#avatar-help
1 messages · Page 199 of 1
You can probably batch-process the images in Photoshop. I bet there's some way you could do this with the Blender Compositor, too, but I haven't explored that much
how do I bake it?
well that's weird
the fourth one is supposed to be "Action"
are you on the latest version of the Avatars SDK?
Create an Image Texture node in one of your material graphs and make sure it's selected. This determines which texture gets baked into. Hit "New" to create a new texture that'll be baked into.
In the Render section of the Properties window, set the Render Engine to Cycles and look at the "Bake" tab that appears below. Switch the Bake Type to "Normal", then hit Bake.
This will capture the normals from the object you have selected and copy them into the target texture.
this is the result I get after scribbling all over the heightmap
(given this height map)
You may also be able to just throw it into something like https://cpetry.github.io/NormalMap-Online/
OK new question, how can i make a toggleable decal on my avatar that shows on both pc and quest
I haven't looked at the new toon standard shader, but I didn't think any quest shaders did decals.
new shader?
oh none of my shits updated LMAO
oh DAMN they gave us some options with this
holy shit we got emissions now too?
ok while I'm trying to bake it without splitting it into 3 different materials it constantly overwrites the same random but not selected image and the normal map is always empty
idk how splitting into 3 materials can help while I'm in blender because I wouldn't be able to apply them to the same faces, which is what I'm doing and that's why it's all in one material rn, from what you said I just assumed unity has a way of overlaying materials or sth
the image you have selected in the image viewer does not matter
it looks at which Image Texture node you have selected in the material editor window
(this is very obtuse)
yea and I have the right one selected
and it ignores that
yeah it's a great improvement voerall
Alright, time to replace all of my materials again
also what do I do when I have images that take tweaked uv coordinates like here (I believe baking to an image will only account for the original UV's and the result image will be tilted and most certainly distorted considering how low res my textures are)
You can bake to a new UV map if you want
yep, 4, though your shader needs to support that
well it can have many more but generally only the first 4 are used
I was able to get the hair material to look like this, but I believe this is not the way to tell the .fbx format what UV map to use for that second texture
Hey there, if i have a FULL locomotion upackage, specifically this Ghost Locomotion one from booth that comes with an outfit.. How am i supposed to apply that to an avatar, i get there's something that has to do with the Base and something to do with default vrc locomotion but im not seeing any of that 😭😭
There's a UVMap node, that's the one I use
Also that roughness texture you probably want to set the color space to Non-Color
Base animation controller
My pea brain is looking at 3 year old tutorials and can't find anything updated..
This, no?
that
I have that on there but got no clue what to do next..
without having that package, I dunno either
Maybe i just need to upload and see? But in the test im not seeing anything different so im unsure.
I did end up removing gogoloco because that usually messed with animations unless i do something special in that menu.
yeah, GogoLoco requires a humanoid avatar and also has its own base locomotion layer
it gets set to non-color during export anyway
I tried using the uvmap node, but when importing the fbx back into blender it is not preserved
Right but I mean so it looks nice in blender itself.
I'm importing it back to blender because it's faster to test this way, unity lags a ton
and yeah you wouldn't have this stuff preserved doing a re-import
generally treat the blender -> unity pipeline as one direction
Ill see about uploading it and check back later..
is it ok to be saving roughness/metallic maps in .bmp since they are all b/w?
no, use png for everything always
alright
Ideally you combine those into a multi-channel file, like red = metallic, green = smoothness, etc.
That depends on your shaders.
is smoothness the opposite of roughness? like, 1 - roughness
Yes
That did indeed not work.
ok I found that creating a new plane and applying the desired material to it allows you to actually export normals, as well as some other things yay
I use a non-free plugin for all of this called SimpleBake - it makes this whole process really easy and fast.
absolutely worth the small fee
About to rip my hair out i dont know how to FIX THISS\
there seems to be so much I don't know about the way 3d handles uv's and images for them like wtf is this 3/4 of an image how did it even create that
Looks like UDIM tiles or something?
jesus
not sure what you did but you should make sure all of your UV islands are fully contained within the main tile, in the UV editor that's coordinates 0,0 to 1,1
yea seems like it
(unless you're doing UV tile stuff... which is another fun topic)
though before I did not care about that at all because I had no problems with that in blender
Gotta run but I'll respond to stuff later
thank you for everything you've told so far!
already making the process a few times less frustrating
omg i’m so sorry i was at work
here lemme take some
the model here has the viewpoint set slight under and behind the eyes, trying to fix the issue if the body moving with the head, but when i go in game the viewpoint is set wayy back behind the head which also makes full body completely break. when you try to calibrate you calibrate really far behind the avatar which causes constant clipping into the stomach which was already an issue, even with fbt off
when i try to upload an avatar it says i dont got the permission why is that
my avatars texture memory is below 400mb but upon upload it fails saying the avatar uncompressed size is 590. how do i reduce that
i wish there was a tool that just shows me the biggest parts so i can reduce quality and stuff
i have no idea what the issue is now
why doesnt the sdk give me a warning about uncompressed size prior to upload either
how do i tell which parts have which size
Texture memory doesn't include the entire actual size, just textures.
Mesh (especially shapekeys, so blendshape optimizer with VRCFury can be handy) and animations are commonly what take up size after textures.
Before it has built the asset bundle the SDK just doesn't know.
whats the best step to take now without starting to delete stuff
Well, you probably should delete stuff in general or reduce texture resolutions even further, the limit isn't something you should be just below.
But the worldtoolkit in VCC can help give you a gist of what is taking up space
this avatar will only be used in 2 person instances or very very small groups
But you need to attempt an upload before it reports anything
worldtoolkit?
how do i see the size of a texture or material
For just looking at that https://github.com/Thryrallo/VRC-Avatar-Performance-Tools is better.
It also gives you suggestions on texture formats to use and resolutions that fit, but the latter doesn't matter for you
are you a high enough rank?
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
probably not
make sure you're using a vrchat account (not a steam,oculus, or w/e they offer) and that you're atleast New user rank
Is anyone having issues with the unity android build support not being recognized despite it actually being installed?
Thank you. Looks like i made it without deleting any objects.
I reduced texture sizes a lot of stuff that was 20mb+
The fastest way to get to trusted user is literally just leaving your vrchat on for hours and add a bunch of people , you don’t even have to hangout with them 🤣
or just upload a ton of avatars/worlds after you hit new user, thats usually alot quicker then waiting out the time restriction or finding ppl that'll actually accept random friend requests
Does anyone know how to make it so my avi isn’t stuck in tpose in game
is it rigged to the armature correctly and is the .FBX set to humanoid and setup properly in the configure menu?
How do I change it to hunanoid?
Anyone else having trouble uploading avatars? Or just me?
yo is there a way to add human rigs to models off of blender?
everything seems to work fine but the spacedrag i was expecting from gogo loco i cant find. theres a couple buttons with arrows but they mostly do other stuff
i was hoping i could lift myself to fix the heels inside the floor
select the avatar's .FBX> where it says "Generic" swap it to Humanoid>hit the configure button and make sure all the bones are mapped properly
theres also prolly some good YT tutorials that'd go over how to do it a bit better/more in-depth
any way to remove seams on the texture without going into texture paint and painting oover the seams?
could probably also do it by editing the uv map
I figured it out, blender has an option called Bleed under Tool-->Options-->Bleed when in texture paint mode
Also still having this problem, if anyone knows what's causing this, pls let me know.
I'm like 99% sure both multiply and additive being there is causing this but I never tested only multiply on standalone quest and can't rn since im away from my computer.
Sooo idk what to do
I obviously can’t upload it like this so far and when I remove the scripts causing errors the main model breaks and all the parts disconnect..
how do i get my scene back
find the scene file and open it.
so... do i really have to weight paint or can is there like something i can do in unity to fix the errors
if you want mesh to move with bones, weight painting is involved. It doesn't have to be actual painting, there are a few ways to do it, but you need something to tell a vertex to move with a bone.
but what if the body works fine but some pieces of it move like weird (blender by the way)
without seeing it I couldn't say more than "sounds like you need to fix the weight painting"
I have a weird issue - for some reason, the Jaw Bone entry under LipSync/VRC avatar Descriptor is stuck when setting it to Jaw Flap Bone; I can't change it to anything else, and just stays as "None (Transform)," regardless of whether I drag the jaw bone (or any bone) to the field, or select it using the circle selector on the right. When I try creating a new Avatar Descriptor, the same thing happens. I have no issues editing other bone entries in the Avatar Descriptor.
Has anyone encountered this before? I might just try creating a new project and set everything up again >.<
I still haven't managed to figure it out..
Idk what to doo..
Anyone know how to add physbones to hair I tried and it was stuck in the air
stuck in the air sounds like you might need to mess with the gravity, though a screenshot of what you mean would help
hi guys whenever i export my avatar to unity and back to blender again, the neck bones appear to have been seperated from the chest bone? i tried making the neck bone longer and moving it down, but it caused problems with the chest bone, will it matter if i just leave the neck bone like this? if not how do i fix it?
first picture is how it was originally, second is after reimporting from unity
those bones don't really have to be connected. But also how did you go from unity to Blender? Re-import the FBX? Why do that?
What is the minimum credit price for avatars? From the looks of it, it seems to be 1200. Is that the minimum?
i didnt even put any gravity
thanks:) i was testing some stuff and was importing the fbx from unity to blender, and back again, and i found the issue with the neck bone while doing that
yeah generally there's no reason to go back again. Go blender -> unity and not back
hmm ok thank you:D
This Piccolo model that i'm working on has a large Leg Dent on Import in unity, in order of photos-
1st is Untextured in Unity, 2nd is Unity's Configuration, and 3rd is Blender.
The dent transports into VRC, and I'm not sure how to fix. Has anyone had a similar issue, and does anyone know a fix?
@idle narwhal
is the polys actually deforming or is that a shading issue ?
Deformed polys
It's also only on the left leg
is that portion of the leg weight painted ? It looks like either no weight or something is pulling it that has weight.
It's weight painted yes, and it bends perfectly fine in blender, just not in Unity
And the Configuration has all the proper bones in place
What about shapekeys ? Anything deforming it that way ?
I don't believe so, I'm like 90% sure I removed all of em, but I'll check momentarily
It's possible though
Just checked, there are no shapekeys on the model
Here's a photo of the dent behind
If you re added the fbx to the scene is it still doing that when nothings attached ? 🤔 this is very interesting
wdym nothing attached?
wait do you mean mesh dragged off the armature in the scene?
No I mean redragging the fbx to the scene.
Oh lemme check
Yes it does
I can also show how it looks in the Model Preview when setting up the Config
Would you be able to send me this fbx so I can take a look ?
Sure
Sure
Do i send it here or dms?
This guy needs some surgery
Not sure on the server policy regarding files
Dms is fine
I gotchu
Says message could not be delivered
I think that is due to your communcations settings not mine
would anyone be able to help me set up my animator, just to get my model into a testable state?
can you be more specific?
i really wish i could, but when i tried to do the test upload it just said animator missing even tho i made one
did you do the humanoid rig setup?
no, besides i dont know how much that would apply since her outfits are part of her sprite sheet
well that's why it's complaining, that adds an animator component to the root automatically
it also gives you humanoid locomotion
if you don't want that, that's fine, but you'll need to add an animator component, I'm not sure the right method to do this, I don't do generic avatars.
Ok for future record if anyone has a issue similar to this one this is how we fixed it...was a very weird problem. After disabling space transforms this fixed the weird deformation issue but then the model faceplanted and layed flat down, we alleviated this by changing "Forward" and "Up" export axis. 
my avatars eye position keeps seemingly moving around randomly. Ill have it lined up just right, then when i check later it will be lined up with my eyebrow or lower cheek and idk whats causing this
So, I was trying to make an avi of mines quest compatible, it was too big at first but after a lot of working and removing and lowering - I managed to get it to 10mb. The issue now is that when i go to upload it - it failed. Saying that 10mb > 10mb. I'm not too sure how else to fix this issue because whenever i lower anything else in the project the size goes up a little bit again.
Anyone have any tips on how i could fix this issue or is the avi a lost cause and just might not be able to be quest compatible?
Why when im changing index finger spread muscle just for 1 - all fingers became broken - especially thumb and pinky fingers
any changes here breaks all fingers
ok, looks like i was just need to enforce t-pose after any muscle changes.
I need one of these options to work:
- Enable a space drag equivalent in desktop mode.
- Have a toggle that lifts both the avatar and the viewpoint.
- Use Gogo Loco to fly but disabling the flight animation and the downwards movement so you walk midair.
try to look here, i beieve removing animation toggles in tracking control should work
or if not - you may add some kind of a walking blending tree copy here
with your own toggle to enable it
and keep pose space as is (enter)
That would block the float animation if I untoggle those right. What about the decline. If I use the flight mode I decline while standing still. There's the arrow keys for float to adjust but they have so tiny intervals you keep clicking for a while
This rather look like a very old one. Why you want it?
Isn't there a parametric wheel between them to adjust hight?
idk i find just operating the gogoloco menu extremely bloated and difficult as is. i find the icons not very explaining towards their functions. ill look at it more later after im done updating my avatar versions
just finding the alternative idle animations is already a science
because its literally a lab jar with bubbling water inside
if i have LOTS of time i might think of customizing the whole thing to make it more intuitive and easy to use
Try using vrcfury blendshape optimizer.
casual 242k quest 'av' 24 seperate meshes / 47 materials 
reason why quest can crash right here
Hello. I want to know if the last child bone of physbone is supposed to be invisible or not??
Imean the collision capsule is invisible on the scene. Only the last ones
Last child bone only dictate end position of physbone. Itself doesn't get applied with physic.
tHANKS!!
Update it seems the main mesh is rendering behind the background layer for some reason
hello does anyone
know when i click on the dropdown menut to select shader
i click it flickers and it just doesnt work?
in unity
id like to test my avatar from someone elses perspective, but i feel like there could be a faster way to do that without running to random people and asking. it looks normal on av3 emulator but apparently my invis toggle is broken, id wanna fix it but i at least want to confirm its broken from another perspective
I use a second account running in desktop mode
oh, can you run pcvr with desktop or would u have to use a virtual machine?
oh a second account
by "desktop mode" I meant not in VR since presumably I'd be wearing the one you want to test. But you could obviously do it the opposite way too.
alright, id like to test it on pcvr before quest so ill figure smth out, thank you
Hi! Out of curiosity, is there a "clean" way to add premade presets to my avatar? The idea was to have a menu where each item would change multiple parameters at once (including VRCFury params if possible?)
Yeah - I do that kind of thing with a Button menu item, and VRC Avatar Parameter Driver to do the actual changes to other parameters.
is there any documentation online I can follow? Pretty new to doing things manually
tysm ^^
You put this component on a state in the animator. Mine is simple: enter -> wait -> whichever button got pushed -> exit.
For each of the "wait -> button" transition, I check for the button's paramter being true, and also IsLocal being true, since it's only necessary to run this on the local user, the other options get synced.
For my button -> exit transition, I have that transition time set to 1 second so it delays long enough that by the time it's done, the button press has been released, and it doesn't try to loop
I use this same method (in the same layer actually) for a few other triggers too, not just buttons. Like having a combo gesture setting some other parameters.
I see, again, thank you!
Yo, anyone know what this means?
unless that's the only error, look at the first 2-3, at the top. Paste if you like. Many errors are side-effects of the actual root cause.
It does however seem like an error response from the API server
Which means, my good sir?
which means the VRChat API returned an error and your client is telling you about that.
So try again later?
Huh, nevermind then. I just duplicated the avatar and it went smoothly? This Unity stuff will never make sense to me bro.
Thanks tho
Im scared to download the avatar thing to publish my avatars to vrchat can anybody upload it for me? it has no toggles and just plain white texture
exept gogoloco
pls
if so dm me i will send u avatar its made in blender
you can commission people at the VRC Traders discord, link is in #1204490664637890580
awwww i have to pay them? isnt it just upload, wait, if accepted then whatever if declined whatever?
you want people to do work, so I'd assume there would be compensation involved
im still a teen...
and?
how would i get that money
the usual methods I'd assume. Either way there's a free section there, maybe someone is willing to work for free.
So like, can we still not fucking animate physbone settings???
like why hasnt this been fixed its been like a year
turn off - change - turn back on (flicker slightly likely)
god damnit
how do i reduce the bounding box size of an object
there are settings for that in the mesh renderer component, see Bounds
found it thank you
curious why those elf ears had bounds 4 times the size of my avatar
How do I fixe the problem so I can upload the avatar
Genuinely no idea what’s causing this/how to fix this, especially considering it’s not an issue on pc
and I don’t see any differences here that would potentially cause the issue, (considering the only “fix” I’ve found so far is disabling the animator on that mesh which makes it re-appear in the preview like it should, but the animations it has then don’t play ingame)
(Poiyomi is pc, toon standard is quest, and before anyone mentions the difference of the “avatar” in the animator section between the two, I have tried toggling the other and it did not fix the issue, same for root motion)
scroll up to the first errors, these are side-effects
you really need to show the whole console window without clipping the errors
Does anyone know how to get that bloom effect with poiyomi shader
bloom is a post-processing effect that happens in worlds
Ah ok
But is there a way to see the bloom effect in unity
I suspect if you setup a post-processing volume maybe
How do I set one up
this is a decent Primer: https://gitlab.com/s-ilent/SCSS/-/wikis/Other/Post-Processing
of course, it's world stuff, not sure if any of this will work how you want for an avatar project
Thx
Im new to trying to make any avatars and im trying to get the hair to work but when i run it the hair floats far above the character
how have you attached it?
yes i have it would move with the model if i moved it before loading it i just slightly moved part of the hair and it now works and idk why
https://github.com/hai-vr/lightbox-viewer test light stuff
I keep forgetting that exists, thanks
anyway to make a viseme toggle? where I can toggle it off and on?
Does anyone know of docs or YT vids that go over how to setup an MA prefab?
Avatar Validation Failed, Anyone know how to fix this?
That error is meaningless on its own - look for others in the console, or errors in the "review any alerts" section of that SDK dialog
Also try to not clip the little red error count in the upper-right of the console when sharing images of it, it helps figure out if there are errors above which are not visible
To make quest compatible avatars you can't use Liltoon shader right?
I've read about another toon shader that's part of VRchat you can just change the shader to that right
you can only use specific shaders under the vrchat > mobile
Does anyone have a VRChat animal movement controller for something like a 4 legged creature like a horse or cow?
That would involve blendshapes reacting to your movements to estimate the legs you don't control. Tons of work for sure. I haven't seen one properly made yet
you dont need blendshapes
bones work fine
Can that work realistically though? You can't control the bones and making them physbones doesn't help either you would have to animate them somehow
Ye but. Making a step with your right foot translated to let's say a horse doesn't mirror to the right leg behind. You have to properly study the movement and translate each position of the humanoid rig legs to the legs behind
Ye I get that. Just tons of work and not surprised you don't see that much or at all
youd have to animate the bones in one way or another
be it preset animations or constraints
but like i seen these avtars that are like realistic horses with complete anims and probably a good blend tree so im not sure how to find some
its the same exact blend tree that is used normally but with custom animations
The easiest way is to animate the hole horse based on movement speed and distance scrapping the part where you would move your own legs at all. Then you can probably import already animated assets from games and such but you won't be able to move any limbs.
there's a whole discord for alternate body types like this, "Virtual Limbs"
ill check that out
So I'm trying to add something to my avatar, changing the material but it just reverts it back to the first one on its own. It does this with blendshapes too, it'll revert the blendshapes back to zero on its own
can anyone help
im trying to make a cutout in my thigh
of a holster
kind of have the hoslter be in the thigh, and it comes out from inside
I want to make it two seperate meshes
but have the first mesh disappear when the animation is played
Why separate meshes
You can just take a section and make a hole then use blendshapes
uhm why is it doing this?
"this"
Some script you have
oh you said in the previous message
I only have vrcfury and I have nothing else on this model
Then fury
I think they just meant that holster and body should be separate files
fury shouldn't be doing that
I know
I have no idea why it's doing this
this happened after I uploaded the pc version as well
I only ever seen people have that issue when using stuff like fury
SDK 3.8 is kinda buggy for material properties, haven't seen it do this but it wouldn't surprise me
You could open your model in blender to add a blendshape that moves the thigh into the leg. To make it fit you can probably add the holster in blender and position it where you want it then make it fit into the leg with transformation tools you save as a blendshape. Then you would use that new model and toggle the blendshape when you turn on the holster on your avatar.
Its with any changes since blendshapes also reset
oh I haven't had blenshape issues, just shader properties
thanks
If your avatar is already well populated with stuff in your project I suggest using pumkin tools to copy the project with the new model instead of overwriting the original just in case something goes wrong on import
not sure. but I think this happened to me. the avi needed vrcfury too. I wanted to recolor its textures. material kept on resetting, even when switching the texture. fixed it by deleting the material in file explorer, renaming another to its name.
Enter and leave playmode
are you able to help me get started in DMs?
I kinda have an idea of how I want the leg to work
Currently busy with community stuff and then it will be directly towards bed sorry.
Ah ok
Sec
reverting the SDK back to 3.8.1 worked
Trying to load into VRChat with a new avatar, it looks like its gonna load in correctly for a split moment then the movement and camera perspective becomes weird and I cannot see any menus. How would I fix this?
I've been using their videos to understand how to do it. It's quite simple once you've done it once
this channel is for avatar developing help, not runtime issues, I have no idea what is going on there
I'm a noob when it comes to avatars so I didn't know that.
if you had further errors in the console, as I suggested, feel free to paste them
I assumed it had to do something to do with my avatar
I’m extremely confused as to how to add physics. All the tutorials I’ve found are like “oh you just add the component and adjust this and that” but the mesh I applied physbones to remains static. It has bones, too. What am I doing wrong?
you put physbones components on bones directly, or drag the target bone into the "root transform" slot on the component. It does not work on mesh.
it looks like you/avi isn't where your viewpoint is. its somewhere else, colliding with stuff. it looks like you are hitting invisible walls, but your avi is actually doing that, you just dont see from its pov. is the viewpoint not between the eyes? some temporary pose driver gone wrong? if it happens with another avi, its not world related. then, start removing things until it works (animator layers from avi descriptor, etc). narrow the problem.
Hello. Physbone vs Spring bone, same amount of colliders, which one is heavier?
spring bones aren't a thing in vrchat
Then I have to change all spring bones to physbone?? 
Didn't knw
Thanks............
yep
anyone know how to make these normal maps normal? its straight from the game and theres nothing else. im struggling
They need to be BLUE
I know. But this is the normal map. It’s called normal in the files and there’s nothing else other than this
I changed it to png but it was originally DDS
does it look the right color as that?
No
It’s always grey
I tried to change some channels around and I got it to be the proper blue
But it’s not right
It keeps being inverted no matter what I change
well if it's for direct X, you'll need to invert the green channel anyway
Yeah which I did
Unity wants OpenGL format normals
Normal maps shouldn't be made manually. Materialize can create normal maps from any texture, including these.
materialize always makes normals look so flat and gross. not how they are supposed to look
so im tryna do a dbz attack how do i make it to where when i press trigger it shoots?
Gesture weight
Hey im having in issue in all of project even with different avatsr but this errors seems to be the only one stopping me from uploading any fixes?
downloaded a clothing item to put on an avi and it doesnt have a direct fbx or add, how would i add it?
that's the site that's full of stolen assets, isn't it
probably
thats a piracy site
Did you ever figure this out I’m having the same issue
wont use it then
The 3d object is how you would add it onto an avi either blender or unity if its fit to the base using vrc fury or modular avatar
No, you buy the asset from the creator and follow their setup instructions.
(which may be that)
Yea....
never used vrcfury for clothing, probably the easiest
Either way i highly recommend you dont use the site it directly steals from proper creators
Try modular avatar probably the simplest
no clue what that is
i dont think its too hard to just drag all the armature stuff over either way
If its fit to the base it would do it by it self using modular avatar with a few simple buttons
It what i use for my booth models
Or clothing utility
Well no it would sorta depend if you would like to toggle with texture you would would via radial or button you could use something like av3 creator or learn how to do all that in the animator/animation
The orginal bought one should came with the materials
yeah, i just have it in here to learn. i dont plan on using it
trying to atleast learn how to get it to work
I would love to help but im at work T-T incase ya dont figure out feel free to dm me and i can record a video showing you how to use modular avatar or vrc fury/ clothing utility
buy it legitimately even if your using it to "learn"
just learning how the parts line up, chill
its already in there i might as well try and figure it out
then you're not gonna recieve help from users here, its both part of the #rules of this server and scummy.
im literally deleting it anyways in like 5 minutes but ok lmao
and yeah i found the orignial site
ah yes lemme say Im not going to use it and then proceed to use it anyways
im deleteing it, just useing to learn
thats still using it
whatever you say big dog
use something thats free and legit then? theres tons of free skirts and stuff on sites like booth,gumroad or jinxxy
ok scum
as you claim
hope your day goes better, i dont know how you can be so unhappy about something so small
because its scummy towards the creator and is illegal as its piracy :P
id imagine lots in here would be peeved over stuff like that since they're creators themselves
go tell them directly then, otherwise dont cry about it
because theres so many other people who do actually use it
nothings going to change from it
i mean using pirated content can get your vrchat account banned + using/advocating for it in here can get you banned from the discord
and if the creator finds out (which lots of em tend to lurk in here) they'll blacklist you from their storefronts aswells as telling other creators whom their close with
its a pretty big lose situation especially if you're wanting to get into avatar making
even worse that you lied the first time by stating you werent going to use it and proceeded to use it anyways for "learning"
how do I change my avatar's T pose in unity? I enforced it but it twisted the hand, so the thumb is poking out the sleeve. I want to slightly bend Thumbs but dont know how to.
Bump
you dont have to enforece tpose
doesnt MA have their own discord
im not sure actually 
vrchat doesnt use vrms
ok....... thanks
they are entirely independant and not related to each other
you can still import a vrm model and convert it to a VRChat model tho
which makes it no longer a vrm
yeah I know
I did the vrm for 2 days for nothing........ I misunderstood the tutorial video saying Blender to VRM... I thought it was for VRchat
people might be confused that it would stop being a vrm model since lots of tutorials are like "this is how you make your vrm compatible for VRChat"
you can still import the fbx from Blender to convert it to a VRChat model
this for example started off as a Vroid Studio model > export as VRM > edits in Blender > export as fbx > import into Unity via Creator Companion> convert necessary things like physics and colliders>export as VRChat avatar
obviously you don't need that many steps but I'm just showcasing that vrm to VRChat is doable
If you do decide to use something like Vroid Studios, I highly recommend using the feature to decrease topology/triangles/tris/polygons/polys that shows up just before export
otherwise you might have a hard time dealing with VRChat restrictions depending on the visual complexity of your model
since you have already worked hard on making a model, you can now use it as a VRM for VRM compatible softwares like VSeeFace, VNyan, XR Animator, etc., for content creation outside of VRChat, and you can use your VRChat model for all the fun stuff you can do inside of VRChat
Im afraid.......... What does this mean
yeah you need to decrease the poly count in Blender
Should I do the retopology
it tells you the performance quality rank
it is too high topology
it's over 70k
yes
Is it impossible to be in game at all... like just standing in front of mirror??
hard maximum is 70k tris if I am reading the PC limits correctly

places you can frequently get away with less tris are hair by the scalp, mid section in a humanoid rig, middle sections of arms (like between wrist and elbow, and elbow to shoulder), middle sections of legs (between hips to knee, knee to ankle), feet (mostly because it isn't going to be that visible most times
it tells you the performance rank its going to be
70k is between good to poor in performance ranking
ah nvm
pc generally doesnt have limits other than getting security check blocked
still probably should decrease tris though
there is hard limits but you generally wont reach it
good to know
oki
guys do i need a pc to find or create good avatars for my vr?
you require a pc for unity so yes?
ok also with a pc does it help my vr have like better graphics and more games to play
of course
ok thank u
Hey im still having an issue with the sdk is it possible vrcc or alcom is currently broken?
Heyo, not sure if anyone knows what I am talking about, but back in the earlier days of VRC, there was a spoecific animation that when you would toggle it, your avatar would lean back and just literally ascend into the sky, it wasnt an idle animation and almost seemed like an infinte float up to the sky, does anyone know what I am talking about? when looking it up I cannot find anything regarding this animation, thanks in advance! Needing it for an avatar but its like lost media 😭
I think newer GogoLoco has that as a joke
wait really???
I might be misremembering, I don't use it anymore
This is the error i get in every project
that unfortunately doesn't say much
Should i copy and laste whats under it in here?
no, there's nothing of use there.
thats just telling you it failed to upload
does anyone have any idea what I can do to fix this
what shader are you using
hi noob question. so i cloned someones avatar and it has a bunch of custom emotes but none of them actually work for me, am i missing something or are they broken or something else?
could be broken/messed up for your platform (if you and the person you cloned from arent on the same platform as each other) but theres nothing you could do in that situation since it'd be on the model's creator to fix
I have a question. I'm trying to animate physbone values. My goal is to have my glasses move very little on my face, utilizing an angle limit. I'd like for the glasses to be grabbable and pulled away from my face using stretch. However I need the angle limit values to be raised for my glasses to pull in more than one limited direction.
I've successfully created an isgrab animation/parameter, and the physbone values DO change on paper, however it doesn't come into effect at ALL on the model. Does anyone know how I could fix this?
https://gyazo.com/21ea4dd1f662f108ae03f2fe89275354
https://gyazo.com/be3c132e576b007c5c40737af5b97cf8
@plush tundra physbones properties are not meant to be animated without disabling/enabling them (or some at all)
have two sets of physbones nested, first is for grab stretch and disabled initially, other for idle and disabled on grab. or smth like that
I tried using 2 diff physbones but it didnt wanna animate right
Toon standard
It can’t be the shader cuz the hair uses the same material and still renders fine
it is for my custom lock system and liked the symbol but my friend gave me it already
There are lot of free icon can be download like from Flaticons. You also have to beware of license if you take it from another system.
im tryna do this power ranger samurai avi where i have a morpher on my hand and everytime it hits a contact receiver (which would be somewhere in the air infront of my body) it like makes a part of the letter appear, basically what i was thinking is there are multiple contact receivers and everytime one is hit, it basically turns off, and a new one turns on which (when hit) allows a new stroke to appear, how would i do that? i have everything ready i just dont know how to do the contacts part
basically this
ik its pretty complicated but if anyones done something similar and used like a youtube video thatd work 😁
Anyone here can test face tracking?
So I got this chain that im trying to make act like a chain with gravity but I cant for the life of me find any tutorials on stuff like this. Can anyone redirect me to one?
Just starts with set Gravity on physbone.
Looking for help i keep running into an error without any fix anyone under the cause for this?
I dont know what im doing wrong
First off, your gravity is too low. Second, you should describe the actual result instead.
Then your chain bones are somehow sibling of each other. They must be parent-child.
Theyre somehow not connected
I answered that in previous message.
is there any way to perform/simulate sin/cos/tan operations on parameters?
You could make a animation and its curve to be sin/cos/tan, that animate a float parameter that you want.
The entire page is for making exactly that though.
Any fixes?
oh wait i was looking at the techniques page :skul:
1 bone , add enpoint to make it move
I figured it out thank you so much
I used ethernet/hotspot neither worked
yellow errors can sometime tell your connection is bad and failed to reach asw/whatever
Make sure that they aren't from the same ISP. Also try proxy like Cloudflare WARP.
How do i do that ?
Change my proxy i mean
Also try changing avatar thumbnail image. Preferably just take image from scene.
Ill try that rn
Im sorry im really trying T-T
IT worked ty!
That weird that the thumbnailed mattered i dont remember it being like this T-T
tried a few uploads to find that error, yet to encounter it - premade pic or from scene both behave
Image file sometime is invalid for some reason. I found a lot of people has same problem but didn't get info why the image is invalid.
Ok so idk if I should ask this in the VRCC channel or not but I’m using the VRCC and none of my blendshapes are showing up on my avi and I cannot find anything wrong with it to make them not show up
They show up on my other model but not my main one-
VCC has nothing to do with editing your avatar in Unity. Here is the correct channel.
Did you just export your model from Blender as FBX?
Yea
Ok you probably have an un-applied modifier, such as subdivision surface or mirror. You'll need to apply those manually before export. It's a common cause of missing shape keys after exporting.
Ok! Thank you :))
does anyone know what avatar this is?
not the correct channel, make a post in #1138520828556890214 though if you look up Aubrey in prismics it might show up, ive got a low poly one that looks similar
apparently its a game character or sumn
sorryy I was looking for that channel but it’s not in my list
tysm I found the avatar
there HAS to be atleast 1 way to have transparent materials for quest?
Does anyone know how to get vrchat sdk on a mac? (I tried using the website and went through that process but i dont understand it still, a screen recording or tutorial for idiots would help) 
Pings are okay
hey any1 able to help so im new to the whole facetracking stuff and have the prefab on my avi but it doesnt work at all i tried other prefabs but cant seem to get it to work
I have no clue if this is a place to ask but I need help getting a avi unity package after I lost the person who i commissioned for the custom avi and the USB drive I had the back up on failed and stop working all together so is there any sort of way to get the unity file back ?
uhhhhhm.... where the heck did the "uploaded" selection go?!
i can still access them via my profile... but wtf is this
beta issue
hoo boy
well I have to figure out my biggest issue now trying to figure out who I commissioned for the avi cuz I paid quite a bit for it >.> well I guess off to fb to make a post to start the hunt for the maker i went with but thanks for helping anyway .w.
what are reasons for why Blendshapes wont show up in your Skinned Mesh Renderer in unity?
does anyone know
why my unity doesnt allow me to select other shaders on the menu when i go to click on dropdown menu
and why it lags when i move around with wasd
@vagrant crater having modifiers other than armature would delete all shape keys on export
as in blender modifiers?
yes
i see!
.
is the shader locked? I know that some do that after building so you cant mess up the settings anymore
locked shader is still selectable. image would help
no the problem is that i click on the dropdown menu to select various shader right? it just flickers for one split second and then disappear
cannot provide one
have you restarted the programm or your pc recently? maybe its overloaded (if not no idea didnt have that happen yet)
i already did
nothing worked
how is your ram and stuff doing if you say it lags?
ram 16 gigs
how full is it? wich percentage
do you know where and how to check that?
if not, are maybe the avatar stats really really heavy?
wtf?
1st warning should get fixed but the thumbnail thing is kinda buggy, you might just need to take a screenshot manually and use that
It’s api probably
just updated the sdk. is this normal for it to keep slugging on after minutes? (last time it climed up to 500 something seconds.)
I have one project with several avatars
Api?
Any one know how to fix this weird thing happening to my avatars legs when I stand still? It happened with the last avatar I made too, but other peoples seem fine.
Edit: I fixed it myself, the toe bone wasnt long enough and the foot bone was too long :)
also just to let yall know, multi platform uploading just doesnt work anymore
it always leads to not responding
i got the gogo local lock icon also the way mine works is its all just sub menus that brings you to the beginning of the password so every time they fail they will have to push back more
I mentioned only the license of the icons of gogoloco.
can anyone tell me why tf unity doesnt let me click on SHADER dropdown menu??
whenever i click it it just flickers for one second and doesnt let me click it
or i hardly get it and when i finally do it lets me select the thing with the right mouse
why??
you might wanna reduce it to one avatar per project, otherwise it could be too many bones and assets
apart from that
what can i do for the flickering shader problem
menu
dont know, my best guess is just unity suffering. So I would just suggest checking your assets if they have reasonable sizes
unity is a very laggy program by itself especially if your PC's specs arent great
if you've got too much going on at once in project it can just sometimes break a lil
thought so too, unity broke it
are there any errors in your console? red ones specifically
screenshot the top-most ones
could you maybe screenshot them?
127 yellow
and hit the collapse button to remove and duplicates that there might be
teh red ones
alternatively what does the builder page from the sdk say?
you can enable a setting to see more details
yes that
i dont think that's whats causing your shader issue but those also need to be fixed, select each one of them and delete the script thats trying to access the removed physbones
they will return
you can also select that setting in the bottom in the sdk and then see when you have an avatar selected what potential problems there could be
yeah that kinda just says the shader is broken, dont think they actually give a reason as to why though, you could try re-importing the shader to see if it gets rid of it but yellows are just warnings and ignorable
(also if you enter playmode those previous red errors should re-up again so that you can go back and fix them later on before uploading)
idk how that will have anything to do with my unity not letting me select the shader menu
selectiomn
how long does opening the file take?
the project?
but yeah maybe cleaning the assets out a bit and reimporting stuff might be the way to go
then you can test step for step wich one makes the problems
re importing 10+ avis..
still i rlly dont wanna go through that-
how much experiance do you have with avatar creation and unity?
cause 10+ is a giant sum for one project
i wouldnt be creating 10+ avis if i didnt have a bit at least...
it is
so....
yeah
i basically have all my avis in one project..
how many bones or polygons do they each rougly have?
idk?
they all at least have tails bones and such
and plus again the shader menu gui
when i finally get to click on it
it clicks on it
then lets me select one of the shaders ex toon or standard with the right click..
from the menu
the same menu that was flickering before
well thats new
very..
still think its to much for unity to handle tho, maybe there are some giant textures hidden somewhere
it only happens in that project btw..
well
i do have very hq models
official gaming render quality avis
per say
that... says nothing
is it just that menu or also others?
yeah your unity does not appriciate everything
is there a sepecific reason all the models need to be in one project?
because i chose them to
to be in one project packed
instead of many ones
organized there
maybe you could work with scenes if you arent already, to split them up
so they all wouldnt be loaded in at the same time
or as a last ditch effort you could try if you really dont wanna re-import models and stuff is clearing your library folder (id do a backup of your project before doing this though) 
what would that even do
yeah im also a bit confused, what library folder? and how would that stop from having to reimport
Library folder, that one beside from Assets folder, stores contents auto-generated by unity. In case if some content become invalid, clearing Libary folder is like clearing cached data.
oh i just found it, neat
would that kill all the prefabs in the scene?
Prefabs in the scene are store in the scene, inside of Assets folder, isn't it?
i presume so yeah why
then they should be fine
Is that still a question?
i have no clue what cleaning cache library will do...
since is the first time hearing that
yes
is a question
since i dont know'-
?
Clearing cache is a common way to reset invalid state of any program. In Unity, removing library folder act like clearing cache.
would that interfere with anything i have been making?
or is just like deleting temp files
As I said, cache is like temp files.
where the library folder is located at?
Cache also exists in the vrchat game itself, just so you know.
Right beside Assets folder.
il try that
Figure I would try asking here.
I am stuck trying to remove a old gogoloco from the menu and add a newer version, Ive tried a few things but it seems to break my avatar completely. I did a backup so I can fix it if it does again.
Hey my best friend needs help with this one problem. How can he turn on the android button
Thats Tiny.
check there and get the files to install android/ios support (if thats a thing you'd need)
i'm still confused about how physbones work
I have the skirt bones connected to a parent root but it's still not working
No one know jack about Gogoloco?
I cant find anything about gogoloco and updating it to the newest version
are the bones weightedpainted correctly and not working in-game or in playmode at all?
the bones are weighted correctly, yes
Gogo loco have their own discord, you might get quicker/better help in there: https://gogoloco.net/ (theres a link on their site)
and it doesnt move even slightly in either unity's playmode or in-game at all?
nope.
try dragging your skirt root into the root transform maybe? your physbone settings are good so they should be making it move if it is actually weightpainted correctly
I wonder if I have to do it for each separate skirt chain
thats what i was about to suggest though usually just putting it on the root works
might be a weird bug or just and issue with how you've got it parented
yeah, i think it was something with the bones, cause it works when I do it to each chain
Please help. The model is full black & the eyes are green after removing the textures & idk how to fix it for quest compatible
Anyone have a humanoid base rig?
there's a diagram pinned in #avatar-rigging , it'd take like 5 minutes to create that in Blender
check for vertex colours in blender perhaps
"rig" implies only the armature, what you want is a "base model"
nope, no idea, that's far more generic than I've looked for
try looking on sites like Jinxxy,Booth,Gumroad,VRCarena or make a post in #1138520828556890214 if ur looking for something specific style-wise
I'm not going to stop saying it, Kazin needs a raise for all the hours he's putting in helpin' folks.
is there something i can do with physbones to prevent her legs from clipping through the skirt like this?
Cry and pray, lmao. Skirts are literally the worse to set up with Physbones
You can try adding colliders to your legs and directing the Physbone components to use them but sometimes it doesn't work as you'd expect
yall how do i do a head swap? ive tried using kimera to get it done but it just isnt working. im just trying to do a simple head swap of two avatars
Alternatively (and actually try before adding colliders because they're performance heavy), try adding a "limit" to your Physbone components. Angle, hinge and polar types all accomplish different things and one of them might get you where you want to be
Hi, I deleted 2 avatars I uploaded but they still showing up, in game and on website. When I click on them they are unavailable. Can I make the listing go away?
uh... okay 🙂
does anyone know how to fix this? the image is not linked to the shirt either, if i give a files could someone help me put it into vr chat?
explain what "this" we're looking at here
the cross image is not loading in for some reason im not sure why
i also dont know if i have enough bones for the vrchat model, i tried to put another model inside but i think there is a certain amount it needs? its kind of odd
for this model i have 15 bones
is there a download or should i just try to go off of this?
you don't - see the pinned diagram in #avatar-rigging
...
damn I should have just scrolled first
(it's that image)
go off this, it'd need to be customized to fit your model anyway.
Also upper chest is there in that diagram but it's optional, as are toes and fingers.
thank you!!
is this better? i apologize for another message
I can't see the spine bones clearly enough to count, but you should have:
hips -> spine -> chest -> upper chest (optional) -> neck -> head
shoulders come from the higher of : chest or upper chest
anyone know why this happens on the standard lite shader? material is just albedo color, no texture image
edit: it was leftover vertex colors on the model that the mobile shaders support (without saying they do)
my cross wont load i really dont know what to do lol
your legs are backwards
wait what how they dont look backwards like at all
they are pointing up not down
also knees dont bend backwards
do i need the third bone?
I need help making my eddsworld OC into a avatar on VR chat
hello can someone tell me the right place to post commission
really not the place to post a comission since there are bots here who will swarm you lol.
VRCTraders (link in #1204490664637890580) and find a verified commissioner (or sign up for the role if thats your goal?) this server specifically doesnt support commissions nor is it safe to commission in/from
a bit late but is the cross just a transparent PNG on a flat plane? if so you might need to swap the shader your using to one that supports transparency
oh alright!!
do you know why the gester tool thing wont really work for me? i am following a tutorial and all i just dont know why its not working right
is your .FBX set to humanoid?
Yes i believe so
was there any red text that showed up when you were in the configure menu?
id check what that import warning says in the console too
screenshot it, a full text paste isnt necessary
usually you can tell what they mean by the first few words
alot of this is very new to me
i used automatic weights on blender idk what its talking about

did you test the model in pose mode before exporting?
automatic weights is pretty iffy and usually requires manual touch-ups to make it work properly
Hi, may I ask if I can pick any tattoo from any other avatar and put it on another one ?
I wanna buy Cleo's avatar from BunBun, but I'm not the most fan of this tattoo.
It depends on the avatar and how tattoo is made. If tattoo texture is distorted due to how uv map is unwrapped, then it won't be easy to use on another avatar.
Does anyone know an easy way to optimize an avatar easily?
Removing object is the easiest.
Okey
This should only show up when you click on Build Test/Publish. It's reporting that it has other errors, you will have to see the other errors.
do these errors mean anything?
Some of the animator controller is invalid.
gotcha
thank you, getting rid of them worked.
What should I do here?
Change your image.
Can you screenshot full detail and a few error above that?
Is there more error item above that?
I request help uploading avatars
Open the sdk Settings and enable API Logging and upload again to see more detail.
For some reason for me, I cannot make a radial for hue shift of one single material, I have an avatar with a body material and an eyes material on one mesh and for some reason trying to make a hue shift radial for them changes the hue of both the materials instead of just one or the other
Idk what to really do at this point because the individual sliders for each material themselves work but when I try to do it in an animation it hue shifts both of them
some shaders cannot be locked or renamed , for quest you need to have seperate mesh or it will affect the other, pc can lock/rename or mask
This isn't quest, this is with poiyomi
right click and have it renamed so it will only affect that material , need to remake the animation tho
So like, it should have "ra" next to the slider right?
so it's both renamed and animated
yup
Yeah, it still doesn't work like that
then lock all materials after
shader isnt renamed until its locked my guess 🤷♂️
Which bodies are compatible with Karin? Meaning if I take an outfit of another avatar it can be easily adjusted using scale inside unity without creating any issues.
Within Komado's family, Karin has a unique body.
Also one more thing, I have an animation that works in play mode in the unity editor but only half works in game, it's supposed to rotate and move up and down which it does in the unity editor but in game it only moves up and down
Idk what's causing it
Delta Flair seems to be a matching body but the head doesnt really fit. Im not sure if it really is a fit though or if just this outfit happens to not penetrate
i was kind of tricked buying this https://sweetroom.booth.pm/items/7638384
The images show Karin wearing it even with the name mentioned but after downloading the outfit there is no fbx for Karin and the Karin prefab that is indeed in there has no linked fbx showing up as broken
The avatar base is a seperate purchase.
You have to import Karin base package into your project.
Ok, upon further testing it just seems to not want to rotate in the animation for some reason? I removed it floating up and down and just left the rotation and it works in unity editor once again but in vrchat the rotation is just completely removed
Some outfit can share fbx file with multiple avatars. Some even uses same fbx and adjust bone transforms to match with base avatar.
@radiant zephyr theyre animated by fx layer somewhere
You had animation that's controlling those blendshape.
i imported all the fbx files the outfit came with to be sure that would work if its meant to be that way but as you see in the screenshot it wont link to an fbx of the ones imported
You might have to contact the author to get this resolve if it's an issue with the package itself.
i suspect that the animations for gesture do determine the value on idle
ye i did that. waiting for a reply, knowing booth it could take months though.
It depends on how active the author is.
Anyone else have an issue where after doing some animations, doing other animation break and they instead do the default Unity one instead?
Happening to me specifically from doing some of the laydown menu animations and breaking my dance anims and the default afk animation
check debug, guessing your tracking control is set to tracking where it should be animation (something guessing here)
Yeah but that’s normal for when it’s doing an animation like dancing I just checked debug ingame and I don’t see much difference between doing one of the dances vs doing one of the lay/sit poses vs doing one of the then broken dances that causes the unity animation
I can get some footage quickly if I’m not explaining it well
In animation tab whenever I start recording the avatar goes into bike pose...... I just want to start tweaking bones from T pose, How should I fix this?
tHANKS!!!!!
They updated the files. About to test them
Don't really need to inform me.
Btw how hard is it to combine 2 projects into one scene
It solved the problem!! But Im wondering is this a standard way to animate humanoid or a solution to VRCsdk error??
I have an older project I had to keep updating but I wanna merge it with my current project that contains all new model setups
Imean do I animate other humanoids (outside VRchat) like this too?
You just copy the objects into another scene.
How do you copy an avatar over though. Do you open 2 projects at once and drag it over?
Sorry if it sounded rude i was just curious (no bad intention)
And what about the assets they might be misaligned
Then that the part you have to put assets from one project into another first.
hi
how would I go about adding contact toggles to dissolve clothing on a avatar?
I also still want it to be toggled by my toggles in the menu as well
not just exclusively contact and gesture based
How do you in blender select all the dots inside your square selection instead of just the ones facing you. When I tried to add a delete feet blendshape I was struggling with rotating the feet until I finally selected the whole mesh of them.
how can I fit one piece of clothing to an avatar
If you are in blender
Import your avatar and clothing
Select the clothing, press G to move and S to scale it to fit.
If needed, use a Shrinkwrap modifier to make it follow the avatar’s shape.
what about for unity?
Use Unity’s Humanoid rig +prefab clothing models just drag the clothing onto the avatar and make it a child of the body part
Idk if my blender is having issues or I am but I'm currently getting racing suit on canis and the skin wrap seems to help great but when I export the mesh doesn't have any change at all? And I think I'm messing something up bc I want to get the model ready for vrc fury after I get it good for skin wrap and use the blendshape link to do it?
Is that not normally supposed to happen when you use an emote anyway? Cuz it seems to be when I checked it with debug
I recorded video showcasing it with the debug but it’s fairly big so I’ll probably just have to take screenshots or clip bits from it
in unity my blink blendshape looks like its stuck on but in game works fine, any ideas what this could be?
i press preview and return on it and it just doesnt do anything
click the mesh and make it not 100
@static bough i cant find any fbx file
What’s the avatar and the issue??
i got it from a third party website and when I run the gesture manager emulator i get that error
Okay so you got it illegally assuming
So I won’t help with that
what
its free software wdym
u can donate if u want
?? Okay then what is it
what is what
Where you got the avatar
lol i got warned when i typed the name of the website
are there free options
So you got it illegally
there you go
Yeah illegal
i didnt even know it was paid
im new to vrchat
Pay for the model
Right
i didnt know that website stole work
Yeah it’s all it’s for
are there free models with animations
Then go and buy the model from the official place
Idk
Now you do
Go buy it
Check #1139228456090087495
Me saying idk is an attitude? lol
so much effort i have to go through just to play vrchat while laying down and not have my avatar kiss the ground lmao
Then buy the model and not get a pirated one
i dont even know if it will work
Paid models work lol
That’s their entire purpose
To work
well...
Be glad you don’t have a virus
some people imo shouldn't be selling models
That’s a different issue shhhh
the specific feature might not work and i just wasted my money
and they advertise as "quest compatible"
Wasted money on what?
but it's just that it doesn't have anything that can't be uploaded to quest
A pirate site?
Meh
and it ends up being wayyy over the file size limits and forces people to come here and ask for help with optimizing and compressing the avatar
Idc for quest things so idk nothing about it
on a model if gogoloco doesnt work
it's false advertising that's what bothers me
?? gogo loco is free
Gogoloco will work and is free
if it's broken on the model you can always fix it yourself
Bleh
is it difficult?
how to fix this?
I've seen an unreasonable amount of people in here asking for help optimizing a "quest compatible
model they bought that is way too large for quest
If I really want it quest I just decimate it to hell and shrug it off
i mean at the absolute worst you'd just remove it from the avatar and install it yourself
Which isn’t too hard with vrcfury
how to fix?