#avatar-help
1 messages · Page 195 of 1
might be a way to flip it to normal
Hellooooo everyone! Welcome to Unity Theory where it sometimes break for literally no reason!
Seriously though, I have no dea why it thinks I have Blueprint ID issue when it is clear and empty, or the AssetBundle too
9 errors, scroll to the top and look at the first 2-3, these are side-effects.
I need help because I don't understand what I did or happened lol
I ask my question in there
Yes.
Thank
you have missing scripts
First error: missing script.
Install whatever requirement package you didn't yet install. Check the avatar creator's docs for clues as to what it is.
most likely, you didnt import the packages you needed, like VRCFury, GoGoLoco, or Poiyomi (most common ones)
yea
I seeeeeee, hmm it did not give me that error earlier but now it did, I will check with the creator!
It probably did, just you didn't scroll up to see it
Probably lol
i've randomly gotten this error before
no obvious cause (and it went away on its own)
So yeah apparently those are just very old Dynamicbones and colliders it seems
I was kinda under the impression the the SDK would automatically convert those to Physbones
the SDK doesn't but the game used to at runtime. now you have to convert them yourself, but it's pretty easy
VRLabs has a dynamic bone stub package you can add and then use the function in the SDK menu to convert those
Oh? how easy?
Ahhh
I'm gonna check on that, thanks!
i need help (redoing the model) and as i put it in unity(right image) the whole face/head and hair are inside out when in Blender (left image) everything is fine with backface culling on and i tried reseting vectors too and the faces arent flipped either.... any help please?
how did you verify the faces aren't flipped?
alt + N and i have backface culling on so it should be visible- and also checked with face orientation turned on
ok good
so how can i fix it-
if its rendering like that then the faces are in fact inverted
sure looks like it to me, yeah.
the left image has face orientation on-
it doesnt
you can't see any red so you can't really tell
i checked now and when i flipped faces like this it works in unity
its red now
bcs i flipped
and it works in unity
Honestly I just messed around with the alpha transparency settings, and zwrite. If you need exact settings I can check for you
Hello guys, I need help with this
I've been having this problem all day, I need to fix it quickly 
I've tried uploading photos I've used before and even taking a picture of my avatar, but the problem persists
Do you not have a thumbnail set?
Just read it, sorry. Is your SDK up to date?
Someone in another forum I saw said they had a space after their blueprint ID that caused the thumbnail not to work
I updated everything 
I'll check now, maybe that's the problem
I would try maybe even just clearing the entire blueprint and re-uploading as well
It's fixed, that wasn't the problem
Hi! I'm having the same problem as Artemis had time ago, I also want to swap the rock and roll gesture for a middle finger. I put the vrc_AvatarV3HandsLayer in the Gesture Slot and replaced the RockNRoll Motion, but my character's hand just goes from idle to... more idle?
Can someone throw me a bone :3?
I think that's because VRChat was dead and I tried to upload the avatar before, so according to the Content Manager it was uploaded, but it wasn't
But it's okay now 
Glad you figured it out! What was the issue? I’m curious
I see, I see
Good old VRChat being buggy
does anyone know why my avatar isn't working?? none of the emotes work, whenever i click them nothing happens
Dont know how your action layer is set up
gogoloco without vrc fury, so manual
That didnt really answer my question
oh
um
how would i answer it?
yep
But did you
I'm trying to upload an avatar and it keeps saying something about no response to VRCApi but I see that it was resolved an hour-ish ago. Is it my end or is there api sdk issue?
Why is my avi's neck stretched out?
because the head was moved?
I didn't move the head at all, I've checked the hierarchy and it just stretches out when I press the play button
then the rig is fucked
could be the rig in general or whatever the humanoid assigned rig in unity looks like
Okay the humanoid rig is fine, but the muscles went wonky
set it back to generic then humanoid again?
I deleted it from Unity, and re-exported from Blender; that fixed it
yes
also update:
now only the emotes don't work
the accessory toggles work fine
is the layer set up and are you using the actual parameter
are you sure it is
yes i double and even tripple checked
it should just work then
well it doesn't
the only reason it wouldnt is it wasnt set up correctly somewhere
maybe its the locomotion?
wrong
i was editing the locomotion
so i'm assuming that's what broke it
the tracking
thats done with the tracking control component
emotes are entirely handled with the action layer
not what i meant
i mean like
when an emote is about to initiate or about to stop, it connects to the thing
i can't explain it and it really frustrates me
but yes it is connected with the locomotion system i just know it
thats not how it works
all an emote playing does is sets the layer weight of the action layer to one and sets tracking control to animate most of the ik
with gogoloco, it is actually how it works... if you mess with the locomotion controller everything breaks
too many textures or too large textures
I see a ton of parts there, so kinda not surprised
how fix?
nvm I fixed it'
Anyone knows what this means or how to fix it?
Why is it telling me there is something wrong with my rigging when it shows green?
why is my avatar stuck in t pose
having that same issue
possibly bone parenting issue
i mean they are all correctly named also its crazy that avi has a lady part
and???
It's a natural part of human anatomy?
Maybe so but there are kids on this platform that should not be exposed to that in and out of Vr
oh wait
you mean its out on the avatar
guh
fuck i f'ed up the toggles then
anyways
why tf is my avatar still stuck in t pose
anyone know what i can do about this?
alot of errors in the console logs, like missing custom animator controllers
and prefabs with missing scripts
Unity keeps telling me that my rig isn't in a t-pose, however when i enforce the t-pose onto the model, it just reverts itself back into its "non t-pose" model. is there something im doing wrong here?
I've tried using the rig the model came with, however it had the same issues, even after i attempted to remake the hand
when i ignore the warning, i also get told that the model wont recieve the vrchat animation set, because it isn't a humanoid model
hiii I just want to know when i do Decimate Modifier in blender how can I do it only for specific faces and not for the entire mesh?
Can you expert prefab into blender
don't use the modifier, use the one in the mesh -> cleanup menu on a modern blender
This one ?
can someone explain to me how I can use the options tab in the physbones to add it so when the object is grabbed a sound plays? I have all the animations setup, but I don't know how to actually use the obj_isGrabbed parameter
do you see anything there called "decimate"?
where are you even looking
at the bottom of the physbone component, add a parameter, then use that in your animation logic
IDK xD
you'll want to learn how to use the animation controller and such of course.
edit mode for the mesh, select faces, go to the menu item I said
ahhhhhhhhhhhhhhhhhhhh okkkk i got it thanks xDDDDD
i dont even have to delete shape keys for this one
nope
its better thanks
oh... I have to just put the name in the animator parameters so it matches that in the physbone
anyone know how i can overlay a camera onto other's screens using a shader?
it's just showing as a white background if I put opacity up
I uploaded the avatar and textures are fine and other but this is the only issue I found, I don't really know how to fix it. Any help?
I can't see what is wrong from your image.
The arm
What does it do?
It's not suppose to deflect like that aka to the front
You rather mean the elbow bending direction?
Yeah yeah (sorry English isn't my native language)
Did you edit the model in blender?
Yup
...I am extremely new to Unity, anyone know how I can turn a premade, unpainted model I got into a workable avatar at all?
Let me get a picture of the skeleton in Blender as an example
The skeleton looks like this
Idfk why
This part doesn't relate to unity.
youll likely have to do more than just "color" it
it needs to have a bone structure vrchat can work with
I get that, and my bad, I started this hours ago and I'm losing my mind on how to readjust it to function
i wouldnt say this is a beginner project really
you mightve bit off more than you can chew atm
I'd recommend to look for a model that actually can work with unity. This one require lot of fix.
It's based off my own guardian from D2, and this was the only way I saw to get it as one model. I fixed one problem that I had, but idk how to fix the skeleton
I can learn fast if I had the help to get this fixed- at least like a video or something akin for aid
There won't be a video teach you to "fix" because it's the case by case issue.
Start by studying this image #avatar-rigging message
You better have to understand fundamental.
I looked that over already, kinda how I knew something was wrong with mine
Then you could edit the bone to orient correctly with the model.
Thing is, I don't quite know how to align the existing skeleton to work
Yeah
Thats a fundamental thing
'Cause of how it moves with the skeleton
Eh?
You just align end bone to the head of child bone.
Absolute greek to me, let me see if I can get this down rq
I'd work with the cursor. Select bones ass, set cursor to selected, then select bone head, set object to cursor
You did it.
if you export it from blender and dont untick to add end bones...
itll add end end end end...bones
each time xD
Also when importing, there is an option to exclude end bones.
You chose to work the hard way. So bare with it.
No need to be rude about it, it's good for me to at least try to learn how to do this stuff anyway.
-That said, I should tackle this on a fresh mind. I got time
how do i use
the islocal parameter on my avatar?
I want to make a camera render visible only to others, but not myself
Is there a option for that?
it's for a stage involving render textures
Just simple add IsLocal parameter to your animator and put it in transition condition.
Invert your condition to true to false and vise-versa.
hrm so
would i have it set up as a bool?
Yes.
i want to be able to cull a camera so i don't see what the camera is rendering on my screen
If someone would be able to help me figure out how to fix these error's I'd really apeciate it
how would i go about using a culling mask
i looked up general unity help for this and i
've set up the masks like so
have a look at import settings of your avatar, check the rig config there
If you saw what camera see on your screen, that mean you didn't put render texture into the camera.
Alright thanks
It shouldn't even display in the scene panel so that's really something else.
I guess your ScreenFX shader is the problem.
hm
do i have to add a script?
to the camera
to make it network only and not local
No script. Every "script-like" system is made in animator controller.
ahhh
wait
could i use the mesh renderer?
to render it only for others, but not for me
It's essential to begin with.
This part is somewhat irrelevant.
huh?
wdym?
im confused asf now
I want to make it so
only others see what the camera sees
If not using mesh renderer, what are you going to use it?
Well yeah that's what im using rn
i'm saying is there a way to make the mesh render network only
not local
honestly feel like im just going in circles
trying to get this to work
I thought you already asked for to use IsLocal parameter to toggle it?
I did have a friend who was able to get this working for their stage
i made the parameter
Did you also make the toggle layer for it?
not yet
It's your toggle layer that makes the mesh renderer visible or not.
mmm
so how do i make it where my hair isnt a toggle on my avi?
Hi. I got this problem with my twist bone and rotation constraint, that my bone got wiggle when I move other axis, even though I freeze both axis already
It's the inverse. Freeze mean it's being controlled by the constraint.
Do you mean just making a toggle?
alot of my stuff wont world save even tho its turned on
Can you screenshot where you set it as saved parameter?
This setup is the best one I can do so far, as other freeze got bigger issue here
There is also Solve in Local space in advanced settings so try that as well.
That also make no different sadly
perhaps a beta issue?
Idk honestly, I just use VCC and get the version it suggest, and Unity 2022.3.22f1 is not that new, so idk
But, no, not a beta issue, cause Unity Constraint rotation also got error, so I think there's something wrong in my work
Aim Constraint give me better result, but it also gave me poly flip when the hand move up and down
Odd, works as intended for me
Might be the way I set my bone up?
I follow some hololive model bone setup, and they set the hand bone vertical
yea that would be why
And since the twist bones need to have the same oritentation, I also set it vertical as well
Yeah, lemme try horizontal bone setup
if you align it horizontally and center it with the arm bone, itll then move on the same axis (rotation horizontally)
Thanks. Lemme try it out ❤️
Little help please
Idk how to fix stations on the avatar
As matter of fact. Do I even need them??
Yep, it's the bone direction
When I set them all horizontal, it works now
The only faulty is when I rotate X axis too much, this happened
But again, it's anatomically impossible to do this, so it's okay
But then again, why is hololive setup her bone like this tho?
anyone? 👉👈🥺
sounds like you forgot to install a dependency
dependency?
yes
sometimes people use packages like vrcfury for example
a lot of prefab/script errors could mean you forgot to install such one package
could someone help me fix a physbone not working that used to. im unsure what the problem could even be
How did u parent the other half?
Also how do i add toggles and join model to another model using vrcfury without unpacking the fbx?
Also same with editing shaders
What do you mean same?
Like idk how to edit them without unpacking fbx
There is no need to unpack to begin with.
You just have to create a material and put onto the avatar in the scene.
Oh ok
what cause is there for a physbone not to work when dragging the armature directly moves it? it used to work but at some point broke
Ok
Can you screenshot unity while you test it?
screenshot what?
Entire unity window.
sure
Yes.
And what object that you select and move it?
the one I have selected Butt_Root
I have the original scene open before my edits but im unsure what the difference is
You're selecting the object with physbone itself so it cannot be moved.
im dragging the avatar with gesture manager
I’m not able to check on my computer, but what version of Unity do I need for VCC? Asking for my sweetie, who’s just getting into uploading models for himself.
With gesture manager? Do you rather mean while testing with gesture manager?
wat
"Move with gesture manager" doesn't make sense.
move this object
in play mode
all the other physbones are working as intended
unsure why this is relevant
Just made sure that you're testing it in the correct way.
fair enough. it seems to me like some sort of broken link at some point but I have no clue where exactly. cause it did used to work
Nvm I found it
Your butt bone has multiple child bone, so you have to make sure exclude the Contact object from being affected by physbone.
the Butt_L and Butt_R have colliders were already there unchanged
I added a new receivers also which during the process of doing that seemed to break it. none of the animations do anything other than change material textures so its not fx layer. also already tried deleting the reciever objects and nothing changed
How is the bone hierarchy look like now?
the same?
If you deleted it, it can't be the same then?
Have you put the receiver objects as excluded transform for physbone?
It rather is the object itself, not the contact.
dont think so
is that under ignore transforms or colliders
Then do it.
It is.
this pop up and i need help with it how do i fix it?
thank you thank you !
funnily enough though that only fixed it for the left one lol
You have to put the both side.
First thing, make sure that you're using recommended unity version.
yea I did both thinking it might be the child objects added those too
yea that was it
thank you so much for your help wouldn't have figured that out myself ❤️
Thxs
Hey guys so setting avatar view position to how i want it does not transfer over to game when uploaded. "Shows my view down by my neck and not eyes" how would i fix this?
Like the prop moves with the mesh but is still seperate from each other
So when i remove, say, the hat and hair(not attached) and head (not attached to hair or hat) or the axe from upper back mesh
Besure to read the document carefully https://vrcfury.com/tutorials/linking-clothes
It doesn't because that isn't how a mesh work.
Istg theres a way to do in blender
Mesh follow its bone. So you have to move bones to make mesh move.
Then do it in blender.
But then it wont work with toggles
Seemed to fix it by setting all to zero then putting it to correct position again "seems X.Y.Z Co ords were messing it up somehow." Will post again if it goes back to neck when im on vr in FBT
It will make both dissapear if i ctrl j
Mesh follow its bone. So you have to move bones to make mesh move. If you want multiple mesh move together, them make sure you move all the coorespond bone together.
Its a prop with a bone mesh
My answer is still correct.
Ok
Ill try
How do i get it to not float in vr
I can try ctrl p bone
In blender
How does it float?
I mean like im worried about that when i move my arm it wont move the armband
Btw im not bi its a comission
Not being rude just saying
Im not myself
Im ace tho
Asexual
Im testing it
Then gonna show off so i can show what i can do
I'm not sure how is this relevant to the current problem?
Idk just making sure
That its ok to wear it to show off my skills
Even tho im not bi
I could just remove the bi flag on my version
Better keep thing relevant to the current situation in order to not making it more confusing.
I mean like im worried about that when i move my arm it wont move the armband
hi my avatar started doing this. how do i fix it? when i try to move it ingame the outfits all wonky
Better test to confirm first before getting worried.
Ok ty
What is wrong in your image?
the right hand is doing the weird animation pose and its causing outfits to go heywire
this is when i enable gesture manager
Then you have to reset the pose back to Tpose.
Use Pumkin avatar tools to reset the pose.
okay thanks
hi is there a way to make a toggle for this?
Absolutely, just record an animation that toggles it
yes im in object mode, im not sure what you mean by transform pivot point? what do u use instead because ive always used the axis
icon at the top of the 3D layout view, it lets you change the from where transforms happen, very useful.
uhhh which one cus theres a few
and I mostly keep my selection from the tools popup (hit 't') to "select box", and use hotkeys for moving/rotating/etc.
hover over these and you'll see a tooltip.
but yes, that's what's going on, you have that set to the 3D cursor instead of "median point"
is it the one that says global?? plz just tell me clearly im not very good at navigating blender 
seriously, hover your mouse over each one and the name of the tool will pop up
and one of them says "transform pivot point" right?
then you aren't hovering over the right one. It's the one that looks like a target.
I strongly suggest looking at blender's docs on the parts of the UI and what they do
this one in particular is extremely useful
alr i fixed it ty
i have a little hoodpull thing, it works in game but it glitches a little when it gets near 100 blendshape (like it flickers back to 0 when i pull it up all the way) if that makes sense
i have to be really specific when i lock it in place, is there anyuthing i can do to smooth this out a little
Enable or disable loop time on your animation clip
oh i see it was enabled i try this out, thank you!
Can’t find a good website with models cause I know if I try to make my own well yeah so just gotta find something
does anyone have a video/tutorial they suggest for adding a toggleable hair to a model?
so im trying to add a toggle to an already made model with its own toggles, but i dont think they used vrcfury to do it?
It usually should work on top of existing toggles. Except if you want to also mess with the existing toggles.
im was ideally wanting to replace the already existing toggle
It depends on how the toggles was made then. This will go case-by-case basis and there won't be a tutorial for it.
ahhh ok its looking like it might have been made with expressions manager
I have never heard such what's called "expression manager".
it's pretty cool, iirc not free though
if those are not the only 3 errors, post the first 2-3, at the top, not the last.
not insanely priced though so i might just grab it XD
I can't help regarding that.
coming back to this problem since i was away, is this good for the bones?
The object name is written there. If you select it, it would show literally "Script (Missing)" component.
in the inspector?
Components are only shown in inspector.
Ah found it thank you Irumi!
Hello, I was wonder if there was a way to find the face toggles when hand geastures has been made, as in vrc i cannot make the avatar do hand geastures to find which face toggle it is affect as I want to fix a mistake.
I am sorry if my question is difficult to read, i myself is having a hard time onto how to word it
hi how do i know what my current total parameters are before vrcfury compressor?
It depends on avatar how its FX layer is made. You will have to look into avatar FX layer.
(ignore this i am stupid and was trying to download the wrong version) do you by chance know how to use the expression manager? i think im having install issues
Is there a way to have text appear for your viewpoint and only be seen by the one wearing the avatar?
preferably quest compatable if thats even possible
You could use IsLocal parameter to condition an object to only appear on either the player or other players.
hey guys, Im finishing up a rig for a client but havent actually opened and used VRChat myself so I cant upload it to test it out
Im reading that you have to start playing to get verified for uploading, how long does it usually take?
anyone else getting this error?
?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
additionally buying vrchat+ gives you a one-time bonus to your ranking
ah gotcha
not sure on how big of a bump it is but ive heard if you're in the lower rankings it can be a full bump up
https://beta.jinxxy.com/Kudalyn/testanims you could also import some animations to unity and test it there!
👀
i use this prefab a lot, and its free
is there a resource to test if the eye tracking and mouth moving works?
im not sure about that beyond having someone with eye tracking test it
ah damn, yeah that would make sense
i would think it's just eye bone rotation, so if that looks good in unity it should be good
yeah it all looks fine in Unity so Im assuming it'll be good
thanks for this, I'll try it!
np!
I've been meaning to mess with IsLocal, but I have no idea how to use it yet.
No idea, never used it.
What have you found out so far?
I've only heard of it's use and what it can be used for but never learned to use it myself.
Have you ever create a toggle with FX layer?
I know how to make toggles, ive messed with constraints and a bunch of other stuff, just haven't learned IsLocal yet
Trying to take things one step at a time and learn things when I need them rather then figuring out everything at once
It simply is just another parameter that you can use.
Same way as those parameters controlled by menu.
Ah, I think i get it now.
anyone getting this?
it does have a thumbnail
So just This and done?
Almost. You don't have to put IsLocal parameter into transition to toggle off.
Ah
I tried testing the model in vrc to see if the arm moves with the armband, the arm aint even moving at all (none of the body is)
That dang unity didnt even apply my rig!
i uploaded a burger king crown but the black part should be transperent
Gotta change the material to one that has transparency support unless you're on quest (it doesnt support transparency so you'd need to manually cutout the mesh in blender)
i dont know i tryed on blender but i didnt find any way to cut the mesh (im new to this so im sure there is a way but i didnt find it) do you have any video tutorialù
not on hand but you'd just take it into edit mode and use the knife tool to cut around the texture
theres likely a few how-to's on how the knife tool works atleast
thank you for the advise i will try now
how do i remove the knife once i selected it
Just select another tool.
Does anyone know how to fix this pencil arm-
looks like the bone is scaled to 0?
or a blendshape is active that shrinks the arm
😭 i really need help
this shouldnt be appering since 1. I compressed the textures in unity and used a online texture compressor. 2. my avatar was of two models of characters, i made them their own avatar without the others materials but this still appears and 3. my FXs is really simple, 4 ints, 1 bool and 1 float and last, my avatar (when made of two models) is only 4,486 triangles
usually it's the number textures & materials that bump the file size, normal maps in particular
before i separated it into two avatars, the avatar had only 6 materials but now its only 3 for both. and i dont use normal maps like ever
Is there a way to edit the viewpoint of an avatar via a toggle or animation? I'm making a silly little ferret avatar and want to be able to swap between all fours and standing upright via a toggle but want the viewpoint to swap with it so your view stays level with the avatar's head.
This is mostly just an issue because of how long the farret's body is
Silly little noodle creature
would double-check how many material slots the avi has, make sure it's not using materials packed into the fbx + ones in unity? would also check the texture import settings, unity will tell you the file size for each.
you could try removing unused blendshapes if theres any on the model, those can take up alot of model space if theres a ton on the avi
also what does the SDK 'builder' tab report when you go to upload the avi? should have some red marks in there saying to many X or Y
my model doesnt have alot of blend shapes, but i use ALL the ones i do have though.
any long/large audio files used? i see a param listed as songs
in the little avatar tab thing, it only has like 2 materials and i looked to make sure and its not using th packed ones from the fbx
and the file textures in the file explorder says are only like 9 kb
it could be that lowkey, im not sure because i made one avatar with 25 audio tracks on it but ill delete some of them to see if it works
The clothes are "moved up" like all of them when I export her into vrc. I use VRC fury. I did notice that the clothing bones like "hips" are up in her forehead. So would I need to fix the bones then?
Hi! Just want to also a question about armatures specificallly the hair armature! I am making a few variants of hair for my avatar but I am unsure how to set it up. Do I have all the armatures together just as one even though there will be alot of clutter? Or do I make separate armatures for each of the hair options this includes front and back hair options and just have a bunch of them that I toggle? 🐟
id do hair root for each hair 'set' , can just scale that to 0 to hide and disable its physbones , have one av i can think of that uses that
So keep it all as one armature with a main bone for each 'Set' which I toggle?
It looks like the sleeves are weighted too heavily on the shoulder bone, hence the sleeves looking like they are moving up. This could be an error caused by trying to transfer weights while the model is in T pose
Since the shoulder would be closer in proximity to those sleeve vertices
Does anyone know how to fix the thing with the skin ? Sorry I’m new to unity
What thing do you want fix on you need to specify
Her skin is coming out of her head like it’s stretched out
Does it happens in Unity, VRChat, or both
that looks like improper weightpainting or an issue with bone parenting
That issue is caused by improper weight painting or wrong bone parenting.
Some head vertices are likely weighted to the wrong bone (like the neck or spine), or the head bone is mis-parented.
Fix it by checking the avatar in Blender, correcting the weight paint so head vertices belong only to the head bone, and ensuring the head bone is properly parented under the neck. Then re-export and re-import into Unity.
That issue is caused by improper weight painting or wrong bone parenting.
Some head vertices are likely weighted to the wrong bone (like the neck or spine), or the head bone is mis-parented.
Fix it by checking the avatar in Blender, correcting the weight paint so head vertices belong only to the head bone, and ensuring the head bone is properly parented under the neck. Then re-export and re-import into Unity.
Just curious if anyone can follow up or confirm if this sounds right? also just curious about uploading the avatar the Sdk says i have too many bones at 222 and should be closer to 75 but that doesn't seem possible whilst having good hair rigging and multiple options do I just ignore it and if so what would a good bone limit be?
when uploading an avatar file it'll get to upload 100% and then fail suddenly with these errors
hey, im using poi with 2 layers of transparency and am having the issue that one of them always intecepts the other and makes it invisible when playing around with the render queue
what options do i have to remedy this? thanks in advance
The upload fails because the script IkeHUDVersionVerificator tries to parse an invalid version string (like an empty or malformed value). This causes a FormatException in System.Version.Parse(). Fix it by validating the version strings before parsing or ensuring they’re in a proper format like "1.0.0". Once corrected, the upload should complete successfully.
why is it affecting my current avatar upload if that file isn't actually on this avatar just in the project???
Even though the IkeHUDVersionVerificator script isn’t directly tied to your avatar, it’s Editor code — meaning it runs automatically whenever certain Unity editor events happen (like build, validation, or upload).
So when you upload your avatar, Unity executes all editor scripts that hook into things like:
OnPreprocessBuild
OnPostprocessScene
Update() inside an EditorWindow
or any custom “verificator” logic tied to InitializeOnLoad
That IkeHUDVersionVerificator likely registers one of those callbacks, so it’s being triggered during your upload process. When it crashes with the FormatException, it interrupts the whole chain — which causes your upload to fail even though it’s not part of the avatar itself.
Either fix or temporarily disable the version verifier script (e.g., wrap its logic in a try/catch or comment out the callback registration). Once that script stops throwing errors, your avatar upload will finish normally.
i removed ike from my assets since after updating it it was still brokeand tried uploading again only to be met with this singular error
https://www.reddit.com/r/VRchatAvatars/s/6kfwzEIrlh
The horror, I actually made a reddit post trying to figure this shit out
I need to figure out how to disable blinking and eyelook with an animation/toggle
I plan for my avatar to have multiple blinking animations to toggle between
So I really need help with this
Thank you, how do i find the avatar fx??
okay wait i think i found a thing called FX but im not seeing an option to like change face expressions via hand geastures thing
what setting do yall use when importing and exporting stuff?
i wanna change a cloth's overall shape to fit my avi but whenever i do that when i save the file it goes wrong
and aparently its probably due to import/export settings
change ur export settings scaling to FBX all iirc (and get rid of leaf bones)
these 2

I made multiple projects even opening already finished avatar projects. However the Hands layer and defaults are missing. What happened? Is it on my end or..
ended up just doing this, got uploading permissions almost immediately after 👍🏾
please include the list on the left of the assets section to confirm whether the sdk is properly imported or not, such like this
anyone got a fix for this? even a brand new project throws this error for me
Can someone help me with this avatar
Its taking way too long to building avatar
its stuck at 0 percento
@queen cedar you search defsults to in assets. bundled sdk stuff is in project section for any vcc project
@spark dew its stuck🤷♂️
do you know da fix
@spark dew i dont but for sure start with closing your unity. ofc diff pcs and avatars happen but any vr capable pc should not take more that 5min to upload the heaviest avatar
@dull sable and it should why? show FX layer.
Still the same
I had this issue for months but still can't figure out the problem
Does anyone know a good emily from hazbin hotel avatar?
what you need to see in fx?
quick help needed
im trying to add a guitar pick to a hand through an animation but the hand bones wont animate with this message popping up
That’s why I’m saying it’s not there anymore there isn’t even an sdk folder
Yeah nothings on the left, there’s no sdk folder anymore even tho I can access the sdk control panel
I tried testing this model in vrc to see if the arm moves with the armband, the arm aint even moving at all (none of the body is)
is the model weightpainted to the armature properly?
did you use creator companion or an equivalent program?
creator companion
it js started randomly
Like an old project has it but no new ones I make haave it
You need to weight paint it
its alr updated, I tried updated aan non updated neithr work
Oh thought that was just so it wouldnt bend wrong
Its never been likee this, I js dont know why its not aappeaaringg
Could i do automatic weight
No weights no movement
How is the bones supposed to move it if nothing is weighted to them
remove with the - on the right tab into unity to make sure it updates the packages and then add it back
Thats very 50/50
I thought by weight it meand how heavy something is
No?
I alr tried everything u suuggest
This is strange tho bc even my projects ive used before dont have it anymore so
Like a project from months ago is now missing the default param, menu, an fx
I aalr know this as thee screeenshot shows I did that
Is it just me experieencing this?
Im missing lots of packages that I js cant see I think, considering yk cant find any folders for the sdk
can you right click any of the folders that do exist in the packages section and open in explorer then check if there is a meta file for the sdk in there?
if it exists remove it
no folders
theres literally nothing in my project
except for an xr folder
can you show me your creator companion?
which isnt normal
I did in this @gritty forge
that is not the creator companion
also i would not recommend leaving those to stay in appdata folder
it might help if i could watch your stream as you do this.
right. i'm not saying you are. just that troubleshooting is faster with voice and immediate feedback
No I know
so that packages folder what is in it?
this
wait so it says these packages exist for you but they aren't showing up in unity eh???
can you remove them and restart the unity instance and tell me when it finishes loading?
yeah I did when u hadd me remove it aand aadd it bck, nothing hppeened
so you waited to add the assets back until after unity finished loading? or did you just remove and then add and then reload?
because you need to reload before adding it back so unity knows they don't exist anymore
I removed, wnt back to unity n saw it load, went back to creator compnion to add, weent back to unity let it load again
and you've removed all text from your asset search bar right?
this?
correct. what package name does it tell you in the top left?
top left of what, cz theerees no packages
ok I see th packaages now lemme check if anything theree now
YESS
mb
@gritty forge Thank youuu 
np
Can someone help me with this avatar
Hey so I do have a general question, is there an easy way to change the resting post of the avatar on PC so that the arms dont clip if the avatar is particularly wide?
Thats just the locomotion layer
Yeah but how do I change it? Did someone make one that has a wider arm pose? Im also using gogoloco.
Thats up to finding it in go loco and swapping the animation
Well is there an animation somewhere that has a wider arm position?
Thats up to the avatar there isnt a 1 animation fits all
It only takes a second to go into the animation and changing a number
Oh just a number?
I thought it would be multiple frames in an animation that's understandable.
hey guys, is there an easy way to replace the model for an avatar while keeping the same VRC Avatar Descriptor and Components (like Physbones parameters?)
copy it over to the new one using Pumkin's tools
What even is the issue?
angle between pelvis and thigh
nvm i fixed it
turns out i had my rig import settings set to armature instead of hips
Anyone know why sometimes when I export from blender, my arms and other parts of the mesh are stretched into infinity? And in game, it all gets stuck at a global position in the world
In the future, you have to point out the issue as well. Other wise people will have to do guessing game trying to find out what is wrong in your image.
oki doki
Looks like it's missing some bones.
Hm... I'm deleting some bones before export, but, they're not actually used
If you had your model "unpacked" in the scene, that's the root cause.
It's still packed in unity. You mean the prefab, right?
Is it as fbx prefab or original prefab?
I saw an avatar with a working combat system, and im wondering how it works. It had the ability to choose teams, shoot at deal damage that lowers a healthbar,and respawning. I wondering how this can be done, since im currently working on making tf2 avatars with functional weapons
Having actual red v blu functionality with it too would be peak
I've been using the original prefab for the avatar and I've just been replacing the FBX in the project. Hasn't had a problem before...
Lemme try exporting without deleting the bones and just removing them in unity
Instead of a healthbar for all players tho id like it to be on a hud of the player wearing it, and the other players see a particle saying how much damage was dealt
Unpacking causes the object in the scene to no longer link to its original data. Especially skinned mesh bone which will mess up if you edit the fbx file to change bone structure. Original prefab also doesn't have link to the original FBX file.
Well, I don't know how he set it up, but it's not unpacked and I am just replacing the FBX file
And, exporting it without deleting those bones worked... And they still don't show up in unity. I guess it's not reimporting them since I deleted them the first time. 🤔
If you see object icon as solid blue cube, that's original prefab and is equivalant to unpacking fbx prefab.
That's prefab variant and you have to see what prefab it derived from.
In the inspector, under the object name field..
Yes. It isn't possible to link to itself. It's more like another prefab with same name.
I found it, it just links to the FBX file I've been replacing
Does it? Then click on Overrides and revert skinned mesh renderer on the object that got stretched.
Oh, I said I fixed it by not deleting those extraneous bones before I exported
I just have no idea why that breaks it since none of them are referenced or used in unity
That's how skinned mesh renderer work. It has a list of bones. If list of bone changed, eg, some of them being added or removed, and the object is no longer link to update with the new bone list, that will mess thing up.
Wait... That still doesn't make sense, because I deleted the mesh they were attached to, too.
Bone list consists of every object in the fbx file.
Where do I see that then?
It's hidden. You have to write a script to see it.
Ah, that's probably the problem then...
Well, either way, thanks, I can deal with it in the future now
Trying to make a new animation clip, but it's simply greyed out for doing anything, how do I fix this?
@hollow mountain clips belong to animator. so select your avatar first
Kinda confused. My avatar has no animator by default. If it's not too much trouble I could call and screenshare.
I'm also just trying to fix an animation clip inside a prefab, a harness for the Bennet.
Mind helping me?
every avatar has animator, you cant upload without it having avi definition. clips are made relative to it (so, an object with animator is a root for searching animator properties).
as for prefab, since with vrc you cant control sub animators, youd have to add it to avatar first
Nvm I figured it out.
hi! im still super new... im kitbashing my own avi right now and i currently am at the part of physbones.
i still dunno what an animator is and in blender, i thought there was already physbones? could anyone tell me how they get their physbones connected? something abt roots idk
Click on the objects under 'Physbones' and look at the inspector window, that should show you the component
umm ok wait no i made the physbones object cause the hair said thats what i should do
im using the zin fit base i wanted to know if theres like a way to get the phys bones transferred?
If physbones are already here you should be able to see them either by turning on gizmos or selecting the hair in your armature
my hair has the physbones but im js wondering abt the clothes and stuff...
Same logic, if they already have something, you'll see it by selecting them. If you want to add some yourself, you can create new objects/components and link them to the bones you want to be affected
so uh gismos is kinda bright
hmmm ok
Looks like the collision size on them is too big
You can reduce it by a factor of 10 or 100 even
Then you'll need to add your own
aahh i seeeee
-# if im using a base would there be a chance i could copy from a template?
A base is just that, a base mesh.
Usually only full avatars come with everything premade
ouh...
I have a model that has VTA vertices should I keep or remove them?
What are "vta vertices"
Vertex Transformation Animation
Do what
animation it says in the name
but better question, would I need them for vrchat or even if unity supports them
The only thing about vertex transform animation that popped up when I googled was about valve
than I assume it's unneeded
i put everything into blender and merge armatures, but ive ran into an issue with a certain hair root bone on a hair i was using.... wondering if anyone here would know what's wrong, in the vertex groups its fbx doesn't have a root bone, and when you use the hair prefab a script called phys bone root script seems to get created and i'm guessing that's what makes the prefab not have this issue, but for me i've merged the armatures and copied the physbones so i guess that doesn't pop upsomehow.... anyway since there's no weights that come with it, and adding a flat weight of 1 to the bone makes the physics not act normally, i'm abit lost on how to fix this
any ideas -w-
does anyone here use 3D substance painter?
Does your animator controller actually get merged in FX layers?
still looking for anyone that knows how to fix this?
when i try to change this element in play mode it doesnot change
Tried to change by manually set the material there?
That means the material slot is being animated material swap.
how can i remove that
Remove any layer in fx controller that does the animation.
fixed it, i selected all unweighted parts of the hair and made a new vertex group in blender, set the weight to 1 and suddenly it works like the prefab that magically worked without weight for the root bone, go me -w-
here?
Yes.
Just see what animation is in each layer.
i couldnt figure out the one
I can't help either since you have to look for all yourself.
How do you deal with skirt clipping?
What are some of the ways to remove skirt clipping?
Hey so, I have a giant pic of my avatar head on screen, it's in the way, when i'm on VRchat howdo i get rid of it?
It's like because of the extra camera object in you avatar.
It's all good, I figured it out 😁
anybody knows why this isnt working , it was working then it stopped
Did you actually merge the pcss controller to fx layer?
i had too
Also many nsfw features is really concerning.
it wwas working then it stopped working
Hmm is there any good videos on how to put on clothes?? I look all over youtube but something always seem to fail anyways, even if I follow step by step 
What did you do prior it stopped working?
just change a material
What if you change it back?
everything else still works like the lighting
lemme check
everything is synced
It isn't about syncing. Isn't your parameter name "Stage"? Does it even exist there?
yup
Where is it?
I don't see any parameter named "Stage".
not stage
Explain this?
From your video it rather seems you had multiple problems on top of each other..
?
Does the animation clip also working?
no it says game object are missing depite it being on the avatar root
Still need help with this
That's one of the issue.
Problem likely because of you renamed the object after recording animation.
I didn't touch any game objects
Does your avatar still have any object named "GameObject"?
no
So where are the animation path with GameObject in the name from?
was never in there
it was always named "stage"
bumping
is this the only error you have? If not, post the summaries of the first 2-3, this one is pretty useless on its own.
contacts
How would I track health though?
Ik it uses contact receivers
variable in the animator you manipulate with VRC Avatar Parameter Driver
And for my health markers particles should work right?
I have no idea what you might mean here
When you shoot somebody in tf2 there are damage markers
okay
I don't think I've seen the game in 15 years
hmm technically I do actually have orange box for 360
Actually how am I going to do distance based damage 🤔
It's the only one
any red blocker messages in the build console?
It's enabled in your video.
what am i doing wrng
what can I delete to solve this?
That depends on a lot of things
Likely if you don't know what the parameters do, you will break things
You can try first using VRCFury's parameter compressor
this avatar has that kinda stuff and i dont want 90% of it so can I just delete some of those?
like delete the parameters and the toggles
bc i think this model already has compressed the parameters
Yes? Maybe. Depends on if you know how to delete everything else
You could end up breaking features
For example, if you have a toggle that takes your pants off, and your remove the parameter for that, you could end up with your pants permanently off, and I don't think you want that lol
I don't know all the details of how your avatar is set up, so I can't really answer the question with specifics
If some things are added non-destructively (vrcfury prefabs/components), you should be able to safely delete those
Theres some im willing to completely delete
what do i do vro
you'll probably want to explain what you want here
there are lots of tutorials about toggling objects, have you watched any?
ok then perhaps explain where you are stuck
Hi I need help with my avatar I need someone to just help me I went to VRC trade but they laughed at me saying that help was not free so I guess I'm here if anyone is willing to help me
Sure, ask specific questions, explain/show, etc.
Basically it's hard to explain that's why I just want someone to actually call and be physically there to see my problems I explain it and then they say it in a way that's either do a tutorial or I don't know or you're going to need to use fucking blender I don't know how to explain that a t-shirt on my character doesn't want to move or I want to use a certain face emotion to put it on a toggle but I want to make it so it will also work with my other facial expressions that's all I got and then they give me complicated shit instead of actually being there to help me like physically help me that's why I got laughed at at VRC trade...
oh if you're looking for someone to actually teach you real-time, I could see why they said that's not free.
Yeah
how do i make it when its a contact and when i remove my hand it stays on the option and etc
use two variables, one that tells you when the contact is active, and a second which is the actual one you use. The first one going active uses VRC Avatar Parameter Driver to set the second one.
great for making in-game toggle buttons
so if i do that, for e.g.
a hologram selection dial that i place my hand on it turns, i move my hand off it and it stays on the option that i selected and then i place my hand on it again and it continues from where i left off?
you could set it up that way, sure
yeha but how would i?
as I said, use the contact-driven variable in some logic with parameter driver to do whatever else you want with it
you'd need to work out the logic you want of course
i dont know to set the logic that way
make a flow chart, then convert that into an animation layer
flow chart?
sure, that's basically what animators are
you mean a animation?
no, the animation controller is basically a finite state machine, you can diagram it similar to how flowcharts wrok
okay i just googled it
ik what u mean
but your just telling me the same sentence over and over again expecting me to figure it out
i can't figure out how to do what i've been asking for help with if your just telling me the words "make a contact"
how do i set up what im asking in the animator?
not trying to be rude
You'd need to explain what you want in much more detail if you want someone to tell you the exact steps. I'm giving you suggestions and hints so you can go work out how to do this.
but its a little annoying
okay, happy to just wish you luck then.
this is what i want
this is it
i have it all set up
but the rotation keeps resetting
also suggestions and hints.. thats not helping that just like a thirst trap for information yk
How would I add something following me? Like if I wanted to add a pet to follow me with walking animations as I move how would I do that?
I’ve seen some peoples avatars have things follow them with walking animations just don’t know what specific thing they did to do that
VRLabs has a follower system, it works decently well for basic floating things, maybe can be adapted to include walking animations
I’ll try that out and see if it works for what I want, thanks
So I put a couple of outfits on an avatar I bought. Everything worked fine until the body Physbones suddenly stopped working. The clothes move with the Physbones, but the body does not. I've never had this problem before, and I'm not sure how to fix it. this issue applies to unity and in vrchat.
im making a avi rn and even though the hand gestures work in the gesture mannager, the hands dont work in vrc. how do i fix the avi?
are your gestures off ingame
theres a toggle in game for that
I have a question for uploads. One moment. So I’m at the gym rn not at home where I can easily get to my PC but I wanted to ensure myself of some issues at hand I was having. If I can find the Avi again where I bought it. It was from one of the new avatar official world places.
First off: for unity do I need a certain version or does all of it need to be the newest?
Noted: it has been over a year since I’ve uploaded so I’m a little rusty again
https://brn.booth.pm/items/6305948
It was this model. When I would go to unpack it as I would have last year it simply would state that “all assets are unpacked” but lacked visual confirmation inside unity of the 3d model. I am most likely sure it’s on my end of things.
you need a specific version 2022.3.22f1, unsure about that 2nd part but you should generally avoid unpacking a model at all if you ever plan to update the model/need to fix something on it
how do i fix the hips on a vmd aniamtion not working or movig when converted to humanoid
I’ll update everything for unity to that then.
I will also try my best to leave the details of unpacking untouched. I have a friend who normally helps me and I try not to rely on others but between the updates and not uploading regularly I’m at a loss and stage 1 all over again. It’s a nice model.
$54 was not terrible, what is terrible, my unity skills. Used to I’d insert the main file, ensure everything was in. Hit my SDK and boom I was on my way.
I am unsure how much has changed from that.
Ideally don't unpack your model, not sure why you would need to do that
Ah I don’t either. I’d say it’s been long enough I’m getting stuff I’m used to doing for new Vegas twisted. Which is a HARD thing to compare but I’ve been doing INIs and extracts a lot. Kinda overrode what I had known beforehand
Most likely if my friend is feeling down or out I can just pay someone to lend a hand. I’ve got 2 monitors so it won’t be a hassle in terms of having everything spread out to an extent.
trying to shrinkwrap some fishnets to my models legs, the asset is made FOR my model but whenever i put shoes on, the fishnet sticks out at the feet like a sore thumb because theres no blendshape to make the fishnets not have a raised heel
i tried shrink wrapping in blender, but its not working for me despite it looking like the simple fix i needed
this is it shrink wrapped
I can help you with this
🙏
been trying to get help the past few hours and im being told to just learn 😭
i never open blender for anything man
Okie DM
its a bot nvm oh my god 😭
yup you see a "dm me" its one of those
just messaged the actual person the bot was impersonating lmao
This is because the top part of the sock sticks to the bottom part of the foot. You'd need to move the sock around manually so it's fully outside the feet, then try to shrink wrap it
Hey i just wanted to ask, on this avatar i am making i wanted to make a creepy toggle where the neck snaps behind him, require me to rotate the neck 180 degrees and move it slightly back to make it look correct. Only issue; I had just realized you cant animate humanoid bones and i was wondering how would you do this without copy and pasting the entire head mesh and roatating it that way because itll make the avatar harder to port to quest
you cant do this in the fx layer controller- you'd have to do this in the Additive layer
either that or gesture
@lone hedge humanoid bones can be animated. just in any other layer but FX
and with appropriate tracking control applied
Why are you trying to shrink wrap the socks when the mesh isnt covering the foot?
The socks need to postioned close to the foot in order for the shrink wrap to actually work properly.
i worked it out, i never needed to shrink wrap i was being told to do the wrong thing
i ended up being able to get the socks to have a blendshape to match the bodys feet but
i cant get it into unity properly
theres no materials, textures, nothing
im ripping off my skin googling everything to get it to work but nothing helps
i think i tried and the material didn't look like how it does on the original
unless i did it wrong
Are you new to blender and unity per chance?
blender yes 100% unity i wanna say like 50% new
been using it for around a year now but this is my first time trying to do what im doing specifically
getting the shapekey onto the fishnet was extremely easy
but when i import the fbx from blender to unity, its just a white model i cant do anything with
blendshape works tho! lol
Sooo the socks doesnt come with textures omly fbx?
im wondering if i have to import my entire model into blender?? feels kinda useless if im just editing one shapekey
the original file for the asset has textures and everything yeah
but when its in blender its just grey
No you dont
Just import the materal you have in unity onto that new FBX model thats white
im gonna have to redo the blender thing again since i got rid of it since it wasnt working hang on
so i have the model i wanna edit to match the shapekey with my body in blender, grey as usual, the orange bit is what i wanna edit a shapekey to which i can do just fine
I mean shape keys not only the issue.
You will run into weight paint issue.
the shapekey worked fine for what i was doing
the only issue im having is when i try to put the fishnets back into unity, its just grey i cant do anything with it lol
i tried doing that and it didnt work lol
As long as you have not changed the uv maps the exisiting material can just be slapped on
hang on trying to get the shapekey back onto my asset lol
I still need help with this. I should mention this is a png avi if you haven't noticed
Drag and drop the existing materials onto that socking
this is what its supposed to look like
Click on that . Select material and drag that material onto the fbx in the scene.
wont let me drag and drop
That will overwrite whatever material there is.
If you can't get the right spot in the 3D view, you can drop it onto the material slot in the mesh renderer instead
Yeah..... its that simple
wow
all that googling for nothing LOL
everyone kept shooing me off saying i need to go learn
i will forever keep this in mind
Wouldve been faster if you had asked ai

