#avatar-help
1 messages · Page 197 of 1
oh, that should work then, huh.
Nope
this is a world shader, it makes no sense to use on an avatar.
regardless it's still under mobile
yep, it is, the error is a bit misleading.
time i used unity i just grab android/ios from this or use the one in unity to get the installer , never used unity hub to add android module https://unity.com/releases/editor/whats-new/2022.3.22f1#installers
ect
oh I know why I had to go through Unity Hub - the links on that page for Linux versions of those components are actually mac packages.
funny they haven't fixed it in 3 years
Does anyone know why my entire character wiggles like this?
In Blender only the arms are animated, the Shoulder bones spins around.
Or do I need to keyframe every single bone? I would like to be able to have this animation play as a toggle so arms can sping around while walking and such
Here is the animation in Blender
is that the latest version from git ?
looks fine to me..
those legs vrchat wont like and tries to straighten them
ah-
use some fake ones and constraints , havnt done it ever 
id do the animation in unity not from blender, you can always try to extract the animation from fbx to unity , might be the 'center from mass' , thats not a setting i use on any of the animations ive imported
I think you would map the lower bone instead of that horizontal one, which may work. If not you could probably change the rig to have that bone removed cause its kinda non-humanoid rig so it may be a little tricky to get it to work. You could also try final ik with that one but I couldn't assist you on setting that up right.
For simple animations like this I see no problem in making them in Unity, but I'd still like to figure this out so I can export more advanced animations on the future.
Guess I'll try to read up on all the anim settings there
any help?
Does anyone have a tutorial on how to make paw pads in blender for the hands and feet of a avi? Trying to do it for the hyena avatar I have but I havent found any useful tutorials on YouTube yet. Any advice is appreciated 🙏
Remove pumkin from the project & reinstall it.
how do i do that again?
Can anyone help me with this problem? My character's head bobbles an extreme amount when moving, and I think it has to do with the neck bone being too small. I increased the size in Blender, but nothing changed. Any ideas?
On ALCOM Or VRChat Creator Companion remove it as a package depending on which you use.
Aint no physbone at all ?
nope
It doesnt look like weight paint pulling does it ?
it's like this weird, inconsistent jerking/wobble that randomly happens when I move backwards
Doubt it, I attached the head mesh to the head bone with Bone parenting, not with weightpainting
it's basically a character with a mesh that came in pieces that I attached to bones directly. tbf, the neck bone has no mesh of its own.
I can get one rq
still won't compile
Yeah something is wrong with the scripts however that script shouldn't exist either if the package was fully deleted.
Can you manually delete that folder in unity ? /Assets/Inari/PumkinAvatarTools/
sorry to interrupt, do you want me to dm you the clip or drop it here?
Whatever you're comfortable with
sent!
I do apologize for this question as i hope im not annoying people but when i import my character into unity it seems his feet are slightly twisted and clipping through the floor when ingame and in play mode. But for the normal view or went not in play mode it's normal? Is there something im missing or need to fix as i tried moving the bones and thought that would fix it but no. Sorry I hope i'm not bothering folks with what is probably a basic question lol. But thank you for taking the time to read this. :]
radial menu > tools > face mirror
yeah looks like you have an extra version of this tool in your Assets folder - delete that.
that worked, thanks!
thank you
Alright, anyone know what the problem with the head here is?
I'm begging for help to stop this weird head wobble/head flick, it's been the bane of my existence for the past 5 hours 😭
Hmmm did you configure the armature?
sure did!
View point ball?
right in the head at its expected spot!
advertise it as an intended feature
frfr
stoooooop 😭
np
this happens when I export from blender, i just added hair and merged the models into one, and made a shapekey that hid the hair. what do I do?
i applied all transforms before i exported, got rid of leaf bones, made the scale to fbx all, not sure what could be wrong with the export settings
I'm trying to add sync dances 4.5.1 to both my pc and quest version of a model and they are not syncing pc works fine but when quest emotes the fingers move and thats it.
Quest version has all the dances removed, you have to manual quest convert sync dances and remove the ones you don't like as much because all the animations usually don't fit for quest.
if you're using the most recent SDK try going back a version and re-uploading
okay
What the fuck that worked?
whats wrong with the latest SDK?
not sure but a few have had that issue too so kinda new the fix off the top of my head :P
hoping they drop a fix for it soon though
is it possible to add a animation to a model and have it not be a toggle but a default animation plays when turning into avi but still humanoid
lmk
Your question is confusing. Try to rephrase it or give some example.
Is it possible to have a animation be active by default without a toggle and still have a model be humanoid
Think of the generic pokemon avatars with animation toggles but instead i want one animation only and i dont want it as a toggle i want it as a default state and the avi to be humanoid
So like putting a generic model inside of a humanoid rig? Yes.
No just the animation lets say i have animation from a pokemon game that i want to put on a model
But i dont want it to be a toggle i want it to be default on
Whatever animation you put on a animator layer as a single state will play that state by default.
So if i do it and loop it without a toggle it will constantly play even if i move?
On a humanoid model
So does it still allow me to move my arms and legs?
Do you rather say playing pokemon animation on humanoid rig?
And actually has nothing to do with toggle.
It more sounds like animation compatibility and not even relate to a toggle.
Nvm i dont know how to make u understand it
No one else would understand it either.
like the walking animtion?
I decided to ask in another server after u didnt understand it and confused me with animation compatibility and they seemed to know what i meant
Idle
if you want it to take over your body you can use tracking control to disable tracking from different body parts
yes, idle is part of the walking/locomotion animations
it's the walking animation of "not walking" lol
As its a mega pokemon and im having trouble posing it like in game so i wanted to use a animation instead of having to pose it
Or pose parts
you need a custom base controller
if you literally only want it to have that idle animation, just put the animation in a controller and put that in the base layer
to make sure your tracking doesn't kick in, disable tracking for everything with the tracking control behavior
Like custom fx or one of the other layers
But what if i wanna move my hand or legs
then you don't disable it with tracking control :)
alternatively, add a toggle that switches between having it on and off
base, like i said
base is the name of the layer
If your animation is controlling generic rig but your model is humanoid rig then it isn't going to work on your model.
if you have the animation on a model you can import into blender though, you can convert it to humanoid
That's what I meant by animation compatibility.
the rig needs to be humanoid compatible, or you need to make it so, then export the model, import to unity, and set it up as humanoid
Ah, thank you I wanted it humanoid but i didnt wanna fiddle and pose parts of the model to be like in game and instead use the animations that came in game
does anyone know why the model always has a slant and then has weird leg placements
Check ur bones in blender, check the rolls set it to 0
U can also try reseting in unity then reinforce tpose to see if it fixes it
Actually the avatar tries to align toe bones forward to view position. This means it's either your view position is set too deep into the head, or toe bones start too late in the feet.
Okay thank you both I’ll try those
So i've been trying to edit a skin texture for a booth avatar i bought. What i decided to work with is Blender since it offers enough to work on the textures and i find it quite easy to show the texture mapping and the 3d model at once side by side. However my biggest issue right now is while i can edit the texture i cannot see the 3d model using the same shader as i would see ingame. The model looks completely washed out and playing with the world settings only gets me to either darker or brighter colors with always low contrast.
The model used is using liltoon shaders in vrchat and they pretty much pop the texture out just the way you see them in the 2d texture image with strong colors. How do i get the same effect in Blender to work on the texture as its supposed to look?
Michele Jackson!
looks liek a uv problem
you may need to scale it to be smaller inside of blender
?
make it smaller using blender
idk if thats how it works
i dont have to use blender
i applied transforms too, it shouldnt be
could be cuz of the rig
i checked it all
did you applied transforms to the rig?
^
okay
okay can you give a bit more context, is the model the whole too big or is it with just with the shape key?
its huge, disproportionate, seems like none of the bones wanna move or animate, seems like all the materials are messed up
im not at my pc atm
idk how to fix these inside of unity, but I do recommend getting blender and take a look at it in there (I recommend downloading it from steam)
are we deadass
i feel like its obvious i used blender
the export function of blender to fbx has different kinds of scalings maybe thats the issue (though i started using blender at all like 3 days ago so dont take my word on it). I usually use FBX All as the scaling option when editing my booth avatars. maybe thats the issue but idk.
when I export a .blend file to a .FBX the scales usually(all) stay the same
btw I reccomend talking to people in the blender discord since I think this is a export issue right? it will be much more helpfull then any of us
(vrchat is mostly made of hobbiest thats why)
can they also help me with my texture editing question? i think thats pretty much a vrchat exclusive thing wanting to use the liltoon shader on the preview.
maybe, it's for a shader so maybe ask how to export a shader into blender
Hi! Me and my friend have been trying to upload a avatar for hours now because of this problem
If you can help that would be appriciated
import*
is there anything that might prevent the upload listed in the sdk's builder section
^
when opening the vrchat sdk where you login to upload your avatar theres a list of restrictions that are checked in real time in the upload window
these?
yes. though that looks pretty good
blueprint ID can prevent upload if the ID is already in use by someone else, other than that it shouldnt matter
What's your unity ver
2022.3.22f1
Figured I'd ask both
I used both 3.9.0 and 3.7.6 same problem for all
But ty for plowing over me
i didnt mean to plow i just noticed the number being a unity number and didnt even read your question above yet
sorry xD
Do I switch back to 3.9.0??
the error message really doesnt tell us much about whats wrong
you can actually use both
Do you need me to expand it?
It could also be something in fbx import
its a blend file
I had stuff there not throw a useful error in console
the newer version just tells you the most uptodate restrictions and makes spotting issues easier also preventing the avatar from getting flagged by a serverscan later
Well...
for things like texture memory too big
if theres more information in it sure
First one is: Avatar validation failed
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__137:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2786)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__137> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__137&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__130:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2578)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SD
second is: BuilderException: Avatar validation failed
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target, System.Boolean testAvatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2553)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Build (UnityEngine.GameObject target) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2979)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.BuildAndUpload (UnityEngine.GameObject target, VRC.SDKBase.Editor.Api.VRCAvatar avatar, System.String thumbnailPath, System.Threading.CancellationToken cancellationToken) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2998)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnBuildAndPublishAction () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2021)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
How would you even set an avatar humanoid if you use a blend file
I bet stuff would pop up if you used fbx
Vrchat does like this weird thing where it imports it into a fbx in unity
Pretty cool
But it shouldnt be a problem
I used blend files before
even if it would upload as generic rig it would still upload. not being humanoid doesnt prevent the upload except you have a humanoid descriptor but missing hip bones and such
can you share the avatar descriptor in unity?
are you using Creator Companion btw?
Yeah
out of ideas for the moment the error doesnt really give away much except the sdk found an issue which is not listed by the sdk on building
weird
it might be a very minor thing something you didnt do like last time it worked
i havent used that yet. i do know that exporting and reimporting and copying descriptors and stuff can cuz some issues but they are usually cought by the sdk so you should see them
oh wait forgot this error the blueprint one
Blueprint: Attempted to load the data for an avatar we do not own, clearing blueprint ID
UnityEngine.Debug:Log (object,UnityEngine.Object)
VF.Hooks.VrcsdkFixes.SuppressBlueprintWarningHook:Prefix (object,UnityEngine.Object) (at ./Packages/com.vrcfury.vrcfury/Editor/VF/Hooks/VrcsdkFixes/SuppressBlueprintWarningHook.cs:27)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleAvatarSwitch>d__93:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1561)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<GetAvatar>d__31:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:575) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<Get>d__171<VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:378) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<VRC.SDKBase.Editor.Api.VRCAvatar>:SetException (System.Exception)
VRC.SDKBase.Editor.Api.VRCApi/<MakeRequest>d__162<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:341) System.Runtime.CompilerServices.AsyncTaskMethodBuilder1<System.ValueTuple2<VRC.SDKBase.Editor.Api.VRCAvatar, System.Net.Http.HttpResponseMessage>>:SetException (System.Exception) VRC.SDKBase.Editor.Api.VRCApi/<MakeRequestWithResponse>d__152<object, VRC.SDKBase.Editor.Api.VRCAvatar>:MoveNext () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/API/VRCApi.cs:332)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
now thats different
i guess you already tried clearing the blueprint id an reupload fresh
is there anything part of another avatar attached to the current avatar?
you can clear the blueprint id in the avatar descriptor so it uploads with a random id instead not overwriting whatever the id was attached to before
Yeah its just like not there at all
Not that I know of
It might be a shared asset my model creator got from a friend of theirs
i had an issue 2 days ago where i combined the hair of another avatar with my avatar and it didnt wanna upload because of some issues after using pumkin tools to copy outfits and stuff to the new fbx i used.
I had to delete the hair and then readd them manually for it to work.
However it did throw an error in the 3.9.0 SDK saying that something is not the children of the avatar and stuff
It also gave me the blueprint error though so it might be connected in some way
thing is, it was given in a fbx and put on the avatar on blender with new textures and all
try to delete the fbx temporarily and upload see if it works
then we would at least know the culprit if it works
not delete the fbx of course
What if it was binded to the model..
but the object on your avatar
🥺
if you melded it into one file it shouldnt be an issue
what the freak
but thats frankenstein stuff i have no experience with
you mean you used another avatars fbx adding it to your blend file then add it to unity to upload right
i have no experience with that sadly there might be some issue there that i dont know yet
this friggin sucks, thanks for helping though
What exactly is it you wanted to add maybe you can combine it inside unity instead and just edit the fbx itself to match your avatar
However that might break your good evaluation in sdk if you use multiple objects
(my avatars are usually all poor or very poor
)
I tried turning the model to a fbx itself
didnt work
nothing more really i can suggest. i would attempts to edit the fbx to match the avatar and then use both the fbx and the avatars blend file in unity setting up the part you want on your avatar using modular avatar.
But do know when i end up having to troubleshoot in avatar creation i mostly spend 8+ hours until i figure it out so ye.
there is probably a way to work the issue out in blender itself that i dont know about
I'm pretty sure liltoon is unity only. Blender has different shaders and different settings and usually never looks the same.
Bummer. I guess there's no way to edit textures in 3d with the same visuals as in-game then
If you had unapplied modifiers in object in blender, the blendshapes will not get exported.
Try remove that and export again.
applying it would be better which I did
it works
thanks
I only have 6 why does it say I have 27?
Did you count by mesh? Each mesh can have multiple material slot.
new problem: when I try to find my assetusing the VRCFury Toggle Component, it only show the bones
nvm it shows the assets but also the bones
but it's hard to find the assets
so what is vrcfury does it make things easier? i never had to use it yet
can i create a toggle that lifts my avatar up? for things like heels. want to be able to take off the heels without floating and vice versa
i do know transformation isnt possible thats why im asking
'yes' but your viewpoint wont change
Vrcfury makes is so much easier to make toggles
thats fine by me really so how can you do it
toggles is the simplest thing to learn a blendtree give you alot more options if you need more then one parameter
im way too used to placespace to think of a way to animate up/down , it will need tracking control
animate hip up/down
so i should probably just keep using my spacedrag for it
just upsetting that in desktop mode my shoes will be below ground
idk how to lift myself in desktop mode
im not so worried about the toggles themselves. what i do wish would be easier is making animations, having to use the menu to select stuff and not being able to see the changes is so obnoxious and then when you use the record variant and you select a different prefab editing gets interrupted and you have to start over. its just dumb.
i do a ton of outfit toggles that require animations to work doing each one its annoying
Vrcfury also automates a lot of that setup, so you don’t have to manually make every animation or menu toggle yourself. It can auto-generate the animations and parameters for outfit swaps, saving a ton of time.
.

i guess ill check it out
do i add that via vcc or just import in unity
and should i backup
i'm trying to port this fella to vrchat, i already exported as a fbx, but for some reason when i put him on unity, he doesn't appear.
i don't know if i'm doing something wrong, so i wanted to ask for some help.
this is when i try to put him on unity.
Guys! Please help me! My Avatar eyes looks like being fixed at one point when I move my camera arounds. Anyone know how to fix this?
Maybe the Eye look setup might be wrong
your eyebones need to be fixed in blender, looking straight should need no value
they likely point towards eyes , not up wich vrchat prefer
This is my looking straight
And the eye bone come with this value already, I don't know how to fix it in blender
All 4 eye bones in blender have 0 roll
cats or just do it manually, shift them from toward eyes to up
typical rotation states, no idea how yours so all over
Me too. I have no idea. This is the eye's transform in default state
I took sometime, trying to fix it, then someone here say it doesn't matter, just move the eyes in accordance to it then it's all good
It depends on what bones you use for the set up. I had that problem when I used the Eye_R bone instead of using the Right_Eye bone. The eye_R requires you to adjust it but the other one doesn’t
I name them LeftEye and RightEye
I even tried to use that LeftEye and RightEye here, still no result
is there a way to toggle something on someone elses avatar?
You can interact with other avatars via contacts or physbones.
oh thanks ill check it out
Think that is the least of your problems. That thing has 537 objects and 485 000 vertices. There is no way that is gonna run nicely.
@royal bloom Kazin is refering to this part in upper right corner of you window
Avatars don't need to be zeroed to work, I used to upload a bunch of avis in the same scene and would move them over by a unit so they were not inside each other (atleast Z axis). But Y being at 24K+ is kinda crazy thats like way up in the air 
i'm kinda new to all of this so
I'm sure it was just a mistake
Hi there, been while. So im trying to connect a head fbx to a body's fbx. when i go and add vrc avatar descriptor and try to do the eye positions, it either moves the entire body or the entire head. Any suggestions?? (Its been months since ive worked on avatars, i used to be able to do this, i swear)
doing the eye positions moves the whole mesh?
yeah, and it wont show me where the view position is. im very confused on what im doing wrong here
if it won't show you, make sure gizmos are on - little globe icon at the upper right of the Scene view
i should have mentioned im doing this entirely in unity 😅
I'd do a head+body join in Blender.
i know nothing about blender but ill download it and try to figure it out 🙂 ty!
other people have done it in Unity though, just saying I wouldn't
oh, well ill try to figure it out in blender haha. gonna have to learn how to navigate blender eventually anyways
it's really useful if you're going to do real avatar work
Someone please teach me how to export my model
I right click on the model folder - export package
But, the PhysBone component is gone
from what, Unity? Ideally don't do that, just grab the .fbx file itself and put it into whatever.
Yeah, I want to send my model to my friend
Yes, the whole package so that she can upload to her avatar
But when I try reimporting, the PhysBone Components are all gone
if you use vcc just use the backup option , send that file , they unpack it and open in with vcc/unity its all setup for you
Brilliant! Thanks so much!!!
it wil be much larger then if you use unity export option but that can leave a mess and they need to get x y z packages
Yeah, that's true
But what about model on Booth? People also share Unity Package there
How did they do it?
if you're willing to shell out a few dollars, chimera maker on booth is definitely worth it and makes this process a LOT easier
Does vrcfury use write defaults or not setting up the toggles? My projects all have write defaults enabled so I'm worried if I add it that I have to change everything
much like you're doing, but it's not clear why the physbones aren't present. Does your friend have the VRC SDK installed?
Yes. and we have the same Unity
But yeah, it's my fault
I make another project, re-import, and the PhysBone is gone
Dunno why tho
huh
what object have you clicked on?
ohhh
Yes - the folder in your project is not your scene, you want to export the scene
you can just like, copy that folder outside of Unity as you would copy any other file. or zip it, etc.
So right click on the avatar object in the scene, then export that.
oh I think it's Assets -> Export Package
Oh? This one? After I click on my model in the hierachy?
You actually have to export the scene file where your avatar is saved in.
I really haven't done this much, I make my packages via script and such, but I thought that's how that worked, yes
ah yeah if you want the entire scene rather than an avatar prefab, that's the best bet
Uh.. can you say more about it? I don't really know where my scene file is stored
I was thinking about exporting items and props, that's the only way I've used this before.
the scene is the top object in the hierarchy
It's saved your own project. You could also search your scene name from project panel.
Sorry for my skill issue, but one more thing I want to ask
I set the model to be able to interact by other people
make sure no other bones are parented to the eye bones by mistake and make sure nothing else is weight painted to the eye bones.
The best way is to create a prefab of the avatar by dragging it from heirarchy then to the folder then right clicking that and hitting export package. Cause anything associated with the prefab will be included in the package.
Can also do the same with the unity scene
Are the physbones working at all?
Yes, all work now, thanks
Thanks, lemme try it out
If you already exported the scene you don't have to save prefab.
Yes one or the other acheives the same results. You don't need to do both as Renfrew said.
I sent the backup to my friend, and the model work now
Now I'm testing it, and I can't seem to interact with the model
This is the setting
Back to the previous question: Are the physbones working at all?
You made sure interactions were on within the game right ?
Yes, the PhysBone work now, hair and skirt do fly and jiggle
Can you screenshot physbones in unity scene?
It's a mess, but here. I checked in Gesture Manager with mouse and it works there
Did u test a physbone collider in unity in playmode ?
Yes, collision works just fine
What is interaction you expected for example?
Hm I think i had this problem before. I think pasting from another script worked for me or like starting over did. Sometimes I feel like changes don't translate to vrchat.
I did this in Playmode
So I hope to be able to do the same in VR Chat
I think the grab mechanic in the game window indeed tests grab but not collision. I have had problems where my hand would phase in but not interact with the bone at all.
So you can't grab physbone of another person avatar? Double check if you can interact with other person grab the other person while using another avatar.
those are local colliders. The only other-user colliders physbones react to are hands
I'm making an avi in Blender based of a character off the British TV children show 'Mister Maker' - the Square to be exact.
I had problems when I made the avi out of one model, so, I'm making the legs separate from the body. [this character is armless]
I want there to be fluid motion as if someone was in a mascot costume just like in the original show and their live-show rendition.
Is anyone able to help with that?
If they have hair, most of them have grabbable bone.
you'll probably want to join the legs to the body before you export from Blender. Otherwise, just rig it as a humanoid (see #avatar-rigging ) and it should work fine
@spark zealot Testing collision like this act as expected ?
I don't need help in just rigging - I want you to imagine this.
You're designing a mascot costume of a big square with legs.
How could you convert that into a model and a rig?
[Yes, it's a tad complicated, but I'm willing to spend days on just one.]
Just to be sure again, are you able to touch your friend and bones move? Or it moves but you just couldn't grab bones?
I'm not sure I understand why the specific shape of the model is relevant to rigging it.
I would explain over a VC, but IDK if this server has any.
I don't do that anyway
I'll try explain as best as I can, but it;s a bit lengthy.
make model, rig model, import into Unity, setup avatar, upload avatar.
Same process for everything.
I think it works
I can't interact with the model at all, not grab nor collision
Double check if they allowed avatar interaction.
Seems so, very weird you're having an issue.
Allowing must be done on both side.
This one?
That. And make sure your friend is doing the same.
This avatar I'm making is based off characters from Mister Maker, an arts and crafts children show from 2007.
This character is not alone - it has three other 'friends'; Circle, Triangle and Rectangle.
The Shapes are mascot like characters with two simple dotted eyes and a wide grin - as if a child drew them.
In 2014, Zodiak Kids helped the Mister Maker team make a live show rendition for British holiday resort 'Butlins'. The Shapes kept their design but instead on normal day laced boots, they went for a more padded semi-sphere look - they got felt-like leggings in their colour [Pink, Yellow, Blue or Red] and they have kept that design since - with a new series of live shows set ready for 2026.
These characters are difficult to convert into 3D softwares like Blender/VRC due to their flexibility and the weird angles they can bend too - which can make it HARDER to make into a riggable character.
Yes, both of us set it as Everyone
And double check on the nameplate and see if there non-interactable icon shown.
She tried a few free model, and I can't interact with any of it
And I use PC, with mouse btw. Can I still grabbing people with mouse?
I am not entirely sure on that, im pretty sure its vr only thing
You can't grab bones with mouse.
Ah I see
If your friend is in vr they should be able to grab you though
So, I can only check in Unity, but not in real use with mouse?
You might be able to do some loops with camera to arm tracking but I never messed with that stuff.
You can't grab with PC mouse.
Camera track also can't grab. But the hands should collide with bones.
I see
So that's why I can't grab
About the collision, it's kinda hard to do on PC. Maybe I'll ask someone with VR Heatset to do it then
Thanks so much for helping me again guys
And you really did help me alot Irumi. This whole Unity and VRC thing is so confusing forme
You will get it eventually.
why dose my animation not play even though all the paramiters are met
Did you do all the setup correctly?
the controller is correct and the animation is correct the contact works so i dont know why
Can you show the setup? Answering your question require more information from you.
dose this help
i have other avtars with contacts and they work i have tried everything but it dose not wanna work
What animation it's controlling?
Oh I see! So I supposed to export the prefab from the hierarchy, not the folder itself?
It will only export whats in the folder that way, if you wanna include everything else either export the scene the avatar is in or the prefab of said avatar.
You might be saying it wrong. Dragging object into project folder is to make a new prefab, which is a saved of individual object. But saving and exporting the scene is much simpler and less prone to mistake for non-advanced user.
Did you put the animator controller into the FX layer?
So i tried to connect the head to body in blender, got that right, put her into unity to try and do the eye positions and shes still not doing it, it wont show me her eye look and when i try to change eye positions it just moves the whole fbx
not the new one i will see if that works it might not tbh
The new one?
i created a new one to restart
Scene, as in, for Nybss picture above, it's the save1 on top of hierarchy right? Do I just drag it from hierarchy down to folder in Object tab, then export Package it?
It's better to understand the mistake first before restarting.
Restarting without learning anything is pointless.
it was that i will see if i can expand and it still works
Come back again when you stuck.
A scene already is a file saved in your project and you just have to find that file to export it. Creating a prefab is to drag an object from hierarchy into Asset folder.
Can you show picture?
Im trying to make an avatar after months of not working on any, i import the head and body fbx's. put all the good materials in and whatnot, but when i try to add the avatar descriptor it does not show me the eye look and when i try to rotate eye positions it either moves the entire avatar or just the head
I see. I'll look into Unity more then. Seems like I lack some basic knowledge there
she go wee
You did rotating the whole avatar.
Based on the gizmo position, I assume you're choosing the avatar, not the eyes
I agree since eye rotations are all 0 0 0
well i have the transforms on eyes and im just messing with the rotation states
The gizmo below belong to the avatar model.
gizmo?
Gizmo is the thing you use to move or rotate object
Gizmos are the various tool indicator in unity scene.
when i click preview on the rotation states nothing pops up near the eyes to change the states of them so thats the only thing i can move
Do you have this enabled?
i dont see that?
top right of 3d view port
I see. The Preview button is for you to preview the eye at that position. Can you take screenshots of the eye before and after preview?
You're in game mode
And make sure your in scene tab not game tab
🥹 life saver right here
this just fixed everything i was having issues with, tysm!
yippie
I need to put a password on my public avatar that I made for friend, who knows any packages/assets that have a password added
none of those are really worth it - better to just make it not public
My friend doesnt have a real vrchat account made, Hes using his quest one
why not just make one?
Highly recommend he make one, he can easily merge his quest account with the vrc one and it will transfer rank & friends
He doesnt know how to, I tried to tell him do that
I'll tell him
He has to login the website, he will see account link on the left.
Once he is on that page, he will need to find account link ingame on the vrchat menu which will provide a link code.
Alr thx
It's just my work got stolen by another guy on this server
I wouldnt mind since afterall it's public, but He claims that he did the texturing
Wich really made me mad
I dont really want to ping him
unless you guys want to
For world creators, if I put all of my objects in my world into an empty game object- does that affect anything I need to be aware of?
scaling , 1.1.1 or it get funny
some worlds forget that and when you move it/objects in it scales very wierd
Anyone know why outlines do this or how to fix it? I'd like to have a bold outline for my bee thang
rendering off?
ahem- hey guys. i need help adding lady jiggles 😅 i add vrc Phys Bones but nothing happens (unity)
provide detail like a screenshot of the physbone component and the scene view with gizmos enabled
I'm wanting to make a headpat contact toggle that cycles through a few short, randomized sound clips every time you touch the avi's head. Is there a way to do this? Preferably with VRCFury? Any tips would be amazing
you probably want to set a collision radius at least.
set radius if nothing shows up add endpoint , cant tell if its 1 or more bones
probably set pose to false too, for those specific items.
ok thanks ill try that stuff
i got them to move but they are sooo messed up haha, thanks for the help, ima take a break till tomorrow 🙂
If anyone has the same question:
hey im having a multitude of issues with an avatar and need a lot of help :(
- legs seem to be disconnected from the torso for some odd reason though it doesnt happen in blender, the weight paints are fine
EXTRA INFORMATION:
- we do not use fbt and its not a height or anything issue
- as you can tell im extremely unexperienced and new to this kind of thing :((
- im also slow and bad with instructions so visuals or simple but detailed explanations help out a lot
PLEASE help if you can, ive been working on these avatars for months
pic1: what is that, a long coat?
pic 2: weight paint issue
pic 3: don't zoom so much, what is this?
sorry for the unrelated comment but this really made me think of codebullet 
1 yes a long tailcoat :)
2: screenshots 1 2 and 3, theyre the same weight paint as my other model that doesnt have thise problem
cool character ^_^ idunno who that is
I'm not sure why your other model is relevant here, unless it's literally identical mesh and armature.
it is
theyre all using the same armature from the first model but the first model (which isnt shown) doesnt have either of these issues
also if you can't get it to clip in blender but it does in unity you're not trying hard enough - this is tricky to do sometimes. Annoying, yep.
youtuber who does quirky coding adventures making weird games or having badly coded ai learn classic games and such. its pure comedy i recommend
i just dont know why the legs wont rotate properly with the rest of the body
I'm not sure I know what that means?
like the legs completely rotate like its not connected to the torso when it should be parented properly
you keep clipping these images really close and they're super low quality so I have no idea what they're indicating.
also you said "parented" - what in this case are you suggesting is parented?
for things like that i use shareX to make short clips without audio. its easy on resources and doesnt neet top open up obs and set up a scene ect ect
here
Is anyone else getting an sdk issue where you cant add an image/upload and it gives a "failed to upload file" with no reasoning behind it? I've tried restarting the project, installing the newest sdk, changing the name and image, and I'm always met with the same issue.
I can build and test, but not upload
I can build and uploaded
Pardon?
Yeah
Yes 👍
Ohh I can really help you with that
What? 😭
Is just to build and upload
The newest pre-release SDK I think fixed that?
You need to enable seeing pre-releases in VCC's settings.
Okay, thank you 🙏
Have you get that
Im having a small issue, whenever I try to upload an avatar without a blueprint ID, the blueprint id suddendly just appears, gives me the classic "Attempted to load the data for an avatar we do not own, clearing blueprint data" and then removed it again
Install modular avatar, it tends to fix it for me. Another way is to downgrade/upgrade your sdk
brutha talking like a bot
This may also happen as a general error if the avatar photo was rejected
Couldn't be. Used the same photo as it got recommended.
But ill try
Okay, now it is spitting out that it needs a blueprint id. God this thing is weird.
Yeah sometimes the serverside bot rejects photos it shouldn't but it should of created one if it was not present
Can someone help me asap if possible ? I'm having an issue from an avatar I made myself and it says this in the logs :
I copy pasted it and sent it to myself cuz it was too long to screenshot everything in unity
I need help asap asap because I won't be able to access the files soon because the computer I'm doing this on is a virtual machine I was paying from and the subscription ended
Please I'm begging, anyone
I literally just finished making everything : materials, physbones, toggles, that's literally all there is on here
I did the usual stuff that I usually do but it didn't work for this model even tho I worked on another model a couple days ago and it worked
I even uploaded an avatar I won a couple hours ago and it worked
I don't understand
I know this is not an avatar thing but can someone help me I’m trying to play VR chat on mobile and when I join someone the loading screen keeps on flickering, but I can hear people. Does anyone know anything about this? I have an iPhone 12.
Does your phone meet the requirements for vrchat ?
nah, its just micheal
I have an iPhone 12
I don’t have iOS 26
Updated
Then there goes your answer most likely
not really seeing anything helpful in these errors.
That's literally all it gives me q-q
soooo new asset i just bought doesnt want to build for me, any solutions or......?
It just says "Nope, not uploading your avi girlie"
those words exactly?
No but honestly comes out as this
Missing script, find it and remove it or remove it with pumkin tools
There's nothing wrong but nothing works
(whats a pumkin tool?)
its abnormal to come into a random chat, especially labeled avatar help only to flex ur a pro modeler go to #vrchat-general-1 with that.
Do you maybe have a teeny idea of what I could try to fix it ?
I don't know what to do rn
It works all the way until the last freaking loading thing and just switches to "upload failed"
They scammed one of my friend $400 bucks yesterday 😔
where is the normal unity console errors , seeing it in this format is hard to look at
They collected his money and blocked him without doing the Job
Send proof to mods, so they get removed. Its so obvious but there is so many gullible ppl as well.
In practice, never send money til the job is done.
This is the white thing
And the red thing is the screenshots
Above
Red errors are unhelpful, maybe show me the yellows?
Says theres of them in your picture
Top right corner, maybe u have them disabled
It's the poiyomi stuff
Alright
Thank you<3
One sec I'll send screenshot
And who are you? You also have a generic profile like micheal
What if you cleared blueprint id ?
Already did that
hmm
Hello bot
Bird of the same feathers
Scammer then, whatever
They usually arn't bots but uneducated scammers that don't know basic social interactions within vr/3d community that they stick out like a sore thumb.
Says that for all of em with teeny changes for names
Yeah ngl im clueless.
Btw if you don't know you can take screenshots on windows hitting your "Print Screen" (PRTSC) button on keyboard.
I know but it's not my computer, it's a virtual machine, can't screenshot and send on discord cuz ion got discord on it
Gotcha gotcha. I am unsure, it looks like something is causing a fault and build fails. Have you uploaded this avatar before or was previous one a dif project ?
Nope, brand new, just finished the project today right before uploading
Started today, finished today
Brand new
Blender and all
Kit bashed, not from scratch tho
If that can help somehow
Im not leaning towards you much making a error on the model itself but rather its setup in unity
I didn't do anything different from the other model I made a couple days ago tho like
Aside from the materials being setting up different
But it's the same shader
I tried unlocking and locking back the shaders
Nope
Still not working
Atp, idk if it's the mats or something else
Also
It says that
There's a station on the avatar ?
Idk what that is
when I add a phybone to my avatars hair the hair falls behind the head and doesn't stick to the head does anyone know why this is happing?
I uh
I fixed it
By doing
The same thing
As the avatar I uploaded earlier
Which is
Unpacking the prefab
Drag and drop in asset tab
Weird
Drag and drop in project
Sorry in a arc match so i wasnt responding
And upload the copy
That is so weird
I'll test in on desktop since I'm a questie and I'll convert it
Screenshot it soo people could help to know what you are talking about
I need help with unity
Explain in detail exactly what you need help with/ what you're trying to do and anyone here will have an easier time helping you and or explaining things
can someone help me with my avatar real quickly, I'm trying to remove a Sub menu but I don't see it anywhere in the Expression menus but its still there when I use Gesture manager.
is it being added by a VRCFury prefab?
yeah it is (I think), I tried removing it from there. but when I started up gesture manager it just readded it to the VRCFury prefab
gesture manager wouldn't add things to prefabs
I know that 👍 its something to do with me not knowing how to add and remove toggles properly
you'd have to edit the prefab if it has VRCFury menu stuff
okay thank you
My avatar keeps defaulting to a blendshape that’s not the basis in unity and I don’t know how to fix it
Are you exporting the fbx with basis selected in blender? Also make sure on the mesh that no blendshapes have any values set on the skinned mesh renderer.
I have no idea what is going on here, and it's really hard to see how the mesh is moving the way you're showing it.
does anyone have an up to date video on how to upload an MMD model to VRChat?
I added a hat to my avatar but it shows on my first person view. How do I make that object now show for my first person view but show for others normally?
VRC Head Chop
Hello, I’m struggling to find good hair for my avatar, can someone tell me where to search to find the best (For details : It’s a edit with a Ririka Head and a Lumina Body)
All I have to do is add the component to said object and that's it?
no, you should read the documentation on the component.
Hey, I'm starting on my models eye rotation and am running into an issue.
so my model should be looking straight at 0, 0, 0, right? well when i click preview, the eyes show as them being inside of the head.
Could anyone help? Im going to show the images of my issues here if I can
The first is what happens, the second is where it should be.
in blender make sure your eyebones are perfectly vertical
and 0 bone roll
so which direction should the axis' face, for example should the z be towards the front of the face or back of head
TheLeastMost just said: perfectly vertical.
put the bone head at the exact center of rotation
Yes I understand that, I have the tail and head aligned perfectly vertically, but where the axis' point, does that matter? Like shown in the picture
I have no idea what this is, it's so zoomed
Im trying to show the axes, the ZYX. does it matter if the bone is rotated on the z axis?
Hey I have a question in all I've been trying to upload a Avi all day and it's just not letting me I've tried multiple other Avis and it's giving me different errors it's saying it build the avi and it can be uploaded and has nothing to do with the actual avi itself or its like there's just something blocking it.

It depends on the error you're seeing. If you want to know the detail then you have to provide the error too.
is the sdk down?
Umm in not sure I might have figured it out because it hasn't been even saying the error I may have got it if I haven't I'll send
That can't be called "figured out" if it's just a random chance it's failed.
It said failed like 50 times I've literally tried it 50 times 😭
ill restart my pc and see if that helps
I'ma restart as well and make sure it's all updated it said it was but it I'm not all that sure cuz it tried to say I didn't own the avi when I bought it-
Aren't you're going to provide error detail so we know what is actually happening?
It was saying this on one
oh ik how to fix that
click on the avi, and look for a button that says detach blueprint id
I'm still trying but It had different ones before it just uploaded and uploaded yk
then detach it
I did and it still didn't work that's the thing
Does it say missing thumbnail image in the sdk panel when it failed?
No it didn't
Cuz it doesn't have any missing scrips everything is updated I followed the upload instructions 😮💨
Upload failed happens when sdk tries to communicate with the server. So you have to enable API logging in the SDK settings and see more detail what's happening.
In this?
Yes.
restarting didnt help, welp rip quest side of avi... for now at least
I have no clue what any of that means-
pretty sure you have the same problem me, cant make requests to the api, basically nothing you can do till it gets fixed
i think
Obviously you don't. This rather seem to be connection issue between you and the server.
Hm damn that sucks 😮💨
Try changing your internet, using mobile hotspot for example. Or use proxy like Cloudflare Warp.
Ohhh alright thank you! Sorry for the trouble 💗
kindly dm #avatar-help message
You need to downgrade your sdk by 1 using creator companion and if that doesn't work you need to re-work on your avi again but the sdk version needs to be downgrades by 1
unity wont install
my avatar on pc is fine, but on quest my toggles are all toggling over and over, and my head is purple
why
wrong shaders
- Parameters aren't matching between 2 platform.
- Invalid shader being used.
ok ty
I am having an issue with animations. I have one for my headpat and a custom blinking animation. I want to make it so the headpat temporarily turns off the blink when its active then turns in back on when inactive.
if its a animation tell it to stop otherwise tracking control https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control
my old blink in fx had something like that any vrcemote/other paramters it tells it to stop the blink
if the headpat is lower layer on fx you can just set the blinking to 0 and it will override the ones above it
let me try now :)
How do I check the values on the skinned mesh renderer?
recently bought this and it has a furry side, everytime i try and remove the furry head it removes the human head too
if i set blinking to 0 the toggle doesnt work
and the other stuff doesnt work
:(
How can I make it so that every time the hand touches the head, the animation increases by 10%?
like this
That could be because the face meshes are one object. If that's the case, you'd have to delete it in blender instead.
I'm having an issue and idk why this issue is even here
The avatar eye height it exactly where it should be (between the eyes of the avatar) but it shows up in the chest
I moved the avatar armature up so the feet don't clip into the ground, does that have anything to do with the eye height?
Also, is it possible to prioritize bones on quest? Some physbones I put on quest are getting deleted by vrchat because the avatar has too many bones, is there any way to delete other bones instead?
I might have another issue as well but I think it's linked to the eye height so I'll talk about it when those 2 are fixed if it persists
simply delete physbone components you don't use. Or reduce the number of bones in those chains.
In blender or unity? Cuz most of the bones are bones that are inside the body
So I'm scared it'll f-ck it up
Physbone components are a Unity thing. Reducing bones you do in blender.
Physbones components are already as low as needed tho
And I can't go back in blender
im getting these white lines on sum assets im making right where the seems are whys that happening
you can always go back to blender.
Cuz I had to unpack the prefab
oh
I can't
yeah that's a bad idea, don't do that.
(you still can, it's just a bit of work now)
I had to because it was the only thing that worked to upload the avatar
You drag a new copy of the avatar into the scene and copy everything over to it.
then you don't unpack it.
not stupid, just probably inexperienced.
I just woke up lol
or under-caffinated possibly 🙂
your texture 'padding' is too near and get funny lines at distance http://wiki.polycount.com/wiki/Edge_padding
I don't know to much about avis and fixing stuff I tried uploading a quest avi and I'm having this problem... I'm a bit confused
Been doing this for years now so def not lmfao
Experienced avatar creator, I just have 2 braincells fighting for the 3rd place
I forgot this was an option that's all
Look at both of those physbone components, they somehow depend on each other? Or are on the same chain of bones?
ummmm how do I find that....
it tells you which bones they're on in that error message
like this?
all I see is its breast 1 L and 1 R
Yes one of those warnings refers to one of those bones
Click on the bone, look in the inspector - we can't tell you anything more from here
I really need to learn this stuff idk what Im looking for.
You are looking for a VRC Physbone component.
ok Im prob blind Im not seeing that-
click on the named bone and look in the inspector window
this?
that is a Phsybone component.
u are right thx
If I Dont know what Im looking for or something am I just screwed?
based on the error message, I'm guessing you have multiple physbone components affecting those bones. but it's just a guess
how would I check for that?
You find all the physybone components and see what they affect
like from 1 to 6?
Like anywhere on your avatar
they all effect different areas of breast from the chest to the end nothing else
as far as I can see
unity is hard to understand
I really dont want to mess anything up
You click on the body mesh and look over at the inspector, find the "Skinned Mesh Renderer" it will be there
why cant i export it to VRM? exporting it to VSF works, but when i load the VSF file into VSeeFace its not working. I have been doing this for like 5hrs 😂 💀.. I have the (.glb) 3D slime object, i just wanted to use it as an avatar where it floats.
OMG tysm! It worked!
np
Hello, I have a top that's isn't following my b**bs physbones like when i jump my top stay still
either of these reasons > no weight painting / not parented bones / not set physbone or endpoint
Where can i see all that ?
easiest way to check physbone set a radius if its visibile , not ? set a endpoint , then play mode and move avatar around to see if they follow , some add outfits in unity
and that will have their own bones for the outfit wich need to be set to follow the bones of the actual avatar
in blender you'd just parent that instead and merge if you need less bones ( rarely need more then 2-3 )
Thx, i'll add that others Tops is working perfectly
just this one has this problem
Why can't I see individual small meshes when I zoom in on the avatar? I set the camera clipping to 0.1, but the meshes still disappear
The avatar is the same size as the test robot avatar, so it's neither too big nor too small in Unity
click mesh hit F to focus on it zoom after, blender have it easier with that annoyance
but if your mesh super tiny it can have the clipping issue
Unfortunately, the mesh is still not visible in the pose when creating the animation :(
it's not super duper small
working on my first avatar (pretty much 100% from scratch) and. what's going on here.
@plain mural thats not in-editor camera settings, those are above 3d preview
Why can I only activate one animation? What have I done incorrectly?
show us what have you done?
hi my avatar texture is broken in vrchat but alright in unity and the vrc menu, i tried multiple shaders but always the same problem i dont know what to do anymore
most likely smth animates it. remove fx layer and see.
oh shit your right, now i just need to find which animation did that thank you so much
you can only have like 4 bones weighted to a vertice
could you explain more in depth?
in unity it only uses 4 of the bones for weight
what do you mean weight? so sorry im just new to all of this
ohh okay so how could I fix it? is it an issue w the torso or legs
the bones are clearly rotating a part before the bone
so its going to rotate the other way
im on phone rn forgive me uh
do you need any more screenshots im sorry im just like really stressed cause ive got no clue on hoe to fix it LOL
its the same weight paint as my other models which is why im so confused and lost
it feels like everything i do creates a new problem
the same for the torso as well which is why im so confused
I can get anything you need if you can figure it out :( no tutorials have been helpful at all
the armature in unity doesnt look the same
yeah im not really sure on what the issue is, is it because the bones arent connected from hips to legs on blender
no?
you dont connect the bones to begin with
they just need to be parented to the hip
they are in unity and blender
does relative parenting need to be selected
if its parented then its parented
did you like rig it as humanoid then later moved bones in blender
then you need to reset the bones
would it be better to just re import things entirely
like redo the model's stuff in unity
that model doesnt look sfw
How many layers do you need for facial expression toggles?
depends on how you want to do it
I split my mouth and eyes so I can keep lipsync without it clipping
I have 8 facial expressions I followed the guide on youtube that everyone watched
thing is, only 1 is playing in game
i can only toggle 1 on our off and it's my first one
mb
i'm going crazy I feel like this should be such an easy fix man
idk how you set it up
Alright so, what am i doing wrong
I used an int
ok?
why are you rude for no reason?
hey guys so does anyone here know what the chibi skip4d model is? and how to add face tracking to it???
like yea you used an int
but what else
does it have the blendshapes for face tracking
My boyfriend got it to work there was something wrong with the blueprint and he had to use some VPN to get it to delete
whys the submenu using the paremeter
would anyone recommend some videos about properly creating blendshapes and fixing the model after? Every time i've tried to import a novabeast into blender, add hair then turn it into a blendshape it always breaks the entire model and i have 0 idea what i'm doing wrong
i've been following stuff from pxinky
explain what "breaks the entire model" means?
i'll try my best to describe this
just use screenshots
currently dont have the project open rn, i just want something i can watch and follow along to soon once i'm done with work
well it was telling my my parameter was not defined or something
kinda hard to know what advice to give without knowing what problem you want to solve
The entire model is in the wrong rotation, size and position, etc. Even after I apply all transformations. All materials are in the wrong places, the model stays in T-Pose mode, and if I set up the avatar (I use a plugin called pumpkins avatar tools), it still ends up being broken and I can't figure out why. The animations wont work, either
ok - I don't see how a shape key would cause any of that.
i wouldnt either
submenus dont need a parameter
if you put a parameter on it then it literally will only ever be that value if the submenu is open
it already had one to begin it defaults into vrc expression menu
i'll remove it and see what happens tehee
submenus arent supposed to have a parameter on it not unless you want it to toggle something if you are in that menu
You can just delete that parameter unless you actually want to use it, in which case, use a parameter that's actually in your parameter list.
just leave it empty
what create button?
you put in your avatar's parameter list
the one I already had??
yes?
but you told me to remove it
no I didnt
omg i'm so confused
right but it was like 3 years ago so... probably things changed since then
I told you to remove that
I mean there is no error
uhu
whenever you put a parameter there
when you open that submenu the parameter gets set to that value
oh okay
so that might've been why i could only play one animation then
i'll see if it works
It works now... thank you sososooo much. Truly thank you a million times over. Much love to you ❤️ Be well
Heyo im Sasha and I am looking for some help with avatar creation. I belive this is the right place to ask but i apologize if this isnt. I have been learning and trying very hard to figure out how to fully create The Awtter avatar base into a custom avatar. I've tried from Youtube to Google and when i try to do as they say, everything is different, or out of date. I'm looking for someone who is knowledgeable and able to help me learn as I'm more of a hands on learner than a video's kind of person lol. If your willing to help please DM me, im open to any form of help.
just state your issue
How do you turn a .mesh.ascii into fbx
Well honestly everything so far has confused me, and that the guides i've gotten online don't do the same things as they should. I've had 1 person who was very familiar with The Awtter and even they were very confused as my version was newer than the one they had. From what I'm guessing is the primary problem is I'm not super knowledge on avatar creation since i learn better from being shown or guided, since videos dont have the same problems i have or they explain things in ways i dont understand, as well as the UI's don't match up to what I'm told they are supposed to look like.
whered you get it
deviant art
link?
that isnt a specific issue
so ripped assets from metal gear
Mhm
no ones helping you with ripped files
Aw man
nor should you be using ripped files
If you don't have exactly all of the same things the tutorial maker has, of course there will be some differences, and you'll have to be able to work around those. Learning more general stuff will help in these cases too.
which also means that anyone helping you is going to probably give more general advice too, it's not likely they will have exactly your situation.
what issue specifically are you having
like downloading unity?
avatar not uploading? what specifically
The issue is that the instruction online have different UI's than what i have, as well as me not being able to learn what i need to do as I'm not familiar with The Awtter base. I'm hoping for help that can help me through the process in a way that i can understand.
Drag and drop the avatar in the Project window (to make a prefab), but not link it with the generated prefab?
By default, it gets linked to the newly made prefab.
hmm I wouldn't expect drastically different UIs
the only drastically different is 2.0 to 3.0
yeah
So far its confused one person who was familiar with avatar creation as well as 3 diffrent tech support people who even had came in person because they thought it would be easier.
anyway, feel free to talk about specific problems, we probably can't really help with such general things
Could also be incorrect unity version, no?
again, with absolutely no specific details, there's no way we have any idea what to say here
