#avatar-help
1 messages · Page 187 of 1
explain exactly what "it doesn't work" means, we can't help without details.
So when I put him in hes rig isn’t working with the human rig I’ve tried redoing his rig but it’s the same he also in game if I managed to get him in is face down on the ground in a t pose
I’ve tried the cat add on in blender but it doesn’t work in the latest version and when I do get the right version my model doesn’t even load it just closes the application
yeah that's pretty vague so I really have no idea what to suggest, sorry
well for cats, you can go here: https://cats.neoneko.xyz/
otherwise you'd need to explain exactly what "isn't working" and "not working" means, like show error messages or describe expected behavior vs. actual behavior in detail, etc.
ill try my best to explain the issues here a screenshot of the error messages
not humanoid - go redo rig setup, see if there's an error there, or look in the console for detail
gotcha and heres the rig setup
there's your error - this rig is not setup properly for use in vrchat
ive tried looking up vdeos on how but cant find any
You need shoulder bones, and the feet to be children of the lower leg bones
in blender the feet are children to the lower leg
Unity seems to not think so - show an image of the armature hierarchy from hip down to foot
in blender or unity just want to make sure i show the right thing
doesn't matter, it'll show the same thing
sorry just trying to find a way to show the whole hierarchy in one picture
you don't need it all, just the ones I said. it's only what, 5 bones? hip, upper/lower leg, foot
I guess that's 4 🙂 But maybe show hip, chest, spine, head, neck too
I literally mean the names of the bones in the hierarchy tree on the left of Unity, or the upper right of Blender by default
you seem to have multiple lower leg bones. Don't do that.
lower leg should be a child of upper leg.
those are his ik controls
doesn't matter - VRChat has specific rig requirements, there's an image of an ideal rig in #avatar-rigging . If your rig is different, it won't be considered humanoid
and what do i do for thumbs and toes for the rig he doesnt have any
bones that must exsist
Well, he could use constraints
are eyes optional because they dont move at all
I believe so
thank u ill try these in the morning since its late
idk if this is the right channel for this, this is more of a unity/cc issue I think but I was told to ask here. over the past week or so no matter what I try nearly every fresh project I start tells me to launch in safe mode due to compilation errors- I've tried reinstalling unity entirely and cc both with no change, also see this every time i launch the cc and I'm not sure what exactly is wrong
I need a person to help me with creating an avatar(furry) and because I am broke af I would happily do an art commission so, if you can help please dm me
How would I set up animations for a non humanoid avatar? I got pacman here and he doesn't use a humanoid rig, but I made animations for when he's idle and when he's moving
I would highly recommend using a humanoid rig regardless (if you have enough bones then you can just set it as such), are quite a few worlds that require one to function, you can only access the position and rotation of the humanoid bones and if you don't have a humanoid rig then it can't do any of that.
And there has also been plenty of bugs related to non-humanoid rigs since it is such a underused "feature".
ah okay
unity is saying that i have an unsupported shader despite all of my shaders are using standard lite + vrchat particle shaders multiply and additive.
Are you doing an andriod build
if so you need to use the ones under mobile>vrchat
You probably have some object on it that is using a pc shader that you forgot about
just checked all my folders which objects that i have on my avatar, all of them are using vrchat shaders.
I dont know then, sorry
wait, it might be a visual...
its letting me upload again.
sooo..
thanks for your help tho!
¯_(ツ)_/¯
Now my own question, how should I best take poses from unity and apply it to the armature in blender? (to fix weight issues)
Hello.
Please, if there is any setting to one of my items in the hierarchy that I want to change with a toggle, is it possible please ?
there's not really a great way to do that - I'd generally treat that as a one-way pipeline, from Blender into Unity.
But if you're trying to copy a problem pose, yeah - that's a tricky thing, it's hard to see which way vrchat poses stuff.
Once again asking if anyone has knowledge of adding a gif type eye texture to a model :(
https://booth.pm/ja/items/5354713
This is what I bought, I have the instructions and translated them, and followed them exactly but I still cant get it to work,
Please lmk if you understand ;w;
Ideally you don't want a .gif, you want a .png - unless this is intended to be an animated gif? In which case probably use a shader that can do a flipbook and convert that image file into a Unity texture array
so the file like gives you a gif and then it has you convert it into a png that has all the frames of the gif 🤔 if youd like i could send you a photo of the instructions if that would help better?
oh, then probably it already gives you what you need - stick that list of .png images into a texture array and use it with a shader that does flipbooks
So the instructions it gives doesn't say to use flipbooks, and it gives a specific shader to use with it ( which is lilToon) and the instructions only say to use main colors 2 and 3
very weird
I don't know that shader, maybe it can do texture arrays?
a quick google search says it can, ill just have to find where in the client that option is then
Yep, this is the thing I was thinking of - very cool you can just drag a .gif in there, I had no idea
they used to be quite large but after poi ? version they got smaller
maybe im in the wrong spot
a tilesheet usually much smaller then array usually half the size
liltoon i barely use its somewhere there
yeah I'd use a tile sheet for sure
(rough translation from japanese to english) i copied these instructions but there has to be like outside knowledge im missing
i know that with particle systems you can change the mode to sprites so you can select a random image out of a set list of sprites, but is there a way to select a set image based on an animator’s parameter from a list of sprites?
e.g when the particle parameter is 1 it uses the sprite with the index 1
Good evening, I have a problem with a character I want to create, but it won't create. I don't know what to do, If someone could help me, thank you in advance.
unfortunately, none of the errors shown there are blockers
but you do have 224 errors in that console, clear it, do that action again, look at the first 2-3 errors in there.
probably get out of prefab mode though too - blue background indicates it
the < at the upper left of the hierarchy window on the left will exit that
yeah you can't build a prefab in the preview mode which just gets you stuck
yeah I didn't realize that might be the issue at first, was looking at the messages.
drag the prefab into the hierarchy instead of double clicking it
Hey guys, i wanna add props to my avi using VRCFury's world drop toggle feature, but i'm super new to creating animators and controllers. I don't suppose anyone with experience with creating object orientation permanence with dynamic bone interactions is available for a brief lesson? I basically want to summon a monster energy can into the world and be able to pick it up and drop it around. I have other assets i intend to do this to so a quick rundown would be amazing :0
how do you fix the avatar height in the preview hud menu it says my avi is 1.39 m tall and its so tiny you cant see it
make sure your bounding boxes aren't massive, or have any large props enabled by default in the hierarchy
where do you check that?
I managed to do it, but it tells me this, and I don't know how to fix it since it's my first time doing this.
What Unity version did you use to upload
unity 2022.3.22f1
what platforms were checked off in the builder tab
That's all I have
inside of the SDK in unity, not creator companion
Where do I see that?
next to the build and publish button
this?
i made a tiny tweak to my avatar and reuploaded, now itm getting the security checks failed and Unity is printing these errors
im not too sure how else to describe this, or if it's even an option, but is there any way to use 2 separate physbone components without it effecting the entire chain of bones? i want 2 different chains of bones to have 2 different sets of values
..or would a smarter way of doing this be curves? i just now thought of that as a solution
it also seems my text box on my avatar isnt directly above my head for some reason but it is for other avatars
You can use 2 physbones components and set them both to ignore other physbones. But if you only need to limit angles on the green part, yeah, just use curves.
for both unity projects i've been working on, my avatars keep doing the bike/morotcycle pose and they never did that before, how can i fix this? ( Only in gesture manager )
do you use VRCFury, and have you tried disabling VRCFury in play mode? Also is there a custom gesture layer set
if ur wanting it to spin u can just animate it as a rotation
wait
all my avatars are doing the motor cycle pose now
i just logged on and an avatar i didn't even edit is doing the same pose, what can i do?
is 1 of them in t pose
one of them i didnt even work on, the others seem to be fine
whichever is active in gesture manager will be in t pose usually while the others are in biker pose
so, gesture manager is making my avatars motorcycle pose, but an avatar i haven't touched in a long time is doing that pose and i haven't touched the files since i uploaded it
but, i just uploaded a test version of an avatar that was doing that pose in unity is fine
is it biker pose in vrc
gesture manager shouldn't cause that
what packages do you have imported and what versions are you on (within VCC, click manage project)
okay, so, the avatar i haven't touched i=in unity since i uploaded it, which has been several months or weeks, now all of a sudden does this pose in vrchat, but all my other avatars are fine
the only packages are vrcfury, gesture manager, poiyomi, vrcQuesttools and the other SDK ones
but so far this has happened with two avatars that i've been working on and ONLY happens in gesture manager
are your packages all set to their latest versions
Tools > VRCFury > Settings > Disable in Play Mode, and test if that works
what will that do
do i need to open the project of the avatar i haven't touched?
this is what it's stuck as and goes into the floor, but i havent touched this in weeks
Ah, it might be gesture manager
It won't upload my avatar, any help? here's the errors i've been getting:
is this all the logs? show errors above "AssetBundle was not built" anything below it isn't useful for finding the issue
MetaballController.cs is causing issues, and is most likely for the wrong unity version. Either remove it or fix it
i don't have that or any other custom scripts on my avatar
it doesn't matter, Unity will not do anything until you fix compiler errors
it's just how it works
were did that Assets/DX11 even come from?
They imported a metaball script for Unity
but why
yes - but I said it wasn't going to work on an avatar so I'm still asking, but why?
They probably stopped working on that, but kept the scripts in assets unknowing Unity doesn't really function until the compiler properly works
oh ok that makes sense. Remove that package then 🙂
now it's saying some of it couldn't be deleted, any help?
likely none of us here have done this so... I'd delete the package you installed and restart unity and hope that'd work
they're using the standard unity shader btw
you'd probably have to provide details on how you made this work and how it looks incorrect
i want those particles to always have that wet bumpy look regardless of the world's lighting, i'm using the standard unity particle system btw
again, zero detail on how you made whatever effect this is
my hair is transparent
neat.
no like.. i dont want it to be 💔
oh, I see
LOL
shader setting then, for sure.
yeahhh idk.. i changed the main texture to it, now its transparent
ive looked at the other hairs and they look fine, all the settings match up
I suspect (but am not sure) this shader takes world lighting into account, since it's not specifically a particle shader. you might try a different one that does not, if you don't want world lighting to affect it.
your main texture might have an alpha channel and if you're not using an opaque render mode, that'll affect transparency
a different shader?
yes?
and what shader doesn't take world lighting into account?
tysm!
toon shaders often don't, but you'd have to do this research yourself, I've not looked into this much myself
tried the unlit particle shader and now all the texture is gone, is my light in the wrong place? it's under the particle system in the hierarchy
a) I can't see your shader settings, so no idea. b) I have no idea what light you're referring to
I really can't help you with things that you provide no detail about.
i'm basically trying to use a light on my avatar to always have my particles lit like this
that's the first time I've heard you mention it
sorry
no need to apologize - I'm just explaining that nobody here is going to have any idea about how to help you with a thing that you've not described in any way.
Thats not really how particle lights work
mm yeah, also that.
I was guessing it was a light shining on the particles? But realtime lights are awful for performance, so really, don't do that.
And the fact that its not lighting only the particle
yep
You need a shader that completely removes lighting aka making it permanently fullbright
my avatar is already very poor in terms of performance so i don't care about that
"very poor" is a wide range - this goes into the "please don't" range though.
That is a horrible mentality
This goes into you are blocked on the spot for causing lag territory
its why we get 1M poly avatars that use half a gig of VRAM
also it isn't likely the right way to solve this problem
Its not in the slightest
Theres a difference being rated as very poor
And being an ass by intentionally adding something that you know will cause lag because you "dont care"
u know where i can find one? also it's turned on with a hand gesture so it's usually not on anyway
Doesnt matter if its "usually not on anyway" cause its still on at some point
Particle shaders Ig
Standard is not a particle shader
actually when i tried to upload in it's current state without the id when it wasn't uploading it was just "poor"
what's the "Ig" ?
"I guess"
problem's fixed! turns out i don't need to light up the particles at all, i just had to set light and reflection probes to "blend probes" in the particle systems and bam the particle's textures showed up in world
pls ping if so
Hello, extremely important question, as it's screwed me before getting the order wrong and want to save myself having to re-rig....
Do you make blendshapes before or after rigging?
I tried googling first, but unfortunately all i got was "how to make custom blendshapes" tutorials and gave up
All I need to know is which order to do it in, thats all 🙂
one final thing i want to know is how do i get my particles to show up in world mirrors?
Doesn't much matter to me, I've done both, not sure why either one would be better
disable backface culling in the material
I've found it I do it in the wrong order itll completely mess up the weightpainting
hmm, I don't think I've ever found that to happen
well no sense arguing about it, because it's forced me to completely re-rig a model and it was cus i did the wrong order
if anyone knows please ping me
I don't know?
again let me know if anyone knows i find different answers in blender pages
you don't know which blendshape you were making?
dude
I'm just trying to understand the problem you were having
it was a year ago, i;'m not arguing whether or not it screwed me, i just want someone who knows what they're talking about because when I did it out of order, it completely messed up the model
and I had to completely rerig it
I'm also not arguing, I'm trying to understand so I don't run into the same issue
well i dont want to have a discussionl im trying to ask someone who knows...
wow, sorry I asked then
Please if anyone can help me, I've been holding off rigging the model for a few days becuse I can't find anything online, feel free to ping me. Not sure what the correct order is as google has rendered conflicting results and the only tutorials I can find are ones teaching blendshapes unfortunately
i don't see that option in the material settings
then the shader you are using doesn't support doing this
it has a "double sided global illumination" option that mentions backfaces though, should i check that?
that's not the same option, no
I don't know if this is true lol 🥲 cus its conflicting
yep, that sounds about right.
i wanted to rig a soda can so i could set it down by posing a stretchy bone, but i want the physbone at the end (the can) to stay the same size... it seems like it's not as simple as selecting which bones to make physbones and with the parameters i want... is there different way we're meant to set up posable spring joints?
I tried just selecting the first 3 bones as being not grabbable and having high max stretch, but the moment i changed the bones lower in the hierarchy, it all breaks
ugh, some days Substance Painter just keeps half-crashing and I have to restart over and over
anyone know why i wouldnt be able to get an fbx into substance?
continually fails to load 3d model
any errors shown?
mm its just showing me failed to load, im gonna try taking it into blender and pulling off all the clothes and then trying to have it as just the body and see if that makes a difference
huh that's annoying
I'm betting my issues are actually video drivers though, now that I'm doing some research
ooh ok - you're trying to use UDIM mode with weird UV maps
unless you really need UDIM mode (for vrchat probably you don't), don't use it
how do i switch it off?
it's an option when you make a new project
I just started a reboot so I can't tell you for sure, I'm going from memory
wait in substance or like what program?
in substance
I mean, also your UV maps are weird in blender - probably you have islands beyond the normal border
that's how I read that error message anyway
boo that i have no idea how i would even go about fixing i just wanted to retexture this thing 😭
ill see if i can find the setting in substance
yeah in the file -> new dialog, there's options for that and it says 'cannot be changed later'
ahh yeah that did it! thank you so much!!
oh nice
I was hoping
my issue does not seem to be fixed by a newer video driver, I'll have to try an older now.
gotta love software you paid for and can't use 🙁
I get two to 10 clicks in and it spikes my CPU then blanks out the display.
haha I didn't even click this time
omg? oh your substance is crashing thats awful ;-;
yeah with some projects it's usable, others totally not at all
I just used it fine yesterday
any idea why its showing up so little?
everything else is fine but i really want it to just be preview able, i made a custom animation for it and i cant figure out why shes so tiny
shes the same size as my other models
could it just be a vrc bug or something?
The preview thing isnt scale based
My only guess is width in the default state
Since it tries to fit in that skinny area
blender people help, how do i fix this when my camera movement gets, like stuck?
thats so odd, why would a newer one not help?
Newer doesn't mean bug free
ohh thats true, it just doesnt like to run well on your computer?
If I had more of a clue, I'd tell you. No idea why it's doing this
that really sucks ;-; thats so scary 😭
it should use these staff to make the Launcher work correctly or i can use y vrcfury instant as easier way?
how should i figure out which one should be used?
Blender rotates around a center point
Just pan it over to the model
this weapon i added but there is no this little guy inside
the sound of weapon is on but where is the guyy
this is the item
and how can i fix this error
this is another item
my visemes arnt working? in unity they work but suddenly now theyre not working in vrchat?
Thank you, ill try in the morning and report back, im brand new to blender so navigating it is proving to be a pain 😭
Usually I just click on each axis and invididually pan them back to the center
in blender i did a shapekey but it doesnot show up in unity
are there no modifiers other than armature? those remove shapekeys
Armature can be left alone but the first 3 would need to be applied
i think theres a blender add-on that allows you to apply modifiers when shapekeys are present (t'was a bit buggy when i tested it) am unsure of its name sadly but its been linked in this discord somewhere b4
or you could just delete those 2 shapekeys and re-create after applying the modifiers
is these errors needs to fix ? i can upload wthiout fixing
The top 2 errors are mandatory to auto fix
validation errors will occur if you try without it
Is anyone figured out what is the problem
does anybody know how to create similar beam particles as seen in this picture? (not sure where to ask, sorry about that)
it should the hair root be under the head root to add physbones?
i did this on hair root and it does not effected
heyy yall, how does one use an image as a texture
All the image file could already be a texture file.
wdym?
Image itself already is a texture file.
yeah but i cant get it onto the hoodie im using
and idk why itsd not in unity when ive dragged it 1000x times
Do you rather mean assigning texture into material and something else?
Can you show the file from windows file explorer?
Did you drag the image file into here?
ive tried yes
What did it do when you tried it?
So open the Assets folder with file explorer and move the file in there.
ok
ok that worked tysm
Maybe also keep in mind that if the file is stored in zip compressed file then you have to extract the file first before importing.
thats what i diddd
Not sure why unity can't import the file then. Moving file with file explorer is like the last resort.
yeahh
is there also a way to make an asset fit better on my avatar?
Edit in blender.
That statement doesn't make sense. Upload can't be done in blender.
so i want it to fit better on the arms, im asking would i save this whole project and upload into blender
"Upload" is a wrong word for it. You will have to "import" both avatar and the cloth fbx file into blender and edit.
as seperate fbx's though, right?
Hoever you should have both avatar and cloth in the same blender scene.
Sorry to barge in like this, im making an avatar rn and i set its rig to generic since ill only need to track its headbone, ill send a short video of how its set up rn but rly my main problem is that when im ingame the headbone isnt moving with the camera..
So whenever i crouch the vrchat camera just goes down instead of moving the actual avatar down, jumping does work however but i think its rly just the headbone that isnt following the vrchat camera
I tried making an fx layer with the animator tracking control attached - shown in the video
Any suggestions?
Head bone doesn't exist for generic rig so tracking state has no effect on it. If you want a head bone, attach the avatar to a dummy humanoid rig instead.
do i attach the hoodie to the avatar in unity then extract it to blender or upload them both as seperate fbx
You will have to "import" both avatar and the cloth fbx file into blender and edit.
And again, "Upload" is a wrong word for it.
so essentially attach all these bones to it and set it up in unity?
Yes.
Alright, ty ^^
is it normal that is uploaded all the bones here but made the avatar huge?
Again, not "upload". That only makes more confusing.
mb, import
Did you import as separated fbx file?
It will be the same regardless.
ohh
That's the problem when working with multiple model source.
one sec im seeing if i found the issue on why everything was big
In blender you just have to edit the model and scale it to correct size.
how would i make the clothing fit nicer in blender as well
Edit mode and move vertices, or sculpt, however you're good with.
this is what it did
so the avatar itself is huge but the bones are tiny
Then scale to the correct size first before proceeding.
in blender, right?
Of course.
how do i know the right size toi perfectly line them up
Just look at them.
eye ball it????
^
Probably.
now im trying to figure out how to fit the clothing on the avatar
That’s the fun part
how do i do it?
Look up a tutorial
It’ll help to take it at your own pace than waiting for a message or m discord 9/10 times
ah that fixed it, thank you for helping out a noob 🫡
Hi
I bought an outfit for my Milltina Booth avi and in the tatoo body folder I see that.
Can anyone please tell me how I can apply the body tatoo to my avatar please ?
Thanks
Almost got my avatar working right, I just can't seem to figure out how to get rid of this like 5 second delay after jumping
Another model (not mine) as a frame of reference
Good day to everyone. I am hoping to update an old, 2.0 avatar that is unavailable due to security check fails, without actually upgrading it to 3.0, and I am running into issues. Is it even possible to still upload through a non-3.0 SDK and Unity 2019? I realise that it most likely isn't, but if there is a chance I can preserve old avatars the way they are, or even just use the old animator system with 3.0, I would like to know.
If it's of any help (probably not), I am using a copy of VRCSDK2-2022.04.20.16.27 and Unity 2019 4.31f1. Thank you in advance! <3
Any ideas on this error? I've seen this pop up every time I've wanted to update an avatar or whenever it's done uploading an avatar that hasn't got an ID yet. I've tried different SDK versions, new projects etc, no matter what I do this error pops up, been an issue for well over a year already. I can't upload anything (except if it doesn't have an ID yet) because of it since it just greys out the builder.
hard to say without any context at all - is that the only error message?
Ah, there was another one that pops up at the same time yes ^^'
hmm still not clear where it's coming from
no other errors otherwise
is your system set to a weird locale that isn't supported by Unity's globalization whatever?
and they pop up every time I go to the builder tab
I don't actually know how any of that works for Unity, just guessing based on the error message
I'm not sure what that means ^^'
im helping my friend make a vrchat avatar and hes using the booth model moe and the outfit is also for moe except her boobs are sticking out how do we fix this
does anyone have a base rig i could use? (not a model, literally just a rig)
there's a sample armature diagram pinned in #avatar-rigging , it's pretty easy to just make
thanks
The outfit should have blend shapes for the breast size if fitted to the avatar properly. I assume you are using modular avatar, so you can go to the top and add a modular avatar blendhsape sync component, and link the body breast blendhsape with the shirt one.
I think you are supposed to add the base body texture to that material there? And then use that material for the body. If not, maybe it's supposed to be layered over the main body mat. To do that, you click the + under materials and just add the tattoo material.
thank you bro i'll let him know
it looks like the have the mouth animation in the jump animation as well? i’m not sure what rig is used here
Normal humanoid but with the pacman specific bones included
the humanoid rig is masked off
Failing to upload for seemingly no reason. cant figure out why
Did you try again?
The SDK just does this sometimes, it usually works on reupload
If you have tried multiple times, the SDK might be having issues connecting to vrchat and uploading data to the server. It could be an issue with your internet or something with vrchat. (Usually if it's vrchat then the whole SDK won't work, so it would be likely your internet)
yes multiple times lol
I just singed out of the account and into a different one and it uploaded fine
So im trying again on the account I need it on
hoping it works
Hm that's weird. I wonder why it's failing for that specific account
I assume if that your account was banned from uploading it would give you some pop up or message, but that's never happened to me so I don't know how the SDK handles accounts banned from uploading. Any reason you could be banned from uploading content?
Its actually not my account, someone won a giveaway for one of my avatars in my discord server and they needed me to upload for them. After it wasnt working, i tested uploading on my account and it worked fine, but it seems to keep failing for their account. Im gonna ask them the same question you just asked me lol
Did you have to put in a security code to log in? I wonder if it's failing some security check from being logged in on a new IP
Or maybe their account hasn't been invited to upload content, like their user rank is too low (but that usually also gives a pop up)
they have other avatars uploaded so I dont think its that
and yes I did
but I have had to upload for countless customers and never once have I had this issue
Same, it's a weird issue
If you have other uploads to do, do those and then maybe try again later, or restart the project, or reload the SDK from the top bar
I hope y'all ain't logging in to their account or anything, cause that's against TOS IIRC.
Any idea why my view is completely off from where the sphere says it should be?
how could i setup some material toggles through vrcfury? id like to switch between a bodysuit material and my skin material, along with having an on/off toggle for my tattoo
how can I make an avatar that wouldn't have fingers that are usable, would that be a vertex group think?
my avatar im trying to do has a spike for an arm
all yku would have to do is add a toggle, then add a material swap.
Would I have it like this for a tattoo then?
i made the tattoo a transparent mat so it would just overlay yeah?
yeah
okii lemme see if that works
Hello! does anyone recognize this error?
ive tried several times to upload an avatar for testing, but nothings working
ive closed and reopened the project, all my packages are up to date, theres no missing scripts and no alerts ether
share the first 2-3 errors, just the summaries are fine. This one by itself is not very useful.
ive been uploading avatars for three years and this is the first time unity has stopped me like this
usually the context is in a previous error, this one tells you nothing
Also check build stats.
is that literally the only error?
enable API logging in the SDK control panel settings, and attempt it again
it could be your thumbnail in this case
so to confirm, since you seem to keep clipping the console: this red one here is the only error you see, yes?
it says there are two errors, you are showing one.
alright, thanks. I'm being picky because very often people insist there's one error when there are more than one.
no problem i understand, ive come to recognize different errors such as the blueprint one, but this the first time ive gotten this error non stop
im trying this, seeing ig it uploads
it is constantly deleting my thumbnail
so ive rigged a horse, now i'm trying to figure out how to make it a rideable object in unity, theres a walk, run, and jump animation, are there any tutorials out there that anyone is aware of to set this up in the fx layer? i also have an idle pose for it aswell
blueprint error isn't even the culprit 100% of the time cause the SDK actually fixes it for you, it just throws that error whenever there's an error in general
mm yes missing thumbnail.
it's probably moderating the thumbnail, or the thumbnail is in an incorrect format. Make sure it's in a proper PNG (not renamed) and 800x600
what're the details of the png (tab at the top)
1200x900 I thought?
usually the sdk doesnt care about the size and ether crops it or resizes it
They did some secret change, changing avatar pictures to 800x600 if you load the ImageURL of a recent avatar
if you do 1200x900 it'll downscale it and look worse
hah, figures
ive even set it to capture from scene and it still didnt work
you'd think they would want to tell us this?
I wonder if the thumbnail is hitting some content filter?
or it can be a ISP peering problem
Try using Cloudflare WARP as listed in this guide https://wiki.vrchat.com/wiki/Guides:Connection_issues#Unstable_connection
as it could be some sort of connection issue
so i closed and reopened again
could this be the issue and the console refuses to tell me dirrectly
no
your issue is more connection/thumbnail related
or I wouldn't think so, you could try removing the fx layer from the avatar descriptor temporarily to test
thats the thing its not on the avatar its from an aditional pack for the avatar you have to manually install
then if it's not on the avatar, I doubt it's related. Unity is just giving out the error
VRChat only packs what's on your avatar in the AssetBundle
my entire vcc is white
#creator-companion may be of more help
Okay
Replying to this, ALCOM works great !!
I'm trying to not plug it at every opportunity, but yes, it does and should probably be the better choice 🙂
everything working as intended
So I want to put this mask on my selestia, but when i go to hit play mode, the mesh of it just up and vanishes. I know it's not particularly to do with the mask asset itself since i tested the same mask on a Airi clean base and it showed up fine. I think it has something to do with my avatar, but i'm not sure what's causing it. Any suggestions on what could be causing it?
how are you putting it on?
It's one of those old assets that you need to tie to the specific bone and doesn't have modular avatar or anything, So i put it on my head root. when i tested it with the Airi, it showed and moved along with the head fine.
Ah, i figured out the problem, i think. some part of D4rk's Avatar Optimizer is preventing the mesh from showing up, as when i deleted the component on my avatar, it started showing up. Now i just need to figure out what setting is causing it.
Is there a way to use the 52 Blendshape ARKit for VRChat? I've been looking around but haven't found a way to implement it.🤔
VRCFury has 2 main templates Jerry's and Pawlygon
thanks! I'll take a look 😄
Alright so I’m trying to upload a avatar for the first time. More specifically a kitbash of Miz V murder drone and Fell bullet by “have” on Booth. Thing is Miz wants me to use an older version of unity. Specifically Unity 2022.3.22f1.
that's not older, that's the correct current version for VRChat.
Problem is I don’t know what I don’t know what packages and version of said packages to use beyond the ones listed on Miz
I see
I probably should reread that. Hopefully this helps
So if I reread that right it means everything is fine on my end. But errors still pop up on the console for some reason
feel free to paste some. Generally the first ones (at the top) are more relevant.
summaries are fine, no need to open them up and post the full debug details
I deleted the project and starting it up again since I didn’t make any progress, actually ima send a list of packages I have available. If you have some recommendations
The three required ones for the V base are poiyomi (9.2.43), vrcFury, and gogoloco
get the latest Poiyomi 9.2.x
Aside from the Liltoon stuff do have any recommendations on packages to download?
whatever you want really. I use AV3 Emulator but it's up to you.
Alright I put the gesture manager, emulated and av3 manager. After it loads I’ll paste errors
Oh, I got compilation errors
Should I enter safe mode?
from here all I can say is.. maybe? I generally don't bother.
Alright so the errors I’m getting is that “Preset (blank) already exists in section (blank). I’ll send an example real quick
[Presets] Preset 'Oldschool VFD' already exists in section 'm_start_ALDecalSpectrum'
UnityEngine.Debug:Log (object)
Thry.ThryEditor.Helpers.ThryLogger:Print (string,string,string) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Helpers/Logging.cs:70)
Thry.ThryEditor.Helpers.ThryLogger:LogWarn (string,string) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Helpers/Logging.cs:56)
Thry.ThryEditor.Helpers.ThryLogger:LogWarn (string) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Helpers/Logging.cs:51)
Thry.ThryEditor.Presets:AddPreset (UnityEngine.Material) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Presets.cs:401)
Thry.ThryEditor.Presets:CreatePresetCache () (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Presets.cs:283)
Thry.ThryEditor.Presets:CheckPresetCache () (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Presets.cs:743)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()
probably just don't go in safe mode, get all the way into unity, let everything install, then restart it and see if it starts fine without errors.
Its giving variations of this except for one which ill paste.
i didnt go into safe mode
[Presets] Preset cache invalid, rebuilding...
UnityEngine.Debug:Log (object)
Thry.ThryEditor.Helpers.ThryLogger:Print (string,string,string) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Helpers/Logging.cs:70)
Thry.ThryEditor.Helpers.ThryLogger:Log (string,string) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Helpers/Logging.cs:25)
Thry.ThryEditor.Helpers.ThryLogger:Log (string) (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Helpers/Logging.cs:19)
Thry.ThryEditor.Presets:CheckPresetCache () (at ./Packages/com.poiyomi.toon/_PoiyomiShaders/Scripts/ThryEditor/Editor/Presets.cs:742)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()
again, error summaries are just fine, no need for the full debug.
you could try the poiyomi discord, or to remove then reinstall that package, but given only that ^ information, I have no idea.
im going through look through my files and see if theres anything there. im hoping so since at least ill know whats wrong.
Recently found a Vroid model of my favorite GFL2 T-doll, and jumped some hurdles to make the project more optimized, but after fixing some Physbones and stuff, I've come across a thing I have no Idea how to fix
The model turns too dark for dark areas in worlds (as seen via a test world.) with weird shaders and highlights. I have no Idea how to work with shaders but I'd love to know if there was things out there to fix this.
The texture probably dosent have a proper reflection map or the mettalic / smoothness is broken
is it happening in other worlds?
im not too versed in this kind of thing but im decently sure this is a shader error
Is it poiomi?
on your own then dawg
I mean standard-lite is washing out my textures currently
so im struggling with that
just flick through it in unity and look at the lighting settings see what you can do
Alright so I have imported my blender model into unity small problem. its completely white. the two avatars i downloaded came with the textures in their own files. i cannot find a good video explaining how to apply these
im going to mess around hopefully i dont mess up
thanks ill check this out
I found some setting but it appears I do not got poiomi
good so far. rigging applied the fell bullet textures. unfortunately it didn't apply the murder drone body textures but hey, at least thats two things done
Make sure the avatar is in a model packed prefab state, and you're using the same FBX scaling options in your export settings
Majority of avatars follow FBX All scaling (1,1,1 scaled armature)
hey how do i add these materials into a game object
specifically this game object
or at least i think its called a game object
not sure which game object you're referring to, but textures go into materials, materials go into mesh renderer components on objects in your hierarchy. You're looking in the project window, which is basically 'stuff you can put into the scene'
i called it game object since sdk allows me to put a descriptor on it
"game object" is the Unity term for basically any actual object that's in your scene.
"components" go on those objects.
so do i not have to put the materials into the long light grey box?
the thing that can be extended and collapsed
that's literally just a file browser
I don't use icon view for this, not really sure what this is
(slider at the bottom right controls the size of the objects in this view, I prefer it to be basically "list mode")
just tried it out yeah turns it into a list. although still wont allow me to drag the materials into it. Will that be fine?
I'm not sure what you are trying to do here?
so the materials are for the drone body and the other three in the first image are for the claw, tail, amd visor mode which should become toggle-able with vrcfury
that second "materials" in that sentence should probably be "textures"?
oh I see, that grey box is showing you the prefab contents
yeah I did that and they look fine, im just wondering if they gain the descriptor despite not being in the hierarchy
Yeah I never look at it this way, fascinating. You don't want to drag things into there.
"gain the descriptor"?
stuff not in the hierarchy is not on your avatar.
thats what sdk calls it
You put that component on your avatar's root object.
You probably should be watching a basic setup tutorial.
yeah but i dont know if im dumb but i feel like ive only seen one address it and i didnt understand it. Or maybe im being dumb rn
sorry im just. im just gonna try stuff. so if it works.
watch a tutorial
Tutorial I sent you cover basic of setting up avatar including the problem you show above. So watch it carefully.
Kind of a specific question but I’m trying to make a spawn in animation atm. During part of it the avatar should be fully invisible, I thought I could use a parameter driver and just set all the parts of the avatar to be invisible but it only lasts for a split second then the toggles that are on change the parameters back immediately. Is there a way to keep the parameter driver active longer or do I have to make an animation that turns everything off? Not really sure the best way to do this.
solved my issue by using poiomi on my model
Whats the animation look like for it being off? Maybe the anim is too short for the invis
I think I figured it out, I’m just gonna animate each of the skinned mesh renderers to turn off, that should work without effecting other toggles
can someone tell me again how do i upload an avatar for quest users to see when i'm a pc user (i have an optimized avi)
Select build target Android and upload again.
You could just respond to any question people asking here.
What’s the easiest way to get face tracking working???
What do you have relates to face tracking so far?
Cuz it's like two different avis in my unity package
my headset- I don’t typically use face tracking so I’m new to this
So i need to upload the pc version right, but i also have an opti version for quest
Then using public avatar with face tracking available is the easiest.
Is there a setting for that???
Yes. And make sure that both avatar has the same blueprint ID when uploading.
Ok i'll do that
I think you misread my message? Also try checking this document https://docs.vrcft.io/docs/intro/getting-started
so, do i just attach the blueprint id of my optimized version onto the pc version ?
cuz when i do, and i click one the vrchat sdk, the id is detaching
You're reversing it. You must use blueprint ID of whatever you uploaded first.
haven't uploaded anything yet
Then upload one first. Any of both if you're going to ask.
ok and last question
can i change whatever my quest version will wear in unity, cuz it has many fits and the one i want quest users to see isn't the one he has by default in unity
Yes of course.
how do i choose the right fit ?
It depends on how you made toggle for it.
That means you shouldn't have anything relates to toggle of that outfit and have it enabled in unity and upload.
ok cuz that version doesn't have any toggles
i'm not the one who made the avi obv
i bought it
Then what the avatar actually has?
well the pc version has a shit ton of toggles but the opti one hasn't any, just a fit on that you can't change via toggles
I can'g guarantee that it wouldn't break anything though. It's your avatar on your side and I can't see how it's made.
So, you'd have to basically reoptimize the PC version with your choosen toggles, or put the PC version in blender, delete everything but the choosen outfit, put the Opti in blender, add new outfit (old outfit might be merged with the body, making this difficult) and then merge the meshes and export. You will probably need some tool to reduce polygons and such like polytool to make the new version optimized.
If you are treating the Opti version as a quest conversion, that isn't what it is. You could manually quest convert the PC version by deleting all the outfit toggles you don't want, converting materials to toon standard, and editing the FX to correct naked states
You'd also have to compress textures, reduce resolutions, delete and modify physbones
alr i'm not doing all that lol
when i open creator companion it goes white screen
i tried to delete and reset pc it stil does it
mb
any idea how to fix this error? avatar validation failed
Are there more error above that?
can anyone help me with doing unity and creator companion :' )
furthest i got was this
Eyo! I'm trying to make an animation that is triggered when I have both hands open and stops when either hand are not open, doing like in the picture is making it not stop unless both hands are not open - so if left or right are open it keeps playing, how do I make it so when either is not 2 (open) it stops the animation?
this is what i see rn
so i make the new project in cc and it should auto do it in unity? @ornate stump
and do i need this?
Did we had the discussion somewhere before?
wut
you need to add an avatar descriptor to any project you make
so i do that in cc? @halcyon vale
no you need to add it manually
You shouldn't be pinging people to ask them to help.
oh, sorry! how do i do that?
OH
WAIT
im so sorry i mixed up people
do u mind if i dm u abt this?
sorry I'm already busy with my own avatar troubleshooting
oh shit ur good
Making avatar requires you to have 3D model ready for integrating with the vrc avatar sdk. Acquiring the model to be used is another topic.
i have a model alr downloaded im just having a hard time w cc and unity lol
its a unity package
You have to also import the unity package.
the streaming mip maps i enabled them all but still
are you following along with a tutorial? There are many specifically for this
@somber sequoia i am : ) i ended up uninstalling everything and redoing it. waiting for unity to finish rn, hopefully smooth sailing from there
Do you see error in the SDK panel? That also has "Autofix" button?
ive never done anything like this so im confused lol
i just want ribbon flow toys man xd
there was but i clicked auto fix
So is it no longer there?
correct
Can you also screenshot the sdk panel currently?
Then it's possible that VRCFury included the invalid texture without mipmap stream enabled.
should i try to revert back the vrcfury version?
Version is irrelevant.
Try to remove assets in your avatar that's using vrcfury.
all of them 😅
That's too bad.
Then find out which one of them is invalid.
It's what vrcfury doing. But what required vrcfury doing that is another question.
invalid in what sense
That makes it report the error you got.
I created a prop drop system that drops a prop into the world, but instead of a regular prop, I used an avatar. I removed components like the avatar descriptor from it so it’s just a prop now.
The issue is that when I walk around, the dropped avatar still moves slightly not the whole model, but the Phys Bones react as if they’re following me. The avatar itself stays in world position, but the Phys Bones still “wiggle” as though there’s wind or movement coming from me.
How can I fix this so that the avatar (which is acting as a prop) doesn’t have its Phys Bones react to my movement?
Like is there a way to just turn off the movement completely unless the bones are collided with>
did you stick it in place with a constraint?
I'm not sure, I'm using a premade asset for world dropping so I wouldnt know
you'll want to look at that then, because that's how you stick it in place
I have no clue where I would look
in the premade asset I'd assume? On the main object that you are wanting to stick in place.
well yeah but I don't have any clue how it works so I hardly even know what you are asking me to look for
I of course have no idea what you have, but generally you put a VRC Constraint (probably parent in this case) on the prop object and then use this option to freeze it:
https://creators.vrchat.com/avatars/avatar-dynamics/constraints/#freeze-to-world
Im assuming its this
Yep, that's the parent constraint, and it has that option near the bottom
okay, so i would turn on freeze to world?
did you read the page I linked?
do you have an avatar in the scene with an avatar descriptor on it?
see in #creator-companion for details, it's a windows update issue
I don't know how to read that.
I'm sorry I don't understand it at al lol
the bot in there tells you what to do. Beyond that I certainly can't help you, I'm not a Windows user.
any idea how to fix it?
it's not clear what the problem is yet.
im getting this warning but i have my model rigged as humanoid any idea why there are problems
the model doesnt move either in the gesture emulator
click "configure" and go make sure the right bones are in the right places and nothing is read
all green
unfortunately there's no more useful information there
any console errors/warnings?
so this is an issue with the SDK itself as well correct?
just these 2 warnings
That wasn't to you, but also I would not assume the SDK itself is broken from this.
I see
yeah those aren't going to prevent the humanoid thing
Also what issue, your VCC issue?
yeah.
Nothing to do with the SDK, I already said where you can find out what the issue is
its doing it now
So what could it be?
I have no idea given the information presented
what extra information would you need?
so i want to copy the original animations and stuff over to the new one, which i replaced the tail of, and its a different fbx, ive tried just using pumpkin to copy it, but it like doesnt work, what can I do?
is it not possible to see my avatars android stats without an android device?
switch your target platform to android on the editor
post-compilation with d4rk is significantly different to what shows in client sim, so i havent a clue on what my stats are
wait, client sim? This is the avatar channel
avatar emu sorry
does anyone know if yall know what's the issue for this shoe? when i look on my vr only with the left eye it shows normal with the shoes, but if i look only with my right eyes it looks weird
what shader is used on the shoe
my model is doing this. it doenst get fixed if i change rotation either thouhg i might be changing it in the wrong place
poi 9
what system are you using to upload, is it running windows or another OS
Yes, what device is running Unity that you use to upload
pc windows
What specific version of Poiyomi 9
i believe the latest version, its my friend's avi
it looks normal on pc
but when i play vr it looks like this
idk why its happening
Soooo, I've been trying to open my VCC for the past few minutes, Unistalled, deleted old files, restarted my PC and it still shows up as this. Anybody ran into this issue and got it fixed?
Oh, also checked the firewall and its not being blocked
If you scroll up a few messages you'll find the answer
#creator-companion, read the stickied message
Okay, thank you! Both of you! 💙
Okay, I will be busy in about 35 minutes so I don't need help right away, however I have a problem and I can't find a tutorial video that's actually helpful for the life of me. I have a Vive Focus Vision headset, I figured out how to convert a vroid studio .vrm file into unity, and I added it to VR chat successfully. The problem is, I can't find a single video explaining how to set up eye tracking. I haven't purchased a face tracker yet, so I'm just trying to get eye tracking working. Can someone help me with this? If it's possible, could someone guide me through it or maybe dumb it down as much as possible? Thanks.
shouldnt eyetraking just work natively these days?
I dont think it does
yeah it can utilize the built in eyelook
Unless I'm missing something, I can't really get it to work
well step one, figure it out working with like any avatar in vrc. then come back regarding yours personal upload if its behaves different
well, not avatar creation question, we dont know
I don't understand how to get the eye tracking to work, or anything in that area
we make avatars and it either uses fake eyetracking or real eyetracking with no effort on our part.
So you're telling me, if I import it into VR chat, it will just work?
does it work with typical public avatars?
Pretty sure you'll need to configure VRCFT to use native eye tracking instead
no, any avi with sdk3 eyetrack setup should work
thats eyetracking, not face tracking
they're talking about hardware eye tracking through a Focus Vision
so its about sending eye data to client, not setting up eyetracking on an avatar
it's either
they can use the native hardware eye tracking (EyeLook) through the VRCFT software, or setup proper VRCFT blendshapes
realistically any knowledge about it would be helpful, especially anything using the VRC face tracking app on steam. i'm still new to this
My avatars face is out of sync with the rest of the body. Ive tried seperating the mesh by material and making the face a seperate model but it breaks visemes.
anyone else experiencing the CreatorCompanion just being a blank white screen?
stickied message in #creator-companion
Bump
Ive been at this for hours ive installed plugins for blender ive rotated the model in blender every which way i asked a friend of mine whos been doing this way longer than i have and ive gotten nowhere
does anybody know how to fix this?
fix what?
its rotated 90 degrees when i apply the mesh to the model
it being what exactly?
the shirt
wait, what does "apply the mesh to the model" mean exactly?
you can change the mesh a object in unity uses
why would you do that though?
because i needed to fix its blendshapes?
it might help if you explained the process you are using
1.Import the fbx for the shirt into blender
2.Edit the blendshapes as needed to correctly fit the avatar
3.Export the model as a fbx from blender
4.import the new fbx into unity
5.Change the object to use the new fbx instead of the old one
because it came with all the clothing and stuff in one fbx and any time i try to edit a whole avatar in blender it completely breaks in unity
like exploded polygons and shit
then you're exporting from Blender with different settings than was previously used
well ive fiddled with the various export settings it presents you with and havent seen any changes
usually it's setting "Apply scaling" wrong
which one should i be using?
FBX All unless you know otherwise
Ye, I usally have a default preset I use to make sure the doesn't happen
Same!
now its huge and sideways
Prob cuz ur not using the og one with the proper settings
alr ill try replacing the whole original fbx give me a minute
how do i configure my unshown state on my avatar?
my bra is missing for some reason on it so i just flash people unintendedly when im unshown
Turn on render off camera
It should be on the meshes component if it's a skinned mesh
@versed marsh your default state (outside of playmode) should be uuh decent
or whatever you want people to see
not bare naked nor everything enabled at once
let me open my unity up quick and see, one moment
Is anyone having this problem ?
#creator-companion read the stickied message
I can't get my creator companion to work for the life of me
oop! sorry, didn't see this
how do i check to make sure its fixe/
fixed'
is there a way to see my unshown state in unity?
its literally what you have outside of playmode
ohh,, huh. okay
Hello, I would like to implement a hitbox that triggers a sound when my character holds an object in their hand and touches another player. What would be the best way to go about doing that? Thanks a lot!
Is it a white screen?
My gacha capsules disappear when I lock my Poi shader. Any ideas how I can prevent this? I'm assuming it has to do with a setting somewhere, maybe with the transparency, but I can't figure it out
Yeah, but I'm using ALCOM now, so we're good
Also whats the best way to go about spinning an object seamlessly? I have a fan, but it snaps back to 0 once its done, and it looks very ugly. I have it going from 0 to 360
Select the keyframes, and right click them to change how they're interpolated
pretty sure you'd want something linear if you want consistence, been a while since I messed with keyframes so my memory can be a bit rusty about it
figured out my transparency problem 
How do I use a weapon in VRChat? I have an avatar that comes with a gun.
In fact, more than one
I know there’s a way to use an item or weapon
I changed my name to the one I use on VR Chat, so you’ll be able to find me there.
your avatar would have menu items for it, or some other action that the creator would have documented for you. Nobody here is going to be able to help without having the same avatar.
I added 2 bones with no weight and my entire avatar disappeared after i reimported it
wrong export settings - set "apply scalings" to "FBX All" unless you know it needs to be something else
in the blender export dialog
yeah that did nothing
ah well, it's usually the fix.
hey my creator companion app opens on a blank white screen, Ive reinstalled it and its still doing it, can anyone help me fix it?
i think its the new windows update
mine did that too
Just use unity hub to get to the projects for now
I take it it'll fix itself eventually then
see the bot's message in #creator-companion
would this happen to be the culprit
no idea what that is
ideally look at the first 2-3 errors, not random middle ones, but I've never seen that one
The other errors are just talking about a polygon being removed for self intersecting. Thats it
why is my friends avatar head directed upwards even though in game I am looking forward? he showed me how it looks in game and I'm also looking at the model but it seems like nothing is wrong with it
still looking for help on this
is that a separate object? How is this connected?
Same mesh.
same object
idk why it does this
weight painting then
Usually the face is painted 100% to the head bone. Might not be here
it's weight painting my friend
take the model, go into blender and select the mesh. go to weight painting mode and find "head"
show me what you see pls :)
... or select a vertex on the face, see what bones it's weighted to in the "Item" panel of the "n" popup
or that yea
oh well that'll be an issue 🙂
For the record, I've also done this more than once.
does anyone know why neither my avatars hair or head will stay connected, ive tried just about every way to parent them to the head bone and weight paint and none of it seems to make a difference in this problem
I just found out you have to play VR Chat using a VR headset. You have to use a grab gesture to draw the weapon and fire it.
Unfortunately, I don’t have a headset yet?
you can play in desktop mode
Which one do you recommend I use for VRchat?
but yeah, can't do lots of gestures there
I spoke with a creator of a few avatars that came with weapons and you have to have a VR headset to use the weapons. It’s not for desktop.
yeah must be those specific avatars.
I don't really make recommendations.
What kind do you have?
How can I find whatever's trying to access this destroyed parent constraint? It's been screaming at me for 30 minutes and not letting me upload my avatar.
You should ask people in general
see the bot message in #creator-companion
if you haven't found a fix, try clicking on the mesh (the hair for example) and seeing if there's two armatures! it'll be in the same place you do data transfer I believe, I'm not home atm
the modifiers tab
Can anyone help me find out what's causing this error?
So trying to make a toggle for simple wings, and later some claws. Do i leave add action blank?
What happens if I don’t give my avi a humanoid rig for the armature
hold on i think object toggle is the right one
no IK, no movement or locomotion animations, you're on your own
Hmm ive got an armature but my avi still be on the ground acting like a surfboard
Having an armature is not the same as the mesh being parented to it
So how do I parent the mesh to the armature
is there a way I can customize or move the killfrenzy avatar text bubble
Because I’ve got this
Or should I delete the armature and just have 1 armature and thats it?
I did this when I was a head why can’t I do it now
I know what’s wrong
Don’t bother importing as fbx
It sucks
also I added the killfrenzy avatar text but for some reason when I de-select a toggle the aniamtion wont go back
You have it the wrong way around
Currently your armature is under the mesh
The mesh should be under the armature
does anyone know how to fix this
trying to figure out how to get my textures onto this avatar after i've exported it from blender. i've never really used unity before so im a bit lost
i've just finished doing a reskin as part of an art trade with someone and now im at the step where i need to get it into vrc, would really appreciate if someone could guide me as i dont know my way around unity and im struggling to find any good tutorials
click fbx
go to materials tab in the inspector on the right
extract materials to whatever folder
slap on the textures onto each material
awesome. thank you
right, now to figure out the rest. i should be good with tutorials from here
any ideas
i have what i hope is a super simple question
is there a way to add more animations including the like default ones if they arent on the model by default ?
What else do I need to do in blender before/in order to transfer over to unity? I have more or less a base, its consist of straight up just fixed up metaballs, but the base itself is unedited undesigned, and uncolored, I’ve never done this before so just wondering if that’s a blender thing or unity?
Gunna go to bed and pick this back up tomorrow, ping me in your reply please
im so close to getting this avatar fully working. the only problem im having is with the eyes. (this avatar is suppost to only have one pupil btw) it seems that the eye rotates wayy to far. is there a way i can ajust that? and secondly is the eyelids. it wants me to select a blendshape for both the eyes, but the blendshapes are seperate for each eye. thanks in advance for any help
You should never assign same blendshape to more than one place. If it doesn't have blink both eye blendshape then you have to create one in blender.
If eye look move too far then make sure that you edit and preview eye look correctly in narrower range.
do what now
ima be honest
i dug myself into a deeper hole
i had some clothes for the model and i thought for some reason it would be as simple as just import save and go
and it wasnt
how do i make the toggles work currently in game only the default toggles are showing up 
did you even set up a parameter list and menu
oh boy
like its 2 slots in the avatar descriptor
if unity wasnt being an ass I would screenshot
ill watch a yt video when im off of work again becuase i dont know these words LOL
This only applied to items being sold as package and said to be integrated with modular avatar or vrcfury.
i only assumed becuase it was specifically for the model im using so i figured they would have integration aswell
integration isnt some automatic thing
im pretty new to this stuff and im trying to do it all myself so i dont know a lot tbh
This only means the cloth is only fitted by size and has compatible bones. Integrating into avatar is still requires extra steps.
is there anyway to adjust what textures material combiner prioritizes in size in an atlas?
ok, ive got one last issue. and its that the avatars mouth seems to be stuck in this position when it should be closed like this
Check if theres a jawbone setup in the .FBX's configure section
if there is then remove it and it should close the mouth
How do I get a plane to stay in place on the head?
In trying to make a hooded robe
You have to be more specific about your question. In what application, unity or blender? What plane is made of? And so on.
Blender
Is that only what you can explain?
Cloth
Remember, the answer can be only as good as the question being asked.
Trying to get this to form on the ears so I know what to cut out
This actually sounds like you are in modeling phase, opposed to your initial question "get a plane to stay in place on the head" which should be in rigging phase.
I want this to stay in place
Then you have to weight paint it to a head bone or any bone that's a child of head bone.
Im just trying to get a hooded robe lmao
I'm not sure what you expect from saying that.
Yea no this is hard looks like no clothes for me lol
Ok whatever you do.
can someone help
does anyone know if yall know what's the issue for this shoe? when i look on my vr only with the left eye it shows normal with the shoes, but if i look only with my right eyes it looks weird
The shader somehow became invalid. Try creating a new material for it.
like new material or change the version of the poi shader?

