#avatar-help
1 messages Ā· Page 184 of 1
BUT other things like discord or browser, or anything will be competing for CPU
And limited RAM, high % can make Unity stutter or freeze.
This will definitely speed up importing, but it also depends on your pc specs a lot as well
I hope this helps
thank youu
anyone know why its stuck like this?
hi chat could anyone help me on why this would be happening š„¹ the pants themselve were made with solidify and the outline too but the outline itself is the only thing bugging... i thought it was a normals problem but it look s fine?last is outlines removed
some other outlines in places r having the same problem and i have no idea why
how do i make toggle component in vrcfury save so i dont need to re-toggle on the object/clothing
Click options
Im assuimg its fixed?
yes lol
kk
my avatar was fine without any problems, but out of the blue whenever i move my head down, the body lifts up a little and same goes if i look up it lifts down.
i tried fixing the view point so many times but still cant get it stable...
im using Quest pro and vive trackers 3.0
im assuming thats your trackers, does it work with your trackers off?
not your trackers themselves, but just tracking in general thats the problem*
Also, that might be the shoulder setting thing, i forgot what it was called but it was something involving shoulder tracking in tracking and ik settings
ohh ill check it out
ty
Maybe try recalculating normals anyways even tho they look fine. I had glasses that looked fine but the normals were gonked
Alt + N in blender
ok so when i rigged this model her face looks like this? how can i change that
you'll probably need to explain what is wrong here, what you want it to look like, etc. and what you did
im using cats blender to rig my model, but it keeps messing with the face??
i was told not to use cats to rig my model
and thats the only way i know how to rig models so im just rigging it old fashion way and im having troubles..
the rig button is grey
yeah I'm not sure what cats does but I definitely don't believe anything automated can generate an ideal rig for your model. And you'd still need to weight paint
but in any case, I don't know why that would "mess with the face" at all
Any clue on how to fix this?
fix what?
er, that's not the right link
it won't let it go to android
you need to install the build tools for android, it's an optional package for the unity editor
change build settings to android then
ok
you need to install android support before any of this ^ is going to work
no, you dont all you need to do is make it android compatable
and the sdk just tells you what errors to fix there
its not complex at all
so do you think that could have been my problem this whole time?
you need to do this section:
https://creators.vrchat.com/platforms/android/build-test-mobile/#set-up-unity-android-tools
yes you cant build the avatar if the build is not set to the right build
ah ok
Also thank you highly appreciated to the both of you
bro explain things yourself instead of just sending links, the avatar help server is for actual help
Why would I retype what someone else already did?
Well it actually did help a lot so
because its not useful at all coming from someone who reads those articles before going to other help.
all that tells you is not related to their problem
seems to have been useful here? I'm not sure what else you'd want me to do except literally write what is in that document I linked
read through it, it said "you already have all this and heres how you test avatars on mobile" not related to the issue
The section I specifically called out explains how to get the android support components for Unity
again, not their problem
Clearly is, if the "android" checkbox is greyed out there.
it doesn't, it tells you how to change the build in the sdk, and it was greyed out (as stated)
Are you looking at the first link I posted where I said oops, that's wrong, or the last one?
both pretty much say the same thing
they don't look the same at all to me
second one just tells more about testing than anything
the section I linked directly to, entitled "Set Up Unity Android Tools"
yeah where does this say anything about build settings NOT in the sdk
Again, the section I just named
Ok, but thats also just not true
its literally in the screenshot you posted
That is what you must do in order for that checkbox to not be greyed out.
literally the whole top half of the image
it is the first sub section of "Set Up for Build and Test"
I'm curious how you build android content without the Unity tools for building android content.
because its built into the sdk woahhhh who wouldve guessed
no?
Unity build tools are not built into the VRChat SDK.
uhh yeah they are
they literally tell you on that page I linked to install that stuff.
._.
the sdk has vrchat stuff but not the base unity android tools
you dont need those "tools"
chat is this guy just ragebaiting?
that means you already downloaded it
but i havent
that's Unity, not the VRChat SDK, and yes, you've already downloaded it somehow.
also what kinda server has a profanity filter
i never set any of that up it has always worked
like this isn't roblox why tf can't i speak like a normal person
It's installed by default if you installed unity through Creator companion but it's not if you installed it manually
But yes you do in fact need that in order to build for Android
shit
fuck
what are you talking about
might be 'cause you're new
thats gay
and thats homophobic
sure bud
common sense has left the chat
it left when you couldn't read the first sentence of the page for like 5 minutes straight
because i assumed it came with everything. like someone who had it come with everything would
it even says so
yeah if you use VCC to install Unity, you get this automatically. The person asking here clearly didn't get it already.
alright another issue what do I do for this?
With that much over, set an override fo android on each texture and make them lower resolution and uee the ASTC texture format, 6x6 or 8x8 is a good statting point but you can go higher for lower size.
Crunch compression does not help and will primarily just cause stutters whenever anyone is loading your avatar.
how do I set the override for android on each texture?
Select each texture and in the same spot you set the max resolution there are specific tabs for each platform you have installed.
The first page is the global settings and is imprecise because texture formats differ between platforms.
ok
hello?
for context my avatar is one with extra arms and legs. each of them just copy the humanoid arms and legs, so the highest chain should just be the length from the shoulder to the end of one of the fingers. but for some reason it's calculated as if every constraint is dependent on every other constraint, when that's just not the case
there's also a constraint for the tail to follow the head's rotation, and for the start of the centaur half to stay aligned vertically, but i don't think those should affect anything (it's not like the centaur half is a root bone or anything, it's separate)
I think the constraint depth adds for each one
here's how it's described in the documentation
constraint depth is a seperate property from the amount of constraints in the avatar as a whole
..wait. i'm using an outdated version of the sdk
sigh yeah that'd do it
i saw that this used to be an issue but thought that wasn't relevant to my issue since it was patched. whoops
Is there a way to fix dark normals when shapekey is active? I exported from Blender when shapekey was at 100%, but it didn't help
blendshape normals
?
either make them or use calculate in unity if you havent made custom normals
how do I fix this? it looks fine on one side
backface culling
and how do I do that?
shader or model it
the problem is I don't know how to model
Could somebody help me in unity i have alot of errors still can not do any custom avatar {i have prepared avatar just wanna upload it equip it in game}
i downloaded sdk avatar 3.9.0 and 2019.4.21.f1
you sure cuz chat gbt and all yt says 2019?
the creator companion literally tells you
why would you even trust what chatgpt tells you
Well i cant say hi without him
Gah, something's constantly happening with this model's normals
On a working model, normals mode and blendshape normals = import (last pic), and when shapekeys are activated, everything works fine. But when I did this on a new model, rough polygons appeared when activating shapekeys
š
Good question
People these days are so dense
sorry, that person doesnāt say it well
find your fbx, enable ālegacy blendshape normalsā
Gosh, such a stupid problem... thanks for the tip, it helped
youāre welcome! š«¶š»
The SDK would enforce you to enable it anyway when you got to uploading
my avatars blendshape was auto on in unity it only changed when i used another blend shape but it messed toggles up, i deleted the blendshape in blender and reimported it replacing the mesh but it still did the blendshape even tho it wasn't on it anymore, how could i fix this?
if the blendshape still exists then it wasnt overwritten
it's not on the blendshape list at it the mesh kept the form even tho its not in blender, if it's not overwritten how could make sure it does
exporting the fbx and overwriting the already existing file
i have, i even put it a renamed fbx and it still has the blendshape on that was deleted ?
hey does anyone know how i could make a toggle local with vrcfury im struggling ;w;
"Separate Local State" in the options of the toggle
thank you!
i wanna rotate a sphere but cant get it to look good cuz blend shapes squish mid rotation, what would yall reccomend
ittle be on a avatar
Rig it to a bone, rotate the bone
as long as it's not apart of the humanoid rig that you defined
so something like Hips/Spine/Chest/Ball can be animated and transformed
but not Hips/Spine/Chest directly cause you'd have that defined in Unity's rig configuration
im assuming this is reliant on rotation constraints?
yo gang what does that mean </3
THX i can do the sdk now
But still i have many proplems Any1 can help me just get rid of them or just like open a sharescreen and help me
whenever i play this animation in game, pc users typically see it fine aslong as they have decent framerate, but where quest users lag alot more the animations seem to slowdown based on framerate
https://cdn.discordapp.com/attachments/869803647826014279/1425165605350412431/2025-10-07_12-55-21.mp4?ex=68e69866&is=68e546e6&hm=e4cb50e26aa943d092d0d8626a46a710720ebcff7bea64de1e8f35a032d38709&
i dont have a clip of what it looks like when it is lagging, but people are saying it is like the animation just slows down for them
idk why the vidoe didnt embed
doe someone know how to make these eyes square and still blink?
if its a mesh take it into blender and sculpt it (on the basis shapekey/blendshape) to be square then edit the blink blendshape to make it look like how you're wanting it to look
nothing useful - share the first 2-3 errors from the console.
now i have to learn how to do that thanks
Hey is anyone familiar with Mizs Murder drone base models? If so Iām going to need quite a bit of guidance as Iāve only started using blender around 3 days ago.
Wait I think Iām cooking
So the clothing I found for V (Fell bullet) has its own separate skeleton rig. Could someone help me merge these?
just gotta make sure they share the same bone naming scheme
then either use something like CATS or manually merge em
Does cats work on 4.5 or do I have to use 2.8 and redo the small amount of work Iāve done?
This is wonderful thank you
So I'm trying to delete V's right arm but can't find it as it's part of the body collection but I can't find it in there
I've tried removing the vertex group but it's still there. I don't know what I'm missing
Vertex Group labeled Right arm I mean
In the same project, a few other avatars have been uploaded normally, but I'm trying to upload the 3rd avat, but I'm getting that error and I'm not uploading my avatars. What should I do?
Okay so im new with making avatars but i made an avatar in blender and everything seemed normal as far as im aware but when i went to move it in unity its body is facing backwards, back facing me and the textures are gone from blender, i atleast expected the textures but im stumped on it being backwards
There should be a white line in unity at the feet of your avatar, if the avatar is facing the same way as the white line, you should be fine. You can also move around in the unity scene
as for textures, you will need to import them into unity and set up materials
are you trying to delete a bone, or mesh?
Mesh. Gonna remove the bones from the outfit and replace them with the V bones
I think I got it right by deleting all of the Vertexs
This is what I ended up with so far
ok then you'd need to go into mesh edit mode and select the actual mesh parts (face, vertex, etc) then delete them. maybe a vertex group can help you
so yeah, that seems right
well i got that part sorted but i then see this
Yep - you can't have another object on your avatar with the same name as a humanoid bone. Looks like you have a mesh named Head
I symmeturised my model and it made all the weights patented to the right side of the armature and idk how to fix it.
Why are teh other 2 options greyed out
I was trying to upload the quest version of my BFs avatar but it doesn't give me the option to change platform
I already have that done
shouldn't be greyed out then
Lol the add modules thing isn't even an option
ah that can happen if you didn't install Unity via the UnityHub
Couldn't even do that if I wanted to. They don't give you the option
worked for me
it said something about vrcfury being able to fix it but idk
Or install thru vcc
Yeah, this is stupid, somewhere in there is a way to get to the archive list website via the UnityHub. As a Linux user, VCC isn't an option so that's the way I had to do it
ah I see it
in "Installs", you go click the "Install editor" button at the upper right and then at the top is "Archive" - go in there.
Hey, sorry to interject but I've been trying to find a base/basic mimi sentry model without having to go through re-doing everything in blender; does anyone have one/know where to find one?
there's a link to "download archive" that you can use to get the right version in the right way.
Not a thing on windows
Oh I thought you meant like that you could browse the archive from the app
Yeah I already went to the site lol
no, you have to click this and it puts you in a browser in the right context somehow that when you go to install one it goes into unity hub.
going separately won't work
Well it's alr installed now
if you can't add the android package to it, it's not installed right, so if you want that, delete it and install how I'm saying to
Oh apparently it's disabled
Fair enough
gigabit will make it take literally like a minute
yeah - that's why I didn't put any effort into figuring out how to fix it
I mean it's bull because I did install the android tools
But reinstalling won't take too long so idc
Well I didn't unistall the other one and now idk how to switch it in vcc
I have 2022.3.22f1 installed twice and it's using the wrong one
I deleted the other one, testing it again
Fixed
It auto found the right one when I deleted the wrong one
Anyone know what could cause liltoon outlines to not work? Even if I set the Mask & Width to max there are no outlines. Works fine on previous versions of the avatar FBX.
FIXED: Apply all transforms in Blender before export.
Can private avatars not be cloned anymore?
As far as I'm aware private avatars have never been clonable. I believe that's what makes them private. Could be wrong tho
Nah bc I made an avatar for my friend in the past and uploaded it to my profile as private and they just cloned it off me
that shouldn't be possible
I bet it wasn't actually private before
then only the owner can use it
That makes no sense because it's always been private and they were using it though
fascinating.
I'll upload it as public then
I wasn't aware that was possible.
I jsut thought private meant it can't be found
it can always be found
Then I have no clue
How do you make 2 seperate unity projects have the same avatar id thing
Because I need to have 2 seperate projects for quest vs pc version
what did i need to change to disable those hand animations? i have two projects with the same avi but i just cant remember what i did to disable this
omg not again. damn mkv
I symmeturised my model and it made all the weights patented to the right side of the armature and idk how to fix it.
Importing the quest package overwrites the scene so duplicating the project won't do anything
You can simply just disable gestures in the quick menu or bind it in the steamvr bindings, or do you want to keep your facial expressions
yes i need to have gestures enabled
If I remember correctly, it had something to do with the FX layer, but even when going back and forth between my two avatars, I can't figure out what's different.
FX doesn't do finger muscle animations
it's simply just the gesture layer
you're most likely going to be able to just get away with simply removing the custom gesture layer from the descriptor
could you make a screenshot of what exactly needs to be removed and from where š
looks like this for me
unless the FX enforces tracking control set to animation on the hands for some reason, that's odd
i even copy pasted the whole avatar folder from my other project into this one, so it should replace the fx layer settings but it didnt change anything
With worlds, yes, with avatars no.
Private avatars have always only been available to use by the uploader.
i have these particles i can throw, but whenever i do, the first few particles dont get thrown for some reason? they just fall down, how do i fix that? (im using the inherit velocity set to initial
how is it possible that even if i delete everything out of the controller it acts like nothing change, everything still works like before
This hand gesture is just a minor thing, but it's so damn annoying.
it's probably not ideal to use the same controller for all layers.
Above are my Blender Copy Rotation settings, what settings should I use in Unity with VRC Rotation Constraints to achieve the same thing? Trying to fiddle with it myself but the bone keeps flying off to the side
define what you're attempting with that copy rotation modifier. Is this a twist bone?
Hip helper bone to help maintain volume when sitting or otherwise bending the legs
found now out what causes it, for whatever reason the face tracking addon "disable gestures" feature is adding this animation, no idea why but now after i removed it its gone, now i just use the vrcfury gesture disabler
Oh wait I think I got it, needed "Solve in Local Space"
yeah definitely local space
i have a slight problem, i have my build target set to android and im trying to make my pc side load, however i cant switch my build type to pc again since i cant sign into my account atm. is there another way to swap build type without needing to be signed in?
perhaps i can log into someone elses account and then switch build type then log out of their account again? theoretically that would work right?
Hello, i just got vrc+ but am i not able to upload characters yet?
Ctrl + Shift + B
click the tab of the corresponding platform you want to switch to, and click switch platform
What trust rank do you have on your profile
user
lifesaver, cheers man ^^
Then you're able to upload, the minimum rank required for uploading content is "New User"
make sure you're using a VRChat account and not a platform account (Steam, Meta, Vive, ect)
i should be able to, but according to sdk i dont have permission
what's your name in game, does it have a string of 4 random characters at the end
like Null 84EO
its Eshe de-riva
oh duck me i was using the wrong account
thats mb
im so used to using my old email i didnt even think it had any connections
My avatar now looks like this whenever I upload it. Anyone know what the problem might be?
man he needs some milk. (my best guess may be the avatar is using anticlip blendshapes and the default value may be auto set to 100, that or an animation is forcing it like that)
does it still do it in gesturemanager? (also vrcfury does some funky stuff if you use it, consider checking for some sort of full controller or toggle doing that)
How do I check gesturemanager?
Anyone else's lights not working for any quest avatars?
Avatar lights don't work on quest, so yes, everyone's š
like said above they're not meant to be on quest in the first place, any that did work previously were using a bypass that vrchat patched
i cannot find anything meaningful in this error log so something is probably very fundamentally broken
imported this model from blender into unity
check the SDK build window, maybe there's a blocker there?
trying to build and test and it keeps throwing meaningless errors
i don't think so?
does build and publish work though?
i don't know but i'd rather not publish
you can easily publish privately if that's a concer
also that build window isn't showing the report on problems or stats
it's that window you showed but another part of it that's clipped out of the image.
kinda diving head-first into something complex and i wanna get it to a basic "it will run in VRChat" point
this is all i see
the little button obscured by the bar just shows me the console
make that window taller
ohhh
This was a Unity bug in the end. It didn't work out, so I woke up and re-uploaded it just in case, and it worked fine.
iām trying to upload an avatar for quest, when i select android it starts loading then my pc freezes and doesnāt unfreeze i have to restart it, it keeps happening everytime i try to switch to android. i uploaded pc version just fine. how do i fix this?
Can you create a blank project and switch to android?
So I've been trying to Kitbash a V and fell Bullet. I just merged the armatures but the clothing isn't moving with the V. Is there anything I should check for?
I made a backup before merging just in case
I should probably take a screenshot hold on
okay that worked but now when i attach the pc and android one i get a bunch of errors. im new to uploading avis idk how to fix any of them lol
If you want us to explain the errors then you have to also provide the error detail.
I might redo this whole thing. I don't know what I'm doing and I feel I hit a roadblock
there is weight painting issue
something not weighted to other
Yeah, now I just have to figure out how to fix it. although I've been working on this for around 6 hours so I'll come back to it tomorrow
At least I'm certain of it now with your reply. Thank you
Good video tutorial
Thank you truly
š«” š«” š«”
We love blender. More ppl need to join the blender loving hivemind
Cause putting in āvrchatā when looking for a tutorial gives you worse quality restults
Im trying to setup a custom locomotion animation, but when i click undo(just to fix a wrong rotation it resets it back to whatever animation it was before adjusting, and just exiting preview mode removes them as well, im just trying to have my avi rest its hand on her hip and it wont let me, any way i could fix or go around this?
(im using goloco for most of the locomotion and i thought it'd be easier to edit one of those poses but ti wont let me)
"Won't let me" as in how exactly it doesn't let you?
the video is taking a bit to upload srry
everytime the arm snaps back is when i press ctrl+z, it does the same thing when i exit preview mode
You can't record rotation to humanoid bone directly. You have to edit the existing numbers in the animation panel below.
This is not unique to gogoloco.
ah okay idk why i didnt think of that lol thx
ill get back to this in the morning its 7am for me
why is my avi looks like that? the avi moved but not with the clothes
im pretty sure theres a lot of ppl here uses Robust weight paint so does anyone know whats this about?
How did you merge armature?
I.....didn't(?)
That's the reason then.
How should I do it?
Are you using vrcfury or modular avatar in your project?
Modular avatar
Also using tool to merge won't apply in animation preview so keep that in mind.
oh never mind... it was somehow because of unity's play mode
you using a very old blender there, got 4.5 ?
Hey guys! I need some ideas on how to tackle a system I want to make:
I want to make a system where if I step down, little stars appear.
Simple right? I got contacts on my feet, and floor contacts.
However, I want this to work with ovr too.
Currently it doesnāt because the floor contacts are stuck at the actual floor, not my play space floor. I have a position constraint on the floor colliders with the y axis off.
(I have this off because I believe if I keep it on, itās just going to constantly stay right on top of the foot and not work)
Help š
can someone help me with dis error and uhh help me make the funny strips have gravity and not me stiff?
Heyo! I'm looking to add some functionality to my product and am looking for resources since I don't exactly know what to google for. Essentially, I want there to be an area I can grab, this should spawn a prop that's held in the hand, which then also can be left in world (floating, no world physics needed) if you let go of it. Likewise, if you place the object iwthin the grab area again and let go it should disappear again. Can anyone direct me toward what I'd need to be looking for? feel free to @ me so I get notified, thanks! ā¤ļø
that error isn't useful without context - is it the only one?
yeah but its no longer an issue
it would be nice if you could help me with those strips though
anybody has an idea, how to make my particles show up in my mirrors ?
either by unity / shader settings or VRChat settings ?
Don't use Unity's default particle shaders they don't reflect in mirrors.
Use a shader that supports mirrors, like:
Poiyomi Shader or Mochieās Particle Shader
In the shader settings, enable mirror reflection (if available).
Make sure the particle system is on a layer visible to mirrors.
Anyone know how to fix this error
If anyone has a suggestion for how I can get the blood effect going that would be awesome
Install VRCFury.
You just have to enable "Double Sided" in the material settings.
is that why im geting errors uploading
"Missing script" means you are really missing some of the script required by the avatar.
By default particles are one-side, you need to disable backface culling, regardless of which particle shader you use.
I do use Poiyomi Shader, but it still does not show up! Ok so here is my current setup:
- game-object is on layer "0, Default" (that's what u meant right ?)
- Unity particle system with render mode = billboard, render alignment = view
- shader: poi Toon 9.2. render mode: soft additive (render queue 3000)
- did not try the Mirror/Cam visibility section, since it was never necessary ? well I turned it on now, lets see
- @ornate stump double sided ? Well backface culling was on if you mean that ? I turned it off now
@somber sequoia ah ok - so it seems to be the backface culling ! thanks to you all guys for the tipps. love 
It's called "Double Sided" in unity standard particle shader you asked in your initial question.
Hello yall hope yall doing great I was wondering if their is a Labubu VR chat skin? thank you in advance
#1138520828556890214
And there is quite a few inside of prismics
their are Labub skins on prismics?
How do I "remove" this built in toggle?
90% of it doesn't work properly anyways
Remove it from the expressions menu in unity
Where can I access it?
unity
how to turn the psd file into png? i got new skin tex and it only had a unity file,got it in,and the tex only opens in psd(i dont got photoshop,it opens in libre office draw instead)
i can export it as png but then the size gets messed up and whole thing becomes blurred
click on your avatar in the hierarchy, scroll down to the expressions menu and click on it, then remove the shit you donāt want
can someone help me how can i export an avatar fbx from unity to blender?
thats the settings i used
just find the fbx in the assets folder, right click, show in explorer, and thatās the fbx
the main one doesn't have ft blendshapes the one on the hierarchy has the generated blendshapes and i want to use it.
idk then lol i donāt really think you can
there might be a plugin for that but other than that iām not sure
yeah, this is going to go poorly - you really want to treat the blender -> unity pipeline as one direction.
Yo does anyone know a good female furry cat head cuz I'm trying to make something for a friend
That's free
Hi! I got my SlimeVR trackers 3 weeks ago and I've been having a great deal of trouble getting them to work on my main avatar. Here are some videos and pictures of the issue. My feet are in the ground and despite talking to the SlimeVR support in the server, I can't seem to fix it. I'm thinking really heavily that it's an avatar issue because in that little clown avatar everything seems to work perfectly fine, but I had a friend test my main model out on their SlimeVR trackers and it worked perfectly fine too, but they are on PCVR with SteamVR. I should mention that I am a Quest3s standalone user. I don't know if that information helps with anything in particular but I'm really at a loss here :( if someone could possibly pinpoint what's wrong here and tell me how to fix it, I will be forever grateful. Thanks!
Yo question how do I put a avatar head on a different body
Your avatar proportions may not match your IRL ones well. This looks weird, the way both avatars look different here. But I'd start by trying some other known working ones, rather than a toony clown.
Blender.
no, but if you load it into Unity you could find the .fbx inside and just import that into Blender.
10/10 being optimized subdiv modeled baked normals avatar from zero.
Basically, import FBX of head model, delete mesh and boens you aren't using, move, scale, whatever, then apply all transforms, apply armature modifier to head mesh, join head nones to body bones, set new armature modifier.
There's tutorials on how to do it.
(Most of them are mid, but I am WAY too busy as fuck to cut a tutorial rn)
bloody typos, I need to ease off the caffiene.
Yo cool I message you directly cuz I might need some help with it later
Cuz I'm just getting the files I need right now
Kk
does anyone have a good guide on avatr contacts? I'm following text advice but none of it is working so I'm assuming there is something I should have done or need to do that is assumed. A link to a solid video would work! Been following text advice for 2 days and failing.
they're pretty simple, feel free to ask specific questions. Otherwise much detail is here: https://creators.vrchat.com/avatars/avatar-dynamics/contacts
It looks it and the setup seems easy enough but it never functions and for the life of me i cant get a test to work
so i cant tell if it actually doesd anything without repeated uploads
Yo can some1 help me im new to vr chat any avatar that i upload like prepared ones it always white no texture on it could some1 help me or i can even screenshare to him I'd be apprtiate that
you can test in play mode using gesture manager or av3 emulator - just make a game object (like a sphere) and put a contact sender on that, then poke your avatar's contact receiver with it
thats what the guides say nothing ever happens. Even changed every name to be the same. So I assume there is a step that is basically automatic people do that i simply dont know or i'm missing something in teh project.
likely it's a simple step and im just ebing dumb and frustarted/burnt out on it
Watch the animator parameter to see if it's changing, it could be your animator logic rather than the contact itself.
Also remember that if your test object is not on the avatar, just in the scene, then it's not a local contact, and contact receivers will treat it like it's another player
this one gets me about half the time I do this, I keep forgetting š
i'll give it a look. Never would have thought about that
What are you trying to make/do?
Like, from a functional standpoint.
Okay! Thank you.
Could anyone help me to upload an avatar ,
the avatar is fully complete but its fully white for some reason
sound on contact entry
it looks setup corectly but fails to function
i figure its likely a setting or something i have off as i dont normally do avi work. Just shader adjustments and vram reductions
do my best to reduce load on others when possible but i'd liek to learn contacts and see where I can go with it
Change it from "on entry" to "constant", on entry is broken.
Or I've never had good luck with it.
I'll give it another shot in a bit. Thank you for the advice. It's seriously frying me.
No worries, if you're still stuck later I can take a moment to eye it. It's likely an issue of the parameter name, the animator/animation, or just that it's not triggering for some reason.
hello chat, quick toggle question, is it possible to hide a mesh using a toggle?
Sure, lots of ways - could shrink it by shrinking the bone it's attached to, shrink via blendshape, UV tile discard, or outright disable the GameObject.
^^
how would one going about doing that? /genq
id prefer the easiest way cause im still fairly new, lol
There's several tutorials on youtube on how to set up prop toggles.
Have you tried looking at thsoe tutorials?
i have, but none of them have really been what im looking for
toggling on/off a game object is usually the easiest and most of the tutorials ought to work for it
Indeed. What exactly are you trying to do?
does anyone know how to make model on your avatar follow you? Like a pet or something, but using your own model for said pet
(Not really avi help but still wanted to ask)
Does anyone else have this problem? If so could someone please help me on how to fix it/update it
it doesn't cause issues and you don't need to worry about it unless you're building unity games on those versions, which you aren't if your main focus is VRC content creation
#announcements message covers this
oh
Alr thx
I would like it to be quest compatable as well
Tons of ways, from some physbones, all the way thru to complex contact systems.
I need some help with making my avatar.
I'm trying to get my first avatar into vr chat but the SDK is flagging up things that i didn't expect. I've made the avatar an android avatar so i can use it with my quest 2 but the SDK is saying that the mobile shaders aren't compatible with quest.
the SDK is also saying that the arms and the feet aren't specified but they are and the SDK is saying that my model doesn't have a head mapped when it does.
Can anyone please help?
(i am very new to this, this is my first time trying to make a vr chat avatar, i tried to post this on the subreddit but i didn't have enough karma)
WRT the shader, you got a shader somewhere that's a standard shader.
It could be that you have 2 meshes or something.
Do a quick check on the meshes you have in the hierarchy, it will list the shaders you're using.
That I get, but the Mobile shader is also getting flagged
I didn't know there was two different mobile shader sections
one's by Unity the other is from VRChat
Hey guys, i was trying to use pumkin tools to copy my stuff over and for some reason the ui went weird and i cannot use it properly anymore as the button to copy disapeared. anyone know why this happened or how to fix? i tried reinstalling it but that dident work.
have you tried the default channel instead of the pre-release version
nvm, i found the issue, the External button has to be closed
external button?
in the picture at the bottom
hitting the arrow on external option causes it to disappear completely
Does anyone have any advice about the other problem with the armature?
I think ive had a simaler issue a while back about the rigging issue, i think you used mixamo to rig it, so try renameing the bone names. (preferably with blender before the import if you have cats it can do it real easy)
im no expert but its something to try
I will try that, what is cats may I ask?
Old addon for support,
used to do like 90% of the work for people setting up models for vrchat
idk if its still used today because most people updated there blender and im still using the old one xD
an unofficial fork of CATS exists for recent versions of Blender
though the creator is moving to their own tool entirely. https://github.com/teamneoneko/Avatar-Toolkit
makes it as easy as import hit button export.
unity i do know can be really particular about the nameing system of your bones
Bone names are for your convenience, Unity doesn't really care.
im just noting that the bone names have caused me issues before
and since his issue is a mapping issue that he seems to of done correctly its my asumption
oh absolutely - having funny names makes it much harder for you to figure out what goes where.
Unity will often guess wrong.
.... or your hierarchy is wrong š
genuinely what the fart does this mean
Struggling pretty badly on blender. would anyone be willing to watch me screen share and give me a general direction?
This has worked, thank you
yay! š
hello
right now i'm going through hell
i got an outfit which was working but it had no blendshape on the cloths for the chest so i made it, but after i exported the fbx back into unity it started to make this black thing around the avatar when i copied the shaders and the materials back to the clothing
i'm really new to avatar making and i do it because i want to learn new things, but right now i'm hard stuck on this
i was thinking on adding the shader into blender because when i make the textures in blender it works but the shader is not appied
but i'm not sure if that's the easiest way to do it or not
sorry for late reply but, i want a toggle where if i activate it a gameobject (in my case, a scarf) hides itself, or makes itself out of normal view, and if i turn the toggle off it reverts back to normal
how do i make it so when i have a form toggle on but i have an ability, that i can change the color of that abilty depending on the form?
for example, i have a blade of energy, but i wanna make it so that when i go to the golden form i have, the blade changes to gold when i change to the gold form and have the energy blade on
change material or maybe hue shift your material. Really depends on how it's setup now
i mean in the animator
right but you need to figure out what to animate before you go to the animator
i already have
and once you've figured that out, it's just like animating anything else
ohh i gothca
you start recording an animation, change the property or swap material or whatever, save it, then setup the animator to trigger it based on some parameter change
Using Poi to make a translucent cutout window for this torso, but the alpha transparency looks weird and patchy. Are there any shader settings that would make this look better?
how do i fix this, the one on the right is my original model, and the left is a clean version just imported to blender. im trying to fix the issue with the teeth. normally i would change the normal and blendeshape settings however when i do it makes the left look like the right. (the blendshape glitches.) i use face tracking so its really noticeable when im talking to people
What's bad about the image on the right?
is your FBX exported under the FBX All scaling
they are using the same material so the lips should look like the image on the right.
i havent tried that ill do that now
that did it ty
I created a brand new unity project via the creator companion and selected the packages i wanted (which has worked in the past) for whatever reason the files do not show in my project. Anyone know why this may be?
click the eyeball icon in the project tab to unhide folders
the all-seeing eye
?? i don't see an eye... maybe i'm blind
oh jeez, yeah i see it. thanks x.x
Gogoloco problems anyone knows wtf this means
my vrcc broke when i restarted my PC and broke my Scene and FX and animation, is there anyway to recover it? Its uploaded to vrc but sadly cant downlaod it lol
you can't download avatars or worlds from VRChat.
I need some advice on how you guys would weight paint this arm
Such that it moves like you want it to, with the bones.
not a great answer, but without being able to actually move it around, there's really no way to tell you how the weight should be
yeah but it has extra bones for the flames but some reason they dont follow the the elbow bone when they move
Unless those bones are children of the arm bones, or you have setup rotation constraints, yep, that's how it is
I'd probably paint those parts first, and have the bones be children of the arm bone
but again, without playing with the model, dunno - can't really see the bones clearly in your image there either.
for a bit more context this Is from the fell bullet outfit I got off of booth. I can send the link
no need, I'm not going to load up the project and look at it
fair enough
I know that
Im screwed Imam ahve to redo everythinh
not sure why you asked then?
otherwise restore from a backup. You have one, right? š
(nobody does, the first time)
this might be like a really basic question but i want all the bones under "upper_arm_r" until "arm flame left" to be moved under "Right elbow". how do i go about doing that?
Anyone know what would cause these piercings to rotate after the ears move?
do the piercings have their own bone and do the ears have phybones on them?
i'm not sure how to be certain of that, but it's a possibility. i ripped them from a different asset
how would i check?
š
err id use different wording there but grab the bones under the ear bone and see if it just moves the peircing or not
can be done in unity or blender's pose mode
i haphazardly removed them from an asset i own xD
they initially rotate after i move the ear (not necessarily maintaining their rotation)
anybody know why my hands are so messed up when i build and test in vrchat?
also is it just me or does this face look kinda flat or something
if you convert that to .mp4 it'll embed
it embeded in my dms x.x
guh
i think i fixed it. I deleted the old ones and disabled the rig animation type and dropped new ones in. i figured it didn't need that so i guess we'll see
that did not fix it... I think there's a bone left on them or smt cuz they're fine until i scrunch the asset, then their positioning breaks
I tried reinstalling it and it's still the same thing
Yo I need some help with my unity whenever I open it it just does this
I really need some help If anyone's on
Cuz I'm trying to finish a project for a gift
is that just a maximized inspector window?
in the menus there's a way to reset the layout, maybe under Window?
Hi hi, my avatars view point seems messed up as it seems like itās in my body, here a shitty picture, what can I do? Everything seems to be set up correctly, Iām just not sure
If itās linked with vrc Fury, try clicking on advanced options within the vrc fury toggle and unblock align rotation
Did you already check the view point position in the avatar descriptor and made sure there's no camera directly in the avatar
Yes
t:camera in your hierarchy search
It all seems good, I mean, I do have this message, let me screenshot it rq
oh wait
this looks like your avatar's origin is way below your feet
you either need to fix this in blender by correcting the origin, or simply adjusting the armature object in the Unity rig configurator till your feet meet the origin point
Yessssss thatās the message Iām getting right now, I think I fixed it, let me check
I cant understand Whats wrong I did a normal upload like I use to do and I cant and its saying me this
Missing script means you added something but didn't add its prerequisite package
Wtf its only a unity package tho like idk what script
dunno, you'd have to see if it has documentation that mentions it
Well no thts the problem and I contacted the creator and he didnt respond Even on his discord
it's really late in the NA area currently
they most likely aren't going to respond instantly
read the avatar's store listing for required scripts
Fixed it !!
Its just say nothing abt this š
My guess would to be make sure VRCFury is imported
Hey guys can yall help me find this avatar, friend has begged me to find it but I can't (any suggestions?)
why do i do this when i record animations and it stays like that until i press gesture manager
Hello everyone! Is there a way to replace/reset an avatar's walking animation? I have a custom Minase-based avatar with GoGoLoco, and the walking animation on it is super goofy, not sure it's supposed to be this way. Is there any way I can find a different compatible one and change it out?
Hi, does anybody know how to fix this issue with PCSS? The fur shader on the cardigan doesn't work with PCSS.
anyone know why my avi is doing this pose in unity? i made a copy of them and used the copy to make an animation but when i went back to the original it was doing this too...
works fine still whe in playmode and in game but its doing this possition in unity
ive had it happen before but was unable to fix it
it was fine before i started making animations on a copy
but when i went back after making the animation and reinable this
it was in this possition as if still making an animation
whats super annyoing is my version that i used to animate is working fine.
it goes back into the tpose
can reset it back with pumkin tools / other things
what do i need to select?
found this
oh i got it!
hit reset
ur a G, dident think pumpkin could do that
its handy sometime i get stuck in 'bike' pose too
any fixes for this?
allot of components i have to manually add over since pumpkin doesent copy my shapechanger componentns
whats your animator look like
EX:
cause it looks like half of you is doing the pose that happens in animation.
like mine was above
this?
well the problem is it does it when i record an animation and then when i unpress it it goeslike that until i press the play button
for example hold on
see so it goes fine then it goes in the bicycle pose then when unrecord into this werid idk what pose you would call it
pumkin can copy most component unless there are some it doesnt know about then you ned to add it on #external , just have to enable it
looking for some help on an issue i dont know how to fix
when importing the fbx into unity everything is fine except one of my clothing accessories. its see through, acting like the normals are on the inside, except in blender i already looked over face orientation and normals and they are on the outside. idk why its doing this, ive never encountered this issue before. if anyone knows, any help will be greatly appreciated!
check in blender backphasing isn't on i think thats what its called let me see
sometimes that can cause it
i had checked that too but it isnt enabled
i tried adding the MA Shape Changer component but it dident work
Well, bysicle pose in animation preview is normal when doing that, the one hand out tho.. i dont know i would suggest doing what i did above and use pose editor to reset it to default possition
tried
it just keep it like that until i press record again
see the part that i would say eh just upload it like that i had a problem it was doing something to my avatar that made my avatar do that werid camera thing like when avatars fly you look a certain dirrection and it changes to where ever your looking its hard to explain but i check if was control drift and no and none of my other avis that i worked on did that so im thinking it does something to where it makes this werid glitch happen to me
do you know anything else it might be?
na other than normals andchecking the material u put on in unity sorry
all good, ty!
fixed it! i applied all transforms and recalculated the normals to the outside and its fine now
could someone help me? my avatar's eyes do this when i try to pose them for eye look
The gogo loco documentation has instructions on how to replace the animations it provides, I'd start there.
ok fixed
eyebones wrong direction, no value should be needed on looking straight
well the only way they work is like that
need to fix that in blender make them eyebones straight up
up?
they are like this on the model
i had to rerig them since the eyes were broken but they work fine on blender
oh ill try
could someone help me do a swing effect similar to the one on the movie please
trail renderer maybe?
Hey im using the wyren base, i made some light topo edits (deleting those hideous palm beans and the mask) and im having hella clipping issues with the hoodie and pants
I have both set up in vrc fury with a toggle armature link and blend-shape link to body but the clipping persists. No pics till i get home.
I also have a broken hue slider? I made it from scratch, animation works in the player and the menu works on the avi, however they arenāt working together.
Other than that i should be good just need help with these last bits
Also the jaw is hanging open like the model is brain dead but i think i remember how to fix that, just need to delete the jaw yea?
Hello! Been a while since I've been hereeee, but I just wanted to double check that my idea would work ^w^
Oh, also, can I make multiple (5) particle systems use only one material slot, provided it's the same material?
If you don't know what RUMBLE is, basically I'm using hand rotation + position to summon structures, and then modify them after summoning them
Look up RUMBLE on steam if you wanna see what I mean :3
no, each particle renderer is a separate material slot. Each trail renderer too.
Ahh alrighty
this is what keeping me stuck, i just cant select it and i've already run the download thing it wants me too
I'll probably use blend shapes for that then
I wonder if there is any way to cheese physics outside of an animation
Like maybe with physbones or a Ridgid body
But that wouldn't work great for quest
Or general performance
hey, I'm having a weird issue with one of the shaders on my avatar, on the valve index specifically this shader is rendering offset to the actual avatar in the right eye, I can't reproduce this issue on my own headset either
how can i make one of those 2d avatars that makes the top half of the head move when it talks?
many ways, here is one using a bone weightpainted to top of head and use voice parameter to trigger movement depending on how loud it is
?
you didnt send anything lol
but do you know a video tutorial
i want the top half of their head to flop around like Terance and Philip from south park
Is there a way to make mesh stop rendering upon contact with the other players head?
@balmy barn im still waiting if u can help me w this
because for some reason her eyes drift

any shader wizards on? thry's tool is taking an 85kb gif and making it into a freaking 250mb texture array and i got no clue why
Is gesture manager not updated for SDK 3.9.0? it downgraded my sdk when I added gesture manager
rare i use gm , but its behaving
how can i scale up an avi in unity?
How do I make a unity project upload to an already existing avi
Because I need to upload teh quest version of this avatar
But it needs to be 2 seperate projects
I can't just duplicate it since the quest version is in a different unity package that overwrites the unity scene when I import it which removes the vrchat sdk settings like my login status and avatar id
Actually can I just change the GUID to be different so that the pc Scene doesn't get overwritten
Because the pc and quest scene are the same exact object or something is what it was sying
That the GUID is the same
I renamed the PC version .unity file, but it originally was the same exact file name as with the quest one
is there a reason you dont just switch build
I need the model already made for quest because I'm not manually making everything on here quest compatible
just duplicate avatar and put quests shaders/stuff on that one instead
no need for 2 projects or whatever you are doing
There's already a quest package tho
But I can't import that into this project without it overwriting the SDK settings
This avatar has like almost 30 assets and like nearly 40 textures
I'm not sitting here for 3-5 hours doing stuff that has already been done
I don't think that's unreasonable
Why do you need to have it in the same project
Copy the ID in the SDKās content manager tab, and paste it in the avatarās pipeline manager component located next to the avatar descriptor and click attach
How to add skins to vrchat mobile WITHOUT PC?
how do the clothes work? if i buy them and get them uploaded can i use them on any avi or do i have to get the clothes added to the avi i want?
Also NO Avatar worlds pls
i want a cowboy hat for my puppy boy avi
Thank you
That worked
I really need to figure out how to use google better because I genuinely couldn't find that anywhere
you need a computer of some sort (windows, linux, macos) to create and upload avatars.
Anyone have any good resources/tutorials on kitbashing? š¤ Gonna try to stitch these together but I have no idea how to make menus/texture blending/parameters/etc work once the meshes are combined
(stuck clothes on rq, cause the model is SFW but this server flags that sometimes anyway)
It's Ghostly's Feline head on Darbi's Kiggy body
Is there an easy way to transfer animations and effects from an avatar to a different one? Bc I bought an Avatar and got approval, just I have not a single clue how im going to do that
You can just ctrl c the animations and paste them into another project without a problem. The issue is the paths of what they animate will likely need to be corrected plus youll have to add/copy the animation layers as well as to make the logic work and that can get complicated if you have a bunch of custom animator layers already that you need to add to
i mean ig
just uh, animations n stuff are COMPLETELY new terrain for me. I have no idea what to copy from where to what ^^,
he said everything is merged with the root of the avatar so it should be easy
but yeah still no idea about anything regarding that
Fair enough. Im not at my pc so im kinda limited here. Is that stuff set up via vrcfury by chance?
ahhhhhh lemme check
couldnt find any traces of vrcfury
all i could provide is this
if that is even helpful in the slightest
Dang. This is not just animations. Its constraints, contacts, the whole thing. Could you copy it? Yes but youd also need to make sure the system is adjusted to fit the new avatar.
If it was set up with vrcfury, it wouldve been way easier
i mean i suppose i would "somehow" be able to adjust it, just transferring it and making sure they are on the avatar with the toggles is the problem ^^,
But I guess thats Starkim for you, no VRCfury xd
You could make it a prefab first for easy copy. But youll also have to find out which animations are needed for this and what playable layers (likely just fx tho)
oh boy
ig il see what i can do and what not
prob also gonna try to harass ChatGPT
theres an easy way to do this. Just put everything you need in a prefab, create a new scene with the prefab, and then export the new scene. Unity will automatically find all the dependents of the scene in assets and include them in the exported unity package. This assumes that all the fx logic and animations are attached to the gimmicks and effects themselves and not the avatar's main FX.
Apparently this isn't a thumbnail?
What do I do to fix it?
Should I just restart my computer?
is a png format?
Yea
if they are attached to your avatar's main fx, we can still do this using 3.0 manager to merge FXs and such. you would ctrl + d on your FX and delete everything not related to the gimmick or effect, and then manually add that fx into the unitypackage on export.
I have no idea why it's saying that
when importing, you would simply use 3.0 manager to merge the new avatar's FX with the Gimmick FX
try uploading again
I did it 3 times and same error
With 3 different pictures
Including one in scene
ok thats weird
try putting it in the scene on a plane object and use 'Capture In Scene'
I have no idea
i usually just ignore that
oh ok good
i swear my brain just cracked in the middle when i read that
il "try" to follow ur instructions xD
ok so say i have these gimmick stuff on my avatar, and I want to export them.
ye
I ctrl + d on my avi, and it makes a copy
it'd be easier if the two avatars were in the same project.
ye done that
made em a prefab
yup, prefab it.
ok, now create a new scene
got the scene with my new avi
does that work too?
or a completely new one
mhm
now, we need to identify all the fx stuff the gimmicks need
lets go back to the main avi, and look in that fx
I'm so confused, I litterally logged in and out
To build this
And it still doesn't work
Because of a thumbnail that is there
alr opened them
we want to find any layers that look like they are related to the gimmick
click on the fx in the assets folder, and ctrl + d to duplicate it. we are going to edit the duplicated fx to only have the gimmick layers
so on the DUPLICATE (make sure you are on the duplicated fx) delete any layers that have nothing to do with the gimmick or effects
there might be more than 1 gimmick layer so pay attention to the names of each layer
k i "think" this is everything i need for the gimmick
cool, now we get to delete unused params!
so this one is easy, because when you go to delete a parameter that is in use, it will give you a warning
so try deleting all the parameters, and if it gives you the warning, don't delete that parameter
alr
ok got rid of quite a few
alright, so now we need to add this fx to our new scene
create an empty object and give it an animator
make the controller the new fx we just did all that deleting on
mhm
now save ur new scene, and then all we need to do is click on it in the assets and click export unitypackage
i think i made a lil oopsie
i made all that while being in the scene of the avatar ;-;
just make a new scene, thats fine. as long as we modified the duplicated fx and not the main one, no permanent damage
so I just saved as my scene as gimmick export, so it put it in the assets folder
so click on the scene in assets, and then go to the top bar and click assets > export package
you should get this window with stuff in it (yours should have more things, mine is mostly empty because my gimmicks are fake and have nothing in them)
yee
make sure include dependancies is on, and then export the package
did
now you can import this package in any project to add the gimmick to whatever avatar
so lets go to the new avatar's project and import the gimmick package
theres a couple of things we need to do to make sure its going to work
well
i have everything in 1 unity project rn
does that work aswell?
yeah. that just means we didnt have to make a package, but now you can have it for more than one project
^^,
so make sure avatar 3.0 manager is added to your project in creator companion
if it isn't, just add it
should be standard ngl
but ye i have it
at the top bar, go to VRLabs > 3.0 manager and add the new avatar in the window there
yus
yee
make sure none of the added params have a suffix, those boxes should be blank
merge on current or on copy, doesnt matter
kk
Is there an issue rn with models or something because
as of now everything looks fine
now, you drag the prefab into the scene with the new avi, and drag all those gimmick stuff and put it inside the avatar
Even by completely redoing the base
oh oops wrong person to reply ^^,
yep
now something I forgor to do was extract params list and the menus for the gimmick. but its in the same project so we can just do that now
mhm
we go to the first avatar, and look at the params list. and ctrl + d the param list
then do the same thing as the fx, delete params that arn't used. But this time we wont get an error, so use the fx params list to match up what param list parameters are needed
Damn, I don't have a PC sadly smh
my siblings got home, so im going to be in and out from my computer helping you and getting them ready for a school function, sorry if replies slow
ur fine
ur more help than i could have imagined already ^^
but anyways once you have the duplicated param list all cleaned up and just gimmick params, we are going to use 3.0 manager to merge the gimmick params list onto the new avatar
and then it should be pretty much done right?
at least with other prefabs it pretty much like that
again NO SUFFIX not even 0
ye
well we need to add the menu, but almost doen
true
go to the first avatar's menu and find the menu that holds all the gimmick options
then, we go to the 2nd avatar's menu, and add a submenu that links to that same menu
got it
so now the gimmick should work, if it doesn't we have to scrub in and modify the gimmick to work with the new armature
basically test the new avi and see if the gimmick is functional
usually fixing a gimmick is like, assigning the right bones to constraints, or like fixing the pathing on animations
not too complicated
or moving elements to fit the new avi, like put things in the hands or whatnot
nothing is happening at all :,)
ok, lets look at the stuff
first, make sure you didn't leave all the gimmick stuff under the prefab object, because that will break animations
THAT might be the problem xD
epic
sounds are missing but those arent a problem
i love not scrubbing in and fixing stuff
so check any audio components on the new avi, and see if they are missing the audio source
you can check the old avi and see what the source is supposed to be, and then assign it to the new avi
nono dw
the i deleted the music and voicelines bc they didnt fit to my avi at all
il add em manualy
I see
now that unity package we made wont work because I forgor important steps like the menu and params list
dw
only need it for this one avatar lol
but if you make a new unity package that also exports the duplicated param list and menu, then ur package will work
my pov on this model stays too far in fron, cant get it to move back, any solution?
yes i moved it in unity it just goes back to where it was before
how do i make my avatar's particles keep their look regardless of the lighting of the world? in most worlds i join they lose their smoothness and normal map even when the world is lit up
What do I do for this?
guys, how do i make the eyes not red?? no matter what i do, i cant figure it out T^T
did u drag the material that says eyes base color onto the eyes
yup
its just red. the texture works on other parts of the model, just not the part its meant to be on TwT
or open up that "materials" tab in the inspector in the image you have shown there, and you can find the eye material slot, it's often easier to drag stuff into that.
everything looks right i think, it just wont stop being red whenever i put it on the eyes
which shader? It might be taking vertex colors into account
sometimes eyes have 2 parts, the lese and the innner eye
if this is the case and ur trying to make it work for quest just delete the lense
how would i go about deleting the lens ?
and i think i have the shader set to standard
if ur goin for quest id reccomend standard lite
you will need to import the fbx to blender
to check there
idek how to do that TwT
any help?
probably use a shader which doesn't react to world lighting
right click and select show in explorer, then copy the file location
do u know one i can use?
then in blender select file, then import then fbx and paste the file location in blender before importing the selected file
alright, its in blender now. is it supposed to have all those spikes coming out of it ??
thats armature, the bones used to controle the model
select the main body and click where it says object mode and switch to edit mode
alright, in edit mode now
hold shift and select a few of those dots, while they are orange let go of ur buttons before entering the keybing "p" then select "by loose parts"
this will seperate all the different objects used to make the model
beware that may be a LOT of objects
yes so close unnessisarry programs
er.. okay?
alright, i did all that. i dont think ive screwed up yet
try taking a look at the eyes
click on em an right click
an hit dlete
if theres a lense then u will still see a eye beneath
or u can hit g to move it around
alrighty, i deleted the lenses. now i just save it and bring it back into unity ?
yea but first lets rejoin evrything
hit a to select all
then select then shift left click the main body
after that keybind cntrl + j
its not a necessarry step but it simplifies some stuff
i think i did that right, nothing popped up or changed visually though
yea now were gonna select everything again and start exporting
A keybind to select all
"file" -"export" - "fbx"
then paste your link back into the top an select the fbx to export back to unity
before you export make sure u turned off the following