#avatar-help
1 messages · Page 193 of 1
I'm not quite sure why it doesnt work now, I just added one more clothing via vrfury and now it doesnt want to upload
You likely went over the avatar's VRChat size limit (the avatar takes up too much actual space on disk even when compressed). Your best option is to either optimize or remove items you don't want.
oo so i can still keep the other clothing just make it its own sperate model?
that's always my suggestion. Separate outfits on separate avatars.
it's easy enough to switch
Kazin, you got any idea on how to help with my situation regarding the weird upper body animations? It seems like the arms and torso are using the VRChat idle fingers animation, hence the twitching and subtle movements
Seemingly only happens when I have gogoloco installed, otherwise it's normal
Please don't ping me for new questions, but I did actually glance at this and I don't know what the cause is. And I don't use Gogo Loco anymore.
Ah. Thanks anyway ^^
2 problems im having. The shirt will not attach to the avatar. I make sure its good with weigh painting, put it on the main armature of the avi, but it still wont do anything. Im not sure how to fix that or the pants in the picture. (Im newer to blender so i dont know much)
what the FUCK does this mean 😭
thats an error message i got immediately after opening my project
second pic looks like you have some un-weighted vertices. Paint them.
beta SDK is not compatible with the most recent gesture manager
does the shirt have an armature modifier?
that one is quite clear if you're a developer though
(and someone already made a Canny report about it)
well theres my problem, im not a developer 
yep, kinda figured 🙂
no. it didnt come with one and i would try to make one to attach it to the main armature
Without an armature modifier on that mesh, it'll never move with the armature
also make it a child of the armature, but then you have to actually weight paint it too
If it already was, then verify the vertex groups on the mesh match the names of the bones in your armature
alright, thank you :>
Kazin. I'm honestly going to chalk this down to a new VRChat bug with GogoLoco. An old avatar that's not even mine has this same jittery arm animation, which wasn't there before, and confirms that it's not just me. Some avis have Gogoloco and function normally without the odd movement, while others (especially with newer gogoloco or other packages) seemingly have the annoying arm jitter.
You can tell this is an actual feature of the game as every time i swap avatar and see the blue loading avatar, its arms move the exact same way, each and every time no matter which avatar you switch into.
Tired of destroying my avatar trying to search for a solution for a problem that's not even mine..
huh, I wouldn't have thought it would do anything about arm movement
downloaded this but it asked me to delete psybone and i don't know if that will mess up my model, even if I did delete all it still gave me an error
Hello, how can I achieve this bone transparency effect in the Quest version? I've tried all the shaders with the render queue, but it doesn't work.
Zap by MayoCube #VRChat #MadeWithVRChat https://vrchat.com/home/avatar/avtr_4e14079d-733f-45ac-91fa-065731075251
deleting physbones wont mess up the model, it will just make some parts not interactable
like hair or whatever
oo
okok
ty
so it's okay to delete all of the psybones? WIll my hair still move? even after deletion
if you delete the physbones the hair will not move because that is handled by the physbone
you don't get transparency on quest, and I don't think you can mess with the render queue values either, you'd have to make that part of the texture somehow
why purple?
probably missing shader? can you send a screenshot of the alerts in the sdk
Looks like the normals on the legs are flipped
its a missing shader issue
just psybone stuff i think idk
Definitely missing or broken shader
quest side doesnt support poioymi
i can see it when i dont press play, the textures
you can't use those shaders on android
ah and you can't use it on quest 🙂
I understand, but this avatar's creator somehow managed it, and I've seen more than once that some internal element of the avatar can be visible through the mesh. I just want to know what this technique is, and if some people manage to achieve this.
what is that and how do i turn that off?
So this can only be done through blender?
could be an older avatar that exploited rules and didn't get checked. Could be using one of the particle shaders and sorta faking the transparency, that's about all I can think of here
Or any decent 3d modelling program yeah
Poioymi is the supported for PC side youll need to make a quest side material. I use vrcquesttools to convert all the materials into quest friendly shaders
yes, someone gave me the link to it and i tried to use it but it tells me to delete the psybones and i do not know how to convert the materials
vrcquesttools does it for you
Likely need poiyomi or mochi, as those are pretty commonly used
but squashy said poioymi doesnt support quest
I hink for quest you usually use shaders like Toon Lit
or vrchat mobile standard lite there are options lol
I don't know all the quest-compatible ones, heh. Thanks tho
its ok
so to futher ask more questions about this would I ask them in the quest optimization channel to opt my avatr to quest?
if it's specific to that, it's a good place. Generic can go here.
id say so if it is for quest side questions
because i mainly want to opt the avatar for quest, which is why im asking
yes ask in avatar-quest
can someone help me? vrcs SDK control panel wont open
No console errors
what ive tried:
making a new project
reimporting all
restting layout
reinstalling VCC
rebooting my PC
thats not transparency at all
its literally just backface culling
How can this be done? I tried the render queue, but it didn't help.
that has nothing to do with render queue or transparency
its just that faces literally dont have a backface
Could anyone help me with the best settings to import FBX into blender, modify, and then export from blender, either with the FBX format addon or the Better FBX addon please? I don't know if anyone has pictures of the best settings to use for this, or written down, anything 😅 I don't know if maybe I'm using the wrong settings but I keep having issues with my blendshapes when bringing back a model modified in blender 😩 (the blendshapes work fine in blender)
how do i change the face texture because i tried to change it on vrcc but it just shows me teh mat and not teh texture thing
Does anyone know why my avatar's head wont move when in game, when its open in blender and unity the head moves and works just fine but once its loaded into the game it acts as though it hasnt been connected to the body at all
Standard blender, no add-ons: set "apply scaling" to "FBX All", uncheck the option about leaf bones under "Armature". That's it.
Optional, but I also set "Smoothing" under "Geometry" to Face - but if you do this you should also make sure you import blendshape normals in Unity rather than use legacy.
I might be drinking so that's output settings. For import just whatever, I've never set anything weird at all - if you have something really weird you might have to do something extra.
BUT if by "bring my model back into blender" you mean exporting from Unity, don't do that.
Is there a FBX importer in Blender that is not an addon? I can't find it
Treat the Blender -> Unity pipeline as one way. Your project probably has a .fbx, import that directly, don't try to do weird things.
Yes, unless you use some ancient blender (which you shouldn't)
I'm on 4.5.3!
Ahh yeah that's what I had 🙂
Hello, everyone!
I'm new to making avis and have learned how to add togglable clothes to an avi (I bought an outfit for Shinra on Booth and added it to her.) I'm curious, though. How might one add clothes to an avatar they weren't modeled for? Are there any plugins or would I have to put both the clothes and model into blender and edit the clothes to fit the model? If so, is there anything to keep in mind when doing that?
import the avatar and clothing models into blender, reshape the clothing to fit the model, re-export into Unity. There's no magical tool for this, unfortunately.
I don't really need to do that, I bought the shinano model and all the clothes I bought are also specifically for her, should I just adjust the blendshapes directly in blender to what I want it to look like and just kinda ignore the blendshapes in Unity?
I see. I guess I'm just worried about fucking up my clothes or making them look ugly but I'm sure practice will fix that.
(Whoops sorry I thought that answer was for me hahaha)
adjusting blendshape values in Blender doesn't do anything in Unity except set defaults if you have the option to preserve them checked in the fbx import settings in Unity.
So always set them in Unity
also saving backups
is there a way to change a material with a texture, or is there a way to see in vrcc what the model face express is so i can see if it's using the right texture/the material is the same as the texture? because everytime i go on vrchat it's still using the wrong material/txture
By the way in case that helps, this is the issue I'm having right now, and sometimes I also get weird deformation in the face (all happening when I edit the blendshapes, in the braid's case it's when i enlarge them to make them fit with the breasts)
@slow crane ? images please.
you sure can switxh between whatever material. not the texture, texture is not dynamc shader stuff
.
I have the texture changed but idk if it's like.. being used in the mat area yk? Because i changed it ik that but when i hop on its the same problem
also is there a way to delete an avatar on vrchat? like i wanna make sure im not using the same model i keep uploading youknow?
you can do that in the content manager part of the VRC SDK console thing in Unity, or I think on the website if you login
people see mesh. mesh uses render slots. slots do use a materal assigned to them. material istelf is combination of shader + exposed properties (like textures and colors and sliders and whatnot). idk what you did nor what you expected to happen.
thx
just, in order to swap texture via animation, ie conditionally via toggle, it must be two different materials
exact same scenario, brand new project cuz im multitasking today, what this mean lmao
i added non destructive modular framework and that fixed 3/4 errors, now its just this and im out of ideas 
I don't imagine that one is fatal though
I'm sorry i do not understand, i have tried to change the textures based on the problem, which is whenever a gesture is done, the face changes and I have tried to find the cause to the change via the animator but I don't know where it is
somewhere in FX layer
so im using the vrc position constraint to constrain an object to the hip. Its animated and whenever its active the animation doesnt work. why is this?
i personally think its because the position constraint stops it from moving at all (position wise) the animation is just a simple bounce but it wont work
any way to make the position constraint allow the movement in animations
i think i got it (just made an empty parent and it works)
Hello all! Wondering about the feasibility of an idea I had. Is it possible to have collision on a world dropped avatar prop? I would like to make a step stool I can place in world for my wee lil avatar.
@raw spindle clearing your confusion, constraints is the last thing to define object's position. it doesnt know nor care about animations or physbones or whatever, it just does what it does, and nothing can override it
ye i figured after i made a parent for the thing, redone the animation and then put the constraint on the parent it worked
now its just the parent that is moving
I've tried reimporting stuff, reinstalling gesture manager but nothing will get rid of this error and I can't test my avatar in play mose till I can solve it ;-;
The latest gesture manager is not compatible with the beta SDK
which version should I use
not the beta
Anyone by chance familiar with Granblue Fantasy Relink avatar making?
I’ve started working on a Siegfriend avatar I plan to use for Combat Roleplay as a pre-existing IP character. I’ve just struggled with getting the assets into blender after the main body. Like the face mesh
Hey ^^ Anyone knows what could cause this? The brow and eye, it's supposed to look like the grey one. It happens when using the outline setting but the material itself is fine, when I put it on the base model, so I guess it still has something to do with when I export from blender or some setting in unity, idk ;-;
ive been trying to download unity on my new pc and it keeps making me reinstall visual studio companion. what do i do about that? this is like the 5th time 😭
hey uh so im making an avi, and the console is being all funky with it updating for oculus, and idk how to fix it
ill stream in a call or smth cuz i have no idea
this channel has image perms
something you installed is not compatible with some other thing. Seems like Gesture Manager is the problem.
use the latest version but not a beta VRChat SDK, that probably will work
why?
it won't load on any other versions
That one is buggy and not recommended.
I doubt you actually have something that requires that version
nono like as in every time I attempt to open the other versions it won't let me
you'd have to explain what that means
it's smth to do with my like virus protector
it's deleting the version's package manager
oh, no idea there, I don't use such things
yeah so i gota use 6f1
a lot of my friens do aswell, and they don't got a problem with it either
Hello, I was wondering if there's a way to change the idle animation for my arms in VRChat specifically the animation that it goes to when my controllers turn off and my arms drop to my sides
it's not smth with the version
it can easily be something with it
thats just the standing pose in the locomotion layer
ah,
its got smth with the descriptor
although, I can't get it to fix as I remade it once before
would it be able to just stop the arms from going to the sides and not the whole pose?
ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
thatd require setting up a separate standing layer specifically checking if you are in vr
mmm yeah thats what i was asking for but i guess ill have to fiddle with it?
you can just have the default standing but then make the arms cross or whatever you want as the pose
oo okok
but if you mean like desktop mode gets the default stand and vr has whatever stand
then thatd require 2 standing blendtrees
nah just for vr
then just change only the arms?
yup
the sdk comes with a proxy stand that is just the pose
would you know what to do about whatever this is?? this has never happened till now
whyd you even mark that out
has my email and i know it sounds odd but id rather not put that here ^^'
fair enough
my guess is you dont have read AND write permissions
that or you have corrupted files
dang. how do i fix either of those problems????
🤷♂️
one is making sure the folder has readandwrite permissions but I forgor how to do that since I havent had to do that to and folder in like 8 years?
fun. could i just delete unity and reinstall all of the files? it also makes me reinstall visual studio over and over btw
im not sure whats up with that
did you like actually go through the whole process of installing visual studio
if you just dont it wont let you continue
idk...it popped up, and i hit install so i think so
its not a single button press
maybe i didnt hit the required things in visual studio?
one sec
what do i need from here??
i thought it was a requirement
visual studio yes
you do? huh.
unity requires a specific version for each version
im trying to do the unity for the vrcsdk which visual studio do i need???
cuz i have 2026 rn
whichever one it makes you install when installing unity
ok one sec ive uninstalled seemingly every visual studio i had
ok now im back to the page i showed earlier but on the right version, what do i need for it to run??
whenever you install a unity version if checks if you have visual studio then tells you to install it giving you a prompt for it to send you to the download
I'm running into this weird issue on my model, the clothes are visible to everyone, even me, however, only other people can see them in the mirror/cameras/face mirror, I cannot, but I can see them normally.. anyone know why this is happening?
probably?
impressive if you managed to desync mirror and local accidentally
Oh boy my mess-up is impressive xD, uhh what should I check..
that probably is scaring me lol but ig ill try it
dont know how you set it up
its been a while since Ive done it lol
VRCFury Armature Link mostly, then I did the toggles manually
Is there anything I should look at? The parameters are all checked for synced
Oh boy!
How can i test contacts in unity? is that even possible
in playmode
be it with the actual avatar or a sender with the specific tag you want to test with
VRCF people do not think its VRCF so.. uhh.. I think I'm the first to do this xD
i dont need this stuff do i?? if you know
put a VRC Contact Sender on some game object, like a sphere, and move it around in play mode
Thank you
ik this is probobly very noob of me but ive created toggles for some outfit pieces is there a way to move them into a sub menue
just make a sub-menu and add it to the main menu with the submenu menu option
right....and then how do i place the toggle into that sub menue
same way you edit any menu
How did you make the toggle? With VRCFury, or by animating and stuff?
fury
ohhh
dm me
I wouldn't have answered if I'd known
Anyone know if there is a parameters that controls the avatar blinking? Trying to add a 2D blink animation that links to this.
parameters are listed here:
https://creators.vrchat.com/avatars/animator-parameters/
So no, there are no parameters for that
Thanks
Just make your own with a parameter driver clock that will 50/50 a blink every second
Or 25/75 a blink
Been doing that so far, but would be cool to animate the blink for eye tracking
yeah for idle blinking, this is what I do, couple of animations, a bit of random. I don't have eye tracking
Does anyone know why I imported a prefab model and it’s not showing?
It likely because the fbx file structure is changed and the prefab can no longer match its data with the fbx file.
Need help at #1139216499123437668
When I overwrite the avatar FBX, the avatar in the scene disappears?
Also, If change the rig type to none, it comes back (rotated 90°, facing downwards).
The avatar is not mine.
Sounds like the avatar was unpacked (linkage to the original fbx was broken)
Yes, it's unpacked.
Any workaround?
Nope
😞
You can copy things from one avatar to another using pumpkins tools but you can't fix unpacked Avis taking to a fbx update
But why does it disappear?
If it's no longer linked.
does anyone know I can make the model be all wavy with poiyomi pro
basically I have a plane thats meant to have wavy movements
Anyone had this problem with unity: "Can't find file \.\pipe\unity-ilpp-1a7d847cb4146cf90cd25aadfe197b5c" ?
Because there is a bone binding property for each skinned mesh renderer. And if bone structure change in fbx file, whatever object that's nolonger link with the source fbx file will have unmatching bones, causing to incorrectly deform or disappear entirely.
Does anyone know why my avatar's head moves perfectly in blender and unity but when the avatar is loaded into the game the head acts as though it isnt attached to the body at all
Is it actually "perfect"? Screenshot how you tested in blender.
I took a few images of her in blender, i tend to move her around from the waist in pose mode because it moves here the most and tends to show more when it has broken in the past. and i do know that the clothes are strugglin, ive gotta get them to weight paint correctly
Notice that there is another armature object contained in another mesh. And armature object you're testing is called "Hips" which usually is a name of Hips bone, that indicates something isn't right in your whole setup.
how do you ensure object toggles dont show up as visible to users who havnt shown tha players avi
like if i dont want somone to see my hat but it still be there as a toggleable option
have it off by default, then it will be off even when your animator isn't running
Does anynone know why the armarture for a prefab is broken in one project but is fine in the other?
It likely because the fbx file structure is changed and the prefab can no longer match its data with the fbx file.
is there an easy way to fix it?
It can't be fixed. Not in a very accessible way.
i'm having trouble getting these physbones to sit how i want them to.. they're fine otherwise but when i move to the same side they are resting they spazz out pretty bad unless they flip to the opposite shoulder. advice?
i somewhat fixed it by not using a curve on the immobile value- it still shakes a little but a little bit of twitching is better than full-on spazzing out
Ok i am abt to crashout how do you fix this 😭
I tried lengthening the bone and lowering the shoulder bones
still noope
Create a default Cube and see how large relatively to the avatar.
The default size is 1x1x1 meter.
Like i know the character is a bug but they ain't bug sized 😭
Ok i may have made it too small by mistake
b r u h
Is there any way/shader that will make so I can paint on my body and other people too?
Like a walking canvas type of avi
What rank do i need now to upload avatars?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
there is VRPainter avatar prefab on booth. It's a board you paint on. Since you're an avatar creator, maybe you can make your avatar into the board.
Hm
I have a question for anyone who uses the MameHinata base to make avatars. Is there a way to get rid of the base expressions? Ive been trying to figure out for a while and i cant seem to get it to go away.
You'll probably have to explain what you intended, and what about this is not correct
It’s third person when it’s not meant to be
what "view finder"?
Why isnt the animation tab recording any keyframes when i hit record and move blendshapes?
You may not have your avatar selected. Or the animation is not in the animation controller in the avatar's Animator slot.
Yeah
?
Basically the white ball in unity is dead centre with the model but with I test it in vrc it’s third person
When *
oh you mean the viewpoint ball. By "dead center" exactly what do you mean?
It should be right between the eyes
It is
oh, I didn't realize that's what you meant by "dead center"
Got a camera on your avatar somewhere?
No
I had it working, so I took the blades off the arms and uploaded it and then that just happened
I even set every thing to 0 and it still didn’t work
help?
did you install your shader package?
yeah
you'd have to go inspect the materials then
huh what is that, must be old?
Is there a way to use d4rkoptimizer but not have it remove any “unused” blend shapes? I’m getting my avatar ready for VRCFT, hence why I ask.
yeah
the model is Leo the Wolf, idk how to upload it and make it work
no idea about the model, but that shader may not be supported anymore
I’m not sure if this is the place to ask as I don’t have contact with d4rk himself or his discord (if he has one).
this is how it looks on standard
and i dont like how it looks like
should i try using a different shader?
maybe use a modern poiyomi?
oh fun
ppl payed for this model and the person that made it turned it free cus it became outdated
uh
poiyomi discord has help for this error, though the text there is pretty descriptive
ight i sorta fixed it now
how can I do cutouts so i can fix the fur?
found it, but why does it look like ts? 😭
"cutout" is a rendering option right at the top of the shader
how do i fix this
i dont want it to look like ts
how do i make it not have the white stuff
i want it to look normal
Sorry to bother but when I turn on this one clothes toggle I put on my avatar it does this and idk why. I put the chest blendshape there to try fix it but it did nothing
No idea without looking in detail at your shader settings, I'd suggest again the Poiyomi discord for stuff like this.
Do you think someone can help me with the parameters because it won’t sync to other users but it works just fine with me
why is the iOS option for what platform to build for greyed out? is it a limitation of building on linux?
did you not install the build tools for it?
any help? Why is gogo doing this 😭
I don't see an issue, if your avatar works fine then no problem, that's just a warning, not an error
Did you merge the correct version on your avatar? There's a WD On and WD Off version
i dont understand the difference with WD
im honestly gonna prob go to VRCFury to do this with.
this model is soooooo broken to the point that its prolly needed
It's easy enough, look at your states BEFORE adding Gogo. If most of them have the "Write Defaults" checkbox active, then merge then WD On version, if not, merge the other one
is WD on the ControllersWD or Controllers folder?
the former should be
so ive got an error for some prefabs within a system on my avatar saying "It is missing scripts" the problem is ive uploaded avatars the same way ive done with this one and had no issues
is there a way for me to Fill this "missing script" fast?
I can see where its missing the script im just not sure how to go about fixing it
Yes, you install whatever package provides those scripts. Check the avatar or prop creator's requirements list
I mean there was no requirements
that's annoying
like it worked fine last time i uploaded with it
yeah idk its weird
what did you change since then?
I can't imagine you'd have missing scripts by changing nothing
maybe you could guess what the script is by the object name or something. You could also delete it, but that might break something
aren'tscripts complex tho?
it could be anything
"script" isn't really the best term, it's some component that requires some package to be installed.
i see
i may have found something
ill re import the system and see but thx for leading me down the path that could do sum
Might not be the right channel for it but is there anyone here whos good with creator companion, avatar editing and prefab modifications stuff that could tutor me a lil every now and then so I can figure out how to upload stuff on my own at some point? I'm willing to discuss payment and such if needed in dms. Also to any mods if this is smt I'm now allowed to post here just lemme know and I'll delete it, just looking for help and this is avatar help so IDK 😭 🙏
You're allowed to post but a message like this is sure to attract scammers. So be very careful.
Also if you're new, start with the documentation and youtube videos about the basics
it all works good thx
excellent
Thanks, I'm pretty good at avoiding scammers and I'm already in the process of watching some videos, like I understand the very basics but I'm more of a "monkey see monkey do" person, it's easier if someone's right there showing me and explaining it you know? But thanks for being nice and all I thought I'd get harassed for asking 😭
Feel free to ask questions here if there's some specific things you fail to understand, many people here can help.
Teaching on a individual basis takes a lot of time and effort, I've done it for friends or for very specific things but otherwise I don't know many people that would sit for hours in a VC for free
Hence why I'm offering payment, but yeah I get that
Guess we can talk about it if you want, but no promises and I'd still advice against it
that would be helpful when we both have free time
Feel free to shoot me a DM, I'm free most of the time
anyone here knows why my unity is doing this? so i havent used unity for a while and my SDK was on 3.7 and i updated to the new SDK 3.9 and whenever i upload a model it keeps telling me that my thumbnail is missing and wont upload would anyone know what my unity would be doing this?
Anyone know how I would rig a Roblox Avatar like this for VRChat
hello, im new to unity and making vrc avis! I downloaded unity and vrc creator companion with ease, but once i went to open my project this error message popped up. If someone could help me it would be greatly appreciated!
Maybe try to press retry and you can access it but if it does not work create a new one
does anyone know what this means?
when i select it, it just seletcts my avatar but i have zero clue what this error means or how to fix it
this is what my expressions looks like but i wasnt having issues with this at any time before
You need a menu
Anyone experienced with substance painter know how to increase the actual resolution you're seeing while painting? This is what I see when exporting and looking at it with the proper resolution. But from my view in substance painter there is no dots, everything is filled in properly.
iirc project settings has a setting for that
Where's that at? I don't mean the "actual" resolution of the textures, I mean the working resolution. It seems the NKD protogen makes such poor usage of the space with it's UV maps that everything is just pixelated.
iirc that's the same thing though. you can export lower if you want though
Cause like wth is this.
Could've scaled a lot of those, especially the belly parts up by so much.
I'm completely inept at blender so I'm unsure how one would even fix this aswell.
rework the UV map but then you'd have to bake the textures to fit it or make new textures
I've only got just that spine bit made so that's not much of an issue. How difficult is fixing the UV gonna be though?
In general, I just need to re-arrange and scale up a bit, is that hard?
not sure how to judge - I think its easy but rather tedious.
Hmm, hopefully I can get some help with that. Blender tutorials tend to be a bit of the opposite of intuitive.
I've had good luck with them in general, but I usually find tutorial videos to be kinda low signal-to-noise
Mmm yes, do five button combos to do this, but what are those combos? What did they do exactly? What functions did they touch? Why'd I need to do that?
Bruh I open up the blender file and it's just the skeleton, where the boi at??
Nvm it just took like forever to load the actual proot
Have you tried adding a thumbnail? Also nearly 400k tris is uh. Not exactly ideal 😭
Hi! I modeled a chain in Blender and put bones in it and everything. The chain is in between 2 things ( I made it look like both ends are attached to said things). Now when I go to unity, the first bone remains static (how I want it) but the one at the very end doesn't, it just moves with the rest of the chain, I'd like it to stay static and have just the middle of the chain move so it looks like the end is also attached to the object and. Is that even possible? If so, how do I do it?
Physbone can only be fixed to one ended. You have to rig chain like this instead.
In blender, does it follow any bone at all?
How did you merge bones?
You must make sure that bone names are matching. Between 2 armatures
That only works when bone names already are matching.
It isn't eternity.
And if you're smart enough, you could use bulk renaming to rename multiple bones at once. But you will have to know what regex pattern is.
Not sure why you tell me that.
Does that imply you're going to relearn it? If not then you're going to do it in the hard way.
anyone know's how to get lights on quest avatars?
Thanks so much I’ll try that !! 😄😄
You can't.
there used to be a way to get it to work, smtn with particles
Got patched
damn, and there's no other way?
You aren't supposed to have light on quest to begin with.
I keep getting an issue where the custom icons for my toggles and stuff keep getting unassigned. Anyone know how to stop this from happening?
Do you realize that quest is not powerful as a desktop PC?
It can run 3D stereoscopic game is already impressive enough.
It might be fine when it's only you putting it. But if limit is lifted and everyone has light now it's a different story.
It couldn't be that hard to just make it a setting
It's easier to say than done.
Other than technical part, there's also policies and communication has to be done.
I remember when they had avatar sound on quest, the sound settings worked fine
Even with current settings and options the quest barely runs at 30 FPS, more allowed things = opening the floodgates for worse performance overall.
Meta has already warned that apps on their stores need to meet certain perfomance tresholds and VRC has been on the edge forever
"When it's only you" is the keyword.
What policies?
Same arguments as usual
Wait aren't you that porn artist?
For example, how do you let the player know there are settings about light, how it should be affecting other player avatar, or world and such, how to not abuse the light to cause damage to other player, and so on.
Its already on pc though
Same thing there
And it's already bad on PC
Real time lights regularly cause freezes on load for most PCs
Then you have an issue cause unless they're shittily made, particles shouldn't be an issue
Im sure there's a way to optimize it
Not real time lights no
If there is a way, they would have done long ago.
Particles and effects are fine. Lights on the other end-
out of curiosity, why are lights a "big deal" performance wise?
too many calculations for shadows and stuff?
The short answer it that it forces materials to be drawn twice upon being toggled. It adds a lot of computing strain, even without shadows
Oh wow, good to know.
And it do that for every light affecting the object.
The reason worlds use baked lights or VRC Light Volumes is because it allows all those calculations to be made in advance and saved as a texture/object. The downside is it can't react to anythingg new or moving (like avatars)
Idk exactly how VRC Light Volume works but avatars can only react to it via supported shaders, which helps a lot
Makes sense. When is the double-draw in effect? Is it just when the light is affecting a material?
Pretty much, you shine a light on something, any material affected by it now has to effectively draw itself again to take that data into account
It gets super expensive super quick
does that stop once the light doesn't shine the object anymore?
Yes it does, and to some extent your PC has caching so it's mostly an issue the first time it's toggled
But still a big issue nonethless
now the real question is.. does it:
- draw more Vram
- keep using Vram space even once the light is toggled off
Not 100% sure so don't quote me on that but since it isn't a texture itself I don't think so. And if it does, it's not much
It's much more about raw drawcalls
Also you can test it easily yourself, add a light to a flashlight, make it local so you don't bother people then go in a populated instance.
When you first turn it on, it usually lags/freezes for a bit. Then it's fine as long as you keep toggling that light on the same-ish area/regularly.
Switch worlds however and then it'll lag you again
Noted, i'll test that. I did find out that VRAM likes to keep things stored once you load an avatar even if it's not in sight anymore, which is usually what gets me to explode
tbh i wish there was a way to clear VRAM without needing to rejoin
does anyone know how to get menu icons to not unasign themselves when you upload?
It shouldn't do that in normal circumstance. How did you assign it?
Just how you would normally give a menu option a custom icon? Like I just select the icon here.
That's a regular way. Does it still show up when testing with gesture manager?
yes
no, I wasn't
Check the texture max size to be less than 256px.
they're all 256 or lower
Can I copy components from one project to another (without importing them)?
Ive already made a new project? this isn't for quest, this is for windows and i'm getting this error. anyone know why
what do you mean exactly?
Copy physbone component's values from one project to another?
Not that I know of, but you could make the physbone settings a prefab and import those
okay I think it might have been because my texture memory was very high? It just made certain textures break?
Anyone know why my eyes are locking forwards/ in the default pose when I do certain gestures? It breaks my eye tracking until I go back to one where it works (can post video if needed)
I think your eye tracking stops because some gesture animations in your avatar override the eyes.
How could I fix that?
Alrighty, will try that, thanks ^^
sorry wasn't for you
Bro responded to the wrong person 
In Unity, open your avatar’s FX layer, find the gesture animations that break eye tracking, and either
Delete eye keyframes (anything moving eyes), or Turn off “Write Defaults” on those animation states.
Then re upload your avatar.
this should fix it
pg-13 server btw
if you fucking read the rules
Yeah thats what i fucking thought dumb fuck
So i forgot about my banner, and you reported me.
No one wanted to see your freaky ass banner other than you.
you had it coming anyways
Been that way for years, you're the first person who's ever said anything negative about it
Then I must be the only normal person whos seen it
I would've rather not had a kid stumble upon it
you could have just asked, i wouldve changed my server profile. instead of striking my account for 2 years
wdym 2 years lol
my account now has a strike on it and is in 'limited' for 2 years
I only reported you to the server, so if discord is mad at you, dont look at me

But instead of being a grown up and taking the mature route and asking. you decided to throw a little fit and report like a squeaker.
im not the one swearing up and down on a 'pg13' server
Im not the one who entered a server with an 18+ gif on my profile
knowing damn well theres kids
And yet, you're still cussing, knowing darn well there are kids here
🤷🏻♂️ Not half as bad as your thing but go off
Enjoy your 2 year suspension or whatever you got 
Maybe dont throw shade about reportable offenses when your own profile was sus 🤷♀️
my profile is pg-13, dunno what you're on about
It is now. After you are forced to change it
Forced to change what?
You know exactly what
Not nearly as mad as you were
I was more disappointed rather than mad :)
Well then there you go

Anyone else having a strange issue with physbones? Causing them to shake or vibrate violently when being affected by a collider?
Both in game and in unity
im trying to texture bake this lighstick into this low poly version of the model but its not working, could someone help me please
What exactly isn't working?
Anyone know what's causing the Standard Lite material to turn this in Unity, into this metallic-splatter effect in VRChat on both Android and iOS? It happens when there's a normal map on there, and I've been checking on everything on both Unity and Blender, but it's not getting fixed.
the normal maps become flat
but im gonna try do my own model from scratch
It rather seem you didn't setup the material at all.
i did
the normal map was just flat
Can you show what setup you have?
So the issue actually is baked normal map texture is flat.
yeah
How did you set the baking option?
and i need to have those bumps the high poly has
Did you select the hi-poly object to bake? You also need thje "Selected to Active" with Cage assigned to the low poly one.
oh the tutorial i was following told me to disable that
lemme try
Try various options in the Selected to active.
well im still getting this no matter how much i play with the extrusion thing
Have you make sure that mesh face orientation is correct?
oh
okay i saw the mistake
i have to recalculate to inside instead of the other way around with those specific parts
can anyone help me to make sure i got my parry colliders correct using contact senders?
Anyone able to VC?
How actually it is?
No lights or anything
Activating MToon makes the model glow
emission settings?
Emission is black with strength on 0
Do you really need to use mtoon shader in blender? This won't reflect how it will be in unity.
I tried Unity too
tysmm it worked, now i will have to search a tutorial for the poiyomi shader since the original has this sick infinite mirror effect
But I had problems with the MMD4 Mecanim tool
So I swapped back to Blender
And now I cry
In unity it doesn't work the same way as in blender so you have to only look in unity.
If you do this often, I suggest the Blender add-on SimpleBake. It's not free but saves a ton of time, I've been using it for years now.
But the MMD4 tool didn't work properly
And without it, no importing pmx
yeah i dont think i will do this too often, i just wanted to have this in here
What I say is the material in blender doesn't matter for what it's going to be in unity so you can work however you like without messing with material.
anyway do you recommend modelling the inside lights or poiyomi can do that effect?
I thought that too, but the model was glowing in the game too!
That isn't a problem with blender.
sorry to ask again but should i add the insides light for poiyomi's parallax effect or is it fine like that
Hey, im sending this here too cause it seems more active, hope its okay ^^
Im having an issue where my contact reciever isnt cooperating with the animator controller i put on my bee pet.
My guess is that its cause i have no avatar descriptor on it and im only using the animator controller, but im rly not sure..
Looks like the parameter in the controller matches the one in the reciever aswell.
Help is greatly appreciated!
the poiyomi discord is helpful for specific questions like this
You shouldn't need any light.
anything that isn't your avatar should not have an avatar descriptor
okay tyy
okayy
Also, I wouldn't have a separate animator for that.
Hm, but if i put it on my avatars animator instead, the animation cant reach the bee and make it do its expression
why wouldn't it? It's on your avatar
If you have pre-made animations that are expecting the bee to be the root, then you can repath them (hfcRed has a nice tool for this) or use VRCFury's Full Controller and rewrite those paths at build time.
Ah that might be my problem, ty! I'll try that
ugh... new avatar I'm playing with is setup such that I'll use four material slots just for the body by default, I wish creators wouldn't do that.
this is going to be a bunch of annoying work

oh I see, it's actually 3-6, if I use certain "options", crazy.
ew
the only reason my avatar would ever use more than 1 material is cause of transparency that I dont feel like dealing with the bs that is global masks and render queues
I generally do 1 for body and 1 for clothing, but yeah transparency adds another or it gets annoying
I guess I could use poi's 2-pass
1 material for opaque
1 material for transparency
1 material for fresnel alpha
1 more material for a different fresnel alpha
animate from root of avatar and remove the one on bee , contacts cant talk to another controller somewhere on avatar
Found a 'fix', I just had to make that avatar on another Unity project that doesn't get this issue.
Tysm! I got it working now ^^
oh excellent!
well if they didnt ignored me completely 
maybe nobody is available right now?
Specific questions take specific people to be online and in the mood to help
they are talking to eachother and just ignoring me
maybe nobody knows the answer?
the amount of time I would say that in here.....
probably better to just say nothing
fr
I have a working avatar that has multiple skin colors in its files, but no way to toggle them in game. How do I set that up? I downloaded VCRFury, but that drop down menu in the inspector tab doesn't show any of the buttons even though they're there.
hilarious question, how would one go about rigging a non-humanoid (or specifically a non-pedal rather than bi-pedal) avatar
like a park bench for example.
ok i somehow made it
and i fucked it up
Hi, can someone help me troubleshooting my model bone rotation?
I'm setting my eyes rotation states, but my eye bones rotation default is like this, so I can't set the rotation states without her eyes roll back into het skull
check bone roll in blender, it should be 0 and the eye bones should be perfectly vertical
Yes, it is
not sure why they would look weird with rotation at 0 then.
Cause my eye bones default transformation is not 0 0 0
So, with rotation state at 0 0 0, it forces the bone to rotate back to 0 too
It would work fine if my eye bones default is 0 instead of that, but I don't know how to do it
now time to wait so poiyomi can tell me how to make the outer ring spin
rotate a decal texture
or do a circular gradient mask and use pathing, if you want it to be illuminated
it is iluminated, and i think this is the best option maybe
really depends on the effect you want, try both
the thing is this is the emission
because it also has on the sides
yeah pathing could work fine for that
now time to learn pathing
oh
trying to make an animation for an avatar, I need to recreate a fighter jet fly by sound using doppler and a STATIC jet engine sound
i want it to sound like this as it passes ANY player from ANY part of a world https://youtu.be/QLbFqOQTrQ8
anyone willing to help?
because I can grab the video's entire audio and TIME IT with the fly-by, but I want to know if it's possible to use a single static audio and manipulate the settings
vrchat doesnt exactly use the doppler
Spoiler for bikini bottoms; Im dealing with this weightpaint issue and no matter how I weight it, it bends as shown in the video, is there anyway to fix this or do I just scrap it?
transfer weights would be great
Tried that :(
redid the weight transfer too
and still with this same issue unfortunately
might need to reconsider the location/weight paint of the body then
What should I do?
you cant exactly make it for every player no matter where they are in the world
you can make it locally to you by having the audio itself do it
but otherwise you cant really do that
this is a difficult thing to get right, but I don't really like how that body moves on the sides
the body really shouldnt fold in on itself like that
yeah that's the part I don't like at all
it folding in will either have it clip on 1 side or the other
since the body itself clips
The constant Contact Reciever type seems completely busted to me, so often I have issues where I have a sender directly inside the reciever and out of nowhere it just flips to false, and I have to remove the sender and put it back into the reciever for it to detect it, this happens like ever 2-3 seconds, the reciever just isnt detecting things properly.
Am I doing something wrong here or is this just normal behavior? Is this because I have multiple Receivers sending to the same parameter and the results are fighting?
you cant have multiple recievers
at least it doesnt just work like that
all of the receivers would require being true for the parameter to be true
Thats not how multiple recievers behave, but it seems like that is whats causing my issue
very frustrating
that is in fact how multiple contacts behave
contacts are completely tied to the parameter
there parameter can never be desynced from the contact
at least usually
when multiple contacts share a parameter it gets fucky
just use 'or'
if you need for at least one receiver to be true
(and 'and' for going back, ie all of em are false)
sorry but that just doesnt seem to be true, if just one reciever is triggered the value flips to true for some time, its strange.
because its not an intended thing to happen
thats random behaviour you cant control or rely on
you arent supposed to have multiple contacts with the same parameter
its not something that functionally works at all
right I am just saying the behaviour youre telling me happens, doesnt actually happen, regardless of if I am doing it "the right way" your statement is not correct
you have 2 contacts fighting over the parameter cause it cant possibly be both
both contacts need to be true or false for it to actually be true or false
otherwise it doesnt work
Well yeah that much is obvious, I was just hoping hat kind of behavior would be possible to just set in the component instead of having to create 8 different contact parameters, a little frustrating
But it wont necessarily always be false if not all are true.
it will usually be false since thats the default of the parameter
otherwise itll either rapidly switch every frame or switch whenever it updates
an off contact takes priority over an on contact in execution
I understand why its happening and how its happening
I am just saying that your statement of "its True only if all contacts are true" is just not a correct one, the behavior is sporadic and unpredictable.
can anyone assist me
ISTG ive done everything under the sun but i keep getting the error avatar validation failed
the auto fix button isn't showing up
reload the sdk
i did
multiple times
tried reloading it, shutting down unity
logging in and out
no dice
Why can I not block peoples over "In Instance"??
I can nut reach that guy but I can see him in the "In Instance" category under "social"
You should be able to, you can press the block button on the instance user list or you can click his profile from that page to block him.
Also wrong channel, this is for help with avatar issues in unity or blender
how?
There should be a block option under moderate user
my avatar is stuck in a motorcycle pose does anyone know how to fix this?
ok I saw it, but why is it missing a hide avatar option?
unsure of the manual fix for it (unless you havent removed a controller from the animator script already) but Pumpkintools has a reset fix for it
if you know the user's name you can just select someone willy-nilly from the lobby and use the arrows at the top of your hand's menu to scroll through the users and find them to hide their avatar
Can someone tell me how to stop getting this weird floor to hair center physbone in unity that keeps messing with my hair physics?
some symbols my keyboard can not even spell. and even if the player is in reach, because he is moving so fast and is inside of a bunch of players or super tiny, Its very very hard to hit the select and if you miss it, you need to open the menu again and press select again...
it fixed the issue thank you!
you dont need to spell their name or select them manually with the method i just explained though? all you'd need to know is their name 
something like DXЛенинАр--тджонг
(just a example name)
its literally just: Look for their name (or listen if someone's calling out whom it is> select nearest random user> use the left or right arrow keys at the top of your menu to scroll through all the users in the lobby> find said user>hide their avatar or moderate them or w/e
the only way you'd struggle with any of that is if you didnt know their name or didnt have pattern recognition
Right click armature, select children, in inspector right click rotation and position and select revert
is there a way to get clothes to move with the Phys bones of your avatar?
my Phys bones just keep clipping through my modals clothes
Add a physbone collider to your body that the physbone collides with
would that get the clothes to also move with the physbone?
No, that just prevents clipping, to make clothes move with a physbone you need to add more bones to the clothes that control their movement then add physbones to those in unity
kk thank you
Is this normal for the wickerbeast?
Anyone know what's happening here? Can't upload, get this error, but then it shows up in Content Manager, but isn't usable in any way... no thumbnail either even though I did pick one.
has anyone confirmed whether this is an SDK or API error yet? It seems to keep happening to people
It's been happening to me for almost 2 years now, across models and projects
Does anyone know if there is a way to have a corrective blend shape activate when you rotate a bone a certain way? I've tried to use twist bones for this but I'm having trouble getting it to actually work to correct the deformations in Unity. The hierarchy doesnt really work with vrchats humanoid avatars.
It's just arms im having issues with since they have a wider range of montion than legs usually do
all you've got available here is contact senders/receivers, which kinda suck for this, but you can make it work
what are those? the stuff in udon?
What are the contact senders and recievers?
how do you make avatar particles collide with other people??? plz help!
in the particle system's collision section you can set it to something like "everything" . But what do you actually want them to do?
i want them to actually collide (and explode since they do for the particle im shooting) apon contact with a person's mesh if possible. if that isnt possible then if it can atleast hit other people's capsule thats fine too
but i need it to properly register collision on other people
from an avatar, not a world particle
Clicking on the Failed to upload file error only gives me messages regarding the VRC API/SDK. Uploading the base robot model works fine, but any other model doesn't. I can upload models locally, but not online.
click on the error? copy and paste the whole thing here
One sec
click the box where the error shows up then ctrl a
I tried making a new scene just now actually and... it seems it worked??
ok nvm only kinda worked
UnityEngine.Debug:LogError (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__158:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3312)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__158> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<UploadError>d__158&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:UploadError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__145:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3125)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__145> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleUploadError>d__145&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleUploadError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Upload>d__143:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3105)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<CreateNewAvatar>d__36:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:749)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<string>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<UploadFile>d__44:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:1315)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder:SetResult ()
VRC.SDKBase.Editor.Api.VRCApi/<Delete>d__22:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:416)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:SetResult (VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__16`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:347)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.ValueTuple`2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>>:SetResult (System.ValueTuple`2<VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse, System.Net.Http.HttpResponseMessage>)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__15`2<object, VRC.SDKBase.Editor.Api.VRCApi/EmptyResponse>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:339)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
Windows, unsure where to view size other than texture memory
but texture memory usage is 52.1 MB
what unity version
2022.3.22f1
try restarting the project
tried that many times, tried my pc too
also tried downgrading the sdk one version, didn't do anything so I went back up
AppData\Local\VRChatProjects
I think that's the default location
to save space on my main drive
I have enough space free, still half a terabyte
i wish i had an internal 1tb
sadly only 512 gb for both internals
its a laptop so they be kinda expensive
NEVERMIND I get Failed to upload model with the base robot demo model too
just an SDK issue ig
Guys this is my first model and I have no clue on how to texture and rig can you guys give me some tutorial recommendations?
Omgggggggg
I needed poyomi prooooo
5 hours for nothing
pink = broken shader, so yeah that makes sense
is there actually NO way to have a transparent material for a quest avi?
There are some tricks where you can kinda do it, but not with alpha transparency
So my pc got bricked and I had to reset literally everything (ssd failure of my main drive caused some issues because of separating storage values) anyone know if there’s a way I can get files of my personal avatars that I’ve uploaded for myself or am I kinda just boned?
you cannot download avatars or worlds from VRChat
no files no avatar
Sobbing
vrchat doesnt even have the avatar files itself
all that gets uploaded to vrchat is a prefab of the avatar in scene when you upload
I sorta assumed as much given how they upload and how play testing in unity works but I thought it was atleast worth a shot to ask around
thatd also be ripping
Fair enough
ok if transparency is off the table, how can i have decent eye movement if its 2d?
its literally an image i slapped on there but im open to adjustments if i can get it to look right
cut it out in blender🤷♂️
ye i gave that a try and i dunno it just looks off
kitbashing an avatar, just got done weight painting it. the head is separate from the neck and for some reason its doing this, I've gone through every bone but i cant find what's causing this
Ok so I figured out that it seems to be like gravitating toward the origin point, regardless of what weights I parent to it. How do I fix this?
you can find some on youtube easily
Just a question with a yes or no, If Im on quest and dont have registered vrchat user, Can I make avis?
You have to spend a limited amount playing the game after that you can upload avi.
Thats not what I asked for
Im a trusted user, but my friend doesnt have vrc account since hes using his quest login
Im asking if I can use it to upload an avatar I made for him on his quest
Oh no you can't
Great -w-
it'd help if you showed the entire inspector window here, can't really tell you anything from just the diagram
I have an issue with my model. Im a lerner and after some playing around I suddenly got those ugly bumps around the neck of my model
any idea what that could be?
as far as I can see there is nothing overlapping or something
select the faces, mesh -> normals -> reset vectors
this breaks custom normals, but you probably don't have those
ah wonderfull that fixed my issue. Thank you very much
np!
Ok I have another issue. The pokemon (Indeedee) I have been using to lern this stuff on only uses a texture for her face. Thats fine I have been recomended to use faceplate which then use shapekeys on to move them in front of her face for the expression. Now in Vrchat I got those ugly boxes around the faceplates. Is there a way to make those ugly boxes gone?
or any better way to do this?
is that one texture overlayed onto another?
I dont find words to describe it so Im just gonna show it one sec
basicly another texture material...? hidden inside of her head that only moves in front of her face when the shape key is active
ahh yeah - if it's an entirely separate material, you may have issues with the colors matching perfectly
I thinks its cause its ever so slightly in front of the face?
yeah, probably
know any way how to fix it? I have seen other people making similar models even with the same pokemon and not having that issue... so I wonder what they do diffrent so they dont have those boxes
they also use those faces inside the head and I assume shapekeys to make the expressions
so im trying to put some silly lil physbones onto these ears, ive been working on this avi for so long and now this is a problem. The Physbones will not tranfer onto the avi ive used gester manager to text them out and still not working anyone could help me please <3
"transfer onto the avatar"? The image looks pretty good to me.
well, they dont work in play mode or in game
idk why
but they are theree
yeah that ^ looks like it ought to work in play mode
but its not
hold on
i found the problem -.-
avi work can be such a pain sometimes lol
it can 🙂
Heya, maby a dumb question, but how can i attach text to the avatar. the existing unity textboxes prevent it from upload and the sdk just deletes them out
use an actual texture
but id like to be able to edit it
there isn't any other text resource you can use
:/
how would you want to edit it?
you could script something to generate an image file with text using ImageMagick
how come when i edit a models blend file and re export the fbx and put it in over the original fbx, the prefab breaks with the model like distorting in ways
did you unpack the model prefab? If not, export settings are likely different - usually it's "Apply Scalings" not set to "FBX All"
if you unpacked, that's your problem. Don't.
idk if i unpacked the prefab
i just edited the original blend file in blender and exported it as fbx and put it over the original
i was just thinking with working on this asset that it could be cool if anyone that gets it could like type out a text face for my lill guy
oh i chaned it to fbx all and it worked tysm!!
yeah there isn't really a way to input text on an avatar
sad sad
When I try to import lilToon shader into unity it just says "Error installing packages". I have unity package file from downloading it from booth but no matter if I drag and drop it or import as custom package it just throws that error with no additional info. What can I do to make it work?
do you possibly have a version already in that project?
are are you low on disc space where you have your projects installed at?
Hello, can anyone help me in setting up my avatar? This is my first time playing and I'm really overwhelmed
60GB still free
No I don't. I used only poyomi up until now
I imported asset that used liltoon but when I realized it required liltoon I deleted it's files
this is the place, ask specific questions, provide details, etc.
I'm trying to import a free avatar I liked but I can't get it to import without a bunch of errors, I dont know if I haven't installed the right add ons for it and I don't really know how to check
the avatar creator should have listed required packages
as for errors, if you can't figure that out, paste the first (at the top) 2-3 error summaries from your Console window. errors are the red ones.
What instructions did the avatar come with for setup?
can you link the avatar
thats not a free avatar
aha, stolen avatar.
thats a pirated avatar
haha
Oh..
It says Chups lol
you need to actually pay for it
also bit of a FYI that entire site is pirated/ripped content, not just the one model you tried
Yeah I just got a warning for that
I had no idea 🙁
Does anyone know of a good free avatar site? I don't know if I'm willing to buy an avatar without even trying vrchat yet lol
significantly more often than not an avatar is not free
In vrchat you can find publics. Using publics is free and people ususally start from that, not from buying
you cant even upload an avatar without being at least new user rank
Jinxxy is a pretty good place to find avatars in that style and their search function allows you to look for free models (though there wouldnt be many)
I've got a bit of a complicated question for anyone who may have any idea
I want to make a magic system where I can freely draw symbols directly on surfaces and have specific spells cast based on what symbol it detects I drew
I've REALLY been trying to think of how I could do this or something similar enough to sell the effect but I'm having SO much trouble figuring out what approach to take, if anyone has any ideas PLEASE toss em my way
youd need to do like a grid of contacts
oooooooo okay I see the vision
a bit of an issue, the symbols I intend to use have curves so I may have to use about 5 gazillion contacts and I'm not so sure that'll go well
just do generic points dont try to do a whole ass curve
that would be astronomically easier I know, but I'm trying to make spells from a show and I wanna see if there's a way I can make it accurate
that's where my struggle is 😔
lemme guess
owl house
simplify the shape
how would I even begin to simplify a literal circle D:
woah wait, asking for help is awesome
I see, thank you a lot 👀
ooooo I'll experiment with that too
thank you
yeah Diven's images are more complex than the simple case I was thinking of, but you get where we're going with this now
yeah, alright I'll look more into that stuff :D
itd be closer to a 5 by 5 grid if anything
oh yeah I see it :0
the fire glyph is basically drawing an 8
the easiest way of making it so you dont have to make several thousand transitions to check if you are drawing the correct glyph
is picking a starting point for each glyph
bottom for light drawing the vertical line
middle for fire drawing the circle
one of the tops for the plant glyph
ice one of the sides
after that you just have to have all of the contacts activated at least once
and boom glyph
while yea you can just not draw it for it to activate
but you can easily just draw it anyways to activate it
each contact driving a parameter driver for a bool for each contact so you can convert the contact to a toggle instead of button
hey i need some help, when i upload an avatar it say i uploaded it but it doesn't come up and it say its missing a blueprint ID after it say its success full. anyone know how to fix it?
what
I totally havent been procrastinating owl house magic for almost a year now
ohhh I actually think I get it :0
I'd be making it predetermine what glyph it thinks I'm trying to draw based on the starting point
smart
DUDE, I've been wanting to do vrchat magic stuff for like, EVER
I'm breaking out of my shackles
aw embed failure
😔
if you did it where you could start with any contact on that fire glyph
and had to hit every other fire glyph contact
thatd be 15,511,210,043,330,985,984,000,000 transitions lmao
just exclusively checking for contact to contact to contact
GULP
That's a side-effect error, not the root cause. Look at the first 2-3 error messages in the console. Feel free to paste them.
curse of 257 parameter bits!!!!
thats not even hitting the parameter bits lmao
youd only be using 25 bits of parameter memory
the grid of 5 by 5 contacts with synced parameter driver toggle bools
pfft got me there
itd just be you would never finish it in your lifetime
I'm getting my avatar creator license taken away, I'm so fake I didn't even remember proper bit usage 😔
thanks for all the help though, genuinely
how do you do that im not that tec-ishon things
Look in the Unity window called "Console" and read the first 2-3 errors, at the top.
shift + ctrl + C will enable it, if you don't have the window showing somewhere
its this that pops up i dont know enything im sorry
Hello people, I'm new in making avatars, how can I remove this white pupil from my avatar's eye? Changing the rendering mode from Opaque to Cutout or Transparent solves it but it makes the hair transparent and weird looking... I guess this white pupil is there because I removed the original pupil on the eye texture png, and for some reason, leaving it "transparent" just makes it white
you either have transparency or you dont
either remove that part of the pupil entirely in blender
or give it a texture again
Again, you're looking for the first 2-3 error messages, at the top of the console. Unless this is literally the only error message, in which case if this is a brand new upload, go clear the blueprint ID in the Pipeline Manager component on your avatar root object.
it just have an blueprint Id error but i dont even have a blue print
better to show all errors than just the first 2-3
What do you mean by removing it in Blender?
literally deleting it
You do understand that this white pupil is from the shader right?
can someone tell me why my avatars hair is freaking out like this. I had it working just fine earlier but had to reimport the body to unity and after replacing the hair it started freaking out
shader doesnt generate mesh
dont know how the physbone is set up
?
is that the only physbone
if its opaque then it literally cant be transparent
so it just fills with whatever color
this is the only physbone on the hair, the only other physbones are for her dress and jiggle physics
redo the physbone component I guess
Alright, so to remove this mesh, I need to import the entire avatar to Blender, find this mesh and delete it?
yea
@night ember hey mate, could you guide me here? I have no idea what I'm looking at xD
is there a way for me to edit the scale values of the last keyframe in this animation?
I want to change the radial values for the body sliders a little bit
it seems it goes up to around 1.1 when i play the animation but id like to know if i could edit that
you can't animate those properties without disabling the physbone component
Would editing the values here at the end point work?
Nevermind..... I found a blendshape that changes the pupil's size...
no
it seems to apply to the animation 🤷♀️
but those properties on physbones cannot be changed at runtime without disabling the physbone component first, then re-enabling after. Which probably does not have the desired effect.
So disable the component, change the values, then reenable it?
alright thank yu :3
Values only refresh when first enabled