#avatar-help
1 messages Β· Page 185 of 1
_leaf bones
and switch all local to fbx all
this will update within unity
this also will update in ur scene
alright, so after exporting it (i cant figure out how to do the last thing you said) things appear top have changed. the purple one is from opening the unity package and the white one is the one i just exported back from blender
as long as u do this u should be good
just drag and drop ur materials back on
is this in blender or unity? i cant find it
ah, i missed that
copy ur file location in unity then paste it in there
u will see ur fbx
select that then do previous stated step
alright, i got it into unity and it looks fine, just now theres 167 body parts in the hierarchy TwT
ah u didnt join the mesh together
but it should still work as intended
just a lot more drag and dropping
i have to drag and drop the material onto every individual part D:>
every tuft of fur..
you got this avatar from where , cause i see something
idk, i just found a free nova online
you used a known stolen/leaked/ripped page , dont recommend that
this is my first venture into working on avis, idk jack diddly
well ill keep that in mind for the future
https://kittomatic.gumroad.com/l/Novabeast actual model its not free
well shit
is there some actually free nova i can use?? i had a hard time finding anything myself
If you want to modify it, not legally, if you just want a nova, you can find plenty of public novas
there cant be free nova, since any edit would require to own an original
damn, guess ill just put this hobby on the back burner :P
i wanted to kitbash because i refuse to buy an avi but if i still have to buy one to kitbash at all, i might as well not even do it
cant buy barbie dresses without buying a barbieπ€·ββοΈ
i thought that the base models were free, like someone made them and just put them out for anyone to use. guess i was wrong :P
some models are free but some arent
im actually working on one now that i plan on making free once its finnished
(making a cuphead avatar from scratch- the robot boss)
is there any way to fix this?
ah ye btw im having issues with pov, ^
did u delete something?
not that I know of
that error can happen , doesnt really break anything but you might be able to clean up that controller
https://github.com/VRLabs/ControllerCleaner theres a script that you can use or you edit whatever its trying to reference yourself (good luck
)
vrchat controllers in sdk already riddled with it too
exsample i have
sdk 
ah ok thank you
How do I put this into Unity?
releases on side, unitypackage there
ok'
how would i go about setting up a toggle to change my scalera from white to black? (eye white part)
would that be under my eye materials?
yeah either swap material or alter a material property, such as the base color
OK so sadly it did not work
so would i set up two different face materials just for the scalera color?
Really up to you - if you use a shader that lets you change the color and that looks right, you can go with that option.
I exported one of my models That was a GLB To a FBX in blender and the texture UV's Are wrong Could i get help? [Photo's below]
You can import .glb directly into Blender - is that what you did?
does anyone know why my avi sometimes has a dark gray area on the avatar height slider? the slider goes from 0-4m, but 4 is at ~ 9 o'clock instead of 12p
Worlds can enforce specific height limits
ahhh interesting, did not connect that it was in a particular world. thanks!
oh I didn't know that's what it'd look like, neat
Hey quick question. Can you use blender constraints in vrcavatars or does it have to be vrc's constraints?
constraints aren't able to be exported from Blender in a Unity format
how do i make those directional arrow toggles? they are pretty obscure but when you toggle them, you have a forward, right, left, and down arrow to flick to
Really? I thought they could cause of the import option "import constraints"
you'd have to give a better example
id imagine they're talking about the toggle option in the R menu where its got up,down,right and left arrows
they are pretty obscure but when you toggle them
makes me think it's some asset/prefab now
yeah that
idk its actual name but its one of the other options from where you'd set a toggle to be radial,button etc
idk what its called tho
thank you so much!!
i just found out my physbones dont work on quest, and i have no idea why
are they outside the set limits?
set limit?
theres only a certain amount of phybones permitted for mobile, any that go over that amount get all their components turned off during upload
oh nevermind i figured it out
turns out i have 9
i thought i had 8
i can definately remove a lot of those xD
hi there, I need some help with a New Eden avi, Idk why it's not showing up on my end and is saying its missing a prefab? im still kinda new to this so
seems like either the package you imported is broken or it broke on import, try re-importing and if that doesnt work ask in new eden's discord about it
I imported into blender As a GLB then exported as a FBX
Damn
you can re-order them in blender, though I'm not entirely sure you can do it without add-ons, I tend to use ZenUV for this stuff.
anyone got any Ideas?
no idea what I'm looking at there
just simply looks like flipped normals
how do i make him tpose without manually rotating
there should be a button in the bottom right section that'll say something like "enforce t-pose"
cool
There's value in the paramater, but no change on model expression
dose any one know why it dose this when i import it into unity. In blender its fine and only WP to the head but keeps breaking.
is there a way to sync a world object on an avatar ? so that if somebody join late they see the world object at the right spot ? as in no need to retoggle it everytime someone joins ?
looks like a corrupted shapekey
does it go away or get worse when you apply a shapekey in unity?
did it before?
you can try selecting the mesh (ONLY the selected part, this will break shapekeys otherwise) and press space and propagate to shapes
otherwise the only thing i can think of is weight painting but you already said it wasnt that
Legend
π 
When adding something to the avatar it pops onto the avatar but modular avatar still says it needs to be attached inside the avatar somewhere what am I missing?
hello i want to ask if someone have tutorial that can help make a fire orb that can be animated floating around behind my avatar?
Does anyone know why my avatar is just backwards?
because you made it backwards
it needs to face -y in blender
I didn't make it backwards it was just like that...
if you didnt make it backwards then it wouldnt be backwards
can someone please help me
dont ask to ask just state the issue
Tried seeing what would happen if i face the other way
yeah still the same..
ok so im new to making avatars and i js baught a spiderlair texture pack and stuff but where do i get the actual model
like to pt the textures on ive done it once before but ive just completelt forgot
Does anyone happen to have any knowledge as to why my avatar's audio source suddenly sounds muffled?
I did two tests. One with my main avatar, which has the muffled audio package, and that same audio on a dummy avatar, which didn't have muffled audio. Both have audio locations at 0,0,0 xyz.
I'm just starting to lose my mind a bit at his point, because I copied everything I could 1:1, stripped my avatar barebones yet the issue persists
yeah
it keeps staying the same every time...
well did you redo the rig after changing
you need to do "Pose > Reset" and "Pose > Enforce T-Pose" every time you make changes to the rig (within Unity's rig configurator)
and did you even apply the transform
yes
I have...
applying it with what?
Where do i find teh pose?
theres an entire apply tab in the drop down in blender
just because you rotated it doesnt mean it was actually changing the root
where can i find a good base mesh fro a spiderman avi
the applying didn't work
On both the test avatar and current avatar, the audio source is at 0 X,Y,Z. The audio plays correctly in 3D space, even if it's technically originating from the avatar's feet. On the main avatar, the audio sounds muffled with the same positioning. I don't know, this seems like such a random and niche case..
the unity camera is not your viewpoint in game
That's the thingβI tested both avatars in-game. Test avatar sounds fine, main avatar is muffled. Coordinates and settings (as far as I could triple-check) are identical
They are the same model, both are stripped down to just core elements and the audio source. One is fine, the other isn't
spatial audio source component
Is there a way to use the Standard Colliders as sources for custom physbone colliders? I'd image there would be but I don't see the option for them in the element list
I believe it to be the culprit. I initially added it, set the gain and far to match min/max distances, left near & volumetric at 0, spatialization was ticked on and audiosource volume curve on. The original audio did not come with spatial audio source components, hence why the test avatar sounds fine, but even since removing the component, the audio seems to remain.. muffled
you need the source for spatialization to work properly
also theres a checkbox to just use the audio source settings
if an audio source is directly center with your view point or behind it itll be muffled
As I said, coordinates 0-X, 0-Y, 0-Z. It's at the feet/base of the avatar. Test avatar's audio is fine at the feet, no spatialization was ever added or modified. Main avatar had spetialization added and modified, seemingly causing the muffled audio, but it's still stuck like this even when the components have been removed. It seems like some kind of metadata persisted, and I don't know how I could resolve this
I tried following what I was told to do
Starting to think it just hates me atp
you can only use custom colliders - standard colliders for hands are already physbone colliders.
here I was hoping I had found a clever way to improve my performance rank >.> oh well, thanks
I could try and help you out. I'm always happy to learn new things and help where possible. Would you be fine talking in DM's?
i kinda just closed everything already atm
cause its close to 3am and I should get to bed
but i would be fine with that
hi, I made an object with blendshapes. I gave its own armture and made sure there were no other things to be applied. is there any other reason I can't see the blendshapes in unity?
For layers is it the lower a layer is the higher its priority or is it vice versa?
Lower since it animates after the higher layer
In execution I mean
The only time blendshapes dont show up is if you have unapplied modifiers other than the armature one
Hi, I was curious on how to add a face tracking to a VRC model in unity? The creator I bought this model from deleted all of their discord stuff and is reworking everything so I cant ask there (and last time I asked they just said "do you not know a tutorial?" sooo... help appreciated :"D
It's a simple .fbx (not a package or separate avatar) and I've never seen it done like this before! It says it uses Unified Face Shapes. If anyone has a tutorial of how to use this type of method!!
you might get better luck asking in the VRCFT discord though they've also got a pretty well done doc you can read: https://docs.vrcft.io/
Its not as simple as a drag and drop
The model actually needs the blendshapes for it
tysm!! I'll check this out!
sounds like it might already have the blenshapes
It does indeed already have the blendshapes, yes!
Then vrcft
it doesn't
does it have to be a human rig too see the blenshapes?
Thats not how skinned mesh renderers work so no
Whats all that extra stuff in that blender scene
If you export the fbx and then reimport into a fresh blender project and it doesnt have the visemes then blender isnt exporting them
I have a question. I have been trying to lern how to make my own avatar for that Id like to use a pokemon.
which is using a UV map for expressions. What is the best way to make expressions/blinking work?
I just cant figure out how to make shape keys with that mentioned UV map so is there another way, or is it possible afterall? I know I could make face plates for each expression but leaves ugly boxes on the face for me.
Sprite sheet or a bunch of planes that shift up front for each viseme
what exactly do you mean with sprite sheet or planes
You either make a sprite sheet and jist pan the uv with animations
Or literally make a bunch of planes 1 for each face texture and use visemes to kove them forward or back
so yea the second option is what I meant with face plates. Those leave some visible boxes in the face that arent pretty. Panning the UV with aniamtions sounds intresting
I do have the texture so thats no problem
Well I am only seeing the mesh renderer component? What happens when you add the Skinned Mesh Render Component manually ?
Oh that is a mesh renderer
Theres two types tho
Yeah thats what I was trying to say though , they only have the non-skinned. Which I don't see why cause unity is supposed to add that automatically
thats ok I just started again. my problem now is that it is stuck in the animation fetal postion even if i try to add a new animation or exprt to vrchat
changing the avatar controller doesn't help either
Anyone know how to do face tracking for avatars? i heard i also need to do blender work,if anyone know pls dm me !
Did it break after trying to do a animation ?
possibly
Am I screwed?
give it too me straight dock
Well practice is when creating animations to duplicate a model before doing so, there is a way to revert it but I cant remember atm. Only thing I can think of rn is Redrag the fbx then copy it all over with pumkin avatar tools
pumkin avatar tools?
Can somebody find the name of this avatar base and outfit for me π
Can copy things over from one avatar to another, saves a lot of time when things go wrong, doesnt always do materials right but drag and drop to fix that.
@sharp oceanthank you 

No prob~
uh help?
Help My avatar lip wont open at mmd world, what to should I do
unless you know what shapekeys they are using in the animation not much , there is default ones it should have usually japanease characters
need to add those in blender if you dont have them
mesh of your character should also be 'Body' never seen mmd converted animation that target any other mesh
eng/jap motion exsample
I have the mmd part like γγγγγ, i should assign it into the lipsync?
First time upload avatar btw
dont assign to lipsynch should just exsist on your avatars Body mesh
Ok
got a blender script i use to just generate the blendshapes if mesh dont have any , if you are using vrcfury blendshape optimizer thing it will also remove them unless you tell it not to
https://github.com/The-Beebz/Add-MMD-ShapeKeys , had to edit it abit think it was making one wrong
γ¦γ€γ³γ―οΌ or this γ¦γ£γ³γ―2ε³ was wrong , dunno
Thank you very much π
but I'll do it later, rn my soul are refusing to learn blender
VRC Fury has a World Drop feature, but to my knowledge, you can only use that in game by playing a gesture. Is there any way I can have this in an animation? I want to world drop something on front of me, then have it animate rising from the ground. I want this done with a contact as well, which is why I need the world drop to be part of an animation
Thanks lol
Oh! Is there any way for an object to use my rotation related to either it or the world?
Working on implementing an earth bending system from one of my favorite games, and right now, I can only modify in one direction lmao
I could do this with like, 8 more colliders, but I'd rather keep this performant lol
Does disabling a Physbone with the "reset when Disabled" not reset the animated parameters as well?
For an example, if I stretch a bone and my stretch parameter becomes = 1.
When I turn off that bone my stretch parameter is still = 1.
Shouldn't it be = 0 as I just reset the bone?
nvm, just found a post from 2023 talking about this and it still isn't a thing
I've got claw hands while using default gestures and dont remember how to fix it :<
wait, that really doesn't reset? Interesting.
So a friend has asked me to make his avatar quest compatible. It is 2.46MB above the uncompressed size. I can't change any more textures down as they are a low as possible. There are no assets bar one that is a quest lite asset. Any ideas?
I've tried to change the compression but it just stays as is.
Where is that?
vrcfury blendshape optimizer, removes shapekeys not in use (or blender)
output log can tell you what taking up space after you uploaded offline/online and see the compression on everything on avatar
IDK if I'm blind lol
its something you apply to the root of the avatar, a component
I have VRCFury on this project (never do one without it lol)
Just on the avatar itself, Correct?
yup it will complain if its in wrong place
can someone help me fix this error please
i usually just close the unity file and try again, and it works
it didnt work for me :/
I've got claw hands while using default gestures and don't remember how to fix it :<
still no idea how to fix this pov issue
is your armature's origin properly set centered at the bottom of the feet
Your issue is listed in the console, make sure VRCFury is up to date. If VRCFury already is up to date, then you're going to have to find the image responsible and enable streaming mip-maps
thank uu
how do i check that
I'm assuming you have this avatar in blender as well
select the armature and look for the armature's origin point, make sure it's positioned similarly to this
the foot needs to lay on the floor and be centered to the origin
you can use the 3D cursor to set the origin. Shift + C resets the cursor back to the world origin to assist this
merge your meshes while you are in blender , so people can render you once instead of 33 times
no
terrible made it is
gonna make every face a seperate mesh now
your visemes already wont work how you set it up
i know i am trying to work on that
I've got claw hands while using default gestures and don't remember how to fix it :< help please!
What does your avatar descriptor's playable layers tab look like
does your FX animator have layer masks accidentally
it doesnt have any masks, no
can try proxy_idle2 instead of default wich is more clawlike or check your fingerbones in blender if they are wierd
used idle2 forever since default is wierd
Is there any way to get a full body animation to play via controller? I set it to use the action layer, but the animation doesn't seem to have access to the head despite the action layer. Simple audio source/toggle works fine for single audio clips/animations, but I have two I need to put together hence the controller
i dont understand what my problem is?
@gilded canopy use tracking control and check default action controller, like default emotes as death or backflip clearly do use head. unless by head you mean camera, then no
Basically, I get the animation to play perfectly in blender, but when I upload to VRChat, The animation tries to play, but only the head remains locked in place. The camera itself doesn't need to move
managed to obscure it , theres your issue
didnt add whatever that av requires
fixing that now, didint notice it
when you have a vrcdescriptor on your avatar it shows where your origin, why is it over here
om right
your av isnt at 0.0.0
ye
moved it to world origin
issue still present
also i joined all the mesh together and the blend shapes dont work in vrc but do work in unity
Should I be worried about this
Kk
@timber sparrow Unity sent out an email stating that they have identified a security breach within their engine. They've issued a warning to everyone that have used using their engine, and suggest immediate update to patch the potential risk to consumers and creators
no
dont update
its ignorable for vrchat users and if you use a newer version you'll be unable to upload
Ok
Can someone help me like if I have a really cool avatar but I just wanna change the shirt to have a different design on it
I have the assets just donβt know what tf to do
Someone please save me
sure
take the texture used for the shirt to an image editing program (gimp,MSpaint, Photoshop etc) and change the design there
I can do that prolly
My unity open and this keeps happening
Well I
Am a bit slow
I'm something of a good photo editor if I say so myself tho
none of the problems with my model have been resolved
unless it has some wierd uv thats half the shirt it should be easy , find and change the texture for the shirt
Iβm trying to use VRCFury Armature Link for the first time and Iβm a bit confused.
I have an armature with five different clothes that I want to add to my avatar. Iβve added the VRCFury Armature Link component, dragged the hip in there, and then dragged the whole prefab onto my avatar. Looks fine in Play Mode β the clothes move correctly with the avatar.
However, when trying to set up the toggles and the avatar goes into the animation crouch pose, the clothes stop following the body and stay in a T-pose instead.
It looks like it isn't actually linking to the armature. I'm not a huge expert, but I'd be fine with helping as best I could, if you'd like
I appreciate any help, but yeah idk what's going on, it's linked to the armature when in playmode and I move avatar around
I had sent you a friend request since your DM's are closed ^^
Okay new problem inspector will not close
Anyone know what I'm supposed to do
Cuz I really need it working I have a project I got to finish as soon as possible
If anyone knows please DM me
looks like you maximized the inspector, try double-clicking the tab or there's a window layout reset thing in one of the menus
(guessing 'window' - I don't have Unity open)
upper right change your unity layout/reset
it can get stuck for reasons
ah that's it, thanks
the avatar descripter isnt out of the norm right?
Thank you so much now I can finally make my sister's Avatar
One question though what do I use to edit textures
a lotta people use substance painter, i persinally use blender but any sort of art software works
Any software that can edit images
i use gimp , ages ago photoshop/paintshop/deluxe paint
gimp + substance painter, starting to use armor paint
its just a matter of what ur used to or what works for u
If you wanna paint ont he model directly, use ucpaint addon for blender, if you wanna jsut draw it, use krita or gimp.
But as you can see, lots of ways to skin that cat (ha).
Does anybody know how to fix the armature linking issue I have above? It has not been resolved
ill look into that
Link to the post?
here
show some setup, nothing to see in that pic
but do you mean when recording an animation? ArmatureLink won't really work like you expect then
oh you do, now that I read it thoroughly
I've used this a few times and yes, it doesn't work how I'd expect in that case, so I only ever use it for making stuff I'll give to others.
you gotta tell me what you want to see, I am completely clueless. it looks fine in gogoloco animations etc, it's just when entering that crouching pose while making animations it just nopes
I haven't gone to their discord to ask about it though
hmm I bet if you put an animator component on the base fury-linked object and put your animator into that, then you could actually use it how you expect
but yeah, I dunno.
armature link, and VRCFury as a whole only executes on play mode/build
it's not going to be bound to your armature outside of these scenarios
I've seen a youtube video explaining how to add, but they only had one piece of clothing, I have 5 in the same armature.
so do it separately for each
I add a armature link on each piece?
your setup looks fine
I'd really suggest adding clothing in blender though with a single armature.
ctrl+j done
if its made for it, or transfer weight before you do that
so even though it doesn't really fully represent what it'll look like in game, it'll be fine even with the clothes t-posing?
play mode should show you if it still hangs on, then use some dance or something how i test for random clipping
is there something wrong with the model thats keeping it from having blend visemes work or its pov acting weird?
yes
Im trying to figure out how to do this with as few parameters as possible, I want 2 buttons, a reset and a button that plays another animation, picture it like numbers 0-3, I start at zero, and can go up 1 increment with a button press to a max of 3 and can press the reset button to go back to zero at any posint
How would I do that with as few parameters as possible?
it's only one parameter, for the state, the rest are local drivers for the state
VRC Avatar Parameter Driver is your friend
Not sure I get it...
each button uses parameter driver to change the state value
I see, but would that mean I have to have 1 parameter per increment or am I misunderstanding
no, the "increment" button has a bool paramter in the animator only, use that to run parameter driver to set the integer one that's the actual state, and that is the only parameter that's actually synced
Oh I should have been more clear - you only need one synced parameter, but each button gets an animator parameter that's only used in the animator.
Okay, that makes more sense
I have only worked with bool parameters before, does an integer take up a set amount of synced bits or does it change depeneding on what it is being used for
8 bits
Hm, shouldnt I used 5 bools then? that would use less bits
that depends on what you're doing, I was assuming you wanted to use an integer if you were saying integer
I thought you were suggesting I use an integer, I didnt specify what type I was using until after you said it here
ah you said it was to increment a number, so that's why I thought integer
I see, a misunderstanding then
yep, I've no idea what you're trying to do if not that π
I understand now, thank you
ok now its just visemes not working
Do you have the blendshapes in the visemes being used anywhere else in any other animation?
That will break them.
Also, you need to fill every slot, even "sil"
Yep, that'll do it.
finally, inner peace
Fun fact, you can use the Voice parameter to control particle emission.
Which means you could make Jack Frost have winter breath when he talks.
You can even discriminate for only specific sounds, or certain volume levels. Or both.
excellent idea
i tried moving the pov via animation clips and was dissapointed
Yo okay
Pro tip, make it two layers. Voice parameter controls the velocity using a blend tree, and Viseme params control emission amount. Turn it off for plosives and consonants, highest for AA.
Make sure it has drag/speed over time with a sharp falloff.
Got the assets to an avatar
Just wanna replace the crop top design with a design I made
Thatβs it
Can someone please do this for me
I have no idea how
Have you modeled the outfit? Have you rigged it?
You should commission people at the VRC Traders discord, you'll just invite scammers in your DMs around here.
Link is in #1204490664637890580
No like I got the avatar and I got the assets
And I assume you just replace the texture
But I just donβt know how to do shit
Well, best time to learn was two years ago, second best time is today.
Well yes but
I'm very very slow
I got everything anyone needs to do it just don't know how at all
Well, that sucks.
So put the stuff in unity, and find the material for the crop top. Then find the texture in the material. Edit that texture in some texture editor and then replace the texture in the material with your new texture
Help please
Idk where my face is or anything I bought this avatar and idk what to do
what does this mean? I'm building an avi from the ground up and this just happened.
how do i add a jaw puppet to my avatar?
whenever i try to animate the jaw it just goes back to default pose all the time
It also says its not a humanoid and I think the reason is because of the tail and hands but IDK how to fix that either.
Tail doesn't matter - you'll need to check in the rig setup, maybe there's an error or a bone in the wrong place. Maybe more errors listed in the console.
any help?
You might give people more than 4 minutes π
sorry, dont wanna sound rushy but i was asking since i gotta finish 4 of these with mouth puppets till tommorow.
π
what I replied to is all of the errors in the console. Back in blender, this is the rig. Every bone is located in the correct place as far as I'm aware. they're all inside the model, I just have "View in front" on right now to show the rig.
Look at this to help with rigging issues in unity, vrchat rigging also sends you here
https://docs.unity3d.com/Manual/FBXImporter-Rig.html
Looks fine here, assuming those bones are parented correctly
I belive so.
Also looks fine
have u turned the model in unity into a humanoid naybe?
unity sometimes doesnt detect it automatically
Yall it wonβt let me like
yeah you could go to the rig setup, set it to generic, apply, then back to humanoid and apply
Upload the avatar with android and its comparability too
Provide details - error message, popup notice, etc.
Itβs just like greyed out when I try to select them on the platforms
wait how do I do that?
is that in blender or Unity?
Unity
It's in unity
I have no idea where the menu for it is in u2022, was easier in u2019
same place, you click the model file and look in the inspector
you click the model in the assets tab and where it says "Rig: turn it from generic to Humanoid
I can't think of anything about the UI that changed significantly from 2019 to 2022
ok can you tell me how to get to the rig setup? after that I should be able to figure out the rest on my own
Find the model FBX, click it, look in the inspector tab and you should see settings for model>rig>animation, click on RIG and from there you can set the animation type.
literally just did?
U see ur models FBX in the assets tab, where u pick them out and drag and drop them
click that go to rig and from generic turn it to humanoid
yep, that'd do it
yeah unity doesnt automatically turn it to humanoid.
Unity won't set that up for you, you always have to do it on a new model.
sorta stupid
it's not stupid at all - how would it know?
I can't imagine why it would
changing from 2019 to 2022 broke a lot of things, I wouldn't be surprised if that was one of them
like this right? just double checking
Yes, that.
yup
ok ty
i should prolly show what the jaw does for me too woopsies, brb chat
im tryna make a jaw puppet and this happens.
Is your jaw rigged in the rig setup?
if you planning on animating jaw do not assign it to humanoid
I'd think you have to use the muscle movements instead of the bone rotation then
how do i do that?
And you'd need to use VRC Animator Tracking Control to "take over" control of the jaw bone, and restore it later.
I don't have a reference for this offhand, but there should be tutorials
all the tutorials ive seen are outdated and dont help with this
also yeah it is
"outdated" shouldn't matter, as this hasn't changed in a long time
also not what you want here, you want something that shows you how to animate humanoid movements for vrchat
i found one! the issue is, it doesnt explain it at all
he just shows what he did, thats it
doesnt show you how to do the animation part
Hey again, Iβm running into an issue with conflicting blendshapes.
I have a T-shirt toggle that triggers a blendshape to shrink the armpit area to prevent clipping. In the animation, I reset the armpit back to normal when the T-shirt is removed β which works fine.
But I want to be able to wear a jacket or cardigan without the T-shirt. But since the T-shirt is off, the armpit blendshape stays normal, which causes clipping again.
How do I give them rules so they don't conflict with each other? Like "t-shirt OFF + cardigan ON = shrink" for example?
Hey quick question, is it possible to use a skeletal animation and a blendshape animation at the same time? I tried to add a blendshape expression to a mixamo animation, and it's animating correctly in unity, but in-game the facial animation doesn't play. What am I missing?
Yes - but you have to do them in different layers - blendshapes in FX, humanoid animations in base or action, etc.
oh okay thanks its all in the action slot, do i just copy the action setup nand paste the face anim in instead?
sure, that can work
^
so, I want to change the texture of the face whenever she talks. any way I can do that?
is it any of these?
parameters only for 2d face , you can use a tilesheet / swap the material / offset and other ways instead of shapekeys
Hey, I made this custom component for a avatar I'm redistributing, but I get the following message (in 2nd screenshot). What do I need to do to the script to get it so it doesn't throw this? It doesn't do anything functionally and I know it can be done if other creators like Pointless Assets do it with their assets.
Can someone help me with adding clothing to a mamehinata base? Every time I do it, it stays in the t-pose, it's starting to get on my nerves and id love help
Please @ me if you reply! I don't check servers unless i get @'ed
what is the chance somebody actually helps in #1138520828556890214
^
This is how far I've gotten, still doesn't work but I feel like I'm on the right track. I've made 2 separate animations with the armpit blendshape set to 100 and 0 respectively, and trying to trigger it if any of the 3 clothes are on or off.
trying to make a halloween costume and all the arm bones on the left rotate from the wrong end :( the armature is symmetrized + works fine on the right, why is this happening?
You predicted this so hard holy shit
They will NOT leave me alone
Disable DMs from this server
One more dm and I will
My hands are stuck doing claws and idk how to fix it :( pls help it's been hours
try unlinking your animation controllers from avi and seeing if the defaults 'fix' it - if so, issue with your custom controllers somewhere. plug and chug until you isolate the cause. if that doesnt fix it, might have armature or config issues? hard to say without knowing more / seeing the avi
update: none of like anywhere else appears to be Giving a problem. like in the muscles and settings in the rig settings its normal and in-game its normal. its just weird in unity fhjdgf
OH fixed it. that was weird
Urgent need of help, i tried adding puppeteering and now the avatars broken
tried reuploading multiple times and changing stuff but whatever I do VRChat declines to process the avatar and just hits me with the error bot
i dont want to have to remake this cus this would be days of work down the drain
Avatar processing service is having issues and is slowly recovering
your only fix is to wait
that is refreshing at least.
thanks
i thought i lost days of work here
I found a rlly good tutorial on puppetry that i can do with the jaw
too bad the jaw doesnt want to animate properly
all i know is that it isnt my fx layer doing it because it being unlinked still didnt fix it, the gesture animations work just fine because the animations work in gesture manager, and I somehow was able to link my left and right hand to just be controlled by my right hand at one point.
the gestures did work, but then i tried to change them by swapping out the default gesture fx with one that ive used on plenty of other avatars
so hand gestures all work normally, but at idle / no hand gesture triggered the hands go into the claw shape?
well, at one point I was able to only gesture my right hand, and it would show up on both hands at the same time (ive got no clue π€·), but me messing with it just made it go back to permanent claw hands no matter what I do.
what's your gesture controller look like, default 'proxy' on all positions or custom? Do you have layer masks set up right?
gesture controller uses layer masks to seperate the right and left hands, if the mask is removed/wrong it'll play the animation on both hands from one gesture. if you have that issue, likely the claw issue is related as well? you should be able to plug the default/example gesture controller in and check, compare
yea, so funny story-
it was uhh..
POINTLESS' Vander Gauntlets that broke my gestures, and I didnt think it was the issue for the longest time because I hadn't encountered this on any other avatar used by them.
Really quickly
How do I replace the image of a texture
Without replacing the paremeters or like any other shit
in unity
the texture file, not the material? just save over the top of it from your image editor. make a duplicate of the orig in unity first if you want to keep it
Yeah like I wanna change the material I guess it's in the texture thingy
I just don't know how to change it
click the material, browse to our new texture, then drag n drop the new texture into the little preview here. can also click the little dot next to the preview and browse to your new texture
there's a limit for uncompressed memory, not VRAM
they're slightly different, but holy fuck
instantly "Block avatar globally"
safety shield exists for this reason lol
im in a full rave instance btw
126 material slots, >1mil poly, 1gb vram - we used to call these crashers
so how would someone like. generate a random number. or randomly pick between 3 things
hah yup
@frail badger state behaviours
anyone know why hands get 90 degree inwards angled from uploading from sdk https://discord.com/channels/189511567539306508/1426304052517666856
@modest ridge i even wonder how uncompressed can be lower than vram since its usually 98% of textures (vram) and audio clips (non vram)
does anyone know how to make features on a quest/pc avatar pc exclusive?
Im using the IK hud and i have no clue how to make it so pc can use it while quest cant
(VRCFury)
how do I add more slots for advanced Visemes
more slots? you can click the + button but that would just render over the existing material, which is a weird thing to do
anyone having the issue where when you upload it says it doesnt have a thumbnail even though i selected a image and everything, ive uploaded hundreds of avis and it wont upload no matter my pain and trials
nvm got it to work
Still dealing with the same issues as yesterday
I've redone the rig multiple times...
i've set the rotation and made sure to apply it correctly
and yet...
still backwards, and unity clearly hates me...
so what should i do to make sure it isn't rigged backwards?
ok after a bit
I managed to rename all of it without going insane
now to fix the camera...
and find out what's goin on with the arms right there...
Yall I am still struggling
Listen
I got the assets
I got the two textures that need to be swapped
Someone please just upload it cuz my shit keeps failing
I will hug whoever does
does anyone have any idea why this stuff sticks to the armature in blender but not in unity?
its made using a particle system (blender) weightpainted onto the outfit
you can have only a maximum amount of iirc 4 bones per vert
Yes, max 4 bone weights per vertex
why aint the animation playing, I have the parameters and everything set up
and it looks like it works in animator
what am I missing
those count as bones?
Whatβs happening
no?
yknow
actual bones
the armature
if you have more than 4 bones weighted to a vert itll just not in unity
is there even an armature
well yes and no
Well more like a object
you cant exactly just rotate an object then slap an avatar descriptor on it
Right
itd just go to default rotation being 0,0,0
But I donβt want a body armature though im just a object
it can literally just be an armature with no weights
generic rigs arent actually supported by vrchat
they just kinda exist
so im taking what's happening is that each of those objects and their verts are connected to a bunch of bones due to the way ive weight painted them for density, how do i make it so each section of the generated objects is weighted to only 1 bone each?
weight paint them that way
give me a bit
is there a easy way to fix up this little arm thing? i have going on
wait i found it
its part of the original rig of the model it just messes up in here
did you make it or get it from somewhere
What now?
the rig is from another game and just fit for vr chat it's coming from these parts here
wdym another game
what are you even trying to show with this overly zoomed image?
Dragon ball xenoverse 2
wasn't thinking
there
looking at the arm band in the original image it looks like fucked up weight painting
yeah part of the rig there is connected to the bone in between the shoulder and arm
its a arm helper bone
"arm helper bone"
it's litterally a armhelper bone
all it is for is to make sure the arm doesn't look to distorted in the animations
but clearly doesn't translate well to vrchat
thats definitely not a vrchat rig
correct, this won't translate well to VRChat.
yeah i can tell now...
im not sure how to get it to apply so i can weight paint them
Wep it worked
its part of the same object
apply what?
Ty for helping with the armature shit
the particle system that produces those objects coming out of the model
you arent weight painting the planes
yes im aware.
particle systems generally have nothing to do with weight painting
you need to actually convert it to a mesh and weight paint it
will i have to go back in blender to remove the bone...
cause i'm almost done with atleast having my own avatar in vrchat
@somber sequoia
you need to make it actually a vrchat humanoid rig
what are you showing me here?
use words, please.
this is the thing, im trying to convert it to a mesh to weight paint it but im seemingly unable to but im not entirely sure why
i did make it a humanoid righ though
it's just a bone that didn't convert clearly
"convert to mesh" - what is it?
the objects that were generated by the particle system
blender particles
I donβt use humanoid rigs because im a floating object
Im not talking to you
right-click the system, should be a convert to mesh option. But in the future, try to explain what you have rather than leave us guessing
I know
I forget if you have to bake those to a mesh though, been a while
there is several youtube tutorials
i did try to, i apologise if i dont know the terminology you folk use
haha "you folk"
but ok, I just had no idea you were talking about blender-generated particles. You'll need to convert them to mesh regardless.
alright then
gotta love rigging...
does anyone know how to fix my avatar snapping back into place in game when i stop moving
wdym snapping
the torso or legs just instantly go back into the front position without any fluency
what
could i vc with you so i can show you we dont have to talk
i just need to share my screen
you can just send a recording
do i need obs for that?
can use that
is there anything else i can do without needing to download anything?
snipping tool ig
how do i acess that (im sorry i have never recorded anything)
its literally a default windows program
ok i have done it
the torso is snapping
do you know anything that could be causing that?
How would i set this to android cause I use a meta quest and it reads as android
install the android build
the quest is android not reads as
where do i install that?
file > build settings
diven do you know any fixes for whats going on?
this might have something to do with it
not in the slightest
are you using a custom locomotion setup?
you just dont use write defaults and have empty animation slots
having converted it to mesh and (automatic) weights set, still seems to not deform in unity, while deforming fine in blender
where would I fix that?
checked too, in the pic, the verts of that object are entirely controlled by 1 bone
does it actually have the armature modifier
thats not an error
how to i make that animation not snappy though
you completely ignored the question
does it need to at this stage?
no armature modifier
no movement
what question?
^
it has the armature modifier yes,
one last quick question
when i do the Build & Publish part
where would the avatar be?
would it just be in that purchased bar?
im sorry if im slow
no?
theres an uploaded group
i dont see a question mark around anything though?
what
sorry if im hard to understand I have bad autism
wdym question mark
you said i ignored a question
looks like a question to me
oh that was for me?
yeah
so sorry
ok got errors
i have no idea what i'm suppose to do here...
thats just telling you the upload failed
and that its clearing the blueprint id cause you didnt upload
yes under the avatar descriptor script ( if you've got a custom layer it'll be there )
what's a blueprint id?
tells the game what avatar to load
literally as the name says a "blueprint"
none of those errors tell you anything
Is this where i set it up?
i dont see anything
you dont set anything up
have you considered clicking the dropdown arrows
open the playable layers dropdown
ok i just tried uploading again and it worked
ok i did that
let me take a ss real fast
there. we. go.
thanks for your help
so i get rid of it?
your whatever avatar you bought probably uses it
you could duplicate the avatar in the heirarchy>remove the layer from your duplicated version and upload, if nothing looks too weird and your fine with the turnout then you've got a simple fix
but if u wanna keep w/e that layer does or need it because it breaks something that's a bit harder and outside my knowledge base :P
ok ty i will try this
im so confused by this, it should just be another mesh with an armature at this point, its weight painted to the armature, i wonder why it would not work
its got the armature modifier on it
its assigned to the right armature
tysm this worked have a great day 
is it the right vertex group tho
if there is no upper_arm.R in the armature it wont move so make sure the bones are the same its case sensitive
its the right vertex group, it already works in blender just not in unity
Every time, even when I'm under 10MB and what not. Just can't upload a Quest avatar. I have no idea why.
Trying to get it PC/Quest. So Quest can see it
Has 2 different versions. Tried multiple Avi's
is anything being added during upload via something like VRCFury? or are any of the stats in the upload panel too far outside the limits?
Can anyone tell me why my bounding boxes are all tilted forward like this? every single one. All transforms applied in blender before I exported FBX, I checked.
It oriented with how the root bone rotated. Root bone is set in skinned mesh renderer. And it usually defaulted to hips bone.
What determines your avatar's floor collision?
See the white line at the feet of avatar when selecting it. That's the bottom of player collider.
does it cause any problems? Rotating my hips is gonna probably mess up the rest of the bones :x
The bounding box itself isn't. But hip bone tilting would make it not 180degree with pelvis bone which will be reported in the sdk.
my eyes also seem to have issues when I get to setting them up, can you tell me how to make them so that 0 0 0 rotation is the direction I want them to be instead of straight up?
If you edit in blender, the eye bones in blender must point up.
what axis should point forward so that they don't rotate? and what fbx export settings should I use? My avatar is facing -Y
The export settings to change is only the Apply Scalings to FBX All. The rest can be default.
-Y is forward in blender to unity.
excellent! thanks for clearing that up I've been wondering for a while ^^
That's set properly, but I'm still floating a bit above the ground.
Is it in VR?
Yeah
I'd say VR position can be off a bit. If headset can't track floor level correctly or your height measurement is off then the avatar get push up or down depending on it.
I'm basing it off of where the actual floor collision is and your knees start bending.
how to set up an emote without using vrcfury
How does one properly add clothes to an existing model? I don't want to re-export from scratch so I'd want to update an existing model with new clothes. I made the clothes in blender with the existing model file in mind (did a save as so I can avoid not knowing which armature is which in Unity). I export this new model and import it into Unity in my existing file. Idk what I'm doing wrong from here on out when trying to use VRC Fury's armature thingy to transfer the information to my existing model, but it isn't working. If anyone has advice on how I may fix this, please lmk! As of right now the additions are a head piece which is part weight painted to head and part weightpainted to existing hair, and another piece which is long droopy sleeves I made so it bounces along with the existing arm and drooping bones in my original model's wrist cuff thingies. (Pls ping)
VRCFury works with armature link to match bone names. So if you want to use that, your clothing needs to have bones matching by name and order. So i guess the first question is, how did you export this? As part of the avatar? As its own asset? Does it have its own armature? Share pictures perhaps to make visualizing what you are working with easier
why is this leg thingy conected to the right leg how can i fix this?
hi, is anyone able to help me add this FBX to my model?
i'm trying to add the thigh highs to my main model
Just drag the prefab file into your avatar object in hierarchy. Correctly speaking, it isn't directly a fbx file.
Ah ok
Will it correctly animate?
Depend whether it has automatic tool pre-configured or not.
If not then further configuration is required.
I am trying to make a functioning Phone. each screen is a blendshape. how can i use contacts to navigate thru the different screens? i have found videos on how to do toggles and videos on how to do contacts but cant figure out how to kind of combine the functionality of both. does anyone have any resources that might be helpful?
Just have your contact animation layer run whatever animation changes the screen's blendshape
maybe i dont know how to set up the animations then
what have you got so far, where are you stuck?
these are the blendshapes i have
this is the animation i have for going to the home screen
ok then have the contact trigger the animation
I'd consider using two parameters in the animator, with two layers - one as a "state" variable that actually runs the screen. 0 = first screen, 1 = second, etc.
The other is the one that the contact receiver says, for detecting the touch. Using OnEnter is good. This second one is used in an animator layer which changes the state of the first via VRC Avatar Parameter Driver when it becomes true.
:stare:
so have a parameter that is an int that is 0-10 (or however many screens)
and have the contacts set that int to a number for any given screen
yes?
trying to prevent the shoulder from doing this in game (drooping very low, making the model look bad). note that this is not while standing idle, it happens when I reach across my body - like the ik is ignoring the limits/ranges set in the muscle config?
max forward/drop in the config - nowhere near what I see in game
That's the right idea - you could have your button advance the screens by adding one to that state variable, or have a specific button set it to a specific value
nodders
you can probably do this in a single animation layer, it'll just be a bit more complex than using two
also note that the state variable should be synced so others see the screen change
im ngl i think i have no idea how to set the animation layers up
i think i gotta do smth with Parameter Drivers
If you're doing the method I suggested, yep
Can someone help me on how to set up vrchat companion
Iβm trying to make a demon slayer avatar but idk how to work everything
would each contact need its own parameter?
this is what ive got so far
Yep
As I would an avatar so it has its own armature
It is basically the same as my old avatar, but with a different name and two different clothes to toggle
Like additional
does anyone have a vessal mask asset ive been looking everywhere and cant find any please help
Yo question what do you use to edit Avatar textures
Cuz I got it remove some pattern on one
krita
Kk
Really really need help with this animated texture I got for eyes if anyone is available to talk
any 1 got any idea why when i press opne project my unity hub opens but nothing els
Switch to ALCOM
elaberate more my friend cos i got no idea what is ALCOM :d
alrd lest give it a test
same thing it stops at this point
What does the settings of ALCOM say for the unity editors
Also your unity hub is fairly out of date. Is that on purpose?
no thast just what my friend sed to download
Thatβs the issue. Show the installs tab of Unity Hub
this?
2022.3.22 doesnβt seem to be installed
should i download that manually?
Click install at the top of this page, it should prompt unity hub
You donβt need any of the modules unless you want to upload for quest, which then youβd only need the main android build module and none of its submodules
alrd now i just need to wait 15 mins fore it to download π
Yeah editor installations take a weird amount of time
ye but my 10-50mb aint helpping whit that π
After thatβs done make sure ALCOM only has the 2022.3.22 editor in its list
so i have an animation split up into 5 pieces, how do i make 1 start where the previous one finished?
just connect them in a chain
that works great to make it start when the previous one finishes; what i want to do is update what it treats as "root position" and make the next one start where the previous one finished
Any suggestions for a material setup for my my fairy follower
what is the most current unity install ?
i need her to be a glowing orb without illuminating anything
6.2?
how cani remove the other versios?
try using the "reload Unity from Unity Hub" button
make sure it doesn't read Unity Hub.exe for the 2022.3.22 binary
i think i need to go on unit and just remove the others from there?
I'd uninstall your 3 other editors if you don't actually use them to save on storage
i prob wont
scroll down and click "Settings.json" inside of ALCOM, and open it with Notepad. Show the contents
we need to remove that manual addition of the Unity Hub.exe in your editors list
this?
this is gonna be a bit jank if you're not used to editing json format, but you need to match how this preferredUnityEditors line looks in my screenshot and remove Unity Hub.exe from it
you just simply need to delete the middle line in between those 2 brackets
ok i deleted it
honestly that should even work, close out of ALCOM, save the file in Notepad (ctrl + s), and reopen ALCOM
see if the manual addition of Unity Hub is gone in the settings list
its not gone but this still looks right i think π
it's not gone? show the ALCOM settings screen (not settings.json)
and i did pres reload unity from unit hub few times none happend
Idk if you already done this, but have you tried opening a project
see if it just knows what to do I guess?
i did not pres it on but somes happening :d
next time you open a project through it, you'll get the same prompt to say "Keep using this version" that time
don't worry
yep worked less gooooo ;d thanks fore the help
enable API Logging in the SDK settings, clear the console, attempt to upload, and show the console
I'm guessing it's the bizzare thumbnail issue
anyone goot with cc and untiy it just all off a sudden started giving me an error thingy saying ( it might harm my pc ) and i never got that before..
unity*
or the funny connection issue
can you screenshot it
since build & test is local
if you downloaded it from the correct place, then just click run. I'd honeslty just use ALCOM anyway
see i did download it from when vrchat posted it and ive never gott an issue before it scared me xD
or is it cuz my d drive dident start ?
i manualy started it cuz i accidently plugged it out ( its a usb d drive )
I'm guessing VRChat might be doing automatic moderation on thumbnails and giving out vague errors when it hits a positive. This is hella skepticism and should be taken with a heavy dose of salt, this could just be thumbnail signatures somehow being broken in the SDK.
my guess would be the occasional connection issue where it fails to send but doesnt report the error which is fairly common
also thumbnails have secretly shrunken down to 800x600
instead of the 1200x900
so if your thumbnails look blurry, their downscaling is just jank. You can instead upload it in a 800x600 format and it'll look proper
anyone know of a blender feature that shrinks a mesh reletive to the skeleton? i want to add blendshapes that hide the clothes
Yo anyone know what avi this is
I have a material in blender that appears to duplicate on fbx export. In unity, if I do not keep the second (duplicated) material, part of the mesh disappears. How can I fix this?
Blender did not used to duplicate the material and I'm not sure what is causing the behavior
materials should not duplicate. Do you have multiple mesh objects here?
the meshes were merged by cats so I would not expect any except the transparent whiskers
ah you do, but I see you're not joining, just working on the body one
not seeing what'd cause that - are there any modifiers other than armature?
none
even without cats, it does the same
are there too many materials if you look in the Materials tab in the inspector for the model file itself, rather than the avatar in-scene?
(in Unity)
Unity only shows the hat when I add the duplicate material slot back
hi
I fixed it! I've been informed this occurs when the keep quads box is checked on import
I have a problem and need help. The Avatar I have been working on for the past 3 days suddenly is giving me these errors and isnt allowing me to test it anymore. The model is rigged and has been working fine all the time
I checked and every bone is working fine like it has been
are there any warnings in the .fbx's import messages dropdown?
hrmm ive never seen that before but its likely ignorable and not what's causing the issue
are there any meshes that share the same name as your bones?
only in clothing
wdym?
actually no nvm
I miss remembered
no meshes that are named identical or even similar like bones
have you re-imported/updated the .fbx recently since the last time you rigged the model?
yes actually
but even with the older fbx before it didnt work anymore
but even then I was going through the rig again and it is fine
nothing that didnt work before
oh?
try changing the names to what the unity configure menu wants them to be and see if that works
multiple things named spine could be causing issues
so change the spine2 to chest,waist to hips etc
hm...alright gonna give that a try and let ya know in a sec thank you
I cant believe it that actually worked
thank you so much
now I more wanna know why now out of the sudden that became a problem and worked for like 3 days before just fine
t'was just a guess, id imagine its the sdk not throwing the errors initally because it bugged out
avatar is not going into bycicle pose when animating. It is set to humanoid and has an avatar descriptor, what could be the issue?
does the animator component have a filled avatar slot
ye
show the rig tab of the model's import settings
btw if you're using the record function within VRCFury, it's normal for the avatar to not go into a bicycle pose
I dont use vrcfury to make toggles so idk
i've recieved this error i don't know how to fix it
are all your packages up to date within creator companion?
yes
actually never mind... this is now happening
vrcfury also says this in playmode with the avatar for some reason?
There is only one version of the avatar in the hierarchy.
it tells me its not set as humanoid
show the import errors when scrolling down
Is this a paid avatar?
No one should be selling/giving avatars as a test-copy
it is a commission, I am bein commissioned to do the toggles on it
on the rig tab itself in the inspector
Open import messages and see what it says
I see that most often when a mesh is named the same as a bone
Fixed it, i closed all of unity down and restarted laptop and it working thanks for help
this is the rig tab in the inspector if you mean that... if not uh... help me out what do you wanna see exactly?
I am rn trying to rename every bone to what the rigging thing says so it just is the same
in this area