#avatar-help
1 messages · Page 194 of 1
my avatar keeps looking like this when importing it, already checked the face orientation and its all in order
I am going nuts I just got avi and sure I have everything done setup right but it say their no avi? stuck
🧐 maybe I need to update stuff?
the console errors are probably the issue. Which SDK is this, is it the beta?
ohh it is in beta yeah
otherwise yeah, update the various dependences to the latest stable releases.
ahh
yep, beta channel then
but probably the answer is: package incompatabilities
yeah that what I am starting think maybe I did not setup the avi unity project and files wrong
it's quite possible that Modular Avatar can't work with the beta SDK yet.
ahhh I see
I bought a custom avatar and I can’t upload it to my vrchat account. I get this popup.
The problem with this is I’ve actually had my vrchat account and have played it for several years/hours. but I assume the problem is I have barely made any friends.
I just want to confirm that this is the issue and not something else
so i have a partially transparent visor with eyes and stuff behind it, however despite being set to transparent theres still a noticable material difference visible on the eye mesh that should be transparent. is there any way to fix this or am i kinda boned?
What is your user ranking? Also is it actually a VRChat account and not a platform (i.e. steam) one?
You're not a user yet
Just wanted to say thank you after downgrade sdk and such it works! thank so much
my friend is having an issue when uploading any avatar thing on unity, whenever he clicks Build & Publish, it grays out the information area and nothing happens, no error or anything, another friend made my friend reinstall unity and to upload just a cube and the same thing happens, it grays out the information area and there is no error message, anyone know fixes for this?
Unity wont detect my rig as humanoid and I dont know why. also says its not in t-pose
tryna upload rn and keep gettin this error,idk what it means tho,can anyone help?
what do you mean "change"?
Like change to a different avatar on mobile (I have saved ones but idk how to access them)
if this is a question about using the game, you mean another channel
this one is about creating avatars
heyo, im having a few troubles exporting my avatar into unity again after porting it into blender.
its a selestia and after a few edits the exports as fbx are no longer smooth. it looks ok in blender but breaks in unity.
ive tried all combinations from scale local to fbx all with all combinations of apply transforms and apply unit.
it used to work with scale local but then the armature was scaled 100% messing with components placed on there. i also had it work for a second with fbx all and apply units unchecked but after a few further edits on a different mesh it no longer works at all
you probably want scaling to be "FBX All", and this issue should not be related. Hard to see what's going on from this picture though.
yep, fbx all is the only one that preserves scales correctly but for some reason the avi became rough
gimme a sec im sending how its supposed to look
usually stuff regarding normal smoothing are well, normal smoothing - either legacy blendshape normals, or leave that off and set normals to "import" but also export from blender with "smoothing" under "Geometry" set to "Face"
yeah seeing the "correct" pic will help
without reference I'm like uh..
this looks like weird shader things to me
ive been trying to upload this avatar for a bit but the progress is stuck at 0 percent. does it have to do something with having multiple avatar prefabs? i had the same issue with another avatar that also has multiple avatar prefabs
its the exact same material on both. it also looks weird on the default no material shader
and it used to depend on the export settings
hmm yeah no idea what that'd be other than maybe something something normals
oh my god. it was blendshape normals. it jumps around depending on the export type. apparently its semi random what unity thinks is best to use when it imports a fbx. I set that one to import as well instead of calculate. thank you for pointing it out. Have a nice Evening
yup.
I will say though that you should test what I said about setting "Smoothing" to "Face" - if you don't, you might find blendshapes cause mesh faces to be sharp, it's weird.
You'll notice it with visemes for sure
already was
oh - weird, the default is "normals only"
so what ive found to work is just closing the sdk window and re-opening it and make sure you are out of the prefab on your avatar and it should work 🙀
that was the default but i changed it sometime earlier. it only actually worked once i manually set the blendshape normals to import
ahh. Yeah I have operator presets for avatars and worlds, in the export dialog, so I don't screw it up 🙂
my friend is getting this error but he is agreeing to the ownership agreement, and he had to switch the SDK version to 3.8.2 just to see this because in 3.9 nothing happens, how does he fix this? he's already logged out and back in several times and he is a "User"
anything in the console?
this
anything before that top one? Always show the first 2-3 errors if you can.
this was the whole thing
huh, not alot to go on there
we've done so much, right now we're just trying to upload a newly created cube in unity with an animator and vrc avatar descriptor and this happens
could it be an account issue? it says he's permitted to upload avatars but i dont know what else it could be
I have no idea from here, sorry
Pretty sure it’s a vrchat account? Im labeled as a visitor though. If I’m wrong, how can I fix that?
if you're visitor, you have to play more
How long do I need to play? I’ve played for several hours, does friend count matter too?
?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
best answer I've got. Or you could buy a month of VRC+
Thank you so much for your time and advice!
i found somewhere that they said it is a network issue, that the SDK cant talk to the vrchat servers or something
any idea with that information?
Help
it says the error right there in the second image
you can't have a mesh object the same name as a humanoid bone
oh you have two armatures on there, don't do that
I also notice you've unpacked this, probably not a great idea
help im can't search avatar in this map
Enable the setting Allow Untrusted URLs in your settings and try again.
how do I do this?
not an avatar creation question though
hey, does anyone know why my avatars facial animations have stopped working. Thye worked fine earlier today until i exported the avatar to blender to fix a clipping issue and after reimporting it i cannot get my expressions to work in any way. The layers and parameters are labled the same as the int in the expression parameter, ive also tried remaking an expression but i cannot get them to toggle on at all
keep having this issue is there anything i could do to make it stop? cant upload the avi or put it into play/test mode
look in the console for clues
that's the only error?
uhh it said there was around 2-300 😭 i just took a ss of the most recent one
oh, that's the least useful one. The first 2-3 are most useful.
Clear the console and do the build again, then grab the first 2-3.
ah ill take one of that one second
Just the summaries are fine, no need to open them for the full details.
It means the avatar didn’t link to their VRChat account. To fix it, log into the right account in Unity, clear the blueprint ID, then re-upload using the latest VRChat SDK.
eh.... if that's the only error, sure.
uhhh i think the problem fixed itself i tried uploading again and it just started uploading without a problem 😭
i dont like unity bro
it works i didnt do anything 😭
Prepping my avatar for upload, I have all textures equipped with the vrchat mobile toon lit (because that’s all I can use) and I’m having blackout issues on the body area.
How can I fix this?
two guesses: if they were meant to be transparent, you don't get that on quest, so cut out that mesh.
Or... maybe they are black because of vertex colors, you'd need to remove those in blender or I think vrc quest tools
I'm guessing it's vertex colors
yep, same
You can also just swap to Toon Standard
which lets you decide if you want vertex colors
oh that's right, I forgot it does that
(vertex colors give each vertex in your model a color; they're handy for storing low-fidelity color data)
sometimes you inadvertantly get weird vertex colors, and shaders that use the will cause you to look weird as a result
Hey, hi, hello.
For the past few days ive been fumbling around on unity, trying to figure this out.
Im attempting to make a 2d vrc avatar. Ive made a bunch of animations for it, both available as sprite sheets, and regular individual frames.
Ive tried a few methods, all presented their own issues.
As niche as 2d avatars are, im hoping someone has a tip for me, or some advice.
ok so on a earlier version of my avatar i had a tail wag on my happy animation. when i did the happy gesture (assigned to my Fist hand state 1) the tail would loop a wagging animation. i had to remake my avi but now after recreating the animation the tail just doesnt move at all. the facial anim works but the tail wont move at all.
i tried
- checking to see if any other anim is afecting the tail
- making the tail anim a normal toggle
- making a version of the animation with a drastic change (extremly outstretched to see if the anim even works and it some how made the tail change immediately even before i triggered the gesture.
does anyone know what could be the problem?
oh did i fatfinger caps lock?
my b
but i found it!
some how my pohysbone is getting in the way of the animation
oki SO. i needed to hit the "Is Animated" button on the physbone!
can anyone please tell me whats the best export sittings in blender to unity for FBX File maybe send me Pic.....
set "Apply Scalings" to "FBX All", disable leaf bones, under Armature.
I also set "smoothing" under "Geometry" to "Face" but then you should import normals in the Unity FBX import settings.
head over to the VRC Traders discord, link is in #1204490664637890580
you'll just attract scammers here
and its back to being broken 😭
no need to ping me for this, anyone here can answer.
sorry just you were the one originally helping me so thought id ask you
I was just making sure you provided enough information.
Hello 👋 friend
How are you doing
hello scammer
i have a question for yall, i added a outfit to my avatar, but everytime my friends load my avatar its on by default even tho its off in the parameters and synced, any idea why ?
how would we know without seeing the setup?
I am having this exact issue and it's makin me wanna wig out 💢 Anyone know a fix?
An exact hour later, I found the fix... delete the blueprint n make a new one lol
okay, so i've noticed this on some avatars i was making but why are there holes appearing out of nowhere even though they aren't present when i check the blender files ?
You will have to check face orientation in blender.
having this issue anyone got an idea why it isnt working?
thats all 6 errors i get when trying to upload/play test the avi
Hey, can anyone help out?
are you looking at the avatar in blender?
no unity, blender looks fine
that is interesting...maybe you have rotated some parts of the rig?
hard to see whats going on from that screenshot
thats weird. I wish I could help :((
if i export fbx file can i change file size some how like i have some clothing that are 20mb and its even a small objekts
Yes you can change the file size of the fbx and sometime there is a lot of unnecessary data store in the objects that makes it's size big
just ignore all of them
anyone know how to restore a project scene?
I made a grave mistake and reimported my scene when I was just trying to import materials
Since it sounds like you've overwritten it, not much you can do unless you have version control / backups in place. If you deleted the scene and reimported the package the old scene would be in your recycling folder but it doesn't sound like that's the case
ah mk
frick
my edits are all gone T_T
dangit
wanna bash my head against the wall
Best you can do now is to learn from this and set up version control, github desktop is probably the easiest way of going about it. You'll find tutorials on how to setup github desktop for unity projects online
Hello! How is everyone doing? I am completely new to avatar making, and using blender and such. I thought it'd be fun trying to make an avatar using Zelda from Zelda Skyward Sword as an avatar, and I was following some videos on how to import models and such and turn them into VRChat avatars, but when I try importing the model, it gives me tons of errors, and nothing happens. I have no clue what to do lol, as I'm doing this for the first time. Here's a screenshot of the error if this helps. Thank you in advance for the help.
Hi, are there tutorials on how to place an object in a world that is part of an avatar? (Not interactable and that it stays in a specific place in a world once enabled & turns off and resets when reenabled).
Okay I found it: https://ask.vrchat.com/t/how-to-create-a-custom-world-constraint/8481
and how ?
like i have small mashes that they took 20 mb how to change the size if this mashes
Before exporting your FBX in Blender:
Select your clothing.
Go to File then Export then FBX.
In the export panel on the right
Check Limit to Selected Objects
Uncheck “Embed Textures”
Uncheck “Bake Animation”
you can also add a Decimate Modifier to lower poly count before export.
ahh okk thanks gona tryy
Hi everyone! I just had a question regarding lights in vrchat avatars. I have a simple particle effect on an iPhone prop that activates when I do a hand gesture in order to simulate the flash of a photo being taken, but all of a sudden none of the lights on any of my avatars work? All my avatars are quest compatible because I play on quest so I don't know if it was a latest update thing or if anyone else out there is having a similar problem?
Right but I didn't have any "light" lights, its like a particle effect that simulated the lights, it worked for years so I don't know why it stopped working, my friend who also makes avis had the same prefabs I was using and it worked fine until a few weeks ago
Particle light has been patched so you can't use that exploit anymore.
lights section and spot light is not emulating lights, its a proper light source. so apparently devs somehow managed to overlook it for all this time
emulating light would be flashing additive sprite particle
dang, big f, I didn't even know it was like an exploit lol, whenever I was going to upload the control panel would get rid of like a "light" component or something but it kept everything else and it worked, that's too bad :(. Thank you for the information!
does q*est seriously not support any form of transparency
Only the particle additive and multiply.
lovely...
Why does this happen? The first image is how it looks in studio and 2nd in play mode
Maybe an animated blendshape
This model doenst have any
Hey guys, sorry to show this message again, just was wondering if anyone knew what to do with an issue like this?
Then maybe weight stripping
No
-w-
after changing bone sizing in unity, how do i get those proportions to transfer over or like save or whatever, they reset when i go into the gesture manager
Change the rest pose in blender
I made a face tracking Avatar for the first time. And it works fine in VR chat, but if I switch the world or switch my Avatar and back to it, almost everything gets reseted, like u press the Avatar reset button. But what do i need to change in unity?
Sounds like you didn't set your parameters to saved
oh thanks. never knew for what this is
Sorry I’m gonna send the message again. Can anyone help out with how to fix this ?
so i have this catnap model im working on and i really want the pupils able to move, i dunno if this is a viable solution as i dunno how it would be done, but what i imagined is that you can move it around freely with say a bone and it would just move the texture around, but once it comes off its alpha it goes transparent so like its a cutoff
dunno if i explained that well at all
to summarize: if the eye goes near the edge, anything in transparent zone of the eye texture would be cutoff, but i dont want it able to be fully off
not sure how this would be done in a viable way
I have a question.
If I were to make a public and the base has nsfw parts and if I were to keep them covered and there isn’t a toggle to make it nude is it still not allowed? Wanna be sure before doing so.
It should be fine, most female human avatars have bits underneath, you just dont see them obviously
cri i have to open blender, oh well thank you!
technically not allowed but its not super likely to get enough reports to be removed for that reason unless someone makes a proper ticket on it
theres not a bot that auto-detects that stuff so avatars really only get removed based off of reports ppl put in
better to cut the mesh out or if you're on PC using a mask to make those sections of the mesh transparent
So im making an avatar. This was previous progress i made 2 weeks ago. I feel it's gone well, but im struggling with the retopology rn. I figured color coding the different parts would help section the topology but it's been a while since I've done it due to work.
I have sense then finished the body so the shoulders are fixed and I've modeled the tail and some of the head.
If that's a glove overlaying the hand model, it might be the glove model is too thin or too close to the hand model. Thickening the glove might fix it, but I wouldn't trust my input.
so im trying to test an avatar but i keep getting this error and I dont know how to fix it i havent renamed anything
you would probably have to go over the whole rig configuration, make sure it's still correct
I did try that, same problem
i did that multiple times
I need a quick Yes or No confirmation: When converting an avatar for Quest use, textures with transparencies flatly will not work, correct? There's no useable VRChat/Mobile shader that will make it work the same way they do in the original PC version, right?
well something about it still isn't right
That is correct, there is no way to use alpha transparency on quest.
only thing i know is im trying to add a prefab to an avatar that basically adds another armature but even then that armature is labled the same as im instucted to do
Thank you, now I can stop fighting with it and move on 😅
How can I change or reduce the mesh size? And why are some meshes larger than others? (although they have significantly fewer faces and bones) Can I change the larger meshes Size to save MB?
shape keys take up a lot of space
even when i dont have a lout of shape keys
I have smaller object with fewer shape keys (10 MB). At the same time, I have a larger object with more faces and moreshape keys (720KiB).
can i some how change or reduce quality
if i have two different versions of my avi with different models (for separate outfits), how would i keep stuff like contacts and physbones and what not in sync between the two versions?
as in like, i want to change some property about them on one of the avatars and have it change on both versions
i tried to just put it in a prefab but that clears all the references to bones
Stick those things in prefabs. It's what I do.
You do have to drag the local things in the first time, but after that it's fine
most of my avatars in one project have a group of common prefabs
it takes like 5 minutes each time you setup a new avatar
otherwise I guess you could turn everything into VRCFury prefabs?
is there a way to add a poof effect to each toggle without having to go make animations for each one? im using vrcfury btw
just wanna know if i can do anything .... if there is a way or not if not im gona just delete the mashes ....
hard to really tell you how to reduce space without knowing what's taking up the space
I was editing my avatar doing unrelated things to animations and editing a color, then my avatar started crouching and moved downward through the "floor" at 0. In edit mode.
That's weird. Has anyone heard of this and how to fix it?
thank you i know is hard i think im gona just delete the mashes
That's "bike pose", it's the default pose when an animation is active in Unity
yo so im using vrcfury for a transition state, but how do i make sure it has no blend for turning on the object and from the transition, cuz rn it uses an animation to do a lil poof particle and then it turns on, but i want it to turn on during the poof particle
so after the poof is dont it will turn on, i want it to happen at the same time
but thing is i could make the toggle do the clip, but when i toggle it off it wouldnt play it again, so this is my problem
Avatar sitting issues. I'm using the latest version of Gogo Loco, and I noticed that when my character sits down, they start levitating. This has happened on two avatars. How can I fix this?
With the latest version of Gogo Loco, the avatar appears to rise higher when sitting.
Is there a way to make all animations inactive and go back to the T-Pose? I'm not seeing an obvious way to do it
in the rigging setup there's an enforce t-pose thing, or Pumkin's Tools has a thing for this
anyone know how I can get the head to actually be attached to the neck instead of just hovering weirdly away from it during movement? I'm new to this whole thing and literally have no idea what i'm doing. Atleast it moves with the model now unlike before where it wasn't attached at all
probably depends on how you attached this. Looks like things are weight painted differently but it's hard to say from that image
i don't know how weight painting works so that miiight be the problem...
help ): i dont know how to explain it im ngl
okay so it's already weight painted and I have no idea what the problem is now
just because it's weight painted doesn't mean it's done right
what part should I be looking at specifically?
...might also be because the head/hair aren't connected to the bodies by default
a better question at this point would probably be "How do I connect a head model to a body model?"
I personally do this in Blender.
If you don't do it there, then a whole bunch of conditions are going to have to be perfect... looks like they aren't.
i blip between them whenever something messes up and I need to try and fix it, first the head wasnt moving with the body at all, and then when I joined the head and the body meshes with parenting the textures messed up and I had to go back and fix that, and then when that was solved the head did start moving with the body but now it's desynced like you've already seen.
And because I'm new to this whole thing I don't know what to look for and I can't seem to ask the right question to get the defacto answer
how do i fix the size issue
you could use thry's avatar performance tool to figure out what's taking up the most space on the model
more importantly, that spine issue is a real issue.
i don't see anything bad
it told you what's bad. It's not shown in this image
Is there a way to turn off cheek puff face tracking blendshapes while a certain object is toggled on?
Sure. It'll be some work but you can absolutely edit that stuff to make it do whatever you want
I can't find any good tutprials on how to add animation to pick up triggers (not props) anyone know one or know how to do it? Is there a componant to use, or a prarameter?
what's a pickup trigger?
wait, you put that in the world channel too - do you want this on an avatar or world?
yea
that wasn't a yes/no question
ah hahaha world
How?
do you know how to work with the animator? You'll have to go dig into the animation controller in the face tracking prefab and alter it
not sure why you posted here then?
just in case somebody knows as there is no help area in world channels
you literally posted in the world help channel
I don’t- is there a tutorial somewhere?
I'm sure there are lots of tutorials, yeah. specifically for this, I highly doubt it.
So if i have to disable just cheek puffing, what would i have to do in the animator? I think if i have a general idea i can maybe figure it out. Sorry for so many questions!
so i accidentally broke my unity-
i moved all my projects to an external hard drive (stays plugged in constantly tho)
so i could have more space, and i was gonna try making it save specifically to that hard drive from now on.. but it all disappeared
did you change the directory for your projects in Unity Hub?
No, idk how
How do I do that?
for VCC click the dropdown next to "create new project", it should let you add an existing project
That did it. Ty 🙏🏻
Find the animations you want to add a condition to... and add a new condition to them.
Thank you! Will try that now!
it has blendtrees in there though, so it might get kinda complex 🙂
Does anyone know why part of my avatars outfit isnt putting any weight paint on when i parent with automatic weights, i bought an outfit and the rest of it has weighted fine but i cannot get the pants to accept any weight paint automatically but when i try to paint it myself it lags behind and deforms weird
are the pants a separate object? does it have an armature modifier?
how do I make the colored bones go back to just the grey ones?
some of those colors are probably due to constraints on the bones
otherwise, in armature edit mode in the bone tab in properties, near the bottom, color is in "viewport display"
that green in particular is the default color to indicate the bone has a constraint on it
how do I not make them constraints then? like revert them
go into pose mode and select the bone, then the constraints tab in the properties box
I use a ton of constraints, lots of green on my armatures
can they be used in vrc or no?
no, they don't carry over. I just create the same constraints there
gotcha
you don't get limiters though unfortunately
ah I see
yes and yes
I haven't found automatic weights to be of much value anyway. I'd probably use Robust Weight Transfer (with the body as the source) to get close, then touch it up manually.
alright ill give that a shot
May someone help me with this.
how do you add a quest compatible light to an avi?
Alright.. It's time for another inquiry about stations on avatars...
First and foremost, my avatar is a forklift. Nonhumanoid as you can imagine.
I've got everything on my end working the way I want as a user. My issue is I've tried adding a station component and setting it up into the cab of the lift (can provide images for clarity's sake,) but no matter where I move the x/y/z of the component, anyone sitting is forced to 0,0,0 of the forklift model. This is the case if I add another station component to the fork itself.
I've also tried using VRCChair3 and setting up a place to sit through that to no avail.
Alongside this, i've tried setting the Station Enter Player Location in the inspector to a 3d object with the mesh turned off, or setting a Coordinate Constraint. Nothing seems to resolve the issue that by default, anyone sitting down is forced to 0,0,0 of my avatar.
You don't.
There was a workaround for a while using particle systems but VRChat patched that, lights were never supposed to be on Quest avatars anyway, they can be incredibly expensive.
And for this to not get into any larger conversation, a lot of people have already voiced their annoyance over this and how it was fine for them.
ohhh makes sense thank you for the info!
not sure what your problem is but for the enter/exit locations you can just use an empty GameObject, it doesn't need to be something with actual mesh.
I'm now reminded I had to fix the seating position of one I put on a prop.
Ultimately my problem is when someone interacts with the station, their model and their viewport are nowhere aligned with the station in question
oh I understood the problem, just don't know the answer.
Ah
oh I see, I didn't word my response well
The whole enter/exit stuff I mentioned was just one way I assumed would be a resolution
I wouldn't think so, that's just to control where the enter and exit is, not the actual station's position
Would I leave those alone then?
hmm I wonder if those actually work on avatars.
yeah they're not needed - if you don't have them the station is automatically the enter and exit location
Alright
Obviously check this in the docs, I may be misremembering 🙂
I've definitely tried going through the official docs alongside forum posts, videos and the like. It doesn't really seem like stations on avatars are working right
For example, I have a station at the end of the forks here
but if someone uses it they're oriented sideways (facing upwards) and bound to the center of the model, not at the forks
they're quite janky even at the best of times
I appreciate the consideration
Lmao i got too confused and gave up, but thanks for helping!!
yeah that thing is really complex
what is going on T_T
I've set the materials to standar in built shaders and it's all purple
mabe the second one doesnt use the same materals at the first?
i am in quite the predicament with clothing toggles i'm making
i have two different outfits, and for each i have a toggle to set the right blendshapes on my body (to hide parts) and enable the gameobject
then i have individual toggles that hide different parts by setting the blendshapes back to 0 and enabling tile discard on a part of the uv
my issue is that some of the 'hide' toggles set the same blendshapes, so they interfere when only one is enabled but not both
im not really sure how to handle this, blendtrees are a little difficult for me to understand
@left stream try just dragging individual toggles layer above global outfit one
hm, i'm doing it all in one blendtree
should i just have another blendtree on another layer
i don't really understand animations
youre using direct blend tree?
mhm
cant you just move all blendshape toggles into toggle part?
wait theres two. idk how prioritisation goes in dbt
it's really annoying me how i can't just have like
actual code in my avatar, instead of this animator crap
does anyone know how to install the face tracking package but in unity package form?
it only downloaded a zip file when i went to the github page
Which github page?
the one that's linked to the vrc face tracking website
I have no idea. Could you just post the link?
It's an app to connect the face tracking into the game.
oh
then how do i get the face tracking package itself?
Do you already have an avatar with face tracking compatible blendshapes?
why is my thigh highs not fitted to my avatar when i go into play mode, scene mode it's perfectly fine
How did you add it to the avatar?
added it manually, pmupkins
Pumkin tools? It isn't even for adding clothing.
should i just have used vrcfury
Ofcourse.
It likely is incorrect to begin with if it said to use pumkin tools to add clothing.
Avatar descriptor has nothing to do with clothing.
the thigh highs have physbones parented to my FBX
yes
that doesn't have a unitypackage either
i don't use creator companion
Did you look in the "Release" page?
Whenever you want to download something off github, always look in the Releases page.
Did you do it correctly? Show how you did it.
parented to the legs bc i know the root bone isn't hip
It's supposed to be added to the armature of the cloth.
I don't even see parent constraint from your screenshots.
didn't have the thigh high armature selected
If clothing relies on using constraint component to attach, that's also kinda incorrect setup.
btw do you know if this works with webcam face tracking too?
Not the webcam tracking in default game.
how do i set it up for webcam tracking?
nvm was able to see it after i entered play mode
It just uses only with eye look, eye blink, and viseme.
then how come i've seen avatars that work with webcam tracking that doesn't break the mouth? sometimes the mouth closes too far and clips through the face
Probably some extra fx layer that disable face emote while face tracking is active.
Hello, i need help with my model, i did outlines in Blender and everything looked fine there but once i put it in Unity only the hoodie is all Black. Any fix for that? i tried checking if the hoodie mesh isnt flipped but it isnt only the outline is as it should be.
here's the model in blender
shader ? if using the old quest one try the newer since it can ignore vertex color
i put poiyomi on it
should i put vrchat shaders on outline and poiyomi on the rest?
check for multiple uvs or could just be outline gigantic
whats outline gigantic? i kinda dont understand
oh i fixed it!
no matter what i try i cannot get the socks to parent right
When you drag the socks prefab to add to the avatar, you should not do anything else other than setup vrcfury armature link.
the clothes were added in blender
they did not fit the base skin tight so i had to reshape them
what's lights under avatar stats in VRC? I have 1/1 but have no idea what it is. my newer unfinished version doesnt have it. and it's marked as red.
Did you test in blender in pose mode?
how do i do that?
Move bones in pose mode.
ah lol 🤦♀️
literally anything that has an emitting light
be it a light component or particle
but not emission?
emission doesnt actually emit light
it just makes that part of the material brighter
then it's my armband which is a particle system and it's lit up
does the particle actually have the light setting enabled
new one doesnt have it cause wanna get a lower performance one. thanks
I mean it doesnt work in every world but it is bright like a light
and I dont have anything else it could be as bright stuff goes
and since one has it and other doesnt it's for sure that
ah the clothes don't move
the whole skelton isn't attached it looks like
That means you didn't change bone name to match with the base amature before merging.
Ah ok
-# been trying to update a basic new version but it's so difficult in Unity now and more problems than before. sigh. I'll try soon again.
I used cats to merge the armature
Same answer.
what do i rename the thigh highs to
I think all the rest of the bones are named correctly
it was already pre setup by the creator
Screenshot the bone name of base armature as well to confirm.
Not the armature name. I meant the name of the bones.
the names of the bones are in the picture?
You didn't show the bone from the base armature.
The bones those matter are leg bone, right? Show the leg bones.
Is it from base armature or the socks armature?
base
Bone names clearly aren't matching.
anyone know how to make an avatars texture an alpha so it can have transparent bits
It's same as transparent image. Unless you actually meant to ask for making material transparent.
Just note texture and material are 2 different things.
nothing happened
no no i dont need the material transparent. the avatar has a skeleton under the mesh and i want it to be visible in some places. someone told me to make the texture an alpha so when you erase some of it, itll act as a window
you can use a grabpass filter
grabpass filter?
You should move the base armature bone. Not the sock bone.
uh i think i definitly did something wrong
What you meant exactly is transparent material. Just change material render preset to some thing transparent. Alpha is just transparency level for an image where you can just erase in most of image editing software.
if i make the material transparent than the avatar becomes see through. i dont want it see through all the way, just little windows
like a hole in the chest area
You just have to erase texture only on that part.
you need to make a mask
use paint or photoshop to make the parts you don't want to see transparent
ive tried that and the part is just black. for this avatar that is see through in parts has this a in the texture window. but the one im working on doesnt
the A at the bottom. RBG A
Did you save as png?
Hi. Can someone help me make toggle for mesh? I wanna toggle the hair, but somehow it always stuck after go bald
How did you make the toggle?
yes?
For animator, I tried both Any State to both Empty and Bald State, and I tried both INT and BOOL
Can you screenshot how it is in your image editing app?
The menu is straightforward, but I tried both Bool and Int option there
You made it confusing. You should only make it using either all from anystate, or back and forth between 2 state. And you should have only 2 transitions, you're currently having 3, excluding state default. You're mixing them.
So, this is my very first setup, before trying things out
I have a problem with the blendshapes. whenever i add them with the MA shape changer and invert the condition it works fine, but as soon as i go into play mode and try changing the outfits it completely messes everything up. Idk what i did wrong. I also asked a guy on youtube who made a tutorial on how to set up different clothing toggles in vrc. he answered to the same question with: "It depends if the blendshape is being controlled by the avatar's original fx or an outfit. You might have to check and remove it from the FX controller or see if an has its own blendshape sync" it didnt really help me. Im using modular avatar. thanks for your help in advance :)
But it also stuck after the toggle is on
also my camera is crooked for some reason :c
Do you have animation in both state? Or both has Write defaults enabled?
No, the New State is just empty one.
I'm following Shonzo stream, and seems like this setup works for him, but not me
Of one is empty then you have to enable write defaults.
I got Write default for both of them.
I even tried turning both off, and one on one off
Still feel like the animatinon goes one way, not back
Then that mean you have other layers that's messing with write defaults. Your avatar must be using state either all with write default on, or off. Do not mix them.
This is my layer stack. The first 3 come with VR Chat default, the emotion seems to work just fine, and the Skirt toggle also got the same problem
Just check every other layers and make sure that all the state has same write default settings.
It's commonly because if you repurposed the sample hand layer, those states have write defaults off.
I just check the emotion, and something weird here
Same reason.
After toggle emotion on and off, her mouth slightly open up
I see. Lemme check
So, should I go for Write Defaults all On or Off?
Depend on whether is more convenience for you.
I'm new to all this, I don't understand that Write Default at all. What does it do exactly to my model?
It reset animation properties to default if that state doesn't control the property.
As I just check, except for default Left and Right hand are all off, all my emotions and toggle are on
Oh, btw, do I need to save before check in play mode, or just check right after changing is fine?
Not necessary.
There is no reason to not to save anyway.
I tried turned it all off. And after a few fine toggle, it refuse to toggle back now. Still because of that Default button?
If you want to use write default off then you must explicitly animate animation in every state.
I see. Let me change to On then
Should I change all the Write default for hand too, or just my own emoji and toggle?
You can't have both on and off in the same controller to begin with.
Sorry, I don't get that part. What do you mean by that?
You must not set write default on in one state, and off in another state.
So, for all my toggle and emotions here, I set Write default to On
But I didn't touch the default Right and Left Hand, so they are still off
Is that okay?
probably not, no.
No.
So, all the hand also need to be turned on, yes?
They must be the same in the entire animator controller.
YESH
I DID IT
Thank you so much for your patient and stay with me
I can finally did it!!!
So the write default is the reason
Man, this feels so good. I have been asking ChatGPT all this afternoon with no result that it feels so hopeless
Thanks so much again. You really save me there

AI can't really be relied upon such a niche topic.
I don't really wanna bother people for every problem of mine
😔
But yeah, it feels so good now. Thanks so much
avoid toggles setup like this , any state comes with 'can transition to self' set as default you do not want that
leads to toggling 1000's of times a minute instead of once
that's only a problem if this causes an animation play over and over (or state behaviours to trigger repeatedly)
there is a minor perf impact if you leave self-transition enabled, too
I always turn it off unless I actually need it
For some reason, my avatar imports with the skeleton rotated -90 degrees, even though in Blender, the rotation in both edit mode and pose mode is 0 degrees
This is expected – Blender and Unity have different coordinate systems.
I exported it with Y up, -Z forward, which worked with every other avatar I made
You can avoid this with non-rigged meshes by turning on "Apply Transform" when exporting the FBX, but this causes problems for skinned meshes
it's a skinned mesh, it's an avatar
these are the default export settings in Blender, yes
as far as I'm aware there isn't a way to avoid Unity giving you a rotated armature
I actually had to copy the armature from another identical model to fix his ears being scrunched up, but his original armature was rotated 90
lemme try clearing parenting and redoing it
that seems to have fixed him being rotated but it scrunched his ears up again
clearing the parent to the armature, and also clearing the armature modifier before applying the rotation on the armature seems to make it mostly work
there's nothing wrong with this image, though: I always see that -90 degree X-axis rotation on imported models. Was this causing a problem?
Um,i cant figure out why my avi validation keeps failint
Theres legit notin wrong with my avi i double checked
feel free to paste the first 2-3 error messages
Ok i fixed that issue
But uh
Now its saying "object reference not set to an instancr of an object
I fixed it by unparenting his mesh from the armature, removing the armature modifier, applying the rotation on the armature, and then re-parenting it and re-adding the modifier
oh that makes sense, if you didn't have all transforms applied
i need help with something in the game
usually people state their problem and then get answers
ok
the thing is that every time I make account on the game it does not want to work when I make the account then login it keeps saying wrong password, I check 5 times
the vrchat api is down, you cant upload rn or log in
oh becuse it been happening for 3 weeks
Hey! can anyone give me this hair link please?
how do i make my own avatar and program should i use?
i also wanna know how do you upload it to vr after that.
oh damn, welcome to the struggle. orz
you will need at least Unity, and a specific version. and VRC SDK
lol okie dokie and how to you get more items to use for avatar like clothes that arent money costing
haha, well there are some places but I havent gotten anything new in years
which version of unity will i need again?
also now VRC website is down, was gonna link to the SDK download page
okie dokie i saw that i just need to work on the character i want first that will take some time
yeah depends on what you start with and how much you wanna do to it
but there are guides for the basic stuff to get it working on VRC
i know what i got in mind just need to find the props and all that for what im looking for lol
putting together several parts of an avatar is a lot more work
unless they are made to fit together, so best would be to find something complete already. but depends on how much you wanna do
I wanna go for something like a reaper but change it a bit
female anime reaper like
tysmm imma bout to get in pc to get it started lol while server maintenance is ongoing i also can ask someone that prob knows what their doing
*they're. yeah many others are better at helping than me
i managed to get the hole in the avatar to show but i can see all the way through. is there a way to fix that? ive already turned on backface in the material but it does nothing
It's rather call "set Culling off" rather than turning on backface.
omgosh thankyou!! i can finally finish this avi!
alr i have a weird blender issue, i cant get the axis thingy to parent (?) to the origin (circled in red)
ive never had this issue before so im not even sure how to describe it that well lol
-# also plz @ me if u reply
you might be in some weird selection mode maybe? Are you in object mode here? And what is your transform pivot point?
I never use the "axis thingy"
but yeah it looks like it moves around with the transform pivot point, you probably have that set to the 3D cursor right now
Im trying to change an eye shader to a different one, but whenever i go into play mode or try to upload it reverts back to the original shader, anyone know why this happens and if i can fix it?
any way to test build while api is down?
If this is a previously made avi, you should go into into your FX controller and see if there is a layer called 'eyeswap' 'eyes' or some variation and delete the layer
Whats the average cost for a good avatar?
Subjective
huh
2000$ is cheap for some 
Well no
"Good avatar" like actually good as in actually optimized?
Or "good" as in the most unoptimized but "good looking" despite the fact its unoptimized for no reason and would look identical to an optimized version of it
This will work right? Cuz Contact sender doesnt trigger velocity
Should work.
can somebody help me understand why when i update to the latest packages via vcc, inside unity i have no animator controllers or anything... ?
The error probably breaking everything. You probably need to figure out which package is breaking unity and refrain from updating or using it entirely.
but it's a brand new project, nothing imported.
What vcc extensions do you have on it?
What do you need help optimizing? If we're trying to lower triangles you will need to take it through blender but textures are easy to optimize if you just want the mb and texture memory down
im uploading this avatar
and it wont work
because too much memory
or something
download size
Whats the exact message and are you uploading quest or pc?
quest
oof
can we vc
Adding stuff in VCC imports scripts etc into a fresh project.
or something
Dm me
I’m literally just using VRCSDK - BASE
VRCHAT SDK - Avatars
VRCHAT packages resolver tool.
How do i add roblox avi to vrchat from
Studio to blender to vrchat
Ooof okay sorry that's way beyond my expertise >-<
I can export as fbx
lol okay.
@fiery crest can u help me add roblox avi to unity
Gonna be so honest, I cant unless you already have an fbx, all I know about are the unity sides of things
I can export as fbx
Oh, then yeah probably
He already has a rig?
Hair doesnt have to move but thats a +
yes but its roblox starter rig
Bones look diff
Uhhh can you dm me
Yes
i need help, those stitches are suppose to be white but for some reason its like this....any fix?
you'd have to find out why - it's not clear from the image what this is or even what program it's in. Probaby that's from your texture or maybe material, if in Unity
Blender
it also shows up darker
i checked and the faces arent flipped they are on right side
select the faces, in the menu: mesh -> normals -> reset vectors
I think it's mesh - my blender seems to have just locked up 🙂
it's alt+n either way
alright it fixed! thank you!
excellent
does anyone know how to combine skinned meshes
Blender or maybe polytool
Will this actually cause errors?
And is there any way to fix without unparenting and re-parenting both as that's the only fix I've seen, doesn't seem you can actually easily change the order
Not sure how to fix this. I weigh painted like i usually do (transfer weights, normalize all, smooth, clean, then added armature)
having a very annoying issue right now with unity
every time i try to go edit a skin material my unity just crashes
anybody know if its the version of unity im on or something or my poiyomi being buggy?
im using the newest unity
manually weight painting it
though I'm not sure why you put "then added armature" at the end - you need that to weight paint properly..
If the original weight painting is all messed up I can show you how to properly weight paint it manually. Weightpainting can be confusing but I've taught many how to weightpaint and they've been doing it ever since .,. I practice weightpainting gloves.
But if ya want quick advice. Just make the center red. And the ends of the bone gradually green.
for VRChat you want 2022.3.22f1, not the newest.
Pretty much how weightpaints work.
Red is stiff. Blue is bend
In between determines how stiff.
if you could help that would be awesome!
Yes but you have to do it right, and you don't technically animate the bones themselves, you animate the humanoid movements
would u be able to elaberate further or link something
I don't have one available, but I know there are tutorials for this, I used one at some point in the past
you do have to run this not in the FX animator, and use VRC Animator Tracking Control to take over control of those things from the IK system (and to give it back after)
Hi
Anyone here who knows how to upload avatars to quest for free and who knows a little Spanish?
Please
solamente un poco - not sure if I know enough techy spanish to be useful here
Dm me.
How do I fix this
im trying to upload an avatar, it says it will be blocked even though its not saying whats wrong, idk what to do
surely it says why in the build console
how do i fix this- im new to unity
the first one, you should drag the mesh with your visemes into the slot in your avatar descriptor - most of the setup tutorials will demonstrate this
uh- ima be so dead ass i didnt watch those... which one shows that- this was a free avatar i got in a server
oh you should probably watch one, they'll explain a lot.
yeah...
https://www.youtube.com/watch?v=bSwMz4WcajQ for example
okey- do yk if it shows the mesh stuff
I would hope so, but I haven't watched this in a while
it doesnt ill just watch a few and hope i figure it out
I would suggest that, yes.
man
I have vrchat face tracking, and I'm attempting to try and fix the blendshape to be a ":3" as the default expression but it isn't loading in game properly and doesn't show up. Does anyone know a fix?
probably look in the console for error messages
\
How do I import a model o got into blender
find the .fbx file in your project, then just file -> import -> FBX. There's a FBX add-on you have to enable first.
where does voice audio come from on avatars? the view position? wanting to put an audio source there
It comes out of the head bone assigned in your avatar rig
just the root of the head bone?
I think? I know it's from that bone for sure
im thinking either head bone 0,0,0 or head bone with the view position offsets
like here
why?
how do u clean up spliced mesh to look good?
most of the bones that are the problem are the face bones, one being the tail and a few being part of the wings
I assume that I just have to make the problem bones a parent in blender which I am doing rn
fixed it
One message removed from a suspended account.
how do I do this?
don't clip so much, it's hard to see what the context might be.
Is there any way, to set these two "variables" in one single toggle :
- Guitar on/off
- Both hand "in playing position" whenever the guitar is toggled on.
Try going into blender, selecting the armature, hit F3 and type in apply all transforms
Then apply rest pose inside cats
Then apply transforms again cuz idk it won’t hurt xD
Then export
If it’s still fucked, try converting fbx to generic then back to humanoid
Need some physbone help!!!!!
bone direction is correct. checked weights and everything looks to be in order. why would physbones be behaving like this? ;-;
"behaving like this"
where is the rest pose function
top of ribbon is pulling away from base. its deforming incorrectly
dont know how your bones look
it should technically be clipping into the arm, not coming out from it
does this help?
what about the physbone
thats not the component
Im guessing its just on that root bone
ive tried putting the components on the root bone as well as just the children and it acts the same either way. no matter how far down the chain i go it pulls out at the base
Does anyone know how I would fix this issue with boots? One leg is in the boot and the other one is not. When I do an animation both boots move with the first leg
its not weight painted correctly
no idea
tried everything
nothing works
If you edit the model in blender then you must not unpack prefab the avatar model in the scene.
I didn't?
it was in play mode
Even you didn't, it had been unpacked anyway.
oh
wait so how do i stop it from unpacking
Too bad. You don't.
Your option is putting the new fbx in the scene and copy components using pumkin tools.
mk
doing that now
thanks so much for all the help you've given my lost ass
i hate unity

Provide detail how you setup the gesture layer.
They say my hair mesh sometimes disappear (from some distance) so i checked the mesh bounds, and they somehow was HUGE. Can it be the reason of mesh disappearing?
Possibly. It disappearance likely because of world occlusion culling.
I got 4 parameter drivers that I want to use but the value seems to be stuck at zero (pulling from 4 values, one each from 4 proximity contacts. basically combining 4 into one)
What is the transition condition entering that state?
I have a problem with the blendshapes. whenever i add them with the MA shape changer and invert the condition it works fine, but as soon as i go into play mode and try changing the outfits it completely messes everything up. Idk what i did wrong. I also asked a guy on youtube who made a tutorial on how to set up different clothing toggles in vrc. he answered to the same question with: "It depends if the blendshape is being controlled by the avatar's original fx or an outfit. You might have to check and remove it from the FX controller or see if an has its own blendshape sync" it didnt really help me. Im using modular avatar. thanks for your help in advance :)
That mean you have to remove every layer in FX layer that related to clothing.
which one? 1 is furthest 4 is closest. Im converting this from a blend tree and havent rlly used drivers before
Preferably all of them. Any if they are the same.
that would be here?
Yes.
thank you so much ill try it out :)
it worked, youre a legend thank you!!!
This seem complicated. Are you sure the conditions can be met at all?
uhhh yea. It is getting set now but only some random value I dont get. Basically the goal is to set the weight from 0-1 but mapped through 4 contacts. I also want closer ones to override further ones
I accidentally flipped the direction in my head OOPS
4 is furthest not closest
im retorded
Does anyone know how to setup a contact receiver audio where it'll only pickup the sender while its actively moving and stop detecting/stopping the audio when its not? Cause I'm genuinely so lost 😭
@cyan swan cant edit assets inside fbx. select all balls, right click - extract
Do parameter drivers update if I stay on that animation or do I need to loop back to it for it to update
why are my thigh highs not moving with my avatar
they don't have any parent constraints attached to them that would zero them
idk why they're not at the world origin
outside of play mode they appear on my avatar fine
@vagrant valve no they dont
Did you somehow back to zero after I answer lot of things today and yesterday?
they run once on entry
Time to instantly exit then
thatd be a bad decision performance wise. if you mean constant entry/exit
what
i had to reimport the model
so yes, back to zero
the fbx was imported corrupted so i fixed it
now im just having issues unity wise
Ok ty
Also how to pair a blender rig with the roblox model in unity? Also im in prismics i tested my avatar after scaling it down(it was big with viewpoint at feet) and somehow the viewpoint went UNDER the ground
yup, its supposed to be just translating 4 values to 1 float for animation time, but if I can't sit on a single point and have it just refresh then thats what I gotta do then. If the performance is bad thats a missing feature and the only work around sucks
If you added the socks in blender, it's the blender issue. Not unity issue.
Can u help
Its a comission for robux but idm if i dont get paid soon as hes under 18 also roblox avatars are simple
Shes*
forgot her gender oops
Export the rigged model from Blender as FBX
Import it into Unity.
In Rig settings, set Animation Type as Humanoid (or Generic if non-human).
Drag the model into the scene it’ll use your Blender armature.
that means that unity can't find the bone with name head in your avatar
it's usually the first bone unity looks for
if your current rig doesn’t have a proper “Head” bone, you should add one.
what's the issue?
im in prismics i tested my avatar after scaling it down(it was big with viewpoint at feet) and somehow the viewpoint went UNDER the ground
And glitched my vrchat a little
Like it went all blue
(Prismic underneath lol)
Also i added toggles they dont show up
the vieepoint is tied to the head bone I think you done have one that why it would have been happened try adding the bone and then see if it works
and if it went all blue it means the shader you have applied failed
Try doing what you can do first
Ok ty
add the headbone
How do i export from unity
Does it save progress automatically so when i open fbx in blender it has the edits?
Unity does not automatically save edits to the FBX.
use Unity’s FBX Exporter: select your avatar → Export to FBX → save a new file. That FBX will include your Unity edits.
roblox avatar?
just combine the meshes, make the armature and the use rigify it will do most of the animation and then Parent the mesh to the rig and weight-paint it so the bones move the mesh properly.
Well i dont want it to stretch i want the arms and legs to float and the head and hips to turn
Also idk how to combine accesssories without joining which ruins toggles
I already combined the tail and bi pin
Btw i cant find fbx export
Nvm im dumb i need to install the plugin
Can we just vc?
@torn crypt
I'm busy rn
I'll try
Ok
i dont want it to stretch i want the arms and legs to float and the head and hips to turn
The model
Also idk how to combine accesssories without joining which ruins toggles
Use a Generic rig instead of Humanoid
In Blender, give each limb its own bone (arms/legs separate).
Assign mesh parts to their own bones (weight paint).
Export as FBX → import to Unity.
In Unity, set Rig → Generic.
Animate or track head and hips,leave arms/legs free to float.
Responding to this
Ok ty
Can u teach me weight paint
Nvm ik how to assign mesh parts to bones
Isnt that ctrl p bone
How do i set up the rig in unity
it really sounds like you need to go watch a tutorial from the ground up
hihi i got this weird message, idk why i was able to upload 3 days ago btw
your questions are all so scattered and spread out that it feel like youre missing the base understanding of rigging
just saying, its hard to help if the topic changes every 2 seconds
anyone know how to deal with this im trying to upload an avatar but i cant because of this but the eyes use this shader
i keep getting these errors when i try to upload with vrcFury, any idea what these might be caused by?
Found the problem
VRCFury doesn't do the uploading. Your problem is from the vrchat server is unstable right now.
The shader is invalid so you can't use it.
elaborate because ive had avatars with those shaders upload before
Then you rather are having other issue that preventing it from uploading. Likely because the vrchat server is unstatble right now.
Probably
Try changing your shader
ok so um im tryna upload a avi,im usin the same stuff i have several times before,but now this keeps happening
I'm waiting for servers to be fixed to try again before I do shader changes because I got hit with API unstable when uploading
Yeah prolly server side issue
are u also getting application error?
Yes that's to due with servers being unstable atm
Just keep an eye on #server-status
aight thx just wanted to make sure
Same thing happened to me
Just wait.
Is the cannot upload avatar yet issue from the same api outage
Yes.
Anyone know why avatar sounds sometimes stop working in vrchat while they do work in Unity? I remember it had a reason but I can't find it
Came here cuz of the application errors, glad to see its not just me lol, time to go back to sleep and hope things are fixed when I wake up zzzz
Same here LOL, thought my account got poofed or something
why does it say that i do not have permissions to build avatars? is it because of the API outage?
Yea
thanks, i was worried because i thought i got banned or something😓
eyeball in the upper-right of that window
heyyy heyyy can anyone help me 😅
if you want to build and test you need ADB and an android phone hooked up or the emulator active. Probably you don't actually want to use this
I don't know what you're trying to do?
but if you want to test in Unity, just go into play mode. Unity add-ons Gesture Manager and AV3 Emulator are really useful in this case.
just trying to see if the model looks good while used in vrchat
like how the model acts with body movement
yep, play mode then.
Anyone know how to set up PHYSbones on Ears and Tails?
Got a nice avatar, but it's a little stiff.
Yeah, but what settings?
that is up to your preference
But I need the actual settings, I don't know what to do.
some people prefer jiggly ears, others prefer half-stiff like cartilage. we cant decide that for you
That's why I put "and tails"
literally just go into play more with gesture manager and play with the settings sliders until you found a mix of settings you like
aorry but i dont see how you cannot find settings you like by playing with the sliders but expect an answer that works for you here from strangers
does anyone know how to fix the issue where everything is flipped on your Avatar in a mirror or camera
wondering if maybe this is backface culling and you have it flipped to look fine in the shader, but the camera isn't rendering the backfaces? or it's rendering the inside of the faces and it looks flipped?
@oak bone well its meant to look like this
but it looks like this
as you can see its flipped very bad
there's a button to flip your image on the camera, i believe
or maybe your camera is upside down? this doesnt seem like an issue
Got this in blender? Check your scaling, it should be 1,1,1 for all objects.
What type of file is the picture you're trying to use? have you tried deleting and reimporting the SDK?
blender and the preview on vrchat look normal
I didn't ask if it looked normal
looking it up, it seems this is an intended function of the vrchat camera
ohh, fascinating.
oh thanks for the link
will read it quick
Hello, I have a question for an avatar.
Where can we find all the files for this avatar and reproduce it.?
