#avatar-help
1 messages · Page 189 of 1
it STILL told me "no such file or directory"
One of the reasons I dont understand Linux cuz the files can be in the other places
probably you don't have the vrc-get program in your $PATH
kept giving me "unrecognized subcommand"
oh - then maybe not
there's no init or sync commands on the version I have
run dotnet --version -w-
9.0.110
but vrc-get isn't a dotnet program, why would you need dotnet here?
.NET 9.0.110 is not compatible with the current vrc-get tool. It expects .NET 6.x or 8.x. On Linux, if you have only 9.x installed, vrc-get will fail with “unrecognized subcommand” or other errors.
This is your problem
i need help remaking the jacket material for my model. it uses the texture thats currently on it and does stuff with the rgb in poi. i have the material instance for unreal engine if it will help
where did you find this info, some AI bot?
"You can upload pictures in the support chats"
A random Redit post
the first one I saw
it's entirely incorrect
technically it's not a "linux command" since it works on all three major platforms
I meant other ones
but any big dirrectory line npm or npx or node work with --v
Idk why I just mentioned these
Okay, i'm up to the VRChat SDK
There's just one problem left.
It's asking me to log in to my account
But my account is a Steam account.
Is it possible to log into that from here?
How do you remove white background in this plane. it's a flipbook/gif and i already tried making it to cutout/transparent but still white
so i have these bags aroudn the waist of my coat mesh that i need to be entirely red in weight paint, but no matter how much i try they can never be fully red
it is really annoying
Weight painting is relative, so if you can't get something all the way to a weight of 1, it might be weighted to some other bone also. I usually turn on auto-normalize so this is much more obvious.
all values set to zero and jaw bone is rigged in config, what is the issue here??
sorry I want to know how to stop the mouth from staying open
by all values do you mean blendshape values?
you probably do NOT want the jawbone rigged unless you actually use that for speaking
yes
wait so how do i talk then
visemes
oh ok thanks
(which are shape keys)
oh, then you do use the jaw bone
okay...?
its saying use viemes for each of them not both?
you can always tell something else to mimic the other one, jaw bone usually bad
ah - you can only use visemes on one mesh object.
So, you could join those, or instead just use the animator parameter and do an animation layer for the visemes.
detect viseme used - tell other to do it
if you tell me what part you didn't understand, perhaps I could try to clarify that
^ putting it on the armature didn't work, anyone else have tips? ^
you use the Viseme parameter in the animator to select which animation is running, it's the same idea for the usual hand gesture thing
then of course you need an animation for each viseme too
Okay, i've got just one more problem.
I can't select any of the platforms to upload my avatar to. They're all greyed out.
you need to install the build support package for each platform you want to upload to. Usually in the editor config in unity hub
And where do i find those?
... in the editor config in unity hub?
is there an easier way, iu just wnat my mouth to move when talking, no hand gestures or anything
not for two meshes, nope
detect whats in use - animations tell other things to do things , thats one way
where do i find this?
you need to set that up yourself
Ok, i'm completely lost.
I'm using ALCOM to manage the project
Where the hell do i find the editor config in then?
Did you read where I said "in unity hub"?
WHERE in Unity Hub?
oh it's that config
click "installs" for the list of editors, then "manage" for the one you're changing
You were talking about the unity version, not the project filoe.
Yeah, i feel quite stupid now.
how do you usually setup assets with vrcfury again? i'hve completely forgotten unity
as long as you got there
Will i have to restart Unity after they've installed?
not sure, I haven't done this in a long time
i'm trying to have a physbone collider on the ground, and it like kinda works, but it jumps along with the avatar, how would i make it not do that?
Sorry Kazin, would you mind making a tutorial for me please?
Sorry, not a thing I'm interested in doing right now
i c
is there a way to make it so my avatar doesn't disappear when i get close to it in unity
do u know everything keeps disappearing
this is in unity
its like my camera has a giant bubble around ity
everything is getting cut off with my camera
oh i know
i fixed it
at the top right there are these cool camera settings
wait thats the issue im getting
try setting your near clipping planes thingy lower than whatever it is
thanksss
i clicked on my avatar and pressed the F key if you're having the same issue i was, idk how worlds work though ❤️
ur a star
How to move sps from the main menu to any other submenu?
does anyone know how to make an avatar like this?
https://www.youtube.com/watch?v=MvLk6sNKmPo
spritesheet / detect velocity animate
i need some help regarding texturing with my avatar ;w; In unity and vrchat it looks flat compared to in blender textured, How would i be able to use the normal maps in unity like i can in blender? in unity they seemingly do nothing.
this is in blender
n then in unity
alrightyy, so i got a hoodie off gumroad and i'm following the instructions on how to attach it and what not and it says to add "hoodie up" & "hoodie down" to the controller field using the "VRC Full Controller" component but im a little lost on where im adding the "hoodie up" & "hoodie down"
no matter what i do, it keeps clipping
so ive been trying to work out how to make this cloak not look awful with weight paint but i cant figure out how to make it look semi presentable
whenever i attempt to make a weight paint for the arms (no shoulder groups for some reason, even though they are present on the armature) the decals on the front and back looks awful, everything becomes a clippy mess, and when i try to blend the weight paint no matter what i do it just seems like the weight paint goes from 0 to 100.
it just seems like i cant get the hang of weight paints or somethigns is really wrong with my mesh
any help would be greatly appreaciated
re: 0-100, weights are relative. So if you want to weight something at 0.2 to one bone, it's automatically 1 unless it's also weighted to another bone.
For some clothing, often you can start with it weighted at 1 to the hips bone, then with auto-normalization on, paint it to the bone you want it to move with.
I’m not sure that the issue is the weight paint, I don’t really know if the amount of faces on a mesh influencer how it bends but the cloak part of the mesh has very few faces
Granted I know very little about this whole subject but it seems that the wight paint snaps into places instead of being applied smoothly
And the cloak seems to snap at pre-determined angles
Weight applies to vertices
if you have large spaces between them, well...
You may need to retopologize in order to get things to move how you want. Especially if it's mesh you made yourself - you often don't know how it'll move until you go try to move it, and end up reworking the mesh topology to allow it to bend better.
There are some blending tools, and a smoothing bush (which I forget the name of) to help you do that between weight groups
does the main camera set the world spawn point?
if nto how do i change the spawn location?
Does anyone know how to fix the Avatar creation requires thumbnail even tho it INDEED has a thumbnail?
what do you mean there? worlds set where your avatar spawns
having trouble with my avatar’s eyes they’re always stuck open and none of my gesture / other animations seem to affect them.
Here’s what I’ve checked and tried so far:
• Looked through all the animation clips used in my FX layer none of them seem to touch eye blendshapes or bones.
• Deleted the “Eye L” and “Eye R” (my eyes poking) layers (and their parameters) since in the Debug menu they showed as “Constant: Off.” No change.
• The avatar’s face just stays at the default “eyes open” state no matter what gesture or expression I trigger.
I’m not sure if something in the FX controller is still overriding the eyes, or if it’s a problem with the Eye Look setup or parameters.
Does anyone know what else could cause this? I’d really appreciate ideas on what to check next.
uh im having trouble.
everytime i upload avis to quest it always says Windows Security checks failed or something like that.
its been doing this to me for a while now but idk how to fix it. it seems to happen everytime i upload for quest after the pc side is done.
aaaa how do i stop my gestures from overlapping
i added a new gesture but it like merges with the last gesture
so i cant even do it
because the other expressions break that one
i thought i just had to add a tag here to the things i dont want to clash but i guess thats not how it works?
tag?
@primal swift answer highly depends on SAME hand adding more and more gestures or tho hands overlapping
it really helps if you don't clip the image so tight, it's hard to see where that is
oh there, not at all what I was expecting. Yeah that's not a thing VRChat uses.
ive been using vrcfury too much i assumed tag was the same as exclusive tag thereeee
okay but how do i make it so they dont overlap though
no. not a single working thing named tag
depends on how your animator is setup, but you could always not allow the second to start if the first's variable is still active
you'd probably need to show some more detail or explain how these are setup
ah, that's a good video, yeah
it only overlaps with one of them though
i had to put it in a different layer because it just would not work no matter what i tried in the same one
bro
thats like makes it completely different🤷♂️
you sould strive for least amount of layers, ie both hands should ideally be on one let alone having two for one hand
okay well i cant have it on the same layer
for some reason putting it in a different one fixed it, so im sticking with that
if you want them to be mutually exclusive, a single layer is kinda ideal
dang
again, without knowing what you have so far, we're just guessing
and you issue is "that not working on one layer", not "i did other layer but now its not exclusive"
ok so expressions are like these, these all work fine, theres one for each hand,
one assumes those anystate transitions all have "can transition to self" unchecked
(if not, do this first)
maybe i accidentally did check those off while trying to fix the other gesture
they should be off
uh, theyre all unchecked on the right hand, but not the left
i cant remember changing anything here though
it may not fix this problem, but it'll prevent a bunch of others.
uhh... is this an SDK bug? "not ... a humanoid rig" nvm lol i changed rig to copy and didn't fill the animator avatar property again
the gesture 3 just like doesnt work like the others
it needs an animation when it goes it because its not just 1 blendshape, and it needs the same but reversed on the way out, and that didnt work in the regular gesture layers so i moved it, but now it just gets stuck with other gestures i guess
actually i have an idea now
oh okay im just kind of dumb :D
issue was i had it turn off when gestures were set to 0, instead of just when gesture 3 was off -_-
you haven't really provided enough detail for us to see what's happening, so no, we don't
Glad you solved it though! Definitely wouldn't have caught that without actually looking at all of the transition conditions
That copy thing is weird, I've never had it work well.
yeah, i kind of stopped using the animator for a really long time because of vrcfury, so im kind of retracing my steps and all to remember how it works
it seems fine for me now that i fixed the properties
but one of my blendshapes doesn't look right in play mode for some reason..
I got a new avatar base and found that basically all of it in Unity uses Fury, so I guess I'm doing a full from-scratch project myself 🙁
So yeah I get that losing track of how stuff works thing
how do i get rid of the black from this material?
As a guess, you don't have the shader in transparency mode?
^still need help on here or reccomendation/ work arounds
it's not clear what is happening here
oh now that I clicked the image bigger this looks right
edit mode is the default pose, object mode is with the current pose. So go into the armature in pose mode, select all, and clear any transforms
on the main body it uses the antigen which default pose is the A pose
but the hands are from a rexoiut which defult pose is a T pose
you'll want to repose something so those match in the default rest pose
things won't work well otherwise
oh i totally forgot bout the concept of changing the "rest pose"
ill look that up
thanks
verry cool look btw
thanks. and yeah i figured it out. just had to read for 5 seconds and fiddle for 3
okay, so i imported my avatar into blender but the issue is that the skeleton isn't connected to the avatar, how would i rig it to the avatar
click the eyeball at the upper right?
oh my god bruh
Also for the record, VCC manages packages in Unity, that is all, it's not involved in how Unity runs.
that really was it
#avatar-rigging and of course the answer is add an armature modifier to each mesh object, and weight paint the mesh so it moves with the bones.
i'm a complete noob so i probably pressed it on accident
iirc by default it hides some stuff
thanks pimp
i took a different route haha
now im just trying to figure out how people make a certain material
Like this
Its like animated
what route?
i just used the modular avatar thingy in unity
ah so it was already rigged
do yk how to do this?
yeah I'd have given you very different advice if you'd mentioned that
or nah?
I don't know what you're showing here
it's like a material on clothing, its like animated it really cool, ill get a vid
iirc panosphere
How does one do that?
I imagine one looks up "panosphere"
dunno, I'd google for "panosphere shader" probably
or you could look in the poiyomi docs
Like the poiyomi I already have in unity?
is there another poiyomi?
🥴
i did ittt
So ive been working on a kitbashed v drone and fell bullet. ive gotten it able to work but right now im going back as to optimize it for android/quest. Ive merged all meshes and turned all of the materials into a texture atlas. I am asking for help when it comes to vertices count. basically what can i dissolve but still have it look fine
areas that dont move
aka middle of thighs, middle of lower legs, aim for stuff between far apart joints
alright thanks for the advice
Ever figure this out?
sounds like the sdk bug that happens when you have a avatar controller filled in that should be empty
Ah, yeah, unslotting the FX from Controller stopped that from happening. How odd.
Tysm!
it wont let me use video player on my texture when uploading?
because you can't put that on an avatar.
any solutions? its for my video texture
what's your video source?
mp4
you mean a file on the avatar? You can't do that.
wth
points at Zero's link
i watched a vid on how to do this and it said use video player
im sooo confused
yes well video players don't work on avatars
best you could do is a flipbook
becuase isnt that what panospheres are
no
oh.
It looks more like glitter on panosphere UV.
im so confusedd
That isn't a question.
Did you look into glitter feature?
Are you using poiyomi shader?
yes
Do you see "Glitter" feature in poiyomi?
the diff shader?
heck?
i see glitter here tho
Enable it and try out its various settings.
again, flipbook
The video you shown isn't made with video.
what u shared was likely glitter
I already answered that.
I said panosphere but there was nothing video related about that.
thats what im saying tho
i thought panospheres were videos because it looks like a video effect my apologies
panosphere is the effect where when you move around, the texture seems to stay in place
not at all - I assume you didn't actually read the link I posted then.
Panosphere is a way to project texture on to infinite sphere.
i thought that was a poiyomi download link tbh
it was very clearly documentation on the poiyomi panosphere feature, with explanation as to what it is and does, and a video demonstrating it
but even when they're standing still the texture is still moving
that's why i was confused
and how would i get a similar effect with glitter
because idk how the texture works for glitter
'tis also documented in the same place
I'd suggest you to try out every settings in the glitter. Also read the documents.
Is the VRchat SDK login down?
I have the exact password, email, and even tried username but it still says it's incorrect.
if it were down, you wouldn't be getting a response
Tried it on the VRC website, and logged in fine, but the SDK still says its incorrect
Well smth's wrong with it
Okay nvm, I apologize, it is smth to do with my SDK on that project file
Any ideas on how to restart it? I've reloaded the SDK through it's tab but didn't fix
I found it finally, 3.8.2 of the SDK doesn't appear to allow you to sign into the SDK for some reason, at least for me
Updating it to 3.9.0 has fixed
Whole avi was done in blender. Everything is attached fine and it works, except the pants. I attached it just the same as I did everything else but they come off the legs in both blender and unity. Anyone know how I could fix this? (I’m also quite new to blender)
either the ends of the pants arent weightpainted or were possibly weightpainted to a seperate duplicate set of legbones on your armature
either way you'll need to fix the weightpainting in blender to the correct bones
is there a way to make a small change to a hand movement in the gestures layer without messing up locomotion
without having to make another gesture layer or anything, adding it to the custom animation clip just breaks the locomotion or doesnt work
if you have a gesture layer, you need to edit the animations and if you dont, you need a custom one
locomotion stopped working alltogether when i added bone emovements in the gesture layer in my general fx
it took me like an hour to fix it
fx?
so i dont know if those lifelike movements and those specific hand gestures are just baked
gesture dont go into fx
if i make a seperate gesture layer hands are frozen and dont look good
it gives the facial gestures fine
and still does the basic open peace rock and gun
but i want to change what the rock n roll one looks like
anything outside of just blendshapes stops my entire locomotion
so i was wondering if its possible to edit the base locomotion
what layer is this in anyway
do you have a gesture layer assigned
default
i tried that but it didnt look great
and the hands didnt move slightly
im assuming its just a built in movement feature
if you dont have a gesture layer, it will use vrchats default hand animations. the range of bone movements can be set in the fbx import settings, however you wont be able to assign a whole new hand shape if you dont use a gesture layer with your own setup
from what i remember you need to set up all hand shapes too, not just the one you want to change. it wont stack with the default ones
ah alr i just like the default for all of the other hand gestures and just wanted to change this one
thats so sad
you can just copy the default ones into your own setup, its really rather easy
so like when the hand is open not moving itll still move slightly? i wasnt able to find any of the pose animations
the idle slight moving is part of the animation that the default uses iirc
i copied the anims to my own setup and deleted the floating motion
where would those be? or is it a script
or would i just duplicate my fx, delete everything but the things i need
and then make adjustments
i can send you a gesture layer file with the general setup if youd like but obviously youd have to add your own hand masks and animations
its been ages since i last looked for the gesture anims in the sdk tho, not sure where they are anymore
did it look like this one or similar to mine
yep
this is the oine i tried to set up but no idea where the default is
i appreciate you offering
it would be some place in packages/sdk/avatars
i spent around 2 hours getting all the gestures nice and only able to use 4 of them bc i hate the still poses 
ill look around
i was actually missing that demo folder i kept seeing
mostly just scripts and controllers
im missing that entirely
is it a 2019 project?
not sure then. my project is also 2022 but im still on the 3.8.2 sdk
it may have moved but the demo stuff was there for a long time
if this is a bought package, maybe it was removed by the creator
theres nothign when i search for proxy thats so odd
partially i reinstalled everything after that myself
ive p much changed everything
dont look in "editor" folder tho
would be in vrchat avatar -> samples
if you dont have that then idk, make a new project and copy the folders out from there?
When uploading the quest ver of this avi, it comes back as "Security error"
Both outputs report it's quest compatible
And it let's me upload it
thats true or i can see if it is on a older version
LMAO i found it
can someone help me with some particles?
ive set up my avatar with a gun that fires when you pull the trigger, however for some reason the bullet particles disappear after travelling like 5m from my avatar even though their lifetime is much higher than that and they travel at least 10x that distance in Unity.
also the particles seem to be taped to the gun for some reason (ie if i shoot the gun and the bullet travels 2m, then rotate the gun 90*, the bullet is 2m ahead of the barrel rather than 2m to the side of the gun) and i cant find any way to fix it - ive tried with the particle being on the hand bone and being on the gun's bone but i cant figure it out
simulation space World is correct one, wirh it particle should be independent of its parent after emitting. also always set scaling to hierarchy, cause that way it scales with the avatar height.
Using VRC fury armature link to get this FBX to be on my avi, but the scaling is incorrect, it now tracks the avi and moves with physbones but it looks like it's not scaled? Unsure how to fix this
hey guys why does unity change my armatures transform when i import it into blender? every time i exported it to unity i applied transforms
does the same for the body mesh too
Hey my name is Leo I’m Looking for someone to create my Furry porsona for me but in the best quality available in 3D ✨🌕
Is anyone else having issues with smoothed constraints being jittery rn?
Im having issues with my VCC crashing every time i open it and i cant figure out how to fix it, something about a duplicate key. Tried “reinstalling” but i dont think im 100% uninstalling it first. How can I make sure I 100% uninstall it?
I have an avi with no armature and in fixed pose not T pose so what is the best way to add armature to it
add an armature that matches with the current pose, weight paint it so it moves properly, re-pose into T-pose and set that as the default pose
in ur computer settings there's an uninstall option where u can fully uninstall it
just type in uninstall in the search thingy
can someone help me figure out why my dynamic bones arent working?
you even in playmode
how am i supposed to move something in playmode
video tutorial i was watching wasnt in playmode so i didnt go in it either
nothing will move if it isnt in playmode
thats how unity works
I highly doubt if the tutorial you are watching has moving physbones and arent in playmode
also playmode doesnt just make you unable to move anything
Could anyone help me with my avatar? Its sinking into the ground and im not sure why
you cant just drag it up
whatever the root is will always be 0,0,0 when uploaded
Well, I did drag it up, and it still sinks
like I LITERALLY just said
whatever the root is will always be 0,0,0 when uploaded
you cant drag it up via the root
im stupid sorry, which is the root
they mentioned nothing of it so i didnt know thank you
they stayed zoom into the view window the entire time not even showing the inspector unless mentioning a setting
whatever the top most object is
the thing you have the avatar descriptor on
Do you actually mean Dynamic Bones, that outdated non-free package that's no longer supported?
So do I move the Gameobject or the Plane?
I said twice now you cant move the root object
no PhysBones i mean
Oh okay good.
idk what im getting rude responses
Im just confused and wantt my avi fixed
is it not fixable?
you move the not root objects not the root object itself
Oh this is just a root object and a child object which has the image? Yeah, move the child object.
ive noticed when people think they are so good at doing something they become egotistical and narcisistic, thinking that people that dont know how to do something are just stupid like they didnt start knowing nothing too, thinking they are better than them and they get snotty. not just in this server but in pretty much any server
not everyones like that but ive noticed it
in other servers mostly
i moved the plane(not GameObject) and I still have it sinking
oh is this just in play mode with no humanoid locomotion? Yeah the default position in play mode is going to be a bit sunk, I'm pretty sure it won't do that in-game.
but itt isnt in play mode....and in-game it sinks
I'm not sure what you mean by sinking then - when does it sink?
when I load the avatar in-game
oh - well as Diven said, make sure the root object is at 0,0,0
Im adding some heels but I dont want the toes to move when they are enabled, how do I do that?
hey guys trying to make a follower toggle for my avatar. Does anyone know how to stop the follower from trying to match my avatar's elevation? Currently the follower target is attached to my avatar's hip bone
in short im trying to make the follower grounded but still follow my avatar around
Add a position constraint to the follower and lock the y axis
sorry if this is a bit of a dumb question but how would i go about doing this?
i tried doind this but its not doign anything
Use the VRC position constraint instead
(not saying just doing that will make it magically work, just that those are more efficient)
also should i be settign the position constraint for the follower or the follower target?
this is under follower please tell me if im doing anything wrong here?
nothing really happens when i lock, unlock, freeze, or unfreeze Y
what does this mean?
nothing useful - are there previous errors?
(Please ping for a fast reply.) so I have a super big question. I want to buy a Avi, however I don’t know how to upload. And I want to have a few things tweaked. Just the songs that it plays nothing about the avi itself would anyone know how to do that? Or know one that can possibly help?
She has electric guitars and a boombox that you can apparently play with. However, the songs that are on there are not my type of songs and I was wondering if I could get them to be tweaked to my music
Probably you could swap the audio files, yeah
regarding how to upload, a basic tutorial may help: https://www.youtube.com/watch?v=bSwMz4WcajQ
I don’t have anything or any knowledge so I would need someone to do it for me is the problem
oh, you can commission people at the VRC Traders discord, link is in #1204490664637890580
Anyone know why im seeing this weird artifacting on the brown
texture is like brown
not artifacts
that just looks like the texture on the material
i thought so too but the texture for example
of that bit
there is no black on it
so why is black artifacting in
huh... try different shaders
ive never seen that before
same deal - i assume its a texture setting, i dont have them set to compress
unity doing unity things
I know this isn't entirely the best place to ask this, but if someone could redirect me to the correct place I'd really appreciate it. I'm using a program I found called Virtual Motion Capture, although I don't know if this will work. I need some help setting up eye tracking, all I can find on google is videos of people doing it with their webcam (not what I'm looking for) and tutorials for other things that aren't entirely related. I'm not the best at communication or making words, so it's hard for me to find any results at all.
i feel like #full-body-tracking better suits this
however, if you want hardware mods, check out eyetrackvr
https://docs.eyetrackvr.dev/
I have an eye tracking headset, I'm just trying to figure out how to get it to work with the program I'm using. I'm asking the same question in a vtuber server hoping I can get some help setting up
I'm having trouble getting the eye tracker to actually do anything and all the resources I can find are either not what I'm looking or in japanese
I'm using a Vive Focus Vision if that helps
really isn't about avatar creation though
That's why I'd like to be redirected
is there a way to use vrcfury toggle to a clothing but make it the main clothing without the model going base model? or do i not put the clothing in the toggle???
(also an item keeps disappearing ever sicne i used vrfury toggle on it ://)
also if i am misusing a channel please redirect me to the right one
seems like you're in the right one
no, i used the radial menu to change into it bc it keeps puting her just in her base when i load in geasture yk? idk if im wording this right
no I mean, the right channel
oh im terribly sorry
no worries, I wasn't exactly clear there
also its grayyed out idk if thats the reason why it pops up for a min then disappears in geasture manager
greyed out right there means the object is disabled - checkbox in the upper left in the inspector when you've clicked on the item.
ur a life saver, ty
sorry to ask again but i have literally no idea what im doing wrong here
I don’t follow what it’s means 🕊️🌕
It’s called avatar help so I ask for help so what happen ✨🌕
You asked for someone to do work for you, not for help for YOU to do the work.
If you want to commission someone, visit the VRC Traders discord, there's a link in #1204490664637890580
I have never done this so I don't know if it'll work or not but having the weight at .002 means this constraint is barely going to do anything at all, you probably want that at 1
well what ive noticed is that setting the weight of the PARENT constraint affected the follower
of course
however attempting to freeze the y value of the parent constraint only meant that the follower would lock onto the follower target without any animations
what i wanted was to anchor the follower to the floor
so that when my avatar jumps or crouches, the follower doesnt fly or sink into the floor
Yep, I read the problem description earlier. Was just pointing out a thing I thought was off.
i figured it out, im so unbeavliely happy joyous day joyous
I have a new question how do i size down a avatar so it can run on quest? Or how to make a quest ver of the avatar if i want to play standalone and not pcvr
hello guys i cant use this can you tell me why
Calooh! Callay!
without knowing your avatar there is no way for us to know what that might do.
check out pins in #quest-optimization or possibly #avatar-optimization
Can't upload.
ok here you go please help me
did you make this avatar?
no i downloaded it
then you'll have to go look in Unity to see how that works
there's nothing we can tell you from the information given, unless you find someone with that exact avatar
possibly contact the seller?
ok thanks bro
.
Figured it out
nice, what was it?
had to make a parent constraint on the follower target
ah that makes sense
set the source to the world that came with the prefab and froze the y axis
how do i attach an unrigged mesh to my model? im trying to add some antlers in blender but i can't figure out how
for the clothes i could just select them and then the armature, reparent -> armature deform, but for an unrigged mesh i dunno how to do that
drop it onto the target bone, or use a parent constraint
oh blender
rig it
give it an armature modifier and weight paint it to the bone in question
huh is there no way to just like meld the vertices together or something
i am new to blender so im not sure if thats a stupid question lol
meld it to what though? You could merge the object with the body but you'll still have to weight paint it
to the body yeah
if it's a permanent part of the body that's probably ideal - just merge the new mesh object to the existing body object and weight paint the new part to move right
i'm not planning on removing it so i guess time to figure out weight painting
(you don't technically have to merge it but for efficiency purposes you should)
yep! In this case though it's probably real easy - all those vertices are going to move with the head bone, rigidly, so a weight of 1 for the head bone is probably perfect.
if they flex...... yeah then it gets fun
yeah right now before i import into unity, i pack uvs and merge all the meshes and materials so i only have one skinned mesh renderer
all this for good perf rank lol
Oh good, that's what I do also.
Most of my avatars have each clothing item a separate mesh object, and various body things like eyes, hair separate also.
What would be a good equivelent shader for android that keeps the transparency?
is there some more efficient way of doing it? what i do is probably inefficient as hell
when i'm done editing the unpacked one, i make a copy and group the meshes together by joining them (e.g. body by itself, fishnets and collar joined, shorts and socks joined)
then i pack the uvs of each mesh, and then join them all into one and export fbx
so i only have 4 materials instead of 12
That's about what I do, but I usually have the UVs all setup already.
ahh okay
usually just two objects: body, clothing. usually only two materials for that, but sometimes one more for clothing, depends what I've done this time
There isn't one, you don't get true alpha transparency on mobile platforms. Best you can do is maybe make it work with the particle shaders, but I can't speak to that personally.
oh i think i did it? i just assigned the vertices of the antlers to the 'Head' vertex group
and now its all red, im assuming thats 1 and blue is 0
Don't assume the color matches directly with the numbers unless they've been normalized, but yeah, that looks about right to me!
This is a good way of doing it also, no need to actually paint if you just have to set the values to 100% to one bone
very nice
whats a bounding box? and how do I fix it?
anyone ever had avatars "fail to upload"? I'm kinda lost. I've logged in again, tried uploading ones I was able to yesterday, but not it fails to upload and creates a blank avi. The errors I'm getting in unity doesn't seem to give any info on what the actual issue is.
box around your avatar that encompasses all of it. But the humanoid error is more likely important if you meant to be humanoid
as for the box size, something is very very big on the Z axis - you'll have to see what's on the avatar that is so large.
it is not meant to be humanoid
this mesh dont follow head bone
an setting up a armature link dont work nor does parenting it to head bone
ignore audio
the plane is like locked in place
idk why
works in blender
nvm got a work around.... i think
i got it
scratch that it doesnt work in vrchat
worked perfect in unity
Hey yall, i got an issue. Whenever I take the lenses off the male base of this spiderman model and swap them, I export and replace the male base in unity from the unitypackage it becomes invisible and doesnt work in vrchat OR gesture manager. Am I importing wrong? I've tried looking at some tutorials and all those are doing is making it worse, so im back on default export fbx settings and would love some help
if youre having the problem i think you are, you need to replace the source fbx rather than swapping the mesh component on the skinned mesh renderer
hey im trying to get my avatar to work with pc and quest, and the android checkbox in platforms is greyed out, ive added per-platform overrides, and nothing. i check build settings in unity and there isnt an android one even though ive installed it several times. any help?
unity hub > installs > manage (unity 2022.3.22f1) > add modules > android build support
hmm
ok so it says no module loaded even though its installed so thats a bit of a hint at least
so im not hopeless is what youre saying
because it works on pc, tested myself, just confused why it wont let me select android at all
just greyed out
ok so 2 things i found out. unity doesnt like to load things if
a) the folder path to the unity install contains non english characters
or
b) the folder path is longer than 140 characters
how would i remedy both of those
C:\Program Files\Unity\Hub\Editor\2022.3.22f1-x86_64\Editor\Data\PlaybackEngines\AndroidPlayer yeah thats a lot of characters
i mean i have an idea
i have two
C:\Program Files\Unity\Hub\Editor\2022.3.22f1\Editor\Data\PlaybackEngines
what if i just pull a gamer move and transplant the android stuff from x86 to the other
did you ever manually run the android build support installer
or did you just do it via unityhub
i downloaded an exe one yeah
that probably had the wrong folder path then
oh great
np have a good one
(Let me know when this question is answered, I've got one of my own but it's not urgent)
idk, i never select multiple personally, i always uncheck windows and check android cuz it never chooses the right avatar when consecutively building to a different platform
you should be good to ask
just ask anyway
o7
Essentially, I want to make the UV offset of a material's texture to change depending on the most active blendshape in the BlendShapeAvatar, I have a script for it that works in unity but I'm not sure how to properly connect it to the regular workings of a VRM file, if that makes sense.
Not strictly a vrchat thing, but I haven't found a more specific place, so sorry if this isn't the sort of question y'all are equipped to answer, it's no worries
vrms dont exactly support animation logic
ah, that's tricky then...
i think that would probably depend on the program you're using your VRM in
vrm by itself doesnt support it but offshoot vrm files types like vsf do but thats a vseeface only file type
got an error when going for android;
Unable to test avatar: Unable to locate Android Debug Bridge (adb.exe). Please be sure to install the Android SDK as a Unity module, or add adb.exe to the PATH.
I see...
much to consider
thanks
did you restart unity after installing
installing what
the android build
it wasnt started when i installed it

i installed it in an unusual way
i have two editor paths, it kept installing to an incorrect one so i moved its files over to the correct one
unity was not open during this process
okay so if i'm using a model made in vroid do i have to redo the bones from the ground up if i want to add jiggle physics?
what
if it has the bones already then no?
you only need to redo the armature if its not a humanoid rig
it has the vrm spring bones not unity phys bones
i need help remaking the jacket and helmet material for astrojack (first clip is what I have currently)
its using the green and blue channels to turn it into blue and orange in overlapping areas using poiyomi some how
and then for the helmet I need to apply the face image, remake the scan lines, and make the galaxy effect
how do i merge armature without messsing up mesh
this is a kitbash
so 2 different rigs
ctrl+j? not sure I know what you mean by "messing up"
it removes the weight values
does "set inverse" in the armature constraint work?
probably it doesn't - weights are in the vertex groups, it won't remove groups. But you may need to rename groups on the new mesh to match the main armature
so do i just rename the armature?
the name of the armature is not relevant
the names of the bones are - they match the vertex group names on an attached mesh
(I might've phrased my question badly, but I did find that the "material list" tab in the blend shape avatar allows me to do what I need to do! thanks again, y'all, your phrasings allowed me to google search things I hadn't considered before <3)
it has weight but wont do anything
I am trying to add heels to an avatar but I dont want the toe bones to be able to move when they are active, how can I force them to always be 0,0,0 when toggled
(i moved it back to place)
the names of the vertex groups and bones have to be exactly the same
Got an armature modifier on that mesh that's pointing at the correct armature?
also check in the modifiers tab that its set correctly
And yes, that
^5
Could I do this with constraints? That would require a lot though, right?
ok i might be a few steps behnd
as far as i can tell vertex groups are still right
press the icon that looks like a wrench, do you see a modifier called armature?
but idk what to do with the armature modifeir
ok
Is that the right armature? make sure its set to the one you want to use
unfortunately showing pics of weight painting doesn't really provide much info.
Or an armature modifier with no clue if that's the right armature or not. We'll assume that you've verified it is.
i joined the hand armature to the main body
yeah I'd not have joined those
Make sure to parent the new hand bone to the old arm bone
unless there are new bones there's no reason to
kitbashing
and for a hand I don't see why there would be new bones
new hand old body
did the old body not have a hand?
did but wanted a different hand
ok so did you remove the old hand bones or something?
yea
okay
same for head but ye
so yeah make sure the new hand bone's parent is the lower arm bone
i cant do that without joining armature
an once i do the vertex groups stop working on the hand
So what I do here is I strip the new armature down to only the new bones I need, nothing else. Probably you're having the groups get renamed because there are name clashes
interestingly, I did this like 5x yesterday
You'd really have to figure out what "stop working" means
yep
?????????
humanoid rigging is not blender but a unity thing
wdym
for some reason it just straight up isnt importing the lower legs
is there a way to replace/edit the default animations? the default animations on mine look funky
which ones? "yes" is basically the answer.
idle and probably all the others, how would I do that?
well you'd have to get/make animations then build a base locomotion controller. I think there's a sample one in the SDK examples somewhere, but I'm not entirely sure where.
If you use GogoLoco it's probably easier and the creator has documented it decently well
all i really need to do is move the head up and rotate the arms a little
wait actually
it probably has something to do with the bones
im kinda at a dead end here. im trying to export my avi but unity keeps screaming "avatar validation failed!" everytime i try to publish it.
this is the avi btw, its something i bought plus liindy's card bending
ok so i did something stupid i think and now i want the normal animations back but
try checking the polycount, but thats as far as i know what to suggest
i'm not sure vrchat has a polycount limit but i think if it's too high there's a solid chance it might not let you upload
just a hunch though
if there's no "auto fix" button in the VRChat build console, then you'll have to check all the textures to find the one with the "mip streaming" checkbox not checked
there's no real upper limit
ah
could someone help me import this avatar i just bought, its been like 4 years and i dont remember how to lol
there are lots of tutorials, I'd suggest watching some, then asking specific questions here if you get stuck
Never had this error happen to me before. I clearly have a pic to upload with this avatar, so what in the hell is going on here?!
i did
i cant get these shaders to work
which shaders
poi
you'd need to provide more detail but also the poiyomi discord is very useful too
The error I recieve everytime I try to upload
pink = broken shader. Select the object and look in the inspector where the material is to see if there's an error
it's hard to make a tutorial video for every possible situation
where do i add an animator component?
if you setup your avatar with a humanoid rig, it'll automatically be added
but it goes on the avatar root
???
?
nevermind, i'll just make a new project
my only option is non runtime animator controller
yeah i cant figure this out 😭
do you not have a humanoid rig already?
it's detailed in most of the tutorials
ive watched 3
none of them mention it, they just work for them
it also says the scripts are missing
oh then you didn't install some requirement
the avatar page says to use Unity 2019.3.41f1 but i cant find that specific version
humanoid rig tutorial: https://www.youtube.com/watch?v=bSwMz4WcajQ
And use 2022.3.22f1, that's the right version.
even if the author said that one specifically?
oh sorry here is the right timestamp: https://youtu.be/bSwMz4WcajQ?t=192
probably outdated docs
you can't use the latest SDK with that version, it'll just be a headache setting it up and clearly you don't need that
thats the one i'm using already
then I expect you will have issues.
22f1 i mean
would you be willing to look at my screen
i just rly wanna use this avi my friends are waiting for me
nope, not a thing I do, and I'm in the middle of stuff
alr sorry
how do i fix this?
select the .FBX and change it from generic to humanoid
Same video I just linked for you too
Look literally below the part you cropped
okay i think i figured everything out but the scripts
theres a bunch to pick from and idk which one
???
There you go - you need a spine bone. Click configure and put the right bone in that slot
Okay bad rig - you'll need to rework this in Blender.
send a screenshot of the Red errors in console then (or upload SDK panel if thats what you mean)
my bad
and hit the collapse button to get rid of duplicate errors
get the first 2-3, at the top
you didnt import all the required scripts for that model
it should go, from root to head: hips -> spine -> chest -> upper chest (optional) -> neck -> head. The names don't matter so much but the hierarchy does.
well these are saying that theres a broken or missing script so perhaps was there a .TXT for how-to upload the model?
maybe you're using the wrong version provided or missed a step
wait wait
ive been uploading the vrm unity package
but theres a non vrm one
could that be it?
likely yes
probably
I need some advice/help, i have helmet model that I want to put on a model that i bought from a 3D Printing website. When i import it into blender, ofc its pretty high poly. I want to decimate to be more optimized (at least 50k polys or lower.) But without completely destroying the mesh. Is there any other way to do that without using decimation modifiers.
I'm trying to upload a model I made from Unity to VRChat, but Unity won't let me. It said something about having to play around in the program for a while and it'll let me know when I can upload models. How long does that take???
posting again hoping someone might know :) i'm trying to find the expression used for this public manuka model where the ears go down and to the side when the eyes close instead of the normal manuka tucked in ear animation
if you're brand new i think you start with the visitor rank, but after you play for a little bit, most likely less than a week, and add friends and all that you'll get the new user rank and then you'll be able to upload
So I just gotta play VRChat a bit longer first?
yep, and keep an eye on your rank in your profile tab, it doesn't take long to get to new user
I see...Gotcha
decimation from the menu in a modern blender, not the modifier. Or maybe edge-loop dissolving, but that'll take a while. Maybe retopo the whole thing, but you'll probably need to redo the UV map and textures if you do that.
I don’t plan on using textures thats not needed, but i don’t really know how to retopo
of course, you can learn
You know any good videos i can watch?
if i wanted these lip piercings to move with my face tracking would i just join it to the head mesh?
not offhand, I haven't looked up any in a few years
You'll probably need to update each one of the FT blendshapes so the piercings move properly
yeah thats not worth the headache haha, thank you
I cant find a video that explain what I need to do well im extremely new to unity and ive been adding props to premade avatars and I cant seem to figure out how to make the fingers lock in certain positions when I activate a toggle can anyone help me
you have to animate the fingers, in the gesture layer
maybe this one: https://www.youtube.com/watch?v=xOGc8CetyXs
yeah that looks good
I tried that the main thing in struggling with is locking the toggle to the bool variable for it to trigger the fingers freezing
Because I set the bool variable but I hav enough idea how to actually set it to the toggle and the video didn't explain that oart caus that's the one I watched
not sure I understand where you're stuck, but this video seems to cover that
So in the video when you add the bool variable for the animation you have to tie it to the oaraneter of said prop
I don't know how to tie it to the prop
I'm not sure what you mean by that?
I have the animation set up and the toggle works fine and I have everything connected as far as I know but in the video the prop is already there as far as I know
a variable enables the prop, right? Use the same one to run the hand animation too
I did not make the avatar or the prop so I woudl not know what to look for or how to do that
And there's no variable in the animator for the prop
Howvere now that im saying taht I do have an idea for finding smth
ahh, there must be some toggle in the menu, that will change a variable of some kind.
How can I view and edit the action menu in unity i haven't had to access that with what ive done so far
find the menu file, then look in the inspector
where can i disable backface culling on poiyomi?
I need to disable it for my body material for stream safety
bottom, under the Rendering section
note that this basically halves render performance
wait why would it reduce performance if less is being rendered lol
what would i select here to make it not appear? it already says off but skin is still shown
would i need to change this in blender instead?
disabling backface culling means it will render the front and back side, which is double the work
I'm not sure what you're trying to do here I guess
Ok so before I go and do everything I found teh animator for the toggle if I create a transition without removing the exit state to my custom animation will that work for what im trying to do
Because I could find the menu file
You just can't remove exit state because it isn't an actual state. And I'm not sure why you mention about menu file because your first message has nothing to do with menu file.
That's what the other guy said
What do you currently have so far?
All ive truly figured out is just having the animator set up so far
I have zero idea what im doing
I just got unity so I could just start uploading avatars I got
And taht was literally a few days ago
Think menu and animator are 2 completely separated things.
Menu's job is only for changing parameters. And animator job's is playing animation based on those parameters. So what connected those two are the parameters.
Would you be able to help me with the process of just locking my fingers when I have teh toggle on
Ask specific question. I can't give you step-by-step guide.
Ok so how do I tie the toggle to an animation
Like
Idrk what to ask specifically
You know that when a toggle is on, the parameter for that toggle must be on as well. So you have to use that parameter as condition to control another animation.
And how would I go about doing that exact thing
For hands, you have to look in gesture layer. There are "HandLayer" animator controller from the sdk sample asset. Take a look as example how it's setup.
Yeah I have familiarized myself the the whole gesture thing because I actually got a half decent ways through the video tahy was sent ealier
There are just some things I could quite familiarize myslef because its not a super in depth video because its made in mind for if you have a half decent experience in unity
A question. I'm currently having an issue with non-humanoid style hands (as they are the hands of a robot). I've managed to get everything working with the claws, the animations work fine. However, I'm unable to rotate the hands like I'd want to in the FX layer. I use VRCFury but I'm currently not using it for this. The animator claims it plays yet the hands do not rotate. How should I override the rotation of the hands within an animator?
If I must, additive animation will suffice. I must rotate the hands is the context.
The animation preview of the clip functions just fine.
The layer has no animation mask, but I suspect it is related to the IK overriding it.
@austere dome is it humanoid after all, just weird?
cause fx cannot affect humanoid bones, we have other 4 layers for that
I have a question about the avatar's default hand positions - does applying a hand position to the IDLE layer make that hand position always work ?
The hand itself is humanoid, right. The fingers aren't registered due to being excessively odd.
I attempted to do this in Gestures, but it did not seem to work there, either.
Should I send it to additive, perhaps?
if your goal to rotate next bone after fingers
The context is that the hands idly spin from time to time, as do Chibi Robo's hands.
id avoid fighting ik and just added extra bone after whatever vrc considers to be a hand
Right, I was actually thinking of doing this, simple an empty holderbone with the hands parented to it, and the fingers parented to the 'hand' child.
Appreciated! I'll do this tomorrow though because 9 hours on an avatar is rough, lmao.
I fixed the problem IG but im trying something different. Instead of using the already made unitypackage im just throwing in the fbx with a avidescriptor and everything is going well except for this issue for some reason? I already have the blueprint cleared so it isnt that.
Let me check rq
this is it
When im adding a vrcdescriptor to an fbx is there any extra steps i might be missing?
if it helps i also used VRCFury for adding the lenses, as it seems like blender messes stuff up idk
is it this perhaps??
possible yea
Is there anyway i can fix this?? I dont know what that means as the chest and everything works perfectly fine
this means unity failed to auto recognize all bones
go to the fbx in your files, in the inspector, move to "rig" tab
in there, click configure
assign the chest bone in the configuration you see there
I see, thanks ill see if that fixes things TYSM in advance
Gang i hope you have the most WONDERFUL day, year even. Ive been on this ALL day and on the verge of ripping my hair out and you gave me the most simplist fix for this. Have a very very Merry Christmas good sir. 🙏 🙏 🙏
Does anyone know why the terms checkbox won't show up? I've already tried reloading the SDK a few times. Haven't uninstalled yet because it'll take forever
happens to me sometimes, reloading sdk fixes it for me
Hello ive been stuck with weightpainting one shirt for like 10 hours no matter what i do it still has sum cliping issues i could usually make shape keys to shrink the base underneath but im making an outfit for somone else's character on booth and the shrink shape keys he has on the avatar dont match my needs so what can i do i was thinking of making copy of the shoulders area of his model and making my own shapekeys and just deliver that with the outfit files but i think that might go against the TOS so idk
Does anyone know how to fix this? Watch the video
yeah I still don't understand what you're stuck on
is that run by an anystate situation where you have "can transition to self" checked on the transitions?
Where do I find it
in the animation layer that runs this, look at each transition
All of them are off
Ah good, it's not that then. Maybe the animation loops?
I been trying to upload my avitar to Vrchat but it keeps giving me Build Failed
I recommend taking a look at the console for more details
it just says it is a clone? thats all i tells me?
can't help you without info - maybe post the first 2-3 error message here
Just curious, which pose is better? A, or T pose when making a model?
A has less deformation on shoulder. T is better for modeling arm. It better in different way.
these are warnings - errors are red ones.
there we go - 3rd one is the issue
Is this not a humanoid setup? Usually that gets added automatically.
weird that it has no animator then, huh. You could add that component to the avatar root, but I forget how to get the right avatar in the slot it's got
I don't remember if you drag in the avatar or the model to make that work
okay ill try it
Can you not do panning textures on the quest avatars?
I don't have Unity open at the moment to check, but if there aren't panning options in the texture setup, then nope.
how would i make an asset of mine on my avatar have physics, it's bunny ears
Physbones!
how do i add those
okay so im adding a radial slider to my avatars eyes to switch the material but it wont let me put my avatars eyes in the renderer, like it doesn't show up
i figured it outt
the jaw bone on my model is agape, anyone know how to change the jaw bone pose in unity?
I need help remaking astrojacks materials using poiyomi. First image is what I have so far, first video is how the official material works in unreal engine 4, and the 2nd video is one of my friends recreations of it
I currently only have 1 panning layer because I couldn't figure out how to do 2, but I think the official skin uses multiple and uses overlapping parts of green/blue to turn them into blue and orange somehow
Also the space image on the face is only a still image and doesnt have that galaxy skin effect
For the audio reactivity it goes off bass but thats a built in poiyomi feature so it shouldn't be hard to implement
Just realized for the official material clip you can really read it, sorry about that.
nvm i didnt figure it out lmao
Are the eyes a separate material though?
what do you mean "put my avatar's eyes in the renderer"?
Oh, is this Fury? I have no idea how to use this, but I'm guessing you drag the game object with the eye renderer from your hierarchy into that slot.
there's a discord for vrcfury
I don't know why that would matter
idek
here is the unreal engine clip
https://streamable.com/siawrb
it wont embed but it should be in higher quality
anyone have any ideas on how I can do this?
why cant i upload a avatar to vrchat?
Nobody here can answer that without info. Like an image of an error message, or paste errors from the console log.
no, just user
But it has to be a VRChat account, not some other platform, like Steam
k
I don't do private help in DMs for free, use this channel for questions.
That's what it's for.
