#avatar-help
1 messages · Page 201 of 1
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
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.
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
Thanks!! So it isnt related with bone existence or bone having components like physbone? Just variable or not?
no, it's all about how you want to setup your animation controller and parameters.
Thabks yeepee
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 ?
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
is that the only error?
yea
for some reason it only happens when i try put clothes below the waist like garters, shoes, socks
Does having a lot of empties in vrchat increase the project size?
I doubt they're significant
Each one will add a few dozen lines to the scene file
A little help?
are these pants designed for this model? If so, see if there are shaping blendshapes you didn't set.
Yes it is designed for this model, I just don’t know what settings should i change but I will see what I can
maybe there's documentation for the model on how to do it
is it a booth model?
any clue on why my feet are angling when i enter playmodde?
I dont have any heel blendshape applied
its just doing it on its own
does this when i go to configure
nvm i fixed it, i needed to reset and reinforce T-pose to refresh :P
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
And when I have someone work on it do I need to make it public?
anyone here help with rigging? this model is a bit unoptimized for vrchat
for reference it has a bit over 100 cloth "bones"
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
it's got 5 spine bones so
it should be: hips -> spine -> chest -> upper chest (optional) -> neck -> head.
combine/split as needed to get there.
idk how to do that :(
this is from scratch 
h
im sorry
smh
chill with the caps the bot says sigh.
might just be the same anklets
ive seen them around, i wanted to make them work
throw it in blender and start merging/removing useless bones
having a hard time uploading avatars its saying needs a thumbnail which i already had put a thumbnail
known bug apparently, supposedly if you delete the already-uploaded avatar and re-upload it works?
how does one conquer The Beast
yeah i figured it out
did that work, or did you do something else?
ya it worked deleting the the blueprint
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
you can make a reset button that uses VRC Avatar Parameter Driver to set all the other variables to 0
im currently doing it within a blendtree
lower layer have priority so just set paramters driver there
i tried states aswell but everytime on the vrchat side it breaks
How would that look?
I've tried reset button before and it'll work in unity but not on vrchat. I don't know what I'm missing
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.
use contacts 'is trigger' cant send parameters
I just realized I can just make an animation that turns on the audio with an empty particle. Thanks anyway!
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
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.
FIgured things out! 🙂 Am I right in saying that this Mask (for a glitter skin overlay toggle), just does eye makeup?
As in a test I made the whole square Red and that actually showed visible glitter. 😄
Or should it be setup in a way that it should apply a glitter effect to the black parts only?
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
Let's see if I can fix that 😄
for some reason my avatar uploaded successfully but its stuck like this
text says "server processing"
me too
ur not the only one my avatar is not loading at all after uplaoding
right now it failed to load and i get error dummy
aghh yeah same idk whats happening
lets just hope they patch it during the day
i think its a server side issue
cause it uploads but wont load
lets make a bug report i guess
alright i dont know where to report it but ill let u do it
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
ur not the only one no
mines doing the same
weird
status doesnt say anything is happening
tbh like 5 mins ago i was able to get my avi after like 2 trys, now i cant, only errors
wth
oh nvm finally got it
yeahh the guy above said it might be a server side issue
oh hey it is working now lol
no i was saying i finally got my avatar
after like 5 tries
it may take a while just switch out and switch back into it
until you get it
ig anyway
why does outline do this after I reimported my fbx?
Weight paint the bones for the hanging parts to the skirt areas - can do like a DressRoot anchor for them that connects to the Hips. Then just add a Physbone component to the DressRoot to control them in Unity
Outline shader setting borked or your FBX export did something funky. Try the "Unity FBX Exporter" add-on for Blender and never worry about all the stupid rotations and scaling again 👍
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
and is now showing up as error
ive never had an issue with this
it just keeps showing up as server processing
this helped so much thank you
now its sayign avatar is not supported on this platform when im on pc
im assuming maybe the server is having issues because its not even saving my image or name in the builder menu
Its a server issue
The dress already had bones for it, im just confused on how to get it to connect with the main armature without deleting them
Just make sure they connect to something on the main armature - like I said, add a DressRoot or something and then parent that to the Hips
All the dress bones are connected to "Hip-Dips" which the main avi does have. I usually use C.A.T.S to connect the armatures in blender but when i do it, it just deletes every bone thats not identical
There should be a "merge all bones" option in that menu in cats, is that checked?
let me check
And make sure you uncheck the box about deleting 0 weight shapekeys while you're at it lol
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 😂
dont worry i make backups of everything
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
ive messed up enough times to learn
Haven't we all 😂
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
It's really satisfying being able to refit your own clothing instead of hoping people release something for your avi base 😊
ive already done it with 2 other pieces so far. pants and a hoodie
fully made them into toggles with correct weight painting and able to use in game
Some refits I've done :3
the second to last photo is kinda the physics/same problem that im trying to learn how to do here
Yeah.. Dresses are a nightmare
so ive heard
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
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
Good luck! Happy to try and help if you run into more issues :3
ok so small problem
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
TLDR: theres 2 Leg_L/Leg_R, etc.
it's probably that the avatar is not compatible with mobile devices (quest/android/iOS)
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
Did you try renaming the bones of the clothes to match and the merging?
Wdym?
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
That's... Odd 🤔
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
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
this picture
Strange haha
the weight paint seems so be fine doing this way aswell soooooo im not going to touch it i think xD
wait, wouldnt i want the bottom part of the dress to not be weight painted to anything???? or would physbones override that
You would want to clear the weights for those particular bones
So most likely all the leg bones id clear weights for and leave the hips attached
its saying security checks failed?
but i am uploading for andriod
it just removes my windows version when trying to upload quest version
are you trying to upload the same avi to both windows and quest?
i have a quest and pc version
i know it was having weird server issues and kept doing server processing earlier but im not seeing anything that theyre still having issues
its just being weird
both upload successful
it doesnt show up when android is uploaded since it replaces it somehow
it just says windows secutiy checks failed
unless i just have pc version
ive done this with two other avatars fine but idk whats going wrong
you may have to upload it under a different blueprint ID, sometimes it flags avatars like that because it thinks they're crasher avis
so you either have to wait for it to go away
reupload the first one
or just reupload both under another blueprint ID
the problem is i did switch blueprint ids
maybe vrchat is just having server issues or somethinf?
possibly, if you've been working on it for a minute vrchat just updated its thjing aswell
so maybe restarting your project would be worth a shot
thank you ill try asain, redoing the blueprint id
im just excited bc i finally finished and i wanna just play now T-T
thats just for the windows version right
do you have anything on the quest version that says it ever uploaded
ok it did update for pc but andraoid is about to upload
yeah that looks like its working then
probably why it freaked out was because it literally just has different upload checks
YAY
because of the update
tell me about it
ive been on blender for 10+ hours
probably 15+ in the past 3 days
lord what i wouldnt do to be free
is this just for the unity side of model creation or can I post my blender problems too?
because this models head is ignoring the bones
blender too id assume
oh boy do i understand that, i royaly hate a certain jacket now and refuse to touch it 3 weeks
its just "avatar help"
im going insane
weird part is its not even for me
yeah of course this is avatar help
im doing all of this for the girly
that adds some extra stress but itll be worth it
I've tried merging the body and head a few times but the head still disrespectfully ignores the bones
she literally told me "i tasked you with it because i know you'd listen to me and learn it"
she doesnt even care for the clothes xD
is it weight painted
or is the modifer on
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
armature deform -> armature -> object armature
im not sure about actual skin to bones but id assume its a weight painting problem
if its not im not sure
you should click on the bones in obbject mode shift select the head
then go into weight paint mode
if the little bone next to the face selection shows up that link is set up properly and its just a weight paint issue
alright I'll return momentarily
this is atleast what a fully working one looks like
LMAO
oh wow thats a lot of bones
please tell me you have bone collections
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
was it set up as a prexsiting working avi?

finally figured out why a string of bones wasnt working
because theyre directly named the same thing as another pair, yippee!!
It was not
check bones around it possibly to see if their weight painted
weight painted incorrectly*
am I supposed to weight painting onto the bones or onto the mesh?
mesh, it wont let you do bones
select the armature (entire thing) then shift+Lclick the body
go to weight paint top left
and you can use selector tool to check the bones
id help but i dont condone those types of practices, theres a lot of free models avalaible to practice on
anyway thank you again it finally finished re-uploading!
noice
did you see anything different?
after doing that
the heads completely red already idk if I'm supposed to be painting it a different way
its suppose to be that way
and while moving the bone in pose mode it still doesnt move?
click on the body and check its modifiers, is there an armature modifier linked to it?
it has whatever this is
thats a data transfer
that's all it has. I think its just completely disconnected for some reason
yeah
yep, everything. the hair even follows head tracking
physics work too I literally got every part of the avatar done before I realized the head didnt work
but the head itself just kinda doesnt
dumb question but is the head bone connected to the rest of the armature correctly
I think so? the head bone moves the stuff connected to it like the hair and earrings
uhhhh
if you move the body as a whole does it move
like if you moved the neck which should be connected to the head
does the neck still move
tried like 8 different thumbnails, what is this error
it does
try doing one just from in game
aparently not but the bones dont move with the body either
tried that too
when I had it in vrchat the head didnt stay to the neck. It sort of stayed in place except for during movement
I have a shitty recording of it on my phone, I'll see if I can find it
if you havent checked there was a SDK update not too long ago, try restarting and checking for that
move the bones of the neck
not the body
what about if you move the check bone backwards
I can move it in any direction and the head still doesnt do anything
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
it's the whole head
it might be worth looking into figuring out how to join those 2 to be 1 body
latest version to date
I've joined them before
are you getting any consol errors before trying to upload at all
besides that one
if the head isnt connected to the bones at all is there a way to fix that?
None
may be an issue
i could try to figure that out rq
oh, does the head have an armature modifier?
It has this
wdym its not connected to the bones
I have no idea I just cant think of any other problem
Im not quite sure where to look but I dont see anything
im not sure if there even is an anchor, juist kinda all i can think of
there may be some video on this issue, seems like not a uncommon one
if there is then its hiding from me. just gonna fuck around until I fix the issue. thank you for the help
np
update I weight painted it again after joining and it did something. im on the rgiht track
noice
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
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
anyone have links to tutorials of how to get non-standard bone set ups for mecha or action figure/toy characters?
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
Don't have a mesh object with the same name as a humanoid bone - in this case Head.
ohhh thank you
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
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.
I’m not used to this type of bones genre, and I do not want to give up on this avatar I’m making
looking for this model if anyone knows where or how to find it
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?
you can't put scripts on avatars, make an animation
alright soooo how do i modify the uv positions via an animation
it's just a simple sprite sheet, most shaders can support shifting the texture around
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
for reference i am using a standard shader
I'm sure there are lots of tutorials, but you can animate most material properties
its literally just the image lol
"tiling" and "offset"
i know which ones i cant figure out how to access that in the animator
record an animation, change the property?
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
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
again, "mesh renderer"
right so i have multiple materials on this model, how do i animate the values of a specific one
you don't
so i basically just animate the offset of the uvs on all the materials then?
that's how it'll work, yep
some shaders (poiyomi for example) let you rename properties so you can work around this issue
right
i remember using poyomi shaders before on a model but im not sure how to apply them
or where to get them for that matter
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.
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.
Yes
dynamicbones is a paid script on unity asset , you can use the stub but i highly recommend to just redo them manually to physbone https://github.com/VRLabs/Dynamic-Bones-Stub
auto convert is very meh
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?
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
@spark walrus i need help with the telekinesis thing
@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
help has anyone had this issue
when trying to public model it hands me this spaghetti noodle
you didnt import a required script for that model, go check the download page or storefront page to see what's needed before import
how do i fix this then
Re read what they said, they told you the issue and how you can fix it lol
thats how it is when imported
Yes, the avatar package itself but if you read what they said, they stated you did not import a necessary dependency before the avatar itself
im new to this aint got no idea what that means
So go back to where you purchased the avatar and see what is needed for it to work
Typically avatar creators include a how to upload or a list of dependencies needed for the avatar
i got it from vrmodel.store
Delete it then
why
That is not a store
bre
breh 😭so i went retexturing for hours for nun
Yep
😭
good to know
Sorry to hear what happened with you lol
is there any legit basses ?
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
so w/e model it was you could ask in #1138520828556890214 for its legit link
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
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
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
i'll try, thanks
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
-# 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???
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.
watch basic tutorials, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
hi I fixed it I delted the blue print id
oh that error, good.
thx
wait
since this has already been made by somebody else do I have to go through all of this? where do I start???
it depends on what you got
Each download avatars has different instruction so you'd have to read instruction from the page where you got the avatar from.
no instruction on the page i got it
this is it btw
the fox unit 2.0
Image definitely doesn't help.
import the .unitypackage into Unity and see what's in it.
i dont have unity
can i have help doing all this then
idk what im doing
that's what this channel is for
I linked you to the doc that explains that
yeah but the Unity part where do I get that
it's literally in the doc I linked?
Yooo guys
ah ok
Please read that before asking questions answered in it 🙂
Does anyone have any cool fortnite emotes I could add on my avatar
Yoo does anyone have a file of different fortnite emotes they can send me
we heard you the first time
i guess you could probably just look it up online like where I found the avatar I got if not you best get good at dancing irl
this is not a file sharing server, if that's what you're after
How do people get rare emotes for there avatars?
by the way where do I find the Unity thing?
I feel like a blind idiot right now
they buy them from others
or they make them themselves
Ohhhh
again, read this page, specifically this section: https://creators.vrchat.com/getting-started/#quickstart
if you look for TheDao they've got good emotes I guess
My friend said some people if they're kind they send you a file full of emotes
Like rare ones
yeah you should definitely be careful with that you could easily get scammed or hacked
Oh damn I'll keep that in mind
you are really oblivious huh?
all right I got the Creator Companion On
well you could probably just like find an avatar that has good emotes on it or buy emotes to put on an avatar if you are really that keen on making your own avatar
do I need a specific version of Unity???
Yes, 2022.3.22f1, as stated in that doc I linked 🙂
k
how do i change the version
where?
look in "installs" to be sure it's listed there.
those docs say something about VCC installing Unity for you - I don't use VCC so I don't know how that part works.
ah yeah it does
You have to download the version from the archives on the web. When looking for a version to download it'll give a link
yes, click that.
cool
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
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
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.
this is the last thing dw im asking im sure i can do the rest
Avatars usually come as .unitypackage files which are like zip files but way more space efficient. You import the unitypackage file and unity "unzips" it
ah ok
opening it opens unity but does nothing else
its just this screen every time
You don't open it, you import it. Either through (i think) file -> import unity package or you can drag the unitypackage file from your files into the "Project" window
What is ityou clicked?
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
ooooooh
-# you know the definition of insanity?
-# ive just been doing this over and over again thinking its broken or something
-# Doing what over and over again?
trying to use it as a project😔
Lmao fair
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.
I see this all the time idk what it means but I just ignore it
This is most likely the case you have broken scripts
ok! so how do i make the skeleton show up then?
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.
if your project has a .blend file inside it, you must have blender. Ideally don't put blender files, export from blender as .fbx
im guessing the blender thing is the real avatar and not not this
I believe that is a scene file
???
a unity scene?
i know nothing of unity or blender
this is my first time doing anything like this
ever
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.
like these?
those are not scene files
How I make an AssetBundle? :D
without seeing full filenames with extensions, there's no way we can guess what most of those are, other than by the icon.
build and publish is what makes one. But you should look for the first 2-3 errors for the root cause, not the last.
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
i did that yes
oh wait which ones of these do I pick?
the ones you have are good choices. GestureManager is useful for testing.
ah ok so all of them?
I did not say all of them.
thank you for helping me use my scroll wheel i fixed it
all right I've gotten back to this bit again and this time didn't add the unnecessary files!
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
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
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.
is there any yt tutorial i can maybe follow for that, i have no idea how to set animations
Are you using VRCFury?
there are many tutorials for this, but I don't have any links to share.
If so contact the creator in their server. There is so much that it could be that it would take someone who knows the avatar and knows Unity to fix it/find the problem
yeahh
well
not for the avi itself
or the clothes
the outfit used modular avatar
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
Bump :3
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 😄
probably means some other animation is acting in that thing also.
Im trying to convert an avatar to quest but when i add goloco it turns pink?
In play mode or in edit mode?
Without gogo shaders are fine in game?
Yes
Hmm that's weird
Which one?
Hmm, vrcfury has a discord, they are very helpful there
I've never encountered this issue, but someone there might know whats up
well as far as I know it's a premade (but customisable) avatar (I think)
so I don't really want to go messing around with things too much now
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???
publish
thx
build and test is only for local testing, not online use.
I didn't want to screw things up in a matter of two seconds
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
uuuh how long does it usually take to build?
record whatever action is required at the specific point in the animation?
it's been like this for a while and nothing happened is this supposed to change?
Wym? Can you link documentation or a video?
Ive never messed with vfx
I don't even know what you mean as 'vfx' here but the point of animations is to do actions at specific times
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?
I mean I want to toggle an animation, and somehow make certain particles appear at a certain time. This is what I am remaking
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 ?
so at the right keyframe in your animation, toggle on the game object with the particle system
FYI, if you convert a .mkv into .mp4 it'll embed into discord
ah, you got it 🙂
yea, i noticed, i just didnt realise it was a mkv
but thank you^^
show the blendtree in the inspector, where you have the clips listed
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
im not 100% sure what you mean, this ?
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
k, this looks good
Oh are you wanting this to actually blend somehow?
are the eyes uv unwrapped ?
ohh. wait
yes
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)
i understand whats happening know, thank you. i just gotta figure out how to make the transition shorter.
do you know how to do that kazin ?
animations in a blend tree like this are instantaneous, if you were relying on them to actually play fully
okay, but what i mean is to make the the "fade out" here shorter, because right now the last one is technically overlapping with the current one, wich is causing the issue
oh that - I forget what that is, looping checked on the clips?
this, yea
uncheck that
still not working :/
so like is this bar supposed to move at all or is it just for show???
its been doing that today
i normally just reload the sdk or reopen the project
its a upload gitch
I've already deleted and then made new projects like twice
its not a model issue its the uploader
no like I completely restarted the project
maybe wrong unity version ?
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.
well that was the 3rd time it happened :/
Is there anyone that's willing to do a re texture and very very little modeling for an edit??
@bright quarry how often does this happen??? it's happened every time for me now!
Testing just doesn't upload it, keeps in on your PC. QUicker uploads and only you can see it
Bump ^^
Never mind that now, neither of them work for me
Oof, sorry to hear... refresh me on the problem I'll see if I can help
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
Confused by this sentance
Sorry. I moved away from my computer, and my tablet is very annoying when it comes both to typing and it's also correct.
Fair its all good. You doing it today or another day?
I'll be doing it now I am back at my computer now
Ahh okay
i have no idea how to put all my textures on this model
Should we move to voice chat so we can go over the process together maybe I'm screwing something up
i don't know
Need to make a material, put the textures in the material and then drag the material onto the object
For materials you can use the base unity shaders, VRChat shaders or custom shaders. For custom, most people use Poiyomi
Its all good, can't vc right now. Could be an avatar issue or a PC issue. Unity uses your CPU a heck of a lot. Check task manager to see if unity is doing stuff. Or, try the test & build avatar
a
Yeah thats normal :/
Place down? Do you not have anything in the scene? Show me the Heierarchy
damn I moved something around hold on I'll reset it
You wanna move this to DMs to keep it from clogging this channel?
how could i possibly make these cuffs silver..? 
none of my textures are working on the cuffs
it uploads as unavailable. using the latest sdk
Downgrade to 3.8.2, it's a bug in the latest, I legit just encountered it xd
Downgrading fixed it for me
okay thank u!
np
You'd want the material to be metalic. Depending on the shader you're using, look for Metalic
If you';re using Poiyomi its under Shading -> Reflections and specular
Send me a screenshot of your whole project
i figured it out but now im struggling with "avatar validation"
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
how to throwable items usually work?
I try to implement a potion that a player can throw should explode on impact
My guess would be to contact the plugins author or on their discord server or try looking at the stack trace
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
do i send all of them or..?
No just the ones that say "Avatar validation failed
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
theres also this one that "could" be the issue
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"
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
Thats fine, they are normal. In the avatar upload thing there should be some errors you can "Auto-fix"
i mean it uploaded greta but erm
PFT Hahahha something isn't right
Do you have custom playable layers in the Avatar Descriptor?
Has the avatar been rigged?
now that i think about it, no it hasnt. i think ill rig it in the morning
is there possibly a way to rig it in unity?
Thats what I meantyeah
Check the first bit first
Sorry, holding multiple conversations
i honestly might just have someone else upload this 😭 this is so complicated for me
nah dw,, youve actually helped alot since i know NOTHING about unity
Its all good! All walk you through it, for a little longer. Gtg bed for work soon lol
Wait so it just hasn't been rigged?
Weird. Well it should be pretty easy tbh if you wanna try?
should
i dont think so,, i dont even know how to check the bones
sorry iwas stirring chili
anyone know if it is possible to preview/use the expression menu in unity
Lmk when you wanna do it or DM me
Yeah - Gesture Manager
thanks i'll take a look at that
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
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.).
There isn't any of that on the model though
oh ok, possibly it's because of transparency?
Anyone know how i can possibly fix this issue in blender?
weight painting
yeah, it's not easy sometimes
I tried to weight paint but no matter how I do it it wont fix...any tips possibly?
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
Alrighty ill see what I can do
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
oh
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
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
this is not the way to do this. You should overwrite the .fbx file in the project
is anyone able to help me upload an avatar I bought? I downloaded unity and companion but it's very confusing >.<
that (and more) is what this channel is for
who would be able to help me? I'd need to stream everything
oh, that kind of help. dunno
@somber sequoia Sorry to ping. You knw anything about this one? Feel like I'm missing something stupid
Please don't ping me for new requests.
I ignored that because I didn't see any error messages there
Its sayng the rig isn't right yet the rig is right
can't help you without details
What other details do you need?
Those are the only messages before "Avatar validation failed" and it failing to upload
the actual error message, to start. maybe armature hierarchy from hips down to head
@torn galleon
?
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
hey there, I got back. I finally read this and that seemed to all fix it.
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
would you be able to help me with it?
no, I don't do voice calls
Anyone know why this is happening…
Legs and tail are totally static. Model is XDoggo by Tosca
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
I don’t know how to check any of that…this is my first time uploading an avatar
it does have bones setup in the rig and everything
the question is whether they the correct bones
could it be the planti and digit bones??
absolutely can - probably the rotation constraints that tie those together are not active
amusingly I am literally setting up a similar thing right now
how would I fix it?
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
anyone available to call, trying to do modular avatar stuff to no avail
thank you so much! just to be sure, when it comes to skinned rendered mesh, should i NEVER use the replace mesh feature? it rarely works anyways-
thank you so much!
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.
Do you have VRCFury in the project?
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
I don't really do Fury much 'cause of stuff like this, so really no idea from here
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
i have problem
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.
black and white lines
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?
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
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
ive been experimenting with it. all you need is mmdtools really
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
I believe i have MMDtools for blender version 4.5.1.2, but i need to double check
i haven't really dabbled too much into it myself, my skills in porting and fixing rigs is 0
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
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
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
yeah i got cats unofficial installed, just a bit confused on certain processes when following videos on YT
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
would exceeding texture memory limit result in physics bones getting completely disabled/nuked on upload for whatever god forsaken reason?
probably not
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
Hmmm, okay, Ahhh. Would you know a easier process i should follow? Like, i understand the model, textures, blend shape data, paint weight data, need to go into Unity for a VRC package thing?
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
ideally it's as simple as: convert to .fbx, put .fbx in unity, setup like most other avatars
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
ah but is the "convert to .fbx" process easy for those?
I've no experience with that part, never worked with MMD or .vrm models
And yes, you want to use the Unity VRChat requires, as detailed in their documentation. Currently it's 2022.3.22f1
Ty, i'll get that one downloaded now then.
if you use VCC or Alcom, those will handle that process for you, and also setup your projects
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.
they aren't add-ons, but it seems like you haven't read the vrchat getting started docs - go here:
https://creators.vrchat.com/getting-started
Ah, i haven't sorry 🙏 Apologies, i'll read them now
Alcom is an open-source third-party replacement for VRChat's Creator Companion (VCC)
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
we love random triggerings of OOM
recently had that happen myself but with a modded game (Stellaris) in the background
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
laptop only has 32GB of RAM
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
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
just wait on a response there
okay, thank you
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?
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 ?
Make sure you have base playable layer assigned or set default.
that makes so much sense.. i used gogoloco and then removed it (and kept the proxy base layer in place
any ideas?
the main issue im trying to fix by reexporting is the hips not moving
Proxy base layer is just empty so that stop your avatar from doing animations.
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
You have to export as fbx file.
Object, if separated as different object, not necessary by different fbx file, is togglable.
After you export as an fbx and import to the unity project, you will have to assign materials and do the physics. If the materials don't exist, you would have to make them. You would also have to make the toggles or separate the different outfits
How do you fix the issue of a models legs being in the floor when you configure it/rig it in unity like this
should i delete the skirt & heeled feet bones since this isn't using them ? (also how do i do that -_-;; )
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
whats the best way to position the arms on a top when its not rigged so i cant just position the armature?
nvm i figured a way
how does one fix this- and is there a video tutorial -
(already fixed the mb size issue)
Pretty much changing the material shader.
im still pretty new to unity- and slightly blind whenever i look for something specific
ok i think i found it
shader>VRChat>mobile?
As it said in the error.
3 good options: Standard Lite, Toon Lit, Toon Standard.
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)
You can't have transparency on mobile shader.
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
Search t:renderer in hierarchy and search through everything showed up.
what do i need to do exactly-
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.
Just type t:renderer in the search box in Hierarchy panel.
done what next
search through everything showed up and see whether any of them have material that's using standard shader.
It's embed so you have to create new material and replace on that renderer.
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
Create new material is via "Assets > Create > Material" menu.
no, you make a new material in Unity and drag it into the material slot in the mesh renderer.
"extract from prefab"
you could, but in most cases the embedded materials are really basic anyway, so making a new one is about the same effort.
they saved as a fbx file
This is irrelevant if you just create a new material for it.
And technically every model is saved as fbx file.
im still as dumb as a rock please use this format again
what are you asking?
You will see the "Assets" menu at the top menu of unity screen.
so i just copy over the original shaders stuff?
Copy? You just drag the material you created into the material slot in the renderer above.
That's called "assigning" not copy.
tried
and found a dumb but working solution delete the object lol
Ok if you're fine with that.
Problem is, in the future so you still have to create new material anyway so you still have to learn it some time.
Is that a question?
figured it out eventually
but still gonna delete the item because it suddenly was "more than 10mb" when it was fine before
anyway next thing-
yea the avi has alt skins/ textures after switching everything to vrc mobile shaders it broke both pc and quest model
now my current problems is that
skin swap radial doesn't work anymore : D
its supposed to be able to switch between these alts
this also broke the pc version after converting
should of most likely just created a separate model instead of making a clone
Semi-unrealted but what world is that?
hearthwood by sam
@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.
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
that or just give up on converting it
Vrchat > Mobile > Particles > Multiply works for black fishnets
showing in-game images isn't very helpful for cases like this, you'd need to show us how you have things setup in the unity editor.
No, they finally fixed them tho
Don't take our particles
particles may stay
They don't do real transparency anyways, they just lighten or darken apparently
But you can get the same effect as transparency
cause it is transparency
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.
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'
Yes alpha blend still banned
don't misread "no alpha transparency on quest" to mean "no transparency on quest"
no transparency on quest. unless its particles. once in a while.
So particles either use transparency or they don't. Pick one
anything uses transparency unless its opaque queue
so its devs being bifurcated there
So transparency on quest?
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
I think the VRAM difference may be important for standalone headsets with limited ram
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
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
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
@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
much of this is actually in vrchat's docs, such as "lip syncing" :
https://creators.vrchat.com/avatars/creating-your-first-avatar#lip-sync-mode
udims: depends on what you really mean here, if you mean UV tiling, you can do stuff in shaders with that method.
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?
use IsLocal in the animator: https://creators.vrchat.com/avatars/animator-parameters/
@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
so ye, make it off by default, make toggle that uses IsLocal as a condition to enable it
oh - yes, probably don't use unity layers on avatars
I don't know of a case where you should use anything other than the default
ui layer works, i believe it can be used for particle collision or smth
oh interesting
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
not with changing viewpoint as well
was a method figured out by gogoloco, got broken with proper menu scaling, apparently forever.
at least as far as FBT concerned
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?
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
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
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.
I tried to do something like this - I added an empty animation to resetCoin and tried to enter what is in the screenshot, it worked, but I had to click many times for this value to decrease each time, so meh... I'm 100% doing something wrong
no that's right, you just have to loop back to this add state while the value is not the target value
"if value < target: add more, else done"
I can enter if else in value?
I didn't know about this, I'll try it then
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
Alr, thanks, it worked!
excellent 🙂
I used this method to move a mechanical part while a contact receiver is active
Can these then be changed, say, through the expression menu?
the expression menu can set parameters which you can use for whatever you want in the animation controller.
so yes.
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
no I know what they are, it's just that people misuse the term and I didn't know what you know
haha
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
the only case I personally know of doing anything like this related to VRChat is UV tile discarding, implemented by a few shaders.
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
well, they most certainly swap materials. since texture cannot be hotswapped in material by animation
ah i mean unless we mean uv movement. but thats more like 2x visemes/eyes etc, not what people call matswap
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
Probably show the bone hierarchy and error message.
Sometimes they don't get auto-detected though, and you can just drag the right bone into the slot in the rig setup.
Open fbx rig, find right upper leg slot, find bone in hierarchy, drag to slot. Exit rig mode and save rig.
Kazin said basically this, this is just the steps and where to find the rig
they're all in the right spot though 😭
then do the other part I said, show us the bone hierarchy and error messages
There’s uv movement?…
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
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
scale down uv and move it with offset
mostly i use it for mouth/eyes on 2d faces , rare times to shift the colors/texture on a outfit
Found the solution.... "Animated" wasn't ticked on the physbones. I feel so dumb.....
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)
"