#avatar-help

1 messages · Page 186 of 1

somber meadow
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there's going to be an dropdown named "Import messages", open that up and see what the errors are saying

slow panther
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so im creating an avatar

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ngl idk what im doing, im trying to make the hookshot (it has a blendshape 0 is fully retracted)

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how could i make it retractable based on someone grabbing it while snapping back to its default when let go

still shuttle
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still cant figure this out lol

shell kindle
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Ok the renaming worked afterall

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had to change a few more names fromt the bones

night ember
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fury always builds a test copy when entering playmode

still shuttle
night ember
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its what fury fucks with the avatar but tells you fuck all about what it did when uploaded

still shuttle
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this is my main issue however

night ember
coarse thistle
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question so when i get a certain distance or look a certain way the hair dissapears i tried extending the bound box for it but it still dissapears
is there any way to fix it? that im just being stupid

short ferry
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uhm, Avatar 3.0 Manager is putting the SDK back to 3.8.2-

night ember
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update it then

short ferry
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thats the thing, it is updated

night ember
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then its just using whatever latest it can

short ferry
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so I'm guessing I gotta use 3.8.2 to use avatars 3.0 manager, damn

somber meadow
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just use ALCOM so it doesn't actually enforce vpm dependencies and just tells you about it and lets you just force it

short ferry
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I'll just wait till it updates

night ember
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or just import it yourself

frail badger
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so ive got an animation later checking isLocal = true, in the debugger it's true but my animator won't transition off that state. it transitions off for isLocal = false. this is under my own, local debugger. any ideas why?

spark walrus
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uhm why?

agile birch
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it keeps saying i have script compiler errors when uploading avatar but when i go in playmode, everything is fine, can i have help?

trying to upload kipfel 1.1.1 avatar

somber meadow
somber meadow
# spark walrus uhm why?

Vertex Colors, either use VRCQuestTools (Unity Script) to remove them, or go into Blender and remove them

frail badger
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ok, all of my emotes are being "added" on to my defaule post in vrchat, how do i make the emote 100% override my movement

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also i have an animation separated out into 3 groups to make each happen 1 at a time but all 3 are happening at the same time. why?

agile birch
agile birch
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i use 3.7.6 btw

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well that really didnt matter, switched to 3.9.0 and still does the same thing

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except it changed

agile birch
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man

ripe tide
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Okay...this is just some insane....stuff happening with my avatar....everything that is happening right now is completely wrong and contradictory

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that sign is a solid object that should only come out when hands are doing "rocknroll" neither of them are and its also invisible in the mirror despite being an object, furthermore it shouldnt be activated by my avatar's "dirty" state i checked the animation theres nothing there that somehow seemingly activates rocknroll

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this is super weird

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its like its somehow corrupted

night ember
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Write defaults and the mirror is its own version of your avatar

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Like

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Theres 4 of you in any given moment

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Local, remote, shadow, mirror

ripe tide
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hm

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still why is my dirty toggle activating the sign?!

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which is only a hand gesture

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not a toggle

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like....completely different system how

night ember
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Who said it was the dirty toggle

ripe tide
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it activates on that trust me

night ember
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Could easily just be a case of write defaults off

ripe tide
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it shouldnt

night ember
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You sure the dirty toggle is activating it

ripe tide
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yeah

night ember
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Cause if it is then that animation has it keyed

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Dont even know how you are toggling the sign

ripe tide
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its supposed to show when i do rocknroll gesture

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and only then

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Checked dirty toggle it aint there

night ember
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Like I said

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Dont know how you are toggling it

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Like is it its own object is it scaling a bone are you mat swapping

ripe tide
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its literally just a thing i toggle on

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but anyways i fixed it

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just uh...yes dirty state had write defaults off...which was conflicting idle state....yes i know write defaults should be off but my avatar's animation will literally wreck itself without them

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ill get them off someday i swear

night ember
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You either have it all on or all off

ripe tide
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yeah.....well thanks anyways i suppose...noww to verryyy carefully get vrcfury to- EXPLOSION

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I both love and hate vrcfury

night ember
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Just dont use fury to begin with

agile birch
little plume
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who knows how to make a raindbow gradient shader?

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why didnt it embed

night ember
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Why do you need a shader for a rainbow gradient

little plume
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wym shadow??

night ember
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Like any shader supports color shifting

little plume
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like what?

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it needs to be animated like in the video without having to manually change it

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here since the video didnt embed

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im trying to make this

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not whats on the player but what is on the outline on travis

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my version atm is just pink

night ember
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just find any shader that has a hue slider

little plume
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ok but heres the thing

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i cant control it with a slider

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it needs to do it by itself

night ember
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you can very easily control it

little plume
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also I dont need it as 1 solid color I need the gradient

little plume
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i cant even control shapekeys without baking them in blender first

night ember
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no?

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Im assuming this has an animator of its own or something

little plume
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this isnt even an avatar actually but i do plan on using the same shader for the avatar version

night ember
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you can still animate things you know that right?

hot zinc
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does anyone know why when i open the SDK that it turns my avatars skin pitch black and I cant change the color

night ember
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what

night ember
little plume
night ember
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and how are you doing these "things"

little plume
night ember
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you can easily just still animate the slider anyways

little plume
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....

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if i could I would

night ember
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like just because you are using a timeline it doesnt just delete your access to animating a slider

little plume
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and that still wouldnt look right

little plume
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there is a keyframe on everyframe

night ember
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thats not how animations work

little plume
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because these animations are ripped straight from fortnite

night ember
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animations interpolate

little plume
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😭

night ember
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then just slap one keyframe at the start and one at the end

little plume
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but there are already keyframes on every frame...

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dawg did you not read what i just said

night ember
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thats not how animations work

little plume
night ember
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just because there are keyframes it doesnt just magically break everything else

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every single object you key has its own slot in an animation

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they are entirely independant

little plume
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....

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also my animations are read only

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like i said

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i cnat do it that way

night ember
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then make it not read only

little plume
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i need a material that just automatically does it anyway im not wanting to use keyframes

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that was my question

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a shader that has a GRADIENT

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not just a hue shift

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a gradient

night ember
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my guy

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you dont need a shader that specifically gradients

little plume
night ember
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literally just do a rainbow gradient texture and pan it

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every single shader has panning

little plume
night ember
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and?

little plume
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and since they are read only i cant even adjust them in unity

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but hypothetically if I could I would have to change the hue every frame so it interpolates between each and every single frame

night ember
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you dont need to do every single frame

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just the start and end

little plume
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but that is hypothetical

little plume
night ember
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and

little plume
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ok

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id have to adjust that every frame

night ember
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no

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you do know how 3d animation works right?

little plume
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🤦

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dude ive tried to do this with shapekeys already

night ember
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the animation doesnt just magically add a keyframe every single one for a random thing you added to the animation

little plume
little plume
night ember
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A N D ?

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you adding something else to the animation that isnt animated by those frames already doesnt just magically add keyframes for it

little plume
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again

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read only animation

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like i said

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i cant do it that way

night ember
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make it not read only

little plume
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and that wouldnt even look accurate

little plume
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now can somebody answer my question

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how to make a shader use a rainbow gradient?

worthy storm
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There’s a YouTube for it.

little plume
worthy storm
little plume
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ok well that tutorial doesnt say rainbow gradient so that wouldnt show up in my search

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same technology but that video wasnt exactly for a rainbow gradient

night ember
little plume
worthy storm
little plume
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😭

night ember
little plume
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that was literally what my question was but you just started talking about hue shifts with keyframes

night ember
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you can pan the uv or hue shift it if the shader has a hue shift

night ember
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and heres it with already existing keyframes

little plume
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ok i thought you meant to make keyframes on my already existing timeline

night ember
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I said add to the animation

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also the timeline doesnt just delete the rest of an animator

little plume
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you worded that poorly

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make an animation for the material wouldve been a better way to word it

night ember
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I literally said that

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I quite literally just said animate the panning/hue shift

little plume
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ive been confusing myself trying to animate shapekeys so i was still thinking with that method

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sorry 😢

night ember
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why didnt you just make an animation for the shapekeys

little plume
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wait thats so smart i didnt do that

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theres not an animation for that made in blender baked into my model or anything

night ember
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you do know you can play multiple animations at the same time right?

frail badger
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I managed to set up my avatar emotes without VRCFury, but when i play them in game, it's as if my default standing position is mixing with my animation, and i'm stuck twitching in place. How do I set my playable layers so this doesn't happen/ what is the fix for this? They work just fine in unity, but not in-game. I'm inclined to think it's an issue of the action layer not taking over the base layer like it should

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I understand when starting the emote, you set the action layer's weight to 1 and back to 0 when it's done, but what about the base layer? Action layer is supposed to override it for the duration of the animation/emote, right?

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here's an example of one of my animation layers. Is this not the process?

night ember
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does this even tracking control

ruby summit
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my avatar looks crispy when using blendshapes, my friend told me to enable legacy or sometig like that but idk how

night ember
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blendshape normals

ruby summit
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and where is that is the question

night ember
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the fbx

frail badger
night ember
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the action layer doesnt just override the tracking for no reason

ruby summit
night ember
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just test in unity

ruby summit
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it still doesnt

night ember
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then you dont have any blendshape normals at all

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either make them in blender or use calculate in unity

ruby summit
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ill use calculate then

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since this model is from fortnite i doubt it has that

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still looks ass, i need to play wit the settings a little bit

night ember
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could just be your material

ruby summit
night ember
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thats poiyomi?

ruby summit
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yeah...

night ember
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that looks like standard not poiyomi

ruby summit
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she looks fine when not posing dw

frail badger
night ember
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you cant

frail badger
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ok wig ill live with it

main fiber
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where do creators usually put the facial expressions during gestures- like, where would I start looking to change them?

frail badger
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wait my movement turns into pc movement when the emotes are over, how do i return to VR tracking?

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i put another tracking control on my state to turn the action layer weight back down and set it to "Tracking" and now im doing PC movement in VR

left gull
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it'll have the different options like point,rocknroll,thumbsup,victory etc then click those and in the inspector choose the animations linked

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you can swap those out with your new ones or drag the animations onto a duplicated version of your avatar in the heirarchy and edit them

main fiber
frail badger
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sorry VRChat bot, i was really excited

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-# [restrained enthusiasm] it randomly started working lets fucking goooooooooo

main fiber
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oh nvm i found them, thanks lilpimpen

night ember
proud moss
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is anyone available need help uploading a avatar

night ember
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just state your issue

proud moss
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ok so i have a avatar that i bought from a user and i have everything for it, but its giving me an error saying like something with the geasures options

left gull
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send a screenshot of the error

proud moss
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ok

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@left gull

night ember
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you need to install gesture manager

proud moss
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is it like a thing i gotta add or?

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nvm i see what you mean my bad

left gull
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you could also just remove it from the heirarchy since it's mainly just for in-unity testing

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(also that model kinda reminds me of a game character vrcBotThink )

proud moss
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yo @left gull so everything was fine at first but i got an error saying that im missing face tracking for the avatar

left gull
upper venture
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hiii im trying to add face tracking to an avatar i dont need the WHOLLEE set up just a mouth open and mouth closed thing thats it

junior void
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is that a question

fresh egret
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dos anyone know how to fix evil weigh painting..

ornate stump
night ingot
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is there a way to add custom poses to gogoloco? if so can someone show me?

spark walrus
somber sequoia
night ingot
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thanks

undone oracle
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if you make a prop attacked to an avatar can you not also play blenshape animations on that prop?

ornate stump
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Why not?

undone oracle
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ive been trying but it won't let me

undone oracle
# night ember Why couldnt you?

eveytime I test in play mode the prop gets stuck in one of the animations whether its attacked to the body bone or not. Ive started from scratch a couple of times and it always does it

ornate stump
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The real question would be how much you sure you're doing correctly.

undone oracle
night ember
undone oracle
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im trying to make a prop head, I add it in the scene, record an animation and go into gesture manager to play and in the scene it in teh animation

undone oracle
ornate stump
undone oracle
night ember
ornate stump
night ember
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Also why is the head even a separate object

undone oracle
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cause i want to make it like a prop so that i can take it on and off

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I can grab it in the characters hadn

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will that not be possible?

ornate stump
night ember
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It doesnt need to be a separate fbx for that

undone oracle
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it wont be upset if i add a parent contraint?

night ember
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No?

undone oracle
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ok ill try

night ember
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The only thing youd need to do if its under the head is add a headchop so it scales up so you can see it or vice versa if it isnt under the head bone

undone oracle
ornate stump
undone oracle
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nevermind I think i got it working

sharp lily
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so i have a mouth thats a 2d plane with a texture on it with all the expressions in a grid, can someon please explain to me how to animate that into a working mouth because youtube isnt helping

timber wharf
sharp lily
teal laurel
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I have a very particular issue, that only happened on Quest/Android so far.

TLDR:
I use jackalseatingsystem on my avatar. The issue was, that it would show the seat when people have my animations (animator) disabled via safety settings.
I disabled the game object (parent, as the seat game object has to stay on for it to register as the docs mention), but yet the seat still shows when my animations (animator) is disabled

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is there something i am missing here?
For reference, gogoloco also manages to do this somehow

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and their game object is on by default

sharp lily
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how do i set that up?

timber wharf
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@sharp lily what exactly is the problem. visemes are ints so motion time ie single animation wont work, 2nd and 3rd are viable options

sharp lily
undone cargo
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I need someone to help me out with converting my model to VRChat. I have it rigged (and it's a very simple avatar, so it's only got 6 bones), but the problem is, Unity flat out refuses to install on my computer. Which, i mean, is pretty based, but it also makes it literally impossible to finish making my avatar.

timid phoenix
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Does anyone know how I can make my toggle expressions be prioritized more then my gesture expressions? im having issues figuring it out and I dont really want a disable gestures toggle just for this issue

timber wharf
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depends on how its done, overall when two layers try to animate the same parameter, topmost takes priority. so simply dragging toggle layer higher than gesture may help

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@undone cargo if you cant install unity, probly should try unity support, not vrc🤷‍♂️ also 6 bones is not enough for humanoid animations

timid phoenix
timber wharf
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then they do different things

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tbf just make it one layer. for gestures use if toggle = false and gesure x then x

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and there as well if toggle true then do toggle

timid phoenix
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Alright Ill try that thanks!

fickle aspen
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Hello! Can someone help me?.. I havent played vrchat in around half a year, (i assume theres new updates.) I started uploading my models again to my account, for some reason PC users can see my model but for quest users, it doesnt show up in my uploaded nor will it even show up!! It pops up as a robot for me, I know this isnt just the avatar being low, due to me uploading MULTIPLE avatars and all of them have became robots on quest. :,< is this a bug for vrc!??!?! (dont know this is related for avatrs but mainly is help with my uploading-) :,3

agile reef
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Hello help chat! I was wanting to apply a hoodie on my avatar but I also want to make it so I can grab the hoodie to bring it up and pull it down. I want other people to be able to grab it too- is there someone who has a tutorial video for something like that or someone willing to walk me through it? I am a visual learner and I semi-know what im doing in blender and unity lol

fickle aspen
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I think its in physbones

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are you talking about your own model pulling up the hoodie??

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If so thats an interaction :3

agile reef
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yes, being able to grab it and move it around, I'd assume it needs the blendshapes for "up" and "down" but im not sure how to animate or set it up to where its grabbable. do I need to add a bone in blender for it or something?

fickle aspen
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it is indeed a blendshape ^^

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Found a video to help you more because your a visual learner!

agile reef
fickle aspen
cyan kestrel
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Does having a Contact Receiver script on the same bone that has a Physbone script normally break the Physbone/Stop it from working?

somber sequoia
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hmm I'd think that would work fine

cyan kestrel
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I removed the contacts just to see and they started working/acting normally again. vrcRat
(This is after hours of uninstalling and reinstalling packages, new projects, blender checking, etc...)
I didn't think it'd be something this simple.

somber sequoia
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huh!

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I wonder if having "is animated" checked helps

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now I want to try this

cyan kestrel
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Tried that too funny enough, it didn't help.

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Forgot to mention the Physbone is directly on the bone itself, the contact is on it's own Child Object.. not sure if that matters.

somber sequoia
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yeah that shouldn't make any difference

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if this absolutely doesn't work, I wonder if using a parent constraint on the contact object would

cyan kestrel
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I put them under the base of the avatar and "root transform"d them to the correlating bones and they follow the bones!... except now they aren't working properly and don't play the animation 😭

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Physbones work but now the Contact is borked

somber sequoia
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wow I'd not have thought that would matter

cyan kestrel
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I'll try with actual Parent Constraint next- just to see

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It worked, so I guess I'll just have to Parent constraint any Contacts I want to work ontop of Physbones

modest kestrel
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gon do a render 4 a friend and i havent done it in a whiiiile, the opaque etc setting isnt there, im using the newest blender version on steam with cats plugin. howdo i fix it?

somber sequoia
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you're in blender, right? Opacity is the alpha property in your materials

modest kestrel
somber sequoia
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not sure what you mean by that

modest kestrel
somber sequoia
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it should be above that, in the "surface" section, though it's often easier to look in the node editor in the Shading tab

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I'm not sure if that MMD material thing changes this though, never used it

modest kestrel
somber sequoia
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"alpha" is right there

modest kestrel
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doesnt do anything tho

somber sequoia
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depends on which view mode you're in and the "render method" in the settings -> surface section in the material properties

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I'm assuming that in these images, you're referring to the eyelashes?

modest kestrel
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im so confused what im doing wrong

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now its just purple

balmy barn
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if texture have alpha

ornate stump
modest kestrel
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yea...but its not working, idk

ornate stump
modest kestrel
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omg jeez thanks haha i got it now

somber sequoia
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ah nice, that works

heavy lantern
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when i try to put textures on the on the shirt and the rest this happens

upper venture
somber sequoia
upper venture
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how do i add just a mouth open/close face tracking

timber wharf
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what kind of face tracking you have that just does that

somber sequoia
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but if you have some sort of avatar that has a rigid mouth instead, you could easily use the OSC input parameters from face tracking to run whatever animations you want

upper venture
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it would be this avatar

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they dont smile or anything they just flap their mouth lmao

somber sequoia
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Ah so exactly that, yep

heavy lantern
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it should be like this

somber sequoia
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Looks like flipped face normals to me

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in blender in the viewport overlays, enable "face orientation" and then anything bright red is a backface, you want the front faces facing out of course.

heavy lantern
somber sequoia
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Yes

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Again, go look at the face orientation in Blender.

balmy barn
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red is wrong way, newer blender wont show the blue anymore (annoying when you work with red outfits) so i just enabled it back in 3dviewport

chilly raptor
somber sequoia
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I initially hated the lack of blue but now I find I'm often leaving this enabled and so that's better

tiny grotto
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my avi looks fine in blender but when i bring it to unity the left arm goes like this?? does anyone have any clue how id fix this would really appreciate the help!! can't just adjust the left elbow up manually either, it reverts to looking like this in gesture manager

balmy barn
heavy lantern
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sorry

somber sequoia
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I said how

heavy lantern
somber sequoia
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Looks good to me

heavy lantern
somber sequoia
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it's impossible to use an image "directly", you always have a material

balmy barn
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that creates a material in the material folder

somber sequoia
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Also use .png instead of .jpg

balmy barn
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you can mess with material setting after , try the backface culling off / back / front ,

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only certain ones will have that option, poi or vrchat toon standard + liltoon mostly what i know people using

heavy lantern
hushed torrent
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Can someone help me upload my first avatr?

junior void
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I think this is a support channel

empty hornet
#

Ohh

somber sequoia
umbral oriole
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hello does anyone know how to make whatever projects your voice in your avatar move to a different place kinda similar to how deamo works with its speech thing

somber sequoia
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You can't in VRChat, unfortunately

sour sparrow
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wtf is goin on here lol

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also how do i fix whatever this is

umbral oriole
somber sequoia
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Okay, find one and show us then.

somber meadow
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Voice source is tied to the viewpoint. It’s not like CVR where you can adjust them separately unfortunately

night ember
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its attached to the head bone

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the listener is attached to the viewpoint but not your voice audiosource

night ember
umbral oriole
night ember
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this isnt something thats intended for you to do

umbral oriole
night ember
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just a side effect

umbral oriole
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yeah i feel you

umbral oriole
# night ember just a side effect

so im guessing the way would be to make a secondary head bone and then in unity use rotation contraint so the fake headbone with the actual head moves normally??

night ember
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🤷‍♂️

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whatever you wanna do

umbral oriole
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well thanks this helps

faint ridge
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I need help with a Facial Expression toggles on it since the Smile Facial is mixing up the other facials.

faint ridge
night ember
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thats transition conditions or an animation issue

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either you have the hand in the transition conditions

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or

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you have everything animated in the animation for some reason

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despite the fact you should only have what you are animating in it

night ember
slow panther
#

she a little messy

night ember
night ember
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you either have it on and have it automatically reset to the default uploaded state when not animating it

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or have it off requiring a reset animation

slow panther
#

the reset animation also has all of them off

left gull
night ember
slow panther
#

oop

night ember
#

but again

slow panther
#

were having similar stuff

night ember
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you shouldnt ever do stuff like that

slow panther
night ember
#

you are forcefully animating it so that other animations cant animate it as well

hollow sonnet
#

anyone know any recent avatar creating tutorials with the new cats and blender in them

faint ridge
night ember
faint ridge
#

Plus I'm more of a visual learner

night ember
#

dont know what your setup looks like

faint ridge
#

I'm really lost with the facial stuff rn

slow panther
#

same

faint ridge
#

Like I just wanna make a Art The Clown avatar man...

night ember
#

complaining about it isnt fixing it

worn kiln
#

?tag scam

flat muskBOT
#

Hey ho 👋 I see you're looking for commissions.

You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖

🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮

If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)

🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.

When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱

lunar bluff
#

uh.. ok?

night ember
worn vessel
#

vrc traders like the bot said is a pretty good way to get coms lol, try there

lunar bluff
night ember
#

and I told you this isnt a commission server?

short ferry
#

so I was testing my avatar with Gesture manager but I accidentally clicked ctrl-Z and now when I go into gesture manager it puts him into the motorcycle pose

#

any way to fix this?

edgy ridge
#

is anyone else having trouble uploading ?

ancient adder
ancient adder
edgy ridge
#

I kept on getting this error

somber sequoia
edgy ridge
#

I did

somber sequoia
#

ok so what's in there? any errors?

somber sequoia
#

Share the first 2-3 if you like, we can't tell you anything without

edgy ridge
#

I thought it was becuz this is an old projects, so I made a new one, but still getting this error

#

ok sec plz

somber sequoia
#

you only need to show the error summaries, no details. And show the first 2-3 - these are unfortunately not of any use.

sour sparrow
ancient adder
#

i think these 2 messages mean that there was no response on the vrc side

somber sequoia
ancient adder
edgy ridge
#

is this is issue?

somber sequoia
# edgy ridge

that is a warning, you are looking for red error messages

edgy ridge
#

that the only red error i have

#

nothing else

somber sequoia
#

sucks, that's not really helpful 🙁

edgy ridge
#

ye... thats why i was confused too

sour sparrow
ancient adder
somber sequoia
#

probably weight painting, yep

sour sparrow
ancient adder
#

do this for the corresponding vertex group

#

you'll probably want your eyes to be on their respective eye's vertex group, and all the mouth parts to be in head or jaw

strange saffron
#

I'm trying to move the head and arms I made in the new one to my existing model. They are identical in the sense I used the existing model as a base and weightpainted the new stuff on to the existing bones, not using any new bones for it. I don't know if I am using Pumpkin or VRC Fury wrong but I can't seem to get just the prefabs over to the existing model, at least not without it either creating a duplicate armature or some other weird unwanted shennanigans

night ember
strange saffron
#

it's already done in Blender?

night ember
#

also thats not a vrchat rig

night ember
strange saffron
#

I didn't join the meshes

ancient adder
night ember
#

thats a bit more than joining meshes

strange saffron
#

each one is a clothing toggle

night ember
#

but why is it a separate fbx

#

that didnt answer my question

#

just make it a part of the same fbx and armature

sour sparrow
ancient adder
strange saffron
#

It's easier for me to see what meshes I need to toggle on/off if I do it this way, though it doesn't look as optimized or correct overall

night ember
#

how

ancient adder
strange saffron
#

The parts I want to move to my existing idol model is the two new prefabs I added at the bottom of the newest import

#

One avatar is the one I already had brought into VRChat and works fine

#

the lower one is the newer one with the small adjustments

night ember
#

why are you using fury for this then

strange saffron
#

I am not sure I follow?

night ember
#

you mentioned pumpkin and vrcfury

strange saffron
#

there is an armature link component that VRC Fury has

#

I tried it but idk if I didn't set it up properly

night ember
#

why are you needing to link armatures

ancient adder
#

ok so to make sure i understand: you are trying to move the JirachiHead and JirachiSleeves from the new model (bottom) to your old model(top) and cant figure out how

strange saffron
#

yes

ancient adder
#

ok

strange saffron
#

that way it doesn't show up as a different model entirely in VRC and only shows up as a revision

night ember
#

then just replace the fbx for the original one with the new one

ancient adder
strange saffron
night ember
#

its with the avatar descriptor

strange saffron
#

thank you

ancient adder
#

np

strange saffron
#

I keep forgetting to not get too excited

night ember
#

self fulfilling name

strange saffron
#

hahaha

#

yep

stray lintel
#

Does anyone know how to add colliders to a weapon on the avi?

ancient adder
stray lintel
ancient adder
#

ok you'll need some basic knowledge on parameters work

#

add a vrchat contact sender

stray lintel
ancient adder
#

set it to capsule and make it encompass your weapon

#

add a collision tag

#

set the collider

#

this makes it so that it will pretent to be a collider with that tag

#

wait wrong one crap

#

same setup but with reciever sorry

#

set the parameter whose value you want to change

#

then set the reciever type ot the relevant reciever

#

constant sets a boolean to 1 when the specified collision tag is inside of the reciever

#

on enter sets the bool to 1 the frame of contact then sets it back to 0 immediately, this is what you want for a sound effect

#

and proximity sets a float parameter from 0 to 1, useful for motion time animations like you closing your eyes if someone tries to poke you

#

since you have a weapon, you probably want the torso and head collision tags

#

then go to your animator and add the parameter you set the reciever to, in this case Hit

#

then create an animation layer that plays your desired animation (such as an audio source being enabled) and use the Hit parameter as the condition

stray lintel
#

oki

#

do you know if there is any video forms of that explanation?

#

sorry im a AV learner

sour sparrow
# ancient adder

what if its a seperate mesh im trying to bind to my main mesh?

#

i just dont wanna merge them for modeling purposes

somber sequoia
#

Merge them when you export - I keep all my meshes separate for blender use

ancient adder
sour sparrow
#

they do

ancient adder
#

and they have the vertex groups?

sour sparrow
#

they dont

ancient adder
#

oh ok

sour sparrow
#

just the main body does

somber sequoia
#

this won't work then - they need those vertex groups because that's where skin weights are stored

ancient adder
# sour sparrow they dont

control click both, with the armature highlighted with bright orange, then do ctrl+p and select armature deform with empty groups

sour sparrow
#

awe dang

still shuttle
#

I am working on an avatar with a candy bucket. I want the avatar's hand to close around the bucket handle when the bucket is toggled on without having to do the fist gesture. Is this possible? I attempted to animate the hand closing around it, but it does not work when testing with gesture manager. The bucket toggles on but the hand stays open. Is there a way to get the result I want without having to do the fist gesture?

somber sequoia
#

You'll probably find tutorials about weapons or grabbable props will show this part

still shuttle
#

so I make the toggle in the gesture layer instead of the FX layer?

somber sequoia
#

no, you do the hand gesture part in gesture and the rest of whatever it is in FX

#

such as toggling on the bucket

ancient adder
still shuttle
#

Im sorry I dont think Im understanding

somber sequoia
#

explains all the layers and what they are for

still shuttle
#

I am aware how the playable layers work and what they do. I just am not understanding what you are explaining

somber sequoia
#

I'm not sure how to tell you in another way - what about it wasn't clear?

ancient adder
somber sequoia
#

technically you don't need this in its own layer, but sure, that'll work

still shuttle
ancient adder
somber sequoia
still shuttle
#

I am using the same animation key frames for the hand grab gesture (just copied it from one animation to another) that is in the gesture layer already but it is a custom made gesture controller so im not sure if that will change anything

ancient adder
somber sequoia
somber sequoia
ancient adder
#

oh yeah youre right whoops

somber sequoia
#

I literally made this mistake yesterday 🙂

ancient adder
#

dont want to break your wrist lol

somber sequoia
#

"wtf why is my hand- OH.... dammit."

still shuttle
#

im testing it out rn ty guys for your help 🫂

sour sparrow
still shuttle
#

it works but it makes the other hand go into like a claw hand kinda vrcBotThink

ancient adder
#

i think that should work

somber sequoia
#

don't forget to restore the fingers after the animation is done

still shuttle
#

I cant seem to put the "vrc_handright" mask on the layer

somber meadow
#

click the eyeball icon on the top right to unhide hidden folders

still shuttle
#

omg tysm

#

i didnt see that haha

#

gonna test again and see if its fixed :D

#

it works you guys rock tysm

somber sequoia
#

awesome

gloomy breach
#

guys I need a bit of help when it comes to making toggles.

I have THREE assets that use Modular Avatar and my goal here is:

I am working on my own version of 77 Stellari's "Iron Cats" and I need a SINGLE toggle that will do the following:

  1. Play an audio (i know how to do that)
  2. Toggle a mask (I know how to do that)

3) Hard part: Toggle on the THREE of the assets that are already using Modular Avatar at the same time

somber sequoia
#

one toggle which changes the other variables via VRC avatar parameter driver

gloomy breach
ancient adder
#

ignore that mess on the right i didnt learn how motion time or blend trees worked yet

#

vrc parameter driver just modifies the corresponding parameter value when an animation is played, allowing you to control multiple multiple parameters, and thus animation layers, with a single animation layer

#

abstraction :D

night ember
gloomy breach
gloomy breach
night ember
ancient adder
somber sequoia
somber sequoia
ancient adder
#

if you still cant figure it out, feel free to call me, should only take like 2 minutes to get it set up

sour sparrow
ancient adder
sour sparrow
#

it is

ancient adder
ancient adder
#

hmm

sour sparrow
#

I even have the root moved up

ancient adder
#

is the origin of the avatar the base of the feet or at the hip bone

sour sparrow
#

in unity

#

the hips i think

ancient adder
#

ok so if the avatar is at 0,0,0 hes in the floor?

#

at 0,0,0 the avatar's feet should be touching the ground. If not, you need to go to blender and set the origin to the feet of the avatar

#

do this but with the bottommost vertex of the avatar

tulip pecan
#

How do you place down multiple particle spawners from an avatar
Im tryna make a niko oneshot avatar, and I need to have it so I can place somthing down that emmits particles

somber sequoia
#

same as putting down any object, just put the particle system on that object

ancient adder
tulip pecan
#

Not just one.
Like I want to make a copy of the object or somthing

somber sequoia
#

you can't do that at runtime

tulip pecan
#

Is that possible? Ive seen some avatars do somthing like that,

ancient adder
#

you might be able to do something with sub emitters but idk how those work

somber sequoia
#

well technically you can by using a particle emitter to emit extra particle emitter

tulip pecan
#

The avatar would continuesly shoot out glowing balls that stick to things each time I did a gesture. Its laggy, but im wondering

somber sequoia
#

not sure how to effectively do the placement other than targeting by shooting a particle

#

Final IK maybe

ancient adder
tulip pecan
#

meh oh well

ancient adder
#

emission settings

#

for the toggle i play an animation that turns probability to 1 for about a second then turns it back off. particles are set to worldspace and you never stop playing the animation so particles should last as long as the start lifetime

#

my particle system settings

radiant night
#

After changing the build platform to android Im getting this error message, I already tried changing the build platform on a different copy so its not a 1 time issue, any ideas?

#

Also, where can I find the binlog?

#

This is a copy so I'll try exiting safe mode

left gull
#

cutting off errors doesnt help with others helping you lurkrat

karmic jay
#

How do you set say a pair of shoes as a child in modular avatar?

radiant night
worldly wadi
#

would this be the right or wrong spot to ask for help with the whole adding an avatar into your cc to use in vr chat?

ornate stump
worldly wadi
#

as in i watched a video i read a text file i googled and googled and im pretty sure its all installed but i cant seem to get the model to work anyway

#

and im questioning my life choices that led to this moment and if someone could explain what im doing wrong that would be massively helpful

worldly wadi
#

so i have the cc and the hub and i am stuck trying to actually get the model open even when i open the file and i see all the parts listed it doesnt show up on the screen

ornate stump
#

But when do you want it to enable back?

#

I don't get this part. What bounds?

#

You would have to leave the bounds first to touch it second time to enable it though. So that's conflicting with each other.

worldly wadi
#

the file is there but nothing is on the screen

ornate stump
# worldly wadi

Because you haven't either open the scene file or put prefab file into the scene. Depends on what you have.

worldly wadi
#

i didnt see a scene file i looked for one

#

what is a prefab file?

ornate stump
ornate stump
worldly wadi
ornate stump
worldly wadi
#

oop

ornate stump
worldly wadi
#

how do i put it in

ornate stump
worldly wadi
#

im not sure i understand

#

im dragging the pink things towards the screen and i dont see it doing anything

ornate stump
worldly wadi
#

oh i see

#

now theres a pink model on there

#

how do i make the other stuff appear?

ornate stump
worldly wadi
#

shouldnt it me more than just pink?

ornate stump
worldly wadi
#

oh

#

i think i imported everything at the same time tho

ornate stump
worldly wadi
#

oh im not sure i understand

#

wait

#

theres a folder called "texture"

ornate stump
#

It isn't shader.

worldly wadi
#

that is all i see

#

in the folder that came with it

ornate stump
worldly wadi
#

where do i get it?

ornate stump
#

How did you set up the animator for that?

worldly wadi
#

im an idiot i was reading the english parts but translating the japanese it litterally said download the shader pack

ornate stump
#

You shouldn't need exit time on each transition.

#

Also zero transition duration.

distant sleet
#

It is tposing in the scene, but in the game window it goes to motorcycle posing

ornate stump
#

Do you actually want to enable it back when untouching it, or touch it the second time?

ornate stump
#

Really have to be sure what you need because that 2 methods are conflicting eith each other.

#

The Touched parameter is directly from the contact reciever?

ornate stump
distant sleet
#

yeah i tried it in game is ok

#

but i want it ok in play mode too

somber sequoia
#

do you use gesture manager or AV3 emulator?

ornate stump
distant sleet
somber sequoia
#

yes, we know what this looks like

ornate stump
distant sleet
#

what do u mean

ornate stump
distant sleet
#

i use prefab

ornate stump
#

Did you set contact receiver parameter type to constant?

ornate stump
distant sleet
ornate stump
#

Use constant.

distant sleet
ornate stump
worldly wadi
#

the instructions said to download drag to unity and drop and when i do that it just shows the no symbol or does nothing depending on if i have the file open or closed

distant sleet
#

as i told im using vrcfury

#

you pic of them in play mode?

somber sequoia
ornate stump
distant sleet
#

when i entering play mode vrcfury is work without i add it

worldly wadi
#

omg

#

i just had to double click it

distant sleet
#

look this in play mode

worldly wadi
#

wooh!

ornate stump
worldly wadi
#

so do i just save it and then upload it now?

ornate stump
#

I only saw that you reversed the condition between off and on state.

#

That's because the second touch it moved to the different state from the first time.

distant sleet
ornate stump
#

You don't need the third state in that layer.

ornate stump
#

Whatever the furthest from the Entry.

distant sleet
#

it should be related?

ornate stump
distant sleet
#

how can i fix that

ornate stump
#

It's TouchedOff. It has 3 transitions away from entry.

distant sleet
#

the avatar has all these and i dont how i mix them with vrcdury

distant sleet
ornate stump
distant sleet
#

i know but this is the problem idk how i use what i want

#

ok i added it

ornate stump
distant sleet
#

now what should i do

#

and how t edit this body in prefab

ornate stump
distant sleet
#

i know how

ornate stump
ornate stump
distant sleet
ornate stump
distant sleet
#

wow

#

how genous YOU ARE !

worldly wadi
#

thank you for the help

ornate stump
#

Did you also add transition back to the first state?

distant sleet
#

yo are so smaartt

ornate stump
#

No. This layer should have only 2 states: on and off. You're having 3 states now.

#

Just that. It should work.

#

It didn't work because how you set the contact parameter type.

#

Then you have to reverse the condition.

distant sleet
#

now i wanna mix my toggles and some creator toggles so i put all that in these places

#

but i didnt want costume

#

how i romove it

ornate stump
ornate stump
distant sleet
#

how can i edit it i didnt try to edit something like this

#

dont worry i understand very quickly

ornate stump
distant sleet
#

you mean this?

ornate stump
distant sleet
#

now in optioni want to remove all but breast size how?

ornate stump
distant sleet
#

okkkk it works

ornate stump
#

You can't distinguish player who touch the contact. You can only rely on the custom tag for that player having.

distant sleet
#

ok last thing

ornate stump
#

Local only mean only yourself can touch the contact.

timber wharf
#

you cant make it work only for two, only limit it to friends

cosmic bronze
timber wharf
#

wait, local only probly would work if youre fine with only local avatar playing animation

distant sleet
#

i uploaded an outfit and in the outfit's perfab there is physbones i drag this to my avatar how ? ( i marge the outfit bones with avatar in blender )

timber wharf
#

ie its like plays music or smth, not real animation

ornate stump
#

Because it's sampling light from different location.

distant sleet
ornate stump
#

Are they standing at the exact same spot?

ornate stump
distant sleet
#

should i pick with blue cube?

ornate stump
#

Is it always yellow in other location?

distant sleet
ornate stump
timid phoenix
#

I ask this yesterday but I fixed my main issue. how can i make it where my toggles expressions are higher prioritized then my gestures expressions

somber sequoia
#

order of layers in the animator

distant sleet
#

how can i do icons for anything that i want? like these icons

somber sequoia
#

like in the menu? they're just small .png files

distant sleet
#

yes yessss

#

how i can make them

somber sequoia
#

same way you make any image file?

distant sleet
#

noo

#

i wanna make icons for any outfit that i rigged

somber sequoia
#

yes, I understood that

distant sleet
#

how should i take a picture of the outfit? or rendering form unity or blender or what?

somber sequoia
#

whatever you want?

#

anything you want use is fine as long as it can make a .png file that looks like what you want it to look like

distant sleet
#

i want the best way and how could make the background trans

somber sequoia
#

background transparency is just a matter of using an image editor that can do an alpha channel, you just erase the background then

distant sleet
#

just like that? no unity method so can make it faster and more quailty?

somber sequoia
#

I don't have any advice on how to do a project I know nothing about.

#

also Unity isn't an image editor, so not sure why you'd use it for this

left gull
#

its very likely they used blender to get the 3d shots, its pretty good at transparent shots but might need a bit of cleanup in a seperate image editor aswell

somber sequoia
#

oh do you mean make images of the actual 3D asset in Blender?

#

either do a render, or just screenshot it

#

remove the background in your image editor of choice

distant sleet
#

Can do it in untiy by somehow?

somber sequoia
#

screenshot

distant sleet
#

Because in unity the shader is more better

#

I don’t think this how is creators work with this

timid phoenix
somber sequoia
#

bottom is what you want

timid phoenix
#

Oh! okay for some reason i thought iwas the top ty

heavy lantern
#

i still cant get this texure to work😭

ornate stump
heavy lantern
#

sorry for the music

ornate stump
# heavy lantern

Select the mesh asset from the model file and see how many UV is in there.

heavy lantern
timber wharf
ornate stump
heavy lantern
ornate stump
heavy lantern
ornate stump
heavy lantern
ornate stump
heavy lantern
ornate stump
heavy lantern
#

ok sorry

ornate stump
heavy lantern
ornate stump
ornate stump
heavy lantern
ornate stump
heavy lantern
ornate stump
#

If other parts become wrong then you have to fix in blender.

heavy lantern
heavy lantern
ornate stump
heavy lantern
ornate stump
heavy lantern
ornate stump
ornate stump
heavy lantern
# ornate stump

sorry but i did something wrong and i cant find the blender file where i rigged the clothing an i have only the fbx file how do i convert it back to .blend

ornate stump
heavy lantern
ornate stump
ornate stump
heavy lantern
ornate stump
ornate stump
heavy lantern
#

do i have to delete one

ornate stump
heavy lantern
ornate stump
ornate stump
ornate stump
heavy lantern
ornate stump
heavy lantern
#

still nothing

#

😭

heavy lantern
ornate stump
heavy lantern
#

i just check

heavy lantern
ornate stump
# heavy lantern yes

Go to this part again and see preview below. If there is no preview then drag the panel at the bottom up. Change preview Shaded to UV layout and screenshot.

balmy barn
#

cant tell where your shirt is from but even any backface culling wont show those hands on the back for me

ornate stump
heavy lantern
#

???

ornate stump
balmy barn
#

its upside down ratl vs one i got

#

but problably not the same mesh source

balmy barn
#

fun glb format , mine just a fbx so no converting needed , but its also this way not upside down

heavy lantern
heavy lantern
ornate stump
# heavy lantern where

Nothing out of ordinary. Next is checking in UV editor tab. In edit mode for that object.

heavy lantern
ornate stump
heavy lantern
ornate stump
heavy lantern
ornate stump
# heavy lantern

I just saw that in unity, your texture is right-side up. But in blender your texture is upside down.

#

So that's clearly different texture.

ornate stump
# heavy lantern

So what's shown in blender is embedded texture. Which still is a different texture from the standalone file.

ornate stump
# heavy lantern

But the solution should be set Tiling Y for the texture in material to -1.

heavy lantern
#

it workssssss

#

do i have to put the material shader to toon lit

ornate stump
quaint frost
#

so im struggling to but my modle in vrchat ive tried so many times and with so many vids but no matter what it doesnt work ive tried putting cat addon in blender but it doesnt work

heavy lantern
ornate stump
heavy lantern
#

i didnt like it

ornate stump
urban cobalt
#

why is my eyes purple but i did not make them purple

ornate stump
urban cobalt
#

?

#

this is how it mast look

ornate stump
urban cobalt
#

how do i fix it

ornate stump
urban cobalt
#

how do i know what is missing

ornate stump
urban cobalt
#

i used v

#

VRoidStudio

#

i make it using VRoidStudio

ornate stump
urban cobalt
#

me to im new to this

#

was thinking useing VRoidStudio would make it eazy to make a avater for me

urban cobalt
#

they said this

#

do they mean vrchat app

ornate stump
urban cobalt
#

okay thx

balmy barn
nocturne shell
#

Hi !
Please, I need to know.
I have 9 outfits for my booth avatar.
If I get all of the 9 outfit on it but add toggles, will it make people lag please ? Or I rlly should make one avatar per outfit ?

balmy barn
#

many outfits = more vram use and its a booth so likely to be heavy , stick to one outfit on a avatar

#

id check how much tho sometime you can have 2-3 without going WAY over limits

ornate stump