#avatar-help
1 messages · Page 204 of 1
describe the troubles
well, i downloaded the vrchat creator companion and the version that it needed in the unity hub, but it won't recognize it
for VCC help you might try #creator-companion - I personally don't use it so can't help there, sorry
okay, ty!
thanks for the tip, I got it working 
oh nice!
im trying to create a headpat animation, i have a working avatar that has one but on my new avatar it just wont work, it wont play the animation when the contact receiver is triggered
can anyone help me
just dont understand why it wont trigger the sound
ignore the head as activator just recreated the contact reciver and accidentaly set it to head
dont use any state for simple things 99% sure you didnt disable can transiton to self
you are triggering it alot of times instead of once when its on
this is how it was told me when i made my old avatar. it worked once on my new avatar then i wanted to create a new animation to also enable something else and now it just wont work anymore
Just because it was told to you doesn't mean it was right.
You definitely want "can transition to self" off if you are using AnyState.
yeah but it worked, and that was enough
Except it often doesn't, and even if it does, you're wasting CPU time when you don't need to.
simplest toggle there is , any state is terrible use it if you must have many transitions
testing that in unity just use a empty gameobject and see if it activates
omg i now know what is missing... i didnt remember you could press on the arrows 😭
av3 emulator handy 
still doesnt work
how exactly does each of the states look like?
Heyo! quick question that i need some ~aid~ with, my blendshapes work perfectly fine in blender, but when i export them into unity they dont work, any fixes or explainations?
contact receiver on head set to detect someones hand , then set parameter box = true it does stuff (sdk 3.10+ so i have a slightly different look on receiver)
seems they added a bunch of default things
Only the shaders under vrchat/mobile are allowed on quest. And out of those, I believe only 2 under the particles section have any kind of transparency
oh i see
Still not recommended tho
alright ty for the help
can someone help me 😭
hello im doing some uploads and I got this :
too many failed login attempts from network
Is this a new error , right ? how much time dose it take to be able to upload again? thank you 
oh hi pol!

has anyone been able to upload a avatar?
several people yes?
i request help from anyone who bought cyn/myths 1x, how do i get the toggles to work?
If you've bought a specific avatar its probably better to refer to the creator with any inquiries
i dont know how-
in unity I have a imported project, i try to open the unity package but for some reason I cant enable most of the things outside the fbx
when I click all it does nothing
auto translating it will save you alot of annoyance when you try to assign it in the unity rig
throw it in blender and use cats translate or do it manually
Any idea why my animation seems to be locked to the hip when it plays normally in blender?
need to set tracking control to animate hip and especially head or it goes wierd
for toggles like that i just set tracking to animation on everything
Help... It keeps undoing the change by itself when the SDK is open.
im trying to add a plane behind the avi and make it green so I can use it as a green screen but the shader is locked, any advice?
"locked"
so a friend's model they have for vrchat has a slight problem, the first person model isn't there, how would I fix that?
like there's no visible arms or body in first person in vrchat, don't know why
my avatar floats and sinks for some reason?
not to mention the friend who made this is critically offline
SO. What's the deal with taller/shorter avatars having jacked up voice/sound placement? I'm having some issues with a 3 meter tall avatar and being heard by people on the ground at normal, smaller heights, even when using sitting/crawling animations.
beta or not-beta? if beta, mention it in #open-beta-discussion probably
UH how do I know which I'm on?
I definitely did not go to download an open beta
should show up in steam, but check #open-beta-info for info
if you didn't pick it on purpose, probably it's not then
yeah I definitely didn't do that yeah
Heyoo!! if anyone has experience with face tracking i would be so grateful for some help- The PC version of my avi has face tracking and it works properly. it also came with a face tracking quest version, but when i uploaded the quest side, quest users can only see my eyes move, not the lips. Is there any way to fix this?
in gesture manager the quest version has all the toggles for face tracking as well
unsure if its relevant but i use the VRCFacetracking app with Virtual Desktop
sounds like probably a mismatch in the parameters lists, or order. I've not done this with VRCFT though, so not sure the best way to sync that.
wait, so the parameters should look identical and in the same order?
Yes, that's how the quest+PC sync is handled
It looks like all the params are in the same order n such
ive realized reanimating an afk animation is tricky, is it even possible to change an afk anims keyframes without the original armature or whatever it is?
why are her feet sinking into the floor? moving the avatar higher in unity doesn't seem to do anything
does the avatar have gogoloco?
yes
try fiddling with that
will do, thanks!
add the required package that script needs. check the documentation from the asset creators for clues as to what it is
can someone help with this please
nevermind my stuffs outdated
Could be an animation toggle that turned off the mesh locally, or a shader animation setting it to fully transparent. Might also be a broken locomotion kind of animation that is putting the avatar in the ground or somewhere really far. If it's any of those, they could upload a version of the avatar that has no animation controllers as a test to verify it's animation based issue or not.
Alright I'll try that
what was the point of this
Turns out the view position was just too much forward so I pushed it back and can see the body now thanks
I have a model that I wanna make into an avi, the only issue is it’s IK, how would I go about turning an IK into an FK?
most ignore it, just make a valid armature for vrchat and let it handle IK
sigh ok I have a problem with an avatar here. I tested it on pc it's perfectly fine. but I make an exact copy of it for quest, I can only test quest version on my android phone which I'm aware is buggy as hell, but so far on there, the view is all high up from the avatar. I don't know how to fix this.
it's an exact copy, meaning nothing has changed from the pc version (except shaders of course) so I don't know why it's doing that.
Im using a 500x500 texture atlas for a screen on my model but even after messing with the texture settings i cant get the texture to not be blurry, does anyone know how i can up the quality so it looks the way it does in blender?
texture resolution can only be power of 2 so it can only downscale it to 256. add borders and edit uvs so source texture is 512
disable power of 2 to avoid very blurry images on low resolution on stuff
pixel art get smudged to hell if its on in unity
(this one is 256x256)
Wait VRChat also handles IK?
All the tracking limbs already are IK. But it doesn't use IK bone in your avatar.
So how do ik the IK rig for the model works with VRC?
I was told making it FK would make my life easier when turning it into an avatar
But I don’t know how to turn IK into FK
It doesn't use IK rig of your avatar because it has its own IK system. And all IK rig already is FK underlying.
That means if you just removed IK, it would become FK.
Idk how to do that? The whole thing moves in blender but hes locked in place in game
https://creators.vrchat.com/avatars/state-behaviors/#animator-tracking-control whenever you trigger paramter to do that animation, set tracking = animation and back to tracking after
I just use the default VrcEmote greater then 0 , set tracking = animation , if 0 set tracking
I was using a vrcfury toggle for it
Questies couldnt see it for whatever reason although I built for both
learning how to do it manually is very handy , vrcfury can do basic things
any idea on why my hnd is doing this
Either weight paint wrong or bone rotation is incorrect.
My animation keeps breaking when attempting to animate the emission to match up with the albedo slot, how woud i prevent this or fix it? ive tried re-doing the animation entirely but it runs into the same issue Fixed, unity was just bugging out and saving as previous keyframe rather then the update input
they seem fine.
idk ive never worked with a bapper im usually in my own corner on my own models lmo
Have you actually tested in pose mode?
Did you also test middle and ring finger?
mhm
i litterally just kitbashed the bapper with the fluffer and now its being wierd
other than the fluffer head its all just the same
In unity, try set the model rig to generic, apply and back to humanoid.
yeh just found that
the hnds are fucked in confid
wtf
never seen that hppen
wtf
but it is
TwT
How are the hand bones look like from hierarchy panel?
That's the scene view, not hierarchy.
You should just assign Intermediate bones instead of Dummy bones.
the fingers are rigged this way and i really cba to go and reweight someone elses work rn TwT
You just only have to put the Intermediate bones into the Intermediate bone slots.
Just go to sleep at this point.
its still happening
yeh its bed time
xD
i hate unity i just wnna stay in blender ;-;
Did you apply the change in the rig menu? Go back and double check again.
Or just go to bed.
yeh i did apply it just going over it 1 more time jusst incase yknow xD
i forgot to enforce tpose so yknow what i might just be a lil cooked in the head today
fingerbones not 'ish' inside mesh does funny things when bendt
rotation gets all wierd
is it possible to maek world lightign not affect the color of the rim light on toon standard
Is there a faster way to scroll through animations?
Instead of just
Clicking over and over 
the what
Need help putting underwear on avatar🥀
explain/show what youre stuck on
i need underwear assets and shi and then idk how to put them on my avatar
but i still dk how to get them on the avatar
you can look on sites like Jinxxy,Gumroad,Booth or Payhip for assets and even ones specific to your base if you add that to the search function
and then depending on the asset you'd either manually add it in blender or add it through something like MA or VRCFury if its setup to work that way
Hi, does anyone know why my avatar is fine on pc with the viewpoint but on quest it's all high up? I literally just duplicated it and changed the shaders so it can work on quest so I don't know what the problem here is
yeah dont think i did it right💀
how'd you add it to the model
yeah it'll only work if its specifically made for that model and pre-setup by the creator to be added in unity
time to weightpaint it in blender!
the original base model has underwear
but i accidentally deleted the underwear💀
if i reimport itll fuck shaders and everything up
oof took me a while to see floating undies
reimport as separate asset alongside, then use pumpkin avatar tools to move stuff over ig
tf is pumpkin avatar tools😭
wish i knew. just some silly asset you add from github to vcc
fair enough
Hi, does anyone know if changing these values for shapekeys in blender does anything in unity?
oof also pumpkins looks heavily outdated, is it even usefull anymore? ping pls
@midnight finch nope, need a way to apply non-zero to base as min and bake over one as separate blendshape for max cause unity only goes to 100 ie 1.0
could i not just make a new project with the original base model
then take the files for the underwear
okay, was more so like wanting to limit how much the eyes can close for a specific shape key for FT since eyelid is clipping but i'll find another way thank you
and wack them on mine
@midnight finch well, you close eyes as much as you wish, you propagate it to a new shapekey, now new_key 1.0 is your new fully closed eyes
just scared it'll break FT LOL
in theory if i remade the blendshape and named it the same as the original one. it should reference the new one no issue right
🤔
ye
curioous and curiouser
other than shapekeys being weird even in blender itself so pls backup
its still functional for copying components and its "Tools" section (not sure about the rest since i dont use them) on the 3.9.0 sdk
not sure if most people even use the other options it provides
iirc the other stuff it provides is for thumbnails and like avatar stats which ik alot of people use other scripts to do that
copying components is the only thing i ever install it for too :P
3.10.0 have funny new 'body' colliders
hey, does anyone know what this problem is exactly?
never ran into that , id try saving the image in png/some other format
i use a gimp template for profile pic some years now that fit the odd 1600x900 format they use
is there a good place to start learning how to use VRCCC? like a YouTube video series or something
or rather just using unity to make an avatar in general. i feel like im missing a lot of the basics when i try to start doing something
so three years later they came up with community driven tags?
fancy. and too fast
https://discord.com/channels/189511567539306508/1139228456090087495 has a buncha stuff
what do i do now?
its the underwear without animations how do i fix this
@left gull
Read the error in your first screenshot, you need an animator component on the root of your avatar
usually you get that automatically after setting up the rig as humanoid
tysm
Yeah like what the others said you'd need to add an animator if you model is already setup as humanoid (though it looked to be rigged correctly earlier id check for any errors in your configure menu)
Does anybody know how to turn off a filter?I broke mind.I don't know how to turn it off.I turned it off.I turned it on to everything I even reset it
Please help me
how do i fix this skirt issue 😰
exactly what issue are you referring to?
the skirt at the front is like
bouncing
if u look closely
not sure how to describe it
oh I see it, physbone jittering slightly
yes
waited 3 minutes to cross post 
could be too close to a collider, rotation constraint doing wierd things , springyness ect, cant tell without seeing the physbone component
okay ill check some of these
or, i have the file, if anyone wants to try and fix it for me
that is what it is yes
i can send the model in dms if u wanna look at it
you should head over to the VRC Traders discord if you want to commission someone, you'll only find scammers around here.
alr
quick fix might be to change physbone ver from 1.1 to 1.0, or to enable isAnimated. If it's not something like a collider
feels like you just have to go into settings, disable content gating stuff, and restart the game. or perhaps delete the cache in the settings.
im trying to upload an avi and its telling me to add a avatar photo when i got one. i even switched it multiple times
Remove the blueprint id in pipeline manager
tried that too but i reattached it. should i not?
alr
it showed in my avis but it wasnt uploaded for quest or pc
we're good now thanks
I know its cause of the scripts, but one is gogo and idk what the others are and if i take them out it sometimes breaks the avatar. How do i fix this? If it helps the avi is Mimii by Offeset. Like i got the pc up, no problem at all, its just the quest that doesnt want to work
Whered you get the avatar
off offesets website
Link?
OFC!
Thats an image
Id contact the creator cause the description says fuck all about dependencies
well they have a google docs that shows the dependencies and i added them all, and they are all up to date
You sure about that?
mhm
You follow the import order?
yes
Then contact the creator
alright
i'm having a weird issue rn
i'm putting a material on the socks, right ? and it works for a few seconds but as soon as i change tabs on the side, it turns back to the old material
try newer/older sdk and dont have any controllers in your animator it will revert things
3.10 sposdly finally fixed it 🐧
3.9.0 likes to read the controller if one is assigned and you select the sdk tab - does funny things
yeah just don't use 3.8 or 3.9
wdym??
so do i use 3.8 instead of 3.9?
id try 3.10.0-b1 , dont like going backward myself 
probably not?
havnt noticed any yet even some scripts i use behave
but could be some that doesnt 🐧 i always have backups
just revert sdk back if it misbehave rare it messes up things
oukiw
anyone's got optimization tips btw?
like instead of deleting items off the avatar
that's a big one 🙂
how do i do this
check the physbone component. it has the settings. you'll find them
at the bottom. Or see the documentation:
https://creators.vrchat.com/avatars/avatar-dynamics/physbones#options
tyty
hi can someone help me put a dance to an avatar, i just bought this dance for 2 euro
i wanna use it somehow its an unitypackage
what's in the unitypackage?
just a dance
i think animation
you'll need to know in order to get help on this
Yes, good
it should be pretty easy to set that up in probably the Action animator
no i never upload for others , if i do its public easier to for me have them tell me what they want fixed then constantly giving them the project files for every iteration of it - whenever its good enough they will have the files
Heyyy I rushed one of my sliders and forgot to dupe my avatar, and now the 0 to 100 animation is stuck on my avatar. How do I reset it? 🥲
Would anyone know what this means ive been trying to figure it out
No, I recommend taking a look at the console for more details
oh! there's an error I missed - you have a menu that uses a parameter not on your avatar, the error tells you which one, you'll have to add that parameter
Kk
so i have a particles multiply part on my quest avi and looks fine in unity testing but why is it broken on vr
thats vague
ok hold on
the eyelash and star are multiply here as they should be since they look fine playtested in unity right
the multiply shader is for particles
oh you're trying to fake transparency
been doin it for a while yes
right and its been working on models too
but this happens when i try n playtest on quest itself
like I said
its for particles
this isnt an intended use of it
quest doesnt support transparency
then why has it worked until now
im aware and it sucks
when i enter play mode or when i upload my avatar in vrchat, he's naked.. why ??
how do i fix this
animation Ig?
Im assuming it does that when you enter playmode and isnt that by default
and I can see the meshes are disabled
yes exactly
so thatd be an animation doing it
weird because i don't remember making an animation
and on vrc fury my outfit is set to "On"
how do i get this animation to not bug out
and my hand to be on the floor
its the sit pose by wetcat
that says turn on so is the toggle enabled
i've figured a way to fix my problem, ty anyway
looks like it's blending with another layer. the anim is suppose to be in the action layer to override the other layers. you can also use gogoloco, it's prebuilt, has stuff like this already, and slots to just put new anims in. unless you're in vr, and using ovr dragspace, then this can happen too, and you just have to reset ovr or drag your self back to the floor.
how do i mask where my dissolve is?
im already using a dissolve mask to make the effect
it didnt embed hold on
i need to make it so it only shows up on the jacket, not everwhere. i have a mask for this but i dont know how to apply it in this case
You'll need to tell us what shader you're using and/or show an image of the material with the dissolve settings
well there's a dissolve mask slot under "Masking", that'd be the one
well it's not like you have another slot for this
how can i rotate an avatars eyes while its in play mode? i cant get them to move even if i mess with the eye rotation states
you need to use VRC Animator Tracking Control to "take over" control of the eyes (set them to "animation") before you animate them, and release it after (set them to "tracking")
yo does anyone have golo
golo?
how do i fix this its saying i have a missing script i think
you install the package that provides the missing script
yes i need it for my avatar because i had to reset my pc
look at the avatar or prop creator's documentation to figure out what it might be
ok
its free to download
dont need to steal it or get it from another person
the creator offers it for free on gumroad and booth
do you have the link because im a little dumb 🙁
surely google does
no, on an animation state
okay, ty
thanks man
i cant find what the problem is
how do i find it
I don't know of any real way other than to install the requirements stated by whoever created the assets
you could always delete that script component, but that might cause problems.
if you didn't already do that, yes of course
What does your project file look like?
B/c this can be caused by a few things not just missing scripts, but having 2 of the same thing installed at the same time.
like the file with avatars and textures and library?
yes
I'm not sure why you are pinging me for this?
idk what you wanted to see
click assets
I'm thinking that file at the very top of the list here is in the wrong spot, try dragging it into packages and then building.
you shouldn't put stuff in there manually, use VCC/Alcom for that
install the face tracking package that way then. I'm not sure why you have it where it is now
no i meant i use alcom to import it
Is there a way to make mesh dissapear when in proximity of another players head
shader like poiyomi has support for range based transparency
you can also use a local only contact that whenever they see it trigger it disables the mesh
NAh i mean to stop rendering or disable
this didnt work, would the missing file be the problem? and if so, what can i do to find it?
I was too hasty in my reply
You'd have to look at the avatar's listing to determine that and what's missing.
Ima see bout the contact system
vrlabs has a prefab for targetted toggling I just forgot what its named
do the errors matter?
yes and no?
i just pressed done and my configure avatar button vanished
thats what i am on
no you are on the rig not the fbx
it was there before
they are entirely separate assets
you sure?
i reimported the mesh and suddnely its there
this is always where i came to get to it
itll always be on the fbx root
so why does it show here once then
if its still attached directly to the fbx
if there is no fbx it cant load it cause it literally has nothing to present or check for bones with
well can i ignore the not in t pose error?
the only way I think of that happening is if you unrooted it from the fbx
yes and no
generally you can only if the fbx is already in a tpose
well it is as you can see
but the rotation/positional offsets WILL effect the avatar in game
causing the position for it to be offset or bones to not rotate correctly
for hands the rotations of them can be easily broken
Idk why you didnt just click enforce tpose
ok aslong as it uploads ill be fine
well yea but it can still be fucked even after uploading
which is why I ask why you didnt just enforce tpose
huh
ive uploaded this model before its fine after you change the bones to what i change them to
but i lost my files and i made the jacket 50x better
which is lucky considering its very stingy about pose
I do love a video not loading
Id also assume the file size
they always work fine on mobile tho
you just gotta switch channels a few times to fix it
did you manually put it in tpose or something?
ok now i need to setup audio link to the dissolve masks
no its in its defualt tpose when you rip it
wdym rip it
from fortnite?
you shouldnt be ripping assets
porting i should say
That's a blender thing to get it into a proper tpose atp
this is an interesting outcome
thats just ripping with a fancier name
ok heres the thing
ive ported the entire fucking travis scott event already
no problems
contact receiver looking for another player's head, sure
Yeah this is just a blender thing
any clues on as to why this is happening?
tap configure and show a screenshot
of the bones tab
it tells you clearly what the issue is
suddenly hes a posing now but he was tposing before
oh yeah it does. one of your finger bones are assigned twice (the left middle finger is assigned to the middle finger of both the left and right hands). make sure you have them mapped correctly in configure.
if it fails any checks, unity will leave it in t-pose and it wont play VRChat's animations
oh holdon
hes not t posing anymore
strange
he is set to humaniod
has an animator
so idk why hes stuck in an a pose
lemme build with the bones fixed and see if he moves now
try tapping Pose then Enforce T-Pose
within the configure menu, to the left of the apply and done buttons
ummm
(oh goodness, someone else is going to have to take over)
no, the list of bones, not the image of the avatar.
make sure you have the right bones in the right slots before you go trying to enforce anything
good way to screw it up worse.
now only the fingertips are fucked
i think it was like this when i uploaded before and it was fine in game tho
you should now follow what kazin said and show your list of bones as well as the mappings of the hands (?)
yeah its fine now
i fixed it dw
left hand a lil fucked
i just gotta fix the fingertips being weird
old avatar for comparison
i have everything needed in the listing.
if the listing calls for specific versions of things you'll prolly want those specific versions, sometimes they do. Otherwise without having more information there's not much anyone can do for you. If you have the listing up you'd probably have a better time contacting the avatar creator yourself.
I'd probably just install vrcfury and gogo loco if you haven't, those are common ones people forget
Im having a bit of an isssue with audiolink in vrc. I got it all set up in unity and even when I tested it out on there, everything was working great, however, in vrc itself, the emission mask that I have to be affected by audiolink just stays at the base emission brightness and doesnt change in accordance to the world's audio. anyone have a clue what I may be doing wrong?
need help what do i do with this
i just waited 10 minutes for it to upload im actually pissed
are there any better ways of tackling semi-transparent materials using poiyomi? i'm having trouble figuring it out, though i did figure out dithering but i don't really like the appearance of it
You're showing mobile shader though?
the mobile shader is the best way ive found to get the desired effect i wanted, i'm asking if theres a way to do it through poiyomi since the only way i could figure out on my own was dithering
If you had separated material from the opaque body, then you could just set render preset to transparent, not cutout.
i've tried that but.. 😓
ohh wait if i had a seperated material i rushed my reply out..
thank you
You had 2 material in the asset below so I assumed it was separated.
i have 2 different versions of the base mesh one for pc and one for quest, i was planning to use alpha blend on mobile since quest doesnt support transparency otherwise, the pc one uses 1 material slot
i could probably get away with just using 2 materials if nothing works out to squeeze into 1 though
you cant have alpha blend on quest, only additive/multiply
darn
does additive come out transparent? last i remember i think it does cause ive used it on particle emitters before..
can't you technically use particle shader for semi transparency on quest?
@late heath both additive and multiply end up transparent in some form
@gritty forge yes. additive or multiply. alpha blend cant be used for whatever on avatars
hooray! thank you
no idea why, but physbones are only doing the strands and not the entire part, they are connected just dont know why its doing this
they are connected together, just dont know why its only grabbing the small ones
https://creators.vrchat.com/common-components/physbones#transforms The Caution of this section.
can I get some assistance for some reason I can't seem to the model to upload keep getting some api issue
heres what the failed to send request error says
and I do have a thumbnail set.. don't know why it gives a image empty thing.. (assuming its related to avi thumbnail)
Try updating the sdk. It's 3.10 now
now we get funny contact defaults for objects (future inventory stuff my guess)
completely updated
is 3.10 acting normal now? 3.09 was completely unusable
havnt had issues with it 🤷♂️ (used the beta abit)
3.9 has some issue with thumbnail image uploading for new avatar.
uploaded 10 something avatars, cause i forgot poi fallback shader is just white if im using outlines had to change to toon fallback
tried to use it and i couldn't adjust properties in poiyomi and anytime i'd deactivate something on a model, it'd reactivate by itself a couple seconds later
ye it was fixed
also on an unrelated note how is texture memory calculated as a statistic
repliacted that just by having a controller in animator - 3.9
does it take every single texture you upload regardless of whether it can even be active by way of material swaps
my avatar's reading about 60mb on upload and each "outfit" only takes about that much as well but the statistic is saying 223mb
its completely impossible for the avatar to use that much due to material swaps n such
and i thought they'd fixed that earlier this month but now its back to that
Uploading is "compressed" package so size of package is much smaller than what it really takes.
sdk probly fails to count matswaps
while ingame you see true value of all used textures
sdk is 3.10 still having issue...
bubble ones are matswaps - vram calc handy, sdk 'soon' getting similar thing
Are you uploading as a new avatar? Also try detaching blueprint id in pipeline manager component.
oh actually now that i'm looking, my stuff all lives in vrcfury away from an animation driving the mat swaps
with vrcf you should check stats in playmode only
so that'll be a big contributor to the confusion
alright that clears some of it up, thank you
yep, a lot of my texture mgmt got away from me
Just tried still no luck
I wonder if its just my end having issues, I just got no one to upload it for me
isp goes herpderp , rare times ive had asw fail but worked a few hours later
id try vpn but then it wants me to login again
Also try changing thumbnail image, preferably capture from screen. And if it's internet connection issue, try another internet like mobile hotspot, or use vpn like cloudflare WARP.
flips table of course the issue is my internet thanks!
Can someone give me a good full body tracking to get for Christmas
Ooooo I’m curious too tbh
Thats crazy, I own slimes and I absolutely love them. They are amazing for the price.
How do i just get rid of it entirely?
the blush effect doesnt work well on quest so id rather just get rid of it
Just delete the MatCap texture.
when i delete the texture it defaults to pure white
and my face instead of being covered in a pure red its pure white
seperate in blender and delete it
I agree. Can attest to the good slime ratings.
Sometimes what I used to do (if you don’t know how to use blender) is set it to vrchat > mobile > particles > multiply
Then just delete the texture from the slot
It’s basically just invisible if there’s nothing there and you use multiply— just not super practical
Thanks a lot I’ll definitely try that

I like mine!
come into #full-body-tracking for more detail, but either vives + base stations or slimes. Or wait for fluxpose. No other options are reasonable.
Mk slime it is
do your research, make sure you're ok with the caveats (they all have caveats), etc, etc.
is there a way to make my 3D space effect on the helmet quest compatible?
id also really like to do my fancy dissolve stuff on questm but if not ill settle with a panning texture
You could probably set the space texture as a matcap or animate it 
Can I use a mask to choose where the match goes?
Match
Iswtg autocorrect
Mat cap
So idk how to actually import the avatar how can you do that? the charcter I made was on VRRoid Studio and im trying to tranfer the character into the unity hub
masks
apperantly i had one
, ~~ then you can animate offet on it i guess~~ - nah wont work, you can animate the mask strength tho (pulsate effect)
red like that means the file that provided those objects is missing
Anyone ever encounter this in Unity? It just automatically reverts things when I am changing them. Toggling objects, blendshape changes, etc. No CTRL Z or trickery used.
try sdk 3.10
Oh was THAT the reverting bug they were talking about?
I just read about that the other night, I'll try it here now.
that's the one, yep
Oh I am so glad that got patched, it's been annoying the hell out of me for months
Its the first time I've ever seen it, at least I encountered it by the time they had 3.10 in beta
same, extremely frustrating, and I'm surprised it took them so long to deal with it.
got it if i had a controller assigned to animator , kept toggling the hat but only when i clicked the sdk tab
I got the SDK open in another window, so it was applying all the time I guess
Yeah that was it, love it when its that simple
Use toon standard, and you can use a mask for your matcap
will just a normal 2d terxture work as a matcap or do i have to make a matcap using my 2d texture?
a matcap is a 2D texture
ok
im thinking of those images that are warped to look 3d btw
but mine is just a normal flat image
if you're actually going for a real material capture, then sure, but you're wanting to abuse this slot for slightly different purposes, so it can be whatever you want that looks how you want it to
it seems my mask needs to be red not green
easy problem to solve
ok now i gotta add the face image back
What I would do tbh to replicate the effect is actually set custom normals on the visor so they all face the same direction
That's something that would need to be done in Blender/your 3D program of choice
For the face texture you can use detail map or emissions (emissions will glow)
how its supposed to look
You totally don't have to btw, I understand. Just giving advice if you wanted to be more accurate to the PC version of the effect
If this is supposed to glow, use emissions, otherwise, you can use the detail texture or main texture
can anyone help? I cant enable most of these things from my downloaded project and I cant figure out why?
because they are already in your project
Yeah that means you already have them and there's no difference between the ones in your project and the ones you're importing
Oh thank you
it doesnt seem to like the opacity
Adjust cutoff?
Emission doesn't use transparency. The detail layer will though
i need it to glow tho
You will have to modify the texture
funny thing
im not using poiyomi
why is it saying im using poiyomi
the one thats disabled does use poiyomi
but not this one
check all assets and material swaps
sorry, what part of that is unclear?
like i dont have any other assets or material swaps on the avatar
Okay - obviously I wouldn't have known that, so it's still good advice.
the pc one thats disabled uses poiyomi
it is disabled
the quest one is enabled
the quest one uses standard toon
its for some reason trying to build with the disabled pc one
event though its selected not too
yeah thats is/was probably a case of unity being buggy, just saving>closing>reopening project should fix it when it does that
this worked
thank you so much my goat
you can try adjusting the import settings to remove transparency, but that might just keep it blue like this around the edges. If you have basic drawing or image editing software, you can use that to add a black background. If not, I can do it for you really quick if you just sent the texture file (it will literally take me like 30 seconds)
ill try adding a black background later, right now im making the deadeye skini into an avatar
ty for the idea tho ill try that later
Can you link blendshapes and active all using one slider? Without the use of drivers.
Just so that I can test Body+Clothes at the same time.
you'd need a build-time tool to do that, like VRCFury does
Or just animate both objects in the same animation
Anyone else having trouble uploading avatars right now?
Anyone have any idea why verts might snap to WORLD origin like this from an an avatar? (Left). On the right side is the exact same FBX used, just freshly dragged into the scene. There are no constraints on this avatar.
Alternatively, Pumpkin tools doesn't seem to be copying everything over properly, if anyone has another avatar component copy tool thats currently working I could just drop things on to the fresh FBX drag-in and continue as normal.
missing weightpaint on some vertices
Right side body is the exact same FBX
anyone have any clue on how i could do this with poiyomi?
heres how the textures look
its def using the rgb channels to distort the geletin
for the skin instead of opaque try messing with the other options to get a see-through look and for the blue blue use Rim lighting then for the rainbows do them as emissions with scrolling effect
idk how you'd do its default style well enough though :P
is there a good video on how to make hand geature face expressions and talking animations?
how i didnt even change anything i hope my project isnt broken
ugh stupidity again forgot to delete the avatar id
face expressions via hand gestures would be done in the FX layer in the right/left hand slots and for talking animations do you mean viesemes?
yep
but i need a video on how to make both of these in unity without blender
if possible
you don't make blendshapes in unity
both require the body mesh to have existing blendshapes if you're trying to set it up in unity
my mouth uses bones to move tho
not shapekeys
i was wondering if i cant just make an animation in unity of the jaw flapping since there is no actual mouth
then you'll be making animations in Unity and a layer in FX to drive those bones from the Viseme parameter.
im having issues with this armature link. for some reason ONLY in vrc, the bones for the muzzle dont sync with the bones of the avatar, despite them being linked. I've tested it several times in unity and it works perfectly fine, but as soon as I open vrc and try it, the bone for the muzzle that's linked to the jaw just does not move at all. Anyone know what may be causing this?
sounds like itd work to me ill look at documentation in a bit
heres the avatar btw
well nvrm my pc decided to start lagging like hell and break file explorer
Probably because you use blendshapes to make the jaw move, jaw flap just looks bad in the vast majority of cases.
Most likely the asset wants you to add a blendshape link component from VRCFury too
Ohhhh okok that actually makes a lot of sense, thanks!
I'll try that out
It was an asset meant for the rex that I edited to the archer, so I'm kinda asking for issues, but hopefully this works lol
VRC Avatar Parameter Driver has a random option
hey babes i've asked this before but i somehow keep struggling on it, i would super apreciate anyone's ping and help:
i got a prefab with a fbx,i would like to replace that fbx with a similiar one
if i delete the original fbx,and import the similiar fbx with same name and all,the prefab freaks out and says it cant find the fbx
what do?
i have also tried to unpack the prefab in scene, then delete the fbx and add the similiar one,unity seems to find it but its still all invisible,even the parts of the fbx that i have not edited
don't delete, just overwrite.
Also never unpack - hopefully you made a backup of that
thanks for your input <3, i dont knwo how to overwrite tho
literally save the new file over the old one
isnt that the same as deleting and importign a new one? or unity cares about it :?
ideally use the same export settings though
no, don't delete it, just overwrite it. If you delete it in Unity you lose the .meta file and it's considered a different file
ok! this is very helpful,it might even be the source of my problems,thank you ❤️
and you break the link between the object in-scene and the file on disk
which is what unpacking does too, so don't unpack
you got it boss 🫡
(* avatars - some prop packages you can unpack in certain cases)
is it possible to create some sort of variant?
depends what you want, but each copy you drag into the scene is a separate object so can be somewhat varied
for context,i have a female avatar that i've edited to be male
would be super poggers if i could have 2 prefabs,one for each, so i dont have more headaches in the future if i have to edit again
oh you can - in that case you probably would have two different model files
unless it's just a matter of blendshape differences, in which case just different scenes or even objects in one scene
save as a new file - again, this is basic computer file manipulation stuff, not unity at all
okay
so for the edit,i overwrite, for the original ,i save as new
thank you so much fo rhte help! i apreicate it a lot!
"linked" how?
Using blendshape link (vrcfury)
is there a way to like, make something always render behind something from all angles like a halo?
you can mess with the render queue values
itd need its own unique material for that, right?
that only works in play mode or in-game, it doesn't work in edit mode
yes
I was also trying it in play mode. I must've accidentally exited lol
But it was the same result, sadly.
ah ok, then something about it was done wrong. I generally don't use Fury so not really sure from here.
Hmmm this is so frustrating 😭
Worst case, I'll just scrap it and try to make it a toggle for when I'm muted
Which I'm also a little curious about how I would do that, since there doesn't seem to be any component options that allow that
anyone know how people get their clothes to move perfectly with their avatars body's physbones, my body and clothes both move but the body just clips through the clothes
you don't a component, there's an animator parameter for that:
https://creators.vrchat.com/avatars/animator-parameters/
Heya ive been having an issue with both avatars and worlds where it stops uploaded and just says "Failed to upload file"
its super hit and miss- but it happens more often than not and its seriously preventing me from working on my projects
there's nothing we can tell you without seeing actual error messages
One sec- I posted them a while ago in the worlds help channel too and nobody was able to decipher them
these are the only errors upon failing
yeah if there are no others, maybe it's something about your network
What about my network could cause this? Nothing should be blocked by my router, I've checked through it
I don't know, I don't have this issue. It may not actually be your network either, could be an upstream provider between you and vrchat
tried a VPN before and it didnt work- trying again and so far so good
-# grrr... stupid inconsistent little...
I know there's often some suggestion of using Cloudflare's DNS thingy too
Hi, i had finished texturing a model last night, that all went fine. Today i wanted to edit the model slightly in blender, but after doing a test edit and re-importing that fbx, i can see that there are some issues i didnt have when importing the fbx and uploading the model last night. The components included with the model originally are missing, and i am unable to edit the textures.
Should i have saved my edited model with the original name?
Please @ me with a response as i would like to solve this, thank you
Made a backup of the original file and replaced it with my edit, that did infact replace the original model correctly and changed the model, i believe this solves my issue. again feel free to @ me if you believe i still may have done something improperly
you'd need to provide some detail, it's not clear what is wrong here
Are the clothes designed for that particular avatar?
Depending on what you got and what you're trying to apply, there's a lot of answers to that question LOL
No
Did you shape them in Blender?
Yes
Did you apply weights?
Yes I used auto bone weight
I recommend "Robust Weight Transfer Tool" plug in but if you did that, on the Unity side, are you using Fury to attach the clothing?
(and did you test the movement in pose mode in Blender after weight transfer?)
No? I just parent them to the armature in blender
Yes
Hmm, I never do it this way so someone else probably has insight but can you show a screenshot of how much clipping you're having? Is it generally moving properly in the Unity side?
how do i fix the black at the end, the texture doesn’t have that but it has it when i add it as the texture
it’s not transparent and idk how to fix it
i’ve tried.. LMAO
If it's a little bit, Blender's auto weight kinda sucks and I'd again suggest the Robust tool, or going through and smoothing/tweaking your weights in problem areas
I see one thing I’m noticing is while the clothes move with the physbones they don’t stretch at all to stick to them does that have a fix?
Got a screenshot or two?
It's probably still weighting tbh
That's the hardest part of making clothing assets work right
Sorry I don’t believe I can
🤔
Idk how I would take the picture 😭 while also moving the avatar and I don’t have a recording software
Windows' Snipping tool, hit the clock thing to set a few second delay and start moving it after you hit "new"
Screen will turn white and you can select which part of the screen you want to save as a screenshot
also OBS Studio is free
i believe i gave enough info, but im pretty sure its not a problem now anyways
I wouldn't have asked for more if I thought it was enough to go on, but if it's no longer a problem, that's great.
is that one the only error in the console?
yes
does anyone know how to fix this issue when i press play for my avatar it gets stuuck on this viseme and it overlays the other lipsyncs even though i KNOW i didnt put the blendshapes as that
new to making vrchat models btw
you only have three blend shapes for visemes?
wanted to keep it simple
cuz this is my first one
is there a problem w that? /genq
if you are doing the animation yourself with the Viseme parameter in the animator, nope, you can do whatever. If you're using the viseme stuff in the VRC Avatar Descriptor, I believe you need all of them
i see i see
does it help fix this issue though?
I can't tell how you have this setup now, so no idea
@hoary lintel you def have smth animating it to 100, now figure out what layer does that
how do i do this? bcs i might be doing it wrong
well first set your lipsync layer weight to 0
if they all 0 now then its the problem
ok i did this now what
what do i look for?
nvm i fixed it!
trying to upload a avatar my friend bought for them since they dont have a pc and its saying this
Well, did you not import what it's listing?
i just removed it since i dont even have ft
its pointless
i'll add it if i ever get it
im trying to kitbash a few different avatars together to make something, how can i tranfer the weights from one rig to another?
robust weight transfer addon for blender
ill try that holdon
Hiii!!. I was hoping for some help on what to do next.. so I’m making my avatar from scratch on blender. The modeling for the base is complete. Everything is connected to one another except the head. I’m not sure what do next… should I make the clothing? Or rig it or what.. sorry if this is a big ask. This is my first model I’m making for myself
how do i use this
does anyone know why this section of vrc phys bone is unavailable
i keep seeing it work in tutorials but not for me for some reason
to get eyes to glow like this is with Eye Hue color right?
cant i do it with cats?
my models got like 100 weights theres gotta be an easier way than using robust
Emission. Hue is just the color itself
Thank you!
I cant seem to figure out why this is happening, i've cleared my transforms in blender, this issue also randomly started happening for seemingly no reason, the model was fine before. If i set it to humanoid it still shows up as non humanoid in the avatar descriptior
nvm figured it out, still a very strange issue though
Could someone help me make an animated mode for my avatar with like animated movement and stuff? I have all the animations, I just don’t know how to do it all. Ya can DM me or ping me here if you can help! I suck at this kind of stuff… ;-;
You mean animation dances?
im kinda new to vr chat and i downloaded a filw for an avatar but i don't have a pc to upload it can anyone help?
You will need a PC to upload avatar.
does anyone know why my unity crashes when i make a new expression menu??
can anyone help me out with a problem i'm having
i'm having a problem with an animation contact
and its just not working when i turn it on
it won't play the animation it keeps saying the animation is not valid
idk what "it' is that is saying your animation isn't valid, but that likely means your animation properties have invalid paths
alr
if you changed the name of something, moved it to a different place in the hierarchy, or changed the name of something it's parented to (or used a tool like VRCFury to do this) that's why it would be invalid
alr
what's so difficult about using this tool? It's like 3 clicks
Didn't know how tk use it
Friend new how to use cats
Friend showed me
Cats worked
there's a tutorial, you know
bought a tail for my avi but it isnt grabable ingame, is there something configured wrong in the VRC physbone Script? i just cant figure it out
you probably want collision on
collision radius needs to be nonzero
if you don't want collision you can disable that. iirc they are still grabable with collision disabled, just need a collision radius
ah now it looks different, thanks i had to put a really small number into the Collision Radius, was confused why it was so huge at first, thanks a lot!
this happens if you export FBX scaling as All Local instead of FBX All
it basically makes everything 100x larger, but the avatar is 100x smaller so it cancels out, it just makes measurments really funky
like the mesh is smaller and the armature is scaled up
so im controlling part of my model with a 2d puppet, and then also animating that part. the animation only works right if i set the puppet to a certain state, how do i make it so that when the animation is toggled, it takes "executive control"?
To elaborate, certain bones are out of position, as if the animation from the puppet is overriding the toggled animation, when the toggled animation should take "top priority"
what are you puppeting, the humanoid bones?
wings, actually, not like arms or legs or anything
there's a few ways, but the easiest would be to have both in the same layer and toggle between the puppet and the animation
so instead of separate toggles, the "off" state is the puppet blendtree and the "on" state is the animation
if you want them to blend though, you'll need to use additive animations and have an additive layer (I usually put my puppet in this layer)
huh! how would i do that, with like uhhhhhhhhhh
that or have multiple variations of the animation and toggle to a different blendtree
are you wanting them to blend? I thought you wanted the toggled animation to have priority
no yeah im doin a big think hang on
ya i got that set up rn but its doing the same thing as before
do you have any other animations that controll the wings?
ya there are the 5 animations within the puppet, then the 6th one outside of it
and these are all in the same layer?
yep
im thinking the animation might be the problem, since the only wing state that works is the one i incidentally copied the rotation data from to use as the first frame
even though im Sure the first frame sets like. every bone in the wings
wait so what exactly is broken? the toggle, or the puppet, or both?
just the toggle
no yeah this was exactly the problem LMAO
The state of the puppet should have nothing to fo with it though, because the puppet shouldn't be playing when the toggle is on
Ohh alright
It could be a WD issue maybe? I don't really know how your animations are setup
ty for the help though <3 at least im down a layer lmao
has anyone else had issues signing in with the sdk? I haven't been able to get in for 3 days but I can sign in on the website
how do you add multiple photos in an avatars description??
no but I'm currently trying to remove worlds from my favorites list and the API is failing in a few different ways, not sure if it's related
can someone help me with this game model hopper
has an armature and everything just like the original outfit
the original body/outfit works but the other ones aren't connected to the armature/ wont move
self reporting again
how
you have a ripped avatar
its a game model????
game models dont come with what you have , dont want to point out the obvious here 
technically it's not allowed unless the assets are given freely by the devs
its quite litterally given to us through the website they provided
This one though was clearly ripped from vrchat, even if wasn't by you directly
now show this page
what game is this?
yes but i only used the armature not the model
idk tbh
oh so you admit it
wait what website is it from?
you might have gotten a ripped model without knowing it
happens here often
i think many people are hesitant to help if they think you ripped the model, so if you provide the website so we can confirm if it's legit then people are more likely to help
i mean I did just send it so it'll take some time
?
the model or the link?
i think they're asking for the link to the website is all
i got given the website and told to gatekeep even though its public which doesn't help ;p
ohh that's a big red flag imo
if they tell you to gatekeep it's probably because it's ripped/stolen
can i ask the ai
i'm not sure what you mean
does anyone know because id like to do this for mine, im not seeing a gallery option in the unity editor
only bought ones had more then 1 image far as i know
from what i saw this was just a random public avatar not bought which is weird
i found it
yippie
My new 3.10 version avatar uploaded failed security check - why? how can I get more info on how to pass it?
usually its a case of something on the model stat-wise being too unoptimized, dont think theres a way to tell what exactly set it off more just guessing based of the upload panels info
Feel like there's gonna be lot of avatars needing re-modeling to fit the standards then
the standards havent been changed at all though?
like - ANY kinda hint to point out whats the problem would be SO helpful
the model goes over plenty of recommendations in performance, but it has worked before
these show the limits per platform: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/ and you can use stuff like thry's avatar performance tool to get better insight on what parts of the model specifically would be tanking the rating or taking up space
yeah thats not good and could've been a case of it slipping past the security check, ive had that happen to me with a few P2U models that werent optimized
better to atleast attempt to get it within reasonable limits and see if that fixes it then to keep shooting for bare minimum and hoping it passes the check
idk is the problem also that I am using ALCOM -uploader/editor in Linux as well
alcom/vcc are just package managers and launchers, nothing to do with actually using the Unity editor
Thank you for ruling that out 🙏
anybody know how to fix this?
is there a way to get a mesh particle to like, not be neon bright in comparison to the rest of the model
i found a way on an older version of poiyomi but i cant recreate it
this is infuriatingly vague. I had this happen once because I was animating VRCConstraintBase instead of a specific kind of constraint
(i was generating animations via a script)
are you doing anything "interesting" like that?
so im using the toon standard shader and trying to map specular to specific parts of the texture, but its not mapping correctly. when i use the red channel nothing shows up, if i use the alpha channel, everything shows specular with or without a map
can someone please help me upload an avatar
Is there a way to disable hand gesture expressions while AFK? I would like to simply disable (weight=0) the FX layer to prevent all excess animations from playing.
I've been trying to mess with Layer Control and Tracking Control in the FX, Action, and Gesture layers. But nothing stops the gestures from animating. Will I have to go through every layer in the FX layer to add a 'disabled' state? Or maybe add a layer at the end to override all the animations to a default state?
gotta explain what part you're stuck on if you want help :P
what do you mean by while afk?
layer control absolutely should stop all gesture animations from playing
if you want a specific pose (like idle pose) an easy way you can do this is just have an extra layer in your gesture controller that has a toggle (both animations can be the same) and just have each with layer control that drives the below (above) layers to 0 or 1 based on AFK parameter
he probably means when the AFK parameter is set to true, AKA, when you take off your VR headset, open steamVR or Oculus menu, or press ESC on desktop
Thank you for the support. You are correct that I'm referring to the AFK parameter. And it sounds like then I'm on the right track.
Do you have any tips on where to put the Layer Control?
Working off the vrc_AvatarV3ActionLayer: the "Afk Init" state sets the Action layer with to 1.0, and the "BlendOut" sets the Action layer to 0.0. I tried adding another Layer Control to set the FX layer weight to 0.0 and 1.0, respectively, but that didn't work.
I know that's pretty technical. If you have any tips, that would be great. Otherwise I'll keep hacking at it until I find the right solution.
Gestures are controlled in the Gesture layer, so that would be the one you'd want to change.
2nd parameter way (bit tedious to setup every transition) gestureleft (numberhere) + afk = false << allows gestures to be used , afk = true they wont work ,
Thanks for the help! Realized I incorrectly chose Animator Layer Control. Using Playable Layer Control as I was supposed to did the trick.
Edit: I found a better way. I added a bottom layer to the FX controller with a simple AFK parameter check, then put the AFK animation there as well. In the animation I made sure to animate all the blend-shapes I want to override.
Hello! I have a few questions! Is there a way to make my model lighter so the clothes don't disappear for some people (I believe it might be a performance issue)? And is there a way to check to make sure that even with lower performance setups the model appears presentable? I am deeply ashamed that some people saw my model naked, I had no idea that could even happen as for me everything looked normal 😭
It's my first time kitbashing a model so I need help 🥺
i need to put a prefab on an avatars root. Is that the hips?
I'm aware of 4 ways clothes could disappear:
- culling issues (at certain angles they disappear)
- animator write-default mixing (toggle animation states get mixed up)
- people have custom animations disabled on your avatar and you don't have cloths on by default
- shader issues
(there may be more, or less, or I might be wrong)
Do any of these look probable?
My avatar does start naked! I bought the Sio model as I wanted to learn how to customize and make my own avatar so I also bought a separate outfit and hairstyle!
I don't think it would be the first issue as the peoples who could see my avatar naked could see it from different angles and even from a bit further away 
I am unsure about the other issues but I know my avatar is labelled as "Very poor" performance wise
Do you have toggles for your outfit? If so, are the outfits disabled when you uploaded the avatar (the avatar was without clothes when you pressed build)? Can you check what your imposter avatar looks like?
I don't think I have toggles for my outfit (unless I have set them up without knowing while following a tutorial!). The avatar looks dressed when I build :)
And I am unsure about where to check my impostor avatar as I am new to the term! :O
Alright. Can you give more details about the conditions when it happened? Was it visible to everyone? Was it visible to you? Was it intermittent?
I am so sorry for not being very clear! It's my first time doing this 🥺
I could see my avatar and outfit with no problem, including in photos! My boyfriend joined me (we're both on pc) and could see it as well. I went to a public server without knowing and if most people could see me dressed, a few saw me naked D:
The earlier questions were related to case number 3. The Safety Settings have "Custom Animations" you can disable on other people's avatars. Anyone with that turned off, they won't see any of your toggles. You will appear as you did when you uploaded your avatar.
Thanks for the details. Can you check your avatar info in game? At the bottom of the preview there's a little button you can press to see your imposter.
Thanks. That's interesting, and probably rules out number 3 (custom animations disabled). Number 2 (write-default mixing) might be the culprit. Can you check your avatar in Unity for this message
"a mixture of Write Defaults"
You can always add vrcfury’s fix write defaults component 
