#avatar-help
1 messages · Page 196 of 1
I have an animation that changes Head and Foot tracking to be animated, but some default animations change it so it goes back to tracking. Mostly, I'm doing this to prevent the Auto-Footsteps happening during the animation, but if there is another way to turn that off while the animation is playing, that would also work to.
In the newest version of the SDK, I'm having a few issues with the SDK not taking in thumbnails for multi-platform uploads, or sometijmes the thumbnail just not saving at all, is this a known issue?
It's been reported in here a few times, but I haven't seen anyone mention a fix or if there's a report on Canny
oh good
why is my toggle not working
one sec
taking a screenshot
it's not toggling off
it will toggle on in play mode, but not off
@crude pumice ok now that im in gesture manager, the fishnets aren't connected to the body lol, i dropped it onto my avatar, and it just wont connect
heres only the errors actually

disregard me i have fixed it LOL
was attached to the wrong armature for some reason
anyone able to help?
are they rigged? Just dropping them on doesn't actually attach them to the armature
oh I should have scrolled, you got it working
LOL yeah silly fix
In relation to this, despite thumbnail being uploaded through website, though, no supported platforms as it failed on upload
Hey complete shot in the dark but does anyone have any experience with fuse\
Hi guys. I am needing help with an avatar I'm making. The only problem I'm having is that Blender keeps messing up its eyes I think. When I reimport the model into unity, the eyes look all jagged
Does anybody knows how to use the ao to make the blush work?
jagged sounds more like an issue with the texture, probably the UV map
How do I fix it?
you haven't shown us anything so no idea if this is actually the issue. I'm just suggesting something to check.
Blush uses transparency
I have no idea what im doing, so do you know how does it works?
If i put it in trsnparent it looks like this
I have another model that looks just fine, I just need to remove the hat and hair from it
what are we looking at here?
is there a blendshape active or something?
I’m not sure. I do know that whenever I put the model into blender, it makes the eyes jagged. I can especially see it when I texture it in unity
what does the texture look like? UV map?
you'd need to indicate where the eye islands are on that for it to be of any use
How come this one is normal?
what's the difference between the two?
not what I meant
Oh
I didn't mean how do they look different, I meant what's the actual difference
One model is imported from blender, the other is from the raw file I downloaded
"raw file"?
ok so what did you do to it in blender?
Nothing
I just imported it from the file and exported it to unity
Just to see if it would do that
Transparency applies to alpha.
If you dont have a seperate material for alpha make a mask.
The mask.
Black for things you dont want and white for things you want
Yeah i have a face material, and an eye material. But i do have a alfa texture
So only face i see.
Then face material is transparency and make a mask for the alpha texture.
wear do i put it?
I am unfamiliar with poiyomi
Should be alpha in Alpha mask
Maybe in alpha options
Yeah im lost but thanks regardless
looks like you put something in that slot earlier
I put the Ao file of the head.
what does AO have to do with this?
the blush thing
that doesn't answer my question in any way
I not an expert but what i have read is that one has to do something with the ao of the face texture for the blush to work. But im completely lost.
I have never heard that one before
if you could explain what that "something" is maybe that would help
the head only has an eye material slot and a dace material slot
and?
Im trying to fix the blush
As you can see is part of the face texture
see what? which part of this is supposed to be the blush?
the pink part
and how is that applied then?
overlay mesh perhaps? Like if there's a blendshape to activate it?
When you move the blend shape the blush apiers
ok yeah, overlayed mesh then
if it's solid pink like that it could be there's another map to figure out where the alpha goes
or perhaps it's already in that image, it's just the alpha color
find that image file in Unity, look in the inspector, see if "alpha is transparency" is not checked. Check it, apply, see if that works.
I have also this texture
without knowing what that's for, it probably isn't helpful
I applied the apha transparency
Does anyone have any decent guide on how to yoink model from Source game (Seven coop to be specific)? Been trying to port one model to VRC and im getting stuck on Blender stage, model seems to be missing texture or has it and i have no idea how to select it.
does anyone know what to do when Unity says "Avatar Validation failed"?
look at the error messages above that, or the build console for more clues
https://discordapp.com/channels/189511567539306508/1433202589704523940/1434784700135899249
incase you're still struggling with this
Any idea how to fix this? I copied the fx layer over and the parameters, also dragged the prefab onto my model, yet vrcfury is getting fussy with me. It was fine with the pc version but wants to throw a fit now that its quest
Thank you! I did end up figuring it out at some point.
it tells you what's wrong and how to fix it
maybe the location of the object it's on is relevant, or something else about it, maybe show it without clipping.
or make sure what's under "Flash Beacon Prop" is what you expect it to be
sorry if dumb question but does anyone know how to sort bones in blender? i had to do some changes and not there in the wrong order. i need spine to be first
It's order by name.
correct, but i have 0 clue on how to change this
You usually shouldn't need to manually order, other than the lower leg and arm bones. Why would you need to?
1: OCD
2: its cleaner and prevents popups in unity
it was correct before but i would like to have it back in order
i had a look online and foundsimaler postings but none of them were answered properly and the rest were unrelated.
It's going to be worse because you have to name it starts with some letter like A in front.
there has to be another way
my bone order did not need that before when it was in the correct order
https://blender.stackexchange.com/questions/261688/how-can-bone-hierarchy-change-order-ways-to-preserve-it Try this? Maybe with older blender version.
I haven't figured this one out either. They get alphabetized in Unity though.
mine doesent
oh that's very weird
idk
wait, isn't there a checkbox in the import settings?
it just bothers me that it WAS in correct order and now i cannot get it back
I think I saw that the other day
yes, i tried this all it does is put them back in the same order.
Preserve bone order checkbox.
oh that's what it is, hmmph
That still looks like older blender.
whatever for?
it works for everything that i do, there are not moved items or places. the ui is as i know it. and despite issues others have i dont crash in it.
anyhow i need to figure this issue out for now
so many new features...
Im on 4.3 now.
Got alot of cool blender plugin.
I'm using 4.5.4 right now
i dont need them. there was only one feature i saw that i needed and i found an addon for it.
I would but most my addons will break
huh.
Besides i heard blender 5 is coming.
new ones are always coming
always prefer older versions for the stability
all well, guess ill just deal with it for now
how do you add toggles like for objects/meshes with gogo loco? also sending me an image of the gogo loco set up will help
using the beyong prefab btw
You just add a toggle to the fx layer like how youd do it without goloco added?
wheres that exactly, i'm quite new to this
like here?
Why is it empty if you added go loco
like I said i'm quite new, now help me instead of asking things

You'd have to read gogoloco installation instruction. If you just use drop in prefab, then make sure that you also read instruction from the same folder of the prefab if it has one.
What’s the difference between adding toggles with gogoloco and just doing it normally?? I’m confuzzled
I just do my toggles in a separate fx layer
Here is the more fx layer for what I'm trying to do with my png avi. I'm continuing this message: #avatar-help message
You rather seems to be confused with how to condition the transitions. Is there a reason why you use 2 parameters instead of just one?
is anyone able to help me?
i want to make this effect.
This is what i have so far
is there a way to get winking to work on an avatar without having to get full on face tracking? i only have eye tracking and dont wanna use all the parameters full on face tracking uses
like i just want eye tracking no face
bc whenever i wink my avatars just squint
I think you can by setting up eye tracking only and use eye blink parameters separately for each eye (like EyeBlinkLeft and EyeBlinkRight).
Make sure the software isn’t merging them into a single “blink” value disable “combined blink” or “auto symmetry” if it’s on.
i just imported the meshed after finishing the model and the shading is all messed up how do i fix this
how can I fix this?
yo guys I am having a "VRCExpressionParameters has too many parameters defined." I tought VRC furry was compressing them, any way to fix this? this character has 293/256 bytes, if I upload into pc it accepts, I assume the Fury compresses it but If I try to upload for quest it does not let me
you need to install the android module
where can I do that, like where do I download it
in you unity hub, go to install lists and manage the the editor and add android build sdk
install it in the editor that you are using, probably the 2022. something, check your unity editor window it says that in its name
are these the embedded materials or something? You probably need to actually setup materials in Unity. Also we have no idea what "messed up" means without having seen what "correct" is, so it's hard to give advice on what to change
its the normals shading is messed up and i check and its not embedded mats
are you using a normal map? Is the texture setup as a normal map in Unity?
thanks
its a fresh import no textures
i wish it was a normal map issue
where can I get the android build sdk?
not sure what you mean by normals shading then?
They just told you where to get it
only thing I see that is too install is install editor not install the android sdk
are you looking at exactly the same thing in Diogo-Dude's image? Click "manage" for the editor version you want to manage.
it's an add-on package for the editor you have installed, I think "manage" is a good place for that
... not disagreeing though, it's not a great UI 🙂
go to your instsall list, find your editor, press manage and install the android build suport
uhhhh, do I just plug in my headset to my pc?
To do an actual build & test you do need a connected Android device of some sort. Probably you don't want to actually do this though, instead just go into play mode to test in Unity, or use "build and publish" to upload to VRChat.
okay I did test this but it was for windows so pc only, I want my avi to be able to be one vr/both, unless you are saying publishing it will automatically do this
If you publish in the right way yes, it can be both at once.
there are instructions on the vrchat docs site about doing this
Getting SDK errors while trying to upload an avatar, using version 3.9.0 which seems like its the latest stable build?
Any ideas on how to fix?
unless that is literally the only error, post the first 2-3 error summaries, this one is pretty useless on its own
one and only error
that's unfortunate. Any errors in the build console?
nop just this one single SDK error
frustrating!
hey any tips for downsizing the file size, i'll start with the textures ig
could be, or just the networking between you and them
don't forget that shape keys take up lots of space, remove any you don't use
only have one extra the rest are for the mouth movments
funnily enough, i see the avatar in VRChats website in my avatars list but not ingame

btw is there a way for me to downsize the textures withen unity?
oh there is
hopefully it's enough since most of the files were I think 2k which tbh is unneeded anyway
now i'm wounding how avi's with infinite polygons get uploaded
usually modded SDKs that break TOS, they've been getting taken down as quickly as they get put up lately though which is nice
any more tips for lowing the file size I can't just keep decreasing the size of the textures
my avatar like got deleted, theres nothing
vertices/blend shapes/animations
using thry's avatar performance tool could also just tell you what's taking up the most space
the mesh ik, but the thing is I didn't make this model, I am using it as practice
who can help me
How do audio sources work? For this example I want to play 3 randomized audios from a specific folder when the source is activated, would that be possible? If so how can I do it with as few sources as possible?
@radiant night for like a year you can play any amount of clips via single source https://creators.vrchat.com/avatars/state-behaviors/#animator-play-audio
0 is reset/stop
Thank you!
Does anyone have a video on making an avatar in blender I search on YouTube and everyone says it’s outdated….
unless you're watching videos that're CATS reliant most will still work they just might use different keybinds
Oh okay I see thank you
need help with puting a avatar i bought into vr
You gotta give some more specifics than that
ive never used unity before i dek how to explain it honestly it just keeps giving me errors on the bottom in red and when i look them up its saying clear my temp folders but still not working
Did the avi come with instructions?
We'll keep it here as I don't know loads about avis stuff specifically and more just unity in general
stick a screenshot of the instructions here
What step did you get to before the errors started?
Send a screenshot of your full editor window, top bar included so I can double check the unity version
just send the unity screenshot for now
How to make a toggle for the Matcap?? with vrcfury
i fixed it
you should probably watch a basic how-to tut on youtube
does anyone have tips on stopping hair/bangs from clipping through the face while in motion?
angle limit or collider
ive done collider b4 maybe ill try angle limit this time
where would i find angle limit?
its literally labeled limits
does anyone know how to make an ear twitch animation? or know assets that already apply it? i work with booth models
just animate the bone and have the physbone set to is animated
how do i animate the bone-
there are a few tutorials on youtube, I can link the one I looked at
I just started learning Unity and making VRC avatars 3 days ago, so learning the basics are the main obstacle
i never done any animations so i didnt know
you just record changes in the animation tab
ohh thank you sm ^^
🫡
getting used to the Unity interface took me a bit of time, getting the hang of it the longer you mess around with stuff
yeahh,i know most things by now its just i never touched animations 💀
should be fine after a bit of time playing around with it 🫡
Bc im using actually 3 categories. One is normal pictures and the other is memes and the 3rd is for misc
They can share same parameter because they all are mutual exclusive,right?
there is no reason to be using multiple parameters
you are not going to have 255 toggles
thats literally 36 submenus alone
If I have multiple categories, I'll put them at different offsets
e.g. 0 and 50
that generally works fine (unless you run out of space)
because 3 "categories" 1, 85, and 170
that gives you 85 toggles for each of them
yeah
If you do want to have multiple parameters, you'll need a way to reset the other categories to zero when you select an item in another category
You can pull this off with parameter drivers, but it's going to be a bit awkward
speaking as someone who has done exactly this before: just use one parameter 😉
I have an avatar with around 100 messages it can play, and I'm struggling to think how I'd get past 256 of them
(i wrote scripts to generate everything; manually assembling that would be obnoxious)
so for colliders for the hair. i have a collider on the head but does there also need to be one for the hair?
No?
Physbones will interact with physbone colliders
you have to explicitly tell each Physbone component which colliders it should look for
Im doing this in blender
Anyone know a good method for putting jewlery in hair? Like weight paint wise so when the hair moves it wont freak out?
(I did the hair in blender just didnt know if the jewlery should be weighted with the hair bones)
Or a tutorial on how to do this would be much appreciated 🙏
transfer the weights from the hair to the jewelry
why do my avatars eyes glow in the dark? i'm using poiyomi's toon shaders
Idk. All i know is that they need to be 3 different categories under one plane
Thats about right. Not 36 exactly but there will be multiple pages under one submenu
wait i think i fixed my issue
there was an emission enabled by default in the shader
i turned that off and now it should work
I can use the data transfer for that right?
I had an issue before with an avatar where I had a toggle for an animation, but it would play based off framerate, so it would desync the animation from the music I was trying to play with it. is there a setting that changes it to be based off clock time instead of framerate?
You could just share same parameter for all. It's easier to create condition for just one parameter.
Animations already arent based in fps
that looks kinda nice though maybe you should keep a tiny bit of it
well they did slow down based on framerate so I don't know what the issue is
depending on how laggy the world is, the more slow the animation was
i was trying to play it in sync with music and the animation was super delayed and slowed down for everyone except me
i uploaded a model from skewtchfab
its too far tio the right and like 30 meters tall, how to fix? censored nsfw parts
make sure it's at the origin in blender, scale it to the size you want it to be, and apply all transforms. Then export to Unity.
Some factors like IK are dependent on framerate iirc. If you need to be sure your animation plays at the same speed for everyone, you're going to need some complex logic involving AAPs, blendtrees and so on
ok how to apply all transforms
i'll probably make it a toggle later
yeah that sounds cool 😈
object mode, select objects, ctrl+a, all transforms
im not sure what you mean by that
transferring weightpainting from one mesh to the other
Thats not how animations work
I was talking about the data transfer modifier in blender. I was asking if I should use that.
Im not sure how to transfer weights 🤔
I know how to with clothing but not small peices like that
I wouldn't transfer really, I'd just sample the weight at the point where the jewelry attaches to the other mesh and then use "set weight" to set the jewelry part to have that weight. Jewelry is often made up of rigid parts, which should have uniform weight.
I've made simple hoop earrings like this before
so i figured out what broke me here. apparently the old 64x64 pixel black box i'd been using for all my other profile pictures just suddenly didnt work with the sdk anymore, so i made another black box image to use and now everything uploads just fine.
Would you happen to have pictures on how to do this please? Sorry im new to blender so I dont know where all the buttons are 🙏
I don't have pictures of this because I don't have your model to take pictures of
I'll see if I can figure it out.
But I assume you can use this method for earrings and glasses right?
Sorry for asking so many questions 😅
One of the tools on the left in the "t" popup is for sampling weights.
"set weight" is in the "weights" menu, it's useful when you tab over to edit mode and select vertices, then tab back to weight paint and use the masking mode (1 is the hotkey), then you can set weight and it'll apply to everything you selected before.
You can use these methods for anything you want
I just found it to be an easy way to make a rigid object move along with a specific point on a flexible object
So I would find set weights in the weight paint section? Or would it just be under modifiers?
I do apologize im visual so im trying to think of where it is
in the menu while weight painting, no modfiers are necessary here
(which is why I said "in the weights menu")
Ohh im sorry I should have read that more clearly thank you for the tips I do appreciate it 🙏
no worries!
Its for a customer. They need it as 3 different categories but I’m almost to the point where i might have to do all of the 100+ photos under one sub with multiple pages
It doesn't matter because the user won't know the different between using one parameter or three parameter.
Does anybody know how you would make a toggle for an avatar to go invisible with an animation that slowly goes transparent, then invisible?
I use poiyomi shaders and the dissolve feature for such things.
cam somebody help me understand this?
im so confused on what they want me to do. I already have an expression menu
This tells you how to add a sub-menu to that main menu
You should do the second step
okay so problem with that i’m unsure how to use poyomi like that. i have a model that looks fairly realistic and i don’t know how to use poyomi outside of a “toon shader”
There is documentation: https://www.poiyomi.com/special-fx/dissolve
I animate the "Dissolve Alpha" parameter, with the "Dissolved Color" set to black with alpha = 0, so it's entirely transparent. The rest of that is just neat effects while dissolving. Play with it, figure out what you like.
I usually put a noise texture in the "edge color" and screw around until it looks neat.
Ideally copy the dissolve section to all of your materials so they all animate at the same time. Otherwise you end up dissolving but discover your shirt is still present - very "Invisible man" 🙂
anybody else having an issue when you go to the vrc sdk it messes with some stuff on your avatar? like toggling some stuff off or messing with the materials?
Yes, 3.8.x seems to do that, it's very annoying. Go back to 3.7 or maybe try the 3.9 beta
it usually happens when you go to the VRC Console window
why this didn't get fixed as a patch to 3.8, I have no idea.
yes yes, i was using 3.9 and went to 3.8 and it still had that issue, ill try 3.7 thank you
the 3.9 beta seems to have fixed it for me
oh interesting
it really is
If you get the dumb avatar thumbnail error thats because it failed to upload in the first place so you need to remove the id in the pipeline manager
the main issue with poyomi is that i dont know how to do shaders like this with it (mainly that last one)
this is the model i had recreated
just dont know how to make it look like this because i am only experienced with unitys base shaders and am used to them, but poyomi is more versatile and i wish to learn
It's pretty decent overall.
heres the recreation i did of that model, just trying to recreate the last image shader but im unsure how to
If anyone knows substance painter very well. Im brand new, trying to bake my avi, and wondering how to make it not include the fluff in the bake process? Idk the setting/ui at all for this. Thanks!
one of these days I need to try baking with substance painter
if theyre on different meshes, go to baking tab, select your mesh/texture set, select ambient occlusion in the mesh map pbakers section, ad set self occlusion to Only Same Mesh Name
Ill try that next time im in it, thank you
oh wow, I didnt know this and Ive been using Substance Painter for a bit
thanks!
alternatively if you only want to remove part of the ambient occlusion for a smaller part of a larger mesh (if you want AO from some fur areas but not on others), you can delete the undesired parts from the mesh and then reimport the model
then after you rebake it, you can reimport the version of the model with the full geometry
I met someone the other day that had a plushie they were able to both hold and place around the world. does anyone know how that's done?
Constraint with the "freeze to world" checkbox
yo wait, it's that easy? x'D
well you still have to do the grabbing stuff but you use a parent constraint to stick it to your hand, and then yeah, pretty much
i need help 🙁
ah yeah of course
but damn been looking all over n couldn't find an answer lmao, so thank you!
i dont know what any of this means but one of these is preventing me from uploading an avatar
"missing script" is the one
something on your avatar requires an add-on package installed, and you didn't install that
check the documentation provided by the avatar creator, or the creator of whatever assets you've added
it isnt there for some reason so im clueless
Do you have vrcfury
well you need Gogo Loco and VRC Fury at the least
got a question on a avatar issue i am having she is just floating in the air in play mode but out of play mode she isnt floating and if i upload it into vrc she just floats up in the air
(and sorry dont mean to put this here during another issue someone is having)
and something for face tracking - that should be clearly stated by the avatar creator
hmm
ive literally been looking for like an hour and i cant find the vrcft files
maybe start here, but the name of that prefab isn't familiar to me, it may be something custom
https://github.com/benaclejames/VRCFaceTracking
tysm
er, I meant this link: https://docs.vrcft.io/
(it probably links to the github later anyway)
@somber sequoia thank you i was able to figure it out
when i edited the fbx file in blender and upload it to unity the avatar has weird pose like a ball
this is my settings to export it from blender to unity
probably set Apply Scalings to "FBX All". The rest looks ok
turn off leaf bones under geometry unless you know your unity project requires them
i did that too but still not working
oh
you unpacked your model prefab
you can't update that now by just overwriting the .fbx file
what i dont get it
yes?
now what its the porblem is
I said. You'll have to drag a new copy of the avatar into the scene and copy stuff from the old to new
how could i do that?
Pumkin's tools can do it
ok let me upload it
what should do?
hey sorry to but in, i need some help
read the docs or something, I haven't used this in a long time so probably can't be much help.
i need to attach some things to my avi but cant figure out how
why she is in middle of z axis?
because thats where the root is
please don't ping me for new questions, anyone here can answer.
but yes, that's why.
the root needs to be at the feet not the hip
ok to fix this should use blender or unity?
Blender
she is already in perfect axis
All transforms applied?
there's a setting in the upper left of the Scene view in Unity that can be "center" or "pivot" - it may be the wrong one you want
iirc center is the actual center, where as pivot is the mesh's pivot point, as in the origin.
maybe this is the problem?
i did origin to geomtry to perfect scale the new outfit
you generally want all of your avatar parts to have their origins at the world origin, 0,0,0
what now
should i select all then select one of these ones
to fix the problem?
After adding an outfit to my avatar, something broke the sitting animations: in any world seat, I sit way too high. I'm not sure what extra info would be helpful - I have GoGoLoco 1.8.2 on it, used Modular Avatar to install that outfit, and I don't think I ever touched any animation controllers or layers apart from making new ones for the toggles (I make toggles manually, it's easier to organize the menu this way for me)
first time uploading anyone know how to fix this?
looks like file permissions errors to me, but always look at the first 2-3 error messages first
alr
My avatar keeps saying it can’t create a humanoid rig can anyone help
Read import message why it can't.
How do Booth Outfits have multiple versions for different Booth Avatars?
Does every single outfit variation have its own armature specifically for that Booth Avatar?
Or is there a Automatic way of it?
I am having an issue with an avatar, I am attempting to use rotation constraint on a robotic avatar for moving its forearm along the Y-axis trying to mimic the rotation of the wrist on it's Y-axis, but when I have it only freezing on the Y-axis, it disconnects from the ball joint of the wrist on the avatar (Sorry if I can't explain it well in text, Its difficult for me to put it in words with the issue im having)
Here it is only trying to mimic the Y-axis
And here it is mimicking all of the axis's
I want to move the forearm bone with the wrist on its Y-axis only
While also having a rotation effect?
But whenever I want it do that it will disconnect, so I have to resort to have it mimicking all of the axis's
Yeah sorry i cant be much of help i suck with constraint stuff
Fair
I have been banging my head on this for hours
anyone know what to do to solve these? Q.Q
Any context what you did to get this error?
I've only looked at the console after attempting to upload and it failed so I am not sure sorry
hey so does this alert update each time I edit something if now how/when does it update?
it says "build" - you have to build to get that to update
annoying, but anyway ama just delete some assets that yes I wish was on it but I can make a 2nd avi for them
this is the way
gosh this model is so un-optimised glad that I didn't make it
or not glad cuz if I did it would be
the fbx file of it is like 8.40mb while mine that looks more complex and has more assets is 2.20mb and I haven't finished optimising it
Are you serious? Thats all i needed to do this entire time. So i can do the 3 categories but under one param is what you’re saying? Bruh why did i make that harder than it needed to
Not only me. There were like 3 people in total told you the same thing.
it's part of the learning process 🙂
Why did my brain think it needed to be 3 separate params. This is why i dont do png avis
Thx you three. Sorry you had to deal with my special brain moment
How do I stop the X and Z values from moving when rotating the Y axis?
it's probably your transform pivot point - upper left of the Scene view, it says either "Pivot" or "Center"
I just checked it on both and it still moves the x and z values
How much it move?
About -5.344 on the X value and 1.144 on the Z value at their max peaks
Are you setting Tool Rotation handle in Global or Local space?
Global
Then if the parent objects aren't oriented Y streight up, it's going to change other axis as well because.
The transform value you see is in Local space.
I see
How do I fix this?
Is it actually a problem? Your local Y axis isn't oriented with global Y axis.
Yes because this is the problem that is happening due to this issue
Do you actually need to rotate in global space? Or just local space then you have set Solve in Local space in the constraint.
Are you able to do a call so that I may show you my issue more in detail? Because it is rather diffcult to explain just via text for me
No. I don't give personal support call.
Copy
But it seems for now I have fixed the issue- somehow
how long do i have to wait to be able to send avatars?
on official site says about 4h but i still can't after 2 days
Send? You rather mean "Uploading" or "Publishing"?
#1139228456090087495 message Read a few first paragraph.
i dont have 20h to play🥲
Why not?
im playing for half a year and have 30h total
If you care enough to make an avatar you might as well spend more time on the game.
you can also get a month of VRC+
im not wasting money on games
Time it is then.
look in the console for errors, possibly restart Unity
ight
How do I do that
Hey all! I wanted to honor my cats death by putting her into VRC!
Unfortunetly, im stumped on which base to make her. Any ideas?
(This was the last image I took of her before she died. Smiling as she passed in her boys lap. Im so grateful to have her for 12 years.)
in the configure menu there should be a dropdown called Import Messages, open that up and see what's causing issues (or you could check console as im pretty sure it prints there aswell)
How much time should i spend ;-;
trusted user is needed for worlds and avatar uploades
also i still cant fix this for some reason
I did the process of linking my acc.. maybe it didn't register yet
Are there any logs diagnosting it?
no
Loading problem maybe
Nope.
quoted from a thread above...
⚠️ You must be New User or higher before you can upload avatars to VRChat!
New user?
But i am a new user :0
Well there ya go. You should have access then.
If you just merge recently, wait for a few hours until it's done processing.
question do u know how to fix this
the build UI is not loading
and even when drop down is pushed it doesnt show
do you have a mesh named head?
Would this be it?
Hold on it’s saying somthing about unique name
you need to rename your head mesh, it has the same name as your head bone and that confuses unity
you need to rename it in blender
im sure this is a very nooby question..but how do I fix this for quest spacificlly, shader wise?
time to learn blender knife tool
or use multiply particle shader
That’s what I do
Already tried that LOL
does that even support backface culling
Blender scares me I have a rog ally no mouse or keyboard
oh, i thought the hair was a seperate material xD my bad
luckily renaming is proabably the easiest thing, import .FBX> select head mesh>double tap the name>change it to something else>export with scalings set to FBX ALL and disable leaf bones
side note: This also happens. Its weird. it is only when I put the shading to any realistic shaders. it HAS to be the 'flat' option
Is this possible without a keyboard and number pad lol
seems like the normals are messed up
this happens sometimes if the model is exported from a game (which yours appear to be)
yep, just turn on your PCs on-screen keyboard
Yeah, from bloodborn </3
That’s a thing?! Thank you so much lol
😬
next time specify "bloodborn the game"
😅
there's a uh
illegal sdk with almost the same name
Oh fr? mb, I didnt know that LOL
its modified which breaks TOS so illegal :P
yep
ah, illegal to VRC. gotcha
Enabled alpha is transoarency..its all boxy which..is crappy, but it will do for quest ig </3
yeah, im fine with the legal version anyways. My first avatar came out ok. Its the mamehinata, but the Mouse accesory on booth does NOT work as intended. So i improvised and went with a Rat/Dog Hybrid.
How to disable leaf bone what is a leaf bone
it's a bone added on the end of a chain to indicate to Unity where the end is, since unity doesn't really know anything about bone length, it considers them all basically just pivot points
not really necessary in vrchat anymore
There's a checkbox in blender's FBX export to add them, it's enabled by default but probably just disable them unless you know for sure your avatar requires them in Unity.
hey I need my material to to glow but everything online says to use this one thing but as you can see it won't work
Some of the mobile-approved shaders have emission, use one of those
like?
I don't generally do mobile stuff, so I refer you to the documentation (such as it is)
I think the new toon one does though
it's not really for mobile, it's for the quest
android/ios = mobile
well anyway I don't see how talking about that mean finding a material for the emissions that will work
you don't find a material, you find a shader to use in your material.
this doesn't help yk
how does it not help? use the new toon standard shader
and that what yous hould have said at the start
I told you I don't usually do mobile stuff
And told you that some of the mobile shaders do support emission
you had all the clues you needed.
(I honestly couldn't remember the name of that specific one, since I've never actually used it)
how in gods green earth do I fix this..
"this"?
pretty sure they're talking about the colour changing/going full black randomly
Yeah mb 😭
right so specifically what is the problem? Is it the black? The emission?
Legit dont know. I have no idea how this happen. I didn't mess with the shaders at all LMAO.
The weird flashing colors and it randomly going black
Got it. I was assuming the flashing colors is emission applied to the entire mesh
Nono lol
sure looks like it.
There is no Emission though, which is confusing me
same
Weird. its fine in Prismics avatar world. It's only certian lighting which is used in most worlds
The mesh head and head just both have the new name now
so..this is what it looks like in blender..oh god..?!
oh the normals
I can actually help with this
go into edit mode and press shift + N
i need some help i dont knwo where to look for it but i would like to know where i can find the lock symbol from the old gogo local i like the way it looks but i cant find it in the latest
tell me if that works or not, if not I can still help you
id keep the bone name as head, its really only the mesh you need to change for those errors
Dosnt seem to work </3
let me get into blender rq to show you what to do
Alr!
does this say Clear Custom Split Normals? if it does press it
tryin to do a contact thing for a sowrd where i grab it, but it's not workin
Oh my gosh your amazing!
np
Now I have this issue, its odd, and fixable in unity, but might as well ask while im here!
make sure to shade smooth (shade auto smooth) on that shirt to make it less blocky
Thank you so much it worked!
could be there are multiple faces ontop of each other if so edit mode, Merge (M) merge by distance
select all first
edit mode > A > M > merge by distance
Hm..didn't seem to do much
sometimes you need to edit the merge by distance thing, do it again and you will see a pop up click it and you will see a number like 0.0001 so like make the one a 2 or maybe a 3
if that doesn't work I would make sure if there are actually multiple verts on each other, just go into edit mode select one of the verts that are a problem and drag
Hmm dosnt seem like thats the problem
if there are no extra verts it could be a texture/uv problem
Alright
anyway I have myself problem how do I fix this?
happend after I updated the sdk for a shader
got one of those on your avatar root object?
You gotta have it on the avatar itself in the higharchy
the avatar under it or it under the avatar?
ideally on the avatar root object.
"root" as in the root of a tree, the top-most object in a tree is the root.
The avatar itself
The hierarchy window on the left (by default) in Unity is a tree view.
She's fixed! Thank you everyone who helped! Now lets hope that fixed the weird shading issue in game..
siighh..
Is that triggered by AudioLink?
is it specific to that world?
okay so when I look it up in components it doesn't show up
could be the shadows?
test some other shaders on your avatar to see if it has the same problem or not
reminds me of the old bug where you could flicker if your feet was somewhat in ground
I wounder if the debug menu would be any help
idk if this is what ur talking abt or not
yes thats the debug menu, i'm just wounding if it shows anything with shaders and rendering stuff like that
oh my god its 10x worse with standard lite
oh could be the mesh/model if both are having the same issue
yeah honestly I have no clue why thats happening best I can do is guess and maybe point you in the correct direction
Dont have a clue about nodes and stuff but if anyone knows if there is something wrong here lmk lol
none of this applies when in Unity.
unity doesn't use blender nodes
Ah alr
Hello, does anyone know what base this avatar is using?
I have been looking for the avi for a ccouple of months now and ive lost all hope
its made by this user https://vrchat.com/home/user/usr_032745e2-b349-4d28-8516-703e02a8e2ba
L͘UNA
I forgot to optimised and like... that little
update: weird.. I cant see the preview for the avatar..even for the mesh/model in unity..
I think this is usually not a problem, but also take a look at the mesh(s) in the mesh folder and see it also does the same
😭
yeah I think the mesh is what causing problems for you, and sadly I don't have enough knowledge to diagnose it
Alr ty anyways </3
hope you solve it, it looks like a cool avi
i have a problem with an avatar that im having issues solving
i cant figure out what it wants me to do
when i was running the avatar in gesture manager some of the gogoloco toggles werent working so i figured that maybe it has something to do with that
those parameters need to be added to your avatar parameters list.
gogo loco docs explain this
yep, we all were at some point
so what do i do?
as I said, the gogo loco docs explain this
gogo loco docs?
documentation created by the creator of the prefab, yes.
alternatively you can use the VRCFury version which just does this automatically.
(how to do that is also in said documentation)
is there a way i can just delete it and move on?
if you don't use gogo loco you can just remove it from your avatar. The prefab, menus, animation controllers, etc.
well those errors you showed an image of are because you have the gogo loco submenu added to one of your avatars menus
remove the gogo loco menu item from your avatar's menu, whichever one it's in.
no I can't tell you which one from here.
The search world has a dynamic light on by default. You can turn it down/off in the Room Options panel to see how it looks when unlit.
Make sure when you export that basis in shapekey menu is selected, that transforms are applied and no poses have been made in pose mode. I am not sure what exactly causes it but if I was doing it directly I am sure i could figure it out.
if u happen to go back and look check for a prefab on the avatar like in this clip and delete it, if that does not work check your parameter file located on the avatar descriptor as also show in the clip and add them there or find the menu and remove them from it as well. Sometimes the sdk bugs out and says there is a missing parameter when infact there isn't. To avoid this sometimes you could dupe the avatar and copy things over with pumkin tools. Its very frustrating at times.
Gogo may have its own parameter file in its own folder, those params may also be there
Then it may be the Gogo Menu file rather than the avatar.
hmm
heyo, is there a parameter that indicates wether the user is using hand tracking?
where would i find said file? if you know where that is?
im assuming since i cant find the files in the hierarchy i will have to fix it instead of removing it correct?
If you delete the gogo folder that error should go away but the avatar will prob have a missing prefab on it.
The Param file with the puppets should be in this folder
Assets\GoGo\GoLoco\MainMenu```
how do i access the parameters?
Just click on the file and it shows up in the inspector on the right.
The ones I marked are the ones in your error. If you add them there the error should go away. The other param file in the screenshot also contains them.
these are the only gogo ones in there
Yeah that explains it then perhaps, you can add them manually or replace them with these. Should be ok to post since they are just the Parameters.
Theres a plus sign at the bottom, if you're referring to the menu they are in the same folder.
thankies
i have a question is it possible to have a shader/ effect only show up on the camera?
My shrink/flatten isn't working for some reason
Yes
how would i do this? :), im making a character who cant be seen on camera's so i want to put a glitchy looking shader on my avi but only have it show on camera's,
You enable the option that does this in a supported shader.
Or are you writing the shader?
ok then you need to use one that can do this effect.
The only one I know of personally is Poiyomi, but I'm sure there are others.
oh i had no idea poi could do that ill take a look at a few dif shaders
It's under the SpecialFX section, and decently documented
is there anyway to get it to where only the camera can see it ? @somber sequoia
I don't know without looking at the Poiyomi docs, but shaders can definitely do that.
does that happen in a fresh blender scene if u import the fbx into it ?
Could anyone point me in the right direction for exporting animations/poses from Blender, and setting it up as poses or gestures or whatever in Unity?
I got like 15+ years of technical Blender work, but I am going mental trying to figure this out for the last few days.
In Blender I have 5 different animation actions, export to FBX and in Unity only 3 of them ever show up.
Character and Rig is exported in one FBX, and Rig and Animations in a seperate FBX.
And when trying to preview or play the animations in Unity or the Gesture Manager Emulator my entire Avatar just spins around like a drunk bayblade...
I've set up animations in Unreal several times before, and never had problems like these.
I've set up Phys Bones and my Avatar works fine in VRChat at a basic level, but could anyone help setting up this animation stuff?
I've tried to attach screenshots of all parts that might be relevant
You may have to import the animation individual from the model, but idk
Yeah, I'm importing Geo/Rig and Rig/Anim separately.
I've also tried exporting single animations too, but doesn't change the fact that it goes all wonky as hell and spinns in Unity
does anyone know any shader that has a glitchy screen effect?, and has the option to only show on the camera/mirror?
Possibly also try #shaders
new vrc update caused every physbone on my avi to float.. ive tried resetting and reuploading(in the same project after updating vrc fury). she looks fine in unity, even in play/game mode. now, she looks like this.
New update also messed with my view point ball too

Its higher then it should be.
I had to put the ball in the mouth.
but these were taken in deskie .. is this a desktop issue too?
I was on desktop
curious what the hell people are doing to somehow make an update break their avatar
all of my avatars over the years still have yet to break (apart from the dynamic bone to physbone auto convert making them extra floppy)
i have no clue. i updated vrc, hopped in desktop, and she loaded in like that after being completely fine.. and it is ONLY her
its significantly more likely its somethhng on your avatar
yeah i have noooo clue. bc she was fine, i havent touched her project or anything. just randomly broke after the update. looks fine in unity and all
this didnt fix it unfortunately, ty tho!
Hi, I'm trying to export an avatar with blended shapes for the visemes. The problem is that, when I test it in VR Chat after exporting, the avatar's lips don't move, even though the shape keys are already assigned correctly. I hope someone can help me.
bump
try downgrading your sdk by 1 in creator companion
nope : (
What does your vieseme setup look like in the avatar descriptor script?
you need to have all the slots filled if you want it to work
it wont work otherwise
Ah, I read that it wasn't necessary, the basic ones were enough, but I'll try.
might just be poorly worded like it meant you dont need a custom vieseme for each section? i only use AH,CH,OH and SIL then add them to the other ones randomly if im doing viseme blendshapes
bump
That was it, I love you
If you didn't somehow figure out the problem, you cannot upload from inside a prefab. Top of the 3d window, click Scenes to return to the scene, that is where do the process for uploading.
when I do that it stops building the avatar
I figured out how to put the avatar in
i working!
It finally uploaded
only took 4 months lmao
so ive been having this slight problem, im noticing this ring untextured in game but in unity and my spp files its texture what could cause this?
Mip maps probably or compression or your shader/material
im sorry can you exsplain a lil more for me
Cant really tell what it is
this is my first avi ive went into detail with this so im like new and dump lol
Mip maps causes compression from a distance
They way you compressed/set the texture settings can fuck it up
The shader itself
Who knows
ty at least i can start from thewre and if not its a mystery lolll
For all I know you have an emission that the texture is bleeding
it was a map loll thank you so much
didnt even relise i had it on
I have a blender question. I have a outfit that I molded to the base of my avi and I made shape keys for the clothes to move with the body toggles. But for some reason when I move the slider on the body the clothes still dont move with it.
I just went to the clothing and manually added the shape keys to fit the body when I enlarge or shrink the proportions of the body. But the clothes will not follow.
How could I do this properly so they will actually move with the body in blender?
if you have it in Blender, the clothing should use the same armature as the body, and be weight painted to move with it
Separate meshes have separate sliders no matter if they are named the same or not
Im not sure if they share the same armature. I know i did the data transfer and the weights work. I can move the body in pose mode and the clothes follow just fine
Its only when you join the meshes do the shapes combine
if you have more than one armature, don't
Im not too sure how to go about doing that
The clothes dont have a armature only the body i made sure of that
good
Pretty sure the person is talking about the shapekeys not moving with the body not the weight painting
oh I see, I misread
Youd need to join the meshes since otherwise they are entirely separate
I'll see if I can do that. Blender is so hard to learn 😪
Its just selecting both then ctrl j
Based on which you clicked first dictates which joins to what
Gotcha thanks a bunch 🙂
typical blender - the last thing clicked is the target
Ah gotcha that's easy to remember
Yesnt
Whatever the one that shows white is the target
How do I export an avatar from a prefab?
A prefab is usually a preconfigured object/avatar. So the prefab is the avatar. If you would like to export the fbx of said avatar you can find it by selecting the body mesh & clicking the mesh in the Skinned Mesh Renderer
Right
Anyone know what this could be?
Tried relogging, also tried downgrading the sdk which didnt work
Hey all, hope everyone is well.
So I've got an Avatar in Unity that I'm trying to upload to VRC but for some reason the Parameter Compressor isn't doing what it is supposed to and as a result I keep getting told I'm overbudget apparently, but what I don't understand is why and what am I supposed to do that doesn't involve having to take stuff off my avatar that I wanna have. I'd show images but I can't because this channel doesn't allow that for some reason.....
As a matter of fact in the avatar's inspector I'm seeing the message of "This component is dprecated and now does nothing. The VRCFury Parameter Compressor is now applied automatically for all avatars using VRCFury (if you are over the limit)" only problem is this supposed automatic application of the parameter compressor isn't doing a darn thing. So I don't know what to do, and I'm getting extremely annoyed.
I'm not even having this issue with another avatar that I've put way more stuff on.
How would I add a audio clip as a toggle VrcFury?
Thank you
my friend bought this tenna model from inkypop and im uploading it for him but for some reason the hands wont move at all but only the facial expressions still work
i unpacked the avatar, didnt work and I checked the avatar page but everything i need i have already. i also checked the FX and everything seems fine so ????????
Unpacking just causes more issues down the line, so you should never do that
Does the avatar have a gesture layer assigned?
yeah and its only these which go in the hand when toggled on
Hi guys, I have a very specific problem with my avatar that I have not been able to solve for weeks
On PC everthing is fine and the avatar works perfectly
On Quest, exact same project with some optimisation (copy from PC) -> People see my legs broken in full body tracking. More specifically they see my leg rotated in weird angle (like 180° rotation, broken etc)
Anyone has an idea? It sounds like a proportion problem or something related to the skeleton?
😭 okay but putting the right hand and left hand in the gesture fx legit just fixes it
i mean the gesture layer, i kinda call them all fxs lowkey 😭
why are they not doing their normal animations and doing... this instead?
This is in the FX slot, no?
Just screenshot your layers from the avatar descriptor 🥴
im not like well versed in unity terms lowkey so i think im just confused😭
This looks ok. Now it's up to what is in TennaHandGRIP
If you use a custom gesture layer like you do, vrchat will not use its built in animations for hands. If you remove that from there, it will
So the question is do you care about the custom hand gestures
i fixed it so its good now
for some reason the creator didnt add like the left hand/right hand layers in TennaHandGRIP, i just had to add them back to make it work again so its all good now 👍
Ok
With the recent update, I'm having issues with VRCLens not working properly. Anyone knows why?
is there a way to resize an avatar with an animation clip? ive tried doing it and it works in unity's gesture manager but it doesnt seem to work in the actual game
There isn't. How did do do it with animation clip to begin with?
i tried scaling the armature, scaling just the mesh, and the prefab
ive seen it on other avis before
afaik only gogo loco was able to do it for a while, and since introducing proper scaling via menu it got broken forever
if were talking proper scaling with viewpoint change and working fbt
Those working one is using model armature that isn't a part of humanoid bones. And using constraints to link the real armature to the actual model armature.
This doesn't change view position however. Since it isn't actually scaling the avatar.
ah alright thanks anyway
Is there an available example project or something I could take a look at for this? It sounds like it could be really useful to reverse-engineer for my avatar which is using a bunch of textured planes that I intend to toggle back and forth between with blendshapes (they're intended to look hand-drawn, so they animate by flipping a bunch of booleans, essentially) It's been a while since I've used unity or made avatars but I'm pretty sure I'd be able to figure it out if I saw it in-engine.
I was able to figure out the visemes stuff pretty easy but there seems to be less support for eyes when made this way..
resending this for the millionth time because its not letting me for some reason...
i have a fairly big project on my hands, wanting to recreate connor from detriot: become human as much as i can...
this is going to be very difficult to explain so im gonna try my best warggh (i also made a video to try explain)
i've been wanting to recreate the "mood disc" effect on the side of the forehead.** however, i'm not too sure how to set some features up in the actual fx layer**
-# some info that might be useful to note also; i have made a flipbook gif and put it into poiyomi, and have made several "transition" states (i.e blue > yellow > blue , blue > yellow > red , etc.)
back to the main qurey...
i'm not too sure how to set conditioned circumstances or whatever up the fx layer conditions
my idea was, in the menu i can choose to change the disc from blue to YELLOW or RED (which i have done successfully and works as intended) HOWEVER, there's a certain condition i want: instead of going from blue to yellow and then back to blue (which would be a result of only having YELLOW enabled then disabled in the menu), let's say i have enable the RED toggle after YELLOW, the animation responsible for the "yellow to red" transition is triggered instead of "yellow to blue"
of course this would work vise versa, (i.e i have RED enabled and i also click YELLOW, it'll play "red to yellow") ... im not too sure if this is impossible and i'm spewing shit but my god this would be so cool... i have a very strong feeling it's possible i just odnt know how to set it up in the fx layer 😭
please please if i need to explain it a bit more let me know.. it's SO hard for me to explain
also yes i know the fx layer satup looks HORRIBLY chopped right now, but im working on it, perhaps that setup might also help??
there's a lot going on there, but I'm not sure I'd use AnyState in here at all, it'll ignore any other transitions when that one happens.
ahh i know there's a lot,, i'm not really one for complex setups 💀 but understood! i'm still toying around with different approaches...
i'm doubting if it's even possible, but i have a strong feeling is.. it's kinda "able to select multiple ints at once" kind of deal but i dont know how to achieve that 😭
yeah I'm not sure I've understood the logic you want, but it's probably possible
yeaah,, its super difficult to understand 😭 but i appeciate your idea!! i'll keep giving it a try ;D
nvm... i think i figured it out!! turns out i could've just used boolean parameters this whole time... i wanted to use bools for this but i didnt think it'd work 😭
yeah those do seem like bools would work fine
So this latest update that was supposedly supposed to fix high framerate physbones jitter..... broke my avatar by introduced jitter into my avatars ears....go figure. They've always been fine. Just regular awtter ears scaled up slightly. I couldn't replicate the issue on my other avatars, but my puppers ears do seems to behave differently, seemingly wanting to remain vertical no matter what way you move your head. Current plan is to wait to see if a patch fixes this, but figured woukd throw down some tags incase anyone else has the issue.
is anyone an expert in booth gestures, I need help with my avi
You should just explain your question.
Quick question: When configuring a Humanoid Rig in Unity, does my model HAVE to be in an enforced t-pose?
My model has a hunchback where the head is at the same height as the neck. So when I enforced t-pose, my model's head got stuck staring straight up. I reverted it, but that raises a few questions.
Do I HAVE To enforce t-pose for a model to upload properly to VRC? Will my model be fine if I DO enforce t-pose and it's looks absolutely bizarre only in Configure Rig mode?
I need actual help it's not a question thing
Help as in you need people to do the job for you?
no but need someone to talk to through multiple processes and issues I have had in the past, it's just a lot to list out
you're not very likely to get that here, much more likely to get help if you explain each problem in text.
That still sounds like questions.
Yes you have to..
ah. Hopefully it won't look funky in-game, cuz it seems alright in-game during Build and Test...except for the legs. I wonder if thats the issue.
Hey,
not sure if that's the right channel since it is a general issue I have with all avatars but maybe someone knows a solution for it.
I use VRChat in SteamVR/PCVR via VD with a Quest3 / Pico4.
My Problem is:
When sitting in a GogoLoco pose and I don't move for a long time. My Avatar hands move to the default pose because the controllers switch off or go to sleep(As it should be).
But then when I move my hand again and press one of the buttons to open the launchpad my avatar resets it's position and turns into the "Error/Warning" robot avatar.
Once both controllers are active again and I press the launchpad buttons again my avatar loads or reloads again and I can use the avatar features like GoGoLoco again.
ok cool?? lol
is there a way to make an avatar move the user other than having a collision box under your feet?
oh ummm I don't know if I have one but I can make one real quick!
any idea how to fix this error please?
neither of those really give a reason for the failure, is there anything in the upload panel or other red errors printed in the console?
anyone know hwo to fix this error?
avatar validation error it said on the panel
It's a side effect of other errors. So you have to look for error above that one.
You also have to see other error above that.
the yellow one?
Yellows are warnings which can be ignored mostly.
u mean the red
Red is error, yellow is warning, white is info.
Always start by looking at the first few errors in the console, at the top.
It is.
probably - there's a "autofix" button in the VRC build console
omg
i did click it
didnt work
Didn't work as in what it's doing now?
like i clicked the auto fix butto n and still gave me the error
Did you check other error as well? Clear console first, then start build.
There are 6 errors
Note the timestamp, that's the old one.
how does one make a movable view position for their avatar like how gogoloco has the slider for moving the avatar up and down while keeping their collider in place?
cheers
is there a way to do that repeatedly so the viewpoint is always mounted on the head instead of just teleporting to it every few seconds?
So I was animating my characters face, she gets put into biker pose, how do I get her out of that pose?? Thanks!
You're supposed to animate on a duplicate of the avatar so that when you're done you just delete the biker posed one and use the same animations on the actual model.
So... she's broken now?
Hold on imma test something and get back to you.
Thanks
@raw slate
This has a prefab for the eyes, two FX layer controllers (for either a blendtree or state machine setup), and an example avatar :D
Legend
I'll be sure to give this a good study when I'm at my PC next
Could become a very valuable resource for other users, too
Pumpkintools has a reset pose button if you've got that add-on already
Ah thank you! Lifesaver
awesome! jsyk, you'd probably use the state machine FX controller (and feel free to add or remove animations, play around with the thresholds on the conditions, etc), because that one has discrete eye positions (so you could draw each one), vs the blendtree one which animates something smoothly. I usually use this with animated texture offset
I've used this actually a lot before. My favorite examples are for a Murder Drones avatar (since their eyes are on a screen) and for a Sonic OC commission I did (since their eyes are stylized on a rounded plane on their face rather than two eyeballs lol)
I forgot about that. I was trying to replicate your issue but my avatar just goes back to normal lol.
let me know if you have any questions also!
you can ping me whenever and I'll respond when I'm available
im still getting these errors even tho i went through every texture and enabled the mipmapped
I'll be sure to post back with my results. Might take a few tries but I intend on eventually splicing in some kind of blink parameter into the mix, too. The end goal is to essentially mimic the default Eye Look but with autonomous, parameter driven states
i really dont know why is giving me this error
i fixed 2 but still
still
you using fury or something to add them when you build
could be something getting added
how can i fix it
check those textures?
wooow i'm so jealous all these add ons are so helpful!
ooh awesome! I usually do blinking by animating a parameter so I can use that to drive animations. I make a layer with two states that transition with exit time set to 1, and then a condition that will always be true (this is because if there is no condition there is a bug that will sometimes prevent the transition from completing). One state has a 1D blendtree that has an animation at threshold 0 and 1, each lasting a min and max duration (these animate the blink parameter to 0), then the other state has an animation that changes the blink parameter to 1. This also has a parameter driver that sets the parameter in the one in the blendtree to a random value between 0 and 1
I can send an example of this too
Try doing this to find all the textures. Also don't just change them all at once unless you know what you're doing, could break textures that way. You may have to also do this for every prefab that contains meshes with materials as well. But I cannot remember if this method grabs them all or not, nothing is on the avatar im testing with so.
Then it must be one of the textures fury is adding onto the avatar after you attempt to upload like Diven said. This method won't work for vrcfury attached components cause technically they are not on the avatar until the play/upload process. Make sure to check any other prefabs on the model.
But from what I see, the checkmark is there and that is the one responsible no ?
yes
If it worked before check anything you have added on then.
this is how I drive my blink parameter which can be used for driving animations
simply select a different animation from the dropdown after you're done working on one and it'll reset the avatar to the default pose.
no need to make copies of your avatar, but it certainly doesn't hurt.
@raw slate you can edit the animations to change the behavior. The 5 and 10 second animations are the min and max time between blinks, so changing the position of the last frame changes this. The "blink on" animation is the actual blink animation, so you can change the keyframes to animate the blink however you want. This one just instantly sets the blink to 1, but you can also smoothly animate it, change duration, etc.
excuse me what
just because it has those bones, doesn't mean the rig setup is correct, or the bones are mapped properly in that rig setup
i set up this one the exact same way as others and they never had this issue
obviously I can't tell you more from here, you'd have to go see what the rig setup looks like now
I got a pretty simple question: My avatar has fur on its collarbone that blocks my vision in VR when I move my head. Is there a way to hide the fur without straight up removing it?
VRC Head Chop component
but see, when I did this my clothes went away from the avatar!!!
like it's so confusing
trying that now, thanks!
and she never stands on her own she never returns ugh
If your clothing is not linked to the avatar in the right way, that happens. Like if it's connected via VRCFury's armature link
vrc fury didn't work for me in game the clothes bent really bad always, so i used another plug in called Modular avatar.
probably works similarly
I personally have no idea, I've never used modular.
I have a weird head bobble now whenever I move...Someone said it might be because the neck bone is too small..Is there a way to fix it in Unity WITHOUT having to go back to Blender? 😭
Make sure the clothes you are adding are meant for the avatar, otherwise clipping may occur. To fix that you would have to adjust the weight paint in blender.
Click on the fbx where you set it to "Humanoid" and hit "configure" to make sure the bones are mapped.
ok, so i am like, brand new to this, but i am trying to make a model where speaking changes a factor of the material rather than affecting bones or anything
the avatar is gonna be 2d, paper mario style
i imported final ik and now i got this error im sure its an easy fix but idk how to fix it TwT help?
one way to do this is to use the Viseme parameter in the animator. There's also one for volume
ive been trying to work out how parameters work
i can make them, but they dont do anything
you have to use them in an animation
right, and i can like, make a state machine, but that too seems to need connected to something i havent done
do that in an animation controller that's in your avatar's FX animator slot
ok, gimme a sec
@echo plover mentioned this wouldnt work and i need 2 different animations i think
anyone know the solution to this error? i'm currently in safe mode cause it's preventing the project from compiling
That happens if you install unity manually without doing so via unity hub, it's annoying. You have to remove it then reinstall via hub, by using hub to get you to the archive webpage
