#avatar-help
1 messages · Page 188 of 1
How do I setup a toggle thingy for certain objects on my body
I wanna make a few outfits but I’ve found that it’d be way too all over the place on my model at the same time
https://www.youtube.com/watch?v=XqtSg6_W07Y
Or use vrcfury to create toggle..
Hmm do I have to add it a place on the armature I’ve only got 1 armature that point nowhere
That's irrelevant though.
around a year ago before i took a year long break from avatar making i just forgot vrcfury existed
everything was hell 😭
Im gonna have 4-5 props though
So is it wise to create duplicate avatars for the prop on and prop off
Or is there a easier way to do prop on and prop off without creating so many duplicates for different props
Why do you even need the duplicates?
According to the video that’s what he did
The duplicate avatar's purpose is for recording animation without messing with the main one.
Right so you’d only need 1 duplicate?
In fact you don't even need to create a duplicate for it.
Oh?
does anybody
know how to fix
bycicle pose stuck on gesture manager playmode?
its annoying asf.....
Make sure that the base layer in playable layer is valid.
do i have to apply a base layer in my avi?
cause theres none
You have to at least reset it to default. You can't leave it "None".
i did it with other avis...
well il try to put a default base layer
from vrlabs
That isn't a default layer then if you acquired it from somewhere.
the avi still goes in stuck even if i apply a base layer on it
What did you set it?
Is it even the correct base layer? Where did you get it from?
avatar 3 manager?
cause my avi doesnt come with a base layer
sooo
I have never heard av3 manager provide its own base layer.
it does
and so it also does provide a fx layer
ecc
and it get stuck with an animation from the fx layer aka a expression
too
so idk
huh, I've been using it for years, and also never heard of this
It likely is a layer for merging, so that's unusable by its own.
news to me.
but-
even before
i put the base layer
leaving the base layer off
it did the same thing
soo..
No but. Just reset to default.
so i leave the avi without fx layer
Reset only the base layer with the X button to the right.
Based on the limited information from you, that's the problem.
nope
since i said "fx layer" means something is wrong probably...with the fx layer?
cause it does have custom animations like blink ecc
and idk what i did the poses just broke
FX layer can't control humanoid bones at all so it can't make avatar pose.
even with other fx layer the pose on gesture manager is the exact fuckin same....
what does interfere
That means FX layer isn't the problem.
with the pose?
Can you also screenshot entire unity screen while testing with gesture manager?
ok
Why does the normals hate me, I also don’t think I got roughness on this (this is the quest version I was using to test textures) anyone know how to fix this?
like why???
why this shitty pose??
I'm not sure if having 2 gesture managers in the scene could cause this problem. Also screenshot the base layer assignment.
is none
wow yeah why do you have so many gesture managers
You still haven't reset to "Default"?
do you have a controller assigned under the 'animator'?
here
yes
remove that
Then try adding gogoloco to your avatar.
this one? should be left blank. 90% of the time that's the reason ime
TIL: IME = In My Experience. This is a new one for me, thank you 😅
Leaving it there should get ignored when testing with gesture manager.
not in my experience
Can you screenshot to confirm you added to your avatar?
i just said it doesnt do shit- but k
could we get a screenshot of that pose from the side? want to check if it's the 'biker pose' or something else
using gesture manager, if you go to Options>States and select T Pose - does it work?
To the last point, now we aren't even sure if your gesture manager is working. All the setup should work, so try testing in game.
no
wouldnt really want that...
if gesture manager sees like that it prolly be on game too
its not worth-
sounds like gesture manager is not in control of the avi, a different animator is taking over giving you the biker pose. do you have other avatars in the scene? avatar descriptor set up etc?
negative
As I said, it might be because gesture manager isn't working properly and your avatar setup has no issue whatsoever.
if you click the play button in unity (gesture manager not selected), does the avatar go into that pose or do nothing?
What did you do?
Is this chat over bicycle pose...?
most recently, yes lol
I do have a Q of my own however ; anyone have an opinion on the most optimal way to apply a material to a tail like this - made up of a whole bunch of polys? Sprite w/o backface culling vs duplicate and flip the normals to use a standard material?
not sure if there's hidden 'cost' to sprites
What shader are you using for it?
yes it is
How did it break?
You know that there is a plugin that auto fix bicycle pose right?

The problem is bike pose being in testing with gesture manager. Not getting stuck on animation preview.
i dont..
what is the name?
im trying to reopen
the project..
im literally losing it rn-ù
Im away from my pc i would've shared the package ik is somewhere on an internet vcc listing
Seeing the problem
Mmm
Might be your animator not running your FX controller
Even tho it can be assigned
Try removing the FX from animator
The controller field
Ah
😭
why is gesture manager so ni-
i aint gonna finish that sentence
i aint on instagram reels
As I said, gesture manager didn't work correctly.
Y you didn't have it update it in the first place
i do use vcc
It always gives you that little upgrade button whenever there is an update of a package
Make sure to always check your project packages atleast like every 2 weeks or smth
after this il make sure

Two questions: One, How does one test, on PC, if a Quest upload (particularly with mods) is working? Second, is there a page somewhere in Unity that shows the details of a loaded avatar, specifically parameters like file size and parameter count? For the purposes of tracking down where a given problem might be and what areas need focus for troubleshooting, I mean.
🙃
Yes
is called VRC parameters
On your Unity
upload the quest version like you would a PC avi and test it that way.
The sdk tells you how big is your avatar
Oh, duh... that makes sense... I've been uploading both to the same Blueprint ID, and didn't think about other options
would also note, use the same parameter file for both versions even if the quest one does not make use of some of the PC parameters - this ensures that there's no errors between them since VRC only tracks the parameter position on the list, not the name.
That, too, makes sense. Thank you for the advice. 😁
Annnnnddddd....... if you were talking to someone who didn't know what you meant, you would say...?
You don't know what SDK mean...?
Your panel
That you use to upload your vrchat avatar...
Hello, you may want to start with this. - https://creators.vrchat.com/sdk/ - From the comments it seems like you're missing some stuff, is this the case?
i wanted to know is there any way to unlock the ability on a avi
to when for example lets say i do the thumbs up it plays a facial animation?
think they mean here, shows more info when uploading. not complete list, but more info
if possible ofc-
What are you trying to do specifically
You want to play a gesture and it plays your avatar blendshape if im correct right?
It is
that would be your FX controller
Yah avi facial blendshapes
Thank you for the clear and precise answer to the question, I appreciate the time and effort.
how can i make the thumbs up work?
cause i have no thumbs up option in my fx layer
@true flower This is what i meant yes here
Vrc school is a good website I'd recommend you to use
look at the examples in the SDK, should be able to adapt those to your purpose (Packages\vrchat sdk - avatars\Samples\AV3 Demo Assets\Animation\Controllers)
I already have that turned on, it's not telling me what I need to know. And most of those websites are not set up for simple, direct requests for the information needed to look up the information needed. Which is why I come experienced humans, instead.
I have barely touched this topic since i rarely ever done it so i wouldn't be too sure what to say
My bet is VRCFURY add gesture component
And then assign your smile animation or blendshape to thumbs up
:p
Ok let me think humanly 
Answering your 2 questions to my amazing knowledge:
1st You can upload your quest avatar on PC side and test it without actually being on quest. You could use tools like gesture manager to manage what works or not.
- You can use ur unity to see details of your avatar you can double click your FX layer it will list your every parameters your avatar has and see how many exist and check your VRC EXPRESSIONS PARAMATER
Unity doesn't really give you a prefab size
I would recommend you using THRY performance tools
Is a unity package that lets you see how big is your avatar size etc
Again you could also upload the quest version of your avatar using platform windows to see it your PC and use vrchat avatar stats if you want to be even more specific on how your avatar can be on quest...
According to my knowledge
🤷♀️
If is not what you seeked for then i might be a little special :c
Sometimes high parameters counts the SDK itself will tell you but vrc expression paramter tells you how many you have and double click your avatar FX opens the animator tab for you to see every PARAMATER it's bool, int etc
THAT'S the kind of information I was looking for, thank you. I have Thry-- a previous upload insisted I needed it but never explained why or what I was supposed to do with it. Basically what I'm trying to do is chase down where the discrepancy is between the PC version I uploaded and the Quest, despite being virtually the exact same files. It's perfectly reasonable to assume the last mod I tried to install is the problem, but HOW is it the problem, is what I want to figure out.
I apologize for my snark but too many times I, as a first grader, have asked college students how two plus two works and gotten snubbed and snarked in return, and it gets to a point where I am gunshy at asking questions at all.
how do i scale up an avi in unity?
You could use THRY> VRAM> and there you select your PC avatar check what's it's size etc and then on the quest side you could isolate the mod and just compare them to see any difference
you just literally scale it up from the root object
You can also use VRCQUESTOOLS to convert to quest then have a prefab one PC and one QUEST and use gesture manager to manage and compare both
last time i did my head was inside my chest
well you need to move the viewpoint
oke
The Thry I'm using does not have a VRAM option... I'm assuming I have an outdated version, then. Lemme download from that link posted before
Thyrallo
is there any way to have VRC Animator Layer Control use a parameter for the weight?
why?
I need help and advice. Because I am new to custom the avi
I made toggle item and grabbable prop by creating FX.
Right now, I can turning on and off to make my prop appear and disappear.
And I can grab my prop from my hip to my hand.
The problem is I can't make it reset if I turn off the toggle, the prop should move back to the hip.
make a transition back to the hip
i have an animation that flickers a lightsource's intensity, and i want to control the max intensity from a float. only ways i can think of are either animating weight or the lightsource's color from the target to black\
if the weight isnt 1 its not going to animate
Uhhhh
I made two layers of them.
Contact layer and Toggle layers.
and?
ahh oki
Which one should I put transition?
well if its going to toggle it off and move to hip then wherever the placement is?
The toggle one. But I tried to make transition and it stuck on "toggle on"
When load avi
dont know how you set it up
Can I send the tutorial videos that I used them?
Alright so
Unity is giving me errors that I don't know how to fix
Any help would be appreciated
first one: you can't use that shader on quest, you can only use quest shaders
I don't have a quest
also first pic: look over your rig setup, it doesn't look correct for VRChat
you must have chosen android build target then?
I followed the tutorial to get the VRM file into Unity
I don't know Unity at all, I'm completely new to this
I always suggest importing the vrm file into blender then exporting as fbx and following any other standard setup tutorial
thats not exactly showing what exactly you did
Blender won't let me
You'd have to explain what that means.
All I want to do is get the model working with eye tracking
Yesterday someone told me "it will just work" but it doesn't seem to be working
This may be what I was looking for. Thank you. (I installed Thryallo as a repository, so keeping it updated shouldn't be an issue anymore) 😁

Here. Inside toggle layer.
PropHip is "Hand to hip" animation
Layers is toggle conditions to trigger on/off prop animation
The transition Layers to PropHip is when PropToggle's value is less than "1"
how did you cause that?
a fucking error from the sdk
i clicked auto fix
it killed my shit
i shouldnt have clicked it
tbh
What was the auto fix in this case?
oh well
that auto-fix isn't a unity thing, it's a VRChat SDK thing
vrchat sdk is shit then
haha, I'm not gonna argue too hard there.
I'm pretty curious what this auto fix was though. You should be able to undo that action too.
you can't just drag the model into the scene again and copy stuff over to it?
move the view point?
I'm trying to animate a property in the poiyomi shader. Here are my steps
It still doesn't add a keyframe to the animation. Why?
Because you're trying to animate a Material property directly. You have to animate the material that's on the Mesh Renderer component.
Click the mesh object and scroll down to the material and animate the property there.
thanks, i'll try it
The material itself isn't an object in your scene, but the mesh renderer is
Is there any way to support an audio-statemachine of sorts which allows us in the animator to switch audio clips of an audio output? An avatar for a friend wants some minimal sound effects for little interactions like fwoops when a sign pops up. I'd like to keep the avatar optimized and have animated everything on the same skinned mesh renderer, this would be the only thing to break the excellent optimization the avatar currently has.
VRC Animator Play Audio may be what you want: https://creators.vrchat.com/avatars/state-behaviors/#animator-play-audio
Can anyone else not upload avatars right now?
any idea why some mats gets locked when uploading an avi that it doesnt show the shader or the alpha map when its uploaded in game?
Can someone help me figure out how to make fire orbs in blender for a vrchat avatar ? Kind of like the image, I was thinking inverting it and putting another sphere inside but I don't know how I would do that , , ,
Probably use the particle system. there are lots of tutorials and a bunch of free particle packs on the Unity store that are good to examine
I've tried to look for tutorials and I couldn't find any, this was my last resort
first hit for "unity particle system fireball tutorial": https://www.youtube.com/watch?v=VpllBs22rHU
The best way to make cartoony flame is honestly with a rigged model with blend shapes, IMHO. It's annoying to do so most people do it with paricles and a specialized shader.
And if you wana throw it? particles are the way to go.
I'm using avatars that have eyelook enabled, and I'm using the VRC face tracking app. Can someone explain to me how this actualy works? I can't get eye tracking to work
I can't find any tutorial videos that explain this at all
VRCFT has a discord.
The people there tend to be knowledgable and helpful.
noted
i was trying to add a gun with vrcfury
this happends every time i try to test it
does your avatar have that bone?
oh then that seems like an expected error, if the prefab requires that bone
"distal" is the end bone
i have it
make sure that bone is in the rig setup in the proper slot
what?
Hey I'm sorry to interrupt but can someone help or kinda explain why this happpens when it didnt happen before, this is in unity
find your model file, click it, look in the rig tab in the inspector, click "configure" and then verify the thumb distal bone slot has that bone in it.
you'd need to explain what this is supposed to be
The arrows are really far off from the asset im trying to add so it makes it really hard to position the asset correctly
i dont think i have a rig tab
if you have a model file that contains an avatar, you should
you can also position using the parameters in the transform component, in the inspector. Not great, I know.
Usually when the location is far from where you think it's because that's either the center or pivot of that object, depending on which mode you're in
This seems to be your avatar, and I said "model file"
as in the .fbx file in your project window
Ohhh okayy i got it thank you!
This is a body object?
this appereaed when i pressed on the fbx
then you didn't press on the fbx file
the project window is the one at the bottom, with the files you can drag into your scene. It's not anything in your scene or in the hierarchy window.
but that isn't what you should see if you clicked on the model file.
That
what do i do now?
in the hand tab make sure your thumb bones are right
'sokay, there's some learning curve here
im unsure what it uses to track the angles but despite it being rotated the same direction in blender its all over the place in unity
check your bone roll values in blender
They're all the same to
I edited them to make sure that's not what tracks
And there was no change
how jiggle physics?
Physbone.
Oh, you're in for some hell, lmao.
First, model needs bones, bones are blender. Then after you're sure it has the boens you need, you need ot add a VRCPhysBone prefab.
i used vroid so i have bones
There's vids on how to do both, the terms you need are "physbones setup VRChat"
is there an package that can do it so i don't have to?
Not unless they've found a way to cram a human soul into unity.
Jiggle comes from the heart
Speaking as a robot.
what soul i have none
Skill issue TBH
But yeah, the big things for physbones is settign rotation limits.
i sold it for reasons
That plus the ability to set curves, lets you do cool shit.
Genuinely, though, the best place to start with avatars is probabaly either modding vroids or ybots or some premade optimized base body. You will learn goofy shit, and eventually wanna make your own stuff, and then blender appears and you're here forever.
sorry for interrupting your coversasion, but how to i get armature on a base in blender?
(I'm not complaining, I found my soon to be IRL wife because of VRChat)
Define. Do you have a base body model that doesn't have an armature?
im just kinda fucking around and i made something. its my first time in blender (really second, i just didnt do really snything the first)
ah, well, first off, that's AWESOME, good shit, keep that up
Second, you have two paths, the dark, evil path of auto-rigging, and the based path of manual rigging. If you're planning to do a lot more avatar stuff, learnt o manually rig, using RoyalSkiesLLC youtube tutorials. If you aren't, use Mixamo, or some equivalent.
I have an autorig tool somewhere, moment.
its an eggy boi. (easter egg)
im not good learning through videos cuz it actually repels me from wanting to learn. lmao..
also sorry for the shitty vid
nvm its 0 seconds what
nvm im slow
Might be useful, but maximo is probabsly a good start
as for being bad with tutorials, nothing I can do to save you there.
alright
also how do i remove the stupid blue lines/annotation
everytime my avitar is in gesture manager the mouth is open. play mode no mouth open. the values are all sent to 0
No idea what it is...
do you have a jawbone assigned in the armature config?
I want to add heels to a model, can I just have the toggle for the heels also move the bones to match the heels or will that cause issues
Nevermind, apparently you cant move bones in animations
i have the armature in place but where do i weight paint? front, back, sides, or everywhere?
creator companion still down?
shrug idk
🧍♀️
i misspelled..
for whatever reason I keep getting a message that a thumbnail image is required for avatar creation despite having one set (tried actual images and scene captures, nither work)
I don't know why this isn't uploading ;-;
Seems like it didn't register your thumbnail, try adding it again
I have, I've also changed it to other things, closed and re opened unity, it still just isn't working ;-;
sometimes unity is weird. maybe try just rebooting unity
Oki I'll try
That didn't work ;-;
what were the other 3 red errors the console gave?
how do yall merge armature withoutmessing up the mesh?
The error in the second picture is there on launch
i have an avatar someone made that im unwilling to part with, but it flashes textures in my face when i run due to the rigging, is there a way to disable it for first person view
Why is it that when I make an empty, copy one bones properties and such to the empty (to zero it out and make it rotate on one axis) it worked for my fans, but for my antenna with a single bone, it still acts like I didnt change anything(wobbles around and rotates on every axis). Do I need 2 bones to make it move on one axis?? Im just not too sure whats going on.
I tried to animate that bone, just sliding it down for one of my expression animations, but when played, with loop toggled off, it bounces slightly up and down. whats the reason for this??
Just set up to the default position then it goes down
How could i setup somthing for my Avatar where i push a button and it plays a Random animation from a list?
So turn my avatar, red, blue, green
at random
Contacts?
youtube has a few videos to set them up
how does that cause a random animation to play?
They did seem like one
It was one
But I was going to say im not exactly sure how to explain it, I myself am new to the whole contacts thing, but im sure someone can help
this video im going through looks good
Well ill watch through it and see if i can figure it out, it looks like good stuff to know anyway even if it dosen't lead me to randomizing animations
I'm trying to kitbash an Idk how to join armature together without it messing up the objects
Advice?
Hello everyone, I'm a little new to setting up my avatar. After using a public manuka avatar I decided to get it myself to setup my own version but I've been trying to figure out what animations they used for the ears. The default manuka ear animation gets tucked in but these ones just go down and to the side. Any ideas what they are? thank you :)
Hi, i had a small question. I'm trying to find where this is in the milltina texture because it shows up when i do the gun motion on vrc, do you know where it would be so i can fix it? ?
This?
Find the animation for the hand gesture in FX, then find the blendhsape that makes the part show, then import the fbx into blender, do the blendhsape, and select the vertices in edit mode with the uv map showing. It will show exactly on the texture where it is at
can anybody help me with blender, i think i have to weigh paint the clothing im adding to my avatar because it isnt attached to the avatar
if it isn't weight painted yet, yep, that's what you have to do
idk how to do it, i added the CATS add-on like a video told me but when i press "Fix Model" my avatars face gets all messed up
don't use fix model unless you have a MMD model or something from vroid
well every video for weigh painting tells me to do it, so im a little lost
I don't know why they would
in object mode: select the armature, then shift-select the mesh you want to edit, switch into weight paint mode.
ctrl+click on a bone, then weight paint the mesh however you need so it moves along with that bone, when you rotate the bone.
repeat for all bones
probably have X mirroring enabled, unless your avatar is not symmetrical
even if the clothing has no bones itself?
the whole point is to weigh the clothing so it moves with the avatar's armature, right?
yes
then you don't need more than one armature
yes, that's correct for unweighted mesh
yes
watch tutorials, ideally those that do NOT tell you to use "fix model"
so you'll have to manually weightpaint the mesh to its proper bone, this is a quick guide on how the painting part works: https://www.youtube.com/watch?v=4fICQmBEt4Y
ah nice, a video link, perfect 🙂
honestly unless its a vrchat specific thing for blender (which i cant think of one other then converting MMD stuff) id avoid vrchat content creator's suggestions with how to use/do blender stuffz
that's good advice, yeah
I almost never look for blender tutorials or info with 'vrchat' in my search criteria
i messed something up so imma restart it, should i import the clothing with bones? i deleted them last time
it's a hoodie and a pair of pants ill get a pic
no need for a pic
armature is like bones, right?
an armature is the object which has bones, yes.
then yes i have the option to add it with the armature
ok then probably it's already weight painted to that armature. which means you could probably just rename all the vertex groups so they match your avatar's armature bone names and not have to do much more than touching up weight paint
no, I have no link to a tutorial on this.
so should i just keep the armature of the clothing removed and follow the video you sent me, or import it with the armature
I haven't looked at that video so can't comment on it. But you only need one armature, if you're doing this in Blender.
of course it does
ye
it'd be quicker to just keep the armature and either makes sure the bone names match up between the two and merge with CATS or like kazin said change vertex names (both options would mean touching up the weightpaint slightly unless that outfit was made specifically for that avatar base)
if you import w/o the armature you'd basically be doing alot more weightpainting
I haven't tried cats for this
here, ill re-import then with the bones real quick
eh? why? the armature isn't relevant, no information is contained there
wait so what am i doing then
is the outfit not weightpainted to its own armature already? thats what it sounds like atleast
sure, but the weight information is in the vertex groups on the mesh
okay so, it has it's own armature, but i deleted it in unity, i can re add it though if need be
unity wouldn't be relevant here if we're talking about blender though
with the CATS merge it requires 2 armatures one for w/e the mesh is weighted to and one for the body its merging to so usually the base's, thought that it was the same with vertex merging that it'd need to be weightpainted previously. though i might just be confused with if they're talking about having a fully rigged and unrigged version of the mesh 
oh you're talking about cats, okay
I've never used that so I'll defer to you there
without cats, it doesn't matter which armature you have or want to swap around, the mesh weight data is in vertex groups which match bones by name
name the vertex groups to match the bone names and hey, weighted to that new armature
anyway, gtg
i apologize but im so slow :c
hi, i'm making assets for Quest so i have to use these flat plane meshes instead of the quads with transparency like i normally do, so how do i replace the particles in my particle system with these and keep the billboard rendering? also it seems like one is facing the wrong way, how do i fix that?
Checked all the materials and turns out I literally changed ALL of it but still gives this error. I'm trying to upload this avatar to quest as well and when I click on where the error might be it takes me back to the main model
there is a package by happyrobot33 called Shader Finder that lets you find what mesh a shader is attatched to, you can use it to see if the SDK is broken or if you randomly have a broken shader on one of your meshes
Hey people, I bought an avatar a while ago n' I wanted to try to assemble it in blender today and i've been struggling very horribly. I don't know what to specifically look for on youtube to help, cause Blender is very confusing. But this avatar is rigged and everything but I wouldn't know how to check if it needs stuff done to it. It def does n I emailed the creator, but I was hoping someone who KNEW blender and works with avatars could help me make this work.
Okay cool, tysm 🙏 ❤️
I'mma send a pic on what I "tweaked" because some chest bits n clipping was happening and them bits were exposed but other than that i'm 100% lost.
where's your armature?
It's there but hidden
i assume this model was not originally made for VRC?
nope
the creator made other avis that ARE but this one wasn't for some reason, but it does say in the package that it can be made for vrc
when you go into pose mode (select the armature and change object mode in the top left to pose mode) do the bones all affect the respective parts of the body correctly?
So if I move the arm bone, the whole arm is supposed to move, Which it's not in my case
ok so you have an armature but nothing is moving with it
yeah
ok, so first i want you to select all the meshes in the scene hierarchy, they'll have this icon:
you can select them individually by holding CTRL
got it
after theyre all selected, hold ctrl and select the armature
then hover over the main viewport, press CTRL+P, and select armature deform
What's the mainviewport
O
the bit with the 3d model
Did it
after that, select the armature, then switch to pose mode
then grab a random bone and hit R to rotate it
if it rotates correctly just hit Esc and it should return to its original position
It didn't
nothing moved?
nope
I'll redo the steps
- It won't move in pose mod even after doing that
- I did it in object mode on accident and the clothes stay still
just realized my mic wasnt recording sorry
your meshes appear to already have vertex groups so unless all the bones somehow got renamed or the vertex groups are wrong this should work
If im rigging these pants to my avatar, do i need to drags the bones ontop of my avatars bones
you should just position them where u want them then parent them to ur armature and delete the pants armature
keep object transform
i have the pants where i want them, but im not sure how to rig them to move with the legs
you should look a tutorial on youtube, youll need to weight paint them, its easier if those shorts are already rigged to that base
if not youll need to sculpt them ./ remap/ weight paint them
theres some nice tutorials on youtube that are short and simple
click your shorts in object mode then ctrl p to your armature
i sent you a dm link
for a youtube
ctrl p?
Most of this is losing me as is
a little menu pops up
select armature deform if its an option
blender is a bit tough to explain through only text
the armature should have a brighter orange outline, hold ctrl and select the armature again to make it the main selection
i think im probably a bit too tired to competently explain what to do
well i got 3 different armatures rn
im making a rideable horse mount, does anyone have any idea how to hook up my custom locomotion to my avatars
i have all the animations ready to go, she mounts it fine other than a few thing i need to figure out to change but
oh armatures are specifically the object with the man sticking his hands out, make sure youre selecting that one
right now the horse is just stuck in the idle pose so playout out the first one then stopping
yes, i got 3, one from my avatar, one for the hoodie im putting on, and one for the pants
the top one should be the one youre parenting to
so what do i do with the other 2?
not sure since i dont know how the full hierarchy is organized
do either of the bottom 2 armatures have a mesh as a child? your scene inspector is too narrow for me to see if they do, either scroll to the side or make your hierarchy wider
ok, open the dropdown on each of the armatures and select the mesh, then hold CTRL and select the top hips armature
then hover over the viewport and press ctrl+P
is the mesh the piece of clothing?
yes
okk
the hood has only one mesh, the pants appear to have 2
which option do i press on the little drop box
armature deform
waittt
am i suppose to hold ctrl + p while clicking from the mesh to the avatars hip armature
bc when i do it shows up
ok maybe then
im not really good at explaining over text
at least for blender, im way better at the unity side of things lol
yeahh im just slow lol
am i clicking hips or armature?
bc it shows up on hips but not armature
ill send a video
yeah, i think hips is right but i won't press anything until i get confirmation so i don't mess anything up lmao
yeah hips
the armature object is just an empty called armature
hmm
nvm i did it
oh ok great
i had to select both at once
but they dissapeared
when i did it
still in the hiearchy tho
just not on the avatar itself
this is how it looks now but the clothing is under the hips at the top
ok now you should be good to delete everything below the main hips
so all of the stuff in red can be deleted pretty much
alright
ok so back to the viewport
if you select the armature(Hips) and set it to pose mode, does moving the bones make the clothes move?
the clothing i had added isn't visible anymore after we deformed it
do you want to call? i could probably guide you through this quicker that way
can someone help me with fixing the stretching on my avatars pants?
You need to explain your issue.
I can provide a clip with medal if that works
Anything that can explain your issue.
10-4 gimme a few
alright
so the top part stretching is not an issue
but the bottom near the shoes area is
Because the top is js the mesh itself
but the bottom is the mesh not wanting to let go for some reason
You have to clean up weight paint.
idk how to get my avatar to control her but she seems to strop after this idle state
i have been having an issue with finding videos or anything really on this
if anyone could point me in the right direction id be so happy
SpeedMagnitude? Where is that from?
i have no idea how to hook this up to my avatars locomotion
i have no idea i found some random tutorial that said to do this
nothing after that
so

You don't even need to copy.
but i have my avatars layer and a horse layer
oj
do you have an idea why shes just stuck in idle
Because you can't copy using built-in parameter as source.
i was havbing this issue before ading the horse driver
before i just had the locomotion
Just use VelocityMagnitude in blendtree.
she just stops in idle after playing it out
How did you test?
How do I do this?
play mode, at default 0 she should have a looping idle
How did you do weight paint?
Robust weight transfer
Isn't what you're showing a looping idle?
it stops after playing it once
and then just is stuck in that stand up state while i move around
Watch some tutorial about weight painting first. You will have to manually weight paint to clean up those stray weight.
Then you have to enable loop time in the animation clip.
should i screenshot/record anything that may help
Could you recommend one by chance?
but when im walking or running she is just still
No. It's also better to watch more than one tutorial.
i can record after uploading one second
For the record, how did you put the animator controller into the avatar?
Nested animator can't receive parameters from avatar so it won't react to anything.
Ah okay, so should i merge controllers onto my original
im so sorry im so new to this part of unity
Yes. Juse use VRCFury Full Controller for it.
Is that a question?
Aren't you using vrcfury full controller?
in play mode my avatar does say vrcfury fx and then for her it says copied from fx fx epona but its my avatars fx layer when i double click it
not in play mode just links to my FX
I'm not sure if that answered my question. How did you set the full controller?
like the gogoloco all in my hierarchy?
im sorry im also confused

i am using vrcfury
but ik i have a customf x layer i use ontop
Are you using vrcfury full controller to merge animator controller?
I already told you to use vrcfury full controller.
OH okay okay adding that now
Is that a question?
just showing what i did
Read it.
oop i put it on the wrong one my bad its good now, testing play mode
im gonna upload and test
shes not moving in the idle state but if she works while runninng ill just make a seperate default idle state
in animations
well shes doing something which feels big for me
i recorded it weird my bad
shes doing a the start of her run animation i think when shes falling
I can't even see what it did. Also is that a question?
OH so she is starting the run animation when im moving now
but she is just not having that run animation?
just a frozen frame
Did you set loop time in all animation clip?
ill double check to make sure the clips are working too
this might take me awhile to figure out why the animations arnt working atm but thank you for the help
enabled loop time on all, gonna check if its working now
she works you are a blessing
Yep
So can you download avatars from another place or how does this work 😭
Like getting avatar from booth.pm and gumroad.com and such?
i do have one more question, do you know how to make my mount pose not freeze my upper body? would i have to create an avatar mask? i just need my legs to be entirely still while i can move my head around and such
first animation clip is just for my leggies but i do have a full mount pose
You probably want to look into Tracking Control state behaviour.
ah okay, thank you! <3
I think so? Just In General like how this works
You download avatar model. Integrate with avatar sdk in unity. And Upload.
uhmmm, unity-? im so confused
Then you better read this first. https://discord.com/channels/189511567539306508/1139228456090087495
Thx
How do I fix this I can't find all the side tabs and all that stuff and I don't know where it all went
oh wait never mind got it
It's a part of model creation step so do that in blender.
how tho
There are lot of tutorials for rigging in the internet.
but its to harddd
Are you going to learn it or no?
ill try
You have to change the invalid shader in your materials.
Honestly it’s on the ft model when I only really need the normal could I just delete it?
I don't clearly understand your statement. If you can also get rid of the object then do it.
ok, dont quite understand, i've got a simple character model here, its got a body, arms, and legs, problem is, it has too many meshes because the arms and legs are meshes, how do i fix that
i assume, because it isnt actually rigged with bones, i cant fix it
You have to edit the model in blender and merge all the mesh into a single mesh. You might have to also do weight painting to rig it.
yeah alright, i'll live with a very poor rating on quest lol
anyone able to help with this pls :o
I think the “ears down and to the side” animation is probably a custom animation added to the avatar.
like they edited the keyframes themselves?
most likely
I could probably do that but very bad things happen whenever I mess with the animation T_T
I was hoping it was a known animation thing I could just plug in
You can't as it's not a default animation:(
Alr @ancient adder we looking a bit more on track than last night
So I have a bit of a situation. I have an avatar I wanted to make for a friend, but there are users that caused some really messed-up slander drama about me, and I don't want them to be able to find it on Prismic or other avatar search worlds/sites. Is it possible I could make it, have my friend clone and save it, and then make it private? I've had friends clone my private avatars off of me before, which is why I thought it might work.
Making an avatar private removes it from the person who cloned it.
so i dont belive this can happen, i will say if its for a friend to upload the avi to their account for them so they dont have to deal with the private. if there is a way to do this please lmk lol
can someone help me with generating vertex group data layers for clothes in blender? Ive made the source the body of the avatar, enabled vertex data, but when i click to generate vertex groups they just wont generate.
teh body itself has vertex groups
nvm im stupid
forgot to hit the vertex groups button
I literally remember that happening and I was just as confused then as I am now
I think I might even have a screenshot of it
Could've been a glitch, it happened in July, because I have screenshots from when it happened, but not of it happening
Hey ! 👋
I want to make an animation where my avatar comes out of the ground but I can't find a way of moving the whole avatar in the animation. Preferably while still being able to move the arms, head etc...
I've tried the avatar's gameobject's transform, the armature's hips's transform, I even tried some properties in the animator but couldn't find one that work.
can someone help me? i loaded an avi into unity and tried not to mess with her too much, i just uploaded her but she has no toggles
now weight painting just doesnt work
i can get into weight painting, i can select the vertex group i want, but the brush just does nothing
anyone here know how to make avatars? because i'm not good at making avatars. but i would definently love for someone to possibly help me out with making a custom avatar. i could possibly give ideas for avatars
opening a new blender file and weight painting the default cube works, so im at a bit of a loss as to what could be causing this
Many people here know, feel free to ask questions.
Got an armature modifier on the mesh object you're painting?
For that matter, did you select the armature, then shift-select that mesh, then go into weight paint mode?
yes to all
hmm not sure what else then
ill post a screenshot not sure if thall help but maybe someone could point out a mistake
maybe open up the "Tool" tab on the "n" sidebar popup too
ive played around with the radius to no obvious result
strength doesnt have any impact either
nothing looks weird
Does anyone know where I can get free boop and or head pats asset? That works for every avi, I have fury if that helps :’ ) I’m struggling
Prismatic excludes avis that has [private] in their bio. Others might respect it too, not sure. But private databases will always exist.
Whenever someone's cloned the avi, then you private it, they have to leave the world for it to take effect. During that time, you can do nothing.
You can upload the private avi for your friends, they'd give you their password and change it immedietly after. ToS allows this.
Avi passwords exist too. You could have the entire avi be disabled and the first menu seen be the password.
ask in vrctraders #1204490664637890580. DMs from here are likely scams.
Ask your question again, this time provide screenshots of your FX layer, avatar descriptor. Explain what you did and how it's broken. Or no one can help.
should also mention that weight options like smooth do nothing too
The FX layer is only for non-humanoid toggles. Physbones, items, hair extensions.
The Action layer is where you'll make the animation. If you need to both move the avi and toggle things, you'll make two anims in each with the same condition.
https://www.youtube.com/watch?v=xOGc8CetyXs this is an example to animate the humanoid rig. Be aware, it's changing hand stuff which goes in the gesture layer. You'll be using Action, which overrides everything.
interestingly enough creating a cube in this save and trying to weightpaint it doesnt work either
Oh yeah 🤦
Action layer, forgot about that. I'll look into it thanks
copied the entire colelction to a new save and deleted my avatar's body
weightpainting works now
not sure what about my avatar disables weightpainting globally across an entire blender scene
that's fair
Hi~~
I want to share my vrm models to VRchat, but I've been playing for days now and the unity converter software still says that I don't have permissions to upload models after I log in my user.
How much exactly do I have to wait?
im so stupid
i forgot to hit apply on the data transfer modifier
after makign a new one
purchasing vrc+ helps boost it. IK someone who made their account same day, purchased vrc plus and only had to play for maybe an hour or so before becoming new user
be in public, get friended, dont get blocked, upload an avi and a world, have others favorite them, buy vrc+, can get trusted after 300 hours. Typical routine of those that get banned. For new user, a day of murder 4 should be enough (gameworld), will get it next day.
you can also change .vrm to .gltf and import directly to blender, no unity. if that's of interest
If I use a password on the avatar, it's not visible on the site or avatar search worlds?
It is, but no one can use it. until the password is entered, its meshes and items will be off. or whatever you want it to do, enable stationary so it cant move, spawn a black shader that covers the HUD. thanks to vrc adding aes-gcm encryption to the avi files, most people wont be able to easily see the password by ripping it.
this was re: the weight painting not working?
Anyone able to help a VCC noob with getting their commissioned Avi into the game?
yep
huh! Wouldn't have thought of that
Feel free to ask specific questions in here
Ok.
I commissioned a Fiverr artist to make me an Avi.
It came back with a bunch of files I have no idea how to manage.
I got the Avi into Unity, but its all white and has no like.. textures?
I have been working with him for days after delivery but the first version has its hands clipping thru everything and now IDEK what to do.
have you watched a basic avatar setup tutorial video?
Yes, along with several others on YT.
ok well the textures part is probably that you didn't setup your materials in Unity to use the textures provided by the creator
that ought to be covered in a decent setup video
not sure what you mean about hands clipping through everything though
Sorry, I have dysthymia so I wont be able to get help like this.
I guess I will have to find someone that can walk me step by step.
Thanks tho.
okay, good luck
could you send a screenshot of your unity project?
to me the white looks like a broken shader, ive seen it before when there were multiple instances of poiyomi installed on the same project
find the material used in the coat and see if its that same bright white
Why am I not hearing any audio when I put the spatial blend to 1, and how to fix this?
could anyone help me with adding a flow toy to an avi? ive already imported it and everything. I just need a little help
min distance/max distance maybe?
ok so the white is intentional. There should probably be a something that looks like a circle in your porject folder. This is the avatar's material. You can use it to change the avatar's shading, every texture has a material its assigned to
I have all of these but most of them dont work and the ones that do apply arent right. Like they have weird effects or some XRay look to them.
Dang it is, i wanted to make the audio just really small inside the head
many of these are not simply color textures, probably some are maps or masks for other attributes of the materials (roughness, metallic, etc)
set min distance to like 0.002 instead and try 0.04 for the head
Ok well they are labeled terribly and I feel as if there is no real way of telling what goes where.
In icon view it's hard to see the names of the files - at the upper-right of that window is a slider, if you decrease it you'll get list view which will show the full filenames better.
click and drag the material called Base onto the hood part of your avi, if thats not the one try different materials
That's what i had close earlier, you can only hear a faint of sound around when the max distance is at 10 :v
i guess i have to tweak the max distance, but tyty
set volume rolloff to custom rolloff and play around with the curves, that lets you fine tune the volume at different distances using curves
sure, give more details and i should be able to get you some pointers
Hello. I have my project file with my completed avatar, as i got someone else to help me do it. However, i'm running into a problem when trying to open the specific Unity version i need to run VRChat.
(forgot that i can't send pictures here. always thought that was suicidally stupid for support channels, but oh well.)
you should be able to send pictures
(well, i can't for some reason.)
Not only is Unity refusing to let me select my project file, but even if i try to start a new project to access the editor, it's telling me that i can't start the project because i "don't have any templates"
Lemme try this one
are you launching through Unity Hub or VCC?
I literally can't use VCC because i'm on Linux. Every time i open VCC, it crashes.
try ALCOM then, by anatawa12
got it.
works on linux
could i dm ya?
sure
yeah there's some bug about Tauri version, I find that if I run it on the command-line sometimes it works rather than from a launcher.. not sure about fixes yet.
vrc-get works decently though
a whole bunch of programs built with Tauri are broken right now and I don't know what they're doing about it, been meaning to look into that.
@ancient adder sent
Try closing unity hub then set your clock to before March then open it then set it back and see if that helps I was having issues with the unity phoning home a few weeks ago and that was how I fixed it
Ok, i have vrc-get. What now?
is there a way to carefully paint in weight paint?
im getting a headache from this
you can set weights manually in vertex group section, as carefull as it gets.
decrease the strength of the brush. I do this with a drawing tablet with the strength set by pressure, and the weight at full 1.
but without a tablet it still works well
thanks for the advice
Wait, does the 2022 version you can install from UnityHub still work?
It doesn't match the exact same version name.
You have to go to the archived versions
installs -> install editor -> archive -> click "download archive" and get it there
ok i see it now.
aaaa i am going insane trying to figure out how to fix a gesture
i want it to play a different animation when it exits than when it first plays
and it just will not work, it worked on one hand once, and then randomly stopped working
Does anyone know how to fix this problem with Lighting on hair and tail? I'm using poiyomi toon shader
Changing Lighting type to Realistic doesnt help
are you on the newest version of poiyomi?
yes
hmmm
I mean, all other materials are using the same settings
and they seem to work just fine
you should probably go to the poiyomi discord server for that, i would guess its this thing but im not really familiar with what it does :/
Can't figure out where tf it even is.
object mode vs edit mode
oh
Might be actually
alt+h to unhide hidden parts?
im modifying the antigen but the hand is the issue
what's the problem here? Not sure what we're looking at
Lighting on the parts is completely black and not realistic even when Im using the same settings
tho Im updating the avi again, I'll tell if it worked in a minute
ahhh
I literally can't install the SDK.
I wasn't sure if the black color was intentional
?
It's tied behind VCC, and every time i try to open it, it crashes.
hm
you could try to use vpm or vrc-get or alcom instead
Alcom does the same thing
I've installed vrc-get and have no clue how to use it
Haven't tried VPM yet
in your project directory, vrc-get install com.vrchat.avatars
for vpm it's vpm add package com.vrchat.avatars
What crashes though - vcc and alcom? or unity?
VCC and Alcom
huh weird
my expression is like a whole second delayed but im not really sure why?
hmmm
oh nevermind i just had to tick that silly box
Thx 👍
oh nice
My explanation can be in VCC already installed some corrupted data
Sometimes VCC corrupts its local data and won’t launch :/
Happened to me
go to %AppData%\VRChatCreatorCompanion and delete everyting there
Problem.
also %LocalAppData%\VRChatCreatorCompanion
🐧
huh?
ok then uh
open terminal and type: cd ~/.wine/drive_c/users/
lmk when you do that
Done it already.
ah
do ls to check for all users
select the one that is connected to your pc
Then do this cd ~/.wine/drive_c/users/<yourusername>/AppData
how would i make it so the physbone collider doesnt follow the avatar when it jumps and stuff?
Attach it to Armature
I'm there.
how can i remake the jacket material on the second avatar shown in this video clip. it is made with poi but i cant figure out what he did
https://cdn.discordapp.com/attachments/1236883218322686053/1421380849756278784/VRChat_2025-09-27_02-08-17_online-video-cutter.com.mp4?ex=68f3da52&is=68f288d2&hm=429d461d6332b89a7f7e523f63a1499f2dc8bcf928d85a8564dd511efc8ba2fc&
Atleast worked for me
video didnt embed idk why ill send it as a file in a sec
Then run these:
rm -rf Roaming/VRChatCreatorCompanion
rm -rf Local/VRChatCreatorCompanion
It will delete these 2 folders if they exist
i actually have the node graph for the material but its for unreal engine not unity if it helps
So it didnt gave any errors?
If the answer is yes
I asked How. Not if i should.
then try installing it again using vrc-get install com.vrchat.avatars
are you doing the command I gave?
Yes.
I have an avatar that i didnt favourite but cant find because i went through too many other ones that my recently used ones were overwritten. Is there a place i can look deeper to try and find the avatar or maybe a place that i can use to help search for one?
hmm
It means that you're not inside a unity project