#avatar-help
1 messages · Page 202 of 1
Perfect, this is useable with expression menu toggles and supports alphas?
alright fine here is the full error message
crossed out the file name because im not leaking it
Fixed it by switching to fbx instead
great, now show the actual bone hierarchy.
Why is my tail red? I'm using Standard Lite and Bumped Diffuse still has a red tail, only making it something outside of VRChat/Mobile fixes it but those aren't supported
yeah this isn't a proper armature for vrchat. Now show us the rig setup page where the bones are in the slots.
i dont know how to do that-
find the model file, click it, look in the inspector, rig tab, click "configure"
but probably the armature will need to be reworked so it's like the diagram pinned in #avatar-rigging
could be vertex colors, some of those shaders take those into account
remove them if they're present - there should be tutorials. I know you can with blender, and I think with VRC Quest Tools
ohhhhhhhhhh, THAT armature...
never knew
lol
ok i'll try to rework the armature then!!
that is a correct one, yes. Deviate from this and VRChat's humanoid IK isn't going to work
(note that upper chest is optional)
so im setting up the eye look on my avatar and after setting up the up and down position it looks like its asking me to select up and down blendshapes? whats the purpose of the 2 selections at the bottom if ive already set up the up and down eyelook in the menu above it?
eyelids
it's optional
just set them to none if you don't use them
Worked, thanks
yep, it worked
now i need to figure out how to get the uhh materials in
you don't get them in, you make them fresh in Unity. Textures you get in though.
im not a unity expert how do i do that 😭
there are loooooots of tutorials for stuff, but in the menu I believe assets -> create -> material
REPOST: 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.
when i put the parameter menu on my model i get this error IndexOutOfRangeException: Index was outside the bounds of the array.
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.ValidateFeatures (VRC.SDKBase.VRC_AvatarDescriptor avatar, UnityEngine.Animator anim, VRC.SDKBase.Validation.Performance.Stats.AvatarPerformanceStats perfStats) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:776)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.OnGUIAvatarCheck (VRC.SDKBase.VRC_AvatarDescriptor avatar) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:475)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.CreateValidationsGUI (UnityEngine.UIElements.VisualElement root) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:253)
VRCSdkControlPanel.RunValidations () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:883)
VRCSdkControlPanel+<>cDisplayClass204_0.<ShowBuilders>b1 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:822)
UnityEngine.UIElements.VisualElement+SimpleScheduledItem.PerformTimerUpdate (UnityEngine.UIElements.TimerState state) (at <332857d8803a4878904bcf8f9581ec33>:0)
seems to be linked to the parameters because when i remove that i dont have the error never seen it before not sure how to fix it but im unable to upload the model aswell
Is this when you upload?
@barren slate its a console error , i dont get an actual popup but i cant upload with the error
Not sure, I personally use the VRLabs World Object thingy and use a parent constraint to that object
Are you using a value outside the range of 0-255?
Yeah that's what I based it off of and it's still the same thing unfortunately :/
no i only have 85 and i also have vrcfury that would compress the toggles is there was to many @barren slate
this is how it looks in the actual console
Tryna upload an avatar but its not working and it's telling me errors that make no sense
Oh you’re missing a script (you forgot to import something)
😭 what scripttt
it says right in the error at the top of the first photo
If you look at the last few words
idk what script im missin
Syncing problem maybe? Have you tried re-uploading? Not on the same blueprint, but as a new avatar
Seems to complicated for me tbh, I'm not sure. Please let me know if you find the answer though
yeah me to AHAHAH 🫡
I can try!
We don't know, theres no way to know without importing the scripts. The most common culprates are VRCFury or Dynamic Bones
If you know the avatar creator, ask them
okay
@barren slate turns out it was a radial i had setup in a menu but didnt actually make the toggle for yet so it was set to radial with no paramete in the slot , i feel like it could have been worded alot better and i would have known that 
What?? Should really be a check for that
What the heck does this mean and how do I fix it?
i just started looking at the blender model again and the model looks okay?
Made a new blueprint and it didn't work sadly
click "configure" on that dialog and rearrange the rig setup - that eye bone seems to have the wrong parent, or maybe you have the wrong bone in the eye bone slot. You'd have to go see what it got by guessing
The eye bone is set to head and I have all the bones in the right slot I triple checked
right but is that actually the right eye bone?
it says it's an eye bone, but with "hold" on it I wonder if it's something funny
also what does the spine hierarchy look like? It should be:
hips -> spine -> chest -> upper chest (optional) -> neck -> head
Nvm I figured it out, the right eye was on the chest and not right eye hold
aha! That'll do it
Thank you so much for your help! You’re a lifesaver!
no problem 🙂
how do i fix this issue..
which issue exactly?
in vrchat it only tposes
is it a humanoid rig?
honestly no clue,, this isnt even my model,,
ive got no idea how rigging or any of this works
ok well that's the thing to check on. Maybe see how many animator layers there are in the avatar descriptor? if it's not humanoid, you'll only see 3
where is the avatar descriptor 😭
avatar root object
I'd suggest watching basic setup tutorials or reading this, if you don't know what that is:
https://creators.vrchat.com/avatars/creating-your-first-avatar
Click the armature in the heirarchy and go to pose mode. Try moving some bones arround
Unless I'm misremembering the problem
Out of my area of expertise I'm affraid. Only thing I can say is maybe contact official VRChat support if nobody else here knows? 🤷♀️
That's what I did and they said to come here LMAO
trying to test build this avatar but for some reason the mouth hangs open and i have no idea what could be causing it
unmap the jaw bone in the rig setup, if you have one there
anyone know what this means?
alr
Send me a sc of the avatar descriptor @glacial vale
in the avatar descriptor there's a place to choose which mesh object for visemes, yours has nothing in that slot
^ what they said
no need for a screenshot
here?
usually you want to move the face mesh in there
Yes, under the section for lip sync
(happened to have this page in a tab)
assuming id just select the head
probably disabled because i renamed the head beacuse of armature issues
probably it's the head
selected it as the head but its not going away, would there be other things its used for?
other things what is used for?
visemes
no?
what does avatar validation failed mean
read the page I linked to understand what they are
the warning is still there
perhaps you did not put the right mesh in the slot, feel free to show us an image
seems like that should work then
version 3.8 or 3.9 of the SDK?
not sure
doesn't matter, was just curious
oh good, probably stay there, later ones seem to be buggy.
gulp....how
add those missing parameters to your avatar parameters list, everything used in menus must be in there
for the record too, that "avatar validation failed" message just means "something broke", it's useless by itself.
wheres parameters l;ist?
you'll see it under "expressions" in the avatar descriptor
any way to move armature from 1 avatar to another with scripts attached too?
pumpkin avatar tools can move avatar components between avatars. no idea what you mean by moving an armature tho
yeah you don't move armatures if you want it to work.
from one project to another, messed up by deleting the wrong "head" because the correct one was "Head1" for some reason
you won't retain the link between mesh and bones
have the same avi with different project open on another tab
I'd drag a new avatar into that scene and redo the setup
it deleted it off the entire FBX for some reason
oh did you save the change into the avatar prefab? what a weird thing to do.
In that case you'd need to restore that from backup or re-export from blender, depending on your workflow
so i just bought a new avatar and the quest version is just the whole missing shader pink and im not quite sure what to do as i am unsure what the original shaders the creator was using
Hello, I'm having a problem with my avatar. Physbones on chest and hips are not working. The avatar is for PC and has a lot of physbones (over 90) but the physbones for chest and hips aren't working. I tried applying physbones directly to the bones instead of creating an empty object and then connecting. What could be the issue?
If you want to use it for quest, find where the materials are and then apply mobile toonlit shader to them. it should fix the problem.
Vrchat>Mobile>Toonlit
could anyone point me in the right direction for what is causing this
only happens after building and testing in both vrc and play mode on unity
Is anyone else having issues when trying to upload quest the avatar changes mb size to a higher number even though you deleted something?
Hey I'm having an issue with a model after editing it in blender.
After editing and exporting the model then putting then placing the edited mesh on the model it just disappears, no wireframe, materials are still on it as well as shaders.
I saved the new fbx next to the original and works fine on it's own in the editor.
Any help is welcome ^^
This happens if you unpack avatar fbx prefab in the scene and update its fbx file. You should not unpack prefab.
the red one is the one Is the one where I put in the new mesh and it's still a prefab
That's "original prefab" which doesn't have direct data link with its fbx prefab. So that still cause incorrect fbx update.
Ohhh okay is there a way to get that fixed?
Start with the new fbx file and don't unpack or create original prefab out of it.
how does this even work ??? im confused ._.
(sorry if i interrupted something)
Vertex colors 🌈
If you meant color get changed, that's because mobile shader apply vertex color which model has is black.
The mesh data itself includes color data for each vertex, it is removable in Blender, it is an attribute, but also with VRCQuestTools https://github.com/kurotu/VRCQuestTools if you want to do it in Unity.
how can i fix it mannually ?
I just said
Manually is removing vertex color attribute in blender.
Vertex colors are part of a mesh's attributes in Blender.
VRCQuestTools if you want to do it in Unity.
im in blender
Just remove color attribute from the vertex data properties.
and how do i do it ?
i never touched the vertex paint
Look in the "Vertex Data" tab in the property panal.
Guess they separated it again, remember it confusingly being under attributes as a general thing annoyingly in the past.
Wish they would revamp standard lit with it and other things too, sometimes toon standard just doesn't look right.
how do i actually center my avatar to the floor because i know the orange dot is supposed to be at the avatar's feet but it doesn't move
You can make toon standard look like standard lite with a custom shadow ramp
It does everything standard lite does but more and better
Was shadow ramp a texture in this case or just a slider, because playing around with the sliders never made it close.
A texture
oh hey now its stuck there
well, i guess that works
i think the orange dot is just to show that you're selecting something
I'm trying to find a ready made shadow ramp texture on Google but it's too specific to find I think. Might have to make one
Ah, well, at least good to know it is possible, I assume a shadow ramp for realistic shadows would just be a white black gradient
i thought you arent supposed to move the XYZ of the avatar
Yep. It's the spacing between the colors that makes the difference. Maybe I'll play around with it later
Only if it is in the right spot, which your isn't
mine goes in the ground still but if i move it up manually using xyz it works
does that still matter or does the cursor matter more
Think you just have to move it up (press g+y)
Like this?
The orange dot is the origin of the mesh (if you have multiple meshes on that avatar then each one has their own origin, it escapes me in the moment but pretty sure the armature has its own origin as well, all should be at 0 0 0)
And now do as I showed in screenshot, set the origin to the cursor
aha
that did it
now im finally getting somehwere
ok i just imported it in unity but it shows that the z axis is still 2 and not 0
nvm
fixed
🤓 ☝️ actually only armature should be at 0 0 0, having meshes at their center or whatever is fine and even usefull for rotating stuff
the nerdinator... dun dun dudududun...
Didn't know that, makes sense (I have had offset origins, but not thought about it), thanks.
ok test #1 leets go
okay
there is clearly something wrong with this avatar
for one thing, its invisible, my collisions and proportions are all over hte place
and turning moves my entire body like a circle
dafuq!!
Avatars not made for VRChat can be weird or straight up not work.
But I think one of your issues is that you have a camera on the avatar imported from blender.
i actually removed the camera and light things form blender
these are the only errors i got
i wanted to atleast get to testing stage before it completely brroke
You should check the rigging (click avatar file below, go to rig and configure it if you aren't)
rigging appears fine
So how does the hierarchy look like in Unity?
this
how i have mine setup rn
fingers are omitted
i think it might be because im using the top spine as a chest because well, roblox avatars obviously do not have a chest bone
Easier for you to show this than explain it because I am a bit confused
shift+win+s and assuming you are on Windows 11 then at the top there will be a bar that will allow you to swtich to video recording, highlight an area by dragging a box and after done it can just be copy pasted here.
im on android
i can get a rec rq
if u want
here
one thing i will add tho, rigging was a complete pain for me due to the fact that rigify doesnt have a chest
multiple hours of tinkering
so it might be because of that
uh.
Not seen that issue before tbh.
Kind of looks like the origin of the avatar is elsewhere from the head and body.
So I am completely blind, but if the armature (and the bones aren't weirdly offset) and root of the avatar aren't in the same place then donno
like
The root yeah
even the insides
wdym?
ok
"insides"
Well, that should be the root of the armature, hips should be the first child of it.
If you made spine hips then that could be wonky
Normal avatars in Unity have it setup, ideally, like this.
*AvatarName
- Armature
-
Hips -
Left leg -
Right leg and etc
-
- Body (the mesh)
- Other meshes or prefabs etc . . .
I know it might be possible to do without the root armature bone, but I also know it isn't recommended
i prob miffed it up
i dont see whats wrong with it tho
oh
well
thats not supposed to happe
This is outside my area of expertise so not sure I can really provide more assistance, not yet had to make a rig from scratch myself.
Uncertain if the lacking armature parent is the only problem, but it is something wrong.
Not terribly difficult to just add a new bone in Blender to be the new hip, just while editing the armature add a new bone and then parent spine to it.
that rig is a mess, too many spines and neck bones , wierd arms not connected to anything
more like this would work
Anyone know how to fix visemes being active on upload (mouth is open,) it works fine in gesture manager, but in game it always messes up.
I've already tried remaking the descriptor multiple times, reimported the model, checked if it somehow gained a jaw bone and made sure my blendshapes and animations aren't conflicting.
Even tried reloading the sdk and restarting unity.
can name it whatever just easier for unity to auto assign
no im syaing im missing "armature"
hips is parented in armature in that screenshot
meanwhile my avi is set up like this
its armature needed or is armature just the hips
Armature is a container object of every bone, so it's technically required.
It could be the armature object is named Spine. Or it simply your model doesn't have armature at all but instead rely on object hierarchy. As commonly for roblox model.
If you screenshot object hierarchy in blender, that would answer it.
The armature is named metarig.
head should be a child of the neck bone
imported this fortnite model to unity and have no idea how to get the shoes back
figured it out
wdytm
back
unity or blender?
Oh sorry, I should actually drink my coffee, that's a mesh object.
anyone know how i would go about adding the sort of led lighting that runs throughout her outfit?
emissions of course, some more advanced shaders can do moving textures/patterns/etc.
are there any in particular youd recommend? :O
I usually use Poiyomi for this
alrighty thank you!!
does anybody know why my unity looks like this?
You zoomed in Game panel. If you screenshot the entire screen, the answer will be more solid.
in scene mode the avatar is invisible tho and red in the hierarchy
now my problem is that i have no idea how to get the lighting effect in these lines
like this
Screenshot?
i fixed it, i didnt have the prefab set
Do you mean the RGB strips ot specular shine?
both maybe? i have the textures for them im just lost on how to implement them
You definitely have to use more customizable shader than the Standard. Poiyomi for example.
i am dw, im still trying to figure out where i would even start
Start with the Emission and its hueshift option.
well the issue im facing is that the parts that are meant to be lit up are connected to the body texture itself, idk if thats even something i can fix lmao
That's a job for "Mask" so the feature only applies to the masked part.
emission mask?
Of course. Other features also have their own mask.
okie dokie i'll fool around with that, thank you!
I'd probably either use Poiyomi's pathing feature or make a mask to define where the emission happens, and a map that's some sort of rainbow/plasma texture that is panning.
it'll be fun once you get started
Is there a way to save or export the fbx's muscle settings so they can be re-loaded later? I need to reset my armature after scaling a few bits, but if I can avoid having to manually re-enter every single parameter that would be really nice lol
In the main rig setup page I thought you could copy from an existing avatar, but I haven't actually verified this works
oh very interesting, I missed that drop-down. I'll dig into it and keep an eye open for issues - thanks!
I'll be curious to know if it works!
so i made an emission map, any way i could change from plain white?
Set the emission color of course.
Or put something in emission map slot.
well the problem is its a mixture of yellow and pink
anyone know what the name of this avi is?
Put something in emission map slot and see what it does.
lmao i had my mask in the map slot
the blender part isnt configured like that
my bones are in the pose not armature
Hello everyone I am looking for a specific discord server called The Lewd Market if anyone has it can they drop the invite link thanks
how do i fix this?
transfer weight from body in blender , join meshes 🐧 (unity way ?pass onto next person)
all that work just to build and test and have broken hands
is there anyway i could fix the wonky hands? i forgot to snap a photo while i was in vr
make bones straight / end at where it should bend - bones should be in middle of fingers mesh or you can get funny crumpled ones
can try proxy2 for fingers instead of default wich is more of a claw
I have a custom animation walk/run animation but my head will be stationary is there away for the head to play the animation?
trying to take a vroid, make a hat toggle and fix the textures on something that isnt seperate layers while also converting to vrchat and im struggling because alot of guides show the layers on a model while it doesnt convert them properly so i cant make the toggle and the textures are mostly in 1 and i need help idk what im doing ;o;
i have the iq of a dead fly orz
upper chest should be above chest - as in, between chest and neck
Do i have to use blender to add clothes to a model?
if they aren't rigged, or need to be reshaped to fit the model, probably.
If they're made specifically for that model and rigged then maybe not
awesome thanks
making a custom minase, i'm never wearing a eboy avi again
can someone hmu and fix this for me please
is it rigged and fit to that model?
only happens when i use any emulator
tried to enforse tpose as well
Did you install modular avatar in the project? A lot of booth stuff used that for unity clothing attachment
Is anyone else having issues with their avatar audio being TOO quiet after the latest SDK updates? Normalizing the audio and using a different file type DOES NOT work, and I maxed out the volume on a few tests, still makes no difference.
im hearing some issues regarding the new sdk as well, specifically with modular and vrcfury
omg if that's the case, vrc needs to fix it or vrcfury/modular needs to update, bc it's so annoying trying to add emotes and everything is so damn quiet
were u using something like that to add the sounds?
yeah...well, regarding vrcfury, I only used it to toggle on the audio. Could it still be affected?
could possibly if it's specifically related to the sdk update. idk fs, but im in some creators servers and they've mentioned that the new sdk is breaking parts of modular and vrcfury
this also goes with if its not world specific or something hardware/software related
sheesh
guess im not adding emotes until we see a fix 😭
cuz if I add emotes with cute dancer, they're loud enough, but with vrcfury, it's so muffled
yaa idk i saw someone mention it and i use vrcfury a lot along with a lot of features that vrcfury relies on so im not even bothering til its clear
probably new sdk update related then
or vrcfury update idk if they updatrd anytjing tho id recommend asking in their official server
I'll probably go ask in the official to see if anyone else is struggling too
they do? lemme try that
yooo wtf your an actual life saver
if anyone has experience converting vroid to vrchat i need help optimizing, converting and making a toggle
cuz this isn't good
also, conversion merges the hat onto my character but still lags behind the model
vroid > blender > unity > vrchat , you will have a way more optimized model
vrm converter in unity leaves a mess
guess ill have to commission some1 to fix it then cuz yeah x.x
would be safer than me tinkering with stuff i dont understand
#avatar-general message its a few clicks , can optimize it alot more when you learn stuff - bone grouping is very handy to keep components down and merging bones for less transforms
getting a vrm to good/medium is pretty easy
its a commissioned vtuber model they edited in blender too
so ig im mostly scared of ruining it but ill do my best thank you
880 collision count shows they have no clue how to use physbone angle limits 
rare you need a collider unless you want something to lay ontop of something
I’ve figured out how to toggle an object that can follow me with VRCFury, but I can’t find a clear explanation as to how I can make that object animated (like, when my avatar walks it also has a walking animation). How do I achieve this?
detect your velocity (movement) tell other thing to animate , how id do it
no vrcfury only does basic things, you'd need to do it manually far as i know 
not really a thing i use so if it has it 🤷♂️
Would I put this on my avatar or the object I want animated?
would be fx on your avatar , then animate from it to something else (path need to be correct), cant talk to another animator
can use constraints but that depends on how its setup
cant even get cats to install right 🤡
make sure you have the right version
I have no idea what that means
still don't know what that is even coming from
i installed from disk and it does this
probably version of blender is relevant here.
i installed version for 5.0 blender cuz have 5.0 blender on steam
is there a version of cats which supports blender 5?
cuz i always forget to update my software
yeah the latest build uses blender 5.0
half my add-ons don't yet support blender 5
man thulen do u do cheap comms to fix and convert and add a hat toggle cuz im fighting air here xD
oh I guess it's only two
welp my avatar has a feet-floating-off-ground flaw. (feet arent fully on ground)
Quick question, how do I put more than one submenu into the same submenu? Like two guns with separate submenus for each and putting those submenus in a weapons submenu
So i bought an avatar but it’s claiming it’s too big to be uploaded, the download size is too large for vrchat this is the quest build for it though
How can i reduce it?
that first warning will also prevent uploading (so find those materials and change them to one under VRChat/Mobile) but try lowering the texture resolution, this vid by liindy shows how to
VRCFury's blendshape optimizer is pretty good too but using something like Thry's avatar performance tool will tell you whats taking up the most space on the model so you can fix that
and id contact that model's creator about the fact it doesnt actually work for quest out of box (alot of creators are lazy with keeping their stuff updated or will outright break ToS to make their stuff work sadly but informing them might make them fix it)
Hey so i have a spring joint asset and when i added it to my avatar i was able to get it to work and everything but when i went to use VRCFury to toggle object it off it wont work. If I have it set to have the toggle to turn it on then i cant see or turn it on and if i have it set to turn it off then i can see it but cant turn it off
spring joint still not a thing vrchat use
I've had them on multiple that ive bought? Maybe pring joint is the wrong name for them but i got it for vrchat avatars so i imagine it has to work
They are like flow toys
every time i hear spring joint i think of the mmd physics , otherwise its just a physbone with some immobility
Thanks i’ll try see if any of those work, i have two models from the same creator and they both (For the quest side) is large for it’s side but the pc side is a breeze
Im talking about when you have a detached object that will move around around your hand with effects that follow
Yeah those are also called spring joints.
You might need to manually make a toggle for it if VRCFury isn't working.
Yeahhhhh and i dont know how to do that. Ig time for youtube
i coulnt find an answer originally upong goggle search but ig i never thought about it being a vrcfury problem xD
I think your parameters are not correct either, if it's toggling on but not visible and vice versa
And if it's not turning off that's usually a Write Defaults thing
You can try adding a VRCFury Fix Write Defaults script and set it to Auto or Force On to see if that fixes.
you can use spring joints with rigid bodies on avatars, that's how all those poi balls work.
"spring bones" is probably what you were thinking of
I'd have to go look but I think spring joints don't do well if you disable the game object by default, but you can disable the renderer for the object at the springy end of it
one of my avatars has one but I honestly forget which one it is or if I've even opened that project in a year
Guys help, bro keeps twirling funny 
Is there a way to stop my avatar from going bowlegged? All of the bones are at 0 rotation and are generally straight
probably but without investigating why it's doing that it's hard to provide advice
maybe show us images?
bone roll on all those humanoid bones is 0?
can you show an image of it bowlegged? is this with FBT?
I can see if i can get my friend to try it on. Its usually without the fbx when you arent standing stick straight
the legs just kinda bend inwards
or outwards when they want
"without the fbx"?
oh ok
Trying to beat all of my apps before they pop up in my face and cut me off
ok
reordering right now
im not sure if left shoulder should go in neck tho as described in the picture
when standing the knees do this sometimes
mine is in upper chest
what's wrong with this though?
Shoulders should be children of the higher of chest or upper chest
What could be causing this?
It works fine in standard, but standard lite it causes this weird all black thing to happen
I heard this was unnatural
Still need guidance with making my avatar’s toggled object match her movements. I have VRCfury added via gogoloco, and the object in question has an animator
ok that one is weird
we don't know what "this" you mean, please explain what is not how you want it to be.
ok i think this is good
yes, I read that, but again, what should it be doing?
no - chest and upper chest are swapped. But those are just names.
not be all black 😭 ? there's a texture in the albedo slot showing the exact opposite of black
ohj what
under standard it looks like this
wdym
Got it - then it's probably due to vertex colors, with that shader
you mean the name?
upper chest should be above chest, as in higher on the body, not the hierarchy.
With it labeled like that you need chest in unity's upper chest slot, and upper chest in unity's chest slot 🙂
it is
Yes, that shader will multiply vertex colors with your other color
Yeah thats what im saying 😭
then it's fine, you'll just want to swap the names for less confusion
the actual spine hierarchy looks fine, just your names are backwards from what unity will want.
I dont follow, changing the color doesnt change anything
i did them exactly as in the pictyure i got sent so
yours is the reverse of this though
actually, taking off the albedo doesnt change anything either
vertex colors are literally colors on the vertices applied in blender or similar, you can't see them there, and changing the albedo texture does not help. You need to remove the vertex colors in blender or something like VRC Quest Tools, assuming that's what the issue is
I'm looking at your bone hierarchy, not the bone locations.
these should be swapped around in hierarchy
oh mb
you have hips -> spine -> upper chest -> chest, but it should be hips -> spine -> chest -> upper chest
so chest first?
you can just change the names, so it doesnt really matter
How do i clear the vertex color?
Yes
okay
I suggested the two common methods
Also for screens and such, how would one make something like a light project from it as you would have for an actual screen? I tried on my model. but its just a tiny white dot
Looks good
had to figure it out myself, thanks
im assuming painting over it with white'll work
true
if you want white multiplied in - usually it's best to just remove those
hhhoow.
unity time
all you get on avatars is emission
"Color attributes" in the properties box on a mesh object in Blender. I've no idea about VRC Quest Tools, I've never used it.
ok looking good so far
ok
unity isnt accepting it for some reason
does there need to be its own hierarchy for unity too?
just a X
no idea what you mean?
no idea what that is either, maybe don't clip so much?
looks fine
only issue is "character is not in tpose" but i can enforce it
o wait
you can't have a mesh object with the same name as a humanoid bone
rename the head mesh object
oh
oops
ill reopen blender to fix rthat rq
accepted
lookin good so far
ok time to give it the good old avatar test
many many polys
im aware
roblox avatars are VERY high in polygons
i know theres a deform tool in blender i think
ahhh, that's what you're doing
and the entire avatar is broken
wt the hell even cuases this bro
ive never seen this happen in an avatar
what, the dropping? looks like no floor collider in the world
my avatar acts like its position is somewhere else
... thanks discord for only letting me view the first 10 sec of that
its invisible
and everytime i move my camera
the entire model moves aswell
around the 25 second mark u can see it
I can't see your avatar at all
i know i cant see it in game either
is its origin at the origin and all transforms are applied?
right but is the model's origin at 0,0,0?
whoa scale - yeah go back into blender, make sure the object origins are right, apply all transforms
that scale really ought to be 1,1,1
well wdym by the origins
the rig itself is at 0m
do you mean the actual meshes inside
I mean all of the objects on your avatar. And yeah that scale should ideally be 1 also
How do you freeze a hand in a pose to hold something instead of keeping the normal gestures? I posed the bones in the animation, but unity got upset with me
so you want all the objects to be 0,0,0?
Yes - set the 3d cursor to the origin, then select each object and set its origin to the 3D cursor, then select them all, ctrl+a, apply all transforms
Ideally this doesn't break anything 🙂
that is the 3D cursor
an object's origin is a teeny little orange dot, when you've selected the object.
hm
ok
i done it i think
i selected all the objects
set origin to 3d cursor
and applied transforms
so now your scaling for the objects are likely just 1
Also again, ideally, you should combine all the body mesh objects into one mesh objects for efficiency in VR
I do this when I export and don't save it, so I can keep them separate when working in Blender.
sure is
is htere any tutorials on how to do that or smth
each object + each material slot on that object is a separate draw call, which gets expensive
select all mesh objects, ctrl+j
note that if you have multiple materials, you might have to consider which order you join them in, the material slot order will be affected. It can be a little annoying
make backups!
i mena importing
the avi
rq
ok this should work if im a lucky duck 2day
same thing happens
no difference
uh
u sure about this
it just made every mesh into 1
That's how I export my models, one mesh for body, one for clothing, maybe 1-2 more for props if needed
ah cool
btw
the head meshes's hats and stuff is all on the avatar
so its non removable
ok doing that just breaks the entire model's posing
so i dont think ill do that
i know there's some deform thing in unity or blender u can use ill just use that if needed
i uh, i dunno what to do now
won't help you with the drawcalls but that's a later optimization task anyway
i dont know what would cause this
imma be fr
we gon need an expert for this opne
does bone collections actually do anything
they're very useful for organization, I use them a lot
i come this far i aint willin to give up yet 🔥
I put stuff like clothing bones in collections, so I can easily turn them on and off
nope, just for organization purposes, at least as far as it goes with VRChat stuff
okay
well now im stumped
i dunno what causes this
this is pretty damn hard for just a roblox avi imma be fr
eye look is buggin out, idk how to fix this
it'd help to know what the eye bones look like, in Blender
also wow that thing has a lot of objects
is the model supposed to be in a t pose from the get go?
because mine isi n an a pose
the rig is in a t pose tho
does that matter?
theyre not actually ON the eyes which i thought might be the issue..
but thats how the model came
and the bones moves with the eyes normally like how a regular model should
in blender
really hard to tell but they look like they're facing forward? They should be facing vertical
I need help with avi clipping but I have barely any clue in what im doing
For VRChat, you want the eye bone's head at the exact center of rotation, with the bone perfectly vertical, and 0 bone roll.
i had this pervious version of the avatar that had those bones called righteye(..) instead of eye_r(..), but i deleted those two since they werent connected to the eyes when i tried to move them. i thought that would solve my issue
yeah with the _r extension Blender will know to mirror that with a similarly named _l bone
(if you enable X mirroring)
here, yes?
can easy quest switch remove physbone components bc i only need to make a quest verson of my avi bc of them and having to update 2 projects all the time is mad annoying. i tried to do it before and it just didnt work, so im wondering if i did it wrong or if quest switch cant remove them
no - when you export, in the export dialog set "apply scalings" to "FBX All"
yep, that's X mirroring
where do i find that
ok, walk me through it. im supposed to delete "eye_r" and "eye_l", yes?
i dont understand quite how to mirror these bones onto the ones i want..
er... why would you delete those?
soo theyre connected to the eyes... noo..?
I don't follow...
find the existing eye bones, rotate them 90 degrees on the X axis, position them so the head is at the exact center of eye rotation
okay ill leavei t
are avatars supposed to have their model in a t pose
the rig puts it in a tpose
but do i need to manually turn the arms to make a t pose on the model or
is it not in T pose already?
is the armature T-posing, or does it match the avatar?
you mean the rig thing?
Yes, the armature, in Blender.
no i dont think so
i definetly know im doing this wrong.. please tell me how to perfectly rotate these at 90 deg
that wasn't a yes or no question
oh ok. Probably you want that to be T-posing
select a bone, r, x, 90.
r = rotate, x = constrain to only the x axis, 90 = 90 degrees. Might be -90, depends on your point of view.
you could try to re-pose it then apply the armature modifier, or there are some tools to reset the pose, can't say Ive used those though.
the eye bones are crooked, this is not fine right
how do i fix them this way
you want them perfectly straight upright
You could set the X and Y coordinates of the bone tail to the same value as the bone head
(in the 'item' tab of the 'n' popup on the right)
but we're getting into basic blender tutorial stuff here
see the ideal humanoid armature diagram pinned in #avatar-rigging
ah yeah, I think that has a tool for this
make sure the bone roll is 0 - also in the "item" tab
Yes, you want that to be 0 or it'll be weird
make sure you have the right one for your blender version
those are relationship lines, it indicates the object's parent's location
im guessing they ar enot important
could be - not sure why anything's location would be there
ty for helping! it works
the eyes? Excellent 🙂
Les GOO
YES
hgoly crap this took a dya and half jesus christ
okay so it was the t pose
also excellent!
i gotta keep that in mind
if i plan to make more avatars in the future
ima personally pin this incase i come across any other future errors
how can i fix this?
So I'm trying my first time to upload an avatar and I'm going through the creator companion and when I try to download manually it continues to show this
Does anyone know how to fix a weird issue I’m having where my voice audio is really really off from where I actually am in vrchat I’m having an issue where my voice is apparently coming from the far far left of my actual avatar
It seems to be “fixed” for some people by rejoining but it’s effecting a few people to where they can’t hear me so I have no idea if it’s a bigger issue
that prevents clipping on any clothes?
Right, the reason you clip is because the weightpaint and face density might be too non-similar so one in rare situations poke out.
So you 'scale inward' the faces and enable the shapekey when you enable the outfit.
So the arm won't ever poke out since it's practically as thin as a straw.
for example this?
If you use VRCfury (you should!) there's a setting next to toggle object for outfit that'll let you set a 'blendshape' (shapekey)
You should have a 'hidefluff' shapekey already I'd assume.
if its the rex, yes
Which does the same thing, just ensure when the outfit is on, it is on.
but if i do that some of my toggles will look weird because under the jacket there a shirt that exposes the arms
You can make multiple blendshapes!
So the idea would be you have a blendshape to shrink the arms, the chest, the shoulders. You already have a blendshape to hide the fluff.
Blendshapes aren't automated to be used to be clear. You must do that part yourself.
Either in the 'animation' that controls the toggle, or VRCfury.
in some cases though, the hide shapes that already exist are a little too low on the arm to fit a certain shirt for example
in those cases you should add the shirt in blender to see where the arms end and make specific keys for that
well ill see if i can do that xd i need to re install my file for that and re learn blender since i havent used it in a big minute
but this is very helpfull thanks
so um.....any easy way to fix this...?
Tried to make my avatar, but I was struggling on 2D animations with the faces of my avatar, I made the model in Blockbench by the way.
always explain "this" - do you mean the colors? the bones? position of the bones? We have no idea what you're referring to unless you tell us.
I figured it out dw
ok. i just made my first avatar, exported it, everything looked... normalish. and then when i play. the entire model is flipped backwards
what.
hey guys would anyone be willing to work with me to make my little sis her own avatar? unfortunately i have no means of payment so it would have to be for free. i know this a long shot asking for such a big favor and i know its unlikely to happen, i just really want my little sister to be able to have her own avatar, it would make her really happy. if anyone is willing to feel free to dm me. i perfectly understand if no one does.
Can you show us what you mean?
i dont know why the hands are in the air either
all bones are named and marked correctly
could be bone roll on humanoid bones not being 0
hmm
how could i change this
maybe the bone is rotated wrong or the rest pose wasn’t applied correctly
a lot of the bones arent 0
ill switch all to zero
see if that helps maybe
That
only humanoid bones need to be 0 roll. the tail wont affect that
That would fix it zeroo the bones in the rest pose, then export again.
a ton of them were seemingly random rolls
ok so that made it significantly worse
still the same weird pose
what does the rig configuration in unity look like
Looks like a guider in te violin team lol
rolling it just made the joints look like sausages
put the config to generic, apply, and then back to humanoid
it doesnt like being changed when it was configured before
you dont need to
you can use play mode if you install gesture manager package in unity
tysm
didnt know roll was a thing idk how it even happened
It happens sometimes it's fine
-# crying a little
Still need some help!
If anyone has any ideas, PLEASE
No matter what I do to an avatar I cant ever upload it because of the thumbnail, no matter what I change it to it always gives me an error. Ive even jist made it a complete solid color and even that didn't work
Anyone know how to help?
try yeeting the id and upload as new avatar
try going back an SDK version if possible? i know one of the more current versions have a bug with thumbnail stuff
Why do the fingers rotate too much when the avatar makes a fist? (And the others gestures too)
The bone normals are fine except for the thumb, but that's the least of my concerns
Normals compared to the working model
The bones have the same names, so I even tried transferring from the working model to the broken one - the same broken result in Unity
If you do not have a custom gesture layer, the automatic vrchat animations will play. Those are defined by muscle settings in the unity rig tab
You can set min and max curl and twist there
blender seems to pick random values for bone roll - I'm sure it's based on some clever criteria, but it always seems wrong to me
Is this what you were talking about?
I compared it to a working model and values are the same, hmm
These settings don't change anything in the avatar, only in the rig settings
Yes but again, these are not used if you have a gesture layer and animate your hands manually
Gfu
need help with this eye texture in blender it looks fine but in unity it just doesnt wanna work
its suppose to look like this
Your emission map texture looks black so it won't show any color.
thats the height map
You put in the emission slot is the height map?
must have accidently threw it in the emission slot
Update and show the result again.
You had excessively high normal map power. And height map height power.
Why there is something in secondary maps now?
there isnt anymore
You also haven't lower the normal map power. Fix and screenshot again.
How did you configure shader in blender?
Let me rephrase, what shader configuration you had in blender.
If you got from patreon it it must not be shared.
what?
its not his model it came from marvel rivals
you shouldnt be putting up a paywall for someone elses work
Then the "patreon" part is irrelevant?
yeah thats where i got the blend file from was that dudes patreon
I won't going to take time to download and investigate the file so you should look into it and post the shader configuration.
You know how to use the older version? The different only are some UI.
i know very little blender knowledge
Can the dissolve effect be easily added to an integer toggle? or do I have to do a whole thing for it to work for the whole set of toggles in that tree? I have different outfits, i cant just record the dissolve in the animation right?
most of it i forgot because its been years
Since you was able to provide screenshot from blender then you should be able to look into the shader.
all i did was open blender and hit open blend nothing else
Then looking in shader is only clicking on the "Shading" tab above.
this is all it shows me for the eyes and i still dont get it
Of course the point is to let a person helping you to see how it's configured.
It rather seems to be a uncommon way to setup.
so how would this translate to poyomi?
Weren't you using Standard shader?
yeah before i throw it into poyomi
The texture "Black" is base color. And EyeShadow probably is alpha map. And set render preset to transparent.
From texture it doesn't look like it's the correct material you showed in blender.
Possibly Eyes are separated to 2 objects, one is the base, another is the specular layer.
Which likely mean you was working on the spucular layer which is why the texture layout doesn't match.
Just make the specular layer transparent and you would see the base color layer.
on blender or in unity?
Unity.
Change albedo color and lower the alpha.
that just made the eyes invis
I'm willing to wait my turn for this, but I got a kind of niche request: I'm making an avatar of my stylization/"OC" (ish) of SCP-173, and I added GoGo Freeze to it. I'm aware of some avatars having a mute = invisibility feature; I'm wanting to try something like that but have it activate the full-body freeze on that prefab. Is there any way I can do so? (that hopefully doesn't require programming knowledge, I'm nowhere near ready for that stuff yet lol)
This also needs to be Quest friendly, as I'm on Quest 2 and, while I'm uploading a PC build for this too just so people on that platform can see it, I need to make the avatars I create Android for my own sake.
Screenshot?
The black part on the eye still didn't change which mean it's a different material.
So the black part maybe is the specular layer and a the eye you're editing is the base color. You should have the color texture into Albedo slot.
does anyone know whats happening here? in the fbx configurator and play mode the head rotates and moves position causing this monstrosity...
all works fine in Blender, it's the actual head bone thats moving it seems
like an issue with the rig
or maybe the neck
It could be the head bone isn't properly parented to the neck. Did you make sure to extrude it from the neck, or did you duplicate a bone for the head?
Here's the bone relations for the neck and head bones
The only edit I made to this avatar was swapping the head mesh for an edited version of the same head mesh. No edits were made to the armature, and the issue does not occur on the unedited version.
My process was simply deleting the previous head mesh, parenting the new mesh to the armature, then setting the new mesh's armature component to the avatar's original armature.
Huh. Yeah, that IS weird. I don't think I'm knowledgable enough to even touch that issue, lol
Unrelated note: I thought there had to be an UpperChest bone? Four bones in total in the torso (ignoring shoulders, which Unity lies about being optional lol).
From what I know the upper chest bone is unnecessary. Its mostly used for people who have chest trackers
But yeah thank you for the help anyway, I'm super confused xD
I work on avis a lot and I've never had this issue T_T)
I've tried all the usual fixes like applying transforms etc
Mh. Eh, still, especially because Unity tends to lie to me about some optional bones, I'll still do four because I'd rather not risk it lol
Yeah fair x)
... Actually, did you double check that everything on the edited head mesh is weightpainted to the correct bone? I've accidentally caught myself plenty of times forgetting to change what bone I'm painting a part to; I'm only lucky I catch myself so early.
It could be that a part of the mesh is connected to god-knows-where, lol
got lazy and just made the eyes planes now it kinda works
yeah I used pose mode to check and everything moves correctly
unless you suggest a different method to check?
these keeps showing up when I try to open a new project on vrc creator companion and it’s lowk pissing me off 
and like I reinstalled it but it keeps showing that
What the hell...? What is that file it's trying to look for? The name looks like somebody slammed their keyboard.
I don’t even know 😭😭
Okay I just deleted and reimported the fbx and everything is fixed. Thank you Unity
Is there a way to remove an option from the radial menu? Like MMD
Ooh, also, an extra question I need to ask: I also wanted to try making the wheels and base rotate in the direction I'm moving to rather than facing forward the whole time (might as well show what I mean, though this is an old screenshot from when I was still modeling him in Blockbench). It's an effect I have seen on some animated Pokémon avatars like Eevee or Mimikyu, so I KNOW it can be done Quest-friendly.
I'm gonna hazard a guess that you aren't using VRCFury for toggles or something. That plugin just lets you add (and remove) toggles as components.
record an animation where in frame 1 it's not-dissolved and frame whatever, say 120, it's dissolved. Mak esure looping is disabled, then just make your toggle play that.
What does this mean?
This will work for a integer toggle?? :0000
thank you also!!
I think nearly everytime im asking a question in here i feel like you always reply with a solid answer i hella appreciate you :D
doesn't matter what data type you use in your transitions, they all work
Hehe thanks
i just want some recommendations im trying to think of a way to give the face its self some details with out addding wrinkles and making him looked aged i can do that haha but keeping him look young with details not sure
is there a way i can make the bones children of the empties without unpacking my prefab?
I looked in vrcfury armlink, but it didnt list the bones i needed
I have a question, I’m trying to make a new project in creator companion but it’s not working at all
Like I pressed open project it says opening then it goes back to open project
how long ago did you press open project
js now
yea I just pressed it again and it opened my files to its folder
maybe try opening it with unity hub
Nope, can't do that.
Gang i dunno how to explain to Google how broken this is
HELP
ok, first time uploading to quest... how do i fix this
what did you click, was it "build and test"?
same as on any avatar, put it in blender, cut off the head, add the new one
Apologies if this is the wrong channel, but wtf is a "mimeType" and where do I find the settings for it?
what image type are you trying to use it wants either of those
If you mean the thumbnail for the avatar I was using a png
mime type is basically "file type"
So it thinks I'm working on a "octet-stream" file... whatever that is
Now it's mad at me not having a thumbnail image.... while the image is sitting right there
that mostly means "generic binary file" (as opposed to a text file)
And now it worked?????