#avatar-help

1 messages · Page 201 of 1

ornate stump
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What does it say actually?

sand mica
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Hi in this video the uploader creates avatar prop in 2 ways... one by bool and one by ints. I don't understand what is the different between them and which fits my purpose more. Can someone tell me? https://www.youtube.com/watch?v=XqtSg6_W07Y

somber sequoia
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booleans are true or false, and take up one bit of space in your parameters list.
Integers can be 0-255 and take up 8.
which you use really depends on what you're doing with it. For a simple toggle that does nothing else, a bool is probably most appropriate.

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if you want a variable that has multiple values, then maybe use the integer, such as a clothing item with different materials, each one can be a number

sand mica
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Thanks!! So it isnt related with bone existence or bone having components like physbone? Just variable or not?

somber sequoia
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no, it's all about how you want to setup your animation controller and parameters.

rigid sundial
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Hi guys, I'm new with VRchat so I need some advice. I want to convert my vrc to vrm format. The thing is, I'm using modular avatar outfit. When I played the vrm model in unity, I noticed the outfit is not attached to the body because the armature of the clothing are separated from the body armature. Is there any tool to merge the armature or I need to move them one by one ?

grave ruin
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someone got an idea whats wrong here? been trying to use alterith to fit an outfit from one avatar to another but upon starting the script it says this

maiden zodiac
somber sequoia
maiden zodiac
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yea

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for some reason it only happens when i try put clothes below the waist like garters, shoes, socks

zealous vector
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Does having a lot of empties in vrchat increase the project size?

somber sequoia
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I doubt they're significant

pine valley
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Each one will add a few dozen lines to the scene file

merry thistle
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A little help?

somber sequoia
merry thistle
somber sequoia
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maybe there's documentation for the model on how to do it

versed marsh
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any clue on why my feet are angling when i enter playmodde?

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I dont have any heel blendshape applied

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its just doing it on its own

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does this when i go to configure

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nvm i fixed it, i needed to reset and reinforce T-pose to refresh :P

wise crag
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I need help I uploaded an avatar through unity with a website, app called avaturn.me I need some help getting it where it’s able to move and getting some accessories to make it look a bit better and getting it to pc quest

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And when I have someone work on it do I need to make it public?

quaint horizon
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anyone here help with rigging? this model is a bit unoptimized for vrchat

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for reference it has a bit over 100 cloth "bones"

somber sequoia
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looks like it's got the basic skeleton vrchat needs (see pinned image in #avatar-rigging) - the rest you can keep if you use it, or remove if not

quaint horizon
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it's got 5 spine bones so

somber sequoia
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it should be: hips -> spine -> chest -> upper chest (optional) -> neck -> head.
combine/split as needed to get there.

quaint horizon
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idk how to do that :(

maiden zodiac
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😭

versed marsh
maiden zodiac
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h

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im sorry

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smh

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chill with the caps the bot says sigh.

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might just be the same anklets

versed marsh
balmy barn
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throw it in blender and start merging/removing useless bones

subtle hearth
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having a hard time uploading avatars its saying needs a thumbnail which i already had put a thumbnail

somber sequoia
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known bug apparently, supposedly if you delete the already-uploaded avatar and re-upload it works?

quaint horizon
somber sequoia
subtle hearth
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ya it worked deleting the the blueprint

molten pulsar
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trying to make hydralics on a car using the 4 axis puppet. but how do i reset it?

I've tried several things and they all work while in Unity but when uploaded to vrchat it dont work out at all

somber sequoia
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you can make a reset button that uses VRC Avatar Parameter Driver to set all the other variables to 0

molten pulsar
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im currently doing it within a blendtree

balmy barn
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lower layer have priority so just set paramters driver there

molten pulsar
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i tried states aswell but everytime on the vrchat side it breaks

molten pulsar
lavish cosmos
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I have a box collider with 'Is Trigger' enabled and I successfully made a particle effect using the collider as 'Trigger' in the particle system. My question is, is there any way to play audio in the same way, so that whenever the collider is 'triggered', it plays an audio file? I know I can use contact sender/receiver, but I was just wondering if there is a way to just use 'Is Trigger' in the collider.

balmy barn
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use contacts 'is trigger' cant send parameters

lavish cosmos
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I just realized I can just make an animation that turns on the audio with an empty particle. Thanks anyway!

glacial vale
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I have a question about clothes and armature. I've looked up a lot to try and see if i can get my answer but surprisingly there's almost nothing that shows what i want to know/do. When adding clothes to an already existing avatar i understand how to fit and rig them and connect the bones so that they fully work with the avatar but ive been wanting to add something like a dress or anything with a hanging part that includes bones that wouldnt connect directly to the avatars armature and i have NO clue how i would go about this or how it even interacts. for instance a dress, the main parts like around the waist would just connect hip to hip bones but the cloth thats not connected to the body with its own bones meant for physbones i have no clue how to connect or even turn into a working part

quaint horizon
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he p

crisp carbon
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Is there a way to search in Unity where something is being used? I feel like my Glitter mask is not working as a skin texture toggle, but can't figure out where that goes in the model. 😄 I learn best by just finding something and digging through it that way - but having a hard time finding the start of this investigation.

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FIgured things out! 🙂 Am I right in saying that this Mask (for a glitter skin overlay toggle), just does eye makeup?

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As in a test I made the whole square Red and that actually showed visible glitter. 😄

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Or should it be setup in a way that it should apply a glitter effect to the black parts only?

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Yes it is! I love learning things. Damn, never understood why I was told it would only be visible in REALLY dark worlds, now I do haha

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Let's see if I can fix that 😄

mental pawn
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for some reason my avatar uploaded successfully but its stuck like this

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text says "server processing"

west fable
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ur not the only one my avatar is not loading at all after uplaoding

mental pawn
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right now it failed to load and i get error dummy

west fable
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aghh yeah same idk whats happening

mental pawn
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i think its a server side issue

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cause it uploads but wont load

west fable
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oh okay

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should we inform anyone or wait it out?

mental pawn
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lets make a bug report i guess

west fable
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alright i dont know where to report it but ill let u do it

plucky berry
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am i the only one who cant switch to my freshly updated avatar right now?? it gets stuck on server processing or Queued and then it will just make me an error robot after like 2 minutes. sometimes ill get lucky and it'll make me into the avatar

west fable
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mines doing the same

plucky berry
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weird

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status doesnt say anything is happening

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tbh like 5 mins ago i was able to get my avi after like 2 trys, now i cant, only errors

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wth

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oh nvm finally got it

west fable
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yeahh the guy above said it might be a server side issue

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oh hey it is working now lol

plucky berry
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no i was saying i finally got my avatar

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after like 5 tries

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it may take a while just switch out and switch back into it

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until you get it

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ig anyway

untold minnow
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why does outline do this after I reimported my fbx?

unreal juniper
unreal juniper
slow panther
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for some reason, i just wanted to delete an extra little item on my desk, while im uploading everything is fine but it just will not process

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and is now showing up as error

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ive never had an issue with this

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it just keeps showing up as server processing

wooden nova
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this helped so much thank you

slow panther
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now its sayign avatar is not supported on this platform when im on pc

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im assuming maybe the server is having issues because its not even saving my image or name in the builder menu

errant ferry
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Its a server issue

glacial vale
unreal juniper
glacial vale
unreal juniper
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There should be a "merge all bones" option in that menu in cats, is that checked?

glacial vale
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let me check

unreal juniper
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And make sure you uncheck the box about deleting 0 weight shapekeys while you're at it lol

glacial vale
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i got this (needing to check the merge all bones)

unreal juniper
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Yeah turn on "merge all bones" and uncheck "remove zero weight bones". Should be okay but please back up first! I don't wanna be responsible if it breaks something 😂

glacial vale
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dont worry i make backups of everything

unreal juniper
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I always end up merging armatures then doing my weight transfers, then right before I export to Unity I delete the original Body altogether. That makes just the clothing asset connected with all the armature needed from the Body, then when it's in Unity you can use Fury's Armature Link to do that part for you :3 works nicely for making prefabs

glacial vale
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ive messed up enough times to learn

unreal juniper
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Haven't we all 😂

glacial vale
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this is like the final mission in being able to customize avatars. once i figure out how to actually fully add physbones/extra armatures then i can do almost anything with it

unreal juniper
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It's really satisfying being able to refit your own clothing instead of hoping people release something for your avi base 😊

glacial vale
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ive already done it with 2 other pieces so far. pants and a hoodie

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fully made them into toggles with correct weight painting and able to use in game

unreal juniper
glacial vale
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the second to last photo is kinda the physics/same problem that im trying to learn how to do here

unreal juniper
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Yeah.. Dresses are a nightmare

glacial vale
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so ive heard

unreal juniper
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The armature part isn't the worst, it's getting the Physbones right once its in Unity x.x angle/hinge/polar limits are your friend but it's freaking hard

glacial vale
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yeah thats the next step, if im able to get this actually working with the armature, i need to learn how to apply a decent dress physbones to it

unreal juniper
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Good luck! Happy to try and help if you run into more issues :3

glacial vale
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ok so small problem

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this is kind of what i assumed what would happen, but the bones under the same name didnt merge together they just added on top of eachother

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TLDR: theres 2 Leg_L/Leg_R, etc.

vapid bay
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How do I see her avatar

lavish cosmos
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it's probably that the avatar is not compatible with mobile devices (quest/android/iOS)

glacial vale
# unreal juniper Good luck! Happy to try and help if you run into more issues :3

i think the way you mentioned does work, just maybe not with the way i rigged the bones for the avatar. it ended up just having 2 of every bone that was indentical instead of merging them and leaving the extra bones. im going to instead try deleting the indentical bones and just adding the non duplicate bones and then parenting them afterwards

unreal juniper
glacial vale
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Wdym?

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The bones that were suppose to merge into eachother are literally just stripped from the model itself and exported as an FBX when i fitted it so they're indentical names

unreal juniper
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That's... Odd 🤔

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I've definitely gone through and made sure like, Shoulder.R, Upper.Arm.R etc are the same exact names on the clothes to match the body, then done the merge and it doesn't end up with dupes

glacial vale
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im just merging them manually, only about 4 different strings of bones that need to be done, plus all the fitting was done from the bones already existing on this model so they should do just fine

glacial vale
unreal juniper
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Strange haha

glacial vale
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the weight paint seems so be fine doing this way aswell soooooo im not going to touch it i think xD

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wait, wouldnt i want the bottom part of the dress to not be weight painted to anything???? or would physbones override that

unreal juniper
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You would want to clear the weights for those particular bones

glacial vale
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So most likely all the leg bones id clear weights for and leave the hips attached

slow panther
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its saying security checks failed?

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but i am uploading for andriod

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it just removes my windows version when trying to upload quest version

glacial vale
slow panther
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i have a quest and pc version

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i know it was having weird server issues and kept doing server processing earlier but im not seeing anything that theyre still having issues

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its just being weird

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both upload successful

glacial vale
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you've checked in game right

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is it saying only the pc version is uploading

slow panther
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it doesnt show up when android is uploaded since it replaces it somehow

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it just says windows secutiy checks failed

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unless i just have pc version

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ive done this with two other avatars fine but idk whats going wrong

glacial vale
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you may have to upload it under a different blueprint ID, sometimes it flags avatars like that because it thinks they're crasher avis

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so you either have to wait for it to go away
reupload the first one
or just reupload both under another blueprint ID

slow panther
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the problem is i did switch blueprint ids

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maybe vrchat is just having server issues or somethinf?

glacial vale
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possibly, if you've been working on it for a minute vrchat just updated its thjing aswell

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so maybe restarting your project would be worth a shot

slow panther
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thank you ill try asain, redoing the blueprint id

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im just excited bc i finally finished and i wanna just play now T-T

glacial vale
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yeah around 3ish hours ago they updated their SDK

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so check if that has an update

slow panther
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ah that is about the time i had weird issues

glacial vale
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thats just for the windows version right

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do you have anything on the quest version that says it ever uploaded

slow panther
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ok it did update for pc but andraoid is about to upload

glacial vale
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yeah that looks like its working then

slow panther
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oop this is new

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plUHEASe

glacial vale
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probably why it freaked out was because it literally just has different upload checks

slow panther
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YAY

glacial vale
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because of the update

slow panther
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restarting both projects worked xD

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thank you

glacial vale
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ye makes sense

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np

slow panther
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yeah that makes sense

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unity FREEDOm

glacial vale
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tell me about it

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ive been on blender for 10+ hours

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probably 15+ in the past 3 days

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lord what i wouldnt do to be free

wispy mango
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is this just for the unity side of model creation or can I post my blender problems too?

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because this models head is ignoring the bones

glacial vale
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blender too id assume

slow panther
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oh boy do i understand that, i royaly hate a certain jacket now and refuse to touch it 3 weeks

glacial vale
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its just "avatar help"

wispy mango
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im going insane

glacial vale
slow panther
glacial vale
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im doing all of this for the girly

slow panther
wispy mango
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I've tried merging the body and head a few times but the head still disrespectfully ignores the bones

glacial vale
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she doesnt even care for the clothes xD

slow panther
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or is the modifer on

wispy mango
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not right now but I did weight paint it earlier by just painting the head red and it still didnt move at all. im ngl I have no idea whatim doing

slow panther
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armature deform -> armature -> object armature

glacial vale
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if its not im not sure

slow panther
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you should click on the bones in obbject mode shift select the head

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then go into weight paint mode

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if the little bone next to the face selection shows up that link is set up properly and its just a weight paint issue

wispy mango
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alright I'll return momentarily

glacial vale
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this is atleast what a fully working one looks like

wispy mango
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oh wow thats a lot of bones

glacial vale
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spawn of satan or an avatar, cant really tell

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but thats what working looks like

slow panther
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please tell me you have bone collections

glacial vale
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yep, its the girls avi

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shes just got a lot on it

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mostly hair stuff

slow panther
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i had to delete over 100 bones

wispy mango
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Im starting to think the head just isnt attached to the bones in any way. I didnt set this up so I dont know how its supposed to work

glacial vale
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was it set up as a prexsiting working avi?

slow panther
glacial vale
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finally figured out why a string of bones wasnt working

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because theyre directly named the same thing as another pair, yippee!!

wispy mango
glacial vale
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weight painted incorrectly*

wispy mango
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am I supposed to weight painting onto the bones or onto the mesh?

glacial vale
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mesh, it wont let you do bones

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select the armature (entire thing) then shift+Lclick the body

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go to weight paint top left

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and you can use selector tool to check the bones

slow panther
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id help but i dont condone those types of practices, theres a lot of free models avalaible to practice on

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anyway thank you again it finally finished re-uploading!

glacial vale
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noice

glacial vale
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after doing that

wispy mango
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the heads completely red already idk if I'm supposed to be painting it a different way

glacial vale
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its suppose to be that way

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and while moving the bone in pose mode it still doesnt move?

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click on the body and check its modifiers, is there an armature modifier linked to it?

wispy mango
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it has whatever this is

glacial vale
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thats a data transfer

wispy mango
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that's all it has. I think its just completely disconnected for some reason

glacial vale
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nvm i lied

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it should look like this

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is your armature named julie?

wispy mango
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yeah

glacial vale
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do other parts of your avatar move with the bones

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arms, legs, etc

wispy mango
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yep, everything. the hair even follows head tracking

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physics work too I literally got every part of the avatar done before I realized the head didnt work

glacial vale
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but the head itself just kinda doesnt

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dumb question but is the head bone connected to the rest of the armature correctly

wispy mango
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I think so? the head bone moves the stuff connected to it like the hair and earrings

glacial vale
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uhhhh

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if you move the body as a whole does it move

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like if you moved the neck which should be connected to the head

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does the neck still move

untold minnow
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tried like 8 different thumbnails, what is this error

wispy mango
glacial vale
wispy mango
untold minnow
wispy mango
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when I had it in vrchat the head didnt stay to the neck. It sort of stayed in place except for during movement

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I have a shitty recording of it on my phone, I'll see if I can find it

glacial vale
glacial vale
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not the body

wispy mango
glacial vale
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what about if you move the check bone backwards

wispy mango
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I can move it in any direction and the head still doesnt do anything

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I assume I need to attach it somehow but I have no idea how to do that. I've parented it a few times, fused it to the body a few times

glacial vale
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whats your "Face" asset

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is that the whole head or just part of the face

wispy mango
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it's the whole head

glacial vale
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it might be worth looking into figuring out how to join those 2 to be 1 body

wispy mango
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I've joined them before

glacial vale
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besides that one

wispy mango
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if the head isnt connected to the bones at all is there a way to fix that?

glacial vale
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i could try to figure that out rq

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oh, does the head have an armature modifier?

wispy mango
glacial vale
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wdym its not connected to the bones

wispy mango
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I have no idea I just cant think of any other problem

glacial vale
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it could be anchored

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idk

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maybe see if theres a setting that anchos it

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anchors*

wispy mango
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Im not quite sure where to look but I dont see anything

glacial vale
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im not sure if there even is an anchor, juist kinda all i can think of

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there may be some video on this issue, seems like not a uncommon one

wispy mango
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if there is then its hiding from me. just gonna fuck around until I fix the issue. thank you for the help

glacial vale
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np

wispy mango
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update I weight painted it again after joining and it did something. im on the rgiht track

glacial vale
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noice

sour sparrow
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so following off my issue earlier (now that im free) when i try to enforce a t-pose, the characters feet go backward, then when i exit the body menu, the t-pose isnt enforced

glacial vale
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assuming this is a weight paint issue but my fbx clothing piece for this dress is coming up like this in play mode. ive checked in blender and the weight paint seems to be just fine and shouldnt be doing this so i really dont know

candid fulcrum
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anyone have links to tutorials of how to get non-standard bone set ups for mecha or action figure/toy characters?

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i was modelling a robot character that uses a hobby/revolver joint for the shoulders/upper arms and i don't know anything about bone constraints and extra bones for vrc except for like physbones/collider stuff

somber sequoia
sour sparrow
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ohhh thank you

white ember
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Bit of a random question, I'm usin a like light placing system to get pictures but shadows cast by my avatar are not visible in the camera, what would be causing that

supple prawn
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Does anyone know how to deal with these type of bones?

Was avatar making until I hit an error with the bones and I lost my mind.

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I’m not used to this type of bones genre, and I do not want to give up on this avatar I’m making

muted silo
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looking for this model if anyone knows where or how to find it

bright sundial
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hey so i made a custom script that changes the uvs of one of my materials to cycle thru a bunch of different images via a slider
it works perfectly in the av3emulator but when i go to export, it gives me a warning saying its gonna disable my scripts on export
is there any way to either modify uvs in a way vrc will let me, or enable my script for export?

somber sequoia
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you can't put scripts on avatars, make an animation

bright sundial
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alright soooo how do i modify the uv positions via an animation

somber sequoia
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it's just a simple sprite sheet, most shaders can support shifting the texture around

bright sundial
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i get that but what do i modify in an animation to do so
id assume assigning parameters to the x and y positions in the materials offset, but im not sure how to set that up

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for reference i am using a standard shader

somber sequoia
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I'm sure there are lots of tutorials, but you can animate most material properties

bright sundial
somber sequoia
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"tiling" and "offset"

bright sundial
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i know which ones i cant figure out how to access that in the animator

somber sequoia
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record an animation, change the property?

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if you're trying to add the property manually to the animator, you have to animate properties on a mesh renderer's material, not a material directly

bright sundial
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i know how to animate ive already added a bunch of animtions fairly easily so far
problem being theres no materials listed in any of the menus or submenus

somber sequoia
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again, "mesh renderer"

bright sundial
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right so i have multiple materials on this model, how do i animate the values of a specific one

somber sequoia
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you don't

bright sundial
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so i basically just animate the offset of the uvs on all the materials then?

somber sequoia
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that's how it'll work, yep

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some shaders (poiyomi for example) let you rename properties so you can work around this issue

bright sundial
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right

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i remember using poyomi shaders before on a model but im not sure how to apply them

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or where to get them for that matter

somber sequoia
bright sundial
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right, got it

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thanks for your help, ill return if i got any more questions ^^

unkempt grove
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I'm having an issue in the Unity 2019 build for an older avatar package I never uploaded, and the scripts for the dynamicbones are missing (?), so I can't convert them to physbones if unity can't see them. To get past this, I got a stud package imported to fake the scripts so that way they can be converted. But the SDK still can't see them. Do I need to add the scripts back manually? This is probably my 7th or 8th time making a new project for this avi, and I'm 99% sure that for this avatar I did get a pop-up initially when I tried uploading it the very first time, saying that dynamicbones were no longer supported so they'd be converted to physbones. There's also a whole other issue that's been bugging me with an error stating "ArgumentException: Getting control 2's position in a group with only 2 controls when doing repaint. Aborting" but that usually seems to fix itself after saving the project, exiting, then reopening it, before it comes back some time later.

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I believe from looking it up that as far as the second issue goes, there seems to be an if-else statement gumming something up or it could be the UnityEngine.EditorGUILayout script as a whole, since from what I can tell about the amount of topics on it on the unity discussions page, that's always had issues.

merry thistle
balmy barn
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auto convert is very meh

unkempt grove
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Yeah that's the exact package I used. Thanks for your help, is redoing them manually particularly tedious at all or is it more just a repetitive process? Will I need to go into the scripts?

lone nymph
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hi guys im trying to do something with poiyomi disolve but i cant seem to get it right can anyone help me out thats good with dissolve spesificially

copper goblet
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@spark walrus i need help with the telekinesis thing

timber wharf
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@unkempt grove theres no scripting on avatars (only unity tools) and physbones are not hard to do component wise if model already has bones/rigging done

pale tangle
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help has anyone had this issue

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when trying to public model it hands me this spaghetti noodle

left gull
still shuttle
pale tangle
still shuttle
pale tangle
still shuttle
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So go back to where you purchased the avatar and see what is needed for it to work

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Typically avatar creators include a how to upload or a list of dependencies needed for the avatar

pale tangle
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i got it from vrmodel.store

still shuttle
pale tangle
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why

still shuttle
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That is not a store

pale tangle
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bre

still shuttle
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That is a leaking qebs

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Website

pale tangle
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breh 😭so i went retexturing for hours for nun

still shuttle
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Yep

pale tangle
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😭

still shuttle
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Never get anything off of vrmodels as it is all stolen

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That's why it's all free

pale tangle
#

good to know

torn crypt
#

Sorry to hear what happened with you lol

pale tangle
#

is there any legit basses ?

left gull
#

jinxxy,gumroad,payhip,booth VRCarena are all legit

#

but like said above that site isnt legit nor are its files even safe majority of the time

#

just provide a name + description of what it looked like or a screenshot of it

#

id also delete that link name (idk even know how the bot didnt flag delete that message) since it breaks the #rules :P

plain mural
#

how can i do hand swap? like left subarm follows left arm - toggle on - left subarm follows right arm

I added a parent constraint and a rotation constraint and animated the toggle for them, but it doesn't seem to work

somber sequoia
#

use VRC constraints at least

#

but usually you want to animate the weight parameter instead

#

VRC ones also have a checkbox to run the constraint with local orientation, it's probably useful here

#

hmm not sure what you're trying to do with two constraints here either, I'd probably just setup the secondary arms to copy rotation from the first

#

then swap the weights if needed

plain mural
somber sequoia
#

the right-hand-controls-left-hand thing is going to be tricky though with the orientation swapping, I don't know if just using the local orientation checkbox is going to be enough, you may need some intermediate object

shrewd yew
torn galleon
#

-# this place is called Avatar Help so I guess it's the right place
So i've downloaded an avatar, how do I actually put it into the game???

somber sequoia
# shrewd yew

unfortunately not a useful message - if there are other errors above, paste the first 2-3, as that's likely where the root cause is.

shrewd yew
somber sequoia
#

oh that error, good.

torn galleon
#

wait

#

since this has already been made by somebody else do I have to go through all of this? where do I start???

somber sequoia
#

it depends on what you got

ornate stump
torn galleon
#

the fox unit 2.0

ornate stump
somber sequoia
#

import the .unitypackage into Unity and see what's in it.

torn galleon
#

i dont have unity

somber sequoia
#

you must have unity

torn galleon
#

idk what im doing

somber sequoia
#

that's what this channel is for

torn galleon
#

what do i do first then?

somber sequoia
#

I linked you to the doc that explains that

torn galleon
#

yeah but the Unity part where do I get that

somber sequoia
#

it's literally in the doc I linked?

finite locust
#

Yooo guys

torn galleon
#

ah ok

somber sequoia
#

Please read that before asking questions answered in it 🙂

finite locust
#

Does anyone have any cool fortnite emotes I could add on my avatar

finite locust
#

Yoo does anyone have a file of different fortnite emotes they can send me

somber sequoia
#

we heard you the first time

finite locust
#

Or any dances

#

Sorry

#

This is where you get them at right?

torn galleon
somber sequoia
finite locust
#

How do people get rare emotes for there avatars?

torn galleon
#

by the way where do I find the Unity thing?
I feel like a blind idiot right now

torn galleon
#

or they make them themselves

finite locust
#

Ohhhh

torn galleon
finite locust
#

My friend said some people if they're kind they send you a file full of emotes

#

Like rare ones

torn galleon
finite locust
#

Oh damn I'll keep that in mind

torn galleon
finite locust
#

Yes I am

#

I just want emotes

#

So I can add them on my avatar

torn galleon
torn galleon
#

do I need a specific version of Unity???

somber sequoia
#

Yes, 2022.3.22f1, as stated in that doc I linked 🙂

torn galleon
#

how do i change the version

somber sequoia
#

where?

torn galleon
somber sequoia
#

look in "installs" to be sure it's listed there.

torn galleon
#

nope

somber sequoia
#

those docs say something about VCC installing Unity for you - I don't use VCC so I don't know how that part works.

torn galleon
#

ah yeah it does

barren slate
# torn galleon

You have to download the version from the archives on the web. When looking for a version to download it'll give a link

torn galleon
somber sequoia
#

yes, click that.

torn galleon
#

i did

somber sequoia
#

cool

barren slate
#

Hi! I'm having an issue where an animation won't play when in play mode. It works when previewing the animation in the Animation tab, but not when in play mode in Unity, when triggered automatically through a layer or when triggered via the VRC Expressions Menu. As stated in the video, I checked the rig and it all seems fine - though I'm no expert with rigging. I've attached some pics incase I'm wrong

Just a warning, this video has my microphone slightly off center so it sounds like its coming from the right - apologies in advance.
https://youtu.be/Yj7nroLpyWA

torn galleon
#

the ages

#

is it meant to be like this for ages?

#

its stuck on android build support

#

hmmm

#

@somber sequoia do i unzip the avi? how do i put it in

#

just making sure

somber sequoia
#

for the record, I cannot hold your hand through this process, so there's no need to ping me specifically for things anyone here can answer.
As for the file, no idea what's inside it but unity doesn't take zip files, so yes, probably open it and look.

torn galleon
#

this is the last thing dw im asking im sure i can do the rest

barren slate
torn galleon
#

opening it opens unity but does nothing else

#

its just this screen every time

barren slate
torn galleon
#

k

#

so here is the problem i ran into

#

it cant find it

#

but its right there

barren slate
#

What is ityou clicked?

torn galleon
#

fox unit v2

barren slate
# torn galleon fox unit v2

Cause if you clicked "Add existing progect" in Creator Companion, a Unity Package file is not a project, its a file like a zip file. You need to make a project, open the project then when the project is open, go to "File" (i think) then Import Unity Package File

torn galleon
#

ooooooh

#

-# you know the definition of insanity?
-# ive just been doing this over and over again thinking its broken or something

barren slate
#

-# Doing what over and over again?

torn galleon
barren slate
#

Lmao fair

torn galleon
#

ok how do i import the fox now

#

oh oh nvm its working!

modern pumice
#

Can anyone help me with telling me why World Constraints are not updating globally? It works as intended locally but when another person is introduced it seems the constraints are still locked and following the model. I've tried using the new VRC Constraints System and the older method but still get the same results.

barren slate
modern pumice
torn galleon
somber sequoia
#

you'd have to look in the console to see what errors are there. Any error that won't go away when you clear must be handled before you can build and publish the avatar.

torn galleon
#

i see

#

i dont know what it could be

#

oh oh nvm

#

oh man

somber sequoia
#

if your project has a .blend file inside it, you must have blender. Ideally don't put blender files, export from blender as .fbx

torn galleon
#

im guessing the blender thing is the real avatar and not not this

somber sequoia
#

I believe that is a scene file

torn galleon
somber sequoia
#

a unity scene?

torn galleon
#

i know nothing of unity or blender

#

this is my first time doing anything like this

#

ever

somber sequoia
#

in unity projects, you have scenes. imagine them like a movie set

#

it's a way to manage projects. personally I setup one project per avatar base model, and do different avatars using that base in different scenes. how you work is up to you.

torn galleon
#

like these?

somber sequoia
#

those are not scene files

torn galleon
tribal haven
#

How I make an AssetBundle? :D

somber sequoia
#

without seeing full filenames with extensions, there's no way we can guess what most of those are, other than by the icon.

somber sequoia
somber sequoia
#

oh it's a .unitypackage, not a scene file

#

Did you just dump the contents of your .zip into unity? that's not likely what you want

#

Open that file somewhere else, then import the .unitypackage into unity

torn galleon
#

oh wait which ones of these do I pick?

somber sequoia
#

the ones you have are good choices. GestureManager is useful for testing.

somber sequoia
#

I did not say all of them.

torn galleon
#

:/

#

alr new project loading i guess

tribal haven
torn galleon
#

all right I've gotten back to this bit again and this time didn't add the unnecessary files!

barren slate
# torn galleon

Either find out what is and isn't necessary and delete it or not. I recomend not since you don't know. Next you need to open op the Scene which should be somewhere

alpine path
#

about a week or two into trying to do stuff in unity, can anyone help me with blend shapes? im having issues where my body sometimes pops up over my outfit and i was told to hide my body underneath or shrink it when its supposed to be hidden

somber sequoia
#

if your model includes a blendshape to hide the body while clothing is active, you'll need to set that in the animation that enables that clothing.

alpine path
somber sequoia
barren slate
alpine path
#

well

#

not for the avi itself

#

or the clothes

#

the outfit used modular avatar

barren slate
# alpine path yeahh

I see. Have you changed any blendshapes? Like turned the female version of the avatar on? Basicdally go in play mode and play with your blendshpaes on the body till it fit rights. It should be something you've enabled. If some of them don't move thats fine - it means its animated by a toggle or something

crisp carbon
#

Hmm. Could someone figure out why my toggle works for my Glitter mask on my Head (Body), but does not work for my Skin (Body | Skin). I can toggle it on/off for my head, but the body refuses to be toggled - just always on 😄

somber sequoia
#

probably means some other animation is acting in that thing also.

open spindle
#

Im trying to convert an avatar to quest but when i add goloco it turns pink?

proven quail
open spindle
#

Playmode and in game

#

Im using the mobile toon shader

proven quail
#

Without gogo shaders are fine in game?

open spindle
#

Yes

proven quail
#

Hmm that's weird

proven quail
open spindle
#

Anything with vrcfury just breaks it

#

Toon standard

proven quail
#

Hmm, vrcfury has a discord, they are very helpful there

#

I've never encountered this issue, but someone there might know whats up

torn galleon
#

if I delete something important that's going to be a big problem right?

#

never mind I actually figured it out :D

#

hey wait

#

for personal avatars do I use Build and Test or do I use Build and Publish Online???

somber sequoia
#

publish

torn galleon
somber sequoia
#

build and test is only for local testing, not online use.

torn galleon
#

I didn't want to screw things up in a matter of two seconds

little plume
#

Im trying to make an avatar that some vfx for an animation, but I cant figure out how to make them play at a specific time

torn galleon
#

uuuh how long does it usually take to build?

somber sequoia
torn galleon
#

it's been like this for a while and nothing happened is this supposed to change?

little plume
#

Ive never messed with vfx

somber sequoia
#

I don't even know what you mean as 'vfx' here but the point of animations is to do actions at specific times

bright quarry
#

I have a question i have been trying to figure out for 3 days. so i brought my avi into blender because i wanted to be able to make the eyes swappable. so isolated and selected the eye disk and created a new material and just for those polys. i then brought it back over to unity and dragged the material to the eyes and then play in unity. every thing held in place. i then go to upload it and it for some reason ignores the material and applies 2 separate body texture maps into my eyes. i even tried just removing the material and leaving the element slot blank and it still uploads the body texture map into the eyes in vrchat. anyone know how to fix this?

little plume
dark python
#

so im working on a blendtree and ive been struggeling to figure this out for almost 3 hours now, ive rewatched several tutorials and im genuinely thinking something is bugged, because why is it not just switching the clothes normally ? is it maybe just a gesturemanager bug ?

somber sequoia
somber sequoia
somber sequoia
#

ah, you got it 🙂

dark python
#

but thank you^^

somber sequoia
# dark python

show the blendtree in the inspector, where you have the clips listed

bright quarry
# dark python

im not trying to apply it to a radial menu, just trying to apply the material to the avis eyes and have it stay when i upload it and not swap randomly to a body texture map lol

dark python
torn galleon
#

I can tell something that isn't supposed to happen is happening :/
like when I fill in the stuff into the builder it doesn't save and doesn't build

somber sequoia
#

Oh are you wanting this to actually blend somehow?

bright quarry
north horizon
#

I don't know if this is the right channel for this but can someone explain why my friend can't see my avatars "equipment"? (the items some avatars can equip in the little green quick menu)

dark python
#

do you know how to do that kazin ?

somber sequoia
#

animations in a blend tree like this are instantaneous, if you were relying on them to actually play fully

dark python
somber sequoia
#

oh that - I forget what that is, looping checked on the clips?

dark python
#

this, yea

somber sequoia
#

uncheck that

dark python
#

still not working :/

torn galleon
#

so like is this bar supposed to move at all or is it just for show???

bright quarry
#

i normally just reload the sdk or reopen the project

#

its a upload gitch

torn galleon
bright quarry
#

its not a model issue its the uploader

torn galleon
dark python
#

maybe wrong unity version ?

torn galleon
#

no it's the one everything keeps telling me to use so it shouldn't be that

bright quarry
#

sometimes will apply the vrcfury blend shape opti component to the avi just to just to get the thing to do the upload and not freeze on the building avi screen.

torn galleon
fair crater
#

Is there anyone that's willing to do a re texture and very very little modeling for an edit??

torn galleon
#

@bright quarry how often does this happen??? it's happened every time for me now!

barren slate
torn galleon
barren slate
torn galleon
#

All right, so the loading bar when it starts building just doesn't move ever.

#

And whenever I click off without specific page, it, delete all of the stuff. From the page

#

Also, the camera for taking a picture of the Avatar doesn't really work. So I've had to use a meme that I randomly picked

torn galleon
#

Sorry. I moved away from my computer, and my tablet is very annoying when it comes both to typing and it's also correct.

barren slate
torn galleon
barren slate
#

Ahh okay

compact kestrel
#

i have no idea how to put all my textures on this model

torn galleon
# barren slate Ahh okay

Should we move to voice chat so we can go over the process together maybe I'm screwing something up
i don't know

barren slate
#

For materials you can use the base unity shaders, VRChat shaders or custom shaders. For custom, most people use Poiyomi

barren slate
torn galleon
barren slate
#

Yeah thats normal :/

torn galleon
#

alright so step by step what do I place down?

#

there are a lot of these

barren slate
#

Place down? Do you not have anything in the scene? Show me the Heierarchy

torn galleon
barren slate
#

You wanna move this to DMs to keep it from clogging this channel?

compact kestrel
#

none of my textures are working on the cuffs

tiny galleon
#

it uploads as unavailable. using the latest sdk

cinder pulsar
#

Downgrading fixed it for me

cinder pulsar
#

np

barren slate
#

If you';re using Poiyomi its under Shading -> Reflections and specular

barren slate
compact kestrel
warm rampart
#

hellooo

#

Im lookin for some help with unity, if somebody could advise me what to do i would appreciate it

#

Added haptic support to my avi recently, when I tried to upload it again something broke the face tracking

#

Now it throws out this error any time I try to upload it

harsh thicket
#

how to throwable items usually work?
I try to implement a potion that a player can throw should explode on impact

barren slate
# warm rampart

My guess would be to contact the plugins author or on their discord server or try looking at the stack trace

barren slate
# compact kestrel

Need to see the text part. When yopu click it, it will open up a larger text box with the detail;ed log. Just need the start of that, pluss the one above it

compact kestrel
#

do i send all of them or..?

barren slate
#

No just the ones that say "Avatar validation failed

white jungle
#

Is there a way to make a 'Parameter Driver' on an avatar, without VRC Fury? I want to make sure a parameter is set to 1 if a male prefab is uploaded, 0 if the female is uploaded. this would allow me to used one FX for both, simplifying the controllers etc. I can manually set the parameter, but don't trust others to read a 'read me' to know to do this. I know VRC Fury has this option, but don't want to rely on a 3rd party plugin

compact kestrel
barren slate
# compact kestrel

Nvm I'm dumb. The problem is that it doesn';t have an animator. The object that has the "VRC Avatar Descriptor" needs to have an "Animator"

warm rampart
#

figured it out, their docs say that the ft plugin wont work if I modified the fbx of the avatar

#

might be time to consider one made by someone else

compact kestrel
#

5*

barren slate
#

Thats fine, they are normal. In the avatar upload thing there should be some errors you can "Auto-fix"

compact kestrel
barren slate
#

PFT Hahahha something isn't right

#

Do you have custom playable layers in the Avatar Descriptor?

#

Has the avatar been rigged?

compact kestrel
#

now that i think about it, no it hasnt. i think ill rig it in the morning

compact kestrel
barren slate
#

Thats what I meantyeah

#

Check the first bit first

#

Sorry, holding multiple conversations

compact kestrel
#

i honestly might just have someone else upload this 😭 this is so complicated for me

compact kestrel
barren slate
barren slate
#

Weird. Well it should be pretty easy tbh if you wanna try?

#

should

compact kestrel
#

sorry iwas stirring chili

novel aurora
#

anyone know if it is possible to preview/use the expression menu in unity

barren slate
barren slate
novel aurora
#

thanks i'll take a look at that

short ferry
#

So I'm trying to combine materials using the material combiner addon. When I try to combine the materials it makes some of the textures black. All of their UV's have the same name btw

somber sequoia
#

last I looked, that thing only did the base color textures, so might be doing weird things with other textures (such as metallic, roughness, etc.).

short ferry
#

There isn't any of that on the model though

somber sequoia
#

oh ok, possibly it's because of transparency?

short ferry
#

no transparency either

#

I've always had problems with Material Combiner

rare jacinth
#

Anyone know how i can possibly fix this issue in blender?

somber sequoia
rare jacinth
#

Sorry was trying to blur out the word on the shorts T.T

#

It aint working out 😂

somber sequoia
#

yeah, it's not easy sometimes

rare jacinth
#

I tried to weight paint but no matter how I do it it wont fix...any tips possibly?

somber sequoia
#

turn on auto normalize. I usually do it with a drawing tablet with weight = 1 and strength around 0.01 and pressure enabled. beyond that... keep trying

rare jacinth
#

Alrighty ill see what I can do

barren slate
#

Anyone know why this avatar won't upload? I can't figure it out. The next error messages are "Avatar validation failed"

-# for @torn galleon

torn galleon
#

oh

barren slate
regal jay
#

hey babes i got a silly question but does anyone know how to replace an mesh? i edited a body to have a male variant but everytime i try to replace the mesh it just dissapears from the scene
all i did was just add a single more blendshape

light phoenix
#

Does anyone know how to make a contact toggle using vrcfury stay on

I was able to get it to the point where if I hold my hand in one place it would stay on but if I moved it it’d turn off

somber sequoia
knotty ledge
#

is anyone able to help me upload an avatar I bought? I downloaded unity and companion but it's very confusing >.<

somber sequoia
#

that (and more) is what this channel is for

knotty ledge
#

who would be able to help me? I'd need to stream everything

somber sequoia
#

oh, that kind of help. dunno

barren slate
somber sequoia
#

Please don't ping me for new requests.

barren slate
#

Fair, sorry

somber sequoia
#

I ignored that because I didn't see any error messages there

barren slate
#

Its sayng the rig isn't right yet the rig is right

somber sequoia
#

can't help you without details

barren slate
#

What other details do you need?

#

Those are the only messages before "Avatar validation failed" and it failing to upload

somber sequoia
#

the actual error message, to start. maybe armature hierarchy from hips down to head

barren slate
#

@torn galleon

somber sequoia
#

?

barren slate
# somber sequoia ?

Its their avatar. I was trying to help them in DMs but we got stuck at that part. So I was pinging them to ask them to send more pictures

somber sequoia
#

okay....

#

oh I see. well good luck then

alpine path
#

right now I’m doing with some modular avatar stuff where I need to hide an asset and it just it won’t find the menu or whatever

knotty ledge
somber sequoia
#

no, I don't do voice calls

stark flame
#

Legs and tail are totally static. Model is XDoggo by Tosca

somber sequoia
#

make sure the legs are mapped in the rig setup, make sure an animation that disables IK for the legs is not active by default, make sure there aren't any weird rotation constraints setup... probably other things I'm missing

stark flame
#

I don’t know how to check any of that…this is my first time uploading an avatar

stark flame
somber sequoia
#

the question is whether they the correct bones

stark flame
#

could it be the planti and digit bones??

somber sequoia
#

absolutely can - probably the rotation constraints that tie those together are not active

#

amusingly I am literally setting up a similar thing right now

stark flame
#

how would I fix it?

somber sequoia
#

couldn't tell you without knowing how the system is designed

#

I'd expect the avatar creator would have provided a scene with all of this working

alpine path
#

anyone available to call, trying to do modular avatar stuff to no avail

regal jay
somber sequoia
#

yeah I would not do this

#

maybe there's a case where it makes sense? I'm not sure

regal jay
#

thank you so much!

cyan kestrel
#

Is there any cases where Blendtrees within a Direct Blendtree get deleted upon testing or attempting upload?
Randomly had a handful of my Blendtrees get wiped, only ones that used multiple motions for material swaps too.. everything else was untouched.

somber sequoia
cyan kestrel
#

Yep, I do. Is there a script that might be causing it?
Currently just using the MMD Compatibility, Blendshape Optimizer, and Fix Write Defaults

#

Never had this happen before, but this is also the first time using Direct Blendtrees lol

somber sequoia
#

I don't really do Fury much 'cause of stuff like this, so really no idea from here

daring lark
#

Hey I’m having a hard time sharing this avatar I made it won’t allow to be cloned

#

I posted it public to quest only

#

And have avatar cloning on

hasty river
#

i have problem

plucky flame
#

hi, i need help with some toggles and some interactions not working.

im also tryna make pre-made wheels (added from added assets) add to my main wheels so i can use said assets. idk if that makes sense.

hasty river
little plume
#

im having an issue where if i export an animation from blender as an fbx, it adds additional Armature paths to it and causes issues with playback on my model

#

is there a way to export it without adding the extra armature path?

light phoenix
#

Does anyone know how to make a contact toggle using vrcfury stay on

I was able to get it to the point where if I hold my hand in one place it would stay on but if I moved it it’d turn off

lusty bone
#

Has anyone had experience porting MMD to VRC? I'm very new to it, especially with the Cats Plugin, and would like some help if at all possible please, i do have a model i've commissioned that was for MMD originally, has a odd tail rig as-well, but it also contains blendshapes

little plume
#

if you are using gamerip motions it can cause issues with other models that arent also game rips tho which im figuring out how to fix

#

im working on a miku concert avatar but i have it on pause for now

lusty bone
#

i haven't really dabbled too much into it myself, my skills in porting and fixing rigs is 0

little plume
#

ive remade the travis scott event from fortnite so all ive done is port

#

working on porting the roblox lil nas x stuff atm so miku is on pause

lusty bone
#

I presume this is MMDtools?

#

it was something i was told to install, but people told me to use cats but eh? been running into version issues when watching other people's tutorials

left gull
#

if your gonna use cats make sure to use the un-offical version since it's the only one that stays pretty up to date

lusty bone
#

Since people have used older versions in 2024 vids lol.

#

And i also have some funky model issues too, i guess? it's mainly due to MMD's rigging though

#

Lemme show you an example rq

#

This is with the "Fix mmd model" option on

half jewel
#

would exceeding texture memory limit result in physics bones getting completely disabled/nuked on upload for whatever god forsaken reason?

somber sequoia
#

probably not

left gull
# lusty bone This is with the "Fix mmd model" option on

despite what most tut's will say you should avoid using the "Fix Model" button, ive only rarely worked with MMD converts but everything ive seen/personally worked with can be fixed without ever touching the button since it breaks stuff more often then fixing it

lusty bone
#

Before it gets uploaded

#

Apologies if i'm not understanding anything btw, i'm just very new to porting,rigging. I use to make 3D prop models

somber sequoia
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ideally it's as simple as: convert to .fbx, put .fbx in unity, setup like most other avatars

lusty bone
#

Really? o.o, i'll make a quick export then, I'm selecting everything then right? FBX export with data on?

#

Is there a particular version of Unity i should be using as-well sorry, apologies if that's a sillier question too lol, been trying to do a lot to this model the past few days and hit a lot of walls

somber sequoia
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ah but is the "convert to .fbx" process easy for those?

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I've no experience with that part, never worked with MMD or .vrm models

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And yes, you want to use the Unity VRChat requires, as detailed in their documentation. Currently it's 2022.3.22f1

lusty bone
somber sequoia
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if you use VCC or Alcom, those will handle that process for you, and also setup your projects

lusty bone
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Not too sure what those add-ons are sadly 😦 my knowledge on that stuff is bare, but i can take a look at them ty.

somber sequoia
lusty bone
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Ah, i haven't sorry 🙏 Apologies, i'll read them now

somber sequoia
#

Alcom is an open-source third-party replacement for VRChat's Creator Companion (VCC)

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ooookay, I guess I can't run two copies of Unity and go into material rendering mode in Blender on this laptop without the OOM killer taking out both Unty instances

half jewel
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we love random triggerings of OOM

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recently had that happen myself but with a modded game (Stellaris) in the background

somber sequoia
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eh, this one isn't random, I knew I was likely to trigger it when I opened blender to make a quick change, just wasn't thinking when I hit that view option

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laptop only has 32GB of RAM

bitter adder
#

So I have an avatar with a custom walk/run animation but in vrchat it kinda tilts forward and move left and right quickly and looks weird

left gull
#

someone's explained how the glitter works already in one of your multi-posts about that model, its literally just poiyomi's glitter effect (use the shader on your material and hit the glitter checkbox) but this isnt the channel for finding stuff it'll take longer then 2-3 hours for an answer in alot of cases

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just wait on a response there

vagrant grail
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okay, thank you

tepid whale
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I have a question about parameter syncing between PC and Quest.

So say i have a physbone with a parameter set up with my Fx controller on my avi (Float, Bool, doesn't matter), and i add said parameter to to the Vrc expression parameters asset, set it to sync, and upload it to PC.

Now if i were to remove the physbone that originally triggered the parameter and upload the avatar to Quest, could/would the parameter still be activated from the PC end of the network to the Quest end since it's set to sync?

strong turtle
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so every avatar i uploaded with the newest SDK version does not work in desktop mode anymore, it sits in this weird pose and sinks into the floor when walking

i am fairly sure this started when switching to 3.9.0 or 3.9.1-beta

it happens even on the avatar with all gimmicks and features cut out

any idea on what the fluff is going on ?

ornate stump
strong turtle
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that makes so much sense.. i used gogoloco and then removed it (and kept the proxy base layer in place

little plume
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the main issue im trying to fix by reexporting is the hips not moving

ornate stump
green lance
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This model "Replicant KissaMa" that I got from booth has another file for additional togglable outfits but they are within a "blend" file. Do I just export them as an fbx or something? I'm not really sure at all. Ideally I'd like these to be togglable outfits on just 1 avatar but id be fine with have multiple avaters per outfit for optimisation

ornate stump
ornate stump
proven quail
wary wedge
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How do you fix the issue of a models legs being in the floor when you configure it/rig it in unity like this

green lance
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should i delete the skirt & heeled feet bones since this isn't using them ? (also how do i do that -_-;; )

proven quail
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I wouldn't mess with the feet bones, who knows what that might mess up with the rig. The skirt bones go for it. Select the armature and go into edit mode. Then select the bones you want to delete and click the delete key on your keyboard. Then you select delete bones.

#

Be careful not to delete any of the other bones like the hips, spine, etc

#

Make sure to delete the skirt mesh as well

teal field
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whats the best way to position the arms on a top when its not rigged so i cant just position the armature?

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nvm i figured a way

opaque rampart
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how does one fix this- and is there a video tutorial -

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(already fixed the mb size issue)

ornate stump
opaque rampart
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im still pretty new to unity- and slightly blind whenever i look for something specific

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ok i think i found it

#

shader>VRChat>mobile?

ornate stump
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3 good options: Standard Lite, Toon Lit, Toon Standard.

opaque rampart
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toon standard turns some of it light i tried toon light

standard lite seems to work!

#

how about transparent textures like fishnets? (just asking so i dont need to try every single one)

ornate stump
opaque rampart
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ah alright thenn

#

thank you for taking the time to answer tho!

#

now i only have 1 error "standard" but it doesn't say or show which

also broke the radial for skin switching after changing it to vrc quest shaders

ornate stump
opaque rampart
somber sequoia
# tepid whale I have a question about parameter syncing between PC and Quest. So say i have a...

Doesn't look like someone answered you, but all that's shared here is the parameter file itself, so make sure that is the same and in the same order. Use the same file if you can, but note that things like VRCFury can change this, though that one does have a feature to fix its own changes.
Anyway - your avatars can be entirely different, so if the PC one updates a parameter, if it's synced, the quest one should see that, and doesn't need that physbone at all.

ornate stump
opaque rampart
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done what next

ornate stump
opaque rampart
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ah alright

#

its greyed out for some reason

ornate stump
opaque rampart
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huh so- do i need to launch blender or something? again im new to screwing around with unity and avatars so im sorry for how "step by step" im making everything

ornate stump
somber sequoia
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no, you make a new material in Unity and drag it into the material slot in the mesh renderer.

opaque rampart
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"extract from prefab"

somber sequoia
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you could, but in most cases the embedded materials are really basic anyway, so making a new one is about the same effort.

opaque rampart
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they saved as a fbx file

ornate stump
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And technically every model is saved as fbx file.

opaque rampart
somber sequoia
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what are you asking?

ornate stump
opaque rampart
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so i just copy over the original shaders stuff?

ornate stump
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That's called "assigning" not copy.

opaque rampart
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tried

and found a dumb but working solution delete the object lol

ornate stump
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Ok if you're fine with that.

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Problem is, in the future so you still have to create new material anyway so you still have to learn it some time.

opaque rampart
ornate stump
opaque rampart
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figured it out eventually

but still gonna delete the item because it suddenly was "more than 10mb" when it was fine before

opaque rampart
opaque rampart
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now my current problems is that

skin swap radial doesn't work anymore : D

its supposed to be able to switch between these alts

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this also broke the pc version after converting

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should of most likely just created a separate model instead of making a clone

grand scaffold
opaque rampart
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hearthwood by sam

timber wharf
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@opaque rampart unless you know what youre doing, the safest way is to keep pc/quest projects separate. stuff in project tab ie 'assets' def should not be changed and rather duplicated when platfom-specific change (like, material) is required. we dont know how your matswap was achieved.

opaque rampart
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yea found out the hard way

I'll delete the premade one i have uploaded (the one that was supposed to be for both pc and quest)

and keep the normal pc one which works perfectly

I'll do some research on how to fix the texture (skin swap) radial another time that or I'll ask here again

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that or just give up on converting it

proven quail
somber sequoia
timber wharf
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didnt they finally ban particle shaders on avi upoads?

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outside of particles i mean

proven quail
timber wharf
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ah that were lights

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too bad

proven quail
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Don't take our particles

timber wharf
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particles may stay

proven quail
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They don't do real transparency anyways, they just lighten or darken apparently

timber wharf
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transparent 24/7 meshes not

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its still rendering same pixel twice

proven quail
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But you can get the same effect as transparency

timber wharf
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cause it is transparency

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quest can do proper transparency for the same cost, just devs removed it cause less usecases + no need for storing alpha channel. and still usefull for particles.

proven quail
# timber wharf cause it is transparency

This one guy around here argues the opposite. He always says 'no transparency on quest' and then when you point out particle shaders he says 'thats not transparency'

somber sequoia
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don't misread "no alpha transparency on quest" to mean "no transparency on quest"

timber wharf
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no transparency on quest. unless its particles. once in a while.

proven quail
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So particles either use transparency or they don't. Pick one

timber wharf
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anything uses transparency unless its opaque queue

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so its devs being bifurcated there

proven quail
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So transparency on quest?

timber wharf
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on one side, they ban alpha-transparency despite no difference perf wise other than vram, on other they still allow particle-intended shaders outside of particle systems

proven quail
timber wharf
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well ye. not fps wise tho, its runs or dies, and its just one extra channel ie quarter is it? idk dont rember whats the cost for mobile formats

blissful magnet
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Hi, I’m an experienced 3D artist trying to upload my own custom made avatar to VRChat for the first time. I haven’t used Unity much before, but I don’t think I’ll have trouble with it. I did my own research and want to double check that I’m understanding everything correctly. Please feel free to correct me. Thank you in advance
I’ll organize things into pretty bullet points for convenience

  • Rigging / Basics
    All the animations driven by the user are (limited to?) Unity’s Humanoid rig type, so all the relevant bones you control in VRC are just the bones recognized in that system
    I believe there’s a generic rig type for non humanoids, but I’m not too bothered about that right now

  • Lip sync
    The lip syncing is done through shapekeys/blendshapes of the syllables that are assigned (Assuming to the same humanoid rig type in Unity)

  • Shapekeys / Blendshapes
    Everything else, swapping textures (by swapping models that have different texture assignments), emotions (adding/removing meshes with alphas), props (just models), all the toggleables basically, and even looking up/down or blinking are also shapekeys/blendshapes (no eye bones)

  • PhysBones
    You can give physics to some parts like hair, tail, ears to make them reactive to motion/touch through PhysBones, but they’re not otherwise controllable in any way besides giving them a new state through shapekeys/blendshapes
    I think there may be a way to spawn a world object where others can grab it? But I’m not sure if that’s avatar related or not

  • Shaders
    Shaders control how your character is rendered in game
    I’m assuming that means Diffuse, Roughness/Specular, Metalness/Conductivity, Normal, Opacity/Alpha and Emit/Glow are possible among other things like cel shading or outlines.

  • Textures / UVs
    There’s no support for UDIMs, but you can have as many different texture sets/matIDs as you want with variable texture resolution as long as the UV coordinates are 0-1

  • Custom animations
    I’m assuming you can also add toggleable custom animations to your full armature (or maybe only to some bones or based on weight? would be good to know)
    What I don’t fully understand is how appendages like extra arms or a tail fit into this. I’m assuming there’s a way to make duplicate arms that follow the same humanoid movement, but can I add any amount of bones and drive them in custom animations? I’m assuming if so they’ll be ignored by humanoid dependent drivers like loco or the actual user movement (so you can have a tail with physbones and a custom animation where the tail is part of the animation)

  • Passive Animations
    Another thing I want to know is how you’d run ‘passive animations’ on parts of your model
    Let’s say, hypothetically, I have a centipede tail and I want its legs to writhe passively irrespective of what I’m doing; Maybe potentially it has multiple states (calm, agitated, etc). Is that possible at all?

  • Hand Gestures
    I’m assuming by default the hand gestures (using Quest 2) are driven by automatic animations, but you can change them or tie them to shapekeys/blendshapes

  • Particles / Sound
    I know there’s particle and sound stuff, but I’m not too interested in them right now so I don’t know much

somber sequoia
#

passive animations: put an animation in a layer in the animator with no conditions, and it'll run. Loop it if you want.

#

physbones: really not sure what you're asking here?
you can definitely make objects that are anchored to the world which others can interact with, though it can be complex and janky

timber wharf
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@blissful magnet there are unity humanoid rig driven bones and non-humanoid bones. first four "layers" drive humanoid bones only, fx layer drives the rest including non-humanoid bones lile tails and stuff lile matswap/blendhsapes

somber sequoia
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udims: depends on what you really mean here, if you mean UV tiling, you can do stuff in shaders with that method.

unkempt sail
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Hi. I am wearing an object I want only Me to be able to see, and no other player. it is set to "PlayerLocal" but everyone can still see it. Is that the wrong layer, or what else might I be missing?

timber wharf
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@unkempt sail playerlocal layer and layers overall is not smth accesible by avatar sdk, unless you use ui layer, the rest goes to some default layer

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so ye, make it off by default, make toggle that uses IsLocal as a condition to enable it

somber sequoia
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oh - yes, probably don't use unity layers on avatars

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I don't know of a case where you should use anything other than the default

timber wharf
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ui layer works, i believe it can be used for particle collision or smth

somber sequoia
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oh interesting

plain mural
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Is it possible to animate an avatar's height? I don't mean manually changing the height slider in the vrchat menu, but rather, perhaps creating a custom animation where the body changes and grows in height

timber wharf
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not with changing viewpoint as well

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was a method figured out by gogoloco, got broken with proper menu scaling, apparently forever.

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at least as far as FBT concerned

plain mural
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Another thing I wanted to ask: is it possible to add the float parameter smooth?
I also created a reset button that sets the coin parameter to 0. Is it possible to activate it smooth as well?

somber sequoia
plain mural
# somber sequoia make your animation change the value over time

I'm using blendtree with an empty animation and the desired animation. What do you mean by "change the value over time"? How do I set this up? When I try adding "has exit time" to the layer that controls the reset button, it doesn't work. It sets 0 without a transition, as well as the +0.02 value is immediately added to the coin parameter

somber sequoia
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I mean make your animation set the value to 0 at frame 0 then your final value at a later frame.

#

oh I see, you're using parameter drivers

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well this is a fun thing to do - at one point I made a sort of stepper process, you basically loop adding a small amount until the target value is reached.

plain mural
somber sequoia
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no that's right, you just have to loop back to this add state while the value is not the target value

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"if value < target: add more, else done"

plain mural
somber sequoia
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in a transition, check if the value is less than the target and just loop back to the add state.
have another transition from that to the next state (exit, whatever) if the value has reached the target

somber sequoia
#

excellent 🙂

#

I used this method to move a mechanical part while a contact receiver is active

blissful magnet
somber sequoia
#

the expression menu can set parameters which you can use for whatever you want in the animation controller.

#

so yes.

blissful magnet
#

I see, thanks

#

On udims

blissful magnet
# somber sequoia udims: depends on what you really mean here, if you mean UV tiling, you can do s...

To like, summarize it. Udims are a way for your computer to draw a single call to a shader that then loads an arbitrary amount of variable resolution texture files using the uv coordinates and the image naming conventions

It’s standard for character work so you can have a 4k texture for the face but the back is, say, 1k, and they share the same material index as far as the GPU is concerned, they just have a “Tiled texture” (Don’t confuse with texture tiling)

ANYWAY I had heard years ago unity had trouble with UDIMs and I was just wondering if VrChat has something since it’s so vital to a game built around characters. I’m assuming it doesn’t then

somber sequoia
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no I know what they are, it's just that people misuse the term and I didn't know what you know

blissful magnet
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People misuse Udim for texture tiling?

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I want to be shocked but

somber sequoia
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haha

blissful magnet
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As far as most people are concerned Udims are just a way to draw across different texture sets in substance painter anyway

EDIT: Worded it badly

somber sequoia
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the only case I personally know of doing anything like this related to VRChat is UV tile discarding, implemented by a few shaders.

blissful magnet
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So, everytime someone swaps textures in vrchat, they’re either drawing from a whole new material and shader together or using the (previously unused) texture data atlas style

timber wharf
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well, they most certainly swap materials. since texture cannot be hotswapped in material by animation

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ah i mean unless we mean uv movement. but thats more like 2x visemes/eyes etc, not what people call matswap

junior acorn
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i decided to get into avatar making again and... well... i think you already know what happens here

#

i have all the right bones but this one in specific is not detected for some stupid reason

somber sequoia
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Probably show the bone hierarchy and error message.

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Sometimes they don't get auto-detected though, and you can just drag the right bone into the slot in the rig setup.

proven quail
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Kazin said basically this, this is just the steps and where to find the rig

junior acorn
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they're all in the right spot though 😭

somber sequoia
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then do the other part I said, show us the bone hierarchy and error messages

blissful magnet
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As far as I know there’s no engine that moves uv data procedurally since that breaks instancing, anything else you need to do is easier done with different uv instances on the same vertex data and/or offsetting the shader

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That’s a good point, I don’t see myself using it but, can you change something like the texture offset in hame using the expression menu? “Animate” the offset “Parameter” in a way

barren slate
balmy barn
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mostly i use it for mouth/eyes on 2d faces , rare times to shift the colors/texture on a outfit

barren slate
# barren slate

Found the solution.... "Animated" wasn't ticked on the physbones. I feel so dumb.....

silent hearth
#

Trying to close my characters mouth by changing the lipsync mode to "Viseme Blend Shape" but its causing the Avatar validation to fail. Anyway to fix this? (sorry if this is the wrong channel)

bitter dune
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Anyone know how to fix this? It was fine in blender and it just randomly did this when I imported it into Unity