too. Also make sure you don't have some mixed WD somewhere
I sssshouldn't?? I don't think? The only other thing animatingg the jeans is the hue shift, lemme check that
No other errors? Anything in the SDK window? Does your avatar still have an ID attached?
It's its own animation so it shouldn't be interuppting a material swap, just the one material with the hue shift. I'm not seeing anythingg blatant atm.
i got an code after buying it do you mean this?
You need to check every animation I'm afraid. Anything leftover, even on another layer, could interfere.
OUGH,,,, okay. Time to hunt π Will update when done
No, select the root of your avatar and find the component containing the avatar ID or an empty field for it
OK SO. SEEMINGLY NOTHING IS COLLIDING??
I'm getting a little mentally exhausted tho now, so, do u mind if I reply to u later when I double check again tomorrow if there's still no fix?
Maybe it's just some dumb WD thing? Before you go, check all your states and see if they all have the WD checked
Bet one second
WD is checked on on everything. I'll double check the animations again tomorrow but, yeah nothing seems to be messing with it?
Yeah at this point without being able to check myself it's gonna be a doozy. Plus it's almost 4am for me so I'll be going too. But yeah don't hesitate to ping me tomorrow
Thank you so much, I really appreciate your help. Pls get some rest! <3
i dont even know how to begin to fix this error
it says all my bones are missing but they are defintley there in blender
no, it says the paths to the bones are incorrect
yes and how do i fix that
Rework the animation so it refers to the correct bones, where they are in the hierarchy
they're definitely in a different place than that animation expects
hfcRed has an animation repathing tool that's really great for stuff like this
could you link that by chance
yes well it doesn't seem to be, based on that error message.
I don't have the link but that should be enough to find it
both the animation and model are ripped straight from fortnite
only 800 downloads?
maybe show the hierarchy, I couldn't tell you more with no more information
the animation should be converted to Unity's animator muscle transforms instead then
which hierarchy
oh - good point, I didn't think of that as I never do game rip stuff
Left-most window in Unity by default
but what Blanke said is probably the issue
i dont think you need to see every single one of them that should be enough
these bones have the same names that the error says are missing
oh wait
thats the bones for the animation
the fuck???
the actual model doesnt have bones
im confused
looks like bones to me, but again, as Blanke said, you can't actually animate humanoid bones
i exported it as fbx with bones selected
those bones are the animations bones not the models
The issue with those animation paths is that there is another element above them, TravisScott_ao
so just rename it?
You could rework the paths but again, this is not how you animate humanoid movement for vrchat
your confusing the shit out of me
my actual avatar doesnt seem to have bones
the one thats selected in the hierarchy doesnt even have a drop down to show bones
sure looks like bones there, under TravisScott and under TravisScott_ao, based on the pic you shared of the expanded hierarchy earlier.
but look at the one selected in blue in that image
it doesnt have a drop down
and my character a poses in map
there's no way to tell what sort of object that is from that image
clearly not an armature, I'm guessing a mesh renderer?
are you able to call im confused as shit
nope
oh wait
i might be a dingus
π
ok so what can ii do to fix it in monkey terms?
what's your actual goal here?
avatar with emote that plays an animatoin i have
and i will later add vfx to it as I make them
rework that animation using muscle animation instead of bone animation
and how would i go about doing that
I'm not actually sure what to give you for a link here, maybe someone else has a tutorial or something for this?
i cant change the animation as its directly from fortnite
and if i rename the bones it doesnt want to work on the model
i can show you what it does if the bones arent correct
ok i have the repathing package installed
says my animation is read only
oh wait
idea
probably wont work but ima try
does anyone know how to fix this and is it a texture of model issue?
Change the uvs
in which way?
imma try that (i have no clue what that is)
Why change the uvs
If the seams are meant here, its standard pixel bleeding fixed by dialating the texture
Does anyone know why my file wont load into unity ?
When I grab the file and drag it in, unity pauses for a few minutes to load. After that nothing happens, my avatar doesnβt appear in the assets nor packages section.
It says βpreparing packageβ then nothing happens
It doesnβt even give me the import option 
when bending legs, they deform strangely. does anyone have a fix?
that is the muscle animation purpose.
for you donβt need a bone names.
possible your leg bone and mesh position are off from eachother
this picture is⦠not so helpful
See I did that. It isn't greyed out and all it said was "No modules found "when ALL the android shit was on there
why when i move the hat moveing too !!!
Hey guys, would the Cats Blender Plugin fix avatars not having the shaders /eye textures from LilToon when exported out of unity to blender?
No
Cause you didn't bone it properly..
Would there be a way to get the same eye texture the avatar appears to have in unity into blender?
Import the textures Into blender and chuck them on
that is very true lol, thanks for the help!
Your good if that doesn't work I'm not to sure but I usually import them then put them on the avatar or I'd do what I need to do in blender and then put textures on in unity that's what I'd recommend doing but up to you really
because I wanted the avatar to be a part of an animation that I am doing in blender so im kinda working backwards here,I will try putting them on in blender!
Ahh makes sense
Could i give u blend file to check what the problem is?
Right now I'm currently busy, you know how to bone stuff to your avi right.?
Like put it on your head bone and boom
Yeah i know
Thereβs a hat bone should i bone it with it?
you need to have it rigged to your model, in unity if you have vrcfury you can use armature link to do it. otherwise you can drag the hat onto ur head bone in ur armature.
okay you were so right, for some reason the eyes are matched to god knows what that is on the UV map, the colours literally matched the iris so I just assumed it was something wrong with the shaders
Haha nah your good it looks better now though
I have vrcfury ill try it in my free time then tell u if it fix or not
i donβt know what βbone itβ is that person saysβ¦ this often happens when weight painting is incorrect. if the hat is attach to your armature, please check the βvertex groupβ in the hat is only βheadβ bone (maybe your head bone is different name, but apply only head bone)
and this, please check in a hatβs modifiers for only 1 armature modifier. if 2 or more 2, remove extra
does anyone know what this means?
Has anyone had this problem? The arm looks fine in Blender but when I import it to unity as a fresh upload the elbow kinda moves up for some reason?
If I apply visual geometry to mesh then it fixes it, but also kills all my blendshapes. But I don't have any blendshapes that do this (and removing blendshapes on import doesn't change anything)
Okay, it's definitely something with the armature
i dont understand
i just need this model to play the animation
idec of it plays walking animations atm
the way you are explaining it is only confusing me more
i just need to make it work ;-;
convert the animation to using muscle animation
it solves issue βbone name not matchingβ
iβm using translating english. sorry.
And how do I do that?
Telling me to do something without linking documentation/guides doesn't help because I have no fucking clue what you're talking about
google and youtube β¦
βunity muscle animationβ
letβs not be rude.
No im just saying I cant understand what your talking about because ive never heard of it and need official vrchat documentation or someone else's guide explaining it
then go find it.
This search just tells you how to make big buff oiled up furry avatars
All these videos just show you how to make literal muscles
If it helps my avatar is stuck in an a pose in-game too and won't play vrchats official animations
there must be some problem with the rigging
I didn't change it from the models official rig
The model is poseable
Have you set the model rig as humanoid in the fbx import settings?
Yes and I cant work on this until I get home later today
Also go there and make sure that there isn't any error showing in the menu.
Well I may have to change it back to humanoid I reimported the fbx but I did do it before and it still never played animation
On what part of the hierarchy do I put the animator and descriptor
Just double check again when you can work on it. There is no need for further "it doesn't work" statement.
It just dont work tho what else can I say
I can show you the exact errors when im home tho
We are in diagnosis step of why it doesn't work, so we actually need more detail than just saying it doesnt' work.
According to vrcfury putting the toggle on the .ao might fix the emote not being able to find the bones but for vrchats official animations they cant help bc its not vrcfury related
If the model stays T-pose at all time, it isn't about vrcfury. Come back again when you can actually get more detail from it.
Yeah I know vrcfury has nothing to do with it being stuck in the default pose im just saying they couldn't help with that in their server since it isnt a vrcfury issue
eeh my avi is stuck in queue and then it turns into a robot hhh
I've been trying to use toggles to switch the sitting animation on my seat. It however only lets me use the main state animation, any other transitions never occur. Is this not allowed? why is it even and animator controller if I can only put a single animation??
security checks pending here as well guh
I've done this on purpose once. I parented a bone to itself, resulting in an infinite loop the game couldn't process lol. No idea what it exactly is in your case
soo.. is the security check a new thing? like am i supposed to wait for like 2 hours just to update my avi
Nope, security check failure means there is something wrong on the avi or something went wrong on the upload. No need to wait
oof
servers are fucked again#
aparently same issue was happenin to many ppl yesterday
it doesnt work the whole avi is glitched
hhh yeah i had the problem yesterday as well then it gets fixed and like literally the second i need to fix an imperfection it becomes like this agen ffssss
Nvm, it is definitely the servers. I just reuploaded again and it's doing the same thing
anyone had this error when using the audiolink prefab recently? im just trying to play any youtube video in play mode to test audiolink as one usually would, but it wont play
happening to me too, and its not the security thing, since i've uploaded this exact avatar literally yesterday
weel it was broken, then it was fixed, then it brok agen
absoulute nothing loads and it sasys "avatar is not supported on this platform" when its windows
xD yeasss
have the same thing happening to me
welp
all i can really do to test avatars now is to build and test
devs broke the server again lol
Anyways I have a bit of a weird issue. Whenever I jump the hips, torso and limbs of the avatar turn in the opposite direction of where i am jumping.
i mean like i hope it didnt just fix itself last night bc that would mean the devs arent aware of the servers being 
probably a rigging issue but i have no idea how to fix this. Some guy on a server advised using physbones but that hasnt really helped thus far.
possibly is your bone names incorrectly (like L/R is wrong?)
or facing back direction?
is it your model?
Had 2 people yesterday come to me with security checks fail, and 2 people today are talking about it in another avi server im in
I think its a vrchat bug
I used one from gmod
(Like when they broke the 2fa a week ago)
l/r isnt wrong as far as i know
server issue, happened yesterday too
when i looked in the bone hierarchy everything seemed alright
game rig is a little complicate⦠for vrchat, can need a different setup
i donβt know anymore, maybe someone else can help!!!
only thing is that the head isnt connected to the shoulders
let me pull up an example armature real quick, the shoulders should be parented under Chest along with the neck
really new to avatar creation as a whole so excuse me if im a bit obtuse
neck and shoulders are parented under chest
ur good it might be difficult to properly convert a gmod avi to vrchat as a first timer, but lets see what we can do
Do you have any custom locomotion on the avi?
not that im aware of
You should check the humanoid import configuration to make sure left and right are correctly set as left and right
How do I fix this FBX import error ? I've never seen this before and the rig setup does not show any toe slots I could fill or remove
it seems to be correct as far as i can tell
left leg is on the left if thats what you mean
Nvm changing to generic and back to Humanoid fixed it. Lmao
check the model rig and see if unity has the left leg assigned to the left leg on the humanoid rig
make sure the Right shoulder is the right shoulder bone etc
seems to be the case
ok, lets take a look at the playable layers. Any custom animators?
this will be on the avatar descriptor
i have a blinking when grounded and ungrounded and vimese 2d animations
but apart from that nothing
so locomotion is default, so it shouldnt be turning your hips and such weirdly when jumping
dont think theyre the causes either because I have version of this avatar without the animations
your fx is probably fine, more important was the Base, Action, etc
you have any physbones?
hmm this is a weird issue
am i allowed to post pictures of the avatar here?
i think so, yeah
its not nsfw or anything
this happens when im coruching so maybe it is the bones being mislabeled?
but the torso twists as well?
So in the armature, 'Right shoulder' is on the avatar's right side, which would be your left when facing the avatar in the scene, correct?
ok so the bones themselves seem fine. Any rotation constraints or parent constraints in the armature?
tried fixing the avatar by adding vrc rotation constraints like a day ago and t hen completely forgot about it
but i dont think thats the cause
the issue predates this "solution"
I would remove it anyways. I think I remember having a similar issue with humanoid bones rotating in ways they arnt supposed to
it could be something that needs a blender fix. I'm trying to rememeber exactly what I did
It was something about the rotation of the bone being set to a non-zero value, and I had to like 'recalibrate' or something like that to keep the bone positions and rotations while setting the values to 0.
oh right
I'm going to open blender and see if I can find the setting or what I did
so im guessign this rotation aint normal
no those are fine and such, its the blender values
i think
let be get back into unity too
just making sure because every bone seems to be rotated while in tpose
I can't really see hips bone or spine bone on the model in this image. Is either one of them overlapped by spine or chest bone?
ok its these values in blender
import your model into bender and click a bone to check these values
The very short hips bone might be the problem.
That would mean spine is overlapping on hips bone making it very short. This could interfere with bone angle calculation.
click on the armature and put it in edit mode. then view the location and rotation of a single bone
no idea how to edit bones at this point
hmm so they do seem to have a small rotation
By the way, you are pointing at "3D cursor" location, which doesn't have effect on anything other than operation in blender. And bone doesn't have rotation in blender in edit mode, other than roll.
let me look up the solution real quick, theres a way to keep position + rotation while setting the values to 0, making a new default
so i decided to try looking ato the model in wireframe the hip bone looks a bit weird
Just move starting point of spine bone up. If you can't see because it's inside the model, then enable "In Front" from armature settings in the property panel.
Move tool. At the left side.
so ill try scaling down the spine and moving it up a bit and scaling up the hips?
otherwise spine intersects with chest
Just however you make it look like in this image
im guessing one of the three bones below chest is upper chest because i dont have it
Keep your chest bone the same.
Hips bone must point up.
And starting of hips bone must be above starting of leg bones.
the upside down hip bone could have been the problem the entire time
Probably fine now.
it didnt work im feeling bad
Is there any way to see real time effects of physbone changes to make it easier to calibrate them?
Just test in play mode.
In unity?
Play mode only is in unity yes.
it's probably not too difficult, but how should you go about rigging flip flops/slippers to not move with the heel?
oh wait i probably shouldve asked this in avatar rigging
its probably ok
ooh that'll be a neat effect
ah thatβs so cool !!!
does anyone know a way to subdevide and smooth so it will look like it has more polys?
You'll want to start by turning those tris into quads to keep it clean, Alt+J should do most the work but you'll likely have to do some manual work to keep the edge loops correct, then you can use a subdivision modifier to subdivice as usual
Adjust the weightpaint so the toes have slightly more influence on the shoe than the heel does
how much do the toes curl inward with ik (if at all)? that is really my only concern with doing it that way π i'd rather not have the heel clip into the sole of the shoe
how do i stop it from going away from the corners?
select your edges and press shift+e to edge crease, either that or add another loopcut with ctrl+r and dissolve unneeded edgeloops later if applying subdivision surface
if you do that,
i want to say reduce foot bone influence. (around yellow to green) it will stay down more
ill see what works when i get to that stage, thank you
can anyone tell me why this is happening?
Your main avatar object has a missing script, either remove it or find what scripts you didnβt import that avatar needs
It's not even possible to get to this without agreeing to the ownership agreement. What causes this?
Was only able to upload with CloudFlare WARP from some previous thread suggestions. Doesn't make sense to me, but ok.
got a new error that wasnt there before
idk why this is happening it wasnt happening before
you responding to me?
this error wasnt here before idk what happened
spine 4 is technically the chest
if i change the names of the bones on my model my animation is gonna break
you have 6 bones before neck. should be 4 ( or 3)
i cant help how fortnite makes their models
if i change it theres not gonna be any animations
well, you cant help what unity/vrc expects either. merge bones etc
yeah you don't have a choice here if you want VRChat to consider that a humanoid rig
whats strange is i wasnt getting that error before
im confused why im getting it now
just merge the bones in blender
then you were doing something different before, or using a generic rig
tried messing around with animation/animator.. and now getting error "unable to obtain default vrc animation layer asset" and not sure what the heck i did...
dude i dont need this model to even play the walking animations i plan on having a seperate model for that
i just need this one to act kindof like a prop that plays the official fortnite animations from the event
how do I do that?
make it a generic rig, maybe it'll work
still getting that error
wait i didnt apply
im a dingus
ok ill make a different model as the actual avatar with a more vrchat friendly rig
lets see if i can play the animatons now
@spark walrus perhaps you messed with packages folder (and youre not supposed to, copy stuff to assets then edit), try to switch sdk version one lower, open once, then back
yeah exactly what i did.. thx... trying now
yoo he plays the event animations
now i just gotta figure out how to make him teleport around n shit and face the right direction
lemme upload to quest too rq
fixed, thanks for your help
Hey all, have any of you run into an issue where you change a blendshape and then when you click on VRC SDK, it reverts back all the blendshape changes? It also reverts back the changes to materials on the avatar as well.
yeah - I've had this with SDK 3.8, super buggy for me. 3.7.x doesn't have this issue
not exactly but i frequently encounter opening SDK turns my Animator off lol
i assume the changes you're making aren't in Play mode, which would also revert most changes
You assume correctly
Yep it was the SDK, reverted back to 3.7.3 and works perfectly fine
yup, extremely frustrating. I haven't looked for a canny report yet, but I've done a LOT of testing of this in the poiyomi discord since I though it was their problem at first, but nope, it's definitely SDK 3.8+
I wasn't really sure what to search canny for
how do i fix this my avatar keeps failing
if this is the first time you're uploading this avatar, check to see if there's a blueprint ID in the Pipeline component on the root of your avatar. If not π€·ββοΈ
there isnt i checked thats why im hella confused
any blockers in the SDK build report?
my avatar is only playing animatons for me, but for everyone else, it only plays the first frame and gets stuck on it
no and its the second prodject i made
im so confused lol
save project and re-open it then attempt upload again, it might just be buggy or will hopefully atleast throw proper errors in the console
or see if any of the yellow warnings are saying anything worthwhile
Trying to create a hue shift slider toggle using the liltoon shader, and so far the only tutorial covering it has led to no result for me
Does anyone else happen to know what the name of the hue shift property in liltoon is?
Liltoon property named can be checked by holding Alt key and see in the material settings.
so I did have it right initially, I guess my other issue is, considering the hue shift slider ranges from -0.5 to 0.5 and not 0 to 1, should I set x as 0.5 rather than 1?
since I have had no luck with it being set to 1
i've only ever used vrc fury how do i make regular toggles without it
It would work either way because of how hue is calculated. It just started at different color.
In that case, I don't know if I have a bug at the moment, since it appears I am just doing everything correctly, but there's no change in testing
Meanwhile any other property like simply setting a color at 100% works just fine
How did you record the animation?
I didn't, or at least I don't make any animations, I just use vrcfury toggle to make a slider where, at 100%, hue shift is at 1
I know this works for Poiyomi just fine, but I'm not using that shader so I can have access to the fur shader for this avatar's outfits
What property name you put in the vrcfury?
_MainTexHSVG, it's the first that comes up when I search "Hue"
Liltoon stores hue in vector4 format along with saturate, value, and gamma. That means _MainTexHSVG is actually shared in 4 properties. You will have to actually put _MainTexHSVG.x to set hue value. But the next problem is gamma stored in _MainTexHSVG.w must be 1 so you have to find a way to constantly set it to 1.
Hm, I'll add .x then and see if that's the case, since idk if I would actually have to make sure .w is set to 1 while it's being unaffected lol
welp, unfortunately no change in testing-
Setting .x alone would reset .w to zero because the result vector would be (1,0,0,0). I'm not sure if vrcfury actually account for this issue but you should try it.
set the property to _MainTexHSVG.x with x=1, still nothing happens in testing
If it stays black, that because it reset w to zero.
Oh it doesn't go black at all, it just doesn't change anything trying to slide it to 100%
What color is it initially?
Let me get screenshots real quick
Before and after (50% should turn the hair blue)
And the current state of the toggle component
It actually inputting as vector already so don't put .x after the name, and set w to 1
Went back to _MainTexHSVG and set w=1, still nothing-
Can you still slide the hue slider in material while testing? Select the hair and see its material below.
Yep, that works perfectly fine (Working with just the one hair asset before I continue)
imma yeet myself the cliff with this avatr rn idk why it keeps saying i need to clear my blueprint when nothing is in it
Do that while testing in gesture manager that's what I meant.
o my bad, hold on a sec
You have to see other errors above that one.
I'm guessing slider doesn't look like it's moving, but yes, I can still change hue in testing
Is that a different hair from what you put in hue toggle?
Is that actually when testing with gesture manager?
Now that I'm noticing it, that is just the rest of Nemesis hair, the back hair isn't being changed, probably because of the vrcfury property right now
Also using gesture manager gets me the result in reply
any idea how to fix?
Can you still change hue in the hair material from the scene while testing with gesture manager?
so change both the toggle and the material property at the same time?
Failed to upload mean uploading got interrupted in progress. So you might just keep trying again. Also another cause is the thumbnail image is invalid and you have to use another image for thumbnail.
TY :_:
I wanted to confirm that something is controlling the hue or not while testing. If you can't move slider in material setting while testing, that mean something is in control of that properties. And if you can still move the slider, that mean nothing is controlling the property.
oof, this is just getting weirder by the minute, but changing the hue shift property before I use gesture manager does fix the issue for some reason-
Changing to what property?
also yes, the slider doesn't move in the property, confirming that suspicion
Hilariously this just hit me - I thought I'd pinned that SDK version but I must have upgraded it when I wasn't looking, and I just had my open project screwed up.
Hue shift as to be expected
seriously weird though, using gesture manager first doesn't work, but as soon as I even touch the hue shift property, it suddenly works
Ok, so I found a fix, and it's kinda stupid, but setting the hue shift before testing to an obscure value like 0.0001 fixes the problem outright
I'll probably have to file a bug report to liltoon in hopes that they can fix the issue in later versions
thank you @ornate stump for helping me out
this seems to be the closest bug report I can find re: 3.8.x breaking with Poiyomi and other related things:
https://feedback.vrchat.com/sdk-bug-reports/p/sdk-382-affecting-emissions-of-poiyomi
I'm trying to add an outfit to my avatar, but it does not want to link up. It's a bit of an older model, but should that affect it?
how are you adding this?
slapped the fit on my model, then used VRCfury's armeture link on the fit
it is using the correct hips
no idea what i'm doing wrong, just did what every tutorial seems to say to do
oh well, it seems i got it to work with another method
(using quest) is particle shader changed recently?
(pc, non vr)
i'm looking for some starter tuts for creation and editing avatars
so, whether that's links here, or youtubers, or text resources. I'll take it all, just looking to potentially ask less questions after i learn a bit more. build basic knowledge first
please ping/reply with any help you can give
[i recently acquired assets for an avatar and want to do some basic to major edits to it, color changes, add features or items, minor facial scupting, these are the goals]
any help is appreciated!!!!
https://www.youtube.com/watch?v=Ss5s26UQaAQ&list=PLhhYqhAX2hIIlNhzUA-HyhZbBnls0K5Vb I used these tuts back in the day and they're pretty good.
https://discord.com/channels/189511567539306508/1139228456090087495 is pretty helpful
somoene please help i cant stop getting this when i go into play mode or trying to build
https://www.youtube.com/watch?v=uUqQw6VpFP8 This is a video i watched a long time ago that was really helpful for understanding some shortcuts and all that. It's probably most useful fresh outta the donut tutorial, and i'd even say it's a little more advanced, but it is absolutely worth a watch
a tip if you havent watched the donut tutorial: take breaks from it, delete your old donut, then work your way back to where you left off without the tutorial
how do i fix this
on my avatar i have a custom animation, for me it plays correctly but for everyone else it seems to only play the first frame
what is the method
im fighting for my life with these clipping planes
any suggestions
ive tried using f, turning it down to 0 - changing from iso to perspective

tried double clicking on smaller objects
double click the object in the hierarchy then zoom in
im giggling that was so silly tysm it worked
i double clicked on every single item but that which makes this even more silly
idk why either 
help please
dont use that for avatar meshes
most of the time it wont even show up on quest and will just be nothing
quest isnt supposed to really have transparency
it has worked every time, until now
i think it's a new update issue
tested ingame quest or on pc?
in game quest
how do I lower the size?
reduce texture size, remove meshes
remove blendshapes
animations
increase texture compression mode (for android)
lowkey I need to shave 20 gigs off withiout gutting the avatar
i dont know what that means
but, non-destructive methods (not removing anything from avatar):
reduce texture size, increase texture compression mode (android), remove unused blendshapes
how
reduce texture size:
find the texture
look in inspector
change size lower
texture compression mode:
find the texture
look at "platform overrides"
select android
change the compression to more than 4x4
remove unused blendshapes:
go to blender
find mesh
open shape keys section
remove that is not being used
reimport to unity
good luck. vrchat have limits is reason.
maybe making him not go so far underground during his animations might fix it
ill try to import this after I make some adjustments
when you compile an avatar it only compiles assets actually used correct?
that is the goal
So i made an animation for my avatar on blender and put it on unity, now how do i make it as an animation where it goes from Idle --> animation --> idle again without it just ending on the last pose on the animation
and how would i make it toggle with another animation, like having the animation play when i toggle a VFX anim or an object on and off anim
two states in the animation layer, transitions go from entry -> idle -> animation, then back to idle.
i tried that but then it just glitches, like when i make an animation layer do i add a new state as the idle or is there something else i can add
you add a new state, yes.
do i keep these all the same?
if that's what you want, sure
im just trying to make it so it works, cause last time i did it it just kept twiching and if i tried using a default vrchat anim like a wave it would play it out, but then it would freeze at the last frame of the animation and not go back to idle
RIGHT THIS SHIT IS FUCKING ME OFF NOW! THIS SHIT IS HAPPENING WHEN I HAVE IT ALL! INSTALLED. Please someone help me before I break something bro
even more proof
Try actually enabling the package tho
How?
Just bc its installed doesn't mean its enabled
I thought it was enabled automatically??
In VCC?
Manage project on vcc
Yes
Only bugged for me??
I've installed this stuff 5 times already.
Can anyone else tell me?
you don't install android support in vcc
Try checking if its installed for the unity version in unity hub if you haven't already
Does anyone know how to dissolve twist bones without it messing up the armature and making the bones very big? (Or if the bones being huge isnt a problem?) I am using Nyakoh's space base and it has twist bones everywhere on it, i deleted them without dissolving them and it made the elbows pull and stay stuck like it was weight painted badly... I'm having trouble fitting clothes to the model bc the items won't weight paint with the twist bones there. If the twist bones aren't a problem and dont need to be removed then I am just having weight painting problems which I still don't know how to fix. I've used data transfer, robust weight painting and doing it by hand aswell. Any help that can be offered would be amazing!
some non-blender tricks you can try:
reduce textures sizes by selecting the texture, enabling override for android, and using 1024 or lower for all textures
use d4rk's avatar optimizer to remove unused blendshapes
atlas materials using AAO if you have more than 4 materials
simplify meshes with Meshia to get under at most 50k polygons (optimally 20k polygons)
unfortunately, dont cut corners. uploading to android isnt meant to be effortless
So im trying to get pc avatar and the quest version linked so questied see that version but keep getting security check failed and its a robot and breaks the pc version 2
what are the performance stats on quest?
your avatar is likely failing security checks because of these stats. you're really far above the very poor limits so vrchat might think youre attempting to upload a crasher or the like :p
try using some of the performance tools i suggested a few messages up
particularly you have too many polygons, so try https://booth.pm/ja/items/6944218
Anyone able to help me out idk why it's doing this...
that a free tool?
You have an answer for my isue?
?
this doesnt generally cause issues, but you can fix it by reparenting the bones in blender
