#avatar-help

1 messages · Page 182 of 1

inland gyro
river python
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i have same thing, ignore it. mines fine

proven python
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It is NOT fine

inland gyro
#

Meshia is a component you add to an avatar, it lets your reduce polygon count by just dragging sliders

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alternatively, NDMF mesh simplifier is the older version of meshia

river python
proven python
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I'm getting back into avi creating after like a 2 year break

river python
supple needle
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I still do not understand how to fix this error. I’ve tried everything at this point, once more, the pc side worked just fine. All I did to this one was compress the textures and delete physbones and now it gives this error.. again

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Literally nothing changed on the avatar but removing physbones and texture optimization. I have zero clue what is causing this error and I’m starting to get very frustrated

karmic jay
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I have too many armatures, but I'm not sure which ones to merge and which ones to keep unmerged would someone be interested in helping with some advice?

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I know I have to keep the ones related to the hair, ears, tail and the long dress I have, but I'm not sure where else to go from here

peak dagger
trail wigeon
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im wondering how to do the animation thing, also what is this aabb thing?

ornate stump
trail wigeon
#

hmmmm

ornate stump
# trail wigeon

"Animator" note not "Animation" is a component that plays animation for your avatar.

trail wigeon
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yea this my first time trying to upload a model i made lol

trail wigeon
#

but how do i set up that animator for the avi?

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also will that be the only thing i need before i can upload it?

ornate stump
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If your model is humanoid shape of course.

trail wigeon
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well its a roblox model but it does have a humanoid rig

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or at least some what lol

ornate stump
trail wigeon
#

yea

ornate stump
# trail wigeon

So you actually added them. Have you set the import setting rig type to humanoid in unity?

trail wigeon
#

not sure

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ima look around

trail wigeon
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but if i cant figure it out ill talk to a buddy that knows this stuff

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thanks for the help :]

lavish cosmos
#

Hi. Does anyone know if enabling 'Selfie Expression' toggles any of 'TrackingType' and/or 'VRMode' parameters? I have an idea of toggling something only when the 'Selfie Expression' is on on deskop mode. Judging by the descriptions, I'm guessing 'TrackingType' is '3' and 'VRMode' is '0' but I'm not entirely sure.

ornate stump
lavish cosmos
tardy locust
#

Is there any way to make fabric flexible enough to fold onto itself due to gravity? Or is that too expensive for VRC to support

undone oracle
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i duplicated the hand animator controller and added a layer with espressions on it, I also added it in the gesture spot on the script. The expressiosn work fine, and the hand gestures wokin the gesture manager but in vrchat the hand doesn't do the gesture. Anyone know what might be wrong?

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I also made sure all write defaults where on

ornate stump
undone oracle
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its for the expressions layer though

ornate stump
undone oracle
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so should I made the hand expressions in the FX layer instead of teh gesture one?

ornate stump
undone oracle
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yea they are

zinc willow
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What did I do wrong in blender

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all the shapekeys do this

half trail
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I would like to create or have someone create an avi for me but idk how to get a personal avatar

undone oracle
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So should the facial expressions that go with hand gestures be put in the gesture or FX layer?

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I am assuming FX

ornate stump
undone oracle
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ONE last question atm, the wing flap animation loops for the toggled one, but not in the animation that also includes a blendshape expression. Anyone know a reason?

ornate stump
undone oracle
ornate stump
undone oracle
ornate stump
undone oracle
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would turn off fixed duration help

proven quail
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I see, you have motion time as gesture right weight, which means the timestamp in the animation is controlled by the value of gesture right weight. This means it won't loop, it will just play back and forth based on gesture right weight.

proven quail
undone oracle
undone oracle
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mkaing dreams come true!! everyday heros

ornate stump
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Also disable motion time.

river python
stable isle
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i have this weird bug with this tail. does anyone know why this happens? it's pulling far in one direction, even when i turn. It only happens in vrchat, not unity, and it even happens in solo worlds.

errant comet
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If using phys bones it could be you have gravity set too strong in one direction. I can't help with what settings to check as I'm over a thousand miles away from a computer

slow panther
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i keep having this issue

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dynamic clipping now wont let me get closer than this without taking off all the clothes, ive double clicked to reset theview on basically every object on the avatar but the plane clipping wont leave me alone

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i thought i had it figured out yesterday but its being an absolute# butt

slow panther
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i figured it out all my bounds were on were on weird numbers so i default put them all backto 0

hazy quest
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When uploading the avatar.

teal field
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how do i fix the gogo so you dont go in the floor?

somber sequoia
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are you using Gesture manager or AV3 emulator in unity here?

teal field
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gesture manager

somber sequoia
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is that just going into play mode or did you do some action?

teal field
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no i did an action to test the gogo, every pose put it into the ground

somber sequoia
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ah ok, not sure then

junior void
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How was gogo added

teal field
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copied from the controller onto FX, never had an issue before

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it also does it if i just drag the prefab onto the avatar

west moss
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does any one kno whow to import your textures into unity?????

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i never made an avatar before

proven quail
proven quail
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are you exporting your model as an fbx?

proven quail
# west moss blender.

heres how to extract texture files from an fbx in blender. Once you have texture files they can be imported into unity the normal way

karmic jay
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Hey there, I'm running into an issue with my textures not translating from Blender into Unity when I load up the FBX my character loads into the scene, but she's all white and the shaders from Blender didn't transfer

somber sequoia
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that's normal. You need to setup materials in unity.

ruby summit
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idk why it says that when it was fine 5 secs ago

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  • this (im using a fortnite rig sadly)
karmic jay
somber sequoia
somber sequoia
ruby summit
somber sequoia
ruby summit
somber sequoia
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you'd have to check the spine hierarchy, it should be: hips -> spine -> chest -> upper chest (optional) -> neck -> head. With the shoulders coming off chest, or upper chest if present.

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bone names don't matter, but those are the standards.

ruby summit
somber sequoia
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it must have exactly what I said

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if it has more, you'll need to merge some stuff. If less, subdivide.

ruby summit
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wait i made it work

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i just made the upper chest the one connected to the shoulders

somber sequoia
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that'll work

ruby summit
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now i have to put the correct finger bones since now theyre wrong

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compare left hand to right lol

shell river
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Is there a way to do blend tree division that ends with a linear result 'curve'?

ruby summit
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btw i saw some people doing that when you apply an avatar, it gets a sound effect like an intro, how do i make that

ruby summit
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and fix the hair collision so it doesnt clip everywhere

wooden zinc
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does anyone know why this keeps appearing i cant upload my avatar anymore

umbral meadow
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hello hello, i have an fbx for an avatar, but i have some textures with some opaque settings and whatnot, on top of a part that needs toggling, is there anyone who;d be able to help?

karmic jay
wooden zinc
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it deletes everything on the avatar , like physbones even the avatar descriptor

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then these errors show up

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what the hell is TPS-

umbral meadow
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for example i have this texture but it uploads to unity with no transparency. (theres two mouths to switch between bc its a resonite avatar and i can do that there, but idm just having the one)

wooden zinc
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poiyomi will be your friend there

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and make the texture transparent and make the poiyomi cut out

karmic jay
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I'm still having the same issues myself, I have all of the textures applied in blender, and pack up all resources so it says there's nothing added or extra, and my FBX is saved, however when I import the FBX into VCC/Unity all of my colors turn from a colored/textured avatar to a white washed version of it haha

umbral meadow
wooden zinc
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make sure the texture is transparent without background and then go to the texture in unity and turn on alpha Is Transparency

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its a pc shader u can search it up by saying ''poiyimi vrchat download''

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or use liltoon thats free on BOOTH

karmic jay
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Are these add ons for Unity? or Blender?

wooden zinc
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unity

limpid cargo
wooden zinc
sour sparrow
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I havent exactly tried but would I be able to make custom walking animations but still be able to move my arms in vr?

wooden zinc
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honestly i dont think so? then again im not a expert on it ? ive seen it done fine with just desktop users

limpid cargo
maiden oasis
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Anyone know why my avatar that i made disappears when I sit down or join a lobby?

maiden oasis
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Yeah, ofc I recently made an avatar and people are saying that the avatar just goes invisible when they sit in a world seat or join and they have to turn off the avatar and back on?

limpid cargo
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i’m not sure… maybe another can help!!!.

wooden zinc
maiden oasis
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No it does not

umbral meadow
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how do i apply a texture to a material with liltoon?

wooden zinc
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drag and drop the texture into the main color

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still cant get this fixed

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and the console doesnt say anything

wooden zinc
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update when offscreen

umbral meadow
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thank you its fixed

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except even with cutout it still does this

limpid cargo
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if no, try make alpha mask!

wooden zinc
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no cause there using liltoon

limpid cargo
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some try using the shaders in android…

wooden zinc
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really ? Kali_Sweat

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but its not a quest shader

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that was not me being sarcastic i just realised how that looked

umbral meadow
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ill try using some other shaders for the eyes and mouth specifically to see what works

tribal haven
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I made an avatar and everything is fine except the entire "Gaze" function doesn't work. Is there something I needed to put in the hierarchy?

wooden zinc
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gaze?

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explain please catbleh

tribal haven
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Controlling how the eyes look

maiden oasis
wooden zinc
# maiden oasis where is this at srry?

just click your avatar till your avatars outline goes orange on anything like clothing body Etc and it should be on the side (normaly where the blendshapes are)

wooden zinc
limpid cargo
maiden oasis
wooden zinc
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turn it on

maiden oasis
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ok

wooden zinc
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for every mesh

umbral meadow
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it either disappears entirely or the entire texture is there

karmic jay
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It won't let me adjust any of the textures despite them showing up in blender

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Yet here in Unity they are all white or shades of grey

umbral meadow
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iirc the textures arent baked into the materials. if you click on the fbx in the menu down there and go to the right side and click "materials" you can hit extract materials

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that will let you edit the materials and add the textures to the material

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which will show up on the model

karmic jay
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In unity?

umbral meadow
#

yaya

limpid cargo
karmic jay
limpid cargo
azure tapir
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I need Blender help.

Okay see if I did anything wrong here.

When I weight paint and want to select the next bone to weight paint too, the object does NOT want to weight paint to that bone.

So lets take as a example the bones I named: Mohawk root > Mohawk 1 > Mohawk 2

I paint a part of the mohawk I want to the Mohawk root, and weight paint the bottom of the mohawk part, right?

Once I get that where I want it, and try to select the bone Mohawk 1 to paint the middle of the part of the Mohawk part: The Mohawk part doesn't change to blue when I select the bone to Mohawk 1. It is still weight colored to Mohawk root even though I select another bone: Mohawk 1.

limpid cargo
karmic jay
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How do I join the texture folder with the FBX?

icy flame
karmic jay
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It shows a whole bunch of white blobs, no texture packets

icy flame
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The FBX format doesn’t automatically carry textures, that’s why it shows white. I can set up and export a version with all textures embedded/linked properly so it works right away. If you’d like, I can handle this for you

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@karmic jay

steel hatch
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is there a way to bring the arrows closer to the object

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like when dragging it around

steel hatch
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how do you do it?..

icy flame
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click on the light green arrow and direct it to the object

steel hatch
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that just moves the hair up

icy flame
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can you make me do it for you

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because it is hard to that that

steel hatch
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wha

icy flame
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check out

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i did it by my self

karmic jay
stable isle
limpid cargo
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in your file explorer.

icy flame
# stable isle

Looks like a PhysBones issue Unity shows it fine, but in VRChat the settings act different. Try checking weights, apply transforms, and tweak pull/stiffness. It’s usually a PhysBones config problem.

limpid cargo
limpid cargo
karmic jay
trail wigeon
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so i figure out how to upload the model but its up in the air and allthat, how do i fix it?

sour sparrow
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why is it that when i create a toggle that changes the hands, the hands stay the same as my base hand gesturs?

somber sequoia
# stable isle

I'm not sure what this image is showing, what do you mean "pulling in one direction"? Does it move weirdly in Unity?

exotic steppe
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got a toggleable visor asset that i want to duplicate with the animations and im having trouble with it

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it has a hud built in

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tried to duplicate the visor object, and assign the same animation controller but to no avail

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it doesnt activate when i click the toggle

stable isle
somber sequoia
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any animations on it?

vivid owl
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lf someone who can walk me through how to add color toggle and on and off toggle to a tail i want to add on an avatar

azure hornet
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can someone help with my toggles not saving, i have sync and saved both checked for all of them in parameters

limpid cargo
exotic steppe
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anybody know if you can duplicate the visor from ikehud with the animations during the toggle for purely cosmetic reasons?

somber sequoia
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I'm sure someone can given enough detail

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and time

exotic steppe
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nvm i just copied the HUD itself and deleted everything other than the visor

shell river
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i have found lots of ways to make the curve more... curvy, but that is the opposite of what i want, and i am not a math

shell river
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this is the current curve i'm trying to get to a linear slope. I can live with it if i have to, but for learning's sake i'd like to figure this out

jagged vessel
#

the SDK isn't letting me log into anyones account other than mine, any particular fix for it?

somber sequoia
#

one assumes you have the correct username and password?

little plume
#

my animation if fine in blender but it doesnt work in game (recording shows non baked animations but i did bake them and the baked animation works fine in blender too)

jagged vessel
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tried both email and username

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password shouldnt be wrong

green raptor
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I have a question, when I combine gestures to make an expression, for example " Finger point(left hand) + Rock&roll(right hand) = scared". The default expression of "finger point = tongue out", gets mixed when I do the combination. How can I avoid that?

somber sequoia
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you'd have to look at how the gesture layers are setup, probably there's no checks to prevent those combining.

somber sequoia
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probably, though I'd have expected an animation clip in that state

green raptor
somber sequoia
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well that's not going to change when it's triggered, just means it'll do something when triggered

green raptor
#

I tried to check the parameters but nothing happens

small osprey
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I'm trying to import a model I recently downloaded, but I'm running into some issues with missing parts. The elbow/thigh parts don't show up in unity, but when I upload through SDK and test it in-game the elbows show up and the thighs do not. Pretty sure these two errors are related. Any idea what might be wrong/how I can go about fixing it?

austere swift
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how do you make a 4 legged avatar like a animal avi?

somber sequoia
somber sequoia
somber sequoia
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ohhhh I see

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probably they just don't include those parts if they won't be showing anyway, it's a standard optimization technique

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(maybe there are blendshapes to control that)

small osprey
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Maybe, but there's a toggle for the jacket and the arms appear fine when I test it out in-game (though still missing that big chunk of my legs)

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I'm not sure why it looks different in unity

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It also came with a prefab that just includes the base body/underwear that shows all the body parts that are missing from the other prefab, but when I upload this one to sdk it's missing the elbow parts.

craggy leaf
#

Anybody else having phys bone jitters recently?
Trying to make some hair flowing as if it's in water/ low gravity but that seems to make the hair jitter like crazy
Was wondering if anybody knows a fix or the settings that might be causing it

azure tapir
#

Blender help

The nipple (Green from weight paint) is moving further than the pec or moob (take your pick) How do I make the nipple and pec move on the same bone without them separating from each other since the body and nipples are two different meshes? You can see the nipple and body connect where they are suppose to when the pec bone is at it's base pose but once I tilt up up, the nipple rises off the pec/moob.

trail wigeon
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so ive been at this for quite awhile now, ive gone through many videos and stuff, but i still dont know why the model is in the air. while in unity its completely fine

craggy leaf
valid prawn
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how do i separate the body material from the head? i separated them but it still changed the head material

trail wigeon
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select what u want to seperate, right click and then separate i think thats how its done

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idk

valid prawn
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thank yew

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🙏

verbal latch
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how do i make toggles without vrcfury

ornate stump
fiery crow
#

you can also use vrcfury to optimize your toggles to blendtree with a component, if you dont want to bother setting up the blendtrees toggles yourself

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but this is the more optimized way to do toggles

verbal latch
#

ts is to hard man

ornate stump
gentle goblet
#

So I think this is why my boob physbones are so weird but I don't know how the cones inverted or how to fix it ;-;

gentle goblet
# ornate stump How is it weird?

Well it means that the movement gets limited because of the smaller one and on my other avi and the other ones I looked at the back one was matching the front

ornate stump
gentle goblet
#

They usually aren't that big that was just to show that the orientation was off

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But I can turn the collider off and see what happens

gentle goblet
ornate stump
gentle goblet
#

Well only the front of the boob moves not the whole thing ;-;

ornate stump
gentle goblet
#

Armature - Hips - Spine - Chest - Boob_Root - Boob.L

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And the physbone settings are on the last one but also I've tried on Boob_Root and that hasn't changed anything

ornate stump
gentle goblet
#

Nipple that's it

ornate stump
gentle goblet
#

Well apparently that is just Boob.L

ornate stump
gentle goblet
#

Yeah but they both scale and move with the same physbone script and idk how to check what bones they are showing

ornate stump
ornate stump
gentle goblet
#

Does this show the hierarchy?

ornate stump
# gentle goblet

Yes. You put the collider as a child object so it got treated as part of physbone, which that is the problem. You have to put the collider object as physbone ignore transform.

trail wigeon
#

i think i might of figured it out, so the reason why the model is up in the air and buggy is because of this box i think its the bounding box but what is that box?

trail wigeon
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how do i uh fix it

gentle goblet
trail wigeon
#

ive been at it for an hour or so now lol

ornate stump
trail wigeon
#

not sure

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this my first time doin this stuff

ornate stump
trail wigeon
#

uh

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im a lil slow-

junior void
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the window where u hit upload

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thats the sdk window

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it has a bunch of messages about your avatars performance

trail wigeon
#

ah

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in the controller where all the alerts are?

junior void
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careful with the word "controller". under controller, vrchat lingo people understand mostly "animation controller component" and not the sdk screen

trail wigeon
#

oh

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muh fault

junior void
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but yes, that very last window with a bunch of stuff

trail wigeon
#

control panel*

junior void
#

yes yes

trail wigeon
#

it dont show anythin about a big bounding box?

junior void
#

it does, but its not complaining about it

trail wigeon
#

hm

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then why it look like a tower in vrc?

junior void
#

i never had this issue so i wouldnt know

trail wigeon
#

dang

junior void
#

renfrew is probably still lurking

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just wait a minute

trail wigeon
#

alr

ornate stump
# trail wigeon

Is the avatar itself fine when you wore it? Not just in preview.

trail wigeon
#

when i wore in vr the model and everythin was above me as shown in the photo i put

junior void
#

view point issue?

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or origin maybe?

trail wigeon
#

i checked the origin in blender everythin seems fine

ornate stump
#

In blender.

trail wigeon
#

or is that the issue?

junior void
#

aha

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orange dot = origin

trail wigeon
#

the origins being in the parts

junior void
#

they are all over the place

trail wigeon
#

thought that would be it...

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and my friend said it was fine lol

junior void
#

just apply transforms on each object

trail wigeon
#

?

junior void
#

also, if you merge the body parts into one mesh, you get better performance at it will cut down on material slots

ornate stump
#

Origin of skinned mesh must be at world zero position. Not at each mesh.

trail wigeon
#

ah alright

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so should i put the origin at the zero point then check back at unity?

ornate stump
trail wigeon
#

yea

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my fault lol

ornate stump
# trail wigeon my fault lol

But your issue rather is from the avatar is really big, then you scaled down, and forgot to adjust view position to the new scale..

trail wigeon
#

oo

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so should i scale it down in blender before sending to unity?

ornate stump
trail wigeon
#

ok

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ill do all that then check back up wit yall

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thanks for the help :]

ornate stump
trail wigeon
#

but i deal wit that in unity?

ornate stump
trail wigeon
#

yea this?

ornate stump
trail wigeon
#

alr

ornate stump
trail wigeon
#

ooo

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so scaling is the issue?

ornate stump
trail wigeon
#

ok ok.. i understand it nowww

fiery crow
#

origin wouldnt really affect the preview like that

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mainly locomotion things

trail wigeon
#

im back so got some news, scaling did kinda work but its still up in the air, not as high

fiery crow
#

are you sure your rig is correct?

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whats it look like in blender?

trail wigeon
#

should be

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let me get the blender 1

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in unity the control panel sayin its shorter than average now but eh

junior void
#

why is every limb its own object

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i understand weapons etc to be so u can make a toggle

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but each leg be by itself just drives up the material count

fiery crow
#

did you accidentally drag on a camera on your avatar root?

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or maybe the view is just so wonk cause its launched in the sky

trail wigeon
#

i dunno anymore lol

junior void
#

its actually not unlikely that you export from blender with a camera

trail wigeon
#

it dont got a cam tho?

junior void
#

as by default the blender scene has one and if you dont adjust the export settings, its included

trail wigeon
#

when i started i deleted the camera?

junior void
#

why a question mark

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its fine, it was a guess

trail wigeon
#

oh

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im just confused and tired lol

fiery crow
#

if youd like, u can dm me the blender and unity package and i can tweak it for u, only takes a couple mins anyway

trail wigeon
#

sure i dont mind

fiery crow
#

sweet, i enabled my dms
just a bit harder to figure out from back and forth on a channel chat

trail wigeon
#

yea

junior void
#

consider letting him watch what you do for the learning effect

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wont get this service in the future

fiery crow
#

im planning to take note of some things wrong with it for future reference

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seeing you struggle on it so long makes me feel bad

hazy quest
#

After copying materials from one avatar to another using Pumpkin's avatar tools, I can't change/swap the material on a specific part of the avatar.
for example:
I have Hair, Face, Body.
Copied all three.
Now, I can change/swap Body and hair, but can't swap the hair material with another mat.

I was able to do it before copying.

polar mirage
#

after updating to SDK 3.9.0-beta.1 (?), uploading my avatar results in it missing all textures (basically all black), including things like menu icons. downgrading unfortunately hasn't helped. anything I can do about this?

polar mirage
#

and for some reason it always says "0 B" on all textures, which it has never done before. deleting Library folder, downgrading to 3.8.2 has had no effect

proven quail
#

I wonder if it's a bug with the beta? Maybe make a bug report

polar mirage
#

putting the exact files (including .meta files) in a clean project with the same libraries (SDK 3.8.2) does at least "fix" it, and textures show proper size again. so the question is what the heck can cause unity to break all textures in a project somehow

polar mirage
#

I just copy/pasted the whole ProjectSettings from the working project onto the broken one and it has magically fixed itself. guess we'll never know what the actual cause was

light phoenix
#

does anyone know why this happens the view point keeps detaching and I haven't found a way to fix it

somber sequoia
hard garnet
#

Oops

small osprey
#

I have an avatar that came with a toggle for the jacket, and it shows/hides part of the arms depending on whether the jacket is on/off. I made a toggle for the pants, but part of the legs stay hidden when they're off. I'd like to make the legs behave the same way as the arms when I use the toggle. Any idea how I might get that to work?

tame badge
#

No matter what I do the model is ripping itself 2m to the side in blender.

I've looked up and tried sevral fixes and Blender has ignored each one, no matter what I do un-locked my locked in possition model and forces it to the side by 2 meters.

#

It keeps forcing it over here on export...

#

No matter how I try and lock it here

#

I have tried loads of things, how do I get Blender to stop changing its possition on its own?

frigid glade
tame badge
#

This was one of the fixes I tried and it ignored, still tearing it 2m to the side

grand scaffold
#

Does the mesh / armature have any constraints?

tame badge
#

Both constraint tabs are empty

#

So atm I've gotten it to where the model in blender no longer visible tears itself to the side and ignores my moving and locking, however it is still inexplicibly tore to the side when imported to unity.

#

I would simply manually move it back but this is causing it to just.... vanish when looking at it from one side, even if the bounding box is masssive

quasi cargo
#

guys...i think my avatar is cooked

grand scaffold
tame badge
#

I think I did, and I had been dooing two Halves of the solution but I've managed to correctly center the model. CAN I DO IT AGAIN? Lets see? XD

somber meadow
finite moss
balmy barn
finite moss
finite moss
somber sequoia
somber sequoia
small osprey
somber sequoia
#

oh cool. So just edit the animations to set things how you want them to be set

jaunty aspen
somber sequoia
jaunty aspen
somber sequoia
#

"no" then 🙂

#

(forgot which way I asked it)

jaunty aspen
#

i will now bang my head against the wall

somber sequoia
#

ooh this'll be good

jaunty aspen
#

not for me :(

finite moss
jaunty aspen
feral abyss
#

what is wrong with vrclens??? it's freaking out and saying that somehow I'm in negative bits?

#

I just want to put a nice camera on my avi, especially since im getting used to its settings

night ember
feral abyss
#

yeah but how??? look at the first pic i sent, im down to a solid 90 arent i?

#

or are there bits that are somehow hiding from me

night ember
#

Got fury or some other shit adding stuff on build

feral abyss
#

had a memory optimiser that apparently does not optimise. goddamn it now ive gotta workout whats taking uop the most bits and what i can drop

#

okay so unoptimised and theres still 60 bits i cant see or find anywhere

strange saffron
#

As in, regardless of world light, it is dark

#

It doesn't change to be darker or lighter between worlds/lighting

split peak
#

can someone please help me with this, whenever I try to upload I get this error

strange saffron
#

When you checked "humanoid" for rig type for the armature, did you make sure the bones are correctly marked?

feral abyss
#

okay something is definitely going on, i cant figure out where all these extra bits are coming from but that also means i cant remove themmmm

#

worst bit is i know ive managed to get vrcfury working on this avi with all of the toggles still attached

split peak
#

what version of unity do i need to be on btw?

strange saffron
#

Idk if there is a specific version which is preferred over others, but I know I'm on Unity version 2022.3.22f1

split peak
#

i got this message today so i was wondering if it was the cause

strange saffron
#

Huh

#

I'll check that out

heavy zephyr
# strange saffron I'll check that out

This is known, vrchat is working on it, Steam pushed an update to prevent the game from launching if it detects a malicious usage. It is safe to keep using it.

ruby summit
#

help how do i fix this

heavy zephyr
#

That's not an error?

ruby summit
#

but it doesnt let me advance

heavy zephyr
ruby summit
#

wait i still have to reimport the avatar anyway

#

because for some reason it doesnt have blendshapes

#

ok now i have that issue

#

when exporting, the blendshapes dissapear

strange saffron
#

Did you create animations for blendshapes

ruby summit
#

wdym

strange saffron
#

If it is something you want to be able to toggle

ruby summit
#

no its not that

#

what i mean is my model has blendshapes on blender

#

but on unity they dissapear, they dont exist anymore

#

as example. this is my current model

#

and the old one

#

it should have "blendshapes" on top of quality

ruby summit
#

oh yeah it was that

#

CATS seemed to made a new modifier

wooden zinc
#

I have a question , so say if i wanted to make imaganery friend on my avatar how would i go about doing that cause i would love to make it local so no one can see her but me but im also struggleing on how to make her voice lines..random if that makes sense? like every 2 mins or so?

#

this creature from pressure i mean

heavy zephyr
# wooden zinc I have a question , so say if i wanted to make imaganery friend on my avatar how...

To make a local animation, simply add and use the "IsLocal" built-in bool to your animator and check for it being true.

To generate randomized values, use a parameter driver and an integer parameter as a source.

Finally, to make a timer, simply create an animation with the last keyframe happening at your desired timer end time. Then put that animation in a state that transitions out when "Exit Time = 1".

wooden zinc
ruby summit
#

okay now i need help with textures

#

my model has a weird shadow over here

#

but the only textures i have is a specular map and a mixed one

#

idk wich ones has what parts of the texture or how to apply them

wanton cedar
#

im still trying to make the grabbable prop. Its not parented to a bone, atp im not sure if i should just make the damn thing its own thing and drag n drop it onto the model. it wont move, no matter what I do

heavy zephyr
wanton cedar
#

i was told to not have it parented to a bone since im moving it via constraint

#

and i know its a mesh

heavy zephyr
wanton cedar
#

I see

#

is this fine then? Just one bone?

#

its its own armature right now

ruby summit
willow carbon
#

Looking to transfer a mask from a prefab variant of my avatar to my main avatar. Both prefabs are not unpacked.
I transfer the mask, ensure root bone and anchor override are swapped over to my main avatar, but when I delete the other avatar's prefab, the mask disappears.
Why does this happen? How can I fix it?

heavy zephyr
willow carbon
#

A mesh

#

I also tried unpacking the prefab (the prefab variant, not my main avatar) and then deleting it minus the mask, which works to some degree, but when placing my avatar's Hips as root bone and the anchor override, the mask disappears

heavy zephyr
# willow carbon A mesh

Then you would need to duplicate that mesh or extract it outside of that prefab in your project tab. Otherwise it will keep trying to reference the data that only exists in that prefab

#

In short, it needs to be a separate asset in your project file, not just hierarchy

willow carbon
#

I understand

#

I also had a similar case before, where I just deleted an item that came with the prefab, but wanted to restore it later on. Prefab was not unpacked - would there have been any way to re-add the item?

heavy zephyr
#

Unsure about that, at a glance I want to say no. But maybe

willow carbon
#

Okay

#

Well, thanks for the help

#

Found the solution, so I'll leave it here just in case anyone ever has the issue and winds up to this on discord search

#

Head to the prefab instance on the hierarchy. On the inspector, click overrides

#

Find said removed item and just revert. ✅

heavy zephyr
#

Oh very nice ^^

grave herald
#

please help me why are they red i don't know what i did wrong
i am reasonably new to avatar making btw please dumb every explanation down lol
if it helps it says "chest(transform)" is not a child of "spine(transform)" "spine"
or something close

heavy zephyr
#

Pretty much what it says. Your chest bone isn't a child of your spine bone.

heavy zephyr
#

Needs to be changed in blender

grave herald
heavy zephyr
#

That's about the most I can tell you, I'm not well versed in blender

grave herald
#

oh uhm. ty then have a nice day

grave herald
left gull
#

in the bone's relations section make it a child of the spine bone

grave herald
left gull
#

import model> select armature>enter edit mode> select chest bone> hit green bone menu>open relations dropdown>put spine in the parent section

grave herald
grave herald
left gull
#

neither of the errors shown say anything other then the fact it didnt upload, are there any errors in the SDK upload panel or other red errors in the console?

grave herald
#

do i send a screenshot of the full console?

#

and a bunch more of the yellows.

#

i mean it was like that when i made my other avatars

#

jsut not with red ones

left gull
#

its unlikely but is there an ID in the pipeline manager that isnt your own?

grave herald
left gull
#

select the model in unity from the heirarchy on the left side of your screen>on the right side of your screen in the inspector find the Pipeline manager script (likely underneath the avatar descriptor script) and hit the detach option if its there

left gull
#

What does the SDK panel's stats look like? (preferably not a cutoff screenshot)

grave herald
#

NVM!

#

I GOT IT!

sour sparrow
#

so i have custom gestures, but I wanna make it so when I turn on a certain toggle, it changes the hand, but when I do, the hands dont change.

coarse thistle
#

hi guys so i need some help to figure out what's going on is when i record and press preview the hand goes weird and i don't know how to fix but ive also ran into another problem sometimes when i press a and stuff on my control the camera does this werid thing that flying avatars do with the camera and i don't know how to fix

#

for awhile i thought it was controller drift but it never does it in any other avi and its almost every time i press jump

wanton cedar
#

Why is my white model in crouch when i was messing with the red one? nothing is being previewed and he wont snap back up. its kinda annoying me. he only stands back up in gesture manager

coarse thistle
#

i think

wanton cedar
#

no, hes was fine before when i had the one on the left selected

strange saffron
sour sparrow
#

figured out that first problem, but now i have a seperate one, when i toggle the toggle that changes my hand gestures, but untoggle it then toggle a different toggle that also changes the hands, the second toggle i turned on doesnt change the hands, and goes back to the base hands for my custom gestures.

#

heres when i toggle the first thing

#

but heres the second thing, the original hand goes back to its base stance instead of the new one (the left hand is what the right is supposed to be

strange saffron
#

If the toggle was made via blendshapes, it might be overriding other blendshapes

sour sparrow
#

nope its the animator im using

strange saffron
#

Did you only record the animation that changes the hand or did you record both hands?

sour sparrow
#

both hands on the second image, only one on the first

strange saffron
#

Only record one hand for the toggle so you can mix and match the toggles better

sour sparrow
#

gotcha, alright

strange saffron
#

Otherwise if both hands are being used it'll try to override one of them

sour sparrow
#

the animation includes the hand changing tho so would you think it would still work the way you described?

strange saffron
#

You'd just need to delete the animation on the hand that isn't being animated in the moment

#

So like if it was like:
Animation1
Hand L fist
Hand R open

Just delete the hand R open

#

Then you can have

Animation1: hand L fist

Animation2: hand r fist

And then the permutations work fine

sour sparrow
#

gotcha, thanks, i'll test it out

heavy zephyr
strange saffron
#

I should probably fix that shouldn't I

heavy zephyr
# strange saffron nope

That might explain why, sometimes the gizmos for stuff like view position and I'm assuming this one too, look out of place because they expect your avatar to be at 0,0,0. The collider itself should be in the correct spot but might as well just move the avatar to be sure

strange saffron
#

yep that was it

#

can't believe I missed that

heavy zephyr
#

All good, it's a common mistake

wanton cedar
#

Well now both of them are fucking stuck

heavy zephyr
wanton cedar
#

is it on github

heavy zephyr
#

Yes

strange saffron
#

trying to figure out why I can't seem to see the chest phys bones/colliders even though the settings seem similar enough to the other one that it should naturally be as visible

heavy zephyr
strange saffron
#

show gizmos is on

heavy zephyr
#

Uh

strange saffron
#

I full screened this so it would be easier to see

heavy zephyr
#

Try bumping up the collision size?

heavy zephyr
strange saffron
wanton cedar
#

Well, thanks

#

Wish unity would just fix that so i dont need to download extra stuff 😔

heavy zephyr
# strange saffron

Very odd, look around to see if they don't show somewhere else in the scene?

Otherwise try copying the physbone settings, deleting them and creating new ones then pasting?

strange saffron
#

I turned on grabbing thinking maybe that was what was causing the issue, but it was originally off

heavy zephyr
#

That shouldn't change anything

#

Never seen something like that-

strange saffron
#

lemme see if using a different preset fixes the issue

#

it seems to be working better now for some reason with a different preset. Maybe that preset I found is broken

heavy zephyr
#

No idea unfortunately

tardy locust
#

Does anyone know if there's an easier way to take apart a multiple mesh object for AO baking short of just... Exploding the pieces everywhere?

silent sinew
#

why does cc keep telling me i have to wait before uploading models even tho i have been uploading models for years now?

heavy zephyr
#

You are logged in to the wrong account then

silent sinew
#

no its the right one

brittle wave
#

Hi guys, I need a little help here, Im animating the physbone component by putting it on an empty gameobject and toggling that off and on but for some reason the toggles get stuck. Lots of stuck-ness here. I've trailed and errored my way through it just fine (with someunderstanding) but now my toggle in game is stuck idek what to try at this point

silent sinew
#

i only have one account

silent sinew
heavy zephyr
brittle wave
heavy zephyr
brittle wave
brittle wave
# heavy zephyr Usually when asking for support you'd give any information that is relevant. Fo...

ANIMATOR
Im using an animator for the FX playable layer since its not a transform animation for the actual rig of the avatar. Write defaults on loop disabled in the motions used. Added a base layer that has nothing in it cause I read to do so (don't really understand why when I can just use the FXLayer by itself) I do have an empty avatar mask (trail and error thing there) the fxlayer weight is set to 1. Transitions are triggered by a bool parameter in the animator named the same in the parameters asset for vrcsdk.

MENU
I set up a toggle for the bool to be deactivated since its default is active. The menu is on the avi controller as it should be the params with the menu.

Problem
The issue I face is that I keep getting this unexpected bug where anything relating to changing the state of the physbone component (Toggling the component itself or the gameobject its attatched to) causes the animation to just stay stuck or be unresponsive. It just won't budge it won't toggle. and now it can toggle off but wont toggle back on. Its stubborn. I wanna know how to do it manually before moving on with vrcfury ( sense that's the only time I get it to work.)

#

I think I got all the details needed?

heavy zephyr
brittle wave
heavy zephyr
#

I don't do VCs sorry

brittle wave
#

Alright Im gonna record so gimme a sec to get that

heavy zephyr
# brittle wave

Oh wait, I just missed it.

You can't use bools like this.

Look in your menu, toggles set your parameter to "value" when on and to 0 when off.

In your case "value" is Off/0 so when your toggle is on, it sets to 0, when off, it sets to 0.

#

Change your menu toggle so it changes the bool to True

#

That will be enough

left gull
#

you're gonna wanna explain a little better with what part of making an avatar you need help on

slender ivy
#

I'm having an issue with a VRCFury component causing my avatar to no longer validate when trying to upload. Thing is, I need it to delete stuff when uploading to mobile platforms, otherwise it won't display correctly. What do I do?

brittle wave
slender ivy
somber meadow
slender ivy
dusk pulsar
#

Your SDK is failing

somber meadow
#

look in your avatar descriptor, your viseme section doesn't have a face mesh inserted

brittle wave
heavy zephyr
slender ivy
#

I've never had any warnings about a "face mesh" on previous avatars

#

wait

somber meadow
#

just check that area if there's not a renderer in the viseme section

dusk pulsar
#

Find wherever you have descriptor and see if you have face mesh above visemes

slender ivy
#

The SDK was attaching to the thing that was getting deleted and not the body mesh

hollow plume
#

idk if I'm interrupting something but i got a quick question

heavy zephyr
slender ivy
#

Yeah I already did that

heavy zephyr
somber meadow
somber meadow
hollow plume
somber meadow
#

can you screenshot what error you're seeing

hollow plume
#

here you go

somber meadow
#

are you building and publishing or building and testing

hollow plume
#

building and testing

somber meadow
#

you shouldn't see this error unless you tampered with the project's settings

#

testing requires an ADB service that connects to an Android phone and locally transfers the avatar file to the phone to view it on the mobile version of the game

#

You'd be better off just publishing if you're on Quest

hollow plume
#

sorry just realized im just trying to build it from unity not the VRchat SDK

somber meadow
#

oh lmfao

#

yeah that's for building an entire unity game if you try to do it that way

hollow plume
#

oh

#

sorry

#

now its saying "Avatar uses unsupported shader "VRM/MToon"

#

and VeryPoor performance

dusk pulsar
#

VRM models require conversion to be usable for VRChat. They are not supported by default. Same principle as importing fbx plainly and asking for the Unity to instantly build whatever u've imported, when there are many more steps such as assigning textures, shading, adding in descriptor, physbones, toggles and more.

To optimize and etc you would need Blender, maybe even more of Blender to accomplish whatever u want. Or delete parts / reduce texture size. Otherwise by default VRM models are on the low end of quality models.

But as for now: click on ur mesh parts in the hierarchy and on the right side where the window shows "Inspector" select different shading for materials at the bottom of it. If you want some better shadings: get Liltoon or Poiyomi (Poi my beloved)

hollow plume
#

thanks i will do that right now

undone oracle
#

Is there a way to let other people grab your props? I was thinking it would be cool to have an avatar that other people can take its head off.

#

Or have a wind up key in there back others can take out

tardy locust
#

I forget, how do you get unity to let you properly edit / record animations?

ornate stump
hasty elk
#

Hey can anyone familiar with using Vroid help me?

#

I've exported the VRM, and I have the creator companion all set up with the right version of unity and have also installed the vrm conversion packages, but when dragging the avatar vrm file into unity, it's not converting

junior void
#

Using unity to convert a vrm is not recommended anyway as it may work in some cases but brings unforeseen problems down the road

hasty elk
#

That's the only way I've found how to do it when searching for tutorials

junior void
#

There's a blender plugin that lets you import vrm into blender. In blender, you should edit the avatar (if needed) to be conform with vrchat standards, then export as fbx. Once you have an fbx, you can set it up as usual. Many tutorials work with an fbx

hasty elk
#

That's not gonna work for me. I have unity assets I want to add to my avatar that I got from booth.

#

Maybe I just don't have the most recent vrm packages

junior void
#

How would that not work? You can still add assets in unity with package installers such as vrcfury or modular avatar

#

The only difference is that you have a proper avatar format (fbx) rather than a wonky unsupported type

hasty elk
#

I wouldn't even know how to start doing any of the things you're talking about tbh.

#

Never even worked with blender

junior void
#

You could go to the vrctraders discord and put a free request in for your avatar to be converted to fbx

hasty elk
#

Nah I doubt anyone's going to do it for free in a timely manner. It's fine I'll figure it out. Thanks for trying.

junior void
#

can only lose if you dont try ¯_(ツ)_/¯

balmy barn
#

#avatar-general message vrm > blender > unity , you can add stuff to it there ( most of the time i do that in blender ) , converting vrm in unity leaves you with a unoptimized mess

north field
#

Hey there, Had a few kinda high level questions more so about how Unity works than with Avatars specifically. But are related.
I did search the server for some of these topics key phrases/words before posting this here.

  1. So I play around making models and avatars for fun as a hobby and my main project is around 200GBs right now.
    Of that however only 50GB is my main asset folder while the other 150GB is in the project's Library/Artifacts/ folder.
    Now I know I can delete this and next time I launch my project it'll Re-itemize the project sometimes reducing the total size.

My main question for this is What is the actual purpose and function of this folder and is there any way to limit it's size or avoid it bloating?

  1. Loading projects can be very fast for Me with my computer, New clean projects with a handful of tools and plugins load in a few seconds but my main project can take upwards of 5 minutes. How? Why? And what can I do to speed it up?
    Is it SSD speed loading all the assets? Is it a CPU thread processing limitation?

What slows down project loading, And what can be done to counter it?

  1. Script compilation; What is it and why does it randomly halt my work flow process suddenly sometimes when I click on an item or piece of clothing randomly for up to 5 minutes sometimes?

  2. Does the set resolution and texture settings matter at all for loading projects?
    I tend to decompress all my files while working and then dynamically shrink them down before uploading No clue if this has any effect on in-editor performance or not.

left hull
#

hello. i'm trying to make an avatar's eyes move but the issue i'm having is that the eye bones are on the pupil and they just make it rotate on its own axis instead of rotating along the white part of the eye. does anyone know how i can make this work? thank you.

ornate stump
# north field Hey there, Had a few kinda high level questions more so about how Unity works th...
  1. Library folder contain data artifact from asset preprocessor. It's auto generate and can be deleted or excluded from backup.
  2. More assets mean more loading time.
  3. Every script need to be compiled in order to work. The scripts included but not limited various package you had imported, tools, and even unity editor itself. This should only happen when change is made to the script.
  4. Same as 2. More assets mean more loading time. But that's for entire project. Texture resolution would affect only load time when the model using that texture is being shown.
ornate stump
left hull
#

well yeah i tried that

#

but then it just clipped through the eyebrows and stuff

#

and it looked really weird.

#

i can't quite find where i should put the bone sadly

ornate stump
left hull
#

alr it's trial and error then i guess

ornate stump
left hull
#

ah

#

well it's just a flat plane so i guess i should do that.

north field
north field
#

Okay, Thank you.

left hull
#

yeah pushing the eye bone further and further back just kind of seems to make it pop out more, not stay inside the eye

junior void
#

why do you rotate it so far

left hull
#

i exaggerated it.

ornate stump
junior void
#

realistically, you only need to cover the space inside the sclera

#

if it works inside the eye, its good. ofc it will go outside if goes too far

left hull
#

surely there's a better way to do this.

ornate stump
junior void
#

the alternative is to make new eye mesh

left hull
#

i guess i could do that then

junior void
#

i personally use actual spehre, rig it first to a bone so that the bone is in the mass center, then move and merge and mirror

red crow
#

I am still having this problem (I fixed it on an avatar from the same source but what I did last time isn't working so I'm totally stumped)

#

Tried setting the rolls to 0, last time I ran into a weight paint issue and that somehow fixed it

ornate stump
red crow
#

...

#

What way should it be facing

#

positive y?

ornate stump
red crow
#

does this in the export dialog have anything to do with it too

ornate stump
red crow
#

what should I do with that

ornate stump
red crow
#

so leave those settings as pictured? that's the default

ornate stump
red crow
#

hmm still twisting around on import to unity

ornate stump
red crow
#

no

ornate stump
red crow
#

still doing it

ornate stump
red crow
ornate stump
# red crow

Also screenshot transform info in object data property panel.

#

Make sure rotation is all zero.

red crow
#

for every single bone? and which object do you want the transform info of

red crow
ornate stump
red crow
ornate stump
red crow
#

I pressed the command for it I'm not sure why it's not 0 ing out (if that's the expected behavior)

ornate stump
red crow
#

oh

#

no

#

there we go

#

lemme import

#

nope

ornate stump
red crow
#

it did but it's still importing weird

ornate stump
red crow
#

yes

ornate stump
red crow
#

that didn't fix it

ornate stump
#

Before and after going into Configuration.

red crow
ornate stump
# red crow

Can you select one arm bone and screenshot again?

junior void
#

can i ask why is there multiple bones in the arms and legs

red crow
#

the model is just Like That, and occasionally it's broken weights if I remove it (They're labled IJ or IK)

ornate stump
# red crow

Also back to blender, select the same bone and screenshot.

red crow
junior void
#

aha

#

why is it on the left now

red crow
ornate stump
# red crow

Bone name scheme is mirror between left and right.

red crow
#

...the one thing I didn't try this time

#

ok

red crow
#

it's not flipping in Unity anymore at least...just doing other things

ornate stump
red crow
#

oh, duh

#

ok

#

is there a way to tell what vertex group affects where

#

so I know what to label it

ornate stump
red crow
#

problem

ornate stump
# red crow problem

Is it? Didn't you just have to rename to change left to right and vise versa?

red crow
#

I did but uh there was an interim where something got called ARM_r and it could be left, it could be right

#

its fine I think weight paint mode lights up the area so I'll just use that as a ref

#

is this an issue

ornate stump
kindred moon
#

uhh hi i wanna know why my rigs right arm is fucked ping me when u can firgure it out

trail wigeon
#

renfrew, zeroo i figured it outt

junior void
#

do share

trail wigeon
#

ok

#

so

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i didnt look around in herer

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and my original model was flat

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so what i did was press random buttons like the bake axis and i think others things

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and it worked!

junior void
#

if bake axis worked then you had rotations going on, likely only on your armature object and not the meshes

#

i use bake axis as well but in a more controlled way xD

trail wigeon
#

yea

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holyyyyy that took foreverrrr

junior void
#

applying transforms in blender to the armature object should do the same thing. did you foget to apply the transforms to the armature maybe when we were doing this last time?

trail wigeon
#

maybe idk

#

but im just hella happy i got it to workkk

junior void
#

right but if you dont understand the cause, you will maybe get this again

trail wigeon
#

but yea thanks you three you renfrew and ghost

junior void
#

im happy for you but be cautious with "just clicking things" lol

trail wigeon
#

i know

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but i was bored and thought to do that before it go to bed

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but yea thanks you guys for the help

#

and i gotta ask ghost to delete my model since i let him borrow it to help me out lol

somber sequoia
ornate stump
#

Yes, it should do that. Weird that it didn't.

somber sequoia
#

very

grave herald
#

i tried doing some modifications today on an avatar i just finished and i want to know whats happening here like my bones radiusess are okay but they are being elongated for some reason

junior void
#

did you edit it in blender

somber sequoia
#

oh you posted that in two places

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ideally, don't do that

junior void
#

i hate when ppl do that ngl

waxen ferry
#

Does anybody know how to swap between vrchat's locomotion layer, and a custom layer that i set up, With a toggle?

somber sequoia
#

seems like you can switch between two, but once you put your own base animator in that slot, you don't get the default one

waxen ferry
#

Could I add onto the base locomotion layer and make a transition between the standing and my blendtree

somber sequoia
#

well first you'd have to get it. I think there's an example in the SDK but I don't know if it's what's actually used

sour sparrow
#

so i have animation files preset for my character, but the animations are psa files, and im using psk bones, do psa animation files work in unity?

#

psa files are for animating the bones and that in turn animates the body, would it still work?

jade shuttle
#

Hi, im trying to add an outfit to an avatar with VRCFury, the outfit doesn't have the upper_chest bone, there is a workaround for this?

quick ridge
#

Is it possible to make toggles for clothing items if you have an int that activates different clothing items? (with write defaults)

junior void
#

Sure

quick ridge
#

This happens to me, but I don't know if it's possible to set the toggles differently so that it works properly.

quick ridge
junior void
#

Really depends if youre doing this manually or with vrcfury or any other toolbox

civic hornet
#

Sooo.. I'm trying to make The Shadow from Amnesia: The Dark Decent into an avatar. I got it mostly down. Only problem is the fact that the "flesh masses" doesn't rotate with the collider they are spawned onto. Is there a way to make sub emitters rotate relative to the colliders their parent particles collide with?

junior void
#

You could do a setup similar to this one then

#

Not applicable if you want to combine clothing ofc but i assume you know that since you asked for int not bool

somber meadow
jaunty aspen
#

How do i copy the name here? i cant type that, and ctrl C only copies the value

#

nvm there's a button called copy blendshape to clipboard

shrewd stirrup
civic hornet
shrewd stirrup
plucky drum
#

i dont actually know what any of these mean, they pop up when uploading my avatar the bar nearly finishes then at the end it fails and spits this out

night ember
#

poiyomi corrupted

somber sequoia
#

probably unlock the shader and re-lock it, assuming you have the poi package installed

plucky drum
plucky drum
#

ill try relocking my shaders

shrewd stirrup
night ember
#

it only does that if the mesh itself is inside out

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all a particle does is has backface culling enabled

shrewd stirrup
night ember
#

the particle shader

plucky drum
#

the poiyomi error is gone but this big one is still here

night ember
#

thats just telling you it failed

plucky drum
#

so it isnt telling me how it failed?

#

isnt it supposed to spit out an error telling me what broke

night ember
#

thats just an output to the first one which is only telling you that it failed

plucky drum
#

so how do i find out why it failed

night ember
#

🤷‍♂️

#

dont know what your project is

civic hornet
plucky drum
plucky drum
#

every single time something has failed to upload its spat out an error telling me why, i dont know why this is any different and why it isnt spitting it out this time

somber meadow
ornate stump
somber meadow
#

^

plucky drum
somber meadow
#

scene captures still can have this issue

ornate stump
plucky drum
#

somehow broke something else

#

before even fixing this

#

all i did was delete the clothing i made to make sure it wasnt somehow breaking shit

somber sequoia
#

You have a transition that uses a parameter that you must have deleted

plucky drum
#

i havent gone digging around so im not sure how that happened, should i just remove the transition then since i dont even need it?

somber sequoia
#

definitely don't have transitions you don't need

plucky drum
#

k, just gotta find where they are cause idek what a transition is

somber sequoia
#

it's the line from one animator state to another

plucky drum
#

i

#

literally did nothing

#

but scroll thru menus until the error just vanished

#

and it let me upload it just fine now?

civic hornet
civic hornet
civic hornet
#

Or changing the Zwrite toggle?

shrewd stirrup
fringe cape
#

Updated one of my older avatars to new Gogo using VRCFury, and it seems to have broken the contact toggle. All the other toggles are working, and suddenly it makes sense why I havent been able to get contact toggles to work lately.

Does VRCFury break contact toggles? Is there something I'm supposed to do to get them to work? I did not make the toggle using VRCFury, I only use it for Gogo.

somber sequoia
#

If you aren't using Fury for a specific thing, it shouldn't affect that thing.

somber meadow
#

Importantly the bottom right

fringe cape
dark jay
#

Stupid question but if i wanted to how do i make it so a object gets flung or kicked like a weapon in full body like how do i set it up

fringe cape
#

I realize that I can just attach the Gogo without vrcfury, I was just wondering if I could figure out what's going on

somber meadow
#

the gogoloco prefab counts as a vrcfury component

ashen gulch
#

i was someone could figure out this error im getting

somber meadow
fringe cape
fiery tiger
#

So i made this hoodie in blender and it should be weighted n fine. But when i enter play mode and test it out in gesture manager in unity the strings hover there. anyone have any clue as to why?

somber meadow
fringe cape
fringe cape
ashen gulch
stiff kiln
#

Can someone explain to me why my old box avatar (that I never made to be a fallback) can be used as a fallback, while the fallback avatar I uploaded a few hours ago cannot? Im a bit confused...

left gull
stiff kiln
#

I mean, its fair ig? But most people dont even see my main avatar's impostor, they only see the fallback.

balmy barn
#

have to enable [ set as fallback ] in the sdk after its uploaded or you cant select it

stark meadow
#

or if rigged seperately are they parented to the chest?

small osprey
#

Any idea what's causing my eyes to be green-ish when the texture file is supposed to be blue?

stray trench
#

any ideas?

fringe cape
#

I did notice this message in the prefab, and I do usually use write defaults on.

#

I imagine it does have something to do with that

left gull
clear bear
#

reloading sdk and restarting unity dont seem to fix this behaviour

#

is there a way i can just force it to create a new blueprint id, the way it should handle this error?

left gull
#

that's just an error that gets thrown when something doesnt work, generally it isnt the actual reason

#

are there any warnings in the SDK upload panel or other red errors in the console then the ones shown?

clear bear
#

god i hate this sdk so much, still so broken. im just uploading a cube and going to use that id first to check if that works

clear bear
#

wow this sdk genuinely has no error handling, having a space in a parameter caused it to fail. replacing the space with an underscore solved it

proven python
#

@hereANYONE know why he's in the ground? And the eye sight is corrcet it's just above him..send help

ripe glade
#

Hello any kind of vrc constraint comes up with the error: MissingReferenceException: The object of type 'VRCPhysBone' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
I had just updated the sdk from 3.8 to 3.8.2

static perch
#

how would one go about starting an avatar from scratch? i more or less know how to make the avatar, in itself, like its just 3d with the little psybones, shaders and colors, and i know how to use unity to an extent, but im not sure what i need, what i need it for, or how to get it T^T

spice nacelle
#

Can someone help me with this idk what i did but i cant seem to fix this now T^

#

I total put it in the wrong chat before

timber wharf
#

@static perch blender. donut tutorial to begin with

static perch
late heath
#

im trying to make a breast slider where the colliders also shrink with the chest in the animation and the clothing clips a little bit when the physbones go upward so as a result im trying to reduce the size of the limiters so it doesn't clip but it doesn't seem to be changing at all. is that animatable? i do have "is animated" enabled on the component itsself

silver snow
#

Kind of a similiar question, trying to animate physone angle limits and while it shows them changing in the editor visually the bones themselves don't move, guessing that can't be animated?

idle jetty
#

Need help I am trying to upload my avatar when I updated vrcfury it gives me the mat it wants the older version but it wants the newer version

silver snow
foggy cobalt
#

why does my texture end up all pixelated and blurry? the image size is 2048x2048

late heath
foggy cobalt
#

i purchased the model from someone else so im trying to deal with the uv

late heath
#

it might be the uv map.. i personally have no idea how i'd salvage a uv or topology like that

foggy cobalt
#

yeah, no clue. i might just have to redo it all myself

late heath
#

i wish you luck

late heath
sudden flume
#

could someone direct me to a tutorial that will help me with toggles?
for example, i want to do multiple outfit toggles: when i toggle one of 3 on, i want the other 2 to get disabled/off if theyre already on
how would i go about doing that?

dark jay
#

How do i double side parts of a model with the poi shader

ornate stump
ornate stump
sudden flume
ornate stump
sudden flume
#

how does it work?

ocean stag
ornate stump
ocean stag
#

I would like to add removable slippers to my avatar. You should be able to pick them up with your hand, and when you let go they should dissapear. If you let go while they are close enough to the feet, the slippers should go back on the feet instead of dissapearing. They should be toggleable, and when they are toggled on they should reappear where they last were (either on feet or in hands). Im not allergic to reading documentation or anything, I just don't know what documentation to read. There seems to be so many method to do this, and I don't know which one will be the most up-to-date/easiest. Can this logic be done entirely in VRCFury? Would Modular Avatar work better? Is there some other method? I have no idea. Could someone please tell me what tools to use? Thanks.

ornate stump
ocean stag
ornate stump
ocean stag
ornate stump
night ember
#

Fuck off scammer

ornate stump
#

You should be more competent by reading server rules: advertisement is not allow.

#

That's called advertisement.

night ember
#

Even if you arent a scammer (you are)

ornate stump
#

And now you send friend request to me?

night ember
#

Highest level dumb ass ngl
You are advertising
Those arent even your images

#

You just wanna scam

ornate stump
#

You're so incompetent and it's butthurt.

night ember
#

Yes

#

Ive slready reported the scam message anyways deleting it wont help much

ornate stump
#

Let see you in the court.

night ember
#

Ok scammer I got phoenix wright as my attorney so get fucked