#avatar-help

1 messages · Page 196 of 1

half stirrup
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ngl.. i do that. sometimes it makes me go the long way though LMAO

west heath
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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.

azure snow
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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?

somber sequoia
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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

azure snow
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Is being tracked intrernally

somber sequoia
#

oh good

little plume
stray lintel
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why is my toggle not working

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one sec

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taking a screenshot

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it's not toggling off

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it will toggle on in play mode, but not off

little plume
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oh boy

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big

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long

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error log

half stirrup
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@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

little plume
half stirrup
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disregard me i have fixed it LOL

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was attached to the wrong armature for some reason

stray lintel
somber sequoia
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oh I should have scrolled, you got it working

half stirrup
azure snow
lilac narwhal
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Hey complete shot in the dark but does anyone have any experience with fuse\

fossil fulcrum
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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

vernal sandal
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Does anybody knows how to use the ao to make the blush work?

somber sequoia
somber sequoia
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you haven't shown us anything so no idea if this is actually the issue. I'm just suggesting something to check.

crude pumice
vernal sandal
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If i put it in trsnparent it looks like this

fossil fulcrum
# fossil fulcrum

I have another model that looks just fine, I just need to remove the hat and hair from it

somber sequoia
#

is there a blendshape active or something?

fossil fulcrum
somber sequoia
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what does the texture look like? UV map?

fossil fulcrum
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The texture itself is a png image

somber sequoia
#

you'd need to indicate where the eye islands are on that for it to be of any use

fossil fulcrum
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How come this one is normal?

somber sequoia
#

what's the difference between the two?

fossil fulcrum
#

The one on the left is jagged

somber sequoia
#

not what I meant

fossil fulcrum
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Oh

somber sequoia
#

I didn't mean how do they look different, I meant what's the actual difference

fossil fulcrum
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One model is imported from blender, the other is from the raw file I downloaded

somber sequoia
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"raw file"?

fossil fulcrum
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That’s the one that wasn’t put into blender

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The other is

somber sequoia
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ok so what did you do to it in blender?

fossil fulcrum
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Nothing

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I just imported it from the file and exported it to unity

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Just to see if it would do that

crude pumice
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If you dont have a seperate material for alpha make a mask.

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The mask.
Black for things you dont want and white for things you want

vernal sandal
crude pumice
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So only face i see.
Then face material is transparency and make a mask for the alpha texture.

crude pumice
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I am unfamiliar with poiyomi

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Should be alpha in Alpha mask

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Maybe in alpha options

vernal sandal
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Yeah im lost but thanks regardless

somber sequoia
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looks like you put something in that slot earlier

vernal sandal
somber sequoia
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what does AO have to do with this?

vernal sandal
somber sequoia
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that doesn't answer my question in any way

vernal sandal
somber sequoia
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I have never heard that one before

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if you could explain what that "something" is maybe that would help

vernal sandal
somber sequoia
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and?

vernal sandal
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Im trying to fix the blush

somber sequoia
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how does the blush work?

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is it a decal?

vernal sandal
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As you can see is part of the face texture

somber sequoia
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see what? which part of this is supposed to be the blush?

vernal sandal
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the pink part

somber sequoia
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and how is that applied then?

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overlay mesh perhaps? Like if there's a blendshape to activate it?

vernal sandal
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When you move the blend shape the blush apiers

somber sequoia
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ok yeah, overlayed mesh then

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if it's solid pink like that it could be there's another map to figure out where the alpha goes

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or perhaps it's already in that image, it's just the alpha color

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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.

vernal sandal
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I have also this texture

somber sequoia
#

without knowing what that's for, it probably isn't helpful

vernal sandal
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I applied the apha transparency

wicked forge
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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.

wheat flame
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does anyone know what to do when Unity says "Avatar Validation failed"?

somber sequoia
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look at the error messages above that, or the build console for more clues

crystal flare
wanton cedar
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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

steady moat
somber sequoia
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maybe the location of the object it's on is relevant, or something else about it, maybe show it without clipping.

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or make sure what's under "Flash Beacon Prop" is what you expect it to be

unkempt pelican
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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

unkempt pelican
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correct, but i have 0 clue on how to change this

ornate stump
unkempt pelican
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1: OCD
2: its cleaner and prevents popups in unity

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it was correct before but i would like to have it back in order

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i had a look online and foundsimaler postings but none of them were answered properly and the rest were unrelated.

ornate stump
unkempt pelican
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there has to be another way

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my bone order did not need that before when it was in the correct order

somber sequoia
somber sequoia
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oh that's very weird

unkempt pelican
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idk

somber sequoia
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wait, isn't there a checkbox in the import settings?

unkempt pelican
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it just bothers me that it WAS in correct order and now i cannot get it back

somber sequoia
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I think I saw that the other day

unkempt pelican
ornate stump
somber sequoia
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oh that's what it is, hmmph

unkempt pelican
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this is what im trying to get

ornate stump
unkempt pelican
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yes sir

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2.79

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im a fossil

somber sequoia
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whatever for?

unkempt pelican
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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.

crude pumice
unkempt pelican
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anyhow i need to figure this issue out for now

somber sequoia
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so many new features...

crude pumice
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Im on 4.3 now.
Got alot of cool blender plugin.

somber sequoia
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I'm using 4.5.4 right now

unkempt pelican
crude pumice
somber sequoia
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huh.

crude pumice
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Besides i heard blender 5 is coming.

somber sequoia
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new ones are always coming

potent basin
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always prefer older versions for the stability

unkempt pelican
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all well, guess ill just deal with it for now

ocean berry
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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

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using the beyong prefab btw

night ember
ocean berry
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like here?

night ember
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Why is it empty if you added go loco

ocean berry
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like I said i'm quite new, now help me instead of asking things

night ember
ornate stump
frigid glade
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What’s the difference between adding toggles with gogoloco and just doing it normally?? I’m confuzzled

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I just do my toggles in a separate fx layer

dull sable
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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

ornate stump
# dull sable

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?

stray lintel
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is anyone able to help me?

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i want to make this effect.

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This is what i have so far

rustic linden
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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

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like i just want eye tracking no face

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bc whenever i wink my avatars just squint

torn crypt
queen trail
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i just imported the meshed after finishing the model and the shading is all messed up how do i fix this

ocean berry
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how can I fix this?

rich tinsel
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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

rich tinsel
ocean berry
rich tinsel
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in you unity hub, go to install lists and manage the the editor and add android build sdk

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install it in the editor that you are using, probably the 2022. something, check your unity editor window it says that in its name

somber sequoia
queen trail
somber sequoia
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are you using a normal map? Is the texture setup as a normal map in Unity?

queen trail
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i wish it was a normal map issue

ocean berry
somber sequoia
somber sequoia
ocean berry
somber sequoia
ocean berry
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oh I see

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the ui isn't very smart

somber sequoia
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it's an add-on package for the editor you have installed, I think "manage" is a good place for that

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... not disagreeing though, it's not a great UI 🙂

rich tinsel
ocean berry
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uhhhh, do I just plug in my headset to my pc?

somber sequoia
ocean berry
somber sequoia
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If you publish in the right way yes, it can be both at once.

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there are instructions on the vrchat docs site about doing this

noble beacon
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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?

somber sequoia
noble beacon
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one and only error

somber sequoia
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that's unfortunate. Any errors in the build console?

noble beacon
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nop just this one single SDK error

somber sequoia
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frustrating!

noble beacon
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some of the lines mention API, is something wrong on vrchats end?

ocean berry
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hey any tips for downsizing the file size, i'll start with the textures ig

somber sequoia
somber sequoia
ocean berry
noble beacon
ocean berry
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btw is there a way for me to downsize the textures withen unity?

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oh there is

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hopefully it's enough since most of the files were I think 2k which tbh is unneeded anyway

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now i'm wounding how avi's with infinite polygons get uploaded

left gull
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usually modded SDKs that break TOS, they've been getting taken down as quickly as they get put up lately though which is nice

ocean berry
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any more tips for lowing the file size I can't just keep decreasing the size of the textures

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my avatar like got deleted, theres nothing

balmy barn
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vertices/blend shapes/animations

left gull
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using thry's avatar performance tool could also just tell you what's taking up the most space

ocean berry
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the mesh ik, but the thing is I didn't make this model, I am using it as practice

solemn anvil
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who can help me

radiant night
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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?

timber wharf
balmy barn
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ratl 0 is reset/stop

radiant night
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Thank you!

hasty plover
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Does anyone have a video on making an avatar in blender I search on YouTube and everyone says it’s outdated….

left gull
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unless you're watching videos that're CATS reliant most will still work they just might use different keybinds

solemn anvil
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need help with puting a avatar i bought into vr

grand scaffold
solemn anvil
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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

grand scaffold
solemn anvil
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yea

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can i pm u?>

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?

grand scaffold
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We'll keep it here as I don't know loads about avis stuff specifically and more just unity in general

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stick a screenshot of the instructions here

solemn anvil
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this what it says

grand scaffold
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What step did you get to before the errors started?

solemn anvil
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im doing all that tho

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it wont let me even ad the poi_toon pkg

grand scaffold
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Send a screenshot of your full editor window, top bar included so I can double check the unity version

solemn anvil
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bet hol up i gothcu

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do i download this?

grand scaffold
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just send the unity screenshot for now

median stream
#

How to make a toggle for the Matcap?? with vrcfury

solemn anvil
solemn anvil
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what do u do for open scene ir insert prefabs

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or

left gull
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you should probably watch a basic how-to tut on youtube

mortal dawn
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does anyone have tips on stopping hair/bangs from clipping through the face while in motion?

night ember
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angle limit or collider

mortal dawn
mortal dawn
night ember
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its literally labeled limits

wintry ledge
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does anyone know how to make an ear twitch animation? or know assets that already apply it? i work with booth models

night ember
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just animate the bone and have the physbone set to is animated

wintry ledge
night ember
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you just animate it?

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start recording the animation and move it?

potent basin
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there are a few tutorials on youtube, I can link the one I looked at

potent basin
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I just started learning Unity and making VRC avatars 3 days ago, so learning the basics are the main obstacle

wintry ledge
night ember
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you just record changes in the animation tab

wintry ledge
potent basin
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🫡

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getting used to the Unity interface took me a bit of time, getting the hang of it the longer you mess around with stuff

wintry ledge
potent basin
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should be fine after a bit of time playing around with it 🫡

dull sable
ornate stump
night ember
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you are not going to have 255 toggles

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thats literally 36 submenus alone

pine valley
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If I have multiple categories, I'll put them at different offsets

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e.g. 0 and 50

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that generally works fine (unless you run out of space)

night ember
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that gives you 85 toggles for each of them

pine valley
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yeah

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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

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You can pull this off with parameter drivers, but it's going to be a bit awkward

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speaking as someone who has done exactly this before: just use one parameter 😉

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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

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(i wrote scripts to generate everything; manually assembling that would be obnoxious)

mortal dawn
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so for colliders for the hair. i have a collider on the head but does there also need to be one for the hair?

night ember
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No?

pine valley
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Physbones will interact with physbone colliders

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you have to explicitly tell each Physbone component which colliders it should look for

rare jacinth
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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 🙏

high axle
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why do my avatars eyes glow in the dark? i'm using poiyomi's toon shaders

dull sable
dull sable
high axle
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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

rare jacinth
little plume
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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?

ornate stump
night ember
potent basin
little plume
#

depending on how laggy the world is, the more slow the animation was

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i was trying to play it in sync with music and the animation was super delayed and slowed down for everyone except me

cyan swan
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i uploaded a model from skewtchfab
its too far tio the right and like 30 meters tall, how to fix? censored nsfw parts

somber sequoia
heavy zephyr
cyan swan
#

ok how to apply all transforms

high axle
potent basin
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yeah that sounds cool 😈

somber sequoia
oak bone
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transferring weightpainting from one mesh to the other

night ember
rare jacinth
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I know how to with clothing but not small peices like that

somber sequoia
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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

gritty forge
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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.

rare jacinth
somber sequoia
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I don't have pictures of this because I don't have your model to take pictures of

rare jacinth
#

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 😅

somber sequoia
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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.

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You can use these methods for anything you want

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I just found it to be an easy way to make a rigid object move along with a specific point on a flexible object

rare jacinth
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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

somber sequoia
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in the menu while weight painting, no modfiers are necessary here

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(which is why I said "in the weights menu")

rare jacinth
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Ohh im sorry I should have read that more clearly thank you for the tips I do appreciate it 🙏

somber sequoia
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no worries!

dull sable
ornate stump
lone hedge
#

Does anybody know how you would make a toggle for an avatar to go invisible with an animation that slowly goes transparent, then invisible?

somber sequoia
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I use poiyomi shaders and the dissolve feature for such things.

little plume
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cam somebody help me understand this?

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im so confused on what they want me to do. I already have an expression menu

somber sequoia
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This tells you how to add a sub-menu to that main menu

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You should do the second step

lone hedge
somber sequoia
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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.

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I usually put a noise texture in the "edge color" and screw around until it looks neat.

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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" 🙂

hybrid forge
#

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?

somber sequoia
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Yes, 3.8.x seems to do that, it's very annoying. Go back to 3.7 or maybe try the 3.9 beta

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it usually happens when you go to the VRC Console window

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why this didn't get fixed as a patch to 3.8, I have no idea.

hybrid forge
somber sequoia
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the 3.9 beta seems to have fixed it for me

hybrid forge
#

hmm it did it for me using 3.9

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weird

somber sequoia
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oh interesting

hybrid forge
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ima try 3.7 in a bit

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hopefully that fixes it cuz its annoying lol

somber sequoia
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it really is

night ember
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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

lone hedge
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this is the model i had recreated

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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

somber sequoia
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It's pretty decent overall.

lone hedge
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heres the recreation i did of that model, just trying to recreate the last image shader but im unsure how to

lethal temple
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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!

somber sequoia
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one of these days I need to try baking with substance painter

ancient adder
lethal temple
potent basin
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oh wow, I didnt know this and Ive been using Substance Painter for a bit

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thanks!

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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

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then after you rebake it, you can reimport the version of the model with the full geometry

vernal quarry
#

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?

somber sequoia
vernal quarry
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yo wait, it's that easy? x'D

somber sequoia
#

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

silver bronze
#

i need help 🙁

vernal quarry
silver bronze
#

i dont know what any of this means but one of these is preventing me from uploading an avatar

somber sequoia
#

something on your avatar requires an add-on package installed, and you didn't install that

silver bronze
#

hmm

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idk how to find these

somber sequoia
#

check the documentation provided by the avatar creator, or the creator of whatever assets you've added

silver bronze
ancient adder
#

Do you have vrcfury

somber sequoia
#

well you need Gogo Loco and VRC Fury at the least

shell lark
#

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)

somber sequoia
#

and something for face tracking - that should be clearly stated by the avatar creator

silver bronze
#

hmm

silver bronze
#

ive literally been looking for like an hour and i cant find the vrcft files

somber sequoia
silver bronze
#

tysm

somber sequoia
#

(it probably links to the github later anyway)

silver bronze
#

@somber sequoia thank you i was able to figure it out

distant sleet
#

when i edited the fbx file in blender and upload it to unity the avatar has weird pose like a ball

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this is my settings to export it from blender to unity

somber sequoia
#

probably set Apply Scalings to "FBX All". The rest looks ok

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turn off leaf bones under geometry unless you know your unity project requires them

distant sleet
somber sequoia
#

oh

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you unpacked your model prefab

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you can't update that now by just overwriting the .fbx file

distant sleet
#

what i dont get it

distant sleet
somber sequoia
#

yes?

distant sleet
#

now what its the porblem is

somber sequoia
#

I said. You'll have to drag a new copy of the avatar into the scene and copy stuff from the old to new

distant sleet
#

how could i do that?

somber sequoia
#

Pumkin's tools can do it

distant sleet
#

ok let me upload it

distant sleet
fading umbra
#

hey sorry to but in, i need some help

somber sequoia
fading umbra
#

i need to attach some things to my avi but cant figure out how

night ember
#

because thats where the root is

somber sequoia
#

please don't ping me for new questions, anyone here can answer.

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but yes, that's why.

night ember
#

the root needs to be at the feet not the hip

distant sleet
somber sequoia
#

Blender

distant sleet
#

she is already in perfect axis

somber sequoia
#

All transforms applied?

distant sleet
#

i just did that lemme se if its work

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still not fix

somber sequoia
#

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

distant sleet
somber sequoia
#

iirc center is the actual center, where as pivot is the mesh's pivot point, as in the origin.

distant sleet
#

maybe this is the problem?

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i did origin to geomtry to perfect scale the new outfit

somber sequoia
#

you generally want all of your avatar parts to have their origins at the world origin, 0,0,0

distant sleet
#

what now

distant sleet
#

to fix the problem?

plain phoenix
#

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)

sterile leaf
#

first time uploading anyone know how to fix this?

somber sequoia
sterile leaf
#

alr

late wharf
#

My avatar keeps saying it can’t create a humanoid rig can anyone help

ornate stump
hazy quest
#

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?

tardy gazelle
#

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)

tardy gazelle
tardy gazelle
crude pumice
#

So you want the bone to move with the arm bone?

tardy gazelle
#

I want to move the forearm bone with the wrist on its Y-axis only

crude pumice
#

While also having a rotation effect?

tardy gazelle
#

But whenever I want it do that it will disconnect, so I have to resort to have it mimicking all of the axis's

crude pumice
#

Yeah sorry i cant be much of help i suck with constraint stuff

tardy gazelle
#

I have been banging my head on this for hours

hard flume
#

anyone know what to do to solve these? Q.Q

ornate stump
hard flume
#

I've only looked at the console after attempting to upload and it failed so I am not sure sorry

ocean berry
#

hey so does this alert update each time I edit something if now how/when does it update?

somber sequoia
ocean berry
somber sequoia
#

this is the way

ocean berry
#

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

dull sable
ornate stump
somber sequoia
#

it's part of the learning process 🙂

dull sable
#

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

tardy gazelle
#

How do I stop the X and Z values from moving when rotating the Y axis?

somber sequoia
#

it's probably your transform pivot point - upper left of the Scene view, it says either "Pivot" or "Center"

tardy gazelle
#

I just checked it on both and it still moves the x and z values

tardy gazelle
ornate stump
tardy gazelle
#

Global

ornate stump
# tardy gazelle 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.

tardy gazelle
#

I see

ornate stump
tardy gazelle
ornate stump
tardy gazelle
#

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

ornate stump
tardy gazelle
#

But it seems for now I have fixed the issue- somehow

humble perch
#

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

ornate stump
humble perch
#

this?

ornate stump
humble perch
#

i dont have 20h to play🥲

ornate stump
humble perch
#

im playing for half a year and have 30h total

ornate stump
somber sequoia
#

you can also get a month of VRC+

humble perch
#

im not wasting money on games

somber sequoia
#

Time it is then.

willow ermine
#

SDK builder not showing anything at all

#

how would i fix this

somber sequoia
willow ermine
#

ight

late wharf
fierce palm
#

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.)

left gull
# late wharf How do I do that

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)

olive plover
#

How much time should i spend ;-;

willow ermine
willow ermine
olive plover
#

I did the process of linking my acc.. maybe it didn't register yet

olive plover
willow ermine
#

no

olive plover
#

Loading problem maybe

fierce palm
olive plover
#

But i am a new user :0

fierce palm
#

Well there ya go. You should have access then.

ornate stump
olive plover
#

Thank lots for your help :>

#

ALright i'll be patient T^T

willow ermine
#

the build UI is not loading

#

and even when drop down is pushed it doesnt show

fierce palm
#

why is the creator of the video so sassy

#

like, slay queen

left gull
late wharf
#

Hold on it’s saying somthing about unique name

light charm
#

you need to rename it in blender

late wharf
#

In blender ah! A whole new app to learn

#

Thanks anyways guys

pallid nymph
#

im sure this is a very nooby question..but how do I fix this for quest spacificlly, shader wise?

balmy barn
#

time to learn blender knife tool

light charm
#

or use multiply particle shader

late wharf
pallid nymph
balmy barn
#

does that even support backface culling

late wharf
#

Blender scares me I have a rog ally no mouse or keyboard

light charm
left gull
pallid nymph
#

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

late wharf
light charm
left gull
pallid nymph
#

Yeah, from bloodborn </3

late wharf
light charm
pallid nymph
#

Oh fr? mb, I didnt know that LOL

fierce palm
#

i what now

#

an illegal sdk?! tf?!

left gull
#

its modified which breaks TOS so illegal :P

light charm
#

yep

fierce palm
#

ah, illegal to VRC. gotcha

pallid nymph
#

Enabled alpha is transoarency..its all boxy which..is crappy, but it will do for quest ig </3

fierce palm
#

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.

late wharf
somber sequoia
#

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.

ocean berry
#

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

somber sequoia
somber sequoia
#

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

ocean berry
#

it's not really for mobile, it's for the quest

balmy barn
#

android/ios = mobile

somber sequoia
#

same thing

#

quest is just a fancy mobile phone 🙂

ocean berry
#

well anyway I don't see how talking about that mean finding a material for the emissions that will work

somber sequoia
#

you don't find a material, you find a shader to use in your material.

ocean berry
#

this doesn't help yk

somber sequoia
#

how does it not help? use the new toon standard shader

ocean berry
#

and that what yous hould have said at the start

somber sequoia
#

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)

pallid nymph
somber sequoia
#

"this"?

left gull
#

pretty sure they're talking about the colour changing/going full black randomly

pallid nymph
#

Yeah mb 😭

somber sequoia
#

I'm not assuming that's not intentional

#

which shader?

pallid nymph
somber sequoia
#

right so specifically what is the problem? Is it the black? The emission?

pallid nymph
#

Legit dont know. I have no idea how this happen. I didn't mess with the shaders at all LMAO.

somber sequoia
#

no no

#

I mean what about this video do you consider "wrong"?

pallid nymph
#

The weird flashing colors and it randomly going black

somber sequoia
#

Got it. I was assuming the flashing colors is emission applied to the entire mesh

pallid nymph
#

Nono lol

somber sequoia
#

sure looks like it.

pallid nymph
#

There is no Emission though, which is confusing me

somber sequoia
#

same

pallid nymph
#

Weird. its fine in Prismics avatar world. It's only certian lighting which is used in most worlds

late wharf
willow ermine
#

how would i go about finding that script

pallid nymph
#

so..this is what it looks like in blender..oh god..?!

ocean berry
#

I can actually help with this

#

go into edit mode and press shift + N

lunar iris
#

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

ocean berry
#

tell me if that works or not, if not I can still help you

left gull
pallid nymph
ocean berry
pallid nymph
#

Alr!

ocean berry
languid orchid
#

tryin to do a contact thing for a sowrd where i grab it, but it's not workin

pallid nymph
ocean berry
pallid nymph
#

Now I have this issue, its odd, and fixable in unity, but might as well ask while im here!

ocean berry
ocean berry
#

select all first

ocean berry
pallid nymph
#

Hm..didn't seem to do much

ocean berry
# pallid nymph 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

pallid nymph
#

Hmm dosnt seem like thats the problem

languid orchid
ocean berry
#

if there are no extra verts it could be a texture/uv problem

pallid nymph
#

Alright

ocean berry
#

anyway I have myself problem how do I fix this?

ocean berry
somber sequoia
#

got one of those on your avatar root object?

languid orchid
ocean berry
somber sequoia
#

ideally on the avatar root object.

languid orchid
#

Huh?

#

Avatar root objects?

somber sequoia
#

"root" as in the root of a tree, the top-most object in a tree is the root.

languid orchid
somber sequoia
#

The hierarchy window on the left (by default) in Unity is a tree view.

pallid nymph
#

She's fixed! Thank you everyone who helped! Now lets hope that fixed the weird shading issue in game..

languid orchid
pallid nymph
somber sequoia
#

Is that triggered by AudioLink?

pallid nymph
#

Nope

#

It looks to be like it depends where I am looking / standing

somber sequoia
#

is it specific to that world?

pallid nymph
#

Nope its other ones aswell

#

Only one it works in is prismics

ocean berry
ocean berry
ocean berry
balmy barn
#

reminds me of the old bug where you could flicker if your feet was somewhat in ground

ocean berry
#

I wounder if the debug menu would be any help

pallid nymph
#

idk if this is what ur talking abt or not

ocean berry
pallid nymph
#

oh my god its 10x worse with standard lite

ocean berry
pallid nymph
ocean berry
#

yeah honestly I have no clue why thats happening best I can do is guess and maybe point you in the correct direction

pallid nymph
#

Dont have a clue about nodes and stuff but if anyone knows if there is something wrong here lmk lol

somber sequoia
ocean berry
pallid nymph
#

Ah alr

spiral jay
#

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

#

L͘UNA

ocean berry
#

I forgot to optimised and like... that little

pallid nymph
#

update: weird.. I cant see the preview for the avatar..even for the mesh/model in unity..

ocean berry
pallid nymph
ocean berry
# pallid nymph 😭

yeah I think the mesh is what causing problems for you, and sadly I don't have enough knowledge to diagnose it

pallid nymph
#

Alr ty anyways </3

ocean berry
#

hope you solve it, it looks like a cool avi

silver bronze
#

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

somber sequoia
#

those parameters need to be added to your avatar parameters list.

#

gogo loco docs explain this

silver bronze
#

how i do that?

#

sorry im new to this

somber sequoia
#

yep, we all were at some point

silver bronze
#

so what do i do?

somber sequoia
#

as I said, the gogo loco docs explain this

silver bronze
#

gogo loco docs?

somber sequoia
#

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)

silver bronze
#

is there a way i can just delete it and move on?

somber sequoia
#

if you don't use gogo loco you can just remove it from your avatar. The prefab, menus, animation controllers, etc.

silver bronze
#

yeah but i cant find it

#

its there but i just dont know where

somber sequoia
#

well those errors you showed an image of are because you have the gogo loco submenu added to one of your avatars menus

silver bronze
#

umm

#

ok so how i fix?

somber sequoia
#

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.

silver bronze
#

ooh i think i found it

#

nvm im putting this on hold for now

prime escarp
nimble zenith
nimble zenith
# silver bronze nvm im putting this on hold for now

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

silver bronze
#

thank you.....however

#

oh

#

its not there

nimble zenith
#

Then it may be the Gogo Menu file rather than the avatar.

silver bronze
#

hmm

jagged marlin
#

heyo, is there a parameter that indicates wether the user is using hand tracking?

silver bronze
#

im assuming since i cant find the files in the hierarchy i will have to fix it instead of removing it correct?

nimble zenith
silver bronze
#

how do i access the parameters?

nimble zenith
#

Just click on the file and it shows up in the inspector on the right.

silver bronze
#

hmm

#

i seem to be even more confused

nimble zenith
silver bronze
#

oooh wait

#

i think something is missing

nimble zenith
#

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.

silver bronze
#

these are the only gogo ones in there

nimble zenith
silver bronze
#

oh ok ty

#

oh wait now i gotta figure out how to add them there

nimble zenith
silver bronze
#

thankies

turbid rapids
#

i have a question is it possible to have a shader/ effect only show up on the camera?

chilly raptor
turbid rapids
# somber sequoia 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,

somber sequoia
#

You enable the option that does this in a supported shader.

#

Or are you writing the shader?

turbid rapids
#

no i dont know how to write a shader

#

sadly

somber sequoia
#

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.

turbid rapids
#

oh i had no idea poi could do that ill take a look at a few dif shaders

somber sequoia
#

It's under the SpecialFX section, and decently documented

turbid rapids
#

is there anyway to get it to where only the camera can see it ? @somber sequoia

somber sequoia
#

I don't know without looking at the Poiyomi docs, but shaders can definitely do that.

nimble zenith
loud vortex
#

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

ocean berry
loud vortex
dark jay
#

How do i mimic the Mega stone rim lighting in poi

#

Its the stone on the hat

turbid rapids
#

does anyone know any shader that has a glitchy screen effect?, and has the option to only show on the camera/mirror?

distant nimbus
#

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.

crude pumice
#

Its higher then it should be.

#

I had to put the ball in the mouth.

distant nimbus
crude pumice
#

I was on desktop

night ember
#

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)

distant nimbus
night ember
#

its significantly more likely its somethhng on your avatar

distant nimbus
distant nimbus
civic sonnet
#

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.

rocky fractal
distant nimbus
left gull
left gull
# civic sonnet

you need to have all the slots filled if you want it to work

#

it wont work otherwise

civic sonnet
#

Ah, I read that it wasn't necessary, the basic ones were enough, but I'll try.

left gull
#

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

civic sonnet
#

That was it, I love you

spark dew
#

what does this mean

#

I need help pls

errant comet
# spark dew what does this mean

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.

spark dew
#

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

chilly thorn
#

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?

night ember
#

Mip maps probably or compression or your shader/material

chilly thorn
night ember
#

Cant really tell what it is

chilly thorn
#

this is my first avi ive went into detail with this so im like new and dump lol

night ember
#

Mip maps causes compression from a distance

#

They way you compressed/set the texture settings can fuck it up

#

The shader itself

#

Who knows

chilly thorn
#

ty at least i can start from thewre and if not its a mystery lolll

night ember
#

For all I know you have an emission that the texture is bleeding

chilly thorn
#

didnt even relise i had it on

rare jacinth
#

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?

somber sequoia
#

if you have it in Blender, the clothing should use the same armature as the body, and be weight painted to move with it

night ember
rare jacinth
#

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

night ember
#

Its only when you join the meshes do the shapes combine

somber sequoia
rare jacinth
#

Im not too sure how to go about doing that

rare jacinth
somber sequoia
#

good

night ember
somber sequoia
#

oh I see, I misread

night ember
rare jacinth
#

I'll see if I can do that. Blender is so hard to learn 😪

night ember
#

Based on which you clicked first dictates which joins to what

rare jacinth
#

Gotcha thanks a bunch 🙂

somber sequoia
#

typical blender - the last thing clicked is the target

rare jacinth
#

Ah gotcha that's easy to remember

night ember
#

Whatever the one that shows white is the target

languid summit
#

How do I export an avatar from a prefab?

nimble zenith
hollow storm
#

Anyone know what this could be?

#

Tried relogging, also tried downgrading the sdk which didnt work

edgy iron
#

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.

hollow cloud
#

How would I add a audio clip as a toggle VrcFury?

amber pivot
#

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 ????????

junior void
#

Unpacking just causes more issues down the line, so you should never do that

#

Does the avatar have a gesture layer assigned?

amber pivot
latent estuary
#

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?

amber pivot
junior void
#

What's a gesture fx

#

There's either a gesture layer or an fx layer.

amber pivot
#

i mean the gesture layer, i kinda call them all fxs lowkey 😭

tardy portal
junior void
#

Just screenshot your layers from the avatar descriptor 🥴

amber pivot
junior void
#

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

amber pivot
junior void
#

Ok

lost umbra
#

With the recent update, I'm having issues with VRCLens not working properly. Anyone knows why?

random hare
#

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

ornate stump
random hare
#

i tried scaling the armature, scaling just the mesh, and the prefab

#

ive seen it on other avis before

timber wharf
#

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

ornate stump
#

This doesn't change view position however. Since it isn't actually scaling the avatar.

random hare
#

ah alright thanks anyway

raw slate
#

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..

mystic nova
#

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??

somber sequoia
#

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.

mystic nova
#

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 😭

somber sequoia
#

yeah I'm not sure I've understood the logic you want, but it's probably possible

mystic nova
#

yeaah,, its super difficult to understand 😭 but i appeciate your idea!! i'll keep giving it a try ;D

mystic nova
somber sequoia
#

yeah those do seem like bools would work fine

fossil lodge
#

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.

balmy jackal
#

is anyone an expert in booth gestures, I need help with my avi

ornate stump
glass condor
#

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?

balmy jackal
ornate stump
balmy jackal
#

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

somber sequoia
#

you're not very likely to get that here, much more likely to get help if you explain each problem in text.

ornate stump
glass condor
# ornate stump 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.

limber iris
#

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.

balmy jackal
lone shoal
#

is there a way to make an avatar move the user other than having a collision box under your feet?

arctic ginkgo
amber gull
#

any idea how to fix this error please?

left gull
#

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?

balmy jackal
#

anyone know hwo to fix this error?

amber gull
ornate stump
amber gull
#

please what should i do

ornate stump
amber gull
ornate stump
amber gull
#

u mean the red

ornate stump
somber sequoia
# amber gull

Always start by looking at the first few errors in the console, at the top.

amber gull
#

ohh

#

its because of the mipmaps?

ornate stump
somber sequoia
#

probably - there's a "autofix" button in the VRC build console

amber gull
#

omg

amber gull
#

didnt work

ornate stump
amber gull
#

like i clicked the auto fix butto n and still gave me the error

ornate stump
amber gull
night ember
ornate stump
lone shoal
#

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?

lone shoal
#

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?

unborn crag
#

So I was animating my characters face, she gets put into biker pose, how do I get her out of that pose?? Thanks!

nimble zenith
nimble zenith
unborn crag
#

Thanks

arctic ginkgo
#

This has a prefab for the eyes, two FX layer controllers (for either a blendtree or state machine setup), and an example avatar :D

raw slate
#

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

left gull
unborn crag
arctic ginkgo
#

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)

nimble zenith
arctic ginkgo
#

let me know if you have any questions also!

#

you can ping me whenever and I'll respond when I'm available

amber gull
#

im still getting these errors even tho i went through every texture and enabled the mipmapped

raw slate
amber gull
#

i really dont know why is giving me this error

amber gull
amber gull
night ember
amber gull
#

what do u mean

#

i do use vrcfury

night ember
#

could be something getting added

amber gull
#

how can i fix it

night ember
#

check those textures?

unborn crag
arctic ginkgo
# raw slate I'll be sure to post back with my results. Might take a few tries but I intend o...

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

nimble zenith
# amber gull how can i fix it

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.

amber gull
#

all selected

nimble zenith
# amber gull

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 ?

amber gull
#

yes

nimble zenith
#

If it worked before check anything you have added on then.

arctic ginkgo
#

this is how I drive my blink parameter which can be used for driving animations

somber sequoia
#

no need to make copies of your avatar, but it certainly doesn't hurt.

arctic ginkgo
#

@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.

spark walrus
#

excuse me what

somber sequoia
# spark walrus 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

spark walrus
somber sequoia
#

obviously I can't tell you more from here, you'd have to go see what the rig setup looks like now

glass condor
#

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?

somber sequoia
#

VRC Head Chop component

unborn crag
#

like it's so confusing

glass condor
unborn crag
#

and she never stands on her own she never returns ugh

somber sequoia
unborn crag
somber sequoia
#

probably works similarly

unborn crag
#

ugh ): am I fucked or something?

#

Like do I have to redo everything now?

somber sequoia
#

I personally have no idea, I've never used modular.

unborn crag
#

ah okay

#

:c

glass condor
#

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? 😭

nimble zenith
nimble zenith
brisk brook
#

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

fringe belfry
#

i imported final ik and now i got this error im sure its an easy fix but idk how to fix it TwT help?

somber sequoia
brisk brook
#

ive been trying to work out how parameters work

#

i can make them, but they dont do anything

somber sequoia
#

you have to use them in an animation

brisk brook
#

right, and i can like, make a state machine, but that too seems to need connected to something i havent done

somber sequoia
#

do that in an animation controller that's in your avatar's FX animator slot

brisk brook
#

ok, gimme a sec

#

@echo plover mentioned this wouldnt work and i need 2 different animations i think

uneven bough
#

anyone know the solution to this error? i'm currently in safe mode cause it's preventing the project from compiling

clear tapir
#

switch to quest greyed out, cant add android module

somber sequoia
#

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

clear tapir
#

Thats dumb

#

I didnt even install it manually i used the creator companion

rigid jetty
#

??