#avatar-help
1 messages · Page 191 of 1
Guys i need help
how do i fix this?
so far ive tried these two ways
-
Click Body and the Pants and Click transfer weights
-
Tried going in the Modifier and adding the data transfer from there and applying the data layers
if you mean the bad weight painting, yeah - do better weight painting. Don't rely on any automated tool, they're all just okay, you'll probably have to touch up the results of all of them.
could anyone help me with this in unity my avatar looks fine but when I upload it to vrchat the head messes up?
idk if it is weight painting or not i mean it doesn't do i unless i sit down or stretch my likes
looks like it probably is
put it in blender and pose it and see if you can recreate the issue
yeah i can its only when i spread my legs
Yep, weight paint. Or you might actually need more topology there so it flexes/bends well. It's a difficult spot to get right.
more topology?
more faces, more edges. maybe rework the existing topology so it flexes better
so what would you say try first? and do you use a weight painting video?
I did at first but that was a long time ago so I don't have one to recommend now
without actually playing with this myself and watching it move it's difficult to tell you exactly what to do
dang yeah im new to putting diffrennt clothes on i mean the other pants i have works fine
Does anyone know how i fix this issue?
All i have on the avatar is expressions and goco
try
i think its pumpkin or avatar 3.0 manager
which issue? these are just warnings.
theres a option where it says to set all of them to wd on or off
The one the mouse cursor is on
just checked
its 3.0 manager
use that
ah I didn't realize you were indicating with that.
Its finee
try
enforce t pose
sometimes it works
its mostly a 30 percent chance of working for me
It has hair bones though
someone please help I made it worse 😭
sad...
Anyone know why Gesture Manager is making my model go into bicycle pose and how to fix it?
is the face a seperate mesh?
then the body?
yes
yea
add armature link to it using vrcfury and had it linked to your head bone
the body and head share the same armature tho
as in the same bone?
yea
Is your face a seperate mesh still?
yea
then merge the mesh
ctrl j in blender
vroid has no way of doing this as far as im aware
ok ill try it
it wont let me post it to vrchat now because it says the face mesh is not specified
??? thats not a requirement
I just made it use the body instead because the head is connected to it
I don't know where to get help with this but is anyone else having issues with the audiolink thing not working? I've trying reimporting and doing a new project even uninstalling and reinstalling but the second I change the song OR do anything the audiolink gives me an error. I just don't want to have to open vrc everytime I want to test my avi's audiolink. ;-;
Yes - it doesn't work at all on Linux, so what I do is delete the youtube audio source object and in the other object there, you can just put in an audio file from your project.
If you're having yt-dlp issues, this'll work for you as well.
it did not work
Okay thank you, I was having trouble with the yt-dlp. I'll try what you suggested.
This also happens to another model with most of the same parts
Anyone know why this is happening? Trying to change the material in the animaiton but it screws up immediately when switching it and says the object is missing
Anyone know a fix for jittery physbones?
can we upload yet?
im trying to make a hinge bone for my gun but nothing shows up
i added the component to the right bone, because moving the bones moves the part I want to grab, yet nothing happens
add like .01 to the Y axis of the endpoint position
ici
can soneone help me with avatars
that's what this channel is for. Ask specific questions, provide as much info as you can.
im trying to import a avatar and idk how\
have you watched a tutorial on that yet?
yeah
Ok then explain what you've done and where you are stuck.
nvm
anyone good with assigning textures to a material. My Bf got me a texture and idk where the textures go?
depends on the shader
poiyomi
put it here
anyone know how i can swap the existing texture with a new one on my avatar?
im also talking metallic and roughness
specular in poiyomi
just use the search button
just like in the image above you, depending on shader
shit i be dumb tyyy
Unity's bone constraints don't work but what i'm looking for doesn't exist in vrchat's constraints (rotation constraints so i can limit the rotation of a bone, i'm making a robot character and i want it to have limited mobility)
Yeah, there are no limiters available, it's quite annoying.
is there a way to edit animations in bulk?
there are for physbones, but not anything else.
as in like bake the constraints
im sorry but i need a explanation
i have a png file where would i put it?
depends which texture you want to change, and if you want this to be an animation or just a one-time permanent thing.
And which shader you're using.
?
any explanation?
you can bulk-edit via C# script, or anything that can edit yaml files, since that's all .anim files are. But other than that, in Unity... there isn't really something that can do this
the tetxure didnt come with stuff how do i get the tetxure on the horns and jewlery
only think i can figure out is that its a mapcap
they might not be textures they might just be a shader material
it looks like they interact with lighting using normal maps and stuff so probably just a poiyomi material if I had to guess
Sorry for the annoying question, but i'm testing the water in unity with my own new avi. But when i imported it i got a warning that looked like this. Could someone better versed in unity explain what's happening?
you didnt weight paint vertices
if no weight they dont follow bones
unity tries its best to auto fix by just setting the weight to 1 at the "best" bone
a lot of the time just the hip
But i did, the place it's happening is at the neck which is weight painted.
it says otherwise
ok and odd question. when exporting a model to unity should u export it at FBX all scale or units scale?
I’m having a weird problem. Trying to make a compression shirt in blender for a bought avatar — I selected part of the body mesh in the shape of the shirt, duplicated and separated it, then added a solidify modifier for some thickness. Looks perfect in blender and follows the armature fine. All transforms are applied and I’ve removed every shapekey before exporting.
But in unity, it only fits properly around the torso — the sleeves and shoulders shrink slightly and clip into the arms. It’s like there’s a shapekey shrinking the arms or scaling the mesh weirdly, but the shirt mesh itself has no blendshapes. The avatar has a bunch of shapekeys, but they’re all set to 0 in blender, and only a few facial ones are active in unity.
Only thing I can think of is some unity import setting or some bones are getting scaled for some reason.
Any clues as to what could be the culprit?
Does the audiolink package for unity not work anymore? It's just returning can't play this URL errors whenever it tries to play anything from youtube
how would i fix up things like decals i use in my material when i pack uvs in blender? the nardoragon has a blush decal, but it doesn't work on my optimized one because i edited the uv map
issue is still happening!
gogo works fine in gesture manager but not in vrchat
and ONLY on this avi
pls help!
That uses yt-dlp, which is often a problem, scroll up a bit, I said what I do about this
I mean, yeah, I got a local file working— I was trying to get youtube URLs to work.
ah, yeah that's still a problem, because yt-dlp and google trying to prevent us from doing that.
Bleh, alright
?
i've got a quick question about custom normals:
are custom normals and blendshapes mutually exclusive? the fluff i made for my avatar uses custom normals, but setting Blend Shape Normals to Import in the model's import settings messes up its blendshapes and makes them shade flat when activated, while setting it to Calculate straight up removes the custom normals on my fluff. should i just have the fluff as a separate model?
I export from Blender with smoothing set to Face and then use Import, seems to work ok in most cases
Anyone know how to make a Toggle swap where you toggle another toggle on and the other one toggle off
Has anybody ever gotten this error message before? I don't know what it means
You could use the positive case for one animation and the negative of the same variable for the other.
Or use VRC Avatar Paramter Driver to set variables on an animation state
You can't have a mesh object with the same name as a humanoid bone, in this case "Head"
Ohhhhh. Thanks!
Is there a video on the vrc avatar parameter driver?
I don't know of any, but there's docs here:
https://creators.vrchat.com/avatars/state-behaviors/#avatar-parameter-driver
it works great, thanks!
oh nice! I think it was Zero I got that idea from, but yeah, been working great for me too
So for some reason, this happens when I test the model out with the Gesture Manager. Anybody know why this might be? It looks fine otherwise.
I tried everything I could. Gogoloco and other addons installed weren’t an issue. All mesh and armature transforms in Blender have been centered to 1,1,1. Merging meshes didn’t help. Do I just have a bad Unity project maybe? Or do I need to re-download the Gesture Manager? I don’t know how accurately the gesture manager reflects how the model will be in game, but yeah…
any reason why this emitter (An empty game object childed to my avatar's gun) is emitting above his head in play mode and not at the tip of the gun where I put the emitter?
it's not even emitting where the guns are in tpose..
0,0,0 is the world origin
all transforms applied in Blender, on all objects?
Yep
I think it has to do with the gesture emulator because it looks and acts fine otherwise until I turn it on.
acts fine in-game?
gesture manager doesn't do anything weird here, it's probably not the actual cause.
But if you want to test that, remove it, and test with AV3 Emulator
Does someone know how I can stop the waistband of my avatars skirt from moving when I add physbones in unity? I’ve tried removing all weight paint from the area and even removed the tops bones but it continues to move with the rest of the skirt.
with no weight paint it'd move with the hips bone
Yeah definitely something about the avatar then
Yep. Can confirm. Avatar is so tall that I couldn’t get out of the game normally. x-x
What should I troubleshoot?
I'm not sure I understand what's happening, and you got all the first things I thought of
At least the issue’s solved! It’s a pretty easy model with not much on it, so y e
anyone?
The simulation space is set to Local if that's helpful
Is the transform reset to 0,0,0?
it's not really clear from that where the parent objects are. what is GunsL and where is it?
Guns L is left hand gun, it's the gun in the hand facing the viewer in that screenshpt
I'm also guessing that GameObject is the thing we're referring to
But check the locations of each parent
No, because I used transform to place the gun to begin with
is there a way to lock that in like with Blender?
resetting the transform does put it where the emitter shooting from in Play mode
Got a question about Blendshapes.
If I make a blendshape for Key 1, that I reaaaally like, and wanna become the main Key, or default. Is there a way to kinda swap what Key 1 and the main Key is like?
I don't know specifically about how the emitter you're using works (I'm a general Unity programmer), but it sounds like the object(s) it's emitting are being Instantiated() based on the gun's transform, and not the GameObject you've created.
I don't know how you might be specifying this, with your emitter, however.
wait I think i fixed it. both guns were sharing a prefab so I unpacked it and it fixed it
I'm just using the base unity emitter
You can select the default key, usually named Basis. Go into edit mode, select all vertices you want, then in the vertex menu, "blend to shape", select the key you like, and a value of 1. That will apply that new key to the basis.
Then probably go delete that key since it'll now be doubled up.
Save before doing this, of course 🙂
check the other shape keys though, they may not be quite what you expect if the default is shifted.
.... I didn't mention: this is in Blender.
So while messing around, I noticed clicking the arrows on the side kinda achive the same effects sorta? Could that cause problems in the future?
you mean the arrows to move shape keys around?
if you move something to the first position, that doesn't make other keys which are based on the original basis key now based on the new one
can't say I've tried to re-base all of those to a new key, since that's a lot of work 🙂
but I suspect you could if you wanted to
how to use a radialpuppet with int
you don't - they take float values
Well, kinda to explain my problem, is I modeled a charecter that has their mouth open a lot, with it closed, since I figured it would be easier to work with it closed. Then with Blend shapes, Id prefer it stays open, and a closed mouth as a toggle for instance. So I only have 2 Shape keys, one just trying to make the smile
Is vcc working now?
-# I was able to upload once last night before it gave out on me again
oh, with only two keys you could probably just re-order them, then make the new second one be based on the first
#server-status seems to say everything is fine
what can i use int with
probably some other cause then
menu control types are described here:
https://creators.vrchat.com/avatars/expression-menu-and-controls#types-of-controls
It's vcc not the avi 
#creator-companion perhaps then?
Probably just taking its time to work fully again
oh do you mean the white screen thing? Look in there for details, it's a Windows update issue
(use alcom)
weird take, but okay.
Just looks sketch- and my computer gives me a virus warning for it
don't trust those things
ok so I swear just the other day I was able to use crunch compress when uploading for android/quest and I went to do it today and its not actually compressing anything?? has crunch compressed ever worked for quest? is there a work around?
crunch isn't great anyway, it results in delays loading your avatar and reduces quality
aw man
it makes the avatar download smaller though
which is why it would be useful for quest uploads
yep, but there are probably better ways to do that.
how doni select an int with a radial button i want a button to correspond with a int
i've been trying to figure out what's causing this odd animation behavior for a while, I have a gun I modeled out from scratch and for some reason when animating the gun to rotate it will follow the axis, but suddenly playing the animation it completely ignores what I was doing. Anyone else run into this before?
link is a screengrab of my unity project btw
you don't really - I suppose you could use Avatar Parameter Driver and a complex animation layer to turn the float into an int.... but why? Why not just use the float value instead?
back to low quality textures and questies complaining 😭
because optimization
I'm not sure what that would get you though
i want to be able to set the int number with a button
oh with a button you can, use a toggle
Fixed, wackass blender export settings be damned. Leaving this in case someone else has the same issue.
When I'm importing a rigged avatar model from blender I to the creators kit, is there anything I need to look out for in terms of shaders, textures etc? I also say some stuff about optimization but I'm not sure I'm tech savvy enough to know what they are talking about there, would anyone be able to clarify?
So I need some help pls. I'm adding the teku logo decal which required 3 and I lined them up. One of them is on the hood part. I tried separating the mesh in blender and also made that another matieral but when I exported it. The model disappeared. I could export as new fbx but it already comes with vrc fury setup
can anyone help me
My animations are playing only once
I'm trying to have the blades stay out when I do the fist gesture once
like 3/4 of this video could be cut, but it looks like your exit transitions have no conditions, so they run immediately. I think you only clicked one here, so I'm not actually sure.
If you want the animator to stay in a state you have to actually keep it there with a condition. Such as "blades = true" to turn it on, but then on the return transition use the condition "blades = false" or it'll just exit immediately
ah ok
so which transition should I put blades=true?
The one to the blades extend?
from off to on, of course
ah ok
I don't actually know what these do, I wasn't paying attention to that, I was just skimming the video for the details about the animator
Help? Model's feet are stuck in hips, even on desktop mode
anyone able to help?
that video isn't playing for me
It's fine in Unity, but the moment the model is loaded into VRC, the feet are in the body. Regardless of if it's walking or standing
i downloaded an emote pack, the animations are fine when i prview them, but when i press play the car is no longer attached to me, and of course if i link it to any other body part the animation messes up,
and this also goes for any of the ridable bits in this package.
any idea how to set this up or fixz this or attach all these animation clips to my avatar so they play properly
im also using the vrcemotemanager
should i create a root bone or something to my avatar so it attach it with vrc arm link - idk
if you make it a .mp4 it'll embed, but I think it's a weird discord issue.
Either way images are probably better. Also describe the problem
it's animating once only
so same issue - did you do what I sugested?
maybe show the setup then
After making an animation my Avatar is stuck in this position even after exiting the preview- halp
do you have pumpkin's avatar tools?
I do
have you tried doing T-pose?
I havent used those tools much, but I'll take a look
How do I do that?
avatar
Nvm. found it!
Thank you!
ok but what do the other transitions do?
I looked at your video but there's really not enough to go on, sorry
Is there any easy way to mark an object to not export it to VRC? Sort of like how Blender lets you only export visible meshes...
Do not parent the object to the avatar
Add scene, pull object to the scene that doesn't have your avatar
Anyway that lets me keep the hierarchy intact?
Delete the object if you don't want it wym
No, I'm thinking more in terms of different versions of the avatar since VRC has really low polygon limits, except without having to manage all of the common stuff
Make a different copy of your avatar
mark it editor only, top of the inspector
This? Alright
yep
Yep, that's perfect, thanks
I'm trying to make the previously mentioned particle generator activated when I make a fist, but the tutorial I'm following says to edit the parameters section, but myparameters looks like this and not like in the tutorial (where it just says the vRC expressions etc. part w/o the none) . Did I accidentally delete a default file? (I'm also using VRCfury/Gogoloco so that also might be why...)
You have to create new files for it. Default file isn't that useful anyway.
In files, right click, create, vrc, parameter file
Does anyone know if there's a way to do avatar world constraints with vrc constraints? I used unity constraints for an avatar I did, but it no longer works now.
does anyone know why i can upload avatars? i accepted the thing but after that it just takes ages to show me that i didnt accept it after all suddenly? and the rest of the hud just wont load either like i cant change name picture or choose any tags
I cant either still
-# It's been 4 days
https://www.youtube.com/watch?v=2UaOIAAcbPc Still having issues, I followed the animation section onward of this tutorial exactly and I double checked everything is as it says. the only difference is that I'm using gogoloco/VRCFury but even when I use the menu merger thingy it still won't do anything
Enable Freeze to World option in constraint.
Is it your new avatar or you want to update?
just update
Try sign out and sign in again.
Also you might have to update the sdk.
i just signed in
Already did
hi so uh basically i have this issue and well uh basically with the image the autofix makes the blendshapes kinda messed up even though they looked fine before but it wont let me upload like that and ive been stuck with this issue and i keep going in circles...
I'm not sure what happen to the sdk then. Maybe try uploading as a new avatar?
new avis dont work either
What sdk version you currently have?
newest one since i just updated recently 3.9
another person seems to have the same problem
Can you see your own avatar list from Content Manager tab?
nope
For reference, how mess up it is?
the creator companion wont load either been like this for a few days too
one quick example
There was large server outage 2 days ago. I'm not sure if it's side effect from that. But I can updated my avatar yesterday.
yea theyre probably still broken
In the fbx model import settings, try changing "BlendsShape Normals" option to either "None" or "Import".
hey I'm trying to upload the quest side of an avatar for my partner and it wont let mw switch to android may anyone help?
first image is what happens when i set it to import, none just broke it
You install Android build module.
(its on)
Oh where would I get that?
I havent made a quest avi in months lol
See menu File > Build Settings and see what it say about Android.
oh ok ty I will try
bump
Ty It worked I got there avi uploaded bweeee
the editor is claiming my feet arent specified but ive named all of my bones, am i doing something wrong?
That claim is about that unity failed to auto recognize them
It has nothing to do with blender or your naming
See the rig import settings in unity and configure the bone assignments there
okay! where would i locate those?
hmmm, okay, ive popped it open, and it seems to have located the feet int he settings themselves but it still gives the warning.
Is the correct bone in the foot slot
This is cause vcc isn't working correctly for some people right? Or is it something I can fix
This is the only error
well ill be porked it looks like my mexh and armatures have somehow gotten swapped 180 degrees
Your naming is messed up then
Right leg should be if you see the rig from first person, the right leg there. Right leg should not be right from when you view it face on
wait i see it i rotated the mesh in blender by accident before i exported
Check that your naming follows first person view
Anything in the validations?
No, it's not the avatar I've had the same error on 4 different ones
I was able to upload one avatar yesterday and then it went back to this
If something was wrong with unity itself, you'd get a butt load of other errors unrelated to the sdk. You can try updating your sdk and packages, perhaps even try a different network to rule out it's a breaking connection during upload
alright that fixed it right up, thanks! now i just need to apply texture
Ima guess it's just vcc then
cause it's not my wifi or me needing to update stuff cause it's all set to the newest versions for my SDK and addons
can someone help me with this ;w; been stuck on here sine last night
Anyone able to help me with this
My animations play, but they don't stay on
NVM!!!!
Finally found it out!
had my write defaults on on the idle animation
kinda looks like your normals are inverted, check the face orientation in blender and if they're red flip em
;w; ah! Crap , thanks for the advice I'll do that right now! I'm already partly bald irl I don't wanna be bald in games too
does anybody know how to get the dextro cloning system on my toggle wheel? i have everything setup but it's not there
MAke sure the DCS is enabled and loaded after LC API then open it's config file and set
enabletogglewheelintegration = true.
and then restart the game, i think after this it should be fixed
Wait wdym sorry, I dont understand
it keeps making a seperate avatar that isn't even under my orignal one so when i drag and drop it onto my avatar it breaks everything
isn't that what the clone system does though?
i watched a video and it's suppose to create the avatar under yours in the hiearchy but mine is making a whole new one that isnt even attached to my orignal avatar
oh I see
yeahhh, ive watched this video multiple times but nothing seems to work :c
i just uploaded the clone as the main avatar and it worked
This is random but I was filming content by casting my quest onto my iPhone then pressing record thru the meta app , but I have no clue where to find the videos from casting.
after I added more shapekeys to velle in blender, she has a grin and "eye_heart" stuck on her in unity (the hearts seem to disappear when playing a motion in certain MMD worlds)
What is the difference between ".fbx" and ".fbx (experimental)" and what what benefits does the experimental fbx have and should I use it as my model format for my VRC Avatar?
I don't find anything useful in google besides that the new fbx experimental is C++ and the normal fbx is Python .
i want to use my avi in blender, how do i do that?
is there a way to export it as fbx in vrcc unity??
Poking this again, haven’t had any luck
Dont know what your rig looks like
Need a screenshot of the bones?
Your rig in general
Stupid question, if a model doesn't have thigh physics/not ment to have thigh physics like thigh jiggle how would i add it
And how would i also make it so the whole leg doesnt jiggle
Lmk
Separate bone
So, would it be like a bone with duplicate weights of the leg bone?
And is it possible to do it without a seperate bone
Not really
Separate bone that is child of leg bone
Ah ok and do i weight it myself or can it have similar weights to the leg bone
Trying to understand it
You cant have weight over 1
Weight over 1?
I was thinking having it have the same weight as the leg but its not the leg weight its named something else
You cant have weight over 1
All bones weighted to a vert needs to equal 1
The literal value of 1
Wwight painting bones is between 0 and 1
That includes every other bone all added together
Has anyone encountered this problem in Blender? I have created twist bones. Their logic works correctly, but when I rotate the wrist, the hand looks step-like. I have created a weight area for each bone with a gradient, so everything should be smooth, but it is not.
so, swapped clothng n blender, kept bone structure, its for an alt version of same avatar but this keeps happening
This in question:
why does the animation get loaded thatss connected to the entry state ?
its not folding with the legs, it seems
like after joining 2 worlds specifically the animation plugged intonentry state gets activated
and then it doesnt respect the saved state
so in this case after joining 2 worlds it will go back to hair off
all the toggles are saved and synced btw
and hair even is set to default
why specific after 2 world does it activate the animation thats connected to entry
You dont need like 20 bones for twist bones
Thank you! What is the acceptable amount of twist bones? I thought more was better.
More is significantly worse
Also thats not how you set them up
They match the bone you are giving twist to
And its usually just 1
So you can constrain with lower weight so it only partially twists for the lower bone
Thank you very much! I' ll try it.
Heyo, I'm making an avatar with three heads, and was wondering if it's possible to add a toggle to deactivate the visemes on the two extra heads?
if so, how?
I've done this - the answer is yes, but not easy. You can only have one head mesh if you want vrchat to run the visemes, so you have to do shenanigans to setup which head speaks. You could do the animations yourself with the Viseme parameter, but I found that didn't work very well.
I tried a few methods but ended up doing UV tile discarding, where each head had a duplicate of all vertices that move with viseme shape keys, and swap those around as needed.
have a toggle to disable certain heads, detect viseme , blendtree it has to be really fast - any state can work but not the one that has multiple transition you will notice delay
yeah, the delay is why I didn't go with that method
Anyone know the system people use for a combat system instead of a typical weapon toggle?
thanks for the relpies, I'll look into the UV tile discarding!
great primer: https://www.poiyomi.com/special-fx/uv-tile-discard
especially the part down the page about how to set it up
thanks!
do what
I'm actually planning to do this again to a new avatar, just need to find the time.
be aware that tile discarding doesnt agree with post processing or fog in worlds
yep, it's got some caveats.
youd kinda have the outline of the stuff you discarded
In this case it's literally the mesh duplicated, so you really don't notice it (I tested). With clothing.. yeah, you can tell.
ah damn x'D
tis why I like to give it a bone to shrink or blendshape (despite blendshapes making the size larger)
I don't find it overly annoying, it's more like "oh hey, that's happening here, neat."
if you do that and discard itd make the issue not as horrible
I tried bone shrinking and the blendshapes made it get really weird. I didn't try very hard though, since tile discard works well enough here for me.
but yeah both together is a good idea
bone shrinking just doubles your armature size
blendshapes you have to uniformly scale down or else it stretches weirdly since weights dont shift with blendshapes
basically just alt s
if you discard clipping doesnt matter so you can just alt s until its at least to your body underneath
whats the best physbone values for thighs
anyone got any ideas for this issue?
pull > how much it tries to get back to the original rotation
spring > how much it swings back and forth when reaching the point
gravity > gravity
gravity falloff > how much it pulls based on how far its rotated
immobile > how much movement affects it
limit type > angle polar or hinge so it can only rotate in that area
collision > collision size based on spheres
colliders > custom colliders you can set based on the physbone collider component you add to other objects
overwrite the fbx
or if its not packed to the fbx you have to restart
So go back to blender did what I did before with either another matieral on hoodie.
Then export, find the same fbx in the unity then then double click for export?
if that overwrites it sure
So this model is @pseudo pine's, he'll have any screenshots you need. I was just trying to help since he wasn't originally in this server
I can get those momentarily 🙃

what about blender
Never touched blender. I started working in unity and somewhere down the line the legs mucked up.
Prior to me making edits it was working, So I feel like it's something I did in unity.
why is that a clone
That, Is an excellent question
you arent supposed to upload the clone generated by fury or whatever you used
opening the armature turns it into a clone and closing the armature uncloneifies it
I wouldn't be surprised if that's the issue. I downloaded VRFury, Then changed to Modular Avatar.
could be
never noticed
?
avatar configuration
Ah
I’ve seen avatars have a combat mode that adds a grip point to their sheathed weapon so they can draw it instead of doing a simple toggle for their weapon.
gesture + contact in the condition
its still a simple toggle its just the way the parameter is flipped is different
basically you just have 2 conditions in a transition checking for if the contact is true and your gesture is true
it switches to held state or back
Id recommend using a parameter driver on the "simple toggle" parameter so you can 100% guarantee is syncs for remote players
This is my first time uploading a avi and getting a "Failed to upload File" any fix?
why forth?
need more context
Mine saying somthing about floot3 or something and its failing to upload
i wouldn't know how to fix that I'm only able to take a model and upload it 🥹
"Avater creation is easer then world creation they said"
like I am ready to upload it why it gotta be so difficult.
truely
Gotcha, and I’m guessing depending on parameters I can even change it down to motion and gestures
hii, i was wondering if anyone could help me figure out how i can change the default height in which my avatar spawns in as, when you select them? I was wondering if i need to do something in the avatar unity project or in blender?
scale it in Blender or Unity, either one works. I usually scale in Unity in the model import though, so it's at a scale of 1 in Unity itself, that way any add-on things don't have weird scaling. And it's the default scale in Blender so any extras I add there don't need to be re-scaled either, and if I make assets for others, the are also at the model's default scale
Thanks! I'll give that a try with the unity import. Thanks again, it solved my issue!
Does someone know how I can stop the waistband of my avatars skirt from moving when I add physbones in unity? I’ve tried removing all weight paint from the area and even removed the tops bones but it continues to move with the rest of the skirt.
Quick question, how do I make it so the edges of my avatar don't show up like that? Is there a setting I forgot to change on Unity or is it because I didn't shade smooth it on Blender?
The edges on the chest and arms for example, not the outline
Hihi ^^ I recently got a model commissioned of my sona for use in VRC, it has basic humanoid rigging and all the bones needed to function in VRC from what I can tell but when I try to upload it through the VRCsdk Unity gives me these errors, Usually the second one and then when I do ANYTHING to try and fix it the first two take its place :(
I have the entire Avi set up besides it being uploaded, I've verified that the bones are functional by testing it in the Gesture manager addon + Gogoloco posing and animations and everything seems to function correctly! 😭 any help would be appreciated!
(i took a look in the blender file aswell to check the bone parenting and they seem correctly parented?
I want to make a 2d avatar that turns to face the player, (billboards) but has its sprites change depending on the angle you're viewing it from. (and also has sprites for motion.) How would I do that?
it's pushed out like this as well and I'm not sure why
that's what it looks like to me.
Question on vrcfury.
Currently fixing up my menus and such.
I got the hoodie to work but I had a jacket previously and I plan on having it setup with vrc fury. There a way I can have it where only one toggle at a time is enabled for said clothing? So I don't have jacket and hoodie on at once? I know how to do it manually but I want to know if there's a vrc fury way?
Edit: same said for toggles props as I have 2 vehicles I am adding
can i convert a stl 3d printer file to a blender file to make a vrchat avatar
So Im trying to use the CATS plugin to make the visemes, but it keeps showing an error message, and not working.
Before - after 'create Viseme'
What am I doing wrong
Does anyone know why Unity hates me?
like we dont own sweetie I have the rights to have it
Unity does the same to me ALL THE TIME
I have a quest and a PC one and the one made for quest works fine but the one for pc the GOOD one dont???
Btw!! A friend gave me files to a human avi, it was a whole project folder and fully built already- but it won’t let me upload it once I change it to how I wanted it to look…
Yeah that’s happened to me a lot
Sometimes you just gotta clear the console and then close & save the project, re-open it and try again
Otherwise you may have to restart entirely
It was lmao
That helped, thank you! Do you happen to know how to solve one another problem? Now in Unity, when I rotate the wrist, my arm gets thinner. In Blender, I could fix this by enabling Preserve Volume. Is there anything similar in Unity?
Twist bones and rotation constraints
Or corrective blendshapes
Yeah, I applied them. But then my problem happened.
I founded my ways around👹
That’s good!!
John Doe 
Yess!
oh crap, I fixed it, mb
was balling out making springbonnie and then the inspector broke my heart and idk what ANY OF THIS MEANS 😭
can someone help me out?
first photo shows the errors and the second one shows the animation clip attached to the vrcfury toggle component
Anyone know why the eye tracking on my avatar with the bsb2e isn't as good as other avis, the pupils can clip throught the eyelids when looking to the edge of the displays and when blinking the eyelids can clip into each other
how do i fix the arrows not popping up when i click edit on the Veiw position
You have gizmos turned off by accident
Do you mean that it is possible to correct volume shrinking in unity with corrective blendshapes? Could you tell how does it work, please?
?
i dont know if i should put this in the beta or the avatar section but im having problems with my avatars physbones being stuck straight upwards but its only happening in the beta, some of them work while others dont, the confusing thing is there are no consistent outliers in neither the ones that work and the ones that dont, is anyone else having this issue?
look for a 2nd set of arrows at the feet of your model when editing the view
Close from taskbar and open again maybe?
Update windows
Lower SDK when uploading
i redownloaded it and now it shows this QwQ
The windows one works fine it still uploads that but quest version doesn’t
Version 2022.3.22f1
Huh
I said lower your sdk, I didn't say anything about windows or which unity version
How do I do that because I’m very dumb
In vcc
Ohhhhh
It’s on 3.7.6
okay one unistalled and the other one wasnt in the device
it worked!! AH thankies!!
Thank you
hey so i was just wondering, i have a face swap because my face is 2d and i have a Halloween texture but i want the face to swap to the halloween face aswell. So what im asking is when i have the halloween texture on and i swap the face it will also go to the halloween face of that expression?
the ones with backgrounds are just quest versions dont mind it
so i have 2 of each, one for default and one for halloween
i am using vrcfury
Word it works now guess it was just me being stupid as per usual
Does anyone know anyone who could upload avatars for free?
I have the files just don't have a pc
Thats super unsafe to do especially with random users and if you're trying to upload a paid model check that it allows filesharing as 99% of them dont
ontop of giving ur account info for it you'd also become that users alt account and vice versa so if they do something ban worthy you could get hit with it too
are the parameters for the toggle sync'd?
The avatars are free Avis I found and I change my password a lot
is that correct^ Im so lost lol
if thats what you meant
try asking in the creator of the avatars server, Most of the time they do offer uploads
Ok
please help, im not too great with this whole unity thing but after adding Gogoloco to my avatar and testing some of the poses in gesturemanager, my avatar's tail got all weirdly inverted.. any fixes?
Is there anyone who can upload an avi for me? My brother is unsure of how to fix the script and upload it and I just bought the avi. I would like to use it soon
Feel free to post errors, but otherwise, you'll get scammers around here, so probably don't trust anyone who replies to that
I need help, my avatar stays below the ground when I start play mode
I've someone that can help
If you don't mind
Scammer 😭
can anyone help me w this
Why do you said that?
Does anyone told you that I scammed ?
We've to treat ourselves respectively
I got it covered, it was just i need to use weight paint
can someone help me create an avatar? I'm not understanding how to do it even with youtube videos 💀
im trying to figure out how to work off of a base and it's very complicated
Thats vague
my bad
uhm
I have a gator avatar base
and I'm having trouble porting it into unity
Can you explain the trouble?
nevermind I got the package imported
just didn't know the proper menu before to import it
how do i mirror pose a 2 opposite sided bones in unity?
Am I the only one getting this error?
It has a thumbnail and im still getting this error
Me too
Try Detaching avi descriptor reloading sdk or restarting unity. One of those 3 things just worked for me
still going on
ive gotten a bit silly and for my first avatar with facial expression ive decided on a nontraditional approach.
the eyes, brows and mouth function by sliding the UVs across a texture with a bunch of sprites. are there any tutorials or guides that anybody knows of that can show me how to make talking and facial expressions work with a setup like this?
ive seen avatars that do this like Waterpark Shark but this is my first time experimenting with an avatar with facial expressions at all so im out of my depth
Split the 2 axis for what you want to do
Like x axis is the lipsync
Y axis is the expression
Split the eyes and mouth and you have 2 sets of axis
Then just pan it on the one axis or other
yeah i figured that was how it worked. i more so dont know how im gonna make it do that when i make certain sounds is what im trying to figure out
my unity file is still being created so i wanted to get ontop of it and see if there were any premade tutorials around that i could watch while it loads :3
Vrchat has default parameters
I tried deleting the avi
reopening unity
capturing the thumbnail
nothing
weird...
by deleting it you mean deleting the one that was uploaded right? Because for me it uploaded one to the site but I couldnt use it at all
yeah
constantly having to remake the avi for it to get the same error
And every time i do a fresh upload it fails and removes the thumbnail
not really sure what that means
It has default parameters including viseme
Literally just use that
i know but when trying to figure it out myself fury was the first thing i saw with viseme, never even heard that word till now
tho it does spit out this error no matter where i apply it
so ill look at the default VRchat viseme stuff
when i find it
it weird cause when i upload for my friends it uploads fine
new weird issue
when i click configure on my rig it doesnt open the menu for assigning bones?
idk why the menu isnt even opening when i click configure?
Expand the "Import Messages" below.
alright i finally got it to upload
Try changing Type to None, apply, and change back to Humanoid.
same error
wont even let me open the tab to assign the bone properly
i click configure and nothing happends after it selects the rig
im googling the issue and i cant find anyone else running into it :/
look in all of your inspector windows, it probably opened in one you didn't expect
How can I fix this, it happens when I'm in play mode
hello guys. I’m tryna find mostly Eboy avatars without having to pay solo on quest. without converting. in prismic what do I need to search or worlds to find eboy? (a lot of accessories also)
Fix what?
When I enter play mode it puts itself in that pose
And even if I upload it, the same thing happens.
And what exactly did you put on the avatar
Cause thats just the default pose when animating
I literally just threw it into the project.
Yep

XD
so i have some stuff set up on my avatar now, but i want to add new bones to make the eyes move, will i have to entirely restart if i wanna edit my meshes rig?
How do you figure out what is causing the issue with the animations?
You have to explain the issue first.
It's like saying "there is an issue with my car" and there are hundred of possible issues.
Animation is attempting to play, int method to change clothes. But for some reason the pants flicker and not swap.
I got less than 15 hours to fix it and I still have work soon in 4 hours for my 12 hour shift. Im going to bed.
On the floor, it shows that it's attempt to play. Just the animation is somehow being override but no cluse what's causing it.
Im asking how to look for animation/parameter effecting specific animations variable so I know ow what's causing it
Do you make the toggle yourself in animator controller, or with vrcfury?
Manual
I just got done making 5 other avi using the same template, the last avi for the event had a hiccup
Aka the issue I'm currently having
How did you make the controller? Also providing screenshot is better than just typing.
Manually made the template. Then I simply copy paste it, reassigned to the specific models, rinse and repeat. I made mine, the bride and groom (yes irl&vrc wedding event avatars) and I was working on the one of the "best man's" avatar when I had some issues.
Events happening real soon and I need to finish and upload all of them by tonight.
Can you screenshot it as well so I know what exactly you're working with?
Otherwise I can only say that you have to retrace every step you did to make sure that you did no mistake.
and as you would expect, no actaul change besides a brief flash of pants only to snap back
I did check animation just in case for ALL of them. Nothing. They all seem right as well
Then also double check the transition condition for into and out from the pants state. Screenshot to confirm as well.
Im questioning why you didnt just use anystate
the other bottom clothing slots are all correct as well
If the pants show up for a frame, then what show up after that?
no just pants, cant change it to others. it's stuck on it
Pants is continuously flickering?
Then check for the second keyframe of other animations.
thanks, that was it. the pants off state (aka handles the swimsuit and underwear state) was the issue
had to simply swap them around and it's fixed now
I can't seem to enter play mode to test this avi for this issue and I have NO IDEA how to fix this?
Update or remove vrc quest tools?
Look like your avatar also include various tool in its package, and is moved out of it expect directory, and it's outdate.
Just remove the folder all together?
so should I remove the folder to fix it?
Yes.
W, it worked. Legends
help anyone?
Hey guys, I got my unity fucked up so i been trying uninstalling whole unity, cause the unity keep saying unity running as admintinion idk how get that shit off? pls helps?
worse is its dont let me click "restart unity as a standard user" either
any ideas on how to fix this? the right thumb bone is parented correctly in blender, assigned correctly in unity, and is literally just a symmetrized version of the left bone, which was successfully assigned. everything is identical between them, I have no idea what could be causing this
claims it's not in t-pose and it's stopping my right hand from animating correctly
the issue persists even with all my FX and GES menus removed, I've tried forcing the t-pose and the animation issue persists. I'm at my whit's end here
how do i fix this issue with importing edited fbx's? ( it mentions a mountain tall lists of blendshapes it cant generate and the prefab isnt updated right but the fbx is fine?
doesnt really affect anything, have avatars with it - some setting in blender you need to change but i dont remember what
or unity
been posted in this discord glazed over it
Question, how do you force a specific prehab or setting to prevent avatar resizing from working? I want to make sure that the avali avi isn't able to get big.
Question I have four material slots on my avatar and I want to change only one thing on one material but I don't know how to select a specific material in the animation thing
All you have to do is do a slight rotation of it and that should fix it
You have to use a shader that lets you rename properties, such as Poiyomi, otherwise it'll affect all slots.
So I'm kind of forced to use material swaps then, because I don't want to use poiyomi on this avi
You could split that mesh up by material, or find some other shader can do this.
I can't really use any other shader because I'm trying to make sure the stuff works for quest
I'm trying something different than how I normally make stuff so it's not going to be that optimized cuz it is my first time doing it
Quick question does anyone know what I’d have to do to make a toggle that’s activated when I grab a physbone and stays on until I toggle it off with my expressions menu?
You could probably use a contact, plus some animation State stuff
It has to be the physbone tho because I’m pulling a cord to activate something
Then I don't know if you can even detect that
Well I mean I got it to work it just kinda breaks there’s the Is_grabbed book for the physbones
You'd have to use parameter driver to change toggle parameter, and use the physbone parameter as condition to control the driver.
How would I use the parameter driver to toggle it in the same transition or? Sorry if I’m kinda slow I I never done an Is_Grabe’s toggle before
You need 2 layers for that. One layer is for the toggle itself, another layer is for parameter driver only.
Can the driven layer just be the basic toggle so = toggle off -> true toggle off false ?
I don't clearly understand that but probably right.
Sorry, my bad I just mean is the toggle layer just supposed to be a normal toggle layer or do I need any second conditions in my transitions?
Toggle layer only reacts to the toggle parameter. No physbone parameter involve here.
In other words, you have to create a toggle that can be control via the menu first.
Yeah don’t worry I got It I was just curious if anything has to be done to the transitions
There is nothing special to any transition.
Sorry my bad I just never worked with physbones that much so I thought I’d learn it
It simply is just another parameter just like every other parameter.
Alrighty!
hey so im like 100% new to blender as a whole, and have no idea what i'm doing, i managed this but i've no idea how to make it animated
also i was told there were too many vertices for being a quest avatar
you're gonna wanna merge those meshes and the materials if possible (or atlas the materials) as for the verts thing toggle the statisic option on and see if its outside the limits listed for mobile here: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#mobile-limits it'll be listed as tris/triangles
((where to toggle the stat thing ))
ok I found a avatar pc only and it has a zone that can be placed down and it counts down all players in the zone during when it finishes counting can only see it but it makes the zone have particals and all that making it to where it also looks like you are in another world in the world you do it in and I was wondering if this can be done in pc and quest support
except I don’t plan on doing a lot of partials
how do i merge the meshes and materials? is it just the ctrl j thing?
ctrl j merges meshes as for materials you'd go to the material tab and just delete the duplicate meshes BUT if each mesh is using a different texture or is just using solid colours you'd need to join them (atlas them) in a image editor like photoshop,gimp ETC then re-setup the meshe's to fit the new UV
theres also add-ons that'll do this for you but they can be a bit iffy (material combiner is the one ive tried https://github.com/Grim-es/material-combiner-addon )
ctrl j took away his ear texture :(
you'd check em here and make sure they fully match up name-wise its case sensitive
okay now that that's been figured out, these are all the materials he's got
is the fact that i'm designing this avatar with quest in mind going to kill me and ruin everything? my goal is 2d eyes and 2d mouth/visemes, and i'm not sure what aspects of these are incompatible with quest? is it just transparency??? i don't get it 😔
this is not only my first avatar but my first full human 3d model so this has been a process
really only transparency that causes issues with 2d viesemes/eyes imo
but if you've just got flat colours behind em it isnt too bad
just make sure the background on 2d face stuff are the same, dont need transparency
alright
if you have eyes/mouth on its own plane weighted to a bone you can scale & move them around too
one way to make a 2d blink just squish the bone
if i want to have a custom blink texture, would that work the same way as 2d visemes
yup
but you will have more materials, this one have 3 cause upper face / lower and main body
uv shifts dont like being on the same mesh , especially on quest
makes sense makes sense
pc can use decals on same, so much easier
sucks that quest can't 😭
so, 3 materials, one for the body, one for the eyes, and one for the mouth?
it will be 3 meshes that way and instantly very poor for quest
my quest version only does the entire face on its seperate mesh wich isnt good = 2 meshes , pc have upper/lower & a decal version i tested but it was more how to do 2d faces then actuallyusing it
so never really done much after
2 meshes fine , id avoid 3 on quest
kinda crazy that having 3 meshes would instantly mess that up even when two of them are just planes
It contributes to draw calls. And one draw call cost much time than few thousand tris..
😔
what if the eyes were a part of the same mesh and i had the blinking animation just be another plane appearing out of the face
that way only the mouth is its own mesh
That also work but you will have to customize blinking animation for that.
oooh i do my blinks like that
super ez to setup and theres a few prefabs that you could use to make it work
if u dont wanna setup ur own
oh that's awesome!
i haven't imported into unity yet but i would be very interested in that
what's the blender side
i personally do 4 eye option (normal,blink,look left,look right) and make a blendshape for each of them coming out (though for the normal eyes their blendshape makes them hide into the head)
and i setup a tile sheet like this for the eyes so each's UV is set to a different look but all use the same texture and material
(for the quest version i just fill the background with w/e colour the skin is)
love the way that looks that's so awesome!!!!!!
decided to give the fingers bones while waiting :p
also to add on to this, your mouth could also be merged onto your body if you do your viesemes the same way you'd do with my eye suggestion so its only an extra material rather then another mesh 
well then i guess i'll try it, i'm a little bit scared that it's gonna be a bit of a process 😨 '
blendshapes are the same as shapekeys no?
yep
and the only thing ive found people struggle with using this method is setting up the atlas for the textures
what's so hard about that?
they use image editors ive never worked with so i cant help em with using the program
so when they setup the faces and mess up with something we both kinda blank on how to fix it
have just been poking around with things to try to figure them out myself, how do i use this? ive installed it into blender, but not even the readme says anything
There's a "how to use" section right there in the readme though
negative ghost rider
Hello i habe a Problem to Upload my Avatar on Quest. The avatar have only Armature and Body Mesh With 4 Mats all texturs under 1MB an i Get the message the uncompress size to high but why? i have this problem with alle projects and ALL SDKs and Packages are on the newst version
are you trying to add things during upload through something like VRCFury?
on this avatar not but other avatar have VRCFury Stuff
VRCFury stuff doesnt get counted into the stats until it successfully uploads so that could be causing issues with the other ones, you could try checking Thry's avatar performance tool and seeing if anything looks like it could be taking up a buncha space (like blendshapes, avatar texture size etc)
or try going back a SDK version and see if its a bug with the most current one
try resetting or smoothing the normals
the what
select mesh in edit mode>go to mesh at top>normals> and choose one of the two, if one doesnt work CTRL-Z and undo then try the other
it should fix that, though idk the reason that happens in the first place to prevent it
okay no neither happened to work-
combining everything but that seems to work, though now his hoodie is shiny-
open the surface dropdown that's there and drag the reflect down to 0
ah got it
so does that fix work and the bones can be made so that tail and ears can be given life and get it in the game? or are there more steps
that should work, i dont really see any immediate issues from the screenshots you've sent
rig em up and export it to unity, though make sure you save a .blend of the model before you export the model just in-case somethin messes up that you cant see yet
Is it possible to make particles on an avatar be audiolinked?
Maybe
I plan on adding a borealis effect that floats move and hovers around my character, and I think particles are the best way to male it look great, from what I've gathered on my own though is that audiolink might not be possible, back up options was to make a see through model with a borealis shader effect instead but I think that wouldn't be able to look as good or be as interactive as I'd like it to be
the only issue i could think of is its anability to be quest compatible cus its got like 50k triangles-
and idk how to make the big number be smaller
two maim methods ate subtraction and division
but coming from 3d modelling perspective its decimation
tho it wont look pretty
hello would someone mind helping me troubleshoot? trying to add a drone asset i bought and upload an avatar, i'm getting a couple errors on build
complete fkn novice here
imgs of red errors in console pls
does it upload on same project without that asset?
?
oh right
i havent tried uploading the avatar without the asset
but the errors are referring to the asset, the fpv drone
well, the first advice is to contact its creator.
i'm not actually all that interested in the specific avatar, i just want to use the asset lol
ah yeah, i have. he's uh... busy
theyre the one to make sure it is at least any vcc sdk compatible.
Just created a new avatar 2022 project with VCC 🫤
@hazy quest restart stuff, first run ever since vcc is always ass. Otherwise i see G: in your paths, unity dont like it, a lot of windows stuff csnnot access drives othet than C: without admin rights
I've been using Every drive except C for my VCC projects, and this just started happening recently.
Also, if I clear console, it never comes back.
then do you care? 🤣 told you to restart. if you can upload succesfully, pay no mind.
vcc spams ton of red for me every first start
The last time I created a project and cleared those error, I couldn't receive "Upload Successful" message, even though It was uploading (Wasted a LOT of my time).
was it the latest sdk?
At first, no.
I did update it though.
Current hair:
The texture:
The texture doesn't have layers, it's a flat image. How in the hell am I supposed to change the highlight colours?
tis life🤷♂️
The white part is supposed to change color
White = 1 (change)
Black = 0 (no change)
I need it inverted for thes- hold on i havent actually tried colour inversion
hold please
and it makes it look like this
i could do it the hard way and do shader swapping with hue shift or do it the easy way and hard code colours
I just used
https://pinetools.com/invert-image-colors
im using gimp
neat
now i gotta fuck around and find out for another 30 minutes while i figure out how to select highlights and not get... this
select by color and select the brightest part with raised threshold
@crisp tinsel try krita
you see how stupid the texture is? the bright parts modify other areas of the mesh
dont need it
its just an automatically created uv map and painted in 3d
Dose anyone know why I can see my boop particle and sound but nobody else can
im suspicious of adobe paying gimp for it to be as bad as it gets, so whenever anyone mentions free software, thats the answer (so you suffer and buy ps). it was bad 18 years ago, it was bad 2 years ago, i dont believe anything changed
cant see your transitions
theres 2 drivers
so whats the idea. of people booping you without you seeing it?
the set synced/boop on driver is not local only despite it being in the synced parameter list
well
Im assuming you put it there
yes like when they boop you it makes a sound and also particles
is the synced/boop even in your synced parameter list
yes
if its not in there then its in fact not a synced parameter?
with its full name
anybody with knowledge of particles know how to make an Eye Trail effect?
its judt the same between param list and animator
how can i use poi to change the colour of the bright parts, i dont have a mask for it, dont know how to create one
"eye trail effect"
that's what i said, yes
hand me the texture and I can probably turn it into one
paint white on a black image where you want the effect to occur.
describe it
like eye trail effect is insanely vague
So basically, i'd like a particle that leaves a short lasting trail behind when moved
i'd say "Like an anime lol" but i dont watch anime 🤷
am i genuinely stupid? i dont see anything affect parts other than mesh
oh? interesting 👁️
its under effects where you can create a particle
alright, thanks
this is probably extreme but
Currently wokring on an avi from scratch in blender with almost 0 experince (ive used this as a project to get me to learn and its worked alot from where i started) ik it probs looks bad and stuff but i have a simple question. When do shade smooth on this and export it to unity, will it still be all smooth or will i have to smooth it all manually and should not bother with the shade smooth? no where near ready for it but was curious since I'm taking a break to go do some chores also any tips would be greatly appreciated please and thank you
okay I added them synced/boop and stuff on there
ill test it on vrc
just use av3 emulator to test
it lets you create nonlocal clones in playmode
thankss! will test these
heres it even more boosted if not dark enough
bsfr
Not sure if I'm even doing this correctly
emission strength
try turn it up maybe
okay so im just blind
Haha nah
mood
this is 0.1, i feel like it's a bit... dull
but if i go brighter then it just turns into a highlighter
maybe like 0.15
just try little by little
i wanted just the ends to light up not the whole hair mesh
If you give the mask more contrast it should look better
this is 0.15
no clue how you made the mask, but can u work ur magic?
I sent a second set of images that was boosted
oh rihgt hol
ye use this one
i guess this works
also you put it under map not mask
how would I change it
user inputs
what's the difference, just curious
?
cus it is in maps
map is just what the emission uses for a texture
mask is a black and white value of how much it actually CAN influence
like if you slapped that emission all the way up to 20 your texture doesnt matter anymore
however if you stuck it in mask then the black would literally never emission
have you considered dropping down the parameter type
how so
ive tried both, i dont notice any difference
I boosted the contrast again but its just making it not gradient and have solid lines between black and white
I know that but I dont see anything about parameters
they are labeled right there
i like the middle one
these are all the same emission strength
right well you said make a non local clone which I did
then toggle the parameter and see if its synced for the nonlocal clone?
it do be nice
because of the fact I can see the hair is just a gradient from top down
likely done in blender or something
you can redo the uv map by just projecting from view or cylinder etc
and just hit one of these
honestly you can drop it down to 64 or 32
fair
some material editing later and we've got this
how did you make emission maps tho?
i know how they work but i cant figure making them out
I just took texture since its black and white and just set the contrast to like 300%
noted, thanks!
please help!!
yeah it uh... has like almost 100k triangles-
dissolve edge loops is most you can do
otherwise stuff comes both q optimised initially and not
cant just make quest run crysis
I love that that's still a joke
Do you have the hips mapped properly in the avatar configurator?