#avatar-help

1 messages ยท Page 203 of 1

foggy portal
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I'm on unity version 2022.3.22f1

somber sequoia
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VRChat SDK version, not Unity

foggy portal
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I'm using the creator companion so I don't remember where to find that

somber sequoia
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you can find out in VCC or Alcom, or the unity package manager window

foggy portal
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ah ok 3.9

somber sequoia
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yep, buggy. There's a beta release that has a fix if you encounter it again

foggy portal
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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

somber sequoia
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yeah I didn't expect that

cunning flower
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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

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Like it's set up with everything but it's just... not working

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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

glass condor
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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?

glass condor
ebon dirge
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Can anyone help me with this error? Iโ€™m just trying to put all my handheld assets in one submenu and I keep getting this

proven quail
sand valve
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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

somber sequoia
somber sequoia
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oh - sorry, I should have replied to the original poster

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clicked the wrong message

proven quail
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Ok yeah makes sense

slow panther
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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

balmy barn
proven quail
slow panther
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(using poiyomi)

proven quail
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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?

slow panther
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ive never had an issue with it before so its being weird

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theres more but basically this for the speed

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then this is just normal auto hue

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everything works but when i do the speed cycle its just off sync and its making me mad xD

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the change the hue works fine just not the rgb

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on upload*

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i think it was a bug i just redid the whole animation and it worked

tardy pivot
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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

balmy barn
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people like to say its compatible but its rarely optimized for quest

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that one is close to 20k wich would be 'poor'

tardy pivot
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I know the rating, problem is the triangles are slightly over

balmy barn
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duplicate it and delete the 'hoodie' mesh , see how many vertices it has then ratl (this might not work why duplicate it)

tardy pivot
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Alright I will try that

quasi fable
tardy pivot
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Alright it looks like the hoodie= 7620, I think possible option is to remove the hoodie off the model

quasi fable
tardy pivot
balmy barn
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vrcfury wont reduce vertices , wich is the cause of the very poor rank everyone have to click show to get the actual model

tardy pivot
balmy barn
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pc it will be good ranked, excellent bit more work

tardy pivot
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Alright good to know..

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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.

balmy barn
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whoever made that was VERY close to poor rank on quest , 268 vertices isnt that much to fix in blender ratl

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quest shader have more options now some of them quest still rely on 2 sides when it has backface culling now

soft sun
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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

balmy barn
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is this transparency ? blender make funny dithers

little plume
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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?

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or in engine maybe

balmy barn
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you can disable backface culling in the shader it will be shown

little plume
balmy barn
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this noise is alpha

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looks pretty wierd but guess its fast

soft sun
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it isnt that from what i see

chilly solar
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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

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this is the first time ive done something like this, i havent had any problems with toggles in a long while

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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

proven quail
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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

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Also make sure your particles have play on awake enabled

chilly solar
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nvm found it

chilly solar
lucid furnace
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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

proven quail
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I would make the contact self-interactable for testing purposes to remove some variables

proven quail
mighty basin
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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 ,_,

lucid furnace
proven quail
chilly solar
proven quail
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With gesture manager, you can click on contact recievers to activate them in play mode on the game view

chilly solar
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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

proven quail
chilly solar
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how do i actually click the contact i wanna test tho. i have clickable contacts on but i dont actually see the contacts

proven quail
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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)

chilly solar
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oh nvm the sender decided now it wants to work after i havent even changed anything!!! that makes so much sense!!!

lucid furnace
wheat glacier
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iโ€™m trying to get the code to an avatar and it says join vca server and i have no idea what that is

somber sequoia
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"the code"?

chilly solar
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can i use easy quest switch to remove physbone components so i dont need to keep editing 2 projects for one avi?

brittle condor
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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?

somber sequoia
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put an AudioSource on your avatar somewhere, put VRC Animator Play Audio on an animation state that is activated when your variable changes

mellow scaffold
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why whenever you add an animation on an avatar does the things get like, super big??

wanton cedar
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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???

somber sequoia
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animation doing material swaps that activates in play mode?

wanton cedar
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I dont have any material swaps

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vrcTupCry Unity is going to get hit with a chair

versed merlin
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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!

static cipher
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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.

somber sequoia
static cipher
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i mean like this

somber sequoia
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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

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I'm not sure you can do that via an animation or something

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I bet you could disable then re-enable the physbone with the checkbox about resetting when disabled on

static cipher
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you mean this one?

somber sequoia
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yep, that one

static cipher
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and now we pray to the unmerciful gods of Unity that this works

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IT DOES

somber sequoia
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yay!

static cipher
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finally something with my unity goes right today

misty scroll
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I want to make a small smoke burst or a gun shot trail using particles for quest how would I do this?

mellow scaffold
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this is the sad state he is in๐Ÿ’”

plucky moth
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Would anyone mind helping upload a avatar

languid nova
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me too!

left gull
somber sequoia
plucky moth
left gull
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is it a paid model?

plucky moth
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Yes

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I bought the base and textures from gumroad

somber sequoia
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anyone you share the assets with would need to have also bought the base and textures.

left gull
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or have you buy it for them

somber sequoia
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yes

plucky moth
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Can i not just share the files

left gull
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that'll likely break the model/creator's TOU

somber sequoia
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not unless the creator explicitly granted you those rights.

left gull
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can u link the model?

plucky moth
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Sure

left gull
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yeah deff a no on the sharing

plucky moth
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Welp i wasted my money

left gull
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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

plucky moth
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Could i get someone to edit the textures if i just got it uploaded

left gull
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they'd need to edit the textures before the upload happens

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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

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though they dont have a great record on being nice with stuff like this from what ive heard sadly :(

plucky moth
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Which is why i think i may have wasted my money

somber sequoia
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oh Juniper - I really like that one

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I suspect there are lots of texture artists already with that avatar, it's popular. Join their discord, probably.

plucky moth
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Okay i dove into it

plucky moth
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As there are others who made the same mistake

somber sequoia
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pretty standard really

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it's basically the license I'd use

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"don't share stuff you buy from me"

livid idol
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Im on my hands and knees yall- vrpill

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Help please gang

somber sequoia
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what the heck is going on there

livid idol
somber sequoia
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humanoid bone roll values all 0?

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(fingers/toes don't need to be)

livid idol
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Lemme see here,,,

livid idol
somber sequoia
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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

livid idol
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I hope
And I pray
Youre correct

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Ill also cry

somber sequoia
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I might be. If it doesn't actually solve your main problem, it's still a problem ๐Ÿ™‚

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relatedly, I just built a ridiculously over-complicated attempt at digitgrade legs and am about to test.

livid idol
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crying

somber sequoia
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it worked?

livid idol
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Do I have to select them individually to make them 0?

somber sequoia
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could be good or bad tears ๐Ÿ™‚

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I think so yeah

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not sure if there's some bulk tool for that, I never looked

livid idol
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This'll take a bit

somber sequoia
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yep

livid idol
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Ill let you know if it works

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OhxlahKvkGuVH

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Youuuuu helped me
Assisted me

livid idol
somber sequoia
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yay!

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.... ok wow this worked the first time

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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

livid idol
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I liedd

somber sequoia
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I should probably stop for the night on a high note ๐Ÿ™‚

livid idol
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HeLp

somber sequoia
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not sure what I'm looking at here?

livid idol
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They can bend left to right fine but rolling is causing them to just completely flip

somber sequoia
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I'm not sure I've ever played with those

livid idol
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Crying

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You did help a lil
So I appreciate it

somber sequoia
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yeah - you needed to do that even if it didn't solve this issue

wanton cedar
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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

timber wharf
supple pike
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I think I can ask for help exporting a model here right?

somber sequoia
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probably

supple pike
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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

supple pike
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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

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And that happened

ornate stump
supple pike
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Ummm

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I think it's the only model in the file

ornate stump
supple pike
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And I just installed unity, idk where is anything-

ornate stump
supple pike
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No, i'm dumb

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Srry

ornate stump
ornate stump
supple pike
ornate stump
# supple pike

Possibly, since some author may save avatar in the scene with default name.

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So take a look.

supple pike
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When I open the scene it takes me to the file explorer, I select the model, right?

ornate stump
supple pike
ornate stump
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It's a very standard dialog for every work application.

supple pike
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I'm about to give up just so I don't have to ask anymore

supple pike
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Yeah . . .
The demon of reading comprehension attacked me again, thank you very much

ornate stump
supple pike
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There is no scene in the file, i just use the predetermined

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I dragged the model into the scene

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And just click everything

ornate stump
supple pike
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Wait a moment

ornate stump
supple pike
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Ok ok, thanks

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Just
I'm trying to import it into VRChat, but it might take a moment

supple pike
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I just see "open me" and open it

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And just works

ornate stump
supple pike
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Was that the scene?

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I'm so dumb im srry

vestal sand
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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)

nocturne shell
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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

lilac musk
# nocturne shell is it possible to buy avatar overhauls for a specific model ? Like instead of bu...

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.

nocturne shell
ornate stump
ornate stump
timid kite
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how to connect an armature with hair to an armature with body without cats?

timid kite
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blender

ornate stump
ornate stump
timid kite
ornate stump
timid kite
ornate stump
timid kite
ornate stump
# timid kite

Then look in the Armature modifier of the hair and check if the armature slot is assign with the base armature.

ornate stump
timid kite
ornate stump
timid kite
timid kite
ornate stump
timid kite
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i thought it needed a head vertex group, how is it working without?

ornate stump
timid kite
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TYSM!

faint mountain
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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.

ornate stump
faint mountain
long phoenix
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not an avatar help but im at prismics avatar search and my database does not load

ornate stump
faint mountain
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I think so, do i need to apply it?

ornate stump
faint mountain
ornate stump
ornate stump
faint mountain
faint mountain
ornate stump
faint mountain
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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

ornate stump
faint mountain
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I clicked off and re-entered wight paint and its back

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still wont let me use alt to select bone tho

ornate stump
faint mountain
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"shift" and "ctrl" just say lclick wightpaint. But ctrl+shift says select(extend) but wont select a bone

faint mountain
ornate stump
faint mountain
# ornate stump 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

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im goin to bed

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thanks for helping tho

warm crater
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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?

modest ridge
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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)

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nvm, increasing stiffness worked

night ember
heavy zephyr
modest ridge
night ember
boreal horizon
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Hello! So I am not sure whatโ€™s up, PC version of an avatar Iโ€™m 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. Iโ€™ve tried switching projects, redoing the quest version, turning osc on and off and itโ€™s still doing it

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And that avatar also has dextro, ig it had to do w anything

warm crater
heavy zephyr
boreal horizon
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Its stuff Iโ€™ve done before and never caused any problems

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I suppose only the removed of the colliders are a new addiction to the usual removal of physbones and smaller texture size

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But I donโ€™t think thatโ€™s it

unreal juniper
heavy zephyr
unreal juniper
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You said it's not in the parameters list but then also that they match so I'm confused lol

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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

warm crater
heavy zephyr
# warm crater 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

warm crater
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so for that to stop happening should I disable them?

heavy zephyr
warm crater
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I see, I tried testing but didnt change anything

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does vrcfury separates that somewhere else?

boreal horizon
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I can check the parameters directly when I get home but Iโ€™m pretty sure they wonโ€™t show up bcs vrcfury kinda hides them??

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I donโ€™t know, Iโ€™ll see when I get home

heavy zephyr
# warm crater I see, I tried testing but didnt change anything

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.

boreal horizon
heavy zephyr
warm crater
heavy zephyr
warm crater
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like its not a issue in game, but is kinda heavy having to activate every thing at once

heavy zephyr
warm crater
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yeh, I changed the FX controller things, on and off, testing, and all results are the same

heavy zephyr
unreal juniper
boreal horizon
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Itโ€™s why itโ€™s been so hard to solve

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For both quest and PC

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It just does that weird thing after itโ€™s uploaded

boreal horizon
unreal juniper
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Not what I mean though ๐Ÿ˜… 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 ๐Ÿ‘

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I've definitely had to troubleshoot mismatches this way before myself

heavy zephyr
junior void
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iirc these days vrcf syncs parameters if you upload the pc version first

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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

heavy zephyr
boreal horizon
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first is pc and second is quest.. they look the same, as they should since i didnt change anything

somber sequoia
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oh interesting, I'd have those in the same project

heavy zephyr
boreal horizon
somber sequoia
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that's weird, it shouldn't do that unless you actually have poiyomi on the quest avatar.

boreal horizon
boreal horizon
heavy zephyr
boreal horizon
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Sooo it loaded for a few seconds

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and that was it

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oh wait it made a test copy

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do i turn that into the quest version?

heavy zephyr
boreal horizon
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Ahh you cannot see but itโ€™s the one the test avatar is using

heavy zephyr
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Just the quest version

boreal horizon
heavy zephyr
boreal horizon
mental estuary
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VRCFury automatically does quest parameter alignment. None of this is necessary

heavy zephyr
mental estuary
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Still works over projects as long as the avatar ID is the same

boreal horizon
boreal horizon
heavy zephyr
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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

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Unless they've come up with some black magic

mental estuary
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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

boreal horizon
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huh well it gave me a warning for quest this time

heavy zephyr
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So they would just need to re-upload their quest version? It's neat but seems to be causing issues

boreal horizon
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I've reuploaded it a lot of times, first the pc ofc

mental estuary
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If you change something on the PC version of the avatar the Quest version needs to be reuploaded, yes

boreal horizon
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Yeah it's what i've been doing and it keeps cycling around all my toggles on quest without me touching anything

mental estuary
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I just wanted to clarify on what VRCFury actually does for parameter alignment

mighty widget
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what does this mean? (I have gogoloco)

boreal horizon
mental estuary
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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

boreal horizon
boreal horizon
mental estuary
#

Extra systems on top could be causing it

boreal horizon
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Maybe, thank you all for helping as much as you could though. I really appreciate it

unreal juniper
mental estuary
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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

unreal juniper
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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 โ˜บ๏ธ

mental estuary
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Then you can't complain when it doesn't work ๐Ÿคทโ€โ™‚๏ธ

unreal juniper
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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 ๐Ÿ‘

mental estuary
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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

unreal juniper
#

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 ๐Ÿซก

mental estuary
#

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

livid idol
#

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

dry ibex
#

why does this physbone not move/show up? is it because there are too many child bones or something?

dry ibex
livid idol
#

Im dumb, I named the right and left legs backlwards

frank spruce
static cipher
#

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.

barren slate
somber sequoia
somber sequoia
dry ibex
somber sequoia
lyric grove
#

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?

somber sequoia
#

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

somber sequoia
#

I don't see anything in the docs about it either

somber sequoia
static cipher
#

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

somber sequoia
#

you can copy all that stuff over to the new one using Pumkin's Tools

static cipher
#

tried that just now... doesn't seem to copy things properly

somber sequoia
#

it may not get everything

spring crest
#

whats going on ?

#

I Can't upload shit !

balmy barn
#

sdk saving us from that 827k 'avatar' (those red errors tell you why) vrpill

somber sequoia
#

wow that's quite a thing

mild cloud
#

Iโ€™m actually losing my goddamn mind EVERYTHING WAS WORKING SMOOTHLY YESTERDAY, WHAT THE FUCK CAUSES THIS SHIT?!

balmy barn
#

hey you got that error i had

#

adding a physbone somewhere and it would freak out constraints

#

didnt matter if it was removed after

mild cloud
#

I havenโ€™t added anything tho.
Itโ€™s a prefab.

balmy barn
#

havnt tried to duplicate it after sdk 3.10.0-beta.1

mild cloud
#

?

#

Iโ€™m on 3.9.0

balmy barn
#

if you enable beta you can get the newer sdks' cause 3.9.0 is the one i had that constraint bug with

mild cloud
#

If I update will the avatar be lost

balmy barn
#

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

mild cloud
#

God I hate being dumb but will scripts go missing

Idk what or how they update at all.

balmy barn
#

vcc packages some i use, havnt noticed anything failing (yet) - if script fail it just throws a fit can always go back a sdk

wary mural
#

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

balmy barn
#

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

wary mural
#

they didn t say than with only new user rank we can create and upload ur avatar ?

balmy barn
#

if you just gotten new user might log in out/wait for it to catch up

wary mural
#

okay thanks ^^

wary mural
somber sequoia
#

unity

#

you don't login to VCC, it's just a package manager and launcher

wary mural
#

oki ^^

wise briar
#

is someone able to upload for me?

somber sequoia
#

don't share your user account with people

wise briar
#

i know like upload it and let me clone or smth

somber sequoia
#

is it one that can be made public

wise briar
#

yea

#

nvm its fine my friend can do it he just texted back

dense bloom
#

i keep getting this error with the new SDK no matter what

somber sequoia
#

which version?

dense bloom
#

3.9.0

dense bloom
#

are we still able to upload on older sdk's?

somber sequoia
#

yeah 3.9.0 is buggy, try 3.7.x or the 3.10 beta

#

you can still upload with older ones right now

dense bloom
surreal marlin
#

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

proven quail
surreal marlin
#

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?

somber sequoia
#

how did you remove the decal?

surreal marlin
#

just unchecked it. is that the right way

somber sequoia
#

yeah probably what I'd try first

surreal marlin
#

its leaving behind that light silhouette now when i do that

#

pic for reference

somber sequoia
#

is there another decal that does that maybe?

surreal marlin
#

i toggled them all off, so don't think so

proven quail
#

emission?

#

matcap?

surreal marlin
#

not sure where to find either of those. in the skin material?

proven quail
#

yep, same material

#

poi has alot of stuff in their mats

surreal marlin
#

what is matcap?

proven quail
#

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

dense bloom
#

the avatar ID was clear as well so i have no clue

surreal marlin
proven quail
#

the glitter should be fine, unless it was masked to the tattoo

surreal marlin
#

it was, so it looked a little funny

zealous vector
#

but like

#

i do have a thumbnail

#

wtf

#

i tried changing it

#

closing the project and reopening it

#

its jus

somber sequoia
left gull
#

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

zealous vector
zealous vector
surreal marlin
#

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

somber sequoia
#

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.

surreal marlin
#

it is on the texture

#

i think something else is hiding it in unity

somber sequoia
#

could be an alpha mask

#

look at the material settings probably

night ember
#

or viseme

surreal marlin
#

i found it. it was under "dissolve" in special fx

somber sequoia
#

I have no idea what shader you are using, so you'd have to investigate yourself

surreal marlin
#

its poiyomi. sorry it is hard for me to know what information to give u guys cuz im so new to this lol

somber sequoia
#

yep, no worries

surreal marlin
#

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

somber sequoia
#

you want to enable or disable the decal? I usually use the alpha slider for that

surreal marlin
#

is that a vrcfury toggle option?

#

i want to be able to toggle it in game, does alpha slider do that

somber sequoia
#

I don't use fury for this, sorry. But the decal's alpha slider will usually hide or show a decal

surreal marlin
#

how do i make that slider visible in game as a toggle then

#

without vrcfury

somber sequoia
#

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)

surreal marlin
#

ok!

digital gazelle
#

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

prisma sedge
left gull
#

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

chrome ore
#

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

left gull
#

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)

chrome ore
#

ok thx

honest sun
#

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

ornate stump
honest sun
#

Small issueโ€ฆ I canโ€™t screenshotโ€ฆ my windows button doesnโ€™t work

ornate stump
honest sun
#

Alright, one second

#

@ornate stump

left gull
#

yeah those dont really say what the issue is just that something failed

#

anything in your SDK upload panel?

honest sun
ornate stump
# honest sun

You actually had "Failed to upload file" which is the error. Common causes are:

  1. Invalid thumbnail image. Try changing thumnail image, preferably screenshot from scene.
  2. Unstable internet connection. Try changing internet, using mobile hotspot, or use VPN like Cloudflare WARP.
left gull
honest sun
ornate stump
honest sun
#

wait

#

just found one i missed

#

trying it now

#

Holy shit it worked

#

thank yall so much for the help lol โค๏ธ โค๏ธ โค๏ธ โค๏ธ โค๏ธ

ornate stump
honest sun
#

yeah lol

ornate stump
# honest sun yeah lol

If it's something need to autofix, it would show error Avatar Validation Failed error. What was to autofix?

honest sun
#

im not entirely sure... ๐Ÿ˜“

ornate stump
#

Figured.

honest sun
#

i just saw "autofix" and clicked it immediately

left gull
#

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

glass solar
#

and even then it just breaks

#

dosent help that the animators are completely different with seperate parameters

#

I seriously need help on this

spice leaf
near ivy
#

tell me what to do, I only have a console in Unity

warped scroll
#

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.

odd inlet
#

what does all of this mean ๐Ÿ˜”

#

im new to uploading

junior void
#

it means you likely forgot to add a dependency to your project

#

do you have vrcfury AND gogo loco installed?

odd inlet
#

i should, but i'll double check

junior void
#

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

odd inlet
#

and is it free? ๐Ÿ˜ญ im broke

junior void
#

yes its free, you can find it if you just google it

odd inlet
#

alr, thank uu!!

#

i applied vrcfury and gogo ๐Ÿ˜ญ

junior void
#

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

somber sequoia
spark walrus
#

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 ?

ornate stump
ornate stump
spark walrus
ornate stump
spark walrus
spark walrus
surreal marlin
#

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

flat hill
#

I have a question

somber sequoia
vapid slate
#

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

flat hill
#

Where can I find the vrm convertor thingy?

#

The one for Vrc Sdk

somber sequoia
flat hill
#

thk

somber sequoia
#

oh - you should probably do that in Blender anyway, just export a .fbx

flat hill
#

I have unity

somber sequoia
#

good, you should

flat hill
#

can I use the same one for both?

somber sequoia
#

same what?

flat hill
#

The link you sent?

somber sequoia
#

no that's a blender add-on, it has nothing to do with Unity

flat hill
#

k

#

I figured it out

safe locust
#

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.

lilac musk
safe locust
#

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

devout locust
#

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.

somber sequoia
#

I usually delete that mesh in Blender, if possible. You can't make it transparent, so....

lilac musk
timber wharf
#

tis kinda messed up to have grabpass as default feature for a base avatar๐Ÿซ 

somber sequoia
#

wow yeah, definitely

fierce thunder
#

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

timber wharf
#

@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

somber sequoia
#

I'd go back to the last 3.7

timber wharf
#

cant upload new stuff๐Ÿคทโ€โ™‚๏ธ

somber sequoia
#

As of December 02, yes.

fierce thunder
#

Didnt work, i tried 3.9, 3.8.2 and 3.7.6

#

any other ideas?

worn kiln
fierce thunder
worn kiln
fierce thunder
#

yeah prob

#

ill look trough my files

supple prawn
#

Does anybody know how to do Weight paint?

somber sequoia
#

yep

timber wharf
#

perhaps

proven quail
# supple prawn Does anybody know how to do Weight paint?

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.

tulip surge
#

Does anyone know how to fix this and gesture manager

somber sequoia
#

I wouldn't be surprised if it's VRCFury, given where that is

proven quail
somber sequoia
#

strongly suggest enabling auto-normalization

proven quail
#

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

somber sequoia
#

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.

proven quail
#

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

proven quail
# somber sequoia and in most cases, don't *move* bones, just rotate them.

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.

somber sequoia
#

yep, absolutely in that case you would.

proven quail
#

Most of the time yes, you just want to rotate the bones as that is the normal use case

desert hull
#

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.

somber sequoia
#

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

supple prawn
#

it just wont let me normalize all groups

somber sequoia
#

I paint with auto-normalize on, but haven't had an issue with that - does it give you an error?

supple prawn
#

nope, it just doesnt let me

somber sequoia
#

clicking "deform pose bones" there does nothing?

#

well I guess it should have already normalized by that point

pale ridge
#

what is the gitignore file for whenever i make a new avatar project

somber sequoia
#

ignore it if you don't use git - I find it very useful

pale ridge
#

whats git for

somber sequoia
#

source control, backups

supple prawn
blazing garnet
#

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)

proven quail
#

If you had to add materials/textures maybe you dragged the fbx instead?

blazing garnet
proven quail
#

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

blazing garnet
#

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...

proven quail
#

The menu might be in Japanese

blazing garnet
#

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

proven quail
#

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.

blazing garnet
#

Ah, okay.

#

I'll look at that real quick, thanks.

chilly solar
#

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

proven quail
#

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

chilly solar
#

i dont know how to do that :o

proven quail
#

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

proven quail
#

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

chilly solar
#

i want it to rotate side to side with the head but not up and down, can i do that?

somber sequoia
#

You can restrict which axes a rotation constraint affects, yes.

chilly solar
#

how do you use the rotation constraint?

#

i put it on the mesh for the avi and dropped the avi under the head bone

somber sequoia
#

did you read the docs?

chilly solar
#

no :o

proven quail
#

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.

supple prawn
#

Fixed my weight paint. Encountered another issue with the movement and the weight paint

chilly solar
#

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

chilly solar
#

its more than 20 cms tho, i want this avi to be quite small

night ember
#

its based on your shoulders

chilly solar
#

well still its not smaller than 20cms and im getting the error anyway

brittle condor
#

Hi, sorry for asking this again, Iโ€™ve just been looking everywhere and still donโ€™t have a clear answer.

I want to toggle an object that follows my avatar. Iโ€™ve figured out the toggle part with VRCFury but I want the object to be animated and match my avatarโ€™s 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?

somber sequoia
blazing garnet
somber sequoia
#

there's no "prop registering"

vapid slate
#

ok so everytime i click "build and publish" everything {on the right hand side} goes gray... any solutions....?

blazing garnet
somber sequoia
#

yeah no idea at all without actually owning the asset and investigating

blazing garnet
#

Ah.

coarse belfry
#

for an avatar prop to be grabbable, does it have to be a physbone?

#

Sorry, very new to this!

night ember
#

grabbable by everyone? yes

#

grabbable for only you? no since you can use contacts and constraints

coarse belfry
night ember
#

sure? but you gotta be more specific

coarse belfry
night ember
#

yea?

#

you can grab stuff sure but its not like an actual grab

coarse belfry
night ember
#

like you can "pick things up" but you cant spontaneously make something like a gun work

coarse belfry
#

nothing like a gun working

night ember
#

then sure?

#

just give the physbone stretch and set it to max immobile

full vigil
#

how do I get the physbones for the shirt and the breast to stop clipping and the shirt to move with the breasts

night ember
#

the shirt needs to use the same bones

full vigil
#

what does that mean

night ember
#

the shirt needs to be using the same bones as the avatar

full vigil
#

it is

night ember
#

is it a separate fbx or something

full vigil
#

I'm not really sure what that means?

night ember
#

is it actually a part of the avatar or not

full vigil
#

the shirt isn't part of the avatar, no

mellow scaffold
#

how would i fix this?? i tried my hand at adding an fbx animation to a bone and idk what im doing๐Ÿ’”

night ember
full vigil
#

okay

mellow scaffold
somber sequoia
#

really depends on why it's happening

#

is it in play mode?

warped scroll
#

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.

grave cave
#

iโ€™m 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 itโ€™s the settings iโ€™ve been using when exporting from blender.

somber sequoia
#

(in unity: click the model file, look in the first tab of the inspector)

grave cave
#

PFFFF

somber sequoia
#

"no" I guess ๐Ÿ™‚

grave cave
#

that actually worked tysm

somber sequoia
#

yep - there are cases where it doesn't and I can solve that too, but that usually does it

grave cave
#

i tried copying the other fbx on it since it wasnโ€™t having the issue but fortunately thatโ€™s all it was

somber sequoia
#

(I export from Blender with "smoothing" under "geometry" set to "face" and then import normals, without that checkbox on)

mellow scaffold
#

and in-game

somber sequoia
#

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

mellow scaffold
somber sequoia
#

I'd watch the animator when going into play mode, see what's running

knotty stump
#

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

somber sequoia
# surreal marlin bumping

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

surreal marlin
#

will look into the poiyomi part. i dont have substance painter or anything like that unfortunayely

somber sequoia
#

but those things can be got ๐Ÿ™‚

brittle condor
somber sequoia
#

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.

knotty stump
mellow scaffold
somber sequoia
#

I'm just suggesting things that you should investigate, not telling you an exact answer.

brittle condor
surreal marlin
#

isnt substance painter paid

somber sequoia
#

yes?

surreal marlin
#

yea. im not really financially in a place to be buying software

somber sequoia
#

okay

surreal marlin
#

maybe someday

somber sequoia
#

I did say "like Substance Painter"

surreal marlin
#

heh

somber sequoia
#

huh, today I have learned that exists

mellow scaffold
somber sequoia
#

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.

raw spruce
#

Iโ€™m not sure where to post this. Maybe itโ€™s already known, but Iโ€™m 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.
Hereโ€™s a practical solution (although an official SDK update in the future would be great).

  1. Locate the folder

~/.local/share/VRChat/VRChat/Avatars

This is where your test avatars are stored in .vrca format.

  1. 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 โ€œAvatarsโ€ folder. This path is Protonโ€™s equivalent of the Windows folder:
%UserProfile%\AppData\LocalLow\VRChat\VRChat\

  1. In ~/.local/share/Steam/steamapps/compatdata/438100/pfx/drive_c/users/steamuser/AppData/LocalLow/VRChat/VRChat
    delete or rename the โ€œAvatarsโ€ 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.

somber sequoia
mellow scaffold
somber sequoia
#

oh neat, there are some .vrca files there, not sure I ever looked

surreal marlin
#

my go to for when i cant afford software

#

thats how i found GIMP instead of photoshop lol, i edit textures in there

raw spruce
somber sequoia
#

It's not really part of my workflow, mostly 'cause it didn't work, but I'll have to try it out now ๐Ÿ™‚

somber sequoia
timber wharf
#

theres krita btw๐Ÿคทโ€โ™‚๏ธ

somber sequoia
#

sure is - I prefer gimp for most of what I need to do

long kraken
#

Quick question. If I already have a avatar and I just wanted to add a clothing option. Couldnโ€™t 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

night ember
#

if you havent unpacked the fbx in scene sure

heady sparrow
#

when i hit play, my avatar turns into this blob lookin thing, anyone ever had this problem ?

heady sparrow
#

i edited the mesh in blender and exported it into the fbx that was in unity

heady sparrow
night ember
#

well did you actually check if its fine in the rig tab

heady sparrow
#

it is

night ember
#

was it unpacked

heady sparrow
#

nope

long kraken
night ember
#

did you overwrite or did you just drag in the mesh of one fbx into the slot in scene

heady sparrow
night ember
#

define "mess"

heady sparrow
night ember
#

reset the pose

heady sparrow
#

how do i do that?

night ember
#

where you enforce tpose

#

theres also a reset pose

heady sparrow
#

where?

#

in unity?

night ember
#

yes?

#

where else would it be?

heady sparrow
#

idk, blender or sum qvq

#

where is it cuz idk where those 2 are

night ember
#

in the rigging menu

#

like when you go to configure a rig in unity

heady sparrow
#

it's good now but it's saying it ain't t posing now

#

do i force t posin?

night ember
#

yea

#

its not generally needed but depends on what is "not tpose"

heady sparrow
#

the thumbs were off to unity ig

night ember
#

yes and no

#

cause unity has a fairly specificity when it comes to a tpose

heady sparrow
#

it's all good now, imma check when i play the project

#

all gud!

#

tysm!

blazing garnet
#

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?

timber wharf
long kraken
#

Is it best to add clothes to a rindo model inside of blender instead of trying to use plugins in unity?

#

Because Iโ€™ve tried to do it in unity and everything was overlapping

long kraken
#

So maybe using the cats plugin I just add the clothes to the model in blender?

junior void
#

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

river owl
#

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]

blazing garnet
somber sequoia
timber wharf
#

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 frame๐Ÿคทโ€โ™‚๏ธ

soft mauve
#

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)'

blazing garnet
somber sequoia
#

ah, I don't use Fury for this if I can help it.

blazing garnet
somber sequoia
#

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.

blazing garnet
#

Ah, I'll go try that out. Thanks again.

blazing garnet
#

Oh, I'm stupid, I've got to make a controller first.

#

My fault.

#

Still new to this, do pardon me.

brazen citrus
#

updated the SDK, now i keep getting failed to build avatar, then when i check console it says this.

blazing garnet
#

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.

ornate stump
ornate stump
brazen citrus
#

never had an issue until the new sdk

ornate stump
ornate stump
blazing garnet
#

ive only ever used blendr for animation

ornate stump
ornate stump
#

So hence it just said "make toggle like you usually do".

blazing garnet
#

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.

ornate stump
unreal juniper
blazing garnet
ornate stump
long kraken
#

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?

long kraken
ornate stump
unreal juniper
#

.... CATS is a plug-in ๐Ÿ˜‰๐Ÿ˜‚

nova spear
#

i might cry...

ornate stump
nova spear
#

and i dunno how to lock liltoon materials

ornate stump
nova spear
#

oh ok

#

the fixed it, thank you!

left gull
#

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?

ornate stump
sick star
#

How do people make custom afk animations? Always wondered

ornate stump
balmy barn
#

afk=true , do stuff ( vrc_AvatarV3ActionLayer for one exsample ) , changed mine years ago so its random

last tulip
#

guys do i only need to update the sdk in the creator companion or also upload them? wich wouldn't make sense to me

ornate stump
last tulip
#

upload to vrchat

ornate stump
last tulip
#

uploading wouldnt make sense, because of unfinished projects for example

vapid slate
#

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.

ornate stump
last tulip
#

yes i know. thats my only question if its only that

blazing garnet
#

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.

vapid slate
#

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.

somber sequoia
modest ridge
#

they really need to fix this damn sdk they force us to update to

vapid slate
#

YEA

#

i did

#

its really annoying me

fleet ingot
#

Hey can yโ€™all help pls whenever I try to open my project for the first time on vrcc it doesnโ€™t open๐Ÿ˜ญ

somber sequoia
fleet ingot
#

Oh

#

Thx bro

blazing garnet
#

sorry, any idea why this might be?

blazing garnet
somber sequoia
#

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

blazing garnet
#

Oh, nope, I have that

#

That's weird.

somber sequoia
#

either put it into an active state or just drag it into a layer and it'll make a new state

blazing garnet
#

More likely, though. I'm just dumb.

blazing garnet
somber sequoia
#

in the inspector right there, see the Motion slot

#

that's where you put the animation clip

blazing garnet
#

oh yup

somber sequoia
#

(it's there already)

blazing garnet
#

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.

vapid slate
#

its still gray...

blazing garnet
blazing garnet
blazing garnet
somber sequoia
#

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.

blazing garnet
#

Ah.

somber sequoia
#

wait a sec, why is that Animator component there?

blazing garnet
#

that's what the video showed.

somber sequoia
#

you should only have one of those, on the avatar root object.

blazing garnet
#

oh...

#

that explains a lot...

somber sequoia
#

it should already be there

#

there are fringe cases where using another one makes sense, but this is not one

blazing garnet
#

The avatar already has an animator it seems

somber sequoia
#

yes, it should

blazing garnet
#

mhm

#

but I can't add another one, what should I do?

somber sequoia
#

why do you want another one?

blazing garnet
#

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

somber sequoia
#

animation controller is not the same as that animator component

vapid slate
#

would be awesome if someone gave suggestions ...

somber sequoia
vapid slate
#

not spamming

somber sequoia
#

you've sent the same message 5 times in the last 15 minutes

vapid slate
#

thats still not spam but alright

blazing garnet
#

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...

small lion
#

Hi guys, can you tell me how to fix a hand so that it is not transparent from the inside?

junior void
junior void
#

Oh wait during anim record? That's normal

blazing garnet
#

ohhh

#

lol

#

yeah I just tested in game

#

it seems fine

#

sorry bout that

junior void
#

It's cuz the hair isn't part of the fbx that you're animating

blazing garnet
#

ah.

#

I ended up just giving up on the toggle ngl

#

๐Ÿ˜ญ

#

not advanced enough yet maybe after some time I'll get good enough

junior void
#

Can't help you if you don't share

#

I don't read chats backwards so if you did alr I missed it

small lion
blazing garnet
#

Hello there, is there a way where when I toggle something, it untoggles another button?

blazing garnet
sick star
somber sequoia
sick star
#

Ah okay thank you

heavy zephyr
daring lark
#

How do I fix this? Randomly I loose quality in game

balmy barn
#

quest? my first though its running low on memory and does wierd things to textures to not crash ๐Ÿคทโ€โ™‚๏ธ no idea

silent yarrow
#

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?

somber sequoia
#

iirc those are triggered by setting VRCEmote to specific values - I wonder if there's a list of them somewhere