#avatar-help
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VRChat SDK version, not Unity
I'm using the creator companion so I don't remember where to find that
you can find out in VCC or Alcom, or the unity package manager window
ah ok 3.9
yep, buggy. There's a beta release that has a fix if you encounter it again
Good to know it wasn't me messing something up that time. That's crazy that I can try to upload it 3 times, get 2 different error messages, and then it works just fine the 3rd time
yeah I didn't expect that
Okay is anyone having issues with MMD visemes not working on avatars or is it just me? Like I do all set ups manually and never had an issue before but it's not wanting to work
Like it's set up with everything but it's just... not working
Everything should also be fine in unity but it's just.... not working like it has before. I'm not sure if there's anything that's changed in recent updates or what
Can anyone help with gogo loco? My character's arms seem to be flipped backwards in the intro animation of the avatars, and I think that means something is fundamentally wrong?
nvm I forgot to enforce t-pose on the rig
Can anyone help me with this error? Iโm just trying to put all my handheld assets in one submenu and I keep getting this
Like, the face isn't moving in the mmd world? Or like, the blendshapes do nothing in blender/unity?
Does anyone know if a unity tool for transferring shapekeys from one mesh to another?
I wanna do body mods for avatars but I don't know of a good way to do so without having the body base in the package.
I could do like a stripped down only body with only the modified shapekeys but don't know if that woulf be a good idea.
I was shown this tool but the tutorial is confusing and it give errors. don't know if anyone used this tool before https://github.com/HashEdits/EditDistributionTools
Your face needs to be on the mesh named Body for MMD to work - make sure that's the case
Why are you replying to me?
oh - sorry, I should have replied to the original poster
clicked the wrong message
Ok yeah makes sense
mr rgb slider works great over all my clothing options in playmode, but when its uploaded my panets are off sync, any idea what could be causing this
handy script to input/find shapekeys and duplicate & rename them to be compitable with vmd/mmd , you mesh must be "Body" cause thats what the animation 99.9999% target with a converted vmd
Like a hundred things could happen to make the mmd stop working, face mesh not named "Body", facial expression layers messing with it, world doesn't use industry standards for mmd detection tools, blendshapes might be broken on avatar, animations using the blendshapes, blendshapes named wrong,
i have an animation for auto hue, and a seperate one from hue speed and they all start on the same color and all range from 0 to 1 and 0 to 10
(using poiyomi)
Ohh so it's not an RGB slider like RGB control, it's an animation that changes the RGB over time like a rainbow effect?
yeah! ill show you it\
ive never had an issue with it before so its being weird
theres more but basically this for the speed
then this is just normal auto hue
everything works but when i do the speed cycle its just off sync and its making me mad xD
the change the hue works fine just not the rgb
on upload*
i think it was a bug i just redid the whole animation and it worked
Guys I don't know what to do, I been trying to make this avatar, I bought it and it's supposed to be quest compatible but it's showing this now and I'm not sure what to do, if anyone knows some ways to fix, it would be greatly appreciated. Thanks
people like to say its compatible but its rarely optimized for quest
that one is close to 20k wich would be 'poor'
I know the rating, problem is the triangles are slightly over
duplicate it and delete the 'hoodie' mesh , see how many vertices it has then
(this might not work why duplicate it)
Alright I will try that
It will still be visible on quest, just a low poly version unless someone is friended to you or they manually show your avatar. If you have an issue with that you could try using an optimizer. I personally use vrcfury.
Alright it looks like the hoodie= 7620, I think possible option is to remove the hoodie off the model
I also use vrcfury
try adding the optimizer component
Alright I will try that
vrcfury wont reduce vertices , wich is the cause of the very poor rank everyone have to click show to get the actual model
Does that also mean PC will have to out of curiosity?
pc it will be good ranked, excellent bit more work
Alright good to know..
update, so I removed the hoodie entirely and it brought triangles down to a usable level, so I think hopefully it will work now, I also added the vrc optimization, thanks for the help.
whoever made that was VERY close to poor rank on quest , 268 vertices isnt that much to fix in blender 
quest shader have more options now some of them quest still rely on 2 sides when it has backface culling now
not vrchat related but i want to know if there's a way to remove this annoying noise/static effect on my textures everytime i try to import this model in blender
is this transparency ? blender make funny dithers
normals with red faces like this usually dont show up in unity as far as i know, is there a fix in blender that prevents this?
or in engine maybe
oh ok thank you
it isnt that from what i see
im trying to make a boop toggle and for some reason it just isnt working. idk if its just testing it in unity that doesnt work but who knows. im pretty sure i have the animations set up correctly and everything? the particles just dont toggle. what can i show of it to get some help :c
this is the first time ive done something like this, i havent had any problems with toggles in a long while
so idk if its the problem with my sender and reciever? moving the sender into the reciever to test it doesnt do anything. i added a sound effect as well and it should turn on both game objects but doesnt
Upload a test in game, and turn on contacts in avatar overlay. See if the contact turns green when you touch it. If it doesn't, it means your contact sender and reciever isn't talking to each other and not recognizing the contact. If it turns green, that means something is wrong with the animation or toggle.
To test the toggle, pull up the debug menu and go under FX, find the layer for the boop. Touch the nose and see if the active state changes from the off to on. If it doesn't, your FX layer is not recognizing the contact, which could mean the parameters are not matching. If it works, it means the animations are broken
Also make sure your particles have play on awake enabled
where is avatar overlay, is it an in game thing?
nvm found it
so i made some random touch my nose and it indeed doesnt turn green, why might that be?
hi guys , i feel quite lost with some things in unity on how to put an avatar together, for example im trying to add an animation pack (STDW MotionMenu) for movement to my avatar but have no idea how to do this
If another person is touching the contact, make sure the contact has contact values for hands. Also, the user who is helping you test has to have avatar interactions enabled for strangers. You also have to have avatar interactions enabled for strangers.
I would make the contact self-interactable for testing purposes to remove some variables
Follow the install instructions from the creator
ok so for textures ive heard that you can have like multiple uv unwraps kinda like off to the side of eachother, like this. but i dont remember how or what it is called ,_,
i dont think they have any, or i just dont know where to find it
Look wherever you installed it. The description and stuff. See if the download included a readme txt file or an instructions txt file.
good thinking, it worked when i did it to myself. still confused why it doesnt work in unity then
Do you have gesture manager installed? I don't think unity simulates vrchat contact components in play mode natively
With gesture manager, you can click on contact recievers to activate them in play mode on the game view
okay good to know, the only reason for the sender if for testing so if theres nother way to do it then ill do that instead
You can also try clicking the drop down menu in the prefab. Click on some of the stuff in there and look at the inspector. Is there vrcfury stuff in there? If so then it probably installs itself on upload
how do i actually click the contact i wanna test tho. i have clickable contacts on but i dont actually see the contacts
Click where the contact is supposed to be, like click on the nose in game view (you have to move the scene camera all the way to your avatar to have the right view in game view)
oh nvm the sender decided now it wants to work after i havent even changed anything!!! that makes so much sense!!!
after multiple times looking through the readme file i found a click me button to go to the actual instructions, thank you for making me look there again as i already kinda gave up on the readme ๐ญ
iโm trying to get the code to an avatar and it says join vca server and i have no idea what that is
"the code"?
can i use easy quest switch to remove physbone components so i dont need to keep editing 2 projects for one avi?
i want to make a toggle for my avatar so that when I activate the toggle an audio file plays. how do I do this?
put an AudioSource on your avatar somewhere, put VRC Animator Play Audio on an animation state that is activated when your variable changes
why whenever you add an animation on an avatar does the things get like, super big??
for some reason the face texture only in gesture manager transfers to the chest. Its supposed to be glass like the second image. I havent touched the materials in blender. Whats going on???
animation doing material swaps that activates in play mode?
hi! super new to vrc and have only used blender a few times in my life - i'm trying to make a retexture of an avatar for myself but i'm struggling to figure out a couple things with the textures and tutorials aren't quite covering what i need help with (the avatar's default texture is done with two separate pngs, but i only ended up with one and i can't seem to get blender to give me the parts unwrapped separately for texture painting, and i also can't figure out how to get my texture to appear on the model once in unity / how to replace an fbx file / how to create a unity package / etc) - i am also VERY new to this and don't understand what i'm doing at all, i'm literally just clicking what the tutorials tell me to click. if anyone can help me out i'd appreciate it!
is there a way to make a physbone un-posed? i tried turning the posing off and then on again, but that doesn't do it.
like, you changed the bone rotation in the unity editor?
i mean like this
there's an in-game option to reset physbone posing on the radial menu, I forget exactly where because none of my physbones have posing enabled
I'm not sure you can do that via an animation or something
I bet you could disable then re-enable the physbone with the checkbox about resetting when disabled on
you mean this one?
yep, that one
yay!
finally something with my unity goes right today
I want to make a small smoke burst or a gun shot trail using particles for quest how would I do this?
(Its my first time using the animation thing)
this is the sad state he is in๐
Would anyone mind helping upload a avatar
What part do you need help with, also be weary of the scammers you've woken up with that message like the teres guy
don't share your password with this person
Uploading itself and the textures change to be loona
is it a paid model?
anyone you share the assets with would need to have also bought the base and textures.
or have you buy it for them
yes
Can i not just share the files
that'll likely break the model/creator's TOU
not unless the creator explicitly granted you those rights.
can u link the model?
yeah deff a no on the sharing
Welp i wasted my money
so you'd need to buy the same version for whomever would assist with uploading though lucky for you i think foxipaws offers uploads just not edits
Could i get someone to edit the textures if i just got it uploaded
they'd need to edit the textures before the upload happens
id contact foxi to see if you could work something out/ get them to give you permission to share the base texture for editing atleast
though they dont have a great record on being nice with stuff like this from what ive heard sadly :(
Which is why i think i may have wasted my money
oh Juniper - I really like that one
I suspect there are lots of texture artists already with that avatar, it's popular. Join their discord, probably.
Okay i dove into it
Im able to share however it must be strictly privated and credited to her and her only not the texture artist
As there are others who made the same mistake
pretty standard really
it's basically the license I'd use
"don't share stuff you buy from me"
what the heck is going on there
I DUNNO
the armature is named correctly
Weight painting is finne
Lemme see here,,,
this here?
that's it - it should be 0 for all of the main humanoid bones - the whole spine, arms and legs down to the hands and feet
I might be. If it doesn't actually solve your main problem, it's still a problem ๐
relatedly, I just built a ridiculously over-complicated attempt at digitgrade legs and am about to test.
crying
it worked?
Do I have to select them individually to make them 0?
could be good or bad tears ๐
I think so yeah
not sure if there's some bulk tool for that, I never looked
This'll take a bit
yep
Thank you for saving me
yay!
.... ok wow this worked the first time
I mean, not the real first time since it's like the 4th iteration but I redid everything and just hit play and it works
I liedd
I should probably stop for the night on a high note ๐
not sure what I'm looking at here?
They can bend left to right fine but rolling is causing them to just completely flip
I'm not sure I've ever played with those
yeah - you needed to do that even if it didn't solve this issue
How do i make the mouth move since facial expressions are only materials on a flat plane? I see other similar models with moving mouths depending on the material, but I have no clue how to do it
@wanton cedar #avatar-help message
I think I can ask for help exporting a model here right?
probably
Just wanted to ask how to do it
I tried to follow a tutorial, but both models I tried it with have that white texture
https://youtu.be/rRAnDMUbWt8?t=143 This tutorial?
No, It's a video in Spanish, but it basically refers to installing vcc, unity and follow the instructions in the model of what packages install and just hold and drag the unity file in the box of assets
And that happened
If it's preconfigured avatar then you have to either
- open the scene file included in in the package, OR
- drag the avatar "prefab" into scene, also note that what you drag in is base model fbx prefab, not the preconfigured one, which is a wrong file.
Is it contained in the scene file then?
And I just installed unity, idk where is anything-
File location is differ by avatar so you have to actually explore them yourself.
The scene is this?
No, i'm dumb
Srry
That is a default scene.
Just take a look in each folder. It's the same as walking around the town and take note of every shop.
Possibly, since some author may save avatar in the scene with default name.
So take a look.
When I open the scene it takes me to the file explorer, I select the model, right?
You have to actually read the dialog that show up.
This?
I'm about to give up just so I don't have to ask anymore
Ok, I read it, i click save and i have to do what again?...
Yeah . . .
The demon of reading comprehension attacked me again, thank you very much
Open the scene you found earlier.
There is no scene in the file, i just use the predetermined
I dragged the model into the scene
And just click everything
Try to import the package again then. And take screenshot of the contents when it show the content list on import.
I already did it 3 times but I didn't take a screenshot
Wait a moment
Taking screenshot and post it will make people helping you actually see the content in the package and point out the correct file.
I just see "open me" and open it
And just works
That's what I said to "open the scene file included in the package"
okay, so it's not really an avatar issue, more like something on blender that kind of annoys me
when i animate the armature in object mode and after im done with, for example, rotating it and deletes the keyframes, when i go to pose mode and clear the transforms through right click, it won't, it stays in the pose, the transforms can be cleared through the menus but for some reason it stops working through the right click
(sorry if my explanation isn't clear enough)
here's what i mean
is it possible to buy avatar overhauls for a specific model ? Like instead of buying every components separately and having to DIY, get like... a complete Milltina overhaul, with everything, then textures, clothes, hair, tatoos, maybe even a body prefab to change the morphology....
I'd not even know how to find it if they exist.
I'm looking for a good milltina but I'm overwhelm in the mass of possibilities with this DIY and quite makes me dizzy and unable to decide
Yes? Sorta? What your kind of describing is a custom or commissioned avatar. You can find creators that make them specifically to what you want. Though it comes with it's pros and cons, so you'll want to really do some research before you commit to anything. I'd suggest looking into VRCTraders in #1204490664637890580. They are a group that try to vet their creators to help one of the bigger issues, Scammers. They have portfolios you can look at to get an idea of what each creator is about and their style. Along with a general price breakdown of different services to kind of know what to expect.
oki ty. do u think such overhauls can be found on booth ?
If you meant all the changes within one single package then no.
The best you can find is package for changing limited to some aspect for each package.
how to connect an armature with hair to an armature with body without cats?
In blender or unity?
blender
Join both armatures then set the hair bone parent to the head bone.
with ctrl j?
Yes.
i did that and now nothing moves in pose mode
You might have to pose screenshot showing current state of blender to see what is wrong with it.
which things should be in the screenshot?
Just whole screen at first.
Then look in the Armature modifier of the hair and check if the armature slot is assign with the base armature.
You said "nothing move" does this mean only the hair or absolute nothing include the body?
only hair doesnt move. do i pick "main" armature in "object" in modifier?
The armature you joined it to.
alright now the hair moves! but it moves like this lol. is it because the hair doesnt have head vertex group?
What bone that you moved?
good question. i was moving the main bone. but if i move bones under it then the hair on the head stays and strands move.
Of course you move the main bone, the entire thing just goes with it.
i thought it needed a head vertex group, how is it working without?
Because the hair didn't depend on the Head bone to begin with.
TYSM!
hey- blender newbie here. Im following a tutorial on how to weight paint but mine wont let me select bones. It lets me go into weight painting mode but i can click on the bones.
In newer blender, you have to hold Alt and click to select a bone.
i tried that, just makes brush spots. I tried to reparent the armature to the auto weights and no dice. If i click on a bone in outliner it just takes me out of wight painting.
not an avatar help but im at prismics avatar search and my database does not load
Did you have armature modifier on the mesh object and assigned correctly?
I think so, do i need to apply it?
You should not. And I notice the different now you as a bone icon show at the top left, so you should now able to hold Alt and click to select a bone.
still not working, the armature modifier was already assigned before that- Could it be my bone selection keybind? I cant find the keybind name in keymap tho.
When you're holding Alt, does it show "Select" with the left mouse button at the bottom of the screen?
And when did this button appear?
no
when holding alt it say rotate view/ pan view/ zoom view
Can you screenshot unity screen before holding the Alt key?
blender u mean?
I do have a maya config pluggin, but i coulda swore it let me select a bone in the past, i took a break on this project
The bone button now dissappear though.
I clicked off and re-entered wight paint and its back
still wont let me use alt to select bone tho
Does any of Ctrl, Shift, show "Select" tooltip at the bottom?
"shift" and "ctrl" just say lclick wightpaint. But ctrl+shift says select(extend) but wont select a bone
And Alt is just for panning?
all movement (alt+lclick is rotate view, alt+middle is pan view, and alt+right click is zoom view)
It might be the maya plugin is changing it.
thats what I thought too, but I was able to attempt it a few months ago- idk bc i crashed out and took a break, but i did come back and add a subdivision to the whole mesh but when I went back the the tut I was watching it aint workin no more
im goin to bed
thanks for helping tho
Hi, I've recently been trying to learn how to edit my own avatar (I've been learning for 2 days) and my friends noticed something unusual that I thought was normal: whenever I hide something in the hierarchy, the item never appears in the game/play test, even though I have the toggles enabled, and apparently it was supposed to appear anyway. So every time I have to enable the preview of all the clothes at the same time before testing/exporting. Does anyone know what might be happening?
is it possible to make hair bones not move as much when in motion but still freely movable when grabbing them? if i set a different "Max Angle" in the limits the movement when grabbing it. is there any setting i can change in unity that just changes behaviour when moving?
(im not that experienced with bone stuff)
nvm, increasing stiffness worked
thats literally what the entire immobile value is
Sounds like your toggles use WD On and the default state is empty.
You might want to learn what Write defaults On VS Off do
ah okay thanks
which the toggle animation happens to turn off the clothing/whatever with the on toggle being the empty state
Hello! So I am not sure whatโs up, PC version of an avatar Iโm working on works perfectly fine.
But for some reason for quest users, every toggle on my avatar is slowly and randomly switching on and off, including clothing, tools, you name it. Iโve tried switching projects, redoing the quest version, turning osc on and off and itโs still doing it
And that avatar also has dextro, ig it had to do w anything
ok, I will try to see about that
For PC and quest version of an avatar to work the same, they need the EXACT same parameter list, even if some are unused on the quest version
Well Iโm using vrcfury and theyโre not in the parameters listโalso, I exported the PC unity package to another project to make sure itโs the exact same.
I turned the shaders quest compatible, reduced the size of some and removed physbones and colliders that exceeded the limit
Its stuff Iโve done before and never caused any problems
I suppose only the removed of the colliders are a new addiction to the usual removal of physbones and smaller texture size
But I donโt think thatโs it
Wait, so your parameters are or are not the same between PC and Quest?
The only thing that could cause animations to play differently are mismatched parameters
You said it's not in the parameters list but then also that they match so I'm confused lol
If you're using prefabs that don't apply on the Quest version, you can duplicate your project for Quest, do all your changes, and remove the stuff within the prefabs except the menus/params stuff. Like delete the meshes and stuff that it's trying to attach. It should still add the parameters that just don't do anything and keep them matching
Im not sure how I check that, even without any toggles it happens the same
Looks inside your FX controller.
Within you'll have layers.
Inside those layers you'll find rectangles containing your animations called states.
Each state once selected has a few options including a checkbox called "Write Defaults".
When this is checked, we say that you are using Write Defaults On (or WD On).
Unity behaves differently based on if you have it checked or not. You need to learn the difference
so for that to stop happening should I disable them?
No.
I'm encouraging you to learn the difference so you can understand what's happening instead of blindingly following instructions.
I see, I tried testing but didnt change anything
does vrcfury separates that somewhere else?
Yeah thatโs what I did. I copy pasted the PC version in another project and made small conversions like the ones I mentioned above
I can check the parameters directly when I get home but Iโm pretty sure they wonโt show up bcs vrcfury kinda hides them??
I donโt know, Iโll see when I get home
As far as I know vrcfury just tries to keep things consistent so if you've just tried disabling it on one state/layer it probably re-enabled it since the rest of your avatar has it on. (That's good btw, the whole avatar should be using exclusively on or off unless you know what you're doing).
But the short answer is : With WD on, a state without any animation assigned will simply return the avatar to how it was at upload. So if you disable something at upload, your default empty state (the orange one) will consider that this is the default to return to.
Do the toggles made by vrc fury count as animations? And itโs slowly switching between every single toggle the avatar has by itself. I have a video but I donโt know if I can share it here bcs it has a silly bikini I made as a joke flash itself
Everything an avatar does is an animation.
So yes, stuff created by vrcfury, if it adds parameters, will cause issues if you don't also add those new parameters on the quest version
well whatever it is, is making me naked if I dont activate every single clothe visibility at the same time
Are you naked when you upload?
yes, but if I do activate every clothes visibility it works just fine
like its not a issue in game, but is kinda heavy having to activate every thing at once
Then read what I said above again.
When using WD On, an empty state will return you to how you are at upload.
yeh, I changed the FX controller things, on and off, testing, and all results are the same
You are missing the point.
Just changing the checkbox on or off won't magically fix your issue.
In your situation you either :
-
Change your upload state to be different
-
Redo your entire avatar logic to use WD Off instead
-
Create proper default animations to disable the appropriate clothing of your avatar for each appropriate layer
You can do a build into play mode with Gesture Manager so Fury does all it's stuff. While still in play mode, you can access the modified Parameters/Expressions/Menus and see what order it's plunking stuff in. They'll have a string of numbers and stuff after, but should still show you what it's doing upon upload
Oh but with gesture manager it looks completely fine
Itโs why itโs been so hard to solve
For both quest and PC
It just does that weird thing after itโs uploaded
Iโll try looking for them again and show you if itโs not solved
Not what I mean though ๐ you can access the parameters like you normally would but they'll be labeled something like "VRCFury_Parameters" on the inspector while in Play mode. You might find a mismatch there ๐
I've definitely had to troubleshoot mismatches this way before myself
Easiest way :
At the top of the unity window click on vrcfury -> create an editor-only copy.
That will apply all the vrcfury changes without uploading, then you'll be able to just find the parameters and copy them for the quest version
iirc these days vrcf syncs parameters if you upload the pc version first
it used to be iffy like that but it shouldnt be anymore. it works for me as well on the newest build where even install order does not matter anymore
Yeah but they have the quest and PC version in two separate projects
The quest and pc version are both in different projects so i don't think i'll be able to copy paste..but what if I reexport the package and reimport it to the other to redo it
first is pc and second is quest.. they look the same, as they should since i didnt change anything
oh interesting, I'd have those in the same project
The parameters are just an asset. You can copy them (in the project window) and move that to your other project
I used to as well but then vrcaht wouldn't let me upload my stuff for quest bcs itd track poiyomi even when it wasnt supposed to
that's weird, it shouldn't do that unless you actually have poiyomi on the quest avatar.
here?? I can't seem to find it
Trrrust me i know. It was very annoying
If you're talking about building an editor test copy then for some reason it's greyed out for you.
Make sure you have your avatar selected?
Oh yeah pfft I'm blind
Sooo it loaded for a few seconds
and that was it
oh wait it made a test copy
do i turn that into the quest version?
You just care about the parameters on it, you need to copy those and put them on your quest version
This? And I paste it on the PC and quest version?
Ahh you cannot see but itโs the one the test avatar is using
No need to paste on the PC version, that's already what it will have at upload if you don't add more things.
Just the quest version
Do i have to find it from the files and paste it to the other project's files?
Create a copy, open the other project and drag n drop.
Otherwise yeah you can right click -> Open in file explorer and do it that way
I'll try to upload it that way and let you know if it fixed it
VRCFury automatically does quest parameter alignment. None of this is necessary
They have the PC and Quest version in a different project, it is necessary
Still works over projects as long as the avatar ID is the same
Well then why is it cycling all my toggles on and off by itself?
Which is true, i haven't had this issue with much more complicated avatars
In what world would it work over projects? If the quest version doesn't exist in one, I don't see how it would magically update it when a change is made to the PC version for example
Unless they've come up with some black magic
It doesn't magically update. You upload the PC avatar, then upload the Quest version. The PC's parameters are cached in a separate location by VRCFury and then it reads those and aligns the parameters, adding in stub parameters for assets that are missing on the Quest version
huh well it gave me a warning for quest this time
So they would just need to re-upload their quest version? It's neat but seems to be causing issues
I've reuploaded it a lot of times, first the pc ofc
If you change something on the PC version of the avatar the Quest version needs to be reuploaded, yes
Yeah it's what i've been doing and it keeps cycling around all my toggles on quest without me touching anything
The only time I've seen this happening is when someone adds a router instance to VRCOSC, and it causes a feedback loop. If you're not using VRCOSC then I wouldn't know, sorry
I just wanted to clarify on what VRCFury actually does for parameter alignment
what does this mean? (I have gogoloco)
Huh I don't think I've used VRCOSC
At this point I'd suggest going to VRCFury's Discord server. If this cycling toggles thing is only happening with VRCFury enabled they'll be able to help out a lot better
Thank you, I'll try that out as well
Oh and i don't know if it has to do w anything but the avatar does have dextro
Extra systems on top could be causing it
Maybe, thank you all for helping as much as you could though. I really appreciate it
See they say that, but I've never had it work correctly or not flag up a mismatch error without me manually making sure the orders are exactly the same. And I upload a lot of avis ๐คทโโ๏ธ
(worth noting I also do PC and Quest in separate projects)
If you have issues with it, ask the people in VRCFury's server for help. You can't expect something to work when you have problems with it if you don't give feedback
I don't feel it necessary to; I'm well used to the workflow of separating and lining it up myself at this point. But thank you โบ๏ธ
Then you can't complain when it doesn't work ๐คทโโ๏ธ
I'm not complaining, I'm clarifying that it's not as bulletproof as the documentation claims and that it could be contributing to another user's issues. I'm not the only person here reporting the same thing either ๐
Nothing is bulletproof, and nothing is foolproof either. You should report your issue and then they can fix it. Clarifying in here that there's an issue does nothing to help software improve
My goal was to help a user in here, not help improve Fury's software. I don't care enough about Fury (at least until they implement a permanent build mode) to submit a bunch of troubleshooting or logs for an issue I know how to work around. Idk if you have some personal stake in Fury that you feel the need to keep calling me out, but again - thank you for your suggestion. You clearly know enough to help this user without me ๐ซก
I wasn't trying to call you out, I just like improving software, and complaining about a problem with software without reporting it won't help anybody
Day 2, Model is still broken
no ideas
when I dont attqach the chest, the Left Right Rotation works fine in the Muscle Group Preview
why does this physbone not move/show up? is it because there are too many child bones or something?
nevermind i figured it out! that was the problem
Im dumb, I named the right and left legs backlwards
Reoccurring issue that's been happening for over a year now: Whenever I add a bone to my .fbx, it breaks both the avatar and its prefab (by making the model disappear). Copy-pasting the new bones from the Avatar Configuration (where it looks fine) onto the prefab doesn't fix it. I have no consistent or found solution, and it makes me waste 4 hours pressing random buttons to fix it every time I want to add even a single bone, which isn't very fun.
If its just that bone thats off, rotate it manually
I don't see anything that says GogoLoco under your Assets folder, where that error says it's looking for it. so it seems you actually don't
oh wow, that was the issue?
Beautiful avatar btw
Thank you so much!
you may need to switch the rig to generic, apply, then redo the humanoid setup from scratch.
Also make sure you are exporting from Blender with the same settings as previous - especially "Apply Scalings" which should be "FBX All" unless you know for sure otherwise
Potentially stupid question, is there a way to reorganize menu items created by VRCFury? like changing the order they appear in on the menu wheel in each submenu?
yeah use / to separate: subMenuName/itemName
oh - I'm not sure how to re-order
the only time I use this is to move the face tracking stuff to a sub-menu
sadly didnt work
I don't see anything in the docs about it either
if you drag a new copy of the model into the scene, is that one correct?
yep, works just fine if it's a new one
but i can't exactly use that cause it's got all sorts of overrides and animations and stuff that are for the prefab
you can copy all that stuff over to the new one using Pumkin's Tools
tried that just now... doesn't seem to copy things properly
it may not get everything
sdk saving us from that 827k 'avatar' (those red errors tell you why) 
wow that's quite a thing
Iโm actually losing my goddamn mind EVERYTHING WAS WORKING SMOOTHLY YESTERDAY, WHAT THE FUCK CAUSES THIS SHIT?!
hey you got that error i had
adding a physbone somewhere and it would freak out constraints
didnt matter if it was removed after
I havenโt added anything tho.
Itโs a prefab.
havnt tried to duplicate it after sdk 3.10.0-beta.1
if you enable beta you can get the newer sdks' cause 3.9.0 is the one i had that constraint bug with
If I update will the avatar be lost
enable in settings if you want to try the beta (highly recommend backup first)
wont make avatars or its setting explode thats in their own scene file
some scripts miiiight not work if they arent updated , havnt encountered one yet
God I hate being dumb but will scripts go missing
Idk what or how they update at all.
vcc packages some i use, havnt noticed anything failing (yet) - if script fail it just throws a fit can always go back a sdk
hello i got a problem with upload of avatars my vcc is updated but when i try to upload it did nothing and it say that i m not alow yet to upload and i don t know how to resolve it
spend time in vrchat you get upload rights after 5-50 hours or buy vrc+ for a one time boost
my alt got it really fast <1 hour
they didn t say than with only new user rank we can create and upload ur avatar ?
if you just gotten new user might log in out/wait for it to catch up
okay thanks ^^
wait i need to logout on unity or vcc ?
oki ^^
is someone able to upload for me?
don't share your user account with people
i know like upload it and let me clone or smth
is it one that can be made public
i keep getting this error with the new SDK no matter what
which version?
3.9.0
its every avatar ive tried to upload recently it gives the same error using the newest 3.9.0 sdk
are we still able to upload on older sdk's?
yeah 3.9.0 is buggy, try 3.7.x or the 3.10 beta
you can still upload with older ones right now
thanks bro i appreciate you
Hi everyone I'm modifying an avi I bought for upload, I would like to remove the tattoos on the skin but changing the skin texture doesn't seem to get rid of them. i can't find if they're on another material or layer, does anyone know where they might be? im very new to this
If it's poiyomi, there are multiple layers in the 1 material. Check the decals
OH! its a decal. i found it thank you
the skin is now lighter everywhere where the tattoos used to be, like a silhouette. any idea what that might be?
how did you remove the decal?
just unchecked it. is that the right way
yeah probably what I'd try first
is there another decal that does that maybe?
i toggled them all off, so don't think so
not sure where to find either of those. in the skin material?
what is matcap?
it makes things shiny. usually metal but it can also make a rim shade effect and such
find it in Shading
Emission will be in Special FX
hey im still having issues on old sdk as well? it gives me 2 errors still which makes no sense ?
the avatar ID was clear as well so i have no clue
ok! matcap took care of it, and the special FX had a glitter effect on so i got that turned off too. tysm!
the glitter should be fine, unless it was masked to the tattoo
it was, so it looked a little funny
but like
i do have a thumbnail
wtf
i tried changing it
closing the project and reopening it
its jus
neither of those errors is very helpful, sorry
try going back an SDK version if possible and re-uploading
one or two of the more recent SDK versions has a bug with thumbnails on upload
if that doesnt work then try changing the file type of the image maybe
already tried that
Il see if this works
another question... i have removed all the clothing off the avatar, and the entire area where the shorts used to be is now invisible on the skin texture, how do i see that again
If it isn't actually on the texture, you may have to paint it - lots of avatars use transparency to hide parts under clothing, or just outright delete faces.
or viseme
is that under "alpha options" or is that different
i found it. it was under "dissolve" in special fx
I have no idea what shader you are using, so you'd have to investigate yourself
its poiyomi. sorry it is hard for me to know what information to give u guys cuz im so new to this lol
yep, no worries
if i add a decal onto the skin material, and then make a toggle using vrcfury, how do i add that decal for the toggle
you want to enable or disable the decal? I usually use the alpha slider for that
is that a vrcfury toggle option?
i want to be able to toggle it in game, does alpha slider do that
I don't use fury for this, sorry. But the decal's alpha slider will usually hide or show a decal
create two animations, one that sets it to 1, one to 0, and make a layer in the animator switch between them based on the value of a parameter.
(there are lots of tutorials about working with the animator)
ok!
Quick question, do you need to have the most recent SDK to be able to upload avatars?
Which is prefer a quick simple answer if possible please
Just trying to help out someone right now
Yes 3.9.0 and make sure they have unity 2022.3.22
So im trying to add emissions to my model but for my legs to work i invert the mesh which seems to be preventing the the blue sections from lighting up with the rest of the model, is there a way to fix this without me needing to change the model's faces? nvm found a better solution
im adding something to my avi in blender
i dont remember but i wanna say that ive never added bones with unity
do i have to do that in blender. or can i do it in unity
bones are added in blender but existing ones can be edited in either (though depending on the bone and its use-case generally should also be edited in blender)
ok thx
Im having trouble with an avatar. I can upload the test one perfectly fine but when it comes to the real one, it gives me the error "UnityEngine.Debug:LogError (object,UnityEngine.Object)" Any help is appreciated!
For clarification, when I say "test one" I am talking about the "Build & Test Your Avatar" In the VRC SDK
And the "real one" Is the published version
Screenshot list of error instead.
Small issueโฆ I canโt screenshotโฆ my windows button doesnโt work
Open Snipping Tools app instead.
yeah those dont really say what the issue is just that something failed
anything in your SDK upload panel?
what do you mean?
You actually had "Failed to upload file" which is the error. Common causes are:
- Invalid thumbnail image. Try changing thumnail image, preferably screenshot from scene.
- Unstable internet connection. Try changing internet, using mobile hotspot, or use VPN like Cloudflare WARP.
The SDK panel you use to upload, it might give the reason and an auto-fix there
ive tried doing it with and without an image and neither worked
You can't upload without an image to begin with.
yeah, i looked and didn't see any auto fixes
wait
just found one i missed
trying it now
Holy shit it worked
thank yall so much for the help lol โค๏ธ โค๏ธ โค๏ธ โค๏ธ โค๏ธ
Was that something to Autofix?
yeah lol
If it's something need to autofix, it would show error Avatar Validation Failed error. What was to autofix?
im not entirely sure... ๐
Figured.
i just saw "autofix" and clicked it immediately
So ive tried using pumpkin tools to fix this but it didnt work, is there a way to get my animation back to how its meant to be ( #avatar-general message ) currently its seems to jumble up when testing in gesture manager after i reset the pose in the configure menu ended up remaking it
so for some reason the ability wont work unless one of the expressions is on
and even then it just breaks
dosent help that the animators are completely different with seperate parameters
I seriously need help on this
Can anyone help i use linux
tell me what to do, I only have a console in Unity
hey so I've been trying to figure this out ever since before I moved. Why do my menu icons keep getting unbound on upload? Every time I upload a new version of my model, I have to set all the menu icons again and it really slows down the process of adding small updates to it.
it means you likely forgot to add a dependency to your project
do you have vrcfury AND gogo loco installed?
i should, but i'll double check
a common mistake is to think the gogo loco vrcfury package is all u need but in reality, you must also import gogo loco by itself
where do you get gogo?
and is it free? ๐ญ im broke
yes its free, you can find it if you just google it
you have 7 red errors of which you only show 1
also, there's gotta be a script on your root that isnt working. so likely you forgot something else. check the dependency list on the site you got the avatar from
that message isn't useful by itself, got anymore?
Hey ! I'm trying to export a avatar to FBX from unity to blender. But when I open my project from the VRChat Creator Companion it proceeds to not actually open anything, preventing me from converting it to a FBX. Could anyone help with the cause / how to proceed ?
Unable to open unity is the primary issue for everything in making avatar. Check if you had unity installation assigned in the vcc settings.
And on side note, you should not do "export fbx" from unity. The model itself should already have fbx file.
That would mean I can import the unity package file directly to blender then, right ?
You should import the package into unity, and you should find the fbx file among imported content.
That was indeed the cause, thank you !
Incredible insight, I see the FBX folder. I can't thank you enough
Trying to add a tattoo to the back of my avi but the texture has a seam right at the spine so i cant get it to look right. is there some tool i can use to make an image go over a texture seam like that
I have a question
don't ask to ask, just ask your (detailed) questions
ok so i uploaded an avi and the face is missing... how do i fix it...?
(i can ss the project too)
NVM i fixed it
thk
oh - you should probably do that in Blender anyway, just export a .fbx
I have unity
good, you should
can I use the same one for both?
same what?
The link you sent?
no that's a blender add-on, it has nothing to do with Unity
I need some advice for a quick custom rig I whipped up regarding blinking, if anyone who knows about how the sdk handles facial rigs, if it can at all, or if theres a work around for blendshapes. The issue is the eyelids for my avatar needs to use bones to blink properly, rotating around the x axis instead of the verts jumping from the basis directly to the blink blendshape position.
The VRC way of doing it is through blend shapes. So if you want to use bones, you'll need to create your own animations. Add them to an animation controller layer with appropriate controls/transitions.
I was thinking about doing that, set up the blink as part of a custom idle animation and use that and leave the blink blendshape blank
but the problem with that is i need the eyelids to work with the visemes and eye movements, theyre the only part of the face that moves besides the mouth pieces and eyeballs
I need some advice so I'm trying to make a rex avatar and I can't see the avi's eyes without a eye lens but I'm trying to make it quest compatible without one.
I usually delete that mesh in Blender, if possible. You can't make it transparent, so....
There are no parameters for the eye movements, so you'd have to either find your own solution or use blendshapes.
tis kinda messed up to have grabpass as default feature for a base avatar๐ซ
wow yeah, definitely
physbone flying ingame but not in unity, how to fix?
its not just the tail its every physbone
and yes the unity image is taken in playmode
@fierce thunder afaik the latest sdk is messed up and i seen some of it in beta so try lowering version to 3.9.0
I'd go back to the last 3.7
As of December 02, yes.
try 3.10.0 beta.1
didnt work
more liekly setting issue or asset issue to me.
Does anybody know how to do Weight paint?
yep
perhaps
You import the fbx into blender, in object mode select the mesh you want to weight paint. Then change to weight paint mode. The vertex groups is the bone the weight paint is applied to. As long as the vertex group is named the same as the bone, it will link.
Does anyone know how to fix this and gesture manager
install whatever package is missing - check the creators' documentation for clues as to what it might be.
I wouldn't be surprised if it's VRCFury, given where that is
Now, just color on the mesh. Red means the bone has total control of moving the mesh, and blue means no control of the mesh. Play around with the brush size and weight value to get the mesh moving how you want
strongly suggest enabling auto-normalization
You can test your weight paint by entering object mode, clicking the armature, going to pose mode, and rotating/moving the bone(s) and see if the mesh moves in the desired way
you don't need to swtich back to pose mode for that, just rotate the bones while in weight paint mode
and in most cases, don't move bones, just rotate them.
oh I see - you're painting by just selecting the mesh
In object mode, select the armature, shift-select the mesh, then do painting, and you can rotate the bones to test.
You can also apply weight in edit mode! Click on the mesh and go into edit mode. You can select the vertices/lines/faces you want to apply the weight to and under the vertex groups there is a weight value slider and an apply weight button. You can click on different vertex groups to apply weights to different bones
Sometimes you want to move the bones. For example, grabables. If I want an axe to be grabbed off a backpack, I want to make sure the entire axe mesh is weighted to the axe bone and not the backpack bone. This way I can use parent constraints to change the axe parent from the backpack and the avatar hand with FX logic, making the axe grabable.
yep, absolutely in that case you would.
Most of the time yes, you just want to rotate the bones as that is the normal use case
Can y'all help me? I made an avatar which combines the same character in two different forms, but only his regular form's visemes and blinking works, their faces are different mesh, the form on the right can only move its eyes. looking for a quest compatible way.
VRChat's viseme thing will only drive one face mesh
So you'd have to setup animations triggered by the Viseme parameter or use other tricks to make this work
I'd probably just do these as two different avatars, if you're already restrained by making a quest version
i see. i was getting somewhere with that, but i encountered a problem with the weight painting when trying to Normalize it.
it just wont let me normalize all groups
I paint with auto-normalize on, but haven't had an issue with that - does it give you an error?
nope, it just doesnt let me
clicking "deform pose bones" there does nothing?
well I guess it should have already normalized by that point
what is the gitignore file for whenever i make a new avatar project
for telling git to ignore files you don't want checked into source control
ignore it if you don't use git - I find it very useful
whats git for
source control, backups
it just stays in the subset.
Hey there, so today I got this
https://sahkert.booth.pm/items/6199796
I've got the textures all set up and everything, but I'm not sure how to make the ears detachable.
I have translated their description and have:
-Gotten the character's textures down
-Gotten the shader they listed
-The character looks fine in-game
But:
Some of the mechanics that were in the video don't seem to work for me.
I also don't see the outfits they use in the video.
Would appreciate if someone could help me fix/let me know what they're saying in the video.
Or, if someone already has a fixed version of this, let me copy it (I have already purchased it from booth)
Did you drag the prefab into the scene? The materials and everything should be upload ready with booth avatars (for PC at least)
If you had to add materials/textures maybe you dragged the fbx instead?
I'm not sure, to be honest. It's my first time doing this and, frankly, the instructions didn't seem to carry me all too hard.
The booth page seems to use the photos to advertise compatible clothing for the base that doesn't come with the avatar. The photos after this one are all separate assets you can buy for the base
Ah okay. Gotcha.
I guess the only question now is for the detachable ears.
It doesn't seem to be working, which is rather unfortunate.
Either it's a toggle I can't understand or I've messed something up...
The menu might be in Japanese
It is, yeah.
Sadly, I was born Chinese... and am cursed with understanding about a fourth of this which only makes it more confusing LOL
It's best to translate your menus for personal avatars into your desired language. You can find the menu in the avatar descriptor (click the avatar, look in the inspector and scroll down) find the menu and double click it to open it. You have to copy and paste every menu option into Google translate and paste it into the option but it is worth it to have a useable avatar.
i wanna make a silly avatar that just kinda sits on the ground and slides along it like those little plushy animal ones but idk how. i dont know what bone id weight it to. i dont want the arms or anything to move but its gotta be weighted to something? i did just the hips to test it but ofc it moves weird when you walk
You can just have it weighted normally and create a custom locomotion controller. Or, take vrcfury's locomotion controller and replace all the walking with a sitting animation
i dont know how to do that :o
Another option is to have an armature weighted to nothing, and then just add the plush mesh to the avatar in unity. You can click and drag it on the avatar in the heirarchy and it will be parented to your avatar's bubble. The bones will all move with the default locomotion animations, but the plush will just sit there and move with you, playing no animation
ooo okay ill try this
Add a rotation constraint that parents the rotation to the head bone, so the plush moves with the head
And have the view at the height of the plush and boom. Now your a plushy
i want it to rotate side to side with the head but not up and down, can i do that?
You can restrict which axes a rotation constraint affects, yes.
how do you use the rotation constraint?
i put it on the mesh for the avi and dropped the avi under the head bone
did you read the docs?
no :o
Don't put the plush under the head bone, put it just on the avi
If you put it under the head bone, it will move and completely rotate with the head. By just dropping it under the avatar, it will not move with any bones. Then you can control the rotation of the plush only on the one axis using the rotation constraint.
Fixed my weight paint. Encountered another issue with the movement and the weight paint
my avi now says its too short but in blender it says its .8 meters tall. i applied scale and still nothing :c
sometimes online said to adjust the position a bit in unity but that didnt help either
.8 is tiny
its more than 20 cms tho, i want this avi to be quite small
its based on your shoulders
well still its not smaller than 20cms and im getting the error anyway
Hi, sorry for asking this again, Iโve just been looking everywhere and still donโt have a clear answer.
I want to toggle an object that follows my avatar. Iโve figured out the toggle part with VRCFury but I want the object to be animated and match my avatarโs movements. Like when my avatar is idle, the object has an idle animation, when I run it also runs, etc. What are the exact steps I need to take to achieve this?
VRLabs has a follower prefab, I'd start with that
Hello there, update on this:
I am able to remove the ear, but it doesn't seem to function like a pen like the model says. Instead, it decays instantly and there is no setting to change that.
I'm wondering if this is because I need to register like a prop or something towards the line of that. (I have no idea how this works, I know everything I say will sound real dumb)
there's no "prop registering"
ok so everytime i click "build and publish" everything {on the right hand side} goes gray... any solutions....?
Right. Gotcha.
In which case, I'm not sure why the thing is unable to work like a pen as written on the product page. Whenever it's taken off, it decays right away.
yeah no idea at all without actually owning the asset and investigating
Ah.
for an avatar prop to be grabbable, does it have to be a physbone?
Sorry, very new to this!
grabbable by everyone? yes
grabbable for only you? no since you can use contacts and constraints
hmm, can you attach a physbone to a world constraint prop?
sure? but you gotta be more specific
basically what I am trying to do is make it so that I can place a prop on the ground that people can go up to and grab stuff out of
yeah its still tethered to the physbone, hmm
like you can "pick things up" but you cant spontaneously make something like a gun work
yes it's just picking up and holding
nothing like a gun working
how do I get the physbones for the shirt and the breast to stop clipping and the shirt to move with the breasts
the shirt needs to use the same bones
what does that mean
the shirt needs to be using the same bones as the avatar
it is
is it a separate fbx or something
I'm not really sure what that means?
is it actually a part of the avatar or not
the shirt isn't part of the avatar, no
how would i fix this?? i tried my hand at adding an fbx animation to a bone and idk what im doing๐
if the armature is identical then either do it in blender or use something like modular avatar
okay
fix what?
be specific.
his ears and tail are unnaturally big and i was wanting to know how to fix it
Seriously I'm at a fucking loss, why are my menu icons resetting every time I upload my model? I even reinstalled VRCFury and still nothing changed.
iโm having this weird issue when using any of the blend shapes on this, anytime one of the blend shapes is more than zero the polys start to show. i wanna say itโs the settings iโve been using when exporting from blender.
Do you have "legacy blendshape normals" checked in the FBX import settings?
(in unity: click the model file, look in the first tab of the inspector)
PFFFF
"no" I guess ๐
that actually worked tysm
yep - there are cases where it doesn't and I can solve that too, but that usually does it
i tried copying the other fbx on it since it wasnโt having the issue but fortunately thatโs all it was
(I export from Blender with "smoothing" under "geometry" set to "face" and then import normals, without that checkbox on)
then if it's not like that by default in Unity, it's caused by an animation, so you'll have to see what's enabled by default
what do i need to check? ive looked over things and i dont know what to press
I'd watch the animator when going into play mode, see what's running
hi, ive been uploading for the last year or so, making my own avatars. i go to do a small update on one of my main avatars and get this when i hit upload
this is the first time ive gotten this popup and it wont let me actually do the upload of this avatar that i already have uploaded to my account and am just trying to make a small change on
bumping
does anyone know?
if you want to do it on the base texture, a 3D texturing program like Substance painter would let you do this.
Otherwise, I think there's an option with Poiyomi's decals that let you position stuff not based on UV, but I haven't tried it
will look into the poiyomi part. i dont have substance painter or anything like that unfortunayely
but those things can be got ๐
Iโve downloaded that but canโt figure out how to add animations to the object so that it syncs with my own movements
I don't know what you are trying to do
Also to note: I've used this once, and didn't alter it in any way - I was suggesting it as a starting point, something to look at and learn from. I probably can't help much further than that.
nvm, closed and reopened the project seems to have fixed the issue
nothing really moves or anything, its all still except for the tail since it has physbones on it
obviously without having your project in front of me, I can't tell you what is going on here.
I'm just suggesting things that you should investigate, not telling you an exact answer.
Ah, I see. Thank you anyway ๐
for money ๐ช
isnt substance painter paid
yes?
yea. im not really financially in a place to be buying software
okay
maybe someday
I did say "like Substance Painter"
huh, today I have learned that exists
i understand, im trying my best to explain my situation so i can get accurate help, i didnt mean any meanness when i replied, so i apologize
no worries - I didn't perceive any meanness - I just want to be clear that I generally offer hints and suggestions and tips, but I'm not usually going to walk you through a solution.
Iโm not sure where to post this. Maybe itโs already known, but Iโm sharing it in case someone has the same question and finds it through DiscordSearch
Avatar Creation โ Avatar Build & Test Linux: Local offline testing - Solution
When using the VRChat SDK on Linux, avatars do not appear in Steam VRChat Linux.
Hereโs a practical solution (although an official SDK update in the future would be great).
- Locate the folder
~/.local/share/VRChat/VRChat/Avatars
This is where your test avatars are stored in .vrca format.
- Locate the Proton folder for VRChat
~/.local/share/Steam/steamapps/compatdata/438100/pfx/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat
Inside you will find the โAvatarsโ folder. This path is Protonโs equivalent of the Windows folder:
%UserProfile%\AppData\LocalLow\VRChat\VRChat\
- In ~/.local/share/Steam/steamapps/compatdata/438100/pfx/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat
delete or rename the โAvatarsโ folder.
4.Create a symbolic link (Symlink) Point it to ~/.local/share/VRChat/VRChat/Avatars with the name Avatars.
Bash:
ln -s ~/.local/share/VRChat/VRChat/Avatars ~/.local/share/Steam/steamapps/compatdata/438100/pfx/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat/Avatars
Done. This method was tested on Ubuntu 24.04.3 LTS with the VRChat-Avatars-3.9.0.unitypackage SDK.
this is actually a neat site, glad you mentioned it
great news, im happy to give you any backround info, since i dont know what to try, but you also dont have to help me anymore,
I use Linux and never actually tried to fix this - you can do most stuff in Unity's play mode. But neat that you figured it out!
oh neat, there are some .vrca files there, not sure I ever looked
ur welcome
my go to for when i cant afford software
thats how i found GIMP instead of photoshop lol, i edit textures in there
Let we know how it went for you. It worked for me
It's not really part of my workflow, mostly 'cause it didn't work, but I'll have to try it out now ๐
I've been using gimp for so many years now
theres krita btw๐คทโโ๏ธ
sure is - I prefer gimp for most of what I need to do
Quick question. If I already have a avatar and I just wanted to add a clothing option. Couldnโt I just use blender to add it and bring it back to unity without it fucking up everything?
Like it just adds it to the avatar without me having to redo everything
if you havent unpacked the fbx in scene sure
when i hit play, my avatar turns into this blob lookin thing, anyone ever had this problem ?
rig tab probably
i edited the mesh in blender and exported it into the fbx that was in unity
can't be that, the avatar was fine before i changed the mesh
well did you actually check if its fine in the rig tab
it is
was it unpacked
nope
Thanks, I only asked because I want to add a shirt or pair of pants to a avi I bought from gumroad. Since Christmas is coming
did you overwrite or did you just drag in the mesh of one fbx into the slot in scene
just checked again, the bones are fine but the avatar mesh is a mess
overwrite
define "mess"
reset the pose
how do i do that?
the thumbs were off to unity ig
Hey there, I've seen in some avatars you're able to swap the skins used with a wheel button.
How would I do this?
@blazing garnet #avatar-help message
Thanks!
Is it best to add clothes to a rindo model inside of blender instead of trying to use plugins in unity?
Because Iโve tried to do it in unity and everything was overlapping
So maybe using the cats plugin I just add the clothes to the model in blender?
It's not as straightforward as pressing a bitton
It is and isn't. If you encounter issues, it's best to understand why and then make a choice based on the solution
im having an issue where my thumb only on my left hand keeps bending the wrong way [closed hand for example makes it spread more instead of closing]
I still need help w this
Hey there, so after looking at that and some other videos, I haven't really
found out how the components in the video work
and haven't found any other options.
Would appreciate any help 
do you have a more specific question?
you make it like normal toggles animations except having just one frame in multiple animations you make multiple frames each frame being a different state. then a single float used as motion time will show this or that frame๐คทโโ๏ธ
hello i am trying to upload an avatar but it is failing, i see this in console
Library/PackageCache/com.unity.collections@2.1.4/Unity.Collections/NativeList.cs(851,24): error CS7036: There is no argument given that corresponds to the required formal parameter 'safety' of 'NativeArray<T>.ReadOnly.ReadOnly(void*, int, ref AtomicSafetyHandle)'
One of the videos suggested using VRCFury and I downloaded it, but I still don't have a toggle option.
I'm just not sure how to replicate the video though. That's about it.
ah, I don't use Fury for this if I can help it.
Gotcha. Any idea how I would do this with just the vrc tools?
record an animation that does the thing you want done, setup a menu item to change a variable you use in the animator to activate the animation.
Ah, I'll go try that out. Thanks again.
Sorry, so I've found a tutorial on this, but I am unable to add parameters or create a base layer and all that. Any idea why this might be?
Oh, I'm stupid, I've got to make a controller first.
My fault.
Still new to this, do pardon me.
updated the SDK, now i keep getting failed to build avatar, then when i check console it says this.
So, I've been messing around with this a little bit.
I'm still mostly confused.
The outfit I am using requires me to use Modular Avatars.
However, I have absolutely no clue how to toggle the default outfit and toggle on this alternate outfit.
I've looked at a few tutorials but I don't seem to get anywhere. I just don't understand all of this.
As the Modular Avatars documentation page writes, I have "set up" the outfit.
However, I don't know what to do when they say "set up your animators as normal".
I also don't know how the override for the outfit would work if the original outfit is done differently.
Send help. Thanks in advance.
You have to update vrcfury and modular avatar too.
Where does it say "set up your animators as normal"? I have never heard that term before.
they already are updated. i update everything before opening my project
never had an issue until the new sdk
That just means to setup toggle in animator as you usually do.
I had OptimizedHook failed once I updated the sdk but not modular avatar. I update modular avatar and it's fixed.
ah skill diff for me i don't understand how to lol
ive only ever used blendr for animation
The tutorial is for linking clothing to the base avatar. That page doesn't include how to make toggle for the clothing.
ah.
lots to learn sigh,
So hence it just said "make toggle like you usually do".
all this to act cute online..
lol
Thanks tho
all the tutorial s ive seen have small steps skipped over that i just Dont understand
its quite pain.
It usually is the basic that you usually have been done which isn't exclusive to that tutorial topic.
yeah.
Pxinky on YouTube has good tutorials for making toggles manually iirc
thanks, I'll check this tomorrow.
i said its updated
I just said how I fixed mine.
I brought the fbx into blender and added the outfit i wanted then used CAT to merge it with the avatar and saved it into unity.
is it maybe something to do with my export settings?
Apply Scalings = FBX All
thank you ๐ญ because im NOT using plugins. they just make me yell
I'm also not using the plugin.
.... CATS is a plug-in ๐๐
i might cry...
You might have to manually lock all the material.
but idk which ones it wants me to do
and i dunno how to lock liltoon materials
Locking is exclusive to poiyomi shader.
So i do parameter viesemes for my avatar but it requires Material._Main Tex_ST for the animation which shows for the original shader (Mobile/Standard lite) but i cant seem to find that on Poiyomi Toon, does anyone know what it'd be called in poi?
It's the base color texture.
How do people make custom afk animations? Always wondered
There is a sample afk in Action layer.
afk=true , do stuff ( vrc_AvatarV3ActionLayer for one exsample ) , changed mine years ago so its random
guys do i only need to update the sdk in the creator companion or also upload them? wich wouldn't make sense to me
or also upload them
What does this mean?
upload to vrchat
How does updating sdk doesn't make sense to you?
uploading wouldnt make sense, because of unfinished projects for example
would anyone know why my entire builder goes grey when i click "build and publish" its been happening for a few days and it hasnt resolved itself even after a pc restart.
You could just update the sdk in any state of your project.
yes i know. thats my only question if its only that
Hello there. How does one create an animation in which the materials are swapped out?
If there's a quick tutorial on this that'd be awesome, I couldn't find anything that wasn't missing tiny details I didn't really get.
would anyone know why my entire builder goes grey when i click "build and publish" its been happening for a few days and it hasnt resolved itself even after a pc restart.
there should be lots of tutorials for this one, what details did you not get?
did you try to log out and in again?
they really need to fix this damn sdk they force us to update to
Hey can yโall help pls whenever I try to open my project for the first time on vrcc it doesnโt open๐ญ
there's also #creator-companion if it's specifically about VCC
sorry, any idea why this might be?
one used animations to do it, where they recorded and replaced the materials and it create keyframes. I for some reason am unable to create keyframes when I do this
make sure the animation you are editing is in an animation controller that's in the Animator slot on your VRC Avatar Descriptor, on the root object.
otherwise the animator isn't going to know what object you want to animate
Gotcha. I think I'm missing the part where I link the animation to the controller.
Oh, nope, I have that
That's weird.
either put it into an active state or just drag it into a layer and it'll make a new state
More likely, though. I'm just dumb.
How would I put it into an "active state"?
in the inspector right there, see the Motion slot
that's where you put the animation clip
oh yup
(it's there already)
Right.
In which case, I'm not sure why it's not creating keyframes. I have it attached to the hair I'm trying to color.
its still gray...
"attached to the hair"?
the controller is in the animator of the hair, like the video showed
And any idea how to fix this?
oh - you have Modular Avatar. I don't know how that works at all, I wouldn't be surprised if you can't use the standard methods for objects on your avatar with modular components.
Ah.
wait a sec, why is that Animator component there?
that's what the video showed.
you should only have one of those, on the avatar root object.
it should already be there
there are fringe cases where using another one makes sense, but this is not one
The avatar already has an animator it seems
yes, it should
why do you want another one?
because the tutorial seems to want me to add a new animation controller to the character so I can create keyframes for the hair colors
animation controller is not the same as that animator component
would be awesome if someone gave suggestions ...
If someone had suggestions, they'd have provided them by now. Spamming this is not going to be helpful
not spamming
you've sent the same message 5 times in the last 15 minutes
thats still not spam but alright
Ran into another issue where the hair kinda detaches a little bit when I preview animation. I'm guessing that's because it didn't attach to the body through bone proxy properly but this is what I did for another part and it seemed to work fine...
Hi guys, can you tell me how to fix a hand so that it is not transparent from the inside?
Set culling to none on your shader if it supports that option
Probably because whatever you did that for didn't have bones. Anything with armature must be parented correctly
Oh wait during anim record? That's normal
It's cuz the hair isn't part of the fbx that you're animating
ah.
I ended up just giving up on the toggle ngl
๐ญ
not advanced enough yet maybe after some time I'll get good enough
Can't help you if you don't share
I don't read chats backwards so if you did alr I missed it
thank you so much โค๏ธ
Hello there, is there a way where when I toggle something, it untoggles another button?
Yeah, I get that. I'm just working on some other stuff for now and might go back to it later. Sorry bout that.
Was busy for a bit but what about for gogoloco? Like since i want to use a different afk animation for it or is it basically just like the screenshot
the gogo loco documentation explains in detail, with images, how to replace any of the animations it uses
Ah okay thank you
Yes, you need to use a parameter driver for that.
How do I fix this? Randomly I loose quality in game
quest? my first though its running low on memory and does wierd things to textures to not crash ๐คทโโ๏ธ no idea
Hey I have a noob question. I've made a new expression menu for custom sliders but it's removed the ability to play the default animations like the backflip, how do I add those back in under a submenu?
iirc those are triggered by setting VRCEmote to specific values - I wonder if there's a list of them somewhere