#avatar-help

1 messages Β· Page 185 of 1

surreal salmon
#
  • apply modifeirs
#

_leaf bones

#

and switch all local to fbx all

#

this will update within unity

#

this also will update in ur scene

queen reef
#

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

surreal salmon
#

just drag and drop ur materials back on

queen reef
surreal salmon
queen reef
#

ah, i missed that

surreal salmon
#

copy ur file location in unity then paste it in there

#

u will see ur fbx

#

select that then do previous stated step

queen reef
#

alright, i got it into unity and it looks fine, just now theres 167 body parts in the hierarchy TwT

surreal salmon
#

ah u didnt join the mesh together

#

but it should still work as intended

#

just a lot more drag and dropping

queen reef
#

i have to drag and drop the material onto every individual part D:>

#

every tuft of fur..

surreal salmon
#

thats why we join the mesh together

#

its not that bad tho just inconvenient

balmy barn
queen reef
#

idk, i just found a free nova online

balmy barn
#

you used a known stolen/leaked/ripped page , dont recommend that

queen reef
#

this is my first venture into working on avis, idk jack diddly

queen reef
balmy barn
queen reef
#

well shit

#

is there some actually free nova i can use?? i had a hard time finding anything myself

radiant night
#

If you want to modify it, not legally, if you just want a nova, you can find plenty of public novas

timber wharf
#

there cant be free nova, since any edit would require to own an original

queen reef
#

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

timber wharf
#

cant buy barbie dresses without buying a barbieπŸ€·β€β™‚οΈ

queen reef
#

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

surreal salmon
#

im actually working on one now that i plan on making free once its finnished

#

(making a cuphead avatar from scratch- the robot boss)

obtuse bronze
#

is there any way to fix this?

surreal salmon
#

ah ye btw im having issues with pov, ^

surreal salmon
obtuse bronze
#

not that I know of

balmy barn
#

that error can happen , doesnt really break anything but you might be able to clean up that controller

#

vrchat controllers in sdk already riddled with it too

#

exsample i have

obtuse bronze
#

ah ok thank you

obtuse bronze
balmy barn
#

releases on side, unitypackage there

obtuse bronze
#

ok'

versed marsh
#

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?

somber sequoia
#

yeah either swap material or alter a material property, such as the base color

obtuse bronze
versed marsh
somber sequoia
#

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.

hollow cloud
#

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]

somber sequoia
#

You can import .glb directly into Blender - is that what you did?

white jungle
#

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

somber meadow
white jungle
#

ahhh interesting, did not connect that it was in a particular world. thanks!

somber sequoia
#

oh I didn't know that's what it'd look like, neat

brittle wave
#

Hey quick question. Can you use blender constraints in vrcavatars or does it have to be vrc's constraints?

somber meadow
#

constraints aren't able to be exported from Blender in a Unity format

sour sparrow
#

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

brittle wave
#

Really? I thought they could cause of the import option "import constraints"

sour sparrow
#

what

#

a toggle im talking abt

somber meadow
#

you'd have to give a better example

left gull
#

id imagine they're talking about the toggle option in the R menu where its got up,down,right and left arrows

somber meadow
#

they are pretty obscure but when you toggle them
makes me think it's some asset/prefab now

left gull
#

idk its actual name but its one of the other options from where you'd set a toggle to be radial,button etc

sour sparrow
#

idk what its called tho

somber meadow
#

oh

#

that's a Four Axis puppet control

sour sparrow
#

thank you so much!!

primal swift
#

i just found out my physbones dont work on quest, and i have no idea why

left gull
#

are they outside the set limits?

primal swift
#

set limit?

left gull
#

theres only a certain amount of phybones permitted for mobile, any that go over that amount get all their components turned off during upload

primal swift
#

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

magic dune
#

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

left gull
#

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

surreal salmon
#

it keeps pulling back to where i dont want it

hollow cloud
somber sequoia
#

ah okay

#

could be the UV map you're looking for is not the default for that mesh

hollow cloud
#

Damn

somber sequoia
#

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.

neat coral
#

anyone got any Ideas?

somber sequoia
#

no idea what I'm looking at there

somber meadow
#

just simply looks like flipped normals

devout fulcrum
#

how do i make him tpose without manually rotating

left gull
#

there should be a button in the bottom right section that'll say something like "enforce t-pose"

devout fulcrum
#

cool

winter perch
#

There's value in the paramater, but no change on model expression

neat coral
#

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.

vague lichen
#

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 ?

stark meadow
#

does it go away or get worse when you apply a shapekey in unity?

neat coral
stark meadow
#

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

vague lichen
karmic jay
#

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?

slow niche
#

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?

sleek ember
#

Does anyone know why my avatar is just backwards?

night ember
#

it needs to face -y in blender

sleek ember
#

I didn't make it backwards it was just like that...

night ember
#

if you didnt make it backwards then it wouldnt be backwards

worldly nebula
#

can someone please help me

night ember
sleek ember
#

Tried seeing what would happen if i face the other way
yeah still the same..

worldly nebula
#

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

gilded canopy
#

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

night ember
#

location compared to your view point

#

specifically with where you hear in general

sleek ember
night ember
#

well did you redo the rig after changing

somber meadow
#

you need to do "Pose > Reset" and "Pose > Enforce T-Pose" every time you make changes to the rig (within Unity's rig configurator)

night ember
#

and did you even apply the transform

sleek ember
sleek ember
night ember
#

just because you rotated it doesnt mean it was actually changing the root

worldly nebula
#

where can i find a good base mesh fro a spiderman avi

sleek ember
#

the applying didn't work

gilded canopy
# night ember location compared to your view point

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..

night ember
gilded canopy
#

That's the thingβ€”I 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

night ember
#

spatial audio source component

whole sigil
#

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

gilded canopy
# night ember spatial audio source component

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

night ember
#

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

gilded canopy
#

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

sleek ember
#

I tried following what I was told to do
Starting to think it just hates me atp

somber sequoia
whole sigil
#

here I was hoping I had found a clever way to improve my performance rank >.> oh well, thanks

gilded canopy
sleek ember
#

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

undone oracle
#

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?

left gull
#

For layers is it the lower a layer is the higher its priority or is it vice versa?

night ember
#

In execution I mean

night ember
strange thicket
#

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!!

left gull
#

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/

night ember
#

Its not as simple as a drag and drop

#

The model actually needs the blendshapes for it

strange thicket
left gull
#

sounds like it might already have the blenshapes

strange thicket
#

It does indeed already have the blendshapes, yes!

night ember
#

Then vrcft

undone oracle
#

does it have to be a human rig too see the blenshapes?

night ember
#

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

shell kindle
#

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.

night ember
#

Sprite sheet or a bunch of planes that shift up front for each viseme

shell kindle
#

what exactly do you mean with sprite sheet or planes

night ember
#

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

shell kindle
#

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

nimble zenith
# undone oracle

Well I am only seeing the mesh renderer component? What happens when you add the Skinned Mesh Render Component manually ?

night ember
#

Oh that is a mesh renderer

nimble zenith
#

Theres two types tho

night ember
#

Gotta be skinned

#

(Which is such an insane sentence out of context)

nimble zenith
#

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

undone oracle
#

changing the avatar controller doesn't help either

digital river
#

Anyone know how to do face tracking for avatars? i heard i also need to do blender work,if anyone know pls dm me !

nimble zenith
undone oracle
#

Am I screwed?

#

give it too me straight dock

nimble zenith
#

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

earnest basin
#

Can somebody find the name of this avatar base and outfit for me πŸ™‚

nimble zenith
#

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.

earnest basin
#

@sharp oceanthank you vrcLovevrcRat

spark walrus
#

uh help?

fringe bobcat
#

Help My avatar lip wont open at mmd world, what to should I do

balmy barn
#

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

fringe bobcat
#

I have the mmd part like γ‚γ„γ†γˆγŠ, i should assign it into the lipsync?

#

First time upload avatar btw

balmy barn
#

dont assign to lipsynch should just exsist on your avatars Body mesh

fringe bobcat
#

Ok

balmy barn
#

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

#

ウむンク2 or this ウィンク2右 was wrong , dunno

fringe bobcat
fringe bobcat
prisma thunder
#

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

balmy barn
#

its just a toggle to the constraint , 'freeze to world'

#

dont need vrcfury for that

prisma thunder
#

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

daring mountain
#

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

main fiber
#

I've got claw hands while using default gestures and dont remember how to fix it :<

somber sequoia
steady rose
#

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.

balmy barn
#

its 256 you wont save much there

#

try the blendshape optimizer if mesh is big

steady rose
#

Where is that?

balmy barn
#

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

steady rose
#

IDK if I'm blind lol

balmy barn
#

you need to add vrcfury

main fiber
steady rose
#

I have VRCFury on this project (never do one without it lol)

balmy barn
#

saves vram and download size

steady rose
#

Just on the avatar itself, Correct?

balmy barn
#

yup it will complain if its in wrong place

steady rose
#

sweet, lemme try now. Thank you πŸ™‚

#

You're a star, Thank you so much!

amber gull
#

can someone help me fix this error please

main fiber
amber gull
main fiber
#

I've got claw hands while using default gestures and don't remember how to fix it :<

surreal salmon
somber meadow
somber meadow
somber meadow
#

I'm assuming you have this avatar in blender as well

surreal salmon
#

yes

somber meadow
#

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

balmy barn
#

ratl merge your meshes while you are in blender , so people can render you once instead of 33 times

balmy barn
#

terrible made it is

surreal salmon
#

gonna make every face a seperate mesh now

balmy barn
#

your visemes already wont work how you set it up

surreal salmon
#

i know i am trying to work on that

main fiber
#

I've got claw hands while using default gestures and don't remember how to fix it :< help please!

somber meadow
somber meadow
#

does your FX animator have layer masks accidentally

main fiber
#

it doesnt have any masks, no

balmy barn
#

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

gilded canopy
#

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

wispy spear
#

i dont understand what my problem is?

timber wharf
#

@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

gilded canopy
balmy barn
#

didnt add whatever that av requires

wispy spear
#

fixing that now, didint notice it

surreal salmon
#

for the armature its set at the feet

balmy barn
#

when you have a vrcdescriptor on your avatar it shows where your origin, why is it over here

surreal salmon
#

om right

balmy barn
#

your av isnt at 0.0.0

surreal salmon
#

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

timber sparrow
#

Should I be worried about this

balmy barn
#

far we know so far anyway ratl

timber sparrow
#

Kk

gilded canopy
# timber sparrow Should I be worried about this

@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

timber sparrow
#

On

#

Do I update my version Cuz I don't know what version I need for VR chat

left gull
#

no

timber sparrow
#

I just followed the tutorial

#

Kk

left gull
#

dont update

fallen beacon
#

Oh shit just got summoned here

#

Okay so

left gull
#

its ignorable for vrchat users and if you use a newer version you'll be unable to upload

timber sparrow
#

Ok

fallen beacon
#

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 don’t know what tf to do

#

Someone please save me

left gull
fallen beacon
#

I can do that prolly

left gull
#

its one of the easiest things to edit

#

so hopefully

timber sparrow
#

My unity open and this keeps happening

fallen beacon
#

Well I

#

Am a bit slow

#

I'm something of a good photo editor if I say so myself tho

timber sparrow
#

Have no clue what to do

surreal salmon
balmy barn
surreal salmon
misty laurel
#

I’m trying to use VRCFury Armature Link for the first time and I’m a bit confused.

I have an armature with five different clothes that I want to add to my avatar. I’ve 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.

gilded canopy
misty laurel
#

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

gilded canopy
#

I had sent you a friend request since your DM's are closed ^^

timber sparrow
#

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

somber sequoia
#

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)

balmy barn
#

it can get stuck for reasons

somber sequoia
#

ah that's it, thanks

surreal salmon
#

the avatar descripter isnt out of the norm right?

timber sparrow
#

One question though what do I use to edit textures

surreal salmon
olive pelican
balmy barn
#

i use gimp , ages ago photoshop/paintshop/deluxe paint

somber sequoia
#

gimp + substance painter, starting to use armor paint

surreal salmon
#

its just a matter of what ur used to or what works for u

olive pelican
#

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).

misty laurel
#

Does anybody know how to fix the armature linking issue I have above? It has not been resolved

somber sequoia
#

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.

misty laurel
#

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

somber sequoia
#

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.

somber meadow
#

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

misty laurel
#

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.

somber sequoia
#

so do it separately for each

misty laurel
#

I add a armature link on each piece?

somber meadow
#

your setup looks fine

somber sequoia
#

I'd really suggest adding clothing in blender though with a single armature.

balmy barn
#

ctrl+j done ratl if its made for it, or transfer weight before you do that

misty laurel
balmy barn
#

play mode should show you if it still hangs on, then use some dance or something how i test for random clipping

surreal salmon
#

is there something wrong with the model thats keeping it from having blend visemes work or its pov acting weird?

radiant night
#

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?

somber sequoia
#

it's only one parameter, for the state, the rest are local drivers for the state

#

VRC Avatar Parameter Driver is your friend

radiant night
#

Not sure I get it...

somber sequoia
#

each button uses parameter driver to change the state value

radiant night
#

I see, but would that mean I have to have 1 parameter per increment or am I misunderstanding

somber sequoia
#

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.

radiant night
#

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

somber sequoia
#

8 bits

radiant night
#

Hm, shouldnt I used 5 bools then? that would use less bits

somber sequoia
#

that depends on what you're doing, I was assuming you wanted to use an integer if you were saying integer

radiant night
somber sequoia
#

ah you said it was to increment a number, so that's why I thought integer

radiant night
#

I see, a misunderstanding then

somber sequoia
#

yep, I've no idea what you're trying to do if not that πŸ™‚

radiant night
#

I understand now, thank you

surreal salmon
#

ok now its just visemes not working

olive pelican
#

That will break them.

#

Also, you need to fill every slot, even "sil"

surreal salmon
#

ah ok

#

had 2 empty

#

that was it

olive pelican
#

Yep, that'll do it.

surreal salmon
#

finally, inner peace

olive pelican
#

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.

olive pelican
#

waves goodbye to inner peaceπŸ€—

#

Muehehehehe

surreal salmon
#

i tried moving the pov via animation clips and was dissapointed

fallen beacon
#

Yo okay

olive pelican
#

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.

fallen beacon
#

Got the assets to an avatar

#

Just wanna replace the crop top design with a design I made

#

That’s it

#

Can someone please do this for me

#

I have no idea how

olive pelican
somber sequoia
fallen beacon
#

And I assume you just replace the texture

#

But I just don’t know how to do shit

olive pelican
#

Well, best time to learn was two years ago, second best time is today.

fallen beacon
#

I'm very very slow

#

I got everything anyone needs to do it just don't know how at all

olive pelican
#

Well, that sucks.

proven quail
dapper widget
#

Help please

#

Idk where my face is or anything I bought this avatar and idk what to do

spark walrus
#

what does this mean? I'm building an avi from the ground up and this just happened.

sleek tapir
#

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

spark walrus
somber sequoia
somber sequoia
sleek tapir
#

sorry, dont wanna sound rushy but i was asking since i gotta finish 4 of these with mouth puppets till tommorow.

#

😭

spark walrus
covert surge
somber sequoia
somber sequoia
#

Also looks fine

sleek tapir
#

unity sometimes doesnt detect it automatically

fallen beacon
#

Yall it won’t let me like

somber sequoia
#

yeah you could go to the rig setup, set it to generic, apply, then back to humanoid and apply

fallen beacon
#

Upload the avatar with android and its comparability too

somber sequoia
fallen beacon
#

It’s just like greyed out when I try to select them on the platforms

spark walrus
somber sequoia
spark walrus
#

is that in blender or Unity?

somber sequoia
#

Unity

covert surge
#

It's in unity

#

I have no idea where the menu for it is in u2022, was easier in u2019

somber sequoia
#

same place, you click the model file and look in the inspector

sleek tapir
#

you click the model in the assets tab and where it says "Rig: turn it from generic to Humanoid

somber sequoia
#

I can't think of anything about the UI that changed significantly from 2019 to 2022

spark walrus
covert surge
sleek tapir
#

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

spark walrus
#

ok ty

#

Apparently it was already on generic so that was the problem. ty all!

somber sequoia
#

yep, that'd do it

sleek tapir
#

yeah unity doesnt automatically turn it to humanoid.

somber sequoia
#

Unity won't set that up for you, you always have to do it on a new model.

sleek tapir
#

sorta stupid

somber sequoia
#

it's not stupid at all - how would it know?

sleek tapir
#

i mean true.

#

but it used to automatically set it up for me somehow

somber sequoia
#

I can't imagine why it would

sleek tapir
#

idk

#

unity be having moments like these

covert surge
#

changing from 2019 to 2022 broke a lot of things, I wouldn't be surprised if that was one of them

spark walrus
somber sequoia
#

Yes, that.

covert surge
spark walrus
#

ok ty

sleek tapir
#

i should prolly show what the jaw does for me too woopsies, brb chat

somber sequoia
#

Is your jaw rigged in the rig setup?

balmy barn
#

if you planning on animating jaw do not assign it to humanoid

somber sequoia
#

I'd think you have to use the muscle movements instead of the bone rotation then

somber sequoia
#

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

sleek tapir
#

all the tutorials ive seen are outdated and dont help with this

sleek tapir
somber sequoia
#

"outdated" shouldn't matter, as this hasn't changed in a long time

sleek tapir
#

i did find a tutorial for a tail puppet

#

but it doesnt rlly explain it that well

somber sequoia
#

also not what you want here, you want something that shows you how to animate humanoid movements for vrchat

sleek tapir
#

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

misty laurel
#

Hey again, I’m 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?

silent yarrow
#

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?

somber sequoia
silent yarrow
#

oh okay thanks its all in the action slot, do i just copy the action setup nand paste the face anim in instead?

somber sequoia
#

sure, that can work

spark walrus
#

so, I want to change the texture of the face whenever she talks. any way I can do that?

balmy barn
#

parameters only for 2d face , you can use a tilesheet / swap the material / offset and other ways instead of shapekeys

plucky mantle
#

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.

peak glen
#

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

sour linden
misty laurel
#

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.

frail badger
#

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?

fallen beacon
#

They will NOT leave me alone

somber meadow
fallen beacon
main fiber
#

My hands are stuck doing claws and idk how to fix it :( pls help it's been hours

white jungle
frail badger
#

OH fixed it. that was weird

sleek tapir
#

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

somber meadow
#

Avatar processing service is having issues and is slowly recovering

#

your only fix is to wait

sleek tapir
#

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

main fiber
#

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

white jungle
main fiber
white jungle
#

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

main fiber
#

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.

fallen beacon
#

Really quickly

#

How do I replace the image of a texture

#

Without replacing the paremeters or like any other shit

#

in unity

white jungle
# fallen beacon Really quickly

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

fallen beacon
#

Yeah like I wanna change the material I guess it's in the texture thingy

#

I just don't know how to change it

white jungle
modest ridge
#

isnt there a limit in texture memory??

#

thought new limit is 500mb?

somber meadow
#

there's a limit for uncompressed memory, not VRAM

#

they're slightly different, but holy fuck

#

instantly "Block avatar globally"

white jungle
#

safety shield exists for this reason lol

somber meadow
#

gig of vram is fucking nuts

#

my avatar is 50mb

modest ridge
#

im in a full rave instance btw

white jungle
#

126 material slots, >1mil poly, 1gb vram - we used to call these crashers

frail badger
#

so how would someone like. generate a random number. or randomly pick between 3 things

somber sequoia
timber wharf
#

@frail badger state behaviours

solemn sinew
timber wharf
#

@modest ridge i even wonder how uncompressed can be lower than vram since its usually 98% of textures (vram) and audio clips (non vram)

wispy dust
#

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

spark walrus
#

(VRCFury)
how do I add more slots for advanced Visemes

somber sequoia
#

more slots? you can click the + button but that would just render over the existing material, which is a weird thing to do

kindred kite
#

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

sleek ember
#

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...

night ember
#

well no

#

you just rigged it backwards

#

unity only does what you tell it to do

sleek ember
#

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...

fallen beacon
#

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

winged sandal
#

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

night ember
#

you can have only a maximum amount of iirc 4 bones per vert

somber sequoia
#

Yes, max 4 bone weights per vertex

glass solar
#

and it looks like it works in animator

#

what am I missing

winged sandal
languid summit
#

What’s happening

night ember
#

yknow

#

actual bones

#

the armature

#

if you have more than 4 bones weighted to a vert itll just not in unity

night ember
languid summit
#

No

#

Because I don’t need an armature since I’m a head

night ember
#

well yes and no

languid summit
#

Well more like a object

night ember
#

you cant exactly just rotate an object then slap an avatar descriptor on it

languid summit
#

Right

night ember
#

itd just go to default rotation being 0,0,0

languid summit
#

But I don’t want a body armature though im just a object

night ember
#

it can literally just be an armature with no weights

#

generic rigs arent actually supported by vrchat
they just kinda exist

winged sandal
night ember
#

weight paint them that way

winged sandal
#

give me a bit

sleek ember
#

is there a easy way to fix up this little arm thing? i have going on

night ember
#

your rig is messed up in some way

#

probably bone roll

#

though

sleek ember
#

wait i found it
its part of the original rig of the model it just messes up in here

night ember
#

did you make it or get it from somewhere

languid summit
night ember
#

my guy

#

just drag in the example avatar

#

the sdk comes with one

sleek ember
night ember
#

wdym another game

somber sequoia
#

what are you even trying to show with this overly zoomed image?

sleek ember
sleek ember
night ember
#

looking at the arm band in the original image it looks like fucked up weight painting

sleek ember
#

yeah part of the rig there is connected to the bone in between the shoulder and arm
its a arm helper bone

night ember
#

"arm helper bone"

languid summit
sleek ember
#

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

night ember
#

thats definitely not a vrchat rig

somber sequoia
#

correct, this won't translate well to VRChat.

sleek ember
#

yeah i can tell now...

winged sandal
languid summit
#

Wep it worked

winged sandal
#

its part of the same object

languid summit
#

Ty for helping with the armature shit

winged sandal
night ember
winged sandal
somber sequoia
#

particle systems generally have nothing to do with weight painting

night ember
sleek ember
#

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

winged sandal
night ember
somber sequoia
#

use words, please.

night ember
winged sandal
sleek ember
#

i did make it a humanoid righ though

it's just a bone that didn't convert clearly

somber sequoia
#

"convert to mesh" - what is it?

winged sandal
#

the objects that were generated by the particle system

night ember
languid summit
#

I don’t use humanoid rigs because im a floating object

night ember
somber sequoia
#

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

languid summit
somber sequoia
#

I forget if you have to bake those to a mesh though, been a while

night ember
#

there is several youtube tutorials

winged sandal
somber sequoia
#

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.

winged sandal
#

alright then

sleek ember
#

gotta love rigging...

safe spire
#

does anyone know how to fix my avatar snapping back into place in game when i stop moving

night ember
#

wdym snapping

safe spire
#

the torso or legs just instantly go back into the front position without any fluency

night ember
#

what

safe spire
#

could i vc with you so i can show you we dont have to talk

#

i just need to share my screen

night ember
#

you can just send a recording

safe spire
#

do i need obs for that?

night ember
#

can use that

safe spire
#

is there anything else i can do without needing to download anything?

night ember
#

snipping tool ig

safe spire
#

how do i acess that (im sorry i have never recorded anything)

night ember
#

its literally a default windows program

safe spire
#

the torso is snapping

#

do you know anything that could be causing that?

sleek ember
#

How would i set this to android cause I use a meta quest and it reads as android

left gull
#

install the android build

night ember
#

the quest is android not reads as

sleek ember
night ember
#

file > build settings

safe spire
#

diven do you know any fixes for whats going on?

#

this might have something to do with it

night ember
#

not in the slightest

left gull
#

are you using a custom locomotion setup?

night ember
#

you just dont use write defaults and have empty animation slots

winged sandal
#

having converted it to mesh and (automatic) weights set, still seems to not deform in unity, while deforming fine in blender

safe spire
winged sandal
#

checked too, in the pic, the verts of that object are entirely controlled by 1 bone

night ember
night ember
safe spire
night ember
#

you completely ignored the question

winged sandal
night ember
safe spire
night ember
winged sandal
sleek ember
#

one last quick question
when i do the Build & Publish part
where would the avatar be?
would it just be in that purchased bar?

winged sandal
safe spire
safe spire
#

i dont see a question mark around anything though?

night ember
#

what

safe spire
#

sorry if im hard to understand I have bad autism

night ember
#

wdym question mark

safe spire
#

you said i ignored a question

night ember
#

looks like a question to me

safe spire
#

oh that was for me?

left gull
#

yeah

safe spire
#

so sorry

sleek ember
#

ok got errors
i have no idea what i'm suppose to do here...

safe spire
#

in the inspector?

night ember
left gull
sleek ember
#

what's a blueprint id?

night ember
#

tells the game what avatar to load

#

literally as the name says a "blueprint"

#

none of those errors tell you anything

sleek ember
#

Is this where i set it up?

night ember
#

you dont set anything up

night ember
left gull
sleek ember
#

ok i just tried uploading again and it worked

safe spire
#

let me take a ss real fast

sleek ember
#

there. we. go.

thanks for your help

night ember
#

whatever thats doing is making it snap

safe spire
#

so i get rid of it?

night ember
#

your whatever avatar you bought probably uses it

left gull
#

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

winged sandal
# winged sandal

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

safe spire
nimble zenith
#

if there is no upper_arm.R in the armature it wont move so make sure the bones are the same its case sensitive

winged sandal
river python
#

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

left gull
#

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?

vagrant summit
#

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.

ornate stump
tardy locust
#

What determines your avatar's floor collision?

ornate stump
vagrant summit
ornate stump
vagrant summit
#

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?

ornate stump
vagrant summit
#

what axis should point forward so that they don't rotate? and what fbx export settings should I use? My avatar is facing -Y

ornate stump
#

-Y is forward in blender to unity.

vagrant summit
#

excellent! thanks for clearing that up I've been wondering for a while ^^

tardy locust
tardy locust
#

Yeah

ornate stump
# tardy locust 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.

tardy locust
#

I'm basing it off of where the actual floor collision is and your knees start bending.

frail badger
#

how to set up an emote without using vrcfury

strange saffron
#

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)

junior void
serene lodge
#

guess this never got fixed?

grave herald
#

why is this leg thingy conected to the right leg how can i fix this?

serene lodge
#

fix weights

#

part of it weighted to the other leg

stray lintel
#

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

ornate stump
stray lintel
#

Ah ok

ornate stump
#

If not then further configuration is required.

stray lintel
#

Ah ok

#

Lemme try it out

stuck thunder
#

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?

somber sequoia
#

Just have your contact animation layer run whatever animation changes the screen's blendshape

stuck thunder
#

maybe i dont know how to set up the animations then

somber sequoia
#

what have you got so far, where are you stuck?

stuck thunder
#

these are the blendshapes i have

#

this is the animation i have for going to the home screen

somber sequoia
#

ok then have the contact trigger the animation

stuck thunder
#

i have this contact

somber sequoia
#

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.

stuck thunder
#

: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?

white jungle
#

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

somber sequoia
stuck thunder
#

nodders

somber sequoia
#

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

stuck thunder
#

im ngl i think i have no idea how to set the animation layers up

stuck thunder
#

i think i gotta do smth with Parameter Drivers

somber sequoia
#

If you're doing the method I suggested, yep

spark walrus
#

Can someone help me on how to set up vrchat companion

#

I’m trying to make a demon slayer avatar but idk how to work everything

stuck thunder
#

this is what ive got so far

somber sequoia
#

Yep

strange saffron
#

It is basically the same as my old avatar, but with a different name and two different clothes to toggle

#

Like additional

soft abyss
#

does anyone have a vessal mask asset ive been looking everywhere and cant find any please help

dense fractal
#

stfu

#

anyways

#

why is my vrc validation tab empty

#

on my avis??

soft abyss
#

stfu

#

πŸ™ƒ

dense fractal
#

no u

timber sparrow
#

Yo question what do you use to edit Avatar textures

#

Cuz I got it remove some pattern on one

timber wharf
#

krita

timber sparrow
#

Kk

errant matrix
#

Really really need help with this animated texture I got for eyes if anyone is available to talk

bold cave
#

any 1 got any idea why when i press opne project my unity hub opens but nothing els

bold cave
somber meadow
bold cave
#

alrd lest give it a test

bold cave
somber meadow
#

What does the settings of ALCOM say for the unity editors

bold cave
somber meadow
#

Also your unity hub is fairly out of date. Is that on purpose?

somber meadow
bold cave
somber meadow
#

That’s the issue. Show the installs tab of Unity Hub

bold cave
somber meadow
#

2022.3.22 doesn’t seem to be installed

bold cave
#

should i download that manually?

somber meadow
#

Click install at the top of this page, it should prompt unity hub

#

You don’t need any of the modules unless you want to upload for quest, which then you’d only need the main android build module and none of its submodules

bold cave
#

alrd now i just need to wait 15 mins fore it to download πŸ˜„

somber meadow
#

Yeah editor installations take a weird amount of time

bold cave
#

ye but my 10-50mb aint helpping whit that πŸ˜„

somber meadow
#

After that’s done make sure ALCOM only has the 2022.3.22 editor in its list

frail badger
#

so i have an animation split up into 5 pieces, how do i make 1 start where the previous one finished?

timber wharf
#

just connect them in a chain

frail badger
#

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

slow panther
#

Any suggestions for a material setup for my my fairy follower

desert cradle
#

what is the most current unity install ?

slow panther
#

i need her to be a glowing orb without illuminating anything

slow panther
bold cave
somber meadow
#

try using the "reload Unity from Unity Hub" button

#

make sure it doesn't read Unity Hub.exe for the 2022.3.22 binary

bold cave
# somber meadow

i think i need to go on unit and just remove the others from there?

somber meadow
#

I'd uninstall your 3 other editors if you don't actually use them to save on storage

bold cave
#

i prob wont

somber meadow
#

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

bold cave
somber meadow
#

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

bold cave
#

ok i deleted it

somber meadow
#

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

bold cave
#

its not gone but this still looks right i think πŸ˜„

somber meadow
#

it's not gone? show the ALCOM settings screen (not settings.json)

bold cave
#

and i did pres reload unity from unit hub few times none happend

somber meadow
#

Idk if you already done this, but have you tried opening a project

#

see if it just knows what to do I guess?

bold cave
#

lest try

#

do i pres keep using this version?

somber meadow
#

select the bottom one which is the correct install

#

and keep using this version

bold cave
somber meadow
#

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

bold cave
#

yep worked less gooooo ;d thanks fore the help

somber meadow
#

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

wicked helm
#

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*

night ember
#

or the funny connection issue

night ember
#

since build & test is local

wicked helm
somber meadow
#

if you downloaded it from the correct place, then just click run. I'd honeslty just use ALCOM anyway

wicked helm
#

or is it cuz my d drive dident start ?

#

i manualy started it cuz i accidently plugged it out ( its a usb d drive )

somber meadow
#

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.

night ember
somber meadow
#

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

neat tinsel
#

anyone know of a blender feature that shrinks a mesh reletive to the skeleton? i want to add blendshapes that hide the clothes

full meadow
#

Yo anyone know what avi this is

rugged solar
#

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

somber sequoia
#

materials should not duplicate. Do you have multiple mesh objects here?

rugged solar
#

the meshes were merged by cats so I would not expect any except the transparent whiskers

somber sequoia
#

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?

rugged solar
#

none

somber sequoia
#

strange, never seen that before

#

I don't use cats though

rugged solar
#

even without cats, it does the same

somber sequoia
#

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)

rugged solar
#

Unity only shows the hat when I add the duplicate material slot back

novel oxide
#

hi

rugged solar
somber meadow
#

Yeah don't keep quads in game engines

#

GPUs very much prefer triangles

somber sequoia
#

ohhhhhh yeah ok that makes sense

#

I've never tried that so didn't think of it

shell kindle
#

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

left gull
#

are there any warnings in the .fbx's import messages dropdown?

shell kindle
#

yes actually this

left gull
#

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?

shell kindle
#

only in clothing

left gull
#

wdym?

shell kindle
#

actually no nvm

#

I miss remembered

#

no meshes that are named identical or even similar like bones

left gull
#

have you re-imported/updated the .fbx recently since the last time you rigged the model?

shell kindle
#

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

left gull
#

oh

#

your naming scheme might be the issue

shell kindle
#

oh?

left gull
#

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

shell kindle
#

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

left gull
#

t'was just a guess, id imagine its the sdk not throwing the errors initally because it bugged out

still shuttle
#

avatar is not going into bycicle pose when animating. It is set to humanoid and has an avatar descriptor, what could be the issue?

somber meadow
still shuttle
somber meadow
#

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

still shuttle
still shuttle
wild sphinx
#

i've recieved this error i don't know how to fix it

somber meadow
wild sphinx
#

yes

shell kindle
still shuttle
#

vrcfury also says this in playmode with the avatar for some reason?
There is only one version of the avatar in the hierarchy.

shell kindle
#

it tells me its not set as humanoid

somber meadow
somber meadow
#

No one should be selling/giving avatars as a test-copy

still shuttle
somber meadow
still shuttle
#

I see that most often when a mesh is named the same as a bone

wild sphinx
shell kindle
# shell kindle

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