#avatar-help
1 messages · Page 182 of 1
i have same thing, ignore it. mines fine
Really...This is what it looks like in game twin
It is NOT fine
Meshia is a component you add to an avatar, it lets your reduce polygon count by just dragging sliders
alternatively, NDMF mesh simplifier is the older version of meshia
Oh no, can check bones in unity and blender, reparent
How do I check them in unity again?
I'm getting back into avi creating after like a 2 year break
Sab?
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
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
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?
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
Bounding box is the bounds property of skinned mesh renderer.
hmmmm
"Animator" note not "Animation" is a component that plays animation for your avatar.
yea this my first time trying to upload a model i made lol
oo
but how do i set up that animator for the avi?
also will that be the only thing i need before i can upload it?
If you set import setting for your model as humanoid it would come added one.
If your model is humanoid shape of course.
well its a roblox model but it does have a humanoid rig
or at least some what lol
I can't say it for roblox model because it's missing lot of humanoid bone.
yea
So you actually added them. Have you set the import setting rig type to humanoid in unity?
but if i cant figure it out ill talk to a buddy that knows this stuff
thanks for the help :]
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.
You could check for parameter values in avatar debug menu.
Oh wow this is very handy .I wish I knew this sooner haha. Thank you
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
That's Cloth component.
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?
I also made sure all write defaults where on
Is that for FX layer? All the layer mask must be removed.
oh ok ill try that
its for the expressions layer though
FX layer means you assigned that animator controller in FX slot in playable layers section in avatar descriptor.
so should I made the hand expressions in the FX layer instead of teh gesture one?
Hand animation layers must be in Gesture layer.
yea they are
If you don't understand purpose of each layer, read it here https://creators.vrchat.com/avatars/playable-layers
I would like to create or have someone create an avi for me but idk how to get a personal avatar
Read this #avatar-general message
So should the facial expressions that go with hand gestures be put in the gesture or FX layer?
I am assuming FX
What matter is what it's controlling. It's controlling blendshape so it goes for FX.
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?
If you want loop, you have to enable Loop Time in the animation clip.
yea i did that, it worked for the wing only toggle one, but not the ones triggered by hand gestures
In transition, you have to disable "Can Transition to Self".
didn't work in gesture manager
Can you show how you set it?
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.
Forgor to make my reply an actual discord reply
oh Ill try with it off thanks
thanks 🙂 thats all my question atm 😄 you guys on here are the best!!!!!
mkaing dreams come true!! everyday heros
You haven't disable can transition to self.
Also disable motion time.
How do I use this?
going to assume you mean meshia
https://ramtype0.github.io/Meshia.MeshSimplification/docs/en/vrchat/meshia-cascading-avatar-mesh-simplifier.html
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.
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
i keep having this issue
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
i thought i had it figured out yesterday but its being an absolute# butt
i figured it out all my bounds were on were on weird numbers so i default put them all backto 0
When uploading the avatar.
how do i fix the gogo so you dont go in the floor?
are you using Gesture manager or AV3 emulator in unity here?
gesture manager
is that just going into play mode or did you do some action?
no i did an action to test the gogo, every pose put it into the ground
ah ok, not sure then
How was gogo added
copied from the controller onto FX, never had an issue before
it also does it if i just drag the prefab onto the avatar
does any one kno whow to import your textures into unity?????
i never made an avatar before
click and drag the texture file into unity assets? or import textures from what?
blender.
are you exporting your model as an fbx?
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
oh thank you
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
that's normal. You need to setup materials in unity.
idk why it says that when it was fine 5 secs ago
- this (im using a fortnite rig sadly)
Is there a step by step process for that? I'm learning this so it's taking me forever finding different people who can help here or there
probably your armature isn't valid humanoid for vrchat
I don't have links to anything but yes, definitely are tuorials
is there a way to make it compatible without redoing the armature?
you wouldn't need to 'redo' but probably need to reconfigure it. Can't tell you without seeing it.
i wanted to import rumi now that she has an "official" model thanks to fortnite
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.
bone names don't matter, but those are the standards.
it has like 5 pieces of spine, does that affect?
it must have exactly what I said
if it has more, you'll need to merge some stuff. If less, subdivide.
wait i made it work
i just made the upper chest the one connected to the shoulders
that'll work
now i have to put the correct finger bones since now theyre wrong
compare left hand to right lol
Is there a way to do blend tree division that ends with a linear result 'curve'?
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
well the model is functional for now, i just need a way to add the unreal engine textures better
and fix the hair collision so it doesnt clip everywhere
does anyone know why this keeps appearing i cant upload my avatar anymore
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?
does clicking the auto fix button help?
it deletes everything on the avatar , like physbones even the avatar descriptor
then these errors show up
what the hell is TPS-
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)
poiyomi will be your friend there
and make the texture transparent and make the poiyomi cut out
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
sorry idk what that is lol im very new to this
make sure the texture is transparent without background and then go to the texture in unity and turn on alpha Is Transparency
its a pc shader u can search it up by saying ''poiyimi vrchat download''
or use liltoon thats free on BOOTH
Are these add ons for Unity? or Blender?
unity
look into avatar sound on spawn
i reloaded the sdk and its not fixing at all
I havent exactly tried but would I be able to make custom walking animations but still be able to move my arms in vr?
honestly i dont think so? then again im not a expert on it ? ive seen it done fine with just desktop users
it is possible, if no leg trackers
Anyone know why my avatar that i made disappears when I sit down or join a lobby?
explain?
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?
i’m not sure… maybe another can help!!!.
does it have a toggle to go invisable by chance?
No it does not
how do i apply a texture to a material with liltoon?
drag and drop the texture into the main color
still cant get this fixed
and the console doesnt say anything
using android?
if no, try make alpha mask!
no cause there using liltoon
some try using the shaders in android…
really ? 
but its not a quest shader
that was not me being sarcastic i just realised how that looked
ill try using some other shaders for the eyes and mouth specifically to see what works
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?
Controlling how the eyes look
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)
could u send a screenshot
if that avatar is pc avatar,
try alpha mask for the cutout
and find that texture. in that texture settings “alpha is transparency”
should i turn this on because its not
turn it on
ok
for every mesh
i turned on alphamask for cut out and checked all the options and also had alpha is transparency and still nothing
it either disappears entirely or the entire texture is there
It won't let me adjust any of the textures despite them showing up in blender
Yet here in Unity they are all white or shades of grey
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
that will let you edit the materials and add the textures to the material
which will show up on the model
In unity?
yaya
import your textures
Where do I do that from?
make folder (optional , organised)
open file explorer
select the image files
drag to unity window
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.
this happen to me too :(((
i don’t know it fix,
but, i use the “vertex group”
select vertex group that bone name
paint it there
How do I join the texture folder with the FBX?
Your FBX and textures are included in one zipped folder. Just unzip and keep them together so the model loads with textures
The Textures aren't in the FBX
It shows a whole bunch of white blobs, no texture packets
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
@karmic jay
is there a way to bring the arrows closer to the object
like when dragging it around
how do you do it?..
click on the light green arrow and direct it to the object
that just moves the hair up
wha
I would appreciate the help, but I can't afford to pay anything. I also had to put a pause my conputer for the moment my parents are upfrading my videocard.
okay no problem
“select the image file”
go get your image files.
in your file explorer.
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.
the jpg/png files…
origin to geometry (but this is not recommended for uploading.)
I'll have to continue this when my computer is put back together
so i figure out how to upload the model but its up in the air and allthat, how do i fix it?
why is it that when i create a toggle that changes the hands, the hands stay the same as my base hand gesturs?
I'm not sure what this image is showing, what do you mean "pulling in one direction"? Does it move weirdly in Unity?
got a toggleable visor asset that i want to duplicate with the animations and im having trouble with it
it has a hud built in
tried to duplicate the visor object, and assign the same animation controller but to no avail
it doesnt activate when i click the toggle
??? the tail....is pulling in one direction...incorrectly.
it's fine in unity, it's buggy in vrchat.
any animations on it?
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
can someone help with my toggles not saving, i have sync and saved both checked for all of them in parameters
search “vrchat material swap tutorial” and “vrchat object toggle tutorial”
anybody know if you can duplicate the visor from ikehud with the animations during the toggle for purely cosmetic reasons?
nvm i just copied the HUD itself and deleted everything other than the visor
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
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
the SDK isn't letting me log into anyones account other than mine, any particular fix for it?
one assumes you have the correct username and password?
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)
yep
tried both email and username
password shouldnt be wrong
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?
you'd have to look at how the gesture layers are setup, probably there's no checks to prevent those combining.
you mean this part?
probably, though I'd have expected an animation clip in that state
I put an animation clip already there, but it still happens u.u
well that's not going to change when it's triggered, just means it'll do something when triggered
that is true
I tried to check the parameters but nothing happens
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?
how do you make a 4 legged avatar like a animal avi?
very complex rigging. there's a discord specifically for this too
those are warnings. Can you zoom out? I don't know what the upper-right pic is, and the upper left looks like maybe its legs?
ohhhh I see
probably they just don't include those parts if they won't be showing anyway, it's a standard optimization technique
(maybe there are blendshapes to control that)
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)
I'm not sure why it looks different in unity
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.
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
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.
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
Turns out this is caused by having different framerates in vrc
capping it at 60 seems to have fixed the issue
how do i separate the body material from the head? i separated them but it still changed the head material
select what u want to seperate, right click and then separate i think thats how its done
idk
This can give some clues how to
how do i make toggles without vrcfury
Make toggles with modular avatar instead.
And if you actually meant without any tool, then watch: https://www.youtube.com/watch?v=XqtSg6_W07Y
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
but this is the more optimized way to do toggles
ts is to hard man
What makes you think that way?
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 ;-;
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
It looks more like be because it's inside a collider.
They usually aren't that big that was just to show that the orientation was off
But I can turn the collider off and see what happens
Yeah no that didn't fix it ;-;
How is it look like when testing?
Well only the front of the boob moves not the whole thing ;-;
What actually is the bone hierarchy? Which bone is the parent?
Armature - Hips - Spine - Chest - Boob_Root - Boob.L
And the physbone settings are on the last one but also I've tried on Boob_Root and that hasn't changed anything
And what are the children of Boob bone?
Nipple that's it
Can you label what bones are showing in your screenshot?
Well apparently that is just Boob.L
There are 2 bone gizmos showing in the scene.
Yeah but they both scale and move with the same physbone script and idk how to check what bones they are showing
Just select bone objects in hierarchy. It will show bone transform is the same location with the physbone pivot.
Also screenshot the boob bone hierarchy.
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.
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?
It's bounding box.
how do i uh fix it
Wait that actually might have fixed it OwO
ive been at it for an hour or so now lol
Does the sdk build report the very large bounding box size?
You just have to see in the sdk where it report performance stats.
the window where u hit upload
thats the sdk window
it has a bunch of messages about your avatars performance
careful with the word "controller". under controller, vrchat lingo people understand mostly "animation controller component" and not the sdk screen
but yes, that very last window with a bunch of stuff
control panel*
yes yes
it does, but its not complaining about it
i never had this issue so i wouldnt know
dang
alr
Is the avatar itself fine when you wore it? Not just in preview.
when i wore in vr the model and everythin was above me as shown in the photo i put
i checked the origin in blender everythin seems fine
Can you also screenshot that?
In blender.
the origins being in the parts
they are all over the place
just apply transforms on each object
?
also, if you merge the body parts into one mesh, you get better performance at it will cut down on material slots
Origin of skinned mesh must be at world zero position. Not at each mesh.
Of course that's what we said.
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..
Would work either way.
The main point I meant is you likely forgot to readjust view position so you better have to check that first.
but i deal wit that in unity?
View position is in unity.
yea this?
Yes. So that's fine.
This actually look like head bone pivot is at the original location before scaling down.
Yes. So better scale properly in blender first, then setup the avatar again.
ok ok.. i understand it nowww
im back so got some news, scaling did kinda work but its still up in the air, not as high
should be
let me get the blender 1
in unity the control panel sayin its shorter than average now but eh
why is every limb its own object
i understand weapons etc to be so u can make a toggle
but each leg be by itself just drives up the material count
did you accidentally drag on a camera on your avatar root?
or maybe the view is just so wonk cause its launched in the sky
i dunno anymore lol
its actually not unlikely that you export from blender with a camera
it dont got a cam tho?
as by default the blender scene has one and if you dont adjust the export settings, its included
when i started i deleted the camera?
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
sure i dont mind
sweet, i enabled my dms
just a bit harder to figure out from back and forth on a channel chat
yea
consider letting him watch what you do for the learning effect
wont get this service in the future
im planning to take note of some things wrong with it for future reference
seeing you struggle on it so long makes me feel bad

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.
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?
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
I wonder if it's a bug with the beta? Maybe make a bug report
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
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
does anyone know why this happens the view point keeps detaching and I haven't found a way to fix it
Oops
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?
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?
I think there’s a way to set the geometries origin to the 3D cursor which is usually set to default
This was one of the fixes I tried and it ignored, still tearing it 2m to the side
Does the mesh / armature have any constraints?
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
guys...i think my avatar is cooked
Did you accidentally keyframe the position?
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
It’s just animating blend shapes on the body mesh
guys i need help, Im still a newbie and I have only add a custom cloth to this base avatar, and in 90% of the case it works fine, but for some reason in some world like https://vrchat.com/home/world/wrld_44734568-26a4-4508-8953-a1a7ce251bfd/info, my cloth just become darken like the 1st pic, it should be like the 2nd pic
do that
guess ; your avatar using some unlit material so its bright everywhere , but the material used on clothing can be affected by light so in some room thats dimmer it will be darker , turn off unity light easy way to check other way is this thing https://docs.hai-vr.dev/docs/products/lightbox-viewer
ty i will take a look at the document, the lighting is a pain in the ass honestly, like for example it works perfectly fine in low light environment here for example
it looks normal T_T honestly i dont know what the hell is causing it anymore
did you find a blendshape or something to turn on the legs? Does the model even have that mesh?
looks like the selected object's origin is already at the world origin. Make sure you apply all transforms.
It took a while but I found the blendshape stuff, I managed to make the parts appear as they should when I toggle the clothing options off/on
oh cool. So just edit the animations to set things how you want them to be set
Genuinely have no idea why my toggles arent working. Am I missing something really simple?
you didn't show the layers list - is the weight for that one set to 0?
i will now bang my head against the wall
ooh this'll be good
not for me :(
btw I fixed this guys, I just copy the lighting setting for the material from the original cloth to my custom one
good news i did forget something really simple. forgot to put FX controller in the right place
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
The -126 means you are 126 bits of memory over the max of 256
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
Got fury or some other shit adding stuff on build
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
I haven't texted this in an art program yet so take this with a grain of salt, but it looks like the colors are actually the same in both pictures, just appear brighter in low light settings because of the relative/environment color differences
As in, regardless of world light, it is dark
It doesn't change to be darker or lighter between worlds/lighting
can someone please help me with this, whenever I try to upload I get this error
When you checked "humanoid" for rig type for the armature, did you make sure the bones are correctly marked?
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
they are all checked and are in correct spot
what version of unity do i need to be on btw?
Idk if there is a specific version which is preferred over others, but I know I'm on Unity version 2022.3.22f1
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.
help how do i fix this
That's not an error?
but it doesnt let me advance
Screenshot more than just a button? Seems like you just have multiple avatars enabled in your scene so you need to select one.
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
Did you create animations for blendshapes
wdym
If it is something you want to be able to toggle
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
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
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".
i will try to do this when i get the time thank you so much
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
these two
idk wich ones has what parts of the texture or how to apply them
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
What you have selected is a mesh. If you want to move it, you need to select and move the bone it is attached to.
i was told to not have it parented to a bone since im moving it via constraint
and i know its a mesh
Every mesh has it's own bone/root. What people most likely meant is that you shouldn't fuse it with the armature, that way its bone/root stays independent and can move without moving the head
hi, again please
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?
Mask as in a mesh or a texture?
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
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
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?
Unsure about that, at a glance I want to say no. But maybe
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. ✅
Oh very nice ^^
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
Pretty much what it says. Your chest bone isn't a child of your spine bone.
hwo do i fix this?
how*
Needs to be changed in blender
yes... and.. how?
That's about the most I can tell you, I'm not well versed in blender
oh uhm. ty then have a nice day
if anyone has any more info it would really help!
in the bone's relations section make it a child of the spine bone
how.. would i access the relations section?
import model> select armature>enter edit mode> select chest bone> hit green bone menu>open relations dropdown>put spine in the parent section
alright i'll try it rn tysm!
it worked THANK YOU!
hey i tried uploadin my avatar after doing this ang got theese errors any clue?
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?
yeah non red ones
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
its unlikely but is there an ID in the pipeline manager that isnt your own?
im sorry can you trasnlate. i really dont wanna trouble you but yeah im really new and dont know what that means
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
no detach
only attach
What does the SDK panel's stats look like? (preferably not a cutoff screenshot)
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.
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
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
pretty sure its because you have the other one selected
i think
no, hes was fine before when i had the one on the left selected
what the heck is happening here
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
If the toggle was made via blendshapes, it might be overriding other blendshapes
nope its the animator im using
Did you only record the animation that changes the hand or did you record both hands?
both hands on the second image, only one on the first
Only record one hand for the toggle so you can mix and match the toggles better
gotcha, alright
Otherwise if both hands are being used it'll try to override one of them
the animation includes the hand changing tho so would you think it would still work the way you described?
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
gotcha, thanks, i'll test it out
Is your avatar not at 0,0,0?
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
All good, it's a common mistake
Well now both of them are fucking stuck
Go look for something called "pumpkins avatar tools" it has a button to fix that issue amongst other features
is it on github
Yes
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
Scroll down on your physbone component, there's a checkbox to toggle gizmos
show gizmos is on
Uh
I full screened this so it would be easier to see
Try bumping up the collision size?
is it pose editor
No, I believe there's a button like "enforce pose" or "fix T-pose"
Well, thanks
Wish unity would just fix that so i dont need to download extra stuff 😔
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?
I turned on grabbing thinking maybe that was what was causing the issue, but it was originally off
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
No idea unfortunately
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?
why does cc keep telling me i have to wait before uploading models even tho i have been uploading models for years now?
You are logged in to the wrong account then
no its the right one
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
i only have one account
nm im slow and was still in play mode ;-;
Without more information on your setup, there is little people can do to help you
What kind of info do you need, I've done everything manually so I should be able to answer any questions
Usually when asking for support you'd give any information that is relevant.
For example, how is your toggle made? What does your logic look like? Do you have any screenshot of the issue happening and how it looks in unity? Etc...
I gotcha I gotcha gimme a sec to gather a more detailed report then. Sorry not used to asking for help here
ANY help?
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?
Right so your parameter default to true, meaning by default your physbone object is on right?
Also could you show me those animations? Specifically what they look like in the animation tab.
Yes and okay gimme a sec actually is there a vc here? I could just show you
I don't do VCs sorry
I don't blame you, besides there is any here anyway, I just looked
Alright Im gonna record so gimme a sec to get that
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
you're gonna wanna explain a little better with what part of making an avatar you need help on
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?
God its the little things that will get ya, Lets see if that fixes it
Here's the logs it keeps throwing me, I don't know enough about unity to make heads or tails of what it means
Screenshot the console, you don't need to send the entire details
Your SDK is failing
look in your avatar descriptor, your viseme section doesn't have a face mesh inserted
KirianVr, thank you big time. its working.
No problem~
just check that area if there's not a renderer in the viseme section
Find wherever you have descriptor and see if you have face mesh above visemes
The SDK was attaching to the thing that was getting deleted and not the body mesh
idk if I'm interrupting something but i got a quick question
If whatever vrcf component you're using it deleting/optimizing the face mesh, you'll need to change the reference to the new correct mesh.
If you can't do that because it all happens in play-mode, vrcfury has an option to build an editor copy with all the changes applied
Yeah I already did that
But then are you still trying to upload the original or the editor copy?
they seem to already fixed their issue
ask your question, no need to ask to ask
so im trying to get my avatar on vrchat and im building it for android and it asking me to select at least one CPU where do i go for that?
can you screenshot what error you're seeing
here you go
are you building and publishing or building and testing
building and testing
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
sorry just realized im just trying to build it from unity not the VRchat SDK
oh lmfao
yeah that's for building an entire unity game if you try to do it that way
oh
sorry
now its saying "Avatar uses unsupported shader "VRM/MToon"
and VeryPoor performance
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)
thanks i will do that right now
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
I forget, how do you get unity to let you properly edit / record animations?
Animation clip into Animator controller. Animator controller into Animator component. Select object in scene and record.
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
Using unity to convert a vrm is not recommended anyway as it may work in some cases but brings unforeseen problems down the road
That's the only way I've found how to do it when searching for tutorials
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
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
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
I wouldn't even know how to start doing any of the things you're talking about tbh.
Never even worked with blender
You could go to the vrctraders discord and put a free request in for your avatar to be converted to fbx
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.
can only lose if you dont try ¯_(ツ)_/¯
#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
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.
- 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'sLibrary/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?
- 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?
-
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?
-
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.
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.
- Library folder contain data artifact from asset preprocessor. It's auto generate and can be deleted or excluded from backup.
- More assets mean more loading time.
- 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.
- 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.
Can you edit the model in blender? The starting of eye bone must be deep inside of the head.
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
You just have to position it right.
alr it's trial and error then i guess
The flatter the eyes are, deeper the bone should be. And it could even be behind the head.
Okay, so it's just a consequence of having a large project. Nothing can really improve it outside raw hardware upgrades or cutting down on assets?
Yes.
Okay, Thank you.
yeah pushing the eye bone further and further back just kind of seems to make it pop out more, not stay inside the eye
why do you rotate it so far
i exaggerated it.
Further it is you have to make less rotation for it.
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
surely there's a better way to do this.
This is.
the alternative is to make new eye mesh
i guess i could do that then
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
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
Your model is facing a wrong way in blender.
Opposite.
does this in the export dialog have anything to do with it too
Only Apply Scalings.
what should I do with that
FBX All.
so leave those settings as pictured? that's the default
The default is "Local" so that already had been changed.
hmm still twisting around on import to unity
Have you done Apply Transform > Rotation?
no
Do it.
still doing it
Can you show how it is in blender?
Also screenshot transform info in object data property panel.
Make sure rotation is all zero.
for every single bone? and which object do you want the transform info of
Armature.
Not the bones.
I pressed the command for it I'm not sure why it's not 0 ing out (if that's the expected behavior)
Did you select objects before pressing the command?
Does the rotation become zero now?
it did but it's still importing weird
Is it the same weird?
yes
Change rig to None, apply, then back to Humanoid.
that didn't fix it
Can you screenshot unity screen in the rig menu?
Before and after going into Configuration.
can i ask why is there multiple bones in the arms and legs
the model is just Like That, and occasionally it's broken weights if I remove it (They're labled IJ or IK)
Aaand renaming everything results in a weight error
it's not flipping in Unity anymore at least...just doing other things
You have to also rename vertex group to match the side it changed.
oh, duh
ok
is there a way to tell what vertex group affects where
so I know what to label it
Recall what bone name you changed.
problem
Is it? Didn't you just have to rename to change left to right and vise versa?
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
Rename L to something else, rename R to L, rename previous L to R.
uhh hi i wanna know why my rigs right arm is fucked ping me when u can firgure it out
do share
ok
so
i didnt look around in herer
and my original model was flat
so what i did was press random buttons like the bake axis and i think others things
and it worked!
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
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?
right but if you dont understand the cause, you will maybe get this again
but yea thanks you three you renfrew and ghost
im happy for you but be cautious with "just clicking things" lol
i know
but i was bored and thought to do that before it go to bed
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
renaming the bones ought to do that automatically though - it did last time I tried it
Yes, it should do that. Weird that it didn't.
very
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
did you edit it in blender
i hate when ppl do that ngl
Does anybody know how to swap between vrchat's locomotion layer, and a custom layer that i set up, With a toggle?
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
Could I add onto the base locomotion layer and make a transition between the standing and my blendtree
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
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?
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?
Is it possible to make toggles for clothing items if you have an int that activates different clothing items? (with write defaults)
Sure
This happens to me, but I don't know if it's possible to set the toggles differently so that it works properly.
how
Really depends if youre doing this manually or with vrcfury or any other toolbox
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?
manually
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
Make sure the transitions coming from any state have “can transition to self” off if you do this
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
Go this effects loophing but the fists stop and start to loop how do i fix this
If you're using a particle system for the fists, you may want to increase the max number of particles. You might have the settings setup to where it hits the max before the desired looping time
okay i fixed it ty
how do i make this not backface tho bc the mesh itself isnt but once its on the particle it is
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
poiyomi corrupted
wdym backface
probably unlock the shader and re-lock it, assuming you have the poi package installed
oh
yea it was giving me the outdated version error so i deleted it and instead downloaded the most up to date version to creator companion
ill try relocking my shaders
its like insidee out when it hsouldnt
it only does that if the mesh itself is inside out
all a particle does is has backface culling enabled
where would that be located?
the particle shader
the poiyomi error is gone but this big one is still here
thats just telling you it failed
so it isnt telling me how it failed?
isnt it supposed to spit out an error telling me what broke
thats just an output to the first one which is only telling you that it failed
so how do i find out why it failed
Are you using transparency? If so, change it to Opaque or use a shader that let's you change the ZWrite
just an avatar. literally nothing fancy at all to it, no toggles or anything.
no
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
Show the details of the last error
Usually it because the thumbnail image is invalid so try changing the image to smaller one first.
^
i captured it in scene, didnt do anything fancy yet cause im still trying to get the initial test uplaod done
scene captures still can have this issue
In this case if not image, then you have to enable api logging in the sdk settings to get more info about the error.
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
You have a transition that uses a parameter that you must have deleted
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?
definitely don't have transitions you don't need
k, just gotta find where they are cause idek what a transition is
it's the line from one animator state to another
i
literally did nothing
but scroll thru menus until the error just vanished
and it let me upload it just fine now?
What shader do the fists use, and what are the settings?
poi
I still need help with this 💀
Have you tried turning off blackface culling?
Or changing the Zwrite toggle?
yea nothin works
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.
If you aren't using Fury for a specific thing, it shouldn't affect that thing.
Screenshot any of your vrcfury components
Importantly the bottom right
That's exactly why I'm confused
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
I don't have any VRC components on the avatar, the only reason it's involved at all is Gogo
I realize that I can just attach the Gogo without vrcfury, I was just wondering if I could figure out what's going on
the gogoloco prefab counts as a vrcfury component
i was someone could figure out this error im getting
I'm asking this because if you were prompted to auto-fix write defaults issues, and you clicked skip, it'll cause issues
I don't believe I was prompted for that
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?
check your avatar's root object for any "Fix Write Defaults" components
I don't have that unity project open atm but I can do that later if it's helpful
Alright, I will, but I'm fairly sure there's nothing like that
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...
lmk
not sure why the old one can, maybe because it meets the requirement? new one cant since fallbacks r depricated with the newer SDKs and imposters r meant to take their place
I mean, its fair ig? But most people dont even see my main avatar's impostor, they only see the fallback.
have to enable [ set as fallback ] in the sdk after its uploaded or you cant select it
are the strings also weighted to the hip bone somehow?
or if rigged seperately are they parented to the chest?
Any idea what's causing my eyes to be green-ish when the texture file is supposed to be blue?
any ideas?
As I thought, that component isn't applied. And all of the other toggles work fine
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
does the material your eyes use have a decal/detal/emission layer that uses a different texture maybe?
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?
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?
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
just these two errors
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
@hereANYONE know why he's in the ground? And the eye sight is corrcet it's just above him..send help
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
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
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
@static perch blender. donut tutorial to begin with
okay? that really isnt helpful at all, i know blender is good, i havnt looked into it much, but i totally will try it out. just 100% oblivious to the process because when it comes to learning my brain goes mush
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
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?
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
Close your project, open The VRChat Creator Companion, go to your project, click manage project and in there you can select the correct vrcfury edition
why does my texture end up all pixelated and blurry? the image size is 2048x2048
what does your uv map look like?
it might be the uv map.. i personally have no idea how i'd salvage a uv or topology like that
yeah, no clue. i might just have to redo it all myself
i wish you luck
i found the fix, the physbones have to be refreshed for it to take any effect
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?
How do i double side parts of a model with the poi shader
Set "Cull" to off.
Are you creating toggle with vrcfury or fx animation?
ive been using vrcfury for my simple toggles because thats how i was taught, but i can switch if the process is easier a different way
In vrcfury, that's what "Exclusive Tag" is for.
how does it work?
do i post my avatar questions here or in #1139216499123437668 ?
Either. Just don't post in both place twice.
thank you so much!
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.
What you describe is far too complex for either vrcfury and modular avatar to handle. You will have to setup those logic in fx controller in traditional way.
Understood. Would the best docs for this be on the vrchat website or are there some good tutorials that would be better to follow?
There is no docs other than fundamental working on toggle. You still have to know the fundamental to design your own logic.
well i know there's nothing that will tell me how to do this exactly, but doesnt vrc provide documentation on all of their components? like physbones for example.
It does. Also check Sippbox youtube channel for making simple toggle.
ok thank you :)
Fuck off scammer
You should be more competent by reading server rules: advertisement is not allow.
That's called advertisement.
Even if you arent a scammer (you are)
And now you send friend request to me?
Highest level dumb ass ngl
You are advertising
Those arent even your images
You just wanna scam
You're so incompetent and it's butthurt.
Let see you in the court.
Ok scammer I got phoenix wright as my attorney so get fucked
