#avatar-help
1 messages Ā· Page 192 of 1
i owe my life to whoever knows whats going on here
only happens when i pose my arms down in blender
weightpaint is messed up
select armature then mesh>go into weightpaint mode> shift select bone it should be weighted to> paint those stray pixels (move the arm down to get a better idea and swap viewmode to wireframe)
it'll fix it unless theres something other then weightpaint issues going on
alright thank you! ill take that advice and see what i can do with it
Can someone please tell me why all of a sudden Poiyomi Fade has this super annoying bug where if it's not viewed from the correct angle, the mesh just totally vanishes? it's EXTREMELY annoying, any fixes??
my eyes disappear in unity š
how do i update my avatar to the latest SDK?
im not good with unity how do i get there?\
That is using VCC
Creator Companion
quite sure i have that
just dont know how to access it
a friend helped me a lot ok
i said i have it downloaded
Does all the hard work for you in terms of project creation
just dont know how to access it
Who knows what property here will disable double halo? Because in the game I can see the halo twice while I dont want that to happen
I think what he meant is that he has VCC downloaded but he doenst know how to follow instructions
worked perfectly goat
get yourslf a drink on my behalf
does anyone know any yt vds on animation files for idle tail movement, and ear flickering? not an idle animation, just one that continnuously goes on while you have the avi on
@mellow scaffold anything that is nonhumanoid , can go to fx. so just create an additional layer there and drop your animation unconditionally. dont forget to allow "is animated" in physbone
thank you!
once i've got the blendshapes, what's next.... i don't see anything in unity for looking left and right using blendshapes
Animations is the way
If you need blinking just make a blink animation, for left and right look, it will be made by VRC avatar descriptor wich should make it automatic if you made it correctly
Unless if you have other ideas on your mind, tell me
my model has peculiar eyes
my eyes are flat!
i can't use vrchat's automatic look left and right stuff
hey guys, what would i have to do with the shader for these fishnets to work, suppost to be black and transparent
Well, if you dont care about auto looking then just animate constant animation
Or remake them so they'll work with VRC component
i dont know how to setup 2d stuff for view targeting mine are setup like how blinks are, randomly looking left/right. https://camsaviis.gumroad.com/l/SimpleBlink i use this prefab and edit one of the animations it uses to do the randomization work for me
its deff possible for it to work as proper-ish tracking just not something im knowledgable on
damn alright
Why not use VRC fury's auto blinking function?
I mean it does have this
Also blinking
i dont use VRCFury for anything because of how broken it often becomes.
Idk, for me it makes my work a lot faster
never had problems :D
its far faster for me to manually do stuff then to mess around with it so i dont use it unless needed for a prefab or something
I only use it for adding the face tracking stuff to my avatars.
what shader are you using?
Go to the texture and check "Alpha is transparency"
Can someone tell me why objects on my avatar keep vanishing when I try parenting with automatic weights in blender. Iāve been trying to use google but nothing seems to be working
Done that just now anything need doing in the shader part?
I mean, you can change colour to black
if you wanted it to be that colour
but it should be fixed
Maybe try applying scale and rotation on the armature and all meshes before doing weights?
in blender its black with the see through holes but in unity its opposite and not transparent
oh wait it worked cheers man
where can i find good demon slayer avatars
look at existing posts in #1138520828556890214 or make a post there
what about i do about this, looks fine in blender and original ver, does that in play mode aswell and ingame
does anybody have any experience with gogo loco?
i'm experiencing an issue that i haven't seen anyone else struggle with
so, there's this button that makes you float/hover, right? (the one that looks like a ufo)
well it's supposed to have an animation, but for some reason, mine doesn't? it's just the default humanoid pose (the "bike" pose), i tried replacing the animations within the float/hover controller but that just broke things like sitting poses (the ones that come with gogo loco)
The hair has this red outline in Blender (I did the solidifier modifyer method to make it here) but it didn't work in Unity. I tried another tutorial of duplicating it, flipping the norms, but then it all just went red. How can I keep the outline/add one, that works for quest
Also, just noticed, the VRChat SDK tap is missing?
unfortunately that doesnt seem to be fixing it either
is this at the top of unity, show control panel, if not then import sdk
Thanks
I....don't know how or why this happened
Hey so a buddy of mine is trying to upload a avi on my account but the SDK is not allowing him what could be the issue
Does disconnecting from unity cloud and removing the project from the list in unity hub free space ?
how come when all my rig are on wrong place where it wasnt supposed to be and i did the t pose thing (for exmaple bone09 arm -> bone09 neck, bone01 torso-> bone01 head)
thats x man known as William Hanover
im trying to add eye movement to my avatar but if i set it to the eye bone it does nothing and if i set it to the end of the bone it just disappears from the tiniest movement
If you move the spherical gizmo, does the eye move?
my physbone doesn't stretch :(
it just rotates
i want to be able to pull it
i'm not sure what other info i could give, i don't really understand how the stretch works at all, the stretch values aren't changing anything for me
Anyone know why physbones arent working on quest but work fine in play mode?
no it either does nothing or vanishes depending on if its on the eye bone or the eye bone end
could this have something to do with the fact that it's only one bone (it's the frog)
really need help figuring this out
Edit: figured it out
WHY must his neck stretch? his head is so high and your view is stuck to it
Hey Iām not a robot just checking in howās everyone doing ?
Been trying to make these eyes work for so long that my actual eyes are starting to strain
So aight
how is that possible š
hey could someone tell me why my avatars head wont move with the body at all in blender, it was working before but i messed something up without realizing and now i cant figure it out. Ive checked the weight paint and tried parenting to the bones and it does both fine but just wont move
I generally don't know and am really struggling on where and how I went wrong
Eyes aren't weighted to the bones?
Yes
Does it have an armature modifier on it?
They are
I assume that's why they're disappearing whenever I try moving them
yes it does i believe, i dont believe ive changed it, but when i swap it to the other one it moves but lags behind the body
It's possible your weightpainting could be weird. I'd try checking all those vertex groups first
can someone teach me how to upload thiiis paid avatar on my account?
Heyo, is there any setting in unity that could fix this texture mask's mask-age? Its kinda hard to see but the tattoo is leaving these squares around the eyes, is that with the actual texture itself?? I changed it to 4k and it didnt change anything
thank you for the help, i finally got it to work after trying to clear the parenting and reparenting with auto weights and tried parenting to bone for some reaosn
help
why is my avatar showing like this
in play mode
in scene mode it's perfectly fine
you are using gesture manager, it automatically puts you in the normal standing position when testing toggles
no the shader
it's not rendering
the uh textures aren't correct
Is it possible to put my vtube avatar into a 3d model for VRChat? If so how can I do that, ik i have to make one from scratch since my avatar is live2d model and wouldnāt import it cuz avatars are made in 3d model but i wonder if I could use the design that looks like in the image. Iām definitely new and donāt have any good skills but itāll be appreciated for a guide. Thanks!
can someone please help me uploading this paid avi? a video will surfise 
ohhh, is there a chance you have an animation that records that specific material on the avatar? or do you not have any toggles ?
Yes, I do have a specific material
Looking for help on unity if anyone can help out!
I have a little bit of experience, just running into some errors that I dont know how to solve
Porting over a pc avi to quest, just need to fix these and cut down the memory a lil bit
turns out i had an animation for mat swap set to the wrong mat
First one - as it says, that shader is not allowed on quest, swap it out for one in the folder it specifies.
for the second... what does your armature look like? Something about it is wrong, you'll have to go into the rig setup and see which bones are where
that looks fine
figuring out the shaders rn, dont know how to 'map' how it wants me to is all
map?
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
im back with my avatars head having more problems. The avatar works just about perfectly through blender and unity, i have no visible problems but when i get into the game the head is no longer connected to the body. it acts as though it isnt parented or weight painted at all even though it works just fine and moves along with everything in unity and blender. Ive checked everything and im kind of at a loss because of how it broke now
rig setup. Find your model file in the project window, click it, look in the inspector, in the rig tab. Look for errors there, and if there are none, set it to humanoid and apply if it isn't, then click "configure" and make sure the right bones are in the right slots.
Done! know what you're talking about, I'll ss to make sure
cool, no errors, that's a start
mhm! The same error persists ofc, I'm still tearing through all the files on the model for the unlit shader- cannot find it for the life of me lmao
Yeah, Im testing it out in playmode but that error goes away when doing so- its weird
FIXED THE SHADER, it was my face tracking debug menu lmao
ha!
just gotta get that chest thing
that's good to know - I keep forgetting to remove that and then wonder why there's an extra material I can't find
and then figure out how to get the size of the avi down a couple mb
to find all of the materials your avatar is using, you can search the hierarchy for t:renderer
that will show you every object that's got a MeshRenderer/SkinnedMeshRenderer/ParticleSystem/LineRenderer/TrailRenderer on it
(well, to be pedantic, it finds the ParticleSystemRenderer, but that's hidden in the inspector)
Just this bit left
How do I get the bottom ears to move with the head?
Hihii, im having issues with my models rig being "Non humanoid". Jst it case it matters its a vroid model made for quest. I went through the rig and checked everything and it seems proper
Im curious if the model itself is jst too stylized and I'll have to change the proportions and start over?
I'd rather check and make sure theres a fix before i go back to square one lol
proportions don't matter. Any errors?
The third image shows this is the only error in the creator, the rig shows all joints as green
The jaw was attached to a hair piece and has nothing rigged to it now though, in the tut I watched he didnt have issues with it so i assumed it was ok
He also had it attached to a hair piece and jst unrigged it so i followed lol
first image: click "configure"
tadaa
Wym exactly?
shrinking the upper leg for example shrinks the ENTIRE upper leg, not just the part in the sock. so the thigh looks really squished
Only piece not rigged is his jaw
I'm struggling bad. I can't figure out why or how this happened, but the head stretched stupid high when In game, and in Unity when testing it. The head, and physbone stuff works fine
Was still having the non humanoid issue before I removed the rig it was set
looks good
Does the rig look ok?
oh lol
wait isnt that bad and means the issue isnt surface level
im on like hour ten for a vroid model..
Hmm if it looks good do u know what the issue may be?
i managed to get one of the pupils to work and look around but when setting any of the states it also affects the other eye and shifts it back into the head, is there any way to tweak each eye individually?
nope, from the info I have so far, you've checked all the things I'd check
is this a thing or am i just out of luck
huffff idk I posted about it on tiktok as a last resort, alot of people rlly want an avatar of this character so I'm hoping it'll reach someone who can help or upload it themselves
Probably depends on your UV map. If both eyes share the same space on the UV map, you can't do them separately, you'd have to rework that in Blender.
nope, they are in seperate spots
its 2 flat planes on the same UV but on diff spots of it
oh 2D stuff, I've never done that
i can tweak it a but but then its just cross eyes all the time
but possibly the bones aren't setup right - make sure they're perfectly vertical, with no roll, and the head is at the center of rotation
really hard to make out what this is without reference, maybe zoom out or something
which direction is that facing, and which bone is what
how should they look?
I said
my description isn't enough?
I mean, I could show you a picture of a single bone if you want
so should the eye be like this?
i know what verticle means im asking where it should be positioned
... I said that too though
said what
ok then what part of that needs clarification?
put the bone head at the center of rotation
what tab?
like all the stuff in the right from before
u can see the model highlighted in the bottom i have that selected
but when i select them from the left thing (the blue text) its still nuthin
yeah the inspector is empty
you could try clicking some other object then back to that one
still nothing </3
i got it back using dark magic (I unlocked and relocked the inspector idk and idc how it worked)
ok google.. plz help fr this time </3
ohhh you locked it, yeah that'd do it
not as in u literally google itself btw
with the new bones the eyes are now just super far apart
the centers look kinda reasonable from that angle
wdym?
the centers of those gizmos look roughly centered where I'd think the eye centers would be
I have no idea what you mean - they don't look far in that pic?
theyre on the cheeks
they start off fine, but the second i tweak it they both go to their own repective cheek on the sides of the head
last time they were too close together now theyre too far apart
i would move the bones forward towards the actual eyes
with where theyre currently positioned they eyes can glide over the face without clipping
this is like the sweet spot i found
im gonna try clearing boneroll and re export and see if that happends
did u roll them to be the same?
in blender or unity
I need help with an issue. When I put my avatar into unity the front bangs are away from the body and rotated in the wrong position. Is there a solution for this problem?
Different issue on a different upload </3
When I look down his body floats up if that gives any reference to where the issue is
I changed the viewpoint uploading now hoping it works lol
im dumb dumb stupid what does this mean in dumb dumb terms
what? it was fine when i left it
for some reason the more i talk and use (a currently broken)Viseme the more my avatars blinking starts to break and unsync from itself
for reference, the blinking and Viseme are both being handled by VRCfury cause im dumb and it was the first solution i found to making both work
the aformentioned blink controller, swaps the eye texture from open to closed and hides the pupil with an invisible texture
i dont know if i post this here
but where would one start with creating there first avatar?
if you are making it from scratch, learning a program like blender is a good place to start
ok, i know a reference is also needed for it
-# im just scared and nervous TwT
im still learning majorly, dont be scared. i mainly used a youtube channel called "Rainhet Chaneru 3D" to learn how to do some stuff
I fixed the problem nvm
Hi hi, can someone help me on why my avatars goodie and clothes on the Northern Aspil model donāt upload correctly on quest? They show up in unity just fine, but they donāt show up at all. Like, the menus are connected and everything but they are just non existent
Please @ me or reply if you reply
How do i get android
i'll have to check them out
It didnt work and apparently it wasnt taking awhile uploading, my laptop froze XD
you have to download the android build version
Oh my god I wish I could've captured my gasp the camera is way above his head cuz hes short, I never went that high lolol
how would i setup the Fx for a toggle that should occur when i have my contact receiver get hit by a sender and it toggled immediately off when nothings inside?
im following a tutorial to make grabbable props attached to an avatar, at one point he goes over the conditions and sets one of em to gesture, to require a gesture to grab the object, however when i open the dropdown i dont have that option
just grab
vs his perspective
I'm using a random number generator to make an int chose an sound to play, but my animations aren't turning off, so they get stuck and wont play any sound if the same number is chosen. how can i fix this?
bump, still need help
are you using vrcfury on the pc and/or quest side?
yes, it's the same for both sides
same fx, same param?
Does anyone have any tutorials i could follow for this?
Is this normal? every time I make a new project and install av3 with the creator companion it says this and asks if I want to use safe mode
Every error isn't normal to begin with. Are you sure you have the compatible gesture manager version? I'd use only gesture manager, not av3 emulator.
its my first time trying out something like this so asked google and installed all of these becasue it said they can be useful
"Can be useful" doesn't necessary mean you have to use it. Since av3 emulator is causing the problem then you have to remove it.
okay, thanks 
You should always get to understand what addon do what and not just adding them all blindly. Otherwise you'd have to add every addon in existent as well.
fair, do you also know how to make the avatar have textures? in blender it has textures but when exporting it into unity as .fbx it doesnt its just gray, the avatar im trying to make is from a new game and the devs of it made the model public so ppl can use it for stuff
I dont have texture files, at least that I know of
If that means textures are embedbed in the fbx file then you have to do "Extract Textures" in the fbx import menu, material tab, in unity.
sooooo i'm trying to add mmd lip sync to my avatar (its a vroid). I followed this tutorial (youtube link) and in unity the blend-shapes are there and when i move the sliders it shows on the avatar. is there an extra step/ plugin i'm missing because its a Vroid model?
(photos attached in order; blendshapes in blender, blendshapes in unity, blendshapes working on model)
https://www.youtube.com/watch?v=3ddZOj0JMpA
Still having this issue, can anyone help me figure out how to fix it?
you need to go into the rig tab of the fbx and actually assign it
click "configure"
It worked!! i tried so many times last night trying to open the menu but it never worked
dont know whats diff this time but im so happy lmao
yeah it sometimes opens in an inspector window you aren't expecting. I run three usually and it randomly shows up in the least-convenient one
The solution is to lock the ones you don't want it to go into
š«”
Just need to delete a few accessories probs to get it below the size limits, I wanna delete face plates and its choker- but it wont let me delete them. What should I do?
this window is your project - stuff that is available for use, not stuff already on your avatar
so delete from from the heirachy?
That is how to remove things from the avatar, yes.
gotcha thank you!
to elaborate: what you see in the Project Window is all of the assets in your project
In this case, you're looking at sub-assets produced from your model file. You can't delete or modify these; they're created by Unity based on what it found in the FBX
it creates prefabs (things you can put in the scene), meshes (the actual model data), and materials (which tell you what a surface looks like)
The model prefab uses all of these assets to render the model
(and by deleting things from the instance of the model prefab in your scene, you can get rid of parts of the model)
Iād make sure you clear any sharps that you may have there in blender or reset vectors
Howdy! So Iām trying to add a hair asset I purchased onto this avatar, but even with the hair under the head root it still moves around like itās not attached properly.
From the information given to me about the hair, itās not rigged for a specific head. I tried fury armature link and it did nothing. Iām not sure what else to try at this point lol
the hair is following your head; it's just following it slowly for some reason
maybe you have a physbone affecting the wrong things?
Ah, you may have a physbone component on the Head with a bunch of ignored transforms
could be. I've found that unpacking the prefab and attaching the hair root to the head has helped, but now it's stiff so im trying to add physbones
(so that it only affects your ears, for example)
I'll look into that!
In that case, you'd need to ignore the hair object as well
you'd increase the size of the Ignore list by 1 and drag the hair object into it
but i'm just spitballing there
i getcha, thank you!
so i added some toggles to my avatar but whenver i switch avatars then go back to it the toggles reset
go to your pramaters and tick defalt, sorry mind spelling im typing fast
no not defaut saved
look at the bottom couple
and the synced one makes it so other people can see your toggles
should be where you put then in your expressions, when first setting up your avi
oh well apparently i dont have expressions
hmm, if you can toggle then you should do.
are you using fury by any chance?
oh good good
unfortunately i cant find any of my toggles there like it has here
it looks different for fury than what i normally see, and i refuse to learn that lol. sorry looks like someone else would have to help you
okay
how would i setup the Fx for a toggle that should occur when i have my contact receiver get hit by a sender and it toggled immediately off when no sender is touching it
hi one simple question
idk what happen, but know my avatar disapear in weird angles
friends told me its the bounding boxes
or something like that
yea you can adjust them by clicking the mesh and editing the bounds
it should usually be the same size as your Body mesh (best case
this is what a friend said. but i don't have any idea where it is
oki thankS
np ^^
i found it tell them thank you ^-^
oh thats great kk i will
i'm going insane
viseme parameters work perfectly in unity
when i load into the game nothing happens
i had it working not too long ago too
i have no idea what to even
check for
my mic is working too but aaaaaaa
mouth stays shut
How did you set up the visemes in unity?
with the fx layer
Not like this?
not like that because that doesn't work for 2d mouths
i know those aren't the correct names for the visemes but the conditions are correct
your states does not have 'can transition to self' riiight
when you use any state thats default - bad
elaborate?
it does it once instead of 10000 times a minute when its on
disable it , i have never seen a use for it but it can cause issues
You're not making yourself clear cuz even I don't know what you mean
no i get it
oh dang
doesn't change anything
this happens when its on, spams it infinite times instead of one
Oh because "any state" occurs to itself as well, I see, that makes sense
try blendtree, its the fastest
wait what is your voice set to, cause it should be 'viseme parameters only'
it is
Can you show me one of the path connection settings, so we can make sure that you have the conditions correct?
done multiple ways but this is the fastest setup
i have no idea what i'm even looking at
Does this effect functionality or optimization?
because right now it's not even working for them
id check debug ingame, but no clue if quest have it
easy to see if it picks up visemes
i'm using windows right now
oh the debug overlay on PC, that will show the name of the proper parameter to make sure it's working
any and blendtree way (learn blendtree it will save you alot of setup in future)
no need to setup transtions 
but its also hell if you need more then 1
Well this is for if you have custom shaders
its not custom this is offset/scaling
i completely forgot how to activate that š sorry i'm new
op nevermind
found it
Oh wait right, you can modify the scaling and position of course in default shaders, I forgot that was a function
nevermind š
I think it's in your radial quick menu in the options? like the same general place personal mirror is available
Is it capital or lowercase
does anyone have an idea of why this is happening and/or how to fix it?
my running theory is that for the expressions i set up i have it so that it rotates the ears and whiskers for some animations. but i don't know why they are constantly spinning because they shouldn't be playing
i mean this at least shows something
it's a problem with the animations themselves or something but like
i don't understand
And you have Viseme set as an int in your avatar controller, yeah?
yeah
make noise, numbers should change 0 nothing and check your animator if it doesnt have a mesh it wont work in vrchat
Okay so we're sure that it's changing, and should be driven, that's good.
the animator on the mesh itself?
but yes the built-in Viseme thing is changing, just chose a bad time to screenshot
that's the avatar definition, sometimes shortened to "avatar" in unity
i have the avatar set
is this a possible cause for the problem then?
this is the controller on the mesh
layer weight = 1 only thing i can think of then
Oh, yeah you're not supposed to use that component I don't think?
so take the animator off of my mesh?
You would need to put it in your avatar playable layers section
or just the controller
you may need to ask VRChat for a default one of these, and then add your layer there
sorry, let me specify
this should not have a controller by default, vrchat fills in the controller by default for this component
clicking default doesn't do anything
when was the last time VRChat updated the performance ranks?
because i feel even with very poor avatars, quest users can run it just fine?
no like serious question?
does it fill in a controller for you or does it turn the section blank?
last time I heard they even touched it was when they added VRAM consideration calculation and broke some people's avatars, it's been at least years since they changed it seriously besides adding things like physbone components
if i ask for a default
vrchat limited to q2 wich is still a potato , they cant have 2 different builds for q2/3
Uhhh does anyone here know where to get the default FX controller?
i always thought of this idea that quest avatars could have a performance mode, so like by default its on for questies but if you turn it off it allows certain shaders like poiyomi
v.poor is anywhere from ok to -instant crash-
that way q3 can have some better graphics
its really annoying, especially for 2d faced avatars that we cant have transparent materials
q3 pretty weak still
okay looks like these are the default ones, FX looks like it may actually be free to override?
hoping for transparency on quest has driven many mad
which is funny because they made impostor avatars which literally use cutout shaders
ik š when can we have it, surley its not that bad
and made them almost REQUIRED on quest
exactly
š
fill in your "Visemes" controller here
i did already
that was just to show me trying to grab the default FX layer
ah okay, try it now?
vrchat default fx controller is pretty useless , most just copy the gesture and remove the masks
nothing interesting in their stock
FX used to hold the hands but I think they moved it?
I'm seeing the old hands stuff under "Action" now
what changed?
you added your controller to a playable mask on the avatar, vrchat will combine these on upload
and make the combined controllers the official controller
i already had that
you had it in your animator component, or maybe I misreading you
yes but i also had it in the fx layer
Oh
and now that it's off of the animator component nothing changes when i test it in unity
which tester are you using
i have a question actually, is there a way to make a bone move with the hip but not rotate with it?
if it has a way to test which controller you are debugging, set it to "FX"
VRC Parent Constraint
thanks
fiddle with the settings
this part works
already
Sorry I meant in editor
all i'm doing in the editor is going into play mode and changing the values in the animation controller
nope
Those would give you more reliable tests and able to view how they would work with everything going on at once
as in, it more accurately reproduces the conditions of VRChat
how do i add it into my existing project
do you use VRChat creator companion?
mhm!
what else do i do though
once i get it in
do i need to
restart unity or something
op nevermind
sorry
Depending on the one you use, you will need to let me know, I use Av3 emulator
do these work with quest?
I press play, then go to tools > AV3 emulator > enable
alr
alright. will it give me any info that vrchat doesn't already show though
you can literally watch your avatar and debug the controllers live, yes
with all layers active and moving
ok
have no idea what i did
alright
how would i setup the Fx for a toggle that should occur when i have my contact receiver get hit by a sender and it toggled immediately off when no sender is touching it?
how familiar are you with unity animation controllers
So contact receivers set a boolean when they get touched, yeah?
what im basically trying to do is when my sword hits chest and head colliders it plays the particles its simple but im kinda dumb
So animation state 1 with animation clip of particles off, state transition to state 2 (conditoned on that boolean being true) with state 2 having an animation clip of the particles being on**, and then a transition back to state 1 if that boolean becomes false
in it's own animation layer
Hm that's odd, when does it happen? on hit play? always?
whenever i hit play
perhaps update your avatar sdk? or did you do that
or well
would i be okay to use on enter or do i stay with constant?
while it's playing
constant because "on enter" makes it flash and then turn off if I recall
unless it stops you from uploading , wouldnt bother with that error
ehhh constant errors are a bad thing usually lol
can generate 100's of them if use av3 and certain settings, wont break anything
physbone math can throw alot of them for reasons
this feels like the control panel drawer function is erroring out
which means the script might not be functioning
ough
just ui
well does it test in editor properly, as in, sliding the visemes slider in the emulator script, does it work?
where do i even view the animator i'm debugging
but shouldn't one clip be the particles turning on?
sorry yes, typo on my end
good catch
on the avatar itself
the root object
with the vrcdescriptor
viseme automatically sets itself to 0
screenshot plz
Hell yeah got it working youre the best!
cool that's not where you're meant to edit during play mode
Right, so it's not working?
yes indeed
this is good news, because now we've reproduced your problem in editor
instead of vrchat
coolio!
just to be clear, you're sliding this, yeah?
yeah
okay, NOW, set the "debug duplicate animator" to "FX"
and THEN you can actually see if your animator is being driven properly
well i set it to FX
now go to your animator unity tab
yeah
show me the layers
and if you slide around the viseme slider, does this change?
yes
and your avatar doesn't change?
doesn't
okay that's very interesting
and is there animation clips in each one?
I assume yes
yeah
what why
that's dumb lol
but you can fix it by making two new layers and dragging yours down below them
cause we gotto use some hacky way to setup stations and force tracking control it breaks the first 2 layers
so its using a avatar component in a world sdk
no idea if it will help your case tho, but i always avoid anything in first layer on FX
But that may not make a difference, so we'll leave it alone for now
So, I have a theory, spook
go on
Is ANY other animation in your avatar animating whatever is making your face move?
yes
outside of this tree
blinking
is it the same properties?
i might be stupid let me reread
would you rephrase this š
if two animations ON DIFFERENT LAYERS are trying to animate the same properties of your avatar that make your face do "the thing", you may need to change your approach
sorry , changing that post
my blinking is a blendshape/shapekey and my visemes are all blendshapes/shapekeys
that's it though
Oh blendshapes
does any other layers in your avatar animate those mouth blendshapes?
Okay, and since this is layer 1 the layer weight should be set to 1, and do you use WD on or off?
(write defaults)
I don't think that matters but just wondering
write defaults is on
Oh okay, I use off but I don't think that's a concern yet
oh what the heck
when it's playing the weight of the layer is set to 0
that's so weird
vrchat yall!
set weight to 1
i can't change the weight
are you in play mode
i think you aren't understanding
when it's out of play mode, it's set to 1
when it's in play mode, it's set to 0
and i believe that this is a new problem
because it doesn't change the weight on the top layer
av3 just does that in playmode
specifically the emulator to be clear
I have a bunch of these layers and this is what they look like when I press play and have the amulator running
I can change the weights freely for anything except the first
by clicking the cog wheels
i can't
okay i'm gonna leave it on the first layer so that i can deal with this later
this seems like a different problem that i'm not that interested in solving
right
bhhhhh sorry
really should check your weights 1 or it wont do anything
shoving it to top does that, not reliable
that's not helpful lol, it's because of the avatar 3 emulator
the weight is set to 1 outside of that
damn i really hope i can get this working today š„²
which is weird because I'm not getting that with the emulator
maybe i'm doing something really weird
idk
by the way thank you for all of your time so far you two
i'm so sorry š
i'm just
so confused
so the layer is just having zero weight in playmode?
it's the right weight in playmode. what was happening with it earlier is that the weight was being set to 0 whenever i turned on the emulator
but for some reason the weight is correct right now
oh, it's the incorrect weight when i click on anything besides the body mesh
well the emulator is doing what vrchat is doing, we think, we hope, we pray
the thing is
so if we can figure this out, we might be able to figure out why it's not working in vrchat
weight changing when you click different objects is crazy
new development
juno is what sets the latter two layer's weights to 0, body is what sets them to full, and clicking on anything else will just keep the current weight
how would i be able to fix this, original to left edit to right looks fine in blender but not in unity?
something to do with the bones maybe
is it like this in blender
right click the bone's position in unity and go >revert
if you unpacked the prefab, save your soul, spawn in the avatar, check the hand position manually, type that into the position
if i restarted the project entirely could i set this up a better way
i'm willing to restart at this point because
it's been 2 hours and
no progress
restarting the project entirely kinda just wastes time though
I don't think this something you can fix with a restart, unless some other package or setup is messing with the emulator
but so does fumbling around here..... and it's not that much stuff that i would have to redo
just the physbones
and. this
only thing that really messes with AV3 generally is if you've also got Gesturemanager in your project
don't have that
hrm, have you saved ur project and re-opened it to see if any red errors are getting thrown in console? they might not be showing up currently cause of a bug or sumn
there are red errors
Yea looks fine in playmode now i think its fixed thank you man
i've restarted the project
send the topmost red errors in your console (and hit the collapse button to remove dup errors)
as a screenshot
what are the other 2 topmost red errrors (if any)
that's the only one
hmm well thats a like
ignorable/clearable error that doesnt really say anything specific that'd cause issues
so no dice there ig
yeah š
i'm just thinking that i probably accidentally changed some value that i didn't know about or something
i don't know
hey guys, I'm very new to Unity and uploading avatars this is my first and im attempting to add all the accessories toggles and sliders, but i can't figure out what I'm looking for. I'm not sure if that makes sense
do i want the fx layer's animation controller to be anywhere else besides on that layer
fixed
!!!
i'm so happy!!!!!!!!!!!!!!
is this a problem?
not neccesarily, play with it in-game and see if it looks bad, it's your call
Still looking for help on this if anybody has a chance to take a look
I am going to need some help with this. My avatar is having some really strange issue with idle animation, even in T-Pose. The avatar's arms and chest seem to move subtly and I am struggling to figure out what the root cause is. This seemed to have possibly stemmed from one of the packages I installed in VCC, but I'm unsure how I could undo what it did. The avatar's idle movement is just jittery or mildly shaky, not at all what other avatars have. Pretty sure this is something to do with some form of animation within the controllers, but I have no idea what to look for
I have tested with 3 different avatars, all having the same issue, but older avatars are unaffected, meaning this stems from my upload
ok thanks man
toggle, it's a vrcfury component
does anyone know why empty states aren't causing my animations to stop when I transition to them
Check if you have looping enabled anywhere. Alternatively, it could be that whatever is triggering the animation doesn't actually end the trigger. Take a look at the pipeline in play mode if needed and see if the parameters turn off as intended
how do I turn off looping?
Animation clips have an option "loop time". Make sure it's unticked
would that be found in assets or the animation layer?
Within your project files. Look for the animation clip in question, click on it and you'll see some options in the inspector
Iām still having this issue where my blender is distorting. My focal length is at 50mm
When I open blender itās automatically like this
I have the files and textures on but I need too create a armature and vertex group to send too the person doing my custom avi can anyone help really fast on how to do that
in Blender, hit 'A' and select armature. Do you need to like, fully rig an avatar?
Iāve got like a 3d model of this Jo Jo avatar but when I go to import it into unity it doesnāt show up Iām not sure what Iām doing this is my first time doing it and Iām so lost
So I managed to fix it by just using a downgraded version of the a
SDK specifically 3.8.0
I guess problem solved imma be real I only upgraded to creator companion from bloodborne for the other quest shaders
Try it again. This recently happened to me and upon saving the project and trying again, or re-opening it that fixed it.
I forgot what of the ones it was
thanks
Probably a bug in the vrchat sdk
still the same issue :/
everytime I calibrate my avatar with full body all the animations go off at once is there any way to fix this?
920k triangles.... ye gods. But that error seems to be a server thing, I haven't seen an official answer yet.
i know its too much im planning to sell it xD
hahahahaha
does anyone know what the issue is?? im so confused
same with me..
oh gosh
the sdk just updated im pretty sure
cuz i just updated it so maybe it has to do with that
its still 3.9 for me tho
i downgraded to 3.80 and it uploaded
try that and see if it works
i see ima give it a try
So I need help I donāt have a PC or a computer, but I wanna figure out how to upload an avatar that I bought onto my oculus with my oculus, but I donāt know how to do it is it possible that I can do it without a computer?
Is there any way for me to tell why the quest version of an avatar is failing the security checks? This avi was uploaded once before and worked just fine. The only thing I did was update the SDK via VCC and actually reduced the number of Mats used on the avi. The PC version works find but when I upload the Quest version it says it failed the security checks. So my main question is, is there any way to see what made the avi fail so I can address the problme? And yes, the avi actually uploads to VRC with out error. Its only after it uploads does it say it failed. SDK version 3.7.6 (as defaulted by VCC itself)
nope u need a pc to download unity and then upload the avi
Aw dang well thank you for letting me know
ofc!!
worked thanks!! ^^
np!!
i know this im unsure where im supposed to place that component and then how i get get expressions from the animations folder onto the actual radial
I have a little bit of experience so I could try and help you out real quick before I head off to bed 
i would thoroughly appreciate
Free to vc and stream your screen?
yeth one second
Whenever i upload a model into unity, it's not visible and I don't know why :_:
Is there a guide somewhere of exactly where the bones should be on a model? I'm having issues with the head refusing to angle up when crouching, or turning the head causing the body to pivot.
Pinned in #avatar-rigging is a pretty decent diagram
Thanks, unfortunately that already looks pretty much the same, damn.
Look for a .unityproject or prefab file within the projects section. The avatar may be tucked away.
If the model is already in the hierarchy, make sure it's actually active by selecting the avatar itself and ticking the box at the top inside the inspector. You can tell if an item is active or inactive from whether they are grayed out or not.
Can someone please put my avatar called some proot in a world called some proots world
its been rigged
in blender
I have a contact receiver set up so that when i grab the gun at my side it equips it in my hand. However despite the fact that i buffered its loop, if i grab it too fast friends of mine cant see it. Is there a better method of syncing bools activated by contact receivers?
i chocked it up to a latency issue that vrchat has between players. I'm just hoping there is a way to make it function better so that i can quickdraw the gun.
anyone know where to find a aizawa model from mha?
you should head over to the VRC Traders discord to commission people, you'll get scammers DMing you here.
Link is in #1204490664637890580
I'm trying to upload a FNAF Puppet model, but it's not visible in Unity. All of the assets are there, and the asset file thing shows the model as pink, but it doesn't appear in the preview area
How do I combine skin meshes in Unity?
blenderš¤·āāļø
;-;
Then how do I make my model visible in the preview window? It's in the hiearchy and the box is checked off
off? if you mean the checkbox in the upper left of the inspector, you want that on
anybody understand whats happening here
It's on. My model just won't show up
you have a missing script it seems
unrelated i just changed my pfp it used to be the same as yours
hwo does one figure out what script is missing lol
I just look through my hierarchy until I find it
it'll say in ur inspector window "missing script"
on whatever object has a missing script
would that be this ?lol
yep
its litteraly on the entire avi i think
Im lost on what I need to get rid of.....
just remove it or if its an avatar u purchased make sure you imported all necessary dependencies
My avi isn't visible in unity. I was wondering if anyone could help me with it? I've been at this for hours. The model is in the hierarchy, the boxes are checked, and all layers have been set to default. I've tried reuploading the assets and even scaling down the model, but it won't show up.
double-click on the avatar root object, do you now see it?
If not, click on the Body object - do you see an outline?
i removed it, avatar buiild gopnna test in vr and ill be back if it blows up lol
Like it lets me test the avi but not upload it....
Where do I find the root objects? I see a check box that says appply root motion
root as in the root of the tree - the upper-most object in the hierarchy that is still your avatar
Ah. Nothing happened. Nor when I clicked on the body
Is it possible to adjust physics parameters with animations?
Like when my tail gets huge, it kinda freaks out with the physics-
Guess what iam wearing from Halloween
Do you actually need help for that? This is #avatar-help
NVM
I've got one error that I am not able to clear that's preventing me from entering playmode
anyone else having an issue where it doesnt recognize you have an avatar thumbnail or am i doing something wrong? screenshots dont work, downloading images dont work, even doing in scene thumbnails dont work???
Does anyone have any idea how to fix this problem? If you're wondering, yes. I've already tried uploading a thumbnail, even with a screenshot of the scene, but the error persists.
im not sure if this helps but i think its a api issue, i fully read through my consoles error and it kept bringing up api something something, i think its just a vrchat server issue
Try to upload it again or save, close and re-open the project. Thats what worked for me.
Seems to be a bug in the sdk
thats what im trying right now
this has happened a few times
i tried like... 4 times?
Tried moving to a completely new unity project and also using something like pumpkins avi tools to convert but apparently Its something within the avatar and I don't know how to get rid of it without completely remaking it
but the error wont leave
it wont let me enter playmode
it says gesturemanager, make sure its up to date or start with removing it from a project
Hi! I'm completely discouraged at this point. I'm trying to make a custom avatar, I bought a bunch of assets and I use the CATS addon in Blender to help merge the armatures but not really anything else. I import each FBX I need in Blender, remove the bones I don't need, then merge the armatures together. I don't know what I'm doing wrong, but once I import it back into Unity, my blendshapes are all messed up. Sometimes they'll just weirdly distort some other parts (especially in the face) or sometimes when expanding them, they will look very low poly (as if there was no shadesmooth). I tried a bunch of different export settings from blender, and a bunch of different import settings in Unity. Everytime I try something it fixes one thing and breaks another. In blender, all the shapekeys seem fine when I play around with them. In unity, when I put blendshapes to "Import" it sometimes would fix the blenshapes (not always all of them though, weirdly) and the "Tangents" setting on Import would also kinda mostly fix the weird lowpoly look, but then ONE braid would still be messed up (Out of two braids lol). I imported the base model, with no modification and exported back into unity, and it still breaks (the face) so there must be something wrong with the process of importing to blender, exporting and then reimporting to unity, but I have no idea where. I'm really new at this but I've been at it for 3 days from morning to night with no success. I'm on the verge of a mental breakdown, please help. š
lets start by what blender version are you using and how do you "export to blender"
I drag the FBX from Unity in a folder and then Import it in blender through the FBX Import/export addon (I also tried the Better FBX "..." but it's been no different, it could be the settings though, Idk)
But I also tried with a FBX of my base model that came with the ZIP (so not dragged from unity, directly from the folder) and it still did the same
Short question, i was investigating a theory about dividing complex animation controllers into smaller ones by having separate animators but those doesn't seem to be working in game, is there any limitation on which animators can use avatar parameters?
It may help reduce cpu time on complex avatars, by my own test case it can help with a ~10fps boost versus single animator which kinda aligns with this testing too https://vrc.school/docs/Other/Benchmarks/#5b4def9bfebe4193b32c5a6559771a79
but when i try to test that in vrc they seem to ve unresponsive to parameter changes
cant talk to other animators , only world can send commands to other
just in case i am not speaking of animator to animator comunication
i'm speaking about if one animator that is not the main animator can read parameter values or if those have to always go to the main animator
(if second case that's sad because it could potentially make the game run better for a lot of people if used correctly)
animators other than main one are uncontrollable
how do i fix GLSL compilation failed for shader .poiyomi/Poiyomi Pro ShatterWave ??
that's sad, thank you Thulen and TheLeastMost for the answer
which error does it throw?
there are 47 errors and if it makes a diffrence i use arch btw
hypothetically if i throw some rotation constraints on this would it work like a leg?
(just in case try to unlock the so just in case basic compiler stuff to maybe fix it
be sure no unicode characters in the path to the project file
try reinstalling poiyomi in case it's corrupted
unlock the shader and let it re-lock/recompile
how do i unlock it?
btw if the button is in the inspector i cant see it bc nothing gets displayed in it doesnt matter what i slect there is just blank
humm if you are willing to screenshare i can take a look
Is it possible it sync up physbones for pc/quest avatars? I was told that all they need to be synced are to be on the same bones and have the same settings, but that doesn't seem to be the case
how do i make it so the physbones for chain has two still spots where it hooks to the belt (included how the rig for the chain looks cuz i imagine that might not be the best setup)
you cant really do that. maybe with some constraint wizardry
Hi question
Anyone know a place here you can like ask someone to upload an avatar for you or that not something we can do here?
I have a link to a public model but I don't own a PC only a quest so I can't do anything with it myself was hoping someone could just upload it but idk how that works
It is prohibited by vrchat rules. Reason being if you or they get banned, so will the other one.
Doubt you want that
Whuh so no one can upload a public model for me to use? I mean I use models made by other people is that different?
To their own account, sure. To your account no
if its a publicly uploaded avatar you can clone thats fine
but uploading it to your account no
Oh no yeah I was hoping someone could just upload it to theirs n share with me š
well
I wouldn't share my account with anyone lol that'd be scary
^
As far as I'm seeing w the creator they have uploaded the model publicly and said they may make it a vrc model but haven't done anything with it
Maybe I could DM them and ask?
Thanks for the help btw!
Isnt there a page of sort
could link where you are getting this avatar
Yeah it's here!
https://mightbemod.itch.io/benrey-blender-model
See they like said they had plans to upload but haven't gotten around to it
So I wonder if I should just ask them lol
The creator says he plans to make it a vrchat avatar
the package only includes blender and fbx model so its not just "upload" its the whole unity setup missing
I'm confused of the problem? Asked reddit and so far the only thing I haven't tried is downgrading the version yet, but would that work out?
I saw someone on twitter message and ask them to use it and it looks like they said yes!
I may ask this user to share with me!
still need help with thia
ok when do you have time?
Still looking for some info or guidance on my question here if anyone has any input on this.
the latest gesture manager is incompatible with the beta SDK at the moment
Is the avatar (blue man symbol, the config of the humanoid rig) assigned to your avatar in your scene?
How to make avatar
i just used vrcquesttools's network id assigner
You should commission people at the VRC Traders discord, you'll just find scammers around here.
Link is in #1204490664637890580
how do i fix this?
How does that work
Rename head mesh. Meshes cannot have the same name as bones
just have NDMF and VRCQT in the project, then add the network id assigner component to the pc and quest avis
as long as they're in the same path on hierarchy it should work
whats NDMF?
Modular avatar?
i believe it's like, the "backbone" of modular avatar
how do i rename it in unity?
I would rename it in blender and then update the fbx
do I add the network ID thing to both pc and quest versions of the avatar?
nvm
yes
Anyone here familiar with Jerrys FaceTracking? I am trying to disconnect the eyebrows from moving with certian mouth movements (like how frowning makes the eyebrows move) but i can't find what causes it. It's not an animation, or at least the ones I can see, and i cant locate where the actual cause of it is
ok i think the problem was the vertex group
is NDMF needed for the network assigner?
uh no vertex groups are for weight painting
the issue is the name of the mesh
you want the vertex group the same name as the bone so it moves with the necessary bone
its named face so i dont get it
i believe so yes
Does anybody have any idea why my avatar's arms (and subtly chest) move this way? I am using the gogoloco T-Pose as a default standing animation for the sake of the example, but the arms move like this even when standing, sitting or crouching, and I am unsure why. This happened after I installed a package, and managed to fix it on my other avatars, but not this one. Any help would be appreciated!
is it an animation on the mesh using blend shapes?
so my phybones are there, everything is weight painted, but the bones are frozen in place and nothing moves?
Nothing relating to blendshapes. There's some kind of animation playing that's affecting the whole body. What I believe this is, is the finger movement animation being played on the whole body instead of the fingers (but fingers also seem to subtly move, so it appears both are affected). It's most likely something within the playable layers, but even after getting a fresh replacement of gogoloco for mayu, the issue persists
Im trying to make a Mobile version of my avatar and I can build for windows and andriod, how ever I can't build for IOS (which is what I use for my phone) is there some sort of thing im missing?
Have you had this issue before?
nope, first time doing this, for IOS
Okay, similar to the android build for Unity
Did you install the IOS support
Go to file, then build settings. Click on IOS. if it says you need to install it. Do that
ah thank you
anyone else have stiff physbone issues?
Physbones are highly customizable. I'm not sure if it's the case, but make sure you don't have "Limit type" as none
I dont want limits lol
Could you show me what settings you've applied to the phys bone?
none just applied physbones to test it and nothings moving
the physbone trail is there so i know its at least there
If you want them to be affected by gravity, make sure you actually increase the gravity slider for the physbone
I just want them to move ill worry about everything else later
Oof.. All I can say is that you should go into play mode, get a camera and use gesture manager emulator, enable scene camera and clickable contacts under the "tools" tab. While in the "game" window, try grabbing the physbone with your cursor and see if it moves at all. Make sure grabbing is set to true for the physbone as well
Physbones overall try to stay in their resting position, so without external input, they do not move on their own. Hence my suggestion to use gravity
you can select the object in the hierarchy enter play mode and when you move it around the phys bones should move while your dragging it around
Then I'm out of ideas, sorry
looking for a chain avatar
might want to go to avatar search
what the frick man
Ty for ur help, I tested it out and NDMF is not needed for it to work :D
huh, i thought it wouldve needed ndmf to actually run the hook before build
Surprisingly not! I tried one version of the avatar with it and then one without and they both worked perfectly! So my guess is that is doesn't need it to work
you probably need to add jerry's vrcft templates in vcc
THANK you'
so everytime i upload for quest when my pc sides are done, it always says "window security checks failed" how do i fix that?
i remember i clicked something in unity hub that made it work. but i dont remember how i did it. can someone help me?
bones on your avatar which are humanoid bones specifically
I've come to realize the issue is in gogoloco specifically. If I remove gogoloco and test the avi in vrchat, the weird movement disappears. I have deleted the gogoloco package, reinstalled it, deleted the gogoloco project files and reinstalled those, but it's still seemingly happening, and I'm unsure why. Any thoughts?
idk what i did wrong, i had 15 alerts but now I have 20, i'm not the best at reading and im not familiar with this type of things cuz i never done this before
Most of those you can ignore. They're VRChat's suggested limits just for avatar performance ratings
ooo bc what i wanted to do was like upload this for pcvr but it said its too big so i tried to use d4rk or poly but idk how to use it
your physbones are too heavy for quest. if you try to upload there will be no physbones
i reccomend https://kurotu.github.io/VRCQuestTools/ for helping with physbone limits