#avatar-help
1 messages · Page 186 of 1
so im creating an avatar
ngl idk what im doing, im trying to make the hookshot (it has a blendshape 0 is fully retracted)
how could i make it retractable based on someone grabbing it while snapping back to its default when let go
still cant figure this out lol
fury always builds a test copy when entering playmode
I've never seen this on any other models tho?
its what fury fucks with the avatar but tells you fuck all about what it did when uploaded
this is my main issue however
it only does it when you are actively using fury cause it makes all the changes when entering playmode that it would when uploading
which is why it permanently takes 10 years for it to enter playmode
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
uhm, Avatar 3.0 Manager is putting the SDK back to 3.8.2-
update it then
thats the thing, it is updated
then its just using whatever latest it can
so I'm guessing I gotta use 3.8.2 to use avatars 3.0 manager, damn
just use ALCOM so it doesn't actually enforce vpm dependencies and just tells you about it and lets you just force it
I'll just wait till it updates
or just import it yourself
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?
uhm why?
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
what're the details of that top highlighted error
Vertex Colors, either use VRCQuestTools (Unity Script) to remove them, or go into Blender and remove them
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
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?
how do I use VRCQuestTools?
give me a sec
i use 3.7.6 btw
well that really didnt matter, switched to 3.9.0 and still does the same thing
except it changed
Okay...this is just some insane....stuff happening with my avatar....everything that is happening right now is completely wrong and contradictory
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
this is super weird
its like its somehow corrupted
Write defaults and the mirror is its own version of your avatar
Like
Theres 4 of you in any given moment
Local, remote, shadow, mirror
hm
still why is my dirty toggle activating the sign?!
which is only a hand gesture
not a toggle
like....completely different system how
Who said it was the dirty toggle
it activates on that trust me
Could easily just be a case of write defaults off
it shouldnt
You sure the dirty toggle is activating it
yeah
Cause if it is then that animation has it keyed
Dont even know how you are toggling the sign
its supposed to show when i do rocknroll gesture
and only then
Checked dirty toggle it aint there
Like I said
Dont know how you are toggling it
Like is it its own object is it scaling a bone are you mat swapping
its literally just a thing i toggle on
but anyways i fixed it
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
ill get them off someday i swear
You either have it all on or all off
yeah.....well thanks anyways i suppose...noww to verryyy carefully get vrcfury to- EXPLOSION
I both love and hate vrcfury
Just dont use fury to begin with
i love unique fucking issues
who knows how to make a raindbow gradient shader?
im trying to remake this effect, for now just the gradient part, I will worry about the wavy effect later
https://cdn.discordapp.com/attachments/361741445352259584/1426719005674045643/1011.mp4?ex=68ec3f1e&is=68eaed9e&hm=13e522eecc923bbc73e5779d94444dc605c75f3ab5c23a96dbace88bc86cb892&
why didnt it embed
Why do you need a shader for a rainbow gradient
Like any shader supports color shifting
like what?
it needs to be animated like in the video without having to manually change it
here since the video didnt embed
im trying to make this
not whats on the player but what is on the outline on travis
my version atm is just pink
just find any shader that has a hue slider
ok but heres the thing
i cant control it with a slider
it needs to do it by itself
you can very easily control it
also I dont need it as 1 solid color I need the gradient
not the way im doing things no
i cant even control shapekeys without baking them in blender first
this isnt even an avatar actually but i do plan on using the same shader for the avatar version
you can still animate things you know that right?
does anyone know why when i open the SDK that it turns my avatars skin pitch black and I cant change the color
what
then just make the uv not 1 solid color
again not the way im doing things dude...
and how are you doing these "things"
a playable director
you can easily just still animate the slider anyways
like just because you are using a timeline it doesnt just delete your access to animating a slider
and that still wouldnt look right
i would have to do it manually on every single fucking keyframe
there is a keyframe on everyframe
thats not how animations work
because these animations are ripped straight from fortnite
animations interpolate
then just slap one keyframe at the start and one at the end
but there are already keyframes on every frame...
dawg did you not read what i just said
thats not how animations work
really?
just because there are keyframes it doesnt just magically break everything else
every single object you key has its own slot in an animation
they are entirely independant
then make it not read only
i need a material that just automatically does it anyway im not wanting to use keyframes
that was my question
a shader that has a GRADIENT
not just a hue shift
a gradient
literally just do a rainbow gradient texture and pan it
every single shader has panning
here are my keyframes
and?
and since they are read only i cant even adjust them in unity
but hypothetically if I could I would have to change the hue every frame so it interpolates between each and every single frame
but that is hypothetical
by default the other frames would have a starting value
and
the animation doesnt just magically add a keyframe every single one for a random thing you added to the animation
yes i get what you are saying but your not understanding that there are more keyframes than just a start and end keyframe
but there is already all those keyframes
A N D ?
you adding something else to the animation that isnt animated by those frames already doesnt just magically add keyframes for it
make it not read only
and that wouldnt even look accurate
yeah i didnt think of that thanks
now can somebody answer my question
how to make a shader use a rainbow gradient?
There’s a YouTube for it.
there actually isnt i looked
Is this right?
ok well that tutorial doesnt say rainbow gradient so that wouldnt show up in my search
same technology but that video wasnt exactly for a rainbow gradient
default standard shader
mk but i was asking how to do that
https://grok.com/share/bGVnYWN5_07a85b95-cf1e-4ae9-a880-a3108ac44bf6
this is a grok request for it.
😭
and I told you
that was literally what my question was but you just started talking about hue shifts with keyframes
you can pan the uv or hue shift it if the shader has a hue shift
thats literally what I did
and heres it with already existing keyframes
ok i thought you meant to make keyframes on my already existing timeline
I said add to the animation
also the timeline doesnt just delete the rest of an animator
which made me think add to my already existing animation
you worded that poorly
make an animation for the material wouldve been a better way to word it
ive been confusing myself trying to animate shapekeys so i was still thinking with that method
sorry 😢
why didnt you just make an animation for the shapekeys
wait thats so smart i didnt do that
theres not an animation for that made in blender baked into my model or anything
with shapekey animation
without
you do know you can play multiple animations at the same time right?
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
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?
here's an example of one of my animation layers. Is this not the process?
does this even tracking control
my avatar looks crispy when using blendshapes, my friend told me to enable legacy or sometig like that but idk how
blendshape normals
and where is that is the question
the fbx
i have no idea what you mean by this
you need a tracking control component
the action layer doesnt just override the tracking for no reason
ok found, it should work now
just test in unity
it still doesnt
then you dont have any blendshape normals at all
either make them in blender or use calculate in unity
ill use calculate then
since this model is from fortnite i doubt it has that
still looks ass, i need to play wit the settings a little bit
could just be your material
im using poiyomi
thats poiyomi?
yeah...
that looks like standard not poiyomi
she looks fine when not posing dw
youre the GOAT one last question: how do i stop my animation from rotating when i look around? do i need to disable body orientation on the animation
you cant
ok wig ill live with it
where do creators usually put the facial expressions during gestures- like, where would I start looking to change them?
wait my movement turns into pc movement when the emotes are over, how do i return to VR tracking?
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
FX layer, check the left and right hand layers
it'll have the different options like point,rocknroll,thumbsup,victory etc then click those and in the inspector choose the animations linked
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
it shows this destination instead, and idk where i look for that instead-
sorry VRChat bot, i was really excited
-# [restrained enthusiasm] it randomly started working lets fucking goooooooooo
oh nvm i found them, thanks lilpimpen
I sent you a video of what the default action layer looks like
is anyone available need help uploading a avatar
just state your issue
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
send a screenshot of the error
you need to install gesture manager
you could also just remove it from the heirarchy since it's mainly just for in-unity testing
(also that model kinda reminds me of a game character
)
i made the material without using a single animation
https://cdn.discordapp.com/attachments/361741445352259584/1426784624188719256/10111.mp4?ex=68ec7c3a&is=68eb2aba&hm=8413d9202265db2b3a6a851dd8fa3ecbce14c075adc1ca1bcdaa7b29fb3ad9d7&
or it can just not embed yeah
yo @left gull so everything was fine at first but i got an error saying that im missing face tracking for the avatar
highly suggest looking for a requirements section on the purchase page or in an included .txt file of somekind with the download, its likely asking for another vcc add-on like what gesturemanager was
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
is that a question
dos anyone know how to fix evil weigh painting..
What are you even showing?
is there a way to add custom poses to gogoloco? if so can someone show me?
???
The gogo documentation covers this
thanks
if you make a prop attacked to an avatar can you not also play blenshape animations on that prop?
Why not?
Why couldnt you?
ive been trying but it won't let me
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
Do you rather mean "attached"?
The real question would be how much you sure you're doing correctly.
I put the prop in, record animations to it, play the gesture manager and its in the animation already. I don'teven need it to be constrained yet
When does it stop working?
And are you leaving the animation in the base layer
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
should I not be?
Then you moved the CatHead into CatBody hierarchy and put the animation into the avatar fx? That causes the animation path to be mismatch.
I haven't actually done that yet, i haven't even moved it into the cat body
No cause if its there and the default state then its just going to be permanently playing
You have to put object into avatar first then record animation for the avatar animator itself. Not with animator on the object.
Also why is the head even a separate object
cause i want to make it like a prop so that i can take it on and off
I can grab it in the characters hadn
will that not be possible?
Still you have to put in the avatar hierarchy before recording animation.
It doesnt need to be a separate fbx for that
it wont be upset if i add a parent contraint?
No?
No.
ok ill try
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
I added a parent constraint but it doesn't move when I move the empty its constrained too.
What is the animation and the object hierarchy?
nevermind I think i got it working
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
thanks but ive seen that video and its not helpful because of how i have it set up, sorry
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
is there something i am missing here?
For reference, gogoloco also manages to do this somehow
and their game object is on by default
https://blackwolfwoof.com/s/J3EJLPP64m7nrQ7/preview
-# For whatever reason, we do not have embed perms here, so yea. You gotta open it in web to see
how do i set that up?
@sharp lily what exactly is the problem. visemes are ints so motion time ie single animation wont work, 2nd and 3rd are viable options
ive just never done this before
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.
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
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
@undone cargo if you cant install unity, probly should try unity support, not vrc🤷♂️ also 6 bones is not enough for humanoid animations
I have the toggle dragged above but theyre colliding with my gestures
then they do different things
tbf just make it one layer. for gestures use if toggle = false and gesure x then x
and there as well if toggle true then do toggle
Alright Ill try that thanks!
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
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
thats in physbones!! :) I can help a bit if you need.
I think its in physbones
are you talking about your own model pulling up the hoodie??
If so thats an interaction :3
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?
it is indeed a blendshape ^^
Found a video to help you more because your a visual learner!
You're a godsend truly ❤️ Thank you so much
Ofc!! <3 Hope the video helps you sm and wish you well on your journey >:3
Does having a Contact Receiver script on the same bone that has a Physbone script normally break the Physbone/Stop it from working?
hmm I'd think that would work fine
I removed the contacts just to see and they started working/acting normally again. 
(This is after hours of uninstalling and reinstalling packages, new projects, blender checking, etc...)
I didn't think it'd be something this simple.
Tried that too funny enough, it didn't help.
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.
yeah that shouldn't make any difference
if this absolutely doesn't work, I wonder if using a parent constraint on the contact object would
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 😭
Physbones work but now the Contact is borked
wow I'd not have thought that would matter
I'll try with actual Parent Constraint next- just to see
It worked, so I guess I'll just have to Parent constraint any Contacts I want to work ontop of Physbones
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?
you're in blender, right? Opacity is the alpha property in your materials
thats the thing, its not there
not sure what you mean by that
it should be above that, in the "surface" section, though it's often easier to look in the node editor in the Shading tab
I'm not sure if that MMD material thing changes this though, never used it
"alpha" is right there
depends on which view mode you're in and the "render method" in the settings -> surface section in the material properties
I'm assuming that in these images, you're referring to the eyelashes?
yes
im so confused what im doing wrong
now its just purple
Simple as linking Color to Color, and Alpha to Alpha.
You somehow also missing Material Output node.
omg jeez thanks haha i got it now
ah nice, that works
when i try to put textures on the on the shirt and the rest this happens
yes
what specifically are we looking for here?
how do i add just a mouth open/close face tracking
what kind of face tracking you have that just does that
there's a discord for face tracking, that may help
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
it would be this avatar
they dont smile or anything they just flap their mouth lmao
Ah so exactly that, yep
im sorry the texture is applied the worng way
it should be like this
Looks like flipped face normals to me
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.
i don know how on blender they are ok but when i transfer it to unity everything becomes white and when i put the jpeg that happends
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
how dose one make the ears move like this
I initially hated the lack of blue but now I find I'm often leaving this enabled and so that's better
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
could be contacts + floats or just a 'physbone' stretch value , then change whenever head go up or down
this is my first time making an avatar how do i do that
sorry
this should be right ???
Looks good to me
could it be the fact thet im using a jpeg directly and not a material
it's impossible to use an image "directly", you always have a material
that creates a material in the material folder
Also use .png instead of .jpg
you can mess with material setting after , try the backface culling off / back / front ,
only certain ones will have that option, poi or vrchat toon standard + liltoon mostly what i know people using
i dont see something that could help
Can someone help me upload my first avatr?
I think this is a support channel
Ohh
Feel free to ask specific questions.
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
You can't in VRChat, unfortunately
yes you can well atleast sdomething cause i have personaly witnessed avatars that have this feature
Okay, find one and show us then.
Voice source is tied to the viewpoint. It’s not like CVR where you can adjust them separately unfortunately
incorrect
its attached to the head bone
the listener is attached to the viewpoint but not your voice audiosource
requires you beheading yourself
so i would need to do the blender work to make it possible? or is there a way to do it in unity withough my head flying lol
blender
this isnt something thats intended for you to do
dang it
just a side effect
yeah i feel you
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??
well thanks this helps
I need help with a Facial Expression toggles on it since the Smile Facial is mixing up the other facials.
do you have your WD off?
Wd? I'mma be honest this is my first time messing with the facials
thats transition conditions or an animation issue
either you have the hand in the transition conditions
or
you have everything animated in the animation for some reason
despite the fact you should only have what you are animating in it
write defaults is an animator thing in general not exclusive to facial animations
i tried making all blendshapes that overlap default 0 of whatever animation im using
yeahh thats how it was set up originally im still a bit new to all this
she a little messy
doing that forces whatever lower layer to take priority
Ah ok I can try to find it
you either have it on and have it automatically reset to the default uploaded state when not animating it
or have it off requiring a reset animation
the reset animation also has all of them off
WD= Write Defaults, having mixed or incorrect defaults causes shapekey/blendshape overlap
Im talking to the other person
oop
but again
were having similar stuff
you shouldnt ever do stuff like that

you are forcefully animating it so that other animations cant animate it as well
anyone know any recent avatar creating tutorials with the new cats and blender in them
I just check for WD in the animator but there ON
there isnt going to be a jack of all trades video
Plus I'm more of a visual learner
dont know what your setup looks like
same
Like I just wanna make a Art The Clown avatar man...
complaining about it isnt fixing it
?tag scam
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(You will get DM from bot to verify your account upon join.)
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Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
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uh.. ok?
this isnt even a commission server
vrc traders like the bot said is a pretty good way to get coms lol, try there
dude i was just askingh
and I told you this isnt a commission server?
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?
is anyone else having trouble uploading ?
go to your avatar's armature, right click it, click select all children, then right click rotation and click revert
had an upload that failed earlier, worked after my second attempt
I kept on getting this error
Look in the console for more details
I did
ok so what's in there? any errors?
Share the first 2-3 if you like, we can't tell you anything without
I thought it was becuz this is an old projects, so I made a new one, but still getting this error
ok sec plz
you only need to show the error summaries, no details. And show the first 2-3 - these are unfortunately not of any use.
anyone know about this?
i think these 2 messages mean that there was no response on the vrc side
Please explain what is wrong
weight painting issue
that is a warning, you are looking for red error messages
sucks, that's not really helpful 🙁
his mouth and eyes dont match up with the movement of his head
your teeth and eyes need to be weight painted in blender to match the head bone.
you can do this easily by going to edit mode, pressing L on the parts of the mesh that are broken, go to the vertex panel, select the "Head" vertex group, setting weight to 1, and clicking assign
probably weight painting, yep
thanks bunches, I'll give it a try!
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
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
why arent you just doing it in blender
it's already done in Blender?
also thats not a vrchat rig
why is it separate fbx's then
I didn't join the meshes
merge the armatures in blender as well
thats a bit more than joining meshes
each one is a clothing toggle
but why is it a separate fbx
that didnt answer my question
just make it a part of the same fbx and armature
so it didnt work at all
ok looking more closely i don''t think i understand the underlying issue
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
how
in the hierarchy there are 2 different avatars i think, not two prefabs as seperate children of the avatar
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
why are you using fury for this then
I am not sure I follow?
you mentioned pumpkin and vrcfury
there is an armature link component that VRC Fury has
I tried it but idk if I didn't set it up properly
why are you needing to link armatures
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
yes
ok
that way it doesn't show up as a different model entirely in VRC and only shows up as a revision
then just replace the fbx for the original one with the new one
set up your pipeline manager component to use the same avatar ID as the other avatar
will that work as I saved it with a different name
wait how do you do that
its with the avatar descriptor
thank you
np
I keep forgetting to not get too excited
self fulfilling name
Does anyone know how to add colliders to a weapon on the avi?
to interact with physbones or contacts
Contacts
ok you'll need some basic knowledge on parameters work
add a vrchat contact sender
Mk
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
oki
do you know if there is any video forms of that explanation?
sorry im a AV learner
what if its a seperate mesh im trying to bind to my main mesh?
i just dont wanna merge them for modeling purposes
Merge them when you export - I keep all my meshes separate for blender use
do the mouth and eyes not have an armature modifier?
they do
and they have the vertex groups?
they dont
oh ok
just the main body does
this won't work then - they need those vertex groups because that's where skin weights are stored
control click both, with the armature highlighted with bright orange, then do ctrl+p and select armature deform with empty groups
awe dang
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?
You have to put that hand animation in the Gesture animator, not FX, and also use VRC Animator Tracking Control to "take over" control of the fingers, then return it back to "tracking" after.
You'll probably find tutorials about weapons or grabbable props will show this part
so I make the toggle in the gesture layer instead of the FX layer?
no, you do the hand gesture part in gesture and the rest of whatever it is in FX
such as toggling on the bucket
toggle of the object needs to be in fx, the gesture override has its own layer in gesture
Im sorry I dont think Im understanding
I am aware how the playable layers work and what they do. I just am not understanding what you are explaining
I'm not sure how to tell you in another way - what about it wasn't clear?
The object toggle must be in FX. FX cannot play gesture animations, so you must make an additional layer in the gesture controller that plays the hand animation
technically you don't need this in its own layer, but sure, that'll work
ok, and I'm assuming I use the same parameter for it?
yes
keeps it a bit more organized imo
yep, it's entirely up to you
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
yes and add an animator tracking control behavior to the hand animation that sets right hand to animation
yeah in this case I'd do it with another layer - I wouldn't want to touch that mess
Surely here you mean fingers, not hand.
oh yeah youre right whoops
I literally made this mistake yesterday 🙂
dont want to break your wrist lol
"wtf why is my hand- OH.... dammit."
im testing it out rn ty guys for your help 🫂
it worked, you're a life saver!!!!!!
first double check the tracking control is set to fingers, i told you the wrong thing by mistake. Next, add the right hand mask to your layer to make it only affect your right hand
i think that should work
don't forget to restore the fingers after the animation is done
click the eyeball icon on the top right to unhide hidden folders
omg tysm
i didnt see that haha
gonna test again and see if its fixed :D
it works you guys rock tysm
awesome
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:
- Play an audio (i know how to do that)
- 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
one toggle which changes the other variables via VRC avatar parameter driver
i wish there were voice channels here so we can talk more.
vrc parameter drivers
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
modifies unless its controlled by something like a physbone, contact, or game itself
i dont have the avatar parameter driver, can we do a discord call?
maybe bring Kazin on the call?
what version of unity and sdk are you even using
sure I can call, just you need to add it to an animation in your animator, not to an object in your hierarchy
I don't do calls
It's a component you add to an animator state
if you still cant figure it out, feel free to call me, should only take like 2 minutes to get it set up
also there was this issue I was having, hes supposed to be standing/leaned but hes underground
make sure your FBX is set to Humanoid in unity
it is
is your locomotion set to something other than default in your avatar descriptor?
nope
hmm
I even have the root moved up
is the origin of the avatar the base of the feet or at the hip bone
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
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
same as putting down any object, just put the particle system on that object
like place in the world? add a particle system with a world constraint
I wanna be able to put multiple of them
Not just one.
Like I want to make a copy of the object or somthing
you can't do that at runtime
Is that possible? Ive seen some avatars do somthing like that,
you might be able to do something with sub emitters but idk how those work
well technically you can by using a particle emitter to emit extra particle emitter
The avatar would continuesly shoot out glowing balls that stick to things each time I did a gesture. Its laggy, but im wondering
not sure how to effectively do the placement other than targeting by shooting a particle
Final IK maybe
should be possible to have it only emit one at a time, i'm just not the guy to ask for that. i have a pretty rudementary understanding of particle systems
meh oh well
ookay
figured out the spawn particles at command thing @tulip pecan a bit inconsistent since it only spawns on 1 second intervals but it works
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
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
cutting off errors doesnt help with others helping you 
How do you set say a pair of shoes as a child in modular avatar?
That was the full thing, nothing else in the console
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?
Help as in needing guidance or having other people do the work?
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

Where exactly you got stuck?
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
Can you screenshot what you see?
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.
the file is there but nothing is on the screen
Because you haven't either open the scene file or put prefab file into the scene. Depends on what you have.
Have you looked into the "Amatousagi" folder?
It's a saved object file to be put in scene.
of course
Can you show its contents?
That's the prefab files. The blue icon.
how do i put it in
Drag it.
im not sure i understand
im dragging the pink things towards the screen and i dont see it doing anything
You have to switch Game tab to Scene tab first.
What other stuff?
shouldnt it me more than just pink?
You have to import whatever shader required by the avatar.
unitypackage file can only be imported one at time.
It isn't shader.
Shader is a separate package to download.
where do i get it?
I don't even know what shader your avatar is using. So go to read the instruction from the page where you got the avatar from.
How did you set up the animator for that?
im an idiot i was reading the english parts but translating the japanese it litterally said download the shader pack
It is tposing in the scene, but in the game window it goes to motorcycle posing
Do you actually want to enable it back when untouching it, or touch it the second time?
You rather mean in "Play Mode"? That's normal because you put some animator controller in the animator component.
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?
you mean this?
i use vrcfury
Yes. This shouldn't have any effect in game though.
do you use gesture manager or AV3 emulator?
Then use Gesture Manager when testing in unity.
look
yes, we know what this looks like
The avatar itself is really look wrong in edit mode.
what do u mean
The body part shouldn't be shrank in the edit mode.
i use prefab
Did you set contact receiver parameter type to constant?
Prefab of what?
i didnt make it i just edit it
Use constant.
i just added 2 clothes and did this 3 toggles
That should be irrelevant to the avatar getting bike pose. What did you set in the base layer of avatar playable layer?
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
is it a .unitypackage though?
You didn't show anything related to vrcfury.
when i entering play mode vrcfury is work without i add it
look this in play mode
It's just doing preprocess in general and doesn't really do anything to the avatar if you didn't have any vrcfury component on it.
so do i just save it and then upload it now?
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.
i added it by myself as you told me and then toggles are double
You don't need the third state in that layer.
So all of this is unrelated to the base locomotion layer.
Whatever the furthest from the Entry.
it should be related?
The object toggle work only with FX layer so this has no effect on how the avatar move its body.
how can i fix that
Try installing gogoloco then.
It's TouchedOff. It has 3 transitions away from entry.
the avatar has all these and i dont how i mix them with vrcdury
ok ill add it now
You don't have to use them all.
It will be different for each thing you want.
Add gogoloco to your avatar. If you don't know how then you should read instruction included in the gogoloco website.
i know how
Set body blendshape.
Your question was too vague.
Should at least show the result when testing as well.
thank you for the help
Did you also add transition back to the first state?
yo are so smaartt
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.
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
You shouldn't put Action layer controller in FX.
You have to edit the menu file.
oh sry by msitake
how can i edit it i didnt try to edit something like this
dont worry i understand very quickly
Just select the menu file and remove the menu item off it.
you mean this?
Yes.
now in optioni want to remove all but breast size how?
Edit the menu the same way.
okkkk it works
You can't distinguish player who touch the contact. You can only rely on the custom tag for that player having.
ok last thing
Local only mean only yourself can touch the contact.
you cant make it work only for two, only limit it to friends
how do i do that then
wait, local only probly would work if youre fine with only local avatar playing animation
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 )
ie its like plays music or smth, not real animation
Because it's sampling light from different location.
look there are two same name what should i pick?
Are they standing at the exact same spot?
Usually it better to find the bone from within hierarchy and drag it in for more accurate selection.
should i pick with blue cube?
Is it always yellow in other location?
i like the way you are thinking
Because there is a chance for more than 2 transforms to have same name when working with multiple avatar, that isn't easy to guess from the object picker.
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
order of layers in the animator
how can i do icons for anything that i want? like these icons
like in the menu? they're just small .png files
same way you make any image file?
yes, I understood that
how should i take a picture of the outfit? or rendering form unity or blender or what?
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
i want the best way and how could make the background trans
background transparency is just a matter of using an image editor that can do an alpha channel, you just erase the background then
just like that? no unity method so can make it faster and more quailty?
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
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
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
Yeah
Can do it in untiy by somehow?
screenshot
Because in unity the shader is more better
I don’t think this how is creators work with this
I did my toggle is dragged to the top but its still having the gesture ignore the toggle
bottom is what you want
Oh! okay for some reason i thought iwas the top ty
i still cant get this texure to work😭
Did you create a material for it?
Select the mesh asset from the model file and see how many UV is in there.
can you tell me how this is my first time
@heavy lantern #avatar-help message
Find your model file from the Project asset panel first.
found now what
Expand the file and find a mesh asset.
this right
Yes. See the mesh object in there.
now what
See info in inspector.
sorry but what am i looking for
You're still selecting the main object. I told you to select some of the mesh asset that's a part of the main object.
ok sorry
this one right??
Yes. Is that the one having the issue?
im having the same problem on all of the clothing
That confirmed it has multiple uvmaps and it's using the incorrect uv for texturing.
Solution: try enable Swap UVs in the settings of the model file.
how do i do that
I'm not sure what part need explaining.
Solution: try enable Swap UVs in the settings of the model file.
Select the model file and you will see it.
done now i re apply the texture ???
Yes.
If other parts become wrong then you have to fix in blender.
still the same
Did you hit Apply button yet?
yes
Then you have to actually fix the UV in blender.
they work in blender
Make sure that there is only one UVmap on the mesh.
how
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
How did you take the screenshot from blender if you didn't have it?
thats an older save file
Are you sure you didn't save .blend file any where? That's pretty much throwing your work in the trash.
found ittttt
where do i go now
As in my screenshot.
sorry but i dont see it
You have to select some object first. The one that's having the issue.
Make sure it has only one UV.
do i have to delete one
Of course.
Which one
See when texture is being shown, and if one left and texture is wrong then you deleted the wrong one.
they both work ?
So still keep only one. And do the same check for every other object.
This rather seems you're using a different texture from what you had in unity though.
now i import this to unity??
Yes.
.
Are you sure it's the right texture?
...
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.
cant tell where your shirt is from but even any backface culling wont show those hands on the back for me
Can you show the material setting in blender?
That's texture. Material is in the shading tab.
i took the cloth from this https://sketchfab.com/3d-models/chell-09393f4e04ab477a81b46a0f29487e5f
fun glb format , mine just a fbx so no converting needed , but its also this way not upside down
where
...
Nothing out of ordinary. Next is checking in UV editor tab. In edit mode for that object.
.
Select the faces too and see the view in the left side.
Zoom out on the left side view.
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.
So what's shown in blender is embedded texture. Which still is a different texture from the standalone file.
But the solution should be set Tiling Y for the texture in material to -1.
Do you want to?
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
yes but i know how
Didn't you already change it in some other materials?
yes but i put it back to normal
i didnt like it
Then don't use it.
why is my eyes purple but i did not make them purple
Material is missing shader.
Of course it became magenta because the shader in material is invalid.
how do i fix it
Change to a valid shader or import the shader that's missing.
how do i know what is missing
Depends on how you got your avatar. If you downloaded, then read the instruction in the page where you got it.
Then I have no idea what shader it's using. You usually have to change shader to anything commonly used in vrc anyway.
me to im new to this
was thinking useing VRoidStudio would make it eazy to make a avater for me
Yes.
okay thx
you used this vrm tool in unity so it spits out a very unoptimized fbx with many materials generally a mess , have to find wich one is the slot for eyes on the mesh , recommend learning the blender way then you end up with a very optimized model and way less materials
1-3 max needed for a vrm #avatar-general message
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 ?
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
Oki. Thank you 💖
It still take RAM space so pretty much hogging all while 80% isn't being used.