#avatar-help
1 messages Β· Page 198 of 1
Yo, got a question, I wanted to setup a resize function for a tent on my avi, I tried using VRCFury with no luck, .. can someone help me out?
so now i have a new problem. in my animation i have the plane to be scaled but in playmode it doesnt do the scale part
Whats the toggle look like
And the animation
Matcap
It's all VRCFury stuff.
I'll send a pic one sec.
I didnt ask you
Mb
hi so i bought this bird model from booth i tried to upload it . Its been saying im missing scripts
Means, whatever was in the project before it was exported when it was uploaded to booth u donβt got, if it isnβt essential, like for a object, itβs safe to delete those missing script warnings from your objects by clicking the 3 dots and hitting delete.
not much can be said other than look at where you bought it to see dependencies
also why are you in prefab view
ive been looking at the doc that came with it and its showing the missing scripts
just looking idk
those look like basic SDK scripts, is the model or your SDK version outdated?
im using unity 2022.3.33f1 it said on the doc to use it?
thats wrong
damn
its 2022.3.22 not 3.33
my b lemme try it
okay im probs really stupid, but when i go to edit the proxy hand layers animations it has completely different hand gestures when in preveiw mode. but when i set the fx layer on my avatar its just the normal hand gestures..
how do i fix that,
its got a fade to it
nothin changed
if anyone can do this really annoying this for me in blender or at least let me know if its possible to do please dm me
you didnt even say what "this" is
suprise
thats a very easy way to not get help at all
matcap just makes it completley reflective and you cant see te normal texture
well, its adding an asset of an avatar onto an avatar that isnt the respective one
its not clothing
nothin still i might just be at a loss here
then change the settings of the matcap
theres masking
overlay options
etc
why wouldnt this be possible?
also #1204490664637890580 go to vrctraders for that
teres just not
have you considered not using the search feature
thank u btw it worked
Is there an easy or simple way to make an outline mask for this thang? so the outline doesn't go through the model?
thatd be stenciling not a mask
Tried pressing all the buttons in the stencil do you know how to do it properly?
read the documentation
okay thank you π
when you open up your Blender project and work on it for 15 minutes before realizing that you've been here before.. and you go do some inspecting git and realize you never did a git pull and so were just working on an outdated file.
git:0, win robocopy:1
no idea what that is
Just did a hand transplant (With tons of help from a friend) but setting it up in unity, for some reason, the thumb is preventing it from being a TPose Humanoid, any idea why?
(Ignore the wonky texture, that one was designed for the old hands lol)
just enforce tpoze
You can just rotate the bone around a little until it matches... or yeah, try to enforce T-pose
Oh, that fixed it, thanks xD
its probably just too close to the palm
I was going to ask "How" but found it in a tiny dropdown menu
Hey could anyone tell me why my models eyes want to shift downward in its natural state?
On blender, and when previewing looking straight, she looks forward. but on unity the eyes warp downwards.
First image is blender, 2nd is unity (and the eye rotation states.)
What do the eye bones look like in Blender? They should be perfectly straight upright, with 0 bone roll
no idea which of those are eye bones?
the eye bone's head should be at the exact center of rotation, whatever you define that as
The bones are named "lefteye" and "righteye" in the middle.
When the bone is rotated in pose mode, the eyes dont clip out, so id assume the head is at the center of rotation.
I mean the center of the eye rotation, which is different per eye. But if it works for you, great.
Okay, well I haven't changed anything here, so I'm still having my issue of my models eyes wanting to rotate downwards in unity. I play tested my model, and it caused the eyes to literally be outside of the head on vrc.
does anyone know why this is happening?
because you did not install the Android build tools in Unity
how should i do that
yeah - if those are the bones, being so far from the eyes, I'm not surprised it's weird
in Unity Hub, in "Installs", select your unity version, click "manage" and add the package there
so i got an issue i tried to fix but it's always the same thing, on Blender, nothing seems to be broken but when i export the model to FBX it shows up with a blendshape on in Unity even though none are and when i look into them the model gets janky, so i applied the modifiers on Blender, still not fixed, i look if there aren't any bones named the same as an object, still not working, idk if it's during the exportation of format there's been something wrong
in the Unity import settings you can turn off blenshape values, I forget the actual name for it, but it's in the first tab of the inspector for the model file. "deform amount"?
Also if you have modifiers, apply them before exporting
im looking through i can't see to find anything
Just giving random useful advice, I'm not sure what the problem is given the info I have.
Do avatars support the use of rigidbody components and retain the physics of such?
Yes... kinda. They tend to work weird. but VRlabs has some prefabs that make them kinda sane
Gotcha, thanks
Nvm turns out the animation was using the first thing of the hierarchy rather than the plane mesh i had
Where do I look for people that make avatars?
VRC Traders discord - link is in #1204490664637890580
Thank you β€οΈ
I want to split this eye texture in four seperate pieces (The UV map makes it show all of them at once, so you need to do one at once,)
the only issue
i have no idea what color to use
because theres no cover art in color using these eye types
white doesnt
exactly look great
and i want this to be quest compatible
hey im having an issue with vrc fury and having too many parameters how do i fix this issue?
it says 403 out of 256 bits but how do i reduce it?
look in your avatar parameters list and either remove some, or uncheck "synced" for them. Unchecking that means they'll be local-only, only you will see their effects
where do i uncheck the sync if u dont mind me asking
"look in your avatar parameters list"
it's linked in your avatar descriptor under "expresisons"
under "expressions", the item in "parameters"
Hi random stupid thing with my avatars is that sometimes they try to be uploaded as a pc avatar, and Yes I do all the steps I need to do to have it as a quest/android avatar idk what happening. It's frustrating me
Its posssible but you need to add weight paint and make it work. If you edit it to the shape of the avatar you may be able to transfer weights but even then since its "fur" you will prob have to do some manual adjustment so it bends correctly in certain areas.
Blendshapes are pretty destructive when editing unless you follow some rules in regards to them. Like 1 mixing meshes with blendshapes with another when they both have similar blendshape names can basically nuke the blendshapes in a destructive manner due to conflicting data but this can be avoided following simple rules. When editing blendshapes it has to be done a certain way sometimes. As for the material slots make sure its the same number of materials as before or pumkin wont fix it due to the data changing. Make sure there is no dupe materials being applied from other meshes etc. If you make a clip of what you're trying to do i can prob assist you further.
You put the project into android platform ?
I ended up figuring it out. Tysm though
How do i know where in the Poiyomi settings i put them?
Good, you're big brain 
Think most of that will be in the colors and normals section & maybe shading. Poi has documentation that may help you. As I don't wanna open unity to check for u since im going to bed soon ;<
I see i see thanks! i will check the poi documentation
Yes
I'm confused I'm trying to fix my avatar and my eye material is completely white and I can't fix it
My eyes only show on standard not on matcap lit or standard lite
You have to take screenshot so previde more detail and context to your question.
I have 3 avatars with the same problem as each other: They're off the wonk.
When I import the avatars to VRChat, their models are rotated by 90d the wrong way, can anyone help?
Take screenshot to provide more detail and context to your question.
And how it is in vrc?
The front of the avi is the side of the avatar.
I have some random error that tells me that the avatar wasn't imported as a humanoid rig even though I adjusted the import settings to have it set as Humanoid..
Is the avatar assigned in the descriptor?
Did you make the avatar in blender? The model must face -Y direction in blender.
oh...
Yeah, but IDK what direction it was facing.
Well, my friend did smth and fixed it, he never told me what tho.
well it seems to be, after all there is no other avatar in the scene and I have the avatar that I want to upload selected
Do you see a compass gismo?
Ah, oki.
I mean the avatar rig configuration (blue man symbol)
They're facing -X
where do I find that?
Of course it's incorrect.
In the descriptor of the avatar in your scene
Do I need to reimport them all in the right direction or can I fix it in Unity?
Of course you do.
im not exactly sure what to show here but here is the entire menu for the inspections..
Export from blender to fix it.
In animator
goddamn it.
oh what it says its not in tpose
I keep trying to enforce tpose but the moment i go back to this screen it just says its not tpose again???
Also click apply?
Does it show some Error in the menu where you select rig type?
Show us
That's the reason.
So open the msg
wait i might have found out what the issue is
Yes bc the foldout tells you
ok nope.
File 'ZTBTest' avatar creation failed:
Ambiguous Transform 'Armature/Hips/Spine/Chest/Neck/Head' and 'Head' found in hierarchy for human bone 'Head'. Transform name mapped to a human bone must be unique.
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
I assume it has to do with the actual mesh
Lemme re-import it changing the mesh rq
okay it seems to have fixed the issue!
Thanks!
Although another issue did come up
Not sure if it's because I renamed it
animation issue with the face?
no it just seems to be because I turned off leaf bones
when I was exporting the avatar
And since the ear physbones was a single bone it just refused to work
I just added a bone to extend off of it
no biggie
thats what the end position setting in unity is for
at the top of any physbone script you have end settings, extend y beyond 0 and youll get 'length'
oh shoot I just saw that feature
I'll probably utilise it when I update my avatar..
Thanks!
Either way the problem is fixed
hey, trying to fit a piece of clothing.
ideas on how to stop the hair from clipping? ive no clue how colliders work but maybe thats something i can do? id rather do that instead of making the hoodie FAAAR too big
Make shapekeys to make hair smaller.
Im dumb. That was always a solution. Thanks.
Does anyone have a solution to why my blendshapes weight range is clamped? and how do I disable it?
Normal <= => GestureManager/In vrchat
Does it exceed while you're testing with gesture manager?
yes
when im just in normal scene it looks normal, even checking on animation its fine
but whenever i upload or check on gesturemanager this happens
Does it return to idle face when it no longer toggles the gesture?
leme record real quick so you get the idea
i know its something to do with my FX
cause when i delete it, its normal
but i cant seem to figure it out inside of the animator
idk how to fix this
Make sure that your animator states through out all animator controller is set write defaults to on or off the same. Do not mix.
This is irrelevant.
if its this, then its all turned on
In all the layers including Base, Additive, and so on?
from the looks of it yes
Does the sdk report about mixed write default?
anybody knows why when i switch avatars i can see all my clothes and boots at once for 1 second and then goes to default outfit
non
Is any layer in avatar playable layer still default layer?
worst chase is to delete FX and reupload the original and redo everything
is it possible to screenshare it for ya?
No.
i found the solution
FX and Gesture were colliding in playable layers
Colliding?
From the picture it doesn't tell how it's "colliding". But from my previous question asking whether you still have some layer default and you had the addtive one default.
This is where you do what that error message says, that's where the error will be.
i for some reason cant open the rig editor like i normally could
I'll always be surprised by people posting that exact image and not following the instructions in it.
Not what I'm telling you to do, but also this issue is because you have multiple inspector windows - it pops up in one at random for some reason
i did. i cant open teh avatar rig editor menu
Yep, that's the error.
yes i have multiple
I run 3 inspectors and tend to lock 2 of them to force the rig setup to go into the one I want. It's annoying.
dunno then, unity is weird.
Hi there! currently trying to make my first avatar, im having some troubles making her lady bumps do the jiggle stuff. i added the vrc phys bones but nothing is happening when i hit play and go into scene and move the avatar around, it is still stiff. Any help appreciated π
you'll want to use a testing tool like AV3 Emulator or Gesture Manager to get the VRChat components active in play mode
ill try to add gesture manager π
@trim edge Any emulator is not required to test physbones as the C# script has all the code to function in playmode on its own. What if for this avi you put it on each boob rather than the root? Or try seeing if setting a transform works.
well im also having issues with figuring out what an animator is haha
i tried to add a transform but they only move when i put the transform onto the root but even when i do that, they move unevenly
well thanks anyhow π
Depending on which one a animator is a unity component, you will see it on the root of the model where the descriptor is.
There is another animator which is a window in unity which you can access by double clicking a FX Layer or going to the top of unity and clicking Window > Animation > Animator
Maybe weight paint differs for each boob ? π€
Oh yeaaa i forgot about the end bone thing.
having a radius make it much easier to see if they ever move
Does making a empty work as a end bone or would it need to be reexported with end bones via blender ?
just use endpoint in physbone setting its a free 'bone'
Ohh gotcha. Good tip π
we have movement!! ty~
hi all, I'm extremely new to vrchat and avatar creation, so please bear with me
this is a mmd model I made and I'm trying to put her in vrchat. all of her blendshapes are in the placeholder mesh and are connected to the bones. I'm still not sure how to properly connect the placeholder so the blendshapes actually show up on the avatar
for whatever reason her default face is a shouting expression. I have no animation controllers or any playable layers on the avatar yet so I don't know where to start in fixing it
i have made a little eye shape blendshape and i just wanted to know how can i make them toggleable in vrchat without the blenshape breaking the blinking blendshape
Not worth the effort imo
hi im kinda new to this avatar stuff idk how i take a picture of this but my hair phybones wont stay on my avatars head and kinda fall behind??
haha, this is the kind of thing I put my effort into
You could do 'if brows down' - use another blink shape or blink only at 90% strength. That requires blinking via fx setup and not vrc avatar descriptor blink
Did you export this model with shapekeys set to 0 with basis selected? I would also check the skinned mesh renderer of the body to make sure all values for blendshapes are 0.
I don't believe that has any effect at all, I've never bothered to do it
if you really want, you can uncheck "deform percent" in the FBX import settings
yes, everything is set to 0.
Maybe they saw a ghost lol. No but srsly i think id have to take a look at the fbx maybe. Prob just needs a little cleanup
what i'm currently doing is trying to copy the placeholder shapes onto the mesh in blender
Were they created on that mesh originally ?
they were not. how mmd works is that the shape keys are on a placeholder mesh, which is linked to the armature. but that doesn't pass over into creator companion
Interesting, but the placeholder in unity has the blendshapes? Does mmd deform via vertex or bones? Cause maybe you could join the placeholder with the body mesh and maybe it will merge without breaking..
the shape keys are bones. i'm currently copying all the blendshapes as poses and i'm gonna see if I can apply them to the body mesh
.. shape keys aren't bones, they're shifts in vertex positions on a mesh object
for this model the expressions are through the bones
Your making a pose with bones and setting them as shape keys?
yep, that's fine - that's just not "shape keys"
sorry for the random question, But how do you get textures to appear inside of your shirts?
Either model a face inside there, or turn off backface culling in your material, assuming your shader supports it. both are a performance hit.
with my model all of the expressions (frowning, blinking, etc.) are on a placeholder mesh. this mesh is linked to the armature. with mmd tools in blender I am able to view these keys, they work fine
but in unity/creator companion, this does not pass over and the keys do not appear on the model.
Triple A games pose faces with bones sometimes rather than shapkeys. There is mutiple ways to do things. It is possible to pose the facial bones and save the deformation as a shapekey instead.
Yes, I'm totally aware of this
Until those bone movements and such are converted into shape keys, they aren't shape keys, so the statement I was commenting on was incorrect as is, but now that I see what's going on here, I understand why it was said how it was.
Yeah but I think you and I both know what they meant even if it was not technically correct.
Either way, you'll have to turn these into actual shape keys, Unity can't use this as-is.
Unless you wanted to make animations that move the bones how this stuff does instead.
I didn't and others might not, so as it was, it was an incorrect statement. But let's move on, there's no need to continue this.
Need some help!!
[Pics both taken on standalone quest]
Im working on redoing one of my avatars (Left) but ever since the first verison of the avatar, I ran into this problem of the face not being transparent. (Note: I DO have the vrchat particles shader on that material.)
when I put this on quest, I had to cut out the head images manually and that lowkey takes forever and its annoying to do.
Its weird cause another avatar i made (Right) worked just fine using the particle shader. They both the vrchat particle shader on, Left using just the multiply option while Right using both multiply and additive option.
Could using both multipy and additive be casuing it?
my avatar's right arm keeps doing this weird bend, specifically on the right wrist area, but not in blender when the same FBX is imported there. Is it possessed?
tenna mentioned
ok, the making poses into blendshapes thing has been resolved. but my model's default face is still her with the mouth open. All blendshapes are at 0
got a jawbone mapped in the rig setup? Don't, unless you're actually using that for speaking
that seems to have done the trick! but will her mouth still move when I talk?
If you use viseme blendshapes for that, yes
so i just starting working on a novabeast avatar and i cant get the clothing to look right in game
so instead of making a blendshape for the arm to go into the cyber arm i tried an alpha. is this a good or bad idea?
wish there was an option like blender's relative to
so it would be possible lmao
the thing here is that i use eyelook for face tracking
which means i kind of have to use the avatar descriptor blink
it allows you to use the built in selfie expression
or at the very least its one of its uses
Yeah I don't use that, I just realized I never actually looked into what that actually does
UV tile discarding is also a decent way to do this
i mean all i really want is to be able to toggle between those states OR at least be able to switch the blink blendshape to another one that fits the squinted eye
Yep, and I did some setup for this but I suddenly got curious as to whether that's even needed, at least in my case where I don't use that selfie thing
i do use it but if i use the normal blinking eh, things get funny
yeah - you can use VRC Animator Tracking Control to disable that when doing your own animations, that's my method.
how would one fix this
whats the look up and look down thing?
explain what you mean by "this"
my clothing is stuck in the tpose
how did you attach it?
i dragged it to the nova beast in the hierarchy
Also is it already rigged? For that avatar or for a different one?
is it a VRCFury prefab maybe?
does anyone know if its possible to make separate blinking with selfie expression?
i have the blendshapes but i dont see where to set them up
it says loco
?
no idea what that is. Perhaps read the readme?
that's all it says in the file?
yea
weird.
Is it the novamaid thing ?
no its a femboy out fit for said nova beast
i'm a bit confused as to how to make the blendshapes into animations
Do you know if its a drag n drop fury asset or not? Cause if its not you will need to either join it in blender or use vrcfurys armature link component
no i dont
You make an animation and record changing the blendshape
do u have the link to the shop page ?
i got it from vrmodels
in blender or in cc?
I cant help u with that then, that site is a ripper site. VRC discord can only help you with paid assets.
In the Unity editor.
IF you mean "Creator Companion", that's a package manager and launcher tool - the real work is done in Unity
Pay creators for their work, you won't find help with this around here.
i can't seem to find a way to make keyframes for the blendshapes
watch a tutorial on making animations - you need the animation clip in an animation controller that's in the avatar's "Animator" slot before this will work
how come she's doing this in the animation? i don't have any of the muscle mapping selected in there
That's "bike pose" - the default pose for Unity animation. Work with it.
(as in it looks like she's riding a bike... kinda)
Hi there! im trying to add gogo to my avatar but when i go into play mode and use gesture manager it doesnt do anything, im assuming its due to me not having an animator set up but i have no idea what that is, any suggestions? β€οΈ
Hey, im currently trying to get facial animations with gestures working.
ive got this setup on my FX Gesture layer (with a weight of 1, on overwrite) and GogoLoco's Gesture Controller set in my avatar descriptor.
My FX Controller has a copy of the Gesture Parameters (Weight in float + the gesture number in int)
Each transtion has the contraint of = (on entry) or != (on exit) to its linked gesture number
Write Defaults is on.
i keep getting issues, of it just not showing the animation in editor/Test built version.
The animator controller will show that its swapped over and is playing the right animation when i trigger a gesture, but it wont show.
ive got it to work before by remaking all the animations again, but that shouldnt be the fix. Since last time it worked the only thing ive done was try to build the avatar and change the transitions to no longer have exit time.
Ive been trying to get this working for the past 2 hours now, and have only got it to work a few times. (and ChatGPT is not helping anymore!)
Any suggestions?
Thank you.
Hi! I have poiyomi shader on my model and I can't figure out by myself how to get rid of the white line when the model is further.
I worry it'll be visible ingame :Ic
Tried googling for it but I'm so unfamiliar with unity that figuring out the correct terms is a little hard.
If im not mistaken im pretty sure you need to add a few extra pixels of color near the UVs edge. That is usually where a seam would be.
Nothing on it works at all ? Cause its suppsoed to be drag n drop, shouldn't have to mess with an animator to get it working
Hmm, the UV's are a bit close to the edge on those back parts. I'll try extend em, thank you.
Im making it from fbx's, its not one i just straight bought off payhip or jinxxy. The drag and drop no worky
Could someone help me figure out this lighting issue? My anchor overrides are all set to chest, and the lighting on my materials are all the same. No emissions on the skin, no matcaps, no reflections, etc.
I'm having this problem where the expressions on my avatar are messed up, they were fine before but then when I updated it they were messed up like this, anyone know how to fix?
What like trying to transfer it from another model?
If you're talking about the eyes thats your gesture conflicting with blinking on the avatar descriptor
Also looks like others are triggering though
Seems like having a plugin to take notes that crashed the build process last time might of caused issues? without it it seems to work.... WELP!
what does that mean?
That you're manipulating blendshapes on the model that are already animated. Example vrc_blink.left + wink can cause issues like that due to them both making the eyes close etc.
but I didn't change any of that, it was working before and I didn't do anything but add a pickup then reuploaded it, the eye's literally don't show up at all now
and the quest version looks normal but the pc looks like that
do you have mixed write defaults maybe?
Does anyone know how to make a toggle with custom walk animation? I canβt find any videos explaining how to do it.
Ask me in DM for more details
No, i mean im putting one together from scratch. Its just not doing anything when i add gogo
You need an animator. it'll be made automatically when you make it a humanoid rig. https://youtu.be/IhMmYbrBmhk?si=vZXoO2-w9At6WIOT&t=101
Ignore the error part in the video, unless yours error too. But still check mappings, so chest is slotted to chest/etc.
if the animator is not made automatically, click your avatar's main gameobject, in the hierarchy, (the one where the vrcavatardescriptor is) and add as a new component.
tick apply root motion. an animator controller will be made automatically whenever you make an animation.
It is a humanoid rig but ill watch that video when i get back to my project. Thank you π
then the animator just werent added automatically, and you can ignore the video and just follow the text instructions I gave. or if it were, and something else is wrong, and youll come back and let us know and someone will help
Build generation failing can cause whacky behavior, like renaming all anims/materials/etc. If it renamed your avatar hiearchy (armature to spine.001), anims stop working. sometimes anims or animator layers just break, you can use avatars 3.0 manager to copy over these things to a new avatar, if it happens again.
the animations or smth broke, remaking them + the controller layer solved all of it,
good to know tho
Didn't think it coukd do that
thank you!
Can I animate these properties in the Toon Standard shader?
If I can, how do I add them as a property to the animation timeline
record animation, change property. Remember you have to do it on the material that's already on a mesh renderer on your avatar. Because you're really animating properties on the mesh renderer.
not sure why it wouldn't work with Toon Standard
list?
ohh, yeah I don't dig in there much
if the asset came with a .txt or a tutorial id check that first, if there isnt anything that mentions/shows your issue or can fix it just contact the creator directly
its a paid asset so w/o anymore info or someone purchasing/owning the asset already they cant really troubleshoot it for ya
how do i do this
it has an animator but it still has that problem for some reason
OK got it fixed
how do i fix this?
setup the rig as humanoid, assuming your avatar should be. It's covered in most basic setup tutorial videos
it's the cause of your previous problem also
Check the tranform component and make sure no rotation values are applied
You can find the thing kazin is talking about by clicking on the fbx file in unity and going to the rig menu and set it to humanoid in dropdown
anyone else getting this message? i've been using sdk for a while now.
prob just not aware your rank has increased
i did that
sobs i hope this gets fixed because i've been trusted user for a long time, i was using it just fine yesterday
that the latest ?
3.7.6
Well make sure the avatar in the animator is humanoid cause vrchat sdk will look there rather than whats in the scene to validate it is humanoid.
So it seems like the humanoid rig is all screwed up so I don't know what to do I don't want to rerig the whole thing 'cause I don't know how
Show me the rig setup, it doesnt always map the right bones automatically
ok shall i dm it to you?
Should be fine, maybe check is just not working π€·ββοΈ
If you prefer, you can always just screenshot it
ok
got it to work i believe, upgrading to the newest version helped
sent
Ever figure out what was causing this?
I have the same problem right now, only I'm using VRCFury to make the animation run.
No it just resolved itself sorry :/ just keep trying to compile it until it works
Eventually it will
Then it might show up wrong in the view screen but it should upload right
iiiiinteresting
Does anyone know why this is happening π₯²
I get that and I did that when I was trying to upload it but it errored..
you added a thumbnail?
delete the blueprint id and upload again
im also unable to update thumbnails for stuff on both the site and in unity, seems like a vrchat issue maybe? 
the prefab probably isn't rotated in the right position. Fix that in blender and reimport and see if it works?
this might be fixed in 3.9.2-beta.2 3.9.1-beta.2 (#open-beta-announcements message)
you could give it a try now, or just wait for the new stable release
i saw a api alert earlier but idk if its still a problem atm
yeah wish they'd give us an update :(
im having a really weird issue and idk how to explain it. I'm trying to add physbones to my avatar, but whenever i add the component to a bone that doesnt have anything parented to it the physbone just doesnt exist? the best way to describe it is that the gizmo just doesnt show that theres a bone there, and when i go into play mode nothing moves.
*I've never had this issue before
Screenshot can help you explain it.
on the first image the bone has the component on it but doesnt have the gizmo like it should, and in play mode it doesnt move, the second is how everything else looks
this is the case for all bones like the one selected in the first image
https://creators.vrchat.com/avatars/avatar-dynamics/physbones#transforms read a "CAUTION" section here
ahh thanks
Is there a way to isolate each garter belt and sculpt them individually? Cause when I try to sculpt the inner part it pulls the other inner belt towards the one I'm adjusting up against the skin.
split them into separate parts?
How do you do something like that? They're linked to the skirt, idk if that makes a difference. I'm completely new to blender.
mesh edit mode, select faces, 'p' to "part" it out into a separate object
Yo, haven't been on this game in years, was curious if there are any deer or moose avatars that are just animals and not furries?
I'll try that, thanks for the tip β€οΈ
there deff is, check in #1138520828556890214 for existing posts or make ur own though
bet ty
does anyone know why my icons keep getting reset on upload? I thought it was just a high texture memory but its not. I feel like it might be VRCfury fucking things up somehow
What icons? Action menu icons?
yes
Is it the icon you set in expression menu file, or using other tools?
Between Blender and Unity, is there any efficient way to keep different versions of the same avatar mostly in sync? Mostly looking at different clothes / accessories on different versions to keep my performance ranking from dipping.
Yes it is the ones I set in the expression menu. The ones controlled by VRCFury seem to be unaffected
like I got a magic menu for example that keeps getting reset, but my expressions menu never does
i ekep getting this error when i try to open a project and it just opens teh file location of VCC
Idk why but nothing happened when I click the Build & Publish button in unity vrc, please help π
sorry old errors, it's that
whats the one red error not included
the blueprint id error has nothing to no with the actual blueprint, its a generic symptom of other issues
do you have any errors in the import settings screen, specifically the rig screen?
new to vrc i don't really know what does it mean
in your assets, you have the fbx of your model somewhere
i've imported a unity package
that doesnt mean its free of mistakes
the unity package will have imported the fbx too
so i need to reimport it again?
i didnt say that
restart unity if it was just imported , script if it has any can fail - then try upload again
id check the rig screen just to double check as well
So, restarted unity and he tell me this :
that error still dont matter
keep getting this error when trying to upload, i have double checked that all textures models etc. have the needed things like read/write and stream mips, still no luck. How do i fix this or what do i try next?
SDK version 3.9.0
also despite the error it still "makes" the avatar and shows in my avatars both on website and in SDK
OK downgrading to SDK 3.8.2 fixed it
for future reference, this "failed to upload avatar" message is not a useful error, you want to look at the first few errors in the console for the root cause
Hey there, I jsut recently started using VRCFury to make avatars faster and I'm trying to understand it's functions. Does anyone know how to make a grabbable prop on an avatar using VRCFury?
I have a character with a gun on his back and I want to make it so it can reach into a contact zone and then have it switch to its hand when he reaches back for it.
So far I have two separate instances of the same object with VRCF Toggles and Armature links on them, I'm wondering if there's another component that makes it so when one is active, the other turns off.
I'm also open to different techniques using just one instance of the item if anyone knows how to do that
I'm also not sure where the animation parameters and controller is saved in the project so I can't manually edit them
you can find the parameters list by looking under "Expressions" in the avatar descriptor
Animation controllers will be under "playable layers" in the same component
First time using blender so forgive me if the answer is obvious.
I am trying to weight paint an asset but no matter what I do, there's always this bit sticking out between the legs. I can't seem to paint it at all and trying to add or remove weight from the area it's stemming from doesn't seem to help with anything. Has anyone seen this before?
yeah - that's one vertex with no weight. It's sometime tricky to actually target it when it's a single point like that
Interesting. If I can't paint it by moving the brush all around the area, how does someone usually go about finding the right spot for it? Is there a menu I can use or some such?
couple of ways - you can go back into mesh edit mode, click on a vertex, and look in the "Item" box of the 'n' popup on the right, it'll show the weights for that vertex
I often will rotate the bone less to try to see when the vertex starts to stick out and get it before it's way too pointy to easily target
also you can go into mesh edit mode and select all vertices in that vertex group, to see if one is missing
Ahh, that's great. I'll have a look into that. Thanks for letting me know, I appreciate it!
Hopefully going better than my instance of it haha
oh it's going to go way worse very soon - it's a dress π
I'm refitting a friend's work though, so assuming she painted that part right, I shouldn't need to do too much touch-up, but we'll see
Oh oof. Maybe I'm not so bad off after all. It could've been a dress after all. My condolences, Kazin. I'm sorry for your loss.
haha
Heh- me again π ive got most of my issues worked out, however, i cannot get the top of the clothes to move with the jiggle of her lady bumps. ive tried to add phys bones and match the same setting but it no worky. any advice appreciated β€οΈ
do the bones move those mesh parts in Blender in pose mode?
working solely in unity π¬
oh you should be able to try rotating those bones in Unity too to verify they move the right parts
pro tip though: if you do try this, just undo the rotation after you're done, it makes it easier
you don't want to leave bones weirdly rotated
what you're checking for here is if the mesh is weight painted properly
ok so i did actually have blender downloaded i just dont know much about it, i imported the fbx and put it into pose mode but it no jiggle
physbones are a VRChat Unity SDK exclusive, they don't translate into Blender
then wha?
in blender pose mode, select a boob bone and rotate it, see if the mesh moves as you expect
ok good, then the issue is probably with the physbone setup itself, in Unity
i got it fixed tysm! only one more issue and ima try to fix it for a bit before i ask for help haha
oh good!
I have two transitions pointing to the same animation, one with FrindBind false, another with FriendBind true. They are used only here. How to know what they change?
I want to find out, how the "only friends can see toggle" is made
I haven't seen an easy way to do this in Unity, what I usually do is open up the animation controller file itself (it's just YAML) and search for the string to see where it is. Might be kinda advanced π
How i can find the YAML?
Stupid question, thank you!
π
tried to backup my avatar project copying the asset and project settings folders only (someone on the internet said thats the "right" way since it repopulates after starting the project)
However upon starting said backup using VCC i get these errors (i was prompted to start safe mode because of compilation errors before and started in safe mode to see the error messages.)
Anyone able to explain the issue here?
I'd start by deleting that _Poiyomi folder from Assets and installing the latest from VCC/Alcom
might be old version then? i was sure i updated everything available before attempting the backup
ill try that then
oh interesting
Maybe, but ideally you want to use the modern package if you can anyway
could also be you have two copies - one in Assets and one via packages
when i do manage project on the original it has poiyomi greyed out
did you remove the one in Assets first?
yep, probably
i dont even remember what for
most stuff needs liltoon
i figure i have to update manually? or can i delete the folder entirely and just use the version in vcc
As I said, delete the one in Assets first, then restart Unity
k
now im getting errors about Kurotori Tools (before restarting)
contains avatar tools
delete that too?
might be flares avatar tools
yeah not sure what that is, it may be out of date though.
its continueing the import now (i deleted it inside unity)
did it on its own cant restart until donw i guess
some of my assets are pretty old by now i guess it was bound to cause some issues after so many updates
Yeah sometimes one package will get updated before another and break that other one
it killed all my installed packages for some reason i had to manually install all the packages for sdk and stuff via vcc again
i guess just copying assets and project settings doesnt cut it for a clean backup
Yeah I would avoid backing up anything like that
now getting compilation errors again after i installed everything
its all SDK about some testattribute
Always look at the first errors first, scroll up to the top.
which SDK, which unity?
3.9.0 and 2022.3.22f1
would anyone be able to help me on setting up the inspector? hes a new avi i made in blender and not sure how to set him up to work properly.
what do you mean "setting up the inspector"?
the project was created on an older version though and later updated
settings for the animator, expressions, playable layers
oh right - one thing you may have to do is exit Unity, delete the Library folder in your project, then restart and let it rebuild everything.
I see a bunch of hits when I search this discord for NUnit though, maybe something there is useful
exactly what about this do you need help with? Have you watched a basic setup tutorial?
for starters if you wanna be able to move around with the avatar swap to a humanoid rig. But yes that request is very vague did you upload any avatars before?
Can someone help me? I'm trying to make a novabeast, and everything works fine. Except gestures. My face doesn't do nothing ππ
Like I can move the mouth when im talking, just not change expressions
can you share the fx layer showing the gestures?
Uhhh
Where do I find that? π
This is my first avi lol I'm still clueless with this stuff
im in the middle of trying to get my project running so i cant look at unity right now xD
Ohh ok π
your avatar should have a folder in your assets though
thats called fx layers or effect layers or sth
you also find it if you click your model in scene and check the avatar descriptor
So uhh
I don't have that
Lol
Also sorry I'm stupid whats the avatar descriptor?
sec ill open my project
Oki
The component on the root object of your avatar that turns it from a 3D model into a VRChat avatar.
Uhhh
yes, my avatar hasnt changed. Im not sure if its something to do with the inspector or not. For example, i added gogo onto it, go into play mode and it doesnt do anything
A good reference: https://creators.vrchat.com/avatars/creating-your-first-avatar
I suggest reading all of the docs here
How did you add it?
Aw what. That's gonna suck ASS (I'm dyslexic π)
How does one even help someone who doesn't know what a avatar descriptor is
I just don't know the names for stuff lol
added the unity package then dropped it on the avi. ive always done it like that
Dropped what exactly?
the gogo
...
Okay so you added the VRC Fury prefab - this is the relevant bit of info here.
you see in the inspector on the right side after clicking your avatar, under avatar descriptor you find playable layers, find that fx layer click it and swap to animator in the top
You have VRCFury in the project, right?
now that i look at it gesture layer might be what we look for
my gestures are on the fx layer though
Ok I'm testing that rn
face expressions should not be in the gesture layer
ye i was just wondering i never used the gesture layer for anything
is ths what your talking about? im sorry ive never manually set up an avi before
fix humanoid first
yes click that new animator controller, then click it again in the assets below (it finds it for you)
Those are playable layers, yes. But this exposes a problem - your avatar is not setup as humanoid. You probably want to fix that first
yes
then click animator in the top
So uh. I just straight up think I didn't port the avatar expressions π
Like I must've somehow forgot to import it
you should then see something like this. i want you to check if the checkbox for write default is checked or not for your gestures.
Just because it currently says that doesn't mean it was properly done. You may have to set it to generic, apply, then back to humanoid and redo the setup.
nothing there?
Probably if you look on your avatar's root object, it'll look like this too: #avatar-help message
That empty avatar slot is the issue.
hello. How do I rig necklace or any other hanging object between 2 strings using vrm spring bone component? Is it possible to anchor the end bone of spring bones to other bone?
You don't. Use a single bone chain in the middle and try to make it work.
ok :-:
Well - no idea about VRM, but that's off-topic for this server anyway
its on
now check your other animations that have been added by vrcfury if they are write default on or off
they should be in the same fx layer i hope
Its a component like vrvchat physbone Is it possible to do it with physbone?
i didnt get to use vrcfury yet
the thing is if you have write defaults on "ANYWHERE" in the project on your animations then you have to set them ALL to write defaults on
or some wont work
My comment was about Phsybones - you can't have connected ends
if you cant find stuff right away and just wanna fix it you can try to turn all your gestures to write default off and see if it works
yeah probably don't do that, go fix it properly instead
haha, sometimes that's what you have to do though!
ok! How do I make the end of the chain bones stay still?
And thanks for helping
All you can do is play with the limiters, maybe using a curve to limit rotation of the end. Or maybe try putting a parent constraint on the end? I'm not sure that works.
Thanks!! Ill try it
so what is the correct way for a backup now. ive now instead of just copying assets and project settings copied the whole project folder. is there anything i have to do still
ive read somewhere to delete the library folder why is that.
if i do that i will run into the same issues again i guess
including the NUnit one
i opened it without deleting the library and the backup seems to work fine
library folder is uuuh generated ie no point in backing it up
there's no need to backup Library, it'll get generated when you open Unity
and it's large
and proper way is to use vcc backup project function
when i try to run that it takes 2 hours though 
unless you cram everything into one project i dont see why it would, it just zips necessary folders/file types
I just use git for my stuff
i cram everything into one project yes
all my avatars are in the same project
because starting a project also takes times and i like to save time
π€·ββοΈ
regenerating library folder would also take a lot of time in tyat case since it contains gpu format converted textures for example
and since i just tried that i know that it will give me the Nunit error if i delete the library
i will eventually have to figure out how to work around that
but for the purpose of trying out vrcfury without messing up my backup this is fine for now
Is there a way with Poiyomi 8.1.167 to layer multiple alpha masks on one material so both can work at the same time depending on toggles?
Currently I'm using two separate materials with their own alpha mask and toggle but it causes one mask to override the other when both toggles are on at the same time.
I've been trying to mess with decals but no matter what I do it just stamps extra color/emission on top of the base texture and I can't seem to get it to work as alpha masks, I gotta be missing something.
i understand this right that when you already use modular avatar you dont need to do the armature part in vrcfury right? you can just use it only for the toggle
why use 8 when you can use 9? But no, there's only one place for that, but you could setup the toggles in such a way that one overrides the other
Hmm also what about the "override alpha" checkbox?
Anyone able to help with this? π
I've tried deleting things, compressing things
Size don't change
Idk what I'm doin wrong π₯ I just want it to be quest compatible </3
with what specificially?
With the size being too big
By a whole .28 mb
the usual: make textures smaller or use fewer textures, remove unused blendshapes, remove unused or unnecessary parts/props/clothing/etc.
@somber sequoia not sure why it's using that version, in vcc it's 9.1.30, but unless newer version can actually solve my problem I don't really care about updating. override alpha does nothing, I've been clicking everything alpha, different channels, changing blending mode etc...and I don't want either alpha masks to override the other, I want both to be able to work in tandem
Because the Poi package includes multiple versions - look at the top of the material, you can choose the current version, it's probably got one in "Old" selected
do another build, it doesn't update until then
I did
That's why I'm so confused π
The size legit will NOT go down
Or up
Like it's softlocked at 10.28 or some bs
it's possible the thing you deleted is still there, in use somewhere else
I mean I deleted it off the like little top left menu with everything
Which I think is what I'm supposed to do
Can I maybe like. Make it so I can upload the ever so slightly over the limit avi? π
Bc ik on quest you can raise your download size
No
You can't
You might be thinking of the 10MB download size and the 40MB uncompressed size
Any materials (and therefore textures) included in an animation that exists in your animator will still be included even if it can never run.
Also, restart Unity and try publishing again
Where do I find animator?
Also ok I'll try that after this thing autofixes something I messed up lol
You haven't shown the avatar, but unless it is a "feature rich" pre-made avatar then you not knowing where it is means it is unlikely looking there will help.
Ah ok
I mean it's a novabeast with maybe 5 toggles + gogoloco?
So I don't think it's too crazy
5 toggles can mean anything, is it full on clothing or accessories?
Clothes yea
Well, that will certainly take up space
I mean, I've tried making it so quest players just couldn't see some clothes by up and deleting em from the avi
Same size
Imo, you should go through all the textures and set Android (and IOS if you want to) overrides for the texture settings, ASTC 8x8 is a good choice.
And you immediately tried uploading afterwards?
Do you only have that single avatar visible (active) in the scene when you are uploading?
Yea
Also I think I just bricked something, it's still autofixing something and I can't close unity
Umm
Hello (again) all. Quick question for anyone who might have seen this before.
I'm trying to learn about Key shapes and such right now, so I have made one that essentially pushes the chest of a test asset inward like so. (First picture is default state, second is with shape key set to 1 in blender.)
However, when I import it to unity, the asset has the chest area pushed in (as in the second picture) like the Key shape is active by default even though I'm exporting the FBX with the key shape responsible set to 0. The blendshape slider in unity also doesn't seem to adjust the shape as intended either and sort of just... moves the lighting a bit. Am I missing something silly?
make sure you dont have any modifiers other than armature
cause those will remove yoyr blendshapes on export
Good to know! Though, at least for now it looks like there isn't any on there so I've done that part right at least, if not accidentally.
ah, fair, theyd be gone overall on export otherwise, not nonfunction sliders. idk then, never seen it work in blender and nothng in unity
are you sure your shapekey value is 0 to 1 in blender and not 100?
Just did a quick double check and yeah it looks like it's a scale of 0-1 on the key shape. And no worries, it really does seem like a weird one. I appreciate the advice anyway, I've written it down for future reference - always good to know more stuff!
Ok so me and my friends have come to a conclusion
It's the sdk messing up
Because I've done everything I can, nothing changes
Is there anything I can do abt the sdk being stupid? π
Is there any way of fixing write defaults prior to vrcfurys prompt to auto fix it? I have an avatar that had them all enabled and added vrcfury later on so it's part animations and part vrcfury toggles
I mean it works with auto fix but doesn't feel right
when i attempt to toggle all of them off by default avatar manager 3.0 warns me that might cuz issues
well, if you dont want to rely on vrcf, then you cant just toggle it off without editing your animation clips
it stopped doing it after my first upload
Hello! Currently having some issues when i go into play mode and my avatar wants to get on her knees π ive tried to reimport gesture manager and gogo to see if either of those were the issues but nothing fixed it, not really sure what to do now.
Show your avatar descriptor with the playable layers open and the Animator component visible in the same inspector window
Also are you using Gesture Manager or AV3 Emulator?
i believe i have both imported into my project but it happens when i click into gesture manager in play mode.
fairly new to avatar creation
i dont know what the problem is just that i have one ;-;
yes it was
Can you capture that not in play mode?
Can you tell us what we're looking for here?
i dont have it customized
the hands aren't working properly
sorry, probably shouldve started with that ;-;
nooooooooooooo why are the toggles not saved using vrcfury?! they do not stay when hopping worlds. why??
Yeah - it really helps a LOT if you tell us what to look for, since we don't know what your avatar is supposed to look like unless you tell us.
options in top right, make sure to click "save between worlds"
ok..
"saved" checkbox in the avatar parameters list. no idea how that works with fury.
oh I guess like that, neat.
should be default not gonna lie
ok nothing obviously weird here. I dunno further, I don't generally do much with fury.
i sent a video attatchment
it's meant to just be human hands, but it gets all messed up with like any gesture like shown on the video
oh alright ill keep messing around and if i cant figure it out ill ask again later and see if someone else knows. thank you
Yes but again, without you telling us what to look for, this can be hard to figure out.
Anyway, I get what you're referring to now.
there's a vrcfury discord too
oh??
thanks! they're meant to look like this..
any way i can fix it? ;-;
I don't know what the problem is, so don't know a fix.
where does it say that. in the dropdown is no save between worlds
ah i pressed the wrong options
its the options button not the 3 dots
haha yeah the options menu, that shouldddd fix it, always does the trick for me
so its happening even when i toggle off vrcf in play mode so thats not the issue, was told it might be something in the controller whatever that means haha
Currently out of the house so I canβt get screenshots
I have successfully ported my mmd model to VRchat and for the most part she works fine. But I had a question about bones.
The bones of the skirt are connected to the βlower spineβ bone rather than the hip bone, which is the parent bone of the upper legs. While Iβm pretty sure itβs most likely due to a lack of physics on the dress, the skirt ends up in bizarre positions when I sit and crouch. Should I change the parent of the skirt bones to the hips?
skirts are kinda tricky, but that doesn't seem a bad thing to try
Yeah I still don't know what might cause that without being actually inspecting the project, sorry
all good, thank you
how do i stop tiling on my png avatar
ok so i see you're pretty active here, i finally figured it out. i just reimported av3emulator. just lettin you know incase anyone ever has this issue in the future π
Does anyone know how to fix the lashes on her..
try multiplicative? or just mess around with the options, it starts out on opaque
personally i had to invert the texture on a separate app and reimport but yours looks like it might be fine if you just mess with the options
π¬
aaaand thats where my knowledge goes pffhsfgfgh
.... I hate silly things like that.
i got the problem fixed from earlier, im lwk js kinda stupid. Anyways, New problem! when i change into my avi im outside of the map when my avi is where its suppose to be? i really dont know how to explain this- (im the white shirt avi)
yeah unfortunately i have to continuously reimport but at least it fixes it. we'll have to see once it gets into vrc
is there a tool that can set your face gestures to not overlap instead of having to do it manually in fx
oh that's very weird
seems like something very broken in your project
yeahhh π
Hey guys I wanna get back to making avatars , does someone can tell me whats the requirements , I use to use sum downgrade kind of unity version...even modded i think to upload crazy animations..idnw its been a while
Dm me if youre willing to help
https://creators.vrchat.com/sdk/ is a good place to start
you want Unity 2022.3.22f1
Optional according to Unity is not the same as optional for VRChat.
(that's a Unity window, not a VRChat-created one)
yoohoo, i have a pair of pants i want to use for my avatar however they are not rigged to the specific model. is there a video anyone knows about on how to rig it to a different model? i tried to google but it just came up with how to make clothing. im not trying to make anything, just edit it sorta
amusingly I'm literally doing this right now
What I do is first reshape the mesh to fit. Then rename all the vertex groups in the new mesh to match the bone names in the avatar's armature, repoint the armature modifier on the new mesh to said armature, then start having fun with weight painting. Sometimes you can use Robust Weight Transfer. Sometimes you spend most of the day weight painting
I'm onto making shape keys now at least
uhhhhhh yep totally understood all of that haha
want to start at the first part?
honestly im not sure why i asked right now. probably gonna take a break for the day. thank you for all of your help today!
haha sounds good
that image doesn't help, show the list of bones instead
ideally where one can see the full names of the bones
that armature looks really weird though
yeah ik because i suck at rigging but the issue with it is that it originally worked in another unity project perfectly fine but when i port it to a different one it screws up saying the bones are "undefined" yet all of them are the same as they were before
dear god it was bc i renamed the armature
im new to this server but i dont know how to make avatars π π colonsobcolon
does anyone know how to fix the tummy Clipping though the shorts? thanks in advanced!
There's no collision on for the stomach part
If I had to guess
I'd say probably fix the weight painting related to that belly bone
my avatar that i am working on has a few different eye colors that work by shapekeys. while most of them work, one has decided to become the default eyes when it shouldn't be and i can't even make the default eye color show up.
i have tried everything i can think of, from making extra shapekeys just to push the default eyes more forward to checking and double checking the conditions in the animator thingy so i am desperately seeking help
(ping me when responding please)
no one's gonna help are they-
i found several tutorials that helped me when i was a beginner. if i can track those down, i could dm you them if ya want
i started with like. nothing but blender knowledge i already had from a history of doing model conversions for the sims 4 but those few vrchat avatar tutorials helped me all the way to knowing what to do for most everything Except for whatever's going on right now. bro's eyes have been full of spite for me for like 10 hours
Did you have a specific question?
having a problem with physbones right now, added about 3 outfits to an avatar i bought, sculpted, weightpainted myself. after importing and linking armature the body physbones stopped affecting the body but were still affecting the clothes, never had this problem before and im not really sure how to fix it.
it's not really clear what you wanted
yea i wanna know how to actually make an avatar
but like the simple stuff first
do you have a base model?
if so you can start here: #avatar-general message
i just need to know how to hook up the bones first
There's an ideal armature diagram pinned in #avatar-rigging
am i doing it right-
idk if i sound pushy or anything about this but i have been at war with my dude's eye problems for so long
you don't need the hip bones but otherwise it's a good start.
now like how do i put it all togther so the rig works right
weight painting might be the next step
no like i have the limbs in seperate parts (arms, legs, hands, feet)
not ready for the mesh deformation stuff yet exactly, still a beginner haha
that's ok, just merge them when you export to Unity so it's a single mesh object
no idea how to do that π
you can join objects by selecting them and then ctrl+j
if your intent is a vrchat avatar, one mesh object for the whole body would be ideal
but you can keep working separate
ok then, what do i do from there (otherwise from merging the parts together which im not doing)
i have the armature set up, so what next
weight paint
how do i do that with seperate parts .-.
How do i fix this from happening on import?
yea
You just dragged this into the scene brand new, right? It's not updating an existing avatar?
i exported it from blender as an fbx and set the rig to humanoid, but its keeps happening
I wonder if you've got weird bone roll values for those leg bones
followup to question I asked earlier.
the pelvis bone is what the skirt bones are parented to. the waist bone is the child of the pelvis bone and parent of the leg bones.
Should I combine the waist and pelvis bones?
holy crap how many bones do you have plugged into that one armature
π±
a lot.
see the diagram in #avatar-rigging - you should have hips -> spine -> chest -> upper chest (optional) -> neck -> head. Names aren't relevant, but the hierarchy is.
I usually make my skirt bones' parent bone be a child of the hip bone.
hey guys anyone havee like a bank of 3d models ? favorite website or ssum
i wanna start from a base model then add things
that was it m8 thanks a ton
oh good, I was hoping!
okay, so I should make them one bone. thank you!
Jinxxy,Gumroad,Booth and VRCarena are all pretty good sites for finding models and accessory stuffz
thanks man
im coming back in making stuff for vrchat after like 4 years so idnw what changed with unity etc
π«
its alot of the same stuff but easier and thankfully theres tons of docs for stuff now too
I don't see how that's whack
I was looking around for some toon shaders for quest, are there any good ones if there are any at all
Lol okay
gum and booth cant find them
good π
how do i fix the sound on my avatar if none of it it working
is it a quest avatar?
it has a quest version
but which one are you testing in this case?
the pc version
what do you need to see?
it was also working in the last upload i just added something new and now its not working
you could send an OSC command to an external program then send an avatar change command back in, that's about it
then explain what you changed
maybe try to undo that
just added some new assets nothing that shouldve conflicted
and mad4 the quest version
i dont think thatd mess it up though
the top-most red errors are generally the ones that'll tell you the real issue (also hitting the collapse button will get rid of duplicate errors)
nevermind i fixed it
tf you mean? it is specified
hierarchy wrong?
sometimes you have to switch it back to generic then back to humanoid
it was blender doing weird hierarchy fuckery
typical blender
can't say I've ever had that issue
Is anyone else having issues uploading because of sdk?
hey! there is this thing that has been going on with unity and vrc. for some reason, the model i am using is very stubby and short, which is no problem i can just adjust the viewpoint weirdly to make sure the torso and the rest of the body doesnβt move with the head, right? well the y value of the avatar seems to work fine, but the z value seems to be fixated on the very back of the head for some reason and no matter how far u set the viewpoint in front of the model, it still never moves and inch. does anybody have a fix for this issue?
Can you screenshot unity screen how it is?
https://www.youtube.com/shorts/kiXrDjxxLLE?feature=share
so i found this thing for an emote box setup but there is an action layer in the playable layers on the avatar they used it on. Mine does not show an action layer, why is that? (im using Karin)
What do you see in place of the action layer? Take a screenshot.
Yes.
sry had to open up unity to confirm i was sure i never played around with any "action" layers in my project
so you can use custom locomation layers and stuff too?
Yes.
gogo loco is probably the standard to use for locomotion?
ive seen lots of newer avatars have it in the avatar museum and such
i might use that because it lets you position vertically to fix things like high heels even in desktop mode
Not standard but commonly used.
You can edit the gogo action layer, and it has logic set up for adding emotes already. You can just drag your animation in the empty emote boxes and then create menu options using the same VRCEmote value for the toggle.
(the boxes are numbered so very easy)
Another cool thing about gogo is that they have the animation speed set to the parameter go/Float, so if you make the menu options radial sliders and set the float to go/Float, and the toggle param to the VRCEmote number, then you have emotes with sliders to control the speed. It's fun to speed up the dance really fast or slow it down in game
ill check that all out soonish in a couple hours thank you
how do i stop this from clipping? i cant scale down the hair, and i can't make a collider. its very weird
nvm, figured it out, some of the children dont have physbones. this is problematic but not impossible to fix.
i have a stupid issue that for some reason when i upload it telling i don't have a thumbnail, despite having one. i tried changing it, capturing a scene and re launch the project it doesn't fix it.
that's reported as a known bug, but they haven't mentioned a solution
lovely unity...
oh cool, I didn't realize that would
my avatar is not showing up in the face mirror. i assume it's mostly due to it being very small, but adjusting height does nothing and I have avatars that are smaller and the face mirror works with them
Hello. Im using physbone and wondering if I can grab and pull dangling physbone's end in vrchat, is it possible to set an invisible gameobject and make it 'always' grab it in certain position... like an anchor?
I want chain/rope to move but cant figure out how can I anchor the end point of it
I don't understand why it is doing this in the preview for the animation. how do I fix this?
Looks like somethings wrong with the rig, biker pose is normal but considering their head is backwards something isn't right with it.
How does the syncing between the pc and quest version of an avatar work, so far ive heard that all the menu toggles have to be in the same spots, But what about empty folders?
like for a pc only asset, if i make it so it has a folder on quest, but put nothing in it,
but the pc version has Subfolders inside it, will that screw with the syncing
the menu can be 100% different, it's all about the parameter list
which yes, must be in the same order
best to just use the same file
ah I think there's a fury way of doing this but I've no idea
as far as I know, it'll take care of everything for you
ah cool
thats the thing, its not lol
thats why im having problems
ive got clothing toggles both using the same vrcfury toggle, and theyre not synced with quest
yeah that's my experience too - works great until it doesn't, at which point you're much better without it
oh, in that case, the exact menu path starts mattering more
ah
ok so knowing that,
if the pc one has multiple subfolders that the quest doesnt, is that going to unsync their toggles
VRCFury needs to understand which toggles should be matched together on your PC and Quest avatars
Yes, and that is what im trying to do
I would ask about this in their Discord server. I haven't had to do this before. I'd guess you can set both toggles to use a global parameter (and then use the same parameter name in both)
Hey, I've been making models for use in blender for a while, and just got to porting them for vrc, and I'm running into countless problems, one I want to focus on rn being materials
Basically all of my materials look like this, and I know that unity doesn't recognize blender node trees, so I want to know what would be the most efficient way to turn this into a format unity does recognize without losing in quality and what that format would look like
it looks like you're just picking between three different sets of textures (with some slight color adjustments)
in that case, an easy solution would be to split the material into three materials
Oh wait, vrc takes care of it automatically? i apparently just have to upload my desktop model first
that, makes alot more sense
but when I do how do I preserve all the color ramps, curves and other modifiers that affect the initial images?
This would depend on the shader you wind up using in VRChat
You may need to just bake these curves into the texture
(so, go in Photoshop/an equivalent program and curve the image)
A custom shader could trivially do that, but it's unlikely that you'll find exactly what you need in an existing shader
(because this is a custom shader, after all!)
is there a less manual way, I have dozens of materials like that
if you're currently using a heightmap, you'll want to bake that into a normal map
