#avatar-help

1 messages Β· Page 198 of 1

junior void
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Ye, some screenshots might help clear the air

proven walrus
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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?

little plume
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I need help remaking this shading

dull sable
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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

night ember
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And the animation

night ember
proven walrus
#

I'll send a pic one sec.

night ember
proven walrus
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Mb

safe jetty
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hi so i bought this bird model from booth i tried to upload it . Its been saying im missing scripts

proven walrus
night ember
# safe jetty

not much can be said other than look at where you bought it to see dependencies

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also why are you in prefab view

safe jetty
#

ive been looking at the doc that came with it and its showing the missing scripts

left gull
#

those look like basic SDK scripts, is the model or your SDK version outdated?

safe jetty
#

im using unity 2022.3.33f1 it said on the doc to use it?

night ember
safe jetty
#

damn

night ember
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its 2022.3.22 not 3.33

safe jetty
#

my b lemme try it

little plume
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ik it can be done in poi somehow

night ember
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just looks like cel shading

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multilayer math or texture ramp in poiyomi

untold quail
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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..

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how do i fix that,

little plume
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its got a fade to it

safe jetty
night ember
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πŸ€·β€β™‚οΈ

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could probably be the sdk version then

sinful moon
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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

night ember
#

you didnt even say what "this" is

sinful moon
#

suprise

night ember
#

thats a very easy way to not get help at all

little plume
#

matcap just makes it completley reflective and you cant see te normal texture

sinful moon
#

well, its adding an asset of an avatar onto an avatar that isnt the respective one

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its not clothing

safe jetty
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nothin still i might just be at a loss here

night ember
#

theres masking
overlay options
etc

night ember
little plume
night ember
#

have you considered not using the search feature

safe jetty
ashen pelican
#

Is there an easy or simple way to make an outline mask for this thang? so the outline doesn't go through the model?

ashen pelican
ashen pelican
#

okay thank you πŸ™

somber sequoia
#

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.

timber wharf
#

git:0, win robocopy:1

somber sequoia
#

no idea what that is

sharp crater
#

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?

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(Ignore the wonky texture, that one was designed for the old hands lol)

somber sequoia
#

You can just rotate the bone around a little until it matches... or yeah, try to enforce T-pose

sharp crater
night ember
#

its probably just too close to the palm

sharp crater
#

I was going to ask "How" but found it in a tiny dropdown menu

fathom rover
#

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.)

somber sequoia
#

What do the eye bones look like in Blender? They should be perfectly straight upright, with 0 bone roll

fathom rover
somber sequoia
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no idea which of those are eye bones?

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the eye bone's head should be at the exact center of rotation, whatever you define that as

fathom rover
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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.

somber sequoia
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I mean the center of the eye rotation, which is different per eye. But if it works for you, great.

fathom rover
#

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.

safe jetty
#

does anyone know why this is happening?

somber sequoia
safe jetty
#

how should i do that

somber sequoia
somber sequoia
vestal sand
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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

somber sequoia
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Also if you have modifiers, apply them before exporting

vestal sand
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i did

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and still not working

vestal sand
somber sequoia
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Just giving random useful advice, I'm not sure what the problem is given the info I have.

vestal sand
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ok

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thx anyways

nimble cape
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Do avatars support the use of rigidbody components and retain the physics of such?

somber sequoia
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Yes... kinda. They tend to work weird. but VRlabs has some prefabs that make them kinda sane

nimble cape
#

Gotcha, thanks

dull sable
spark walrus
#

Where do I look for people that make avatars?

somber sequoia
spark walrus
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Thank you ❀️

wet pier
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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,)

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the only issue

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i have no idea what color to use

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because theres no cover art in color using these eye types

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white doesnt

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exactly look great

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and i want this to be quest compatible

tame bay
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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?

somber sequoia
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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

tame bay
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where do i uncheck the sync if u dont mind me asking

somber sequoia
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"look in your avatar parameters list"

tame bay
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oops ty

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hey im kinda stupid but like where is this list

somber sequoia
#

it's linked in your avatar descriptor under "expresisons"

tame bay
#

ty

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this thing right?

somber sequoia
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under "expressions", the item in "parameters"

tame bay
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idk where to uncheck

dusk hinge
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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

nimble zenith
# sinful moon

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.

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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.

nimble zenith
jagged vessel
median stream
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How do i know where in the Poiyomi settings i put them?

nimble zenith
nimble zenith
median stream
devout locust
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I'm confused I'm trying to fix my avatar and my eye material is completely white and I can't fix it

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My eyes only show on standard not on matcap lit or standard lite

ornate stump
spark walrus
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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?

ornate stump
ornate stump
spark walrus
lofty flower
#

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..

junior void
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Is the avatar assigned in the descriptor?

ornate stump
spark walrus
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Well, my friend did smth and fixed it, he never told me what tho.

lofty flower
ornate stump
spark walrus
junior void
spark walrus
lofty flower
ornate stump
junior void
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In the descriptor of the avatar in your scene

spark walrus
lofty flower
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im not exactly sure what to show here but here is the entire menu for the inspections..

ornate stump
junior void
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In animator

spark walrus
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goddamn it.

junior void
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"avatar"

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It is assigned, so show the rig config screen

lofty flower
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oh what it says its not in tpose

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I keep trying to enforce tpose but the moment i go back to this screen it just says its not tpose again???

junior void
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Also click apply?

lofty flower
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I did

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every time...

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it just goes straight back into non-tpose???

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what

ornate stump
junior void
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Show us

ornate stump
lofty flower
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if ur talking about this i mean

junior void
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So open the msg

lofty flower
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wait i might have found out what the issue is

junior void
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Yes bc the foldout tells you

lofty flower
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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&)
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I assume it has to do with the actual mesh

junior void
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You cannot name mesh to human bone

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Rename head mesh to face or anything

lofty flower
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Lemme re-import it changing the mesh rq

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okay it seems to have fixed the issue!

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Thanks!

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Although another issue did come up

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Not sure if it's because I renamed it

junior void
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animation issue with the face?

lofty flower
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no it just seems to be because I turned off leaf bones

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when I was exporting the avatar

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And since the ear physbones was a single bone it just refused to work

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I just added a bone to extend off of it

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no biggie

junior void
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thats what the end position setting in unity is for

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at the top of any physbone script you have end settings, extend y beyond 0 and youll get 'length'

lofty flower
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oh shoot I just saw that feature

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I'll probably utilise it when I update my avatar..

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Thanks!

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Either way the problem is fixed

fierce spear
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hey, trying to fit a piece of clothing.

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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

ornate stump
fierce spear
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Im dumb. That was always a solution. Thanks.

split peak
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Does anyone have a solution to why my blendshapes weight range is clamped? and how do I disable it?

Normal <= => GestureManager/In vrchat

ornate stump
split peak
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when im just in normal scene it looks normal, even checking on animation its fine

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but whenever i upload or check on gesturemanager this happens

ornate stump
# split peak yes

Does it return to idle face when it no longer toggles the gesture?

split peak
#

leme record real quick so you get the idea

split peak
#

i know its something to do with my FX

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cause when i delete it, its normal

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but i cant seem to figure it out inside of the animator

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idk how to fix this

ornate stump
ornate stump
split peak
ornate stump
split peak
ornate stump
rocky fractal
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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

ornate stump
split peak
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worst chase is to delete FX and reupload the original and redo everything

split peak
ornate stump
split peak
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FX and Gesture were colliding in playable layers

ornate stump
split peak
#

yeah

ornate stump
# split peak

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.

little plume
somber sequoia
# little plume

This is where you do what that error message says, that's where the error will be.

little plume
somber sequoia
#

I'll always be surprised by people posting that exact image and not following the instructions in it.

little plume
#

usually theres an option to edit

somber sequoia
little plume
somber sequoia
somber sequoia
#

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.

little plume
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i have one

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?

somber sequoia
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dunno then, unity is weird.

trim edge
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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 πŸ™‚

somber sequoia
trim edge
nimble zenith
trim edge
trim edge
trim edge
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well thanks anyhow πŸ™‚

nimble zenith
nimble zenith
balmy barn
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its one bone, add endpoint to make them move

nimble zenith
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Oh yeaaa i forgot about the end bone thing.

balmy barn
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having a radius make it much easier to see if they ever move

nimble zenith
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Does making a empty work as a end bone or would it need to be reexported with end bones via blender ?

balmy barn
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just use endpoint in physbone setting its a free 'bone'

nimble zenith
trim edge
brittle condor
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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

mental pawn
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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

junior void
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Not worth the effort imo

round quiver
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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??

somber sequoia
junior void
# junior void Not worth the effort imo

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

somber sequoia
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Yep

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hmm... what does the avatar descriptor blink do anyway?

nimble zenith
somber sequoia
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I don't believe that has any effect at all, I've never bothered to do it

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if you really want, you can uncheck "deform percent" in the FBX import settings

nimble zenith
brittle condor
nimble zenith
brittle condor
nimble zenith
brittle condor
somber sequoia
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.. shape keys aren't bones, they're shifts in vertex positions on a mesh object

brittle condor
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for this model the expressions are through the bones

lilac musk
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Your making a pose with bones and setting them as shape keys?

somber sequoia
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yep, that's fine - that's just not "shape keys"

slender loom
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sorry for the random question, But how do you get textures to appear inside of your shirts?

somber sequoia
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Either model a face inside there, or turn off backface culling in your material, assuming your shader supports it. both are a performance hit.

brittle condor
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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.

nimble zenith
somber sequoia
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Yes, I'm totally aware of this

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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.

nimble zenith
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Yeah but I think you and I both know what they meant even if it was not technically correct.

somber sequoia
somber sequoia
amber pivot
#

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?

main fiber
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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?

brittle condor
somber sequoia
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got a jawbone mapped in the rig setup? Don't, unless you're actually using that for speaking

brittle condor
somber sequoia
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If you use viseme blendshapes for that, yes

solid kindle
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so i just starting working on a novabeast avatar and i cant get the clothing to look right in game

teal field
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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?

mental pawn
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so it would be possible lmao

mental pawn
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which means i kind of have to use the avatar descriptor blink

mental pawn
#

or at the very least its one of its uses

somber sequoia
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Yeah I don't use that, I just realized I never actually looked into what that actually does

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UV tile discarding is also a decent way to do this

mental pawn
somber sequoia
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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

mental pawn
somber sequoia
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yeah - you can use VRC Animator Tracking Control to disable that when doing your own animations, that's my method.

solid kindle
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how would one fix this

mental pawn
#

whats the look up and look down thing?

somber sequoia
solid kindle
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my clothing is stuck in the tpose

somber sequoia
solid kindle
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i dragged it to the nova beast in the hierarchy

somber sequoia
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Also is it already rigged? For that avatar or for a different one?

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is it a VRCFury prefab maybe?

solid kindle
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it was made for the nova beast

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im really new to this

mental pawn
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does anyone know if its possible to make separate blinking with selfie expression?

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i have the blendshapes but i dont see where to set them up

solid kindle
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it says loco

somber sequoia
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?

solid kindle
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the file

somber sequoia
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no idea what that is. Perhaps read the readme?

solid kindle
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it just paid

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says"

somber sequoia
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that's all it says in the file?

solid kindle
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yea

somber sequoia
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weird.

solid kindle
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yea

#

fr

nimble zenith
solid kindle
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no its a femboy out fit for said nova beast

brittle condor
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i'm a bit confused as to how to make the blendshapes into animations

nimble zenith
#

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

solid kindle
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no i dont

somber sequoia
nimble zenith
solid kindle
#

i got it from vrmodels

brittle condor
nimble zenith
somber sequoia
somber sequoia
brittle condor
somber sequoia
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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

brittle condor
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how come she's doing this in the animation? i don't have any of the muscle mapping selected in there

somber sequoia
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That's "bike pose" - the default pose for Unity animation. Work with it.

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(as in it looks like she's riding a bike... kinda)

trim edge
#

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? ❀️

dusty storm
#

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.

rapid jolt
#

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.

nimble zenith
nimble zenith
rapid jolt
trim edge
hybrid basin
#

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.

full vigil
#

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?

nimble zenith
nimble zenith
#

Also looks like others are triggering though

dusty storm
nimble zenith
# full vigil 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.

full vigil
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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

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and the quest version looks normal but the pc looks like that

left gull
#

do you have mixed write defaults maybe?

full vigil
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maybe, I'll check

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write defaults is on for everything

stone inlet
#

Does anyone know how to make a toggle with custom walk animation? I can’t find any videos explaining how to do it.
Ask me in DM for more details

trim edge
spark walrus
# trim edge No, i mean im putting one together from scratch. Its just not doing anything whe...

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.

trim edge
spark walrus
#

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

spark walrus
dusty storm
#

the animations or smth broke, remaking them + the controller layer solved all of it,

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good to know tho

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Didn't think it coukd do that

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thank you!

vagrant summit
#

Can I animate these properties in the Toon Standard shader?

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If I can, how do I add them as a property to the animation timeline

somber sequoia
#

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.

vagrant summit
#

That didn't work...

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I've used that method for Poiyomi shaders though

somber sequoia
#

not sure why it wouldn't work with Toon Standard

vagrant summit
#

does it work for anyone else?

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Oh

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Maybe I found it in the list

somber sequoia
#

list?

vagrant summit
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the Add Property button list

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I didn't ssearch deep enough

somber sequoia
#

ohh, yeah I don't dig in there much

naive moth
#

when I add this prefab to avatar, it is sideways, what do I need to check?

left gull
#

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

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its a paid asset so w/o anymore info or someone purchasing/owning the asset already they cant really troubleshoot it for ya

obtuse bronze
#

how do i do this

left gull
#

is your .fbx humanoid?

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it should add it automatically when you've set it up properly

obtuse bronze
#

it has an animator but it still has that problem for some reason

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OK got it fixed

obtuse bronze
#

how do i fix this?

somber sequoia
#

it's the cause of your previous problem also

nimble zenith
nimble zenith
# obtuse bronze how do i fix this?

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

dense lion
#

anyone else getting this message? i've been using sdk for a while now.

nimble zenith
#

prob just not aware your rank has increased

dense lion
#

sobs i hope this gets fixed because i've been trusted user for a long time, i was using it just fine yesterday

dense lion
nimble zenith
# obtuse bronze

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.

obtuse bronze
#

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

nimble zenith
obtuse bronze
#

ok shall i dm it to you?

nimble zenith
# dense lion 3.7.6

Should be fine, maybe check is just not working πŸ€·β€β™‚οΈ

nimble zenith
obtuse bronze
#

ok

dense lion
vagrant summit
#

Ever figure out what was causing this?

#

I have the same problem right now, only I'm using VRCFury to make the animation run.

sweet galleon
#

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

vagrant summit
#

iiiiinteresting

lofty hill
#

Does anyone know why this is happening πŸ₯²

lofty hill
#

I get that and I did that when I was trying to upload it but it errored..

vagrant summit
#

you added a thumbnail?

night ember
left gull
#

im also unable to update thumbnails for stuff on both the site and in unity, seems like a vrchat issue maybe? vrcBotThink

oak bone
left wharf
nimble zenith
left gull
#

yeah wish they'd give us an update :(

pallid jolt
#

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

ornate stump
pallid jolt
#

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

pallid jolt
#

ahh thanks

earnest forge
#

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.

somber sequoia
#

split them into separate parts?

earnest forge
somber sequoia
#

mesh edit mode, select faces, 'p' to "part" it out into a separate object

autumn bolt
#

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?

earnest forge
left gull
warped scroll
#

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

warped scroll
#

yes

ornate stump
tardy locust
#

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.

warped scroll
#

like I got a magic menu for example that keeps getting reset, but my expressions menu never does

fresh rose
#

i ekep getting this error when i try to open a project and it just opens teh file location of VCC

hallow herald
#

Idk why but nothing happened when I click the Build & Publish button in unity vrc, please help 😭

#

sorry old errors, it's that

junior void
#

whats the one red error not included

hallow herald
junior void
#

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?

hallow herald
#

new to vrc i don't really know what does it mean

junior void
#

in your assets, you have the fbx of your model somewhere

hallow herald
#

i've imported a unity package

junior void
#

that doesnt mean its free of mistakes

#

the unity package will have imported the fbx too

hallow herald
#

so i need to reimport it again?

junior void
#

i didnt say that

hallow herald
#

the build & test works but nobody can se me

balmy barn
#

restart unity if it was just imported , script if it has any can fail - then try upload again

junior void
#

id check the rig screen just to double check as well

hallow herald
#

So, restarted unity and he tell me this :

balmy barn
#

that error still dont matter

hallow herald
#

this button still do nothing

#

oh wait did I'm a dumbass? probably

rapid parrot
#

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

somber sequoia
rapid parrot
#

thanks

#

noted

runic ether
#

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

somber sequoia
#

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

olive furnace
#

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?

somber sequoia
#

yeah - that's one vertex with no weight. It's sometime tricky to actually target it when it's a single point like that

olive furnace
#

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?

somber sequoia
#

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

olive furnace
#

Ahh, that's great. I'll have a look into that. Thanks for letting me know, I appreciate it!

somber sequoia
#

you're welcome!

#

I'm actually weight painting right now

olive furnace
#

Hopefully going better than my instance of it haha

somber sequoia
#

oh it's going to go way worse very soon - it's a dress πŸ™

#

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

olive furnace
#

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.

somber sequoia
#

haha

trim edge
#

Heh- me again πŸ˜… 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 ❀️

somber sequoia
#

do the bones move those mesh parts in Blender in pose mode?

trim edge
somber sequoia
#

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

trim edge
#

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

somber sequoia
#

physbones are a VRChat Unity SDK exclusive, they don't translate into Blender

somber sequoia
#

in blender pose mode, select a boob bone and rotate it, see if the mesh moves as you expect

trim edge
#

ohhhh

#

ok yes that can move

somber sequoia
#

ok good, then the issue is probably with the physbone setup itself, in Unity

trim edge
somber sequoia
#

oh good!

lethal ibex
#

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

somber sequoia
#

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 πŸ™‚

lethal ibex
#

Stupid question, thank you!

somber sequoia
#

πŸ™‚

grave ruin
#

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?

somber sequoia
grave ruin
#

might be old version then? i was sure i updated everything available before attempting the backup

#

ill try that then

#

oh interesting

somber sequoia
#

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

grave ruin
#

when i do manage project on the original it has poiyomi greyed out

somber sequoia
#

did you remove the one in Assets first?

grave ruin
#

i didnt change anything

#

i mustve added poiyomi manually way back

somber sequoia
#

yep, probably

grave ruin
#

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

somber sequoia
#

As I said, delete the one in Assets first, then restart Unity

grave ruin
#

k

#

now im getting errors about Kurotori Tools (before restarting)

#

contains avatar tools

#

delete that too?

#

might be flares avatar tools

somber sequoia
#

yeah not sure what that is, it may be out of date though.

grave ruin
#

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

somber sequoia
grave ruin
#

i guess just copying assets and project settings doesnt cut it for a clean backup

somber sequoia
#

Yeah I would avoid backing up anything like that

grave ruin
#

now getting compilation errors again after i installed everything

#

its all SDK about some testattribute

somber sequoia
grave ruin
#

NUnit

somber sequoia
#

which SDK, which unity?

grave ruin
#

3.9.0 and 2022.3.22f1

modest ferry
#

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.

somber sequoia
#

what do you mean "setting up the inspector"?

grave ruin
#

the project was created on an older version though and later updated

modest ferry
#

settings for the animator, expressions, playable layers

somber sequoia
somber sequoia
grave ruin
#

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?

sharp timber
#

Can someone help me? I'm trying to make a novabeast, and everything works fine. Except gestures. My face doesn't do nothing 😭😭

#

Like I can move the mouth when im talking, just not change expressions

grave ruin
#

can you share the fx layer showing the gestures?

sharp timber
#

Uhhh

#

Where do I find that? 😭

#

This is my first avi lol I'm still clueless with this stuff

grave ruin
#

im in the middle of trying to get my project running so i cant look at unity right now xD

sharp timber
#

Ohh ok 😭

grave ruin
#

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

sharp timber
#

So uhh

#

I don't have that

#

Lol

#

Also sorry I'm stupid whats the avatar descriptor?

grave ruin
#

sec ill open my project

sharp timber
#

Oki

somber sequoia
sharp timber
#

Uhhh

modest ferry
somber sequoia
#

I suggest reading all of the docs here

sharp timber
junior void
#

How does one even help someone who doesn't know what a avatar descriptor is

sharp timber
modest ferry
sharp timber
#

Bru

#

Mb

#

</3

#

I found it tho

modest ferry
#

the gogo

somber sequoia
#

...

modest ferry
somber sequoia
#

Okay so you added the VRC Fury prefab - this is the relevant bit of info here.

grave ruin
#

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

somber sequoia
grave ruin
#

now that i look at it gesture layer might be what we look for

#

my gestures are on the fx layer though

sharp timber
#

Ok I'm testing that rn

somber sequoia
grave ruin
#

ye i was just wondering i never used the gesture layer for anything

modest ferry
balmy barn
#

fix humanoid first

grave ruin
somber sequoia
modest ferry
grave ruin
#

then click animator in the top

sharp timber
#

So uh. I just straight up think I didn't port the avatar expressions 😭

#

Like I must've somehow forgot to import it

grave ruin
somber sequoia
# modest ferry

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.

grave ruin
#

nothing there?

somber sequoia
#

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.

sand mica
#

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?

somber sequoia
somber sequoia
#

Well - no idea about VRM, but that's off-topic for this server anyway

grave ruin
# modest ferry 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

sand mica
#

Its a component like vrvchat physbone Is it possible to do it with physbone?

grave ruin
#

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

somber sequoia
grave ruin
#

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

somber sequoia
#

yeah probably don't do that, go fix it properly instead

grave ruin
#

yes dont listen to me im a trial and error person

#

zero read all experience

somber sequoia
#

haha, sometimes that's what you have to do though!

sand mica
#

And thanks for helping

somber sequoia
grave ruin
#

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

timber wharf
#

library folder is uuuh generated ie no point in backing it up

somber sequoia
#

there's no need to backup Library, it'll get generated when you open Unity

#

and it's large

timber wharf
#

and proper way is to use vcc backup project function

grave ruin
timber wharf
#

unless you cram everything into one project i dont see why it would, it just zips necessary folders/file types

somber sequoia
#

I just use git for my stuff

grave ruin
#

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

timber wharf
#

πŸ€·β€β™‚οΈ

#

regenerating library folder would also take a lot of time in tyat case since it contains gpu format converted textures for example

grave ruin
#

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

misty laurel
#

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.

grave ruin
#

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

somber sequoia
#

Hmm also what about the "override alpha" checkbox?

sharp timber
#

Anyone able to help with this? 😭

#

I've tried deleting things, compressing things

#

Size don't change

#

Idk what I'm doin wrong πŸ₯€ I just want it to be quest compatible </3

somber sequoia
sharp timber
#

By a whole .28 mb

somber sequoia
misty laurel
#

@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

somber sequoia
sharp timber
#

So uhh

#

I deleted some stuff, reduced size of something

#

Still 10.28mb

somber sequoia
#

do another build, it doesn't update until then

sharp timber
#

I did

#

That's why I'm so confused 😭

#

The size legit will NOT go down

#

Or up

#

Like it's softlocked at 10.28 or some bs

somber sequoia
#

it's possible the thing you deleted is still there, in use somewhere else

sharp timber
#

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? 😭

#

Bc ik on quest you can raise your download size

indigo compass
sharp timber
#

I thought you could? Like for avatars

#

Maybe I'm just remembering wrong

indigo compass
#

You might be thinking of the 10MB download size and the 40MB uncompressed size

sharp timber
#

Maybe?

#

I just know that this extra .28mb is gonna be the death of me πŸ˜­πŸ™

indigo compass
#

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

sharp timber
#

Where do I find animator?

sharp timber
indigo compass
sharp timber
#

Ah ok

#

I mean it's a novabeast with maybe 5 toggles + gogoloco?

#

So I don't think it's too crazy

indigo compass
#

5 toggles can mean anything, is it full on clothing or accessories?

sharp timber
#

Clothes yea

indigo compass
#

Well, that will certainly take up space

sharp timber
#

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

indigo compass
#

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.

indigo compass
# sharp timber Same size

And you immediately tried uploading afterwards?

Do you only have that single avatar visible (active) in the scene when you are uploading?

sharp timber
#

Also I think I just bricked something, it's still autofixing something and I can't close unity

#

Umm

olive furnace
#

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?

timber wharf
#

make sure you dont have any modifiers other than armature

#

cause those will remove yoyr blendshapes on export

olive furnace
#

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.

timber wharf
#

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?

olive furnace
#

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!

sharp timber
#

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? 😭

grave ruin
#

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

timber wharf
#

well, if you dont want to rely on vrcf, then you cant just toggle it off without editing your animation clips

grave ruin
#

it stopped doing it after my first upload

trim edge
#

Hello! Currently having some issues when i go into play mode and my avatar wants to get on her knees πŸ™„ 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.

somber sequoia
#

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?

trim edge
somber sequoia
#

oh, fury.

#

was that image captured while in play mode?

cunning token
trim edge
somber sequoia
somber sequoia
trim edge
cunning token
grave ruin
#

nooooooooooooo why are the toggles not saved using vrcfury?! they do not stay when hopping worlds. why??

somber sequoia
trim edge
grave ruin
#

ok..

somber sequoia
#

oh I guess like that, neat.

grave ruin
#

should be default not gonna lie

somber sequoia
cunning token
trim edge
somber sequoia
somber sequoia
trim edge
cunning token
somber sequoia
#

I don't know what the problem is, so don't know a fix.

grave ruin
#

ah i pressed the wrong options

#

its the options button not the 3 dots

trim edge
trim edge
brittle condor
#

Currently out of the house so I can’t 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 β€œlower spine” bone rather than the hip bone, which is the parent bone of the upper legs. While I’m pretty sure it’s 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?

somber sequoia
#

skirts are kinda tricky, but that doesn't seem a bad thing to try

somber sequoia
charred glade
#

how do i stop tiling on my png avatar

trim edge
dire dagger
#

Does anyone know how to fix the lashes on her..

trim edge
#

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

dire dagger
#

But uhh..problem..

#

It’s for quest..

trim edge
trim edge
#

aaaand thats where my knowledge goes pffhsfgfgh

somber sequoia
modest ferry
#

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)

trim edge
mystic sable
#

is there a tool that can set your face gestures to not overlap instead of having to do it manually in fx

somber sequoia
#

seems like something very broken in your project

trim edge
elfin gull
#

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

somber sequoia
#

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)

trim edge
#

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

somber sequoia
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amusingly I'm literally doing this right now

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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

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I'm onto making shape keys now at least

trim edge
somber sequoia
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want to start at the first part?

trim edge
somber sequoia
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haha sounds good

lone hedge
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ive never encountered this issue

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(yes ik his textures are fucked)

somber sequoia
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that image doesn't help, show the list of bones instead

lone hedge
somber sequoia
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ideally where one can see the full names of the bones

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that armature looks really weird though

lone hedge
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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

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dear god it was bc i renamed the armature

junior acorn
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im new to this server but i dont know how to make avatars 😭 😭 colonsobcolon

surreal elk
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does anyone know how to fix the tummy Clipping though the shorts? thanks in advanced!

green kelp
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There's no collision on for the stomach part

somber sequoia
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I'd say probably fix the weight painting related to that belly bone

timid fiber
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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

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(ping me when responding please)

timid fiber
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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

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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

somber sequoia
raw oak
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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.

somber sequoia
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it's not really clear what you wanted

junior acorn
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but like the simple stuff first

somber sequoia
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do you have a base model?

junior acorn
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no toggles or anything

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no im actually planning on making a custom rig

somber sequoia
junior acorn
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i just need to know how to hook up the bones first

somber sequoia
junior acorn
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am i doing it right-

timid fiber
somber sequoia
junior acorn
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now like how do i put it all togther so the rig works right

somber sequoia
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weight painting might be the next step

junior acorn
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no like i have the limbs in seperate parts (arms, legs, hands, feet)

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not ready for the mesh deformation stuff yet exactly, still a beginner haha

somber sequoia
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that's ok, just merge them when you export to Unity so it's a single mesh object

junior acorn
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no idea how to do that πŸ˜”

somber sequoia
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you can join objects by selecting them and then ctrl+j

junior acorn
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oh i see

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do i do them for each individual limb or just the whole piece in general?

somber sequoia
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if your intent is a vrchat avatar, one mesh object for the whole body would be ideal

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but you can keep working separate

junior acorn
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ok then, what do i do from there (otherwise from merging the parts together which im not doing)

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i have the armature set up, so what next

somber sequoia
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weight paint

junior acorn
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how do i do that with seperate parts .-.

somber sequoia
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same way you do it with non-separate parts

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except one part at a time

maiden warren
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How do i fix this from happening on import?

somber sequoia
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"this"?

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the leg deform?

maiden warren
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yea

somber sequoia
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You just dragged this into the scene brand new, right? It's not updating an existing avatar?

maiden warren
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i exported it from blender as an fbx and set the rig to humanoid, but its keeps happening

somber sequoia
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I wonder if you've got weird bone roll values for those leg bones

brittle condor
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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?

junior acorn
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😱

somber sequoia
elfin gull
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hey guys anyone havee like a bank of 3d models ? favorite website or ssum

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i wanna start from a base model then add things

maiden warren
somber sequoia
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oh good, I was hoping!

brittle condor
left gull
elfin gull
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thanks man

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im coming back in making stuff for vrchat after like 4 years so idnw what changed with unity etc

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🫠

left gull
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its alot of the same stuff but easier and thankfully theres tons of docs for stuff now too

elfin gull
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damn

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i saw the app from vrchat, thats cool

elfin gull
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damn thoses website are full of wackass furrys

junior void
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I don't see how that's whack

elfin gull
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dw you do you , it is for me thats all

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i wont start debate look at ur picture my man

fringe bluff
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I was looking around for some toon shaders for quest, are there any good ones if there are any at all

junior void
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Lol okay

somber sequoia
lapis nacelle
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how do i fix the sound on my avatar if none of it it working

somber sequoia
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is it a quest avatar?

lapis nacelle
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it has a quest version

somber sequoia
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but which one are you testing in this case?

lapis nacelle
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the pc version

somber sequoia
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'cause you can't have audio on quest avatars.

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beyond that, show us your setup

lapis nacelle
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what do you need to see?

elfin gull
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is it possiblee to load another avatar from a trigger?

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like eren to titan form

lapis nacelle
somber sequoia
somber sequoia
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maybe try to undo that

lapis nacelle
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just added some new assets nothing that shouldve conflicted

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and mad4 the quest version

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i dont think thatd mess it up though

vague shore
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hmmmmm

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classic random one-off build errors πŸ™„

left gull
# vague shore hmmmmm

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)

lapis nacelle
vague shore
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tf you mean? it is specified

somber sequoia
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hierarchy wrong?
sometimes you have to switch it back to generic then back to humanoid

vague shore
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it was blender doing weird hierarchy fuckery
typical blender

somber sequoia
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can't say I've ever had that issue

thick narwhal
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Is anyone else having issues uploading because of sdk?

lone hedge
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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 doesn’t 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?

ornate stump
grave ruin
ornate stump
grave ruin
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sec

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oh nvm

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its a default action button

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so i guess i can just use it?

ornate stump
grave ruin
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sry had to open up unity to confirm i was sure i never played around with any "action" layers in my project

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so you can use custom locomation layers and stuff too?

grave ruin
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gogo loco is probably the standard to use for locomotion?

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ive seen lots of newer avatars have it in the avatar museum and such

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i might use that because it lets you position vertically to fix things like high heels even in desktop mode

ornate stump
proven quail
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(the boxes are numbered so very easy)

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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

grave ruin
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matsix ill check that all out soonish in a couple hours thank you

fierce spear
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how do i stop this from clipping? i cant scale down the hair, and i can't make a collider. its very weird

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nvm, figured it out, some of the children dont have physbones. this is problematic but not impossible to fix.

past jewel
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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.

somber sequoia
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that's reported as a known bug, but they haven't mentioned a solution

junior void
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Upload as new avatar aka yet the ID

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Should work

somber sequoia
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oh cool, I didn't realize that would

brittle condor
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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

sand mica
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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?

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I want chain/rope to move but cant figure out how can I anchor the end point of it

craggy widget
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I don't understand why it is doing this in the preview for the animation. how do I fix this?

nimble zenith
craggy widget
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yeaaa it was the weight painting. bleghg

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after like three hours of struggling

crimson plover
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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?

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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

somber sequoia
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the menu can be 100% different, it's all about the parameter list

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which yes, must be in the same order

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best to just use the same file

crimson plover
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Yea heres the thing with that

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there is no file

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im using vrcfury

somber sequoia
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ah I think there's a fury way of doing this but I've no idea

pine valley
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as far as I know, it'll take care of everything for you

somber sequoia
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ah cool

crimson plover
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thats the thing, its not lol

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thats why im having problems

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ive got clothing toggles both using the same vrcfury toggle, and theyre not synced with quest

somber sequoia
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yeah that's my experience too - works great until it doesn't, at which point you're much better without it

pine valley
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oh, in that case, the exact menu path starts mattering more

crimson plover
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ah

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ok so knowing that,
if the pc one has multiple subfolders that the quest doesnt, is that going to unsync their toggles

pine valley
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VRCFury needs to understand which toggles should be matched together on your PC and Quest avatars

crimson plover
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Yes, and that is what im trying to do

pine valley
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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)

crimson plover
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OH RIGHT Global parameters!

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Alright, Im stupid, Thank you

inland sparrow
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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

pine valley
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it looks like you're just picking between three different sets of textures (with some slight color adjustments)

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in that case, an easy solution would be to split the material into three materials

crimson plover
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Oh wait, vrc takes care of it automatically? i apparently just have to upload my desktop model first

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that, makes alot more sense

inland sparrow
pine valley
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You may need to just bake these curves into the texture

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(so, go in Photoshop/an equivalent program and curve the image)

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A custom shader could trivially do that, but it's unlikely that you'll find exactly what you need in an existing shader

pine valley
inland sparrow
pine valley
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if you're currently using a heightmap, you'll want to bake that into a normal map