#avatar-help
1 messages · Page 205 of 1
Or just use av3 to do it then and there
Oo thats smart too
No reason to use fury for that
If you see that message, that may cause strange animation state issues. So in some edge cases, your animations might get weird for you or other people. VRCFury can do some checking for that. Avatars 3.0 Manager can do it directly https://github.com/VRLabs/Avatars-3.0-Manager
That sounds familiar! I am booting up unity!
I am discovering so many things ahaha
Outside of using prefabs or making your own prefab you should generally avoid using fury
I usually use it for blendshape optimizer and anchor override fix
I believe I am using a lot of prefabs :O
But I'll keep that in mind if I learn to do it another way! 
it tries to be the "I can do everything" tool but ends up just doing it worse
The general recommendation is to check this page in Avatars 3.0 Manager, and see how many boxes are checked. If more are checked, then push the "Set WD On". If more are unchecked, push "Set WD Off"
Those are my messages!
I don't think I have Avatars 3.0 Manager :O
Try out Avatars 3.0 Manager. Click "Add to VRChat Creator Companion" on its website https://github.com/VRLabs/Avatars-3.0-Manager
In VCC add it to your project
This is the message Avatar manager is giving me now^^
Excellent. Scroll through them. Are most unchecked?
Everything is unchecked until the "FX" section where everything is checked!
Great. If most are unchecked, press Set Write Defaults Off. That will fix your animation controllers to all be consistent.
You won't notice the difference unless you look inside your FX animation controller.
Do I need to check the "Force all Write Default"?
Did it not clear all the checkboxes when you pressed 'Set Write Defaults Off' ?
Ah, ok. Sorry, I haven't used it in awhile.
Could this at the top be the issue?
No worries! I am super duper grateful that you are trying to help me! Playing vrchat alone because I don't want people to have to see me naked is a bit lonely ahah
I can't test it myself, but ultimately you want all the checkboxes cleared. There may be youtube vids on how to do it correctly.
I could try looking for it! And if you want I could also screen share in a voice chat so you can see my screen (we don't have to have mics on if we don't want!)
Wow you were much faster than me ahaha
Thank you so much 🥺
Sorry, that video might not actually shows how to do it...
Gosh, I've seen so many tutorials on how to fix write defaults with Avatars 3.0 Manager, but can't find any now that I need one 
Hmmmmm I am unsure :O
I tried understanding but I had many differences with what they were doing^^'
Would it be because I don't have anything in my Animator Controller?
I feel like that's always how it goes ahah
You find something interesting but it is not your current issue and when you actually need it again you just can't find it X3
That looks fine. Never add a controller there, it can cause issues 😅
what
Yeah, unfortunately it's really easy for Write Defaults to get inconsistent.
XD
Like this :O
gonna have to bare with my half asleep brain rn so Idk what you are asking about specifically
Did you add all those toggles yourself? That's impressive.
Well the original issue is that my model appeared naked to some players^^'
is your avatar naked by default or no
I actually didn't, it's my first time doing all of this! I though buying a premade model would be an easier start to learn ahah
glitching out peoples bounding boxes pretty easy, if its all one mesh way harder
It is in Unity yes but I export it with the clothes and in VRCC I cannot see it naked, even when looking at the impostor avatar
I'm guessing they were all made by the avatar creator
We were looking at these possible root causes:
- 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
Number 2 is my best guess at this point
I'm surprised pressing 'Set Write Defaults Off' didn't do anything. It's supposed to. I just tested it.
I think you can also just manually click each checkbox to turn them off. (haven't ever tried that before though)
Hmmm unless I've missed that it changed something? Those are my console messages now
Nope, still the same errors Xp
Oops. I didn't read your error messages carefully. "the animation clip is either missing or empty" is a separate issue than mixing Write Defaults.
Just means there's no data. You can make a "null" clip by just adding a gameobject, animating it on, then deleting the object
Really it can be anything, you just need to have garbage data in it
I'll have to defer to someone who better understand animation controllers...
Ooooh how do I do that?^^
Thank yo so much for all of your help! 
I kind of explained how, which part do you need further clarification on?
How do I make a null clip? And where do I put the gameobject?
I am so sorry, I am very very new to all of this 🥺
Sorry, I've gone as far as I can without examining your controllers in detail. 🙁
It's not really a specific thing, you basically just need an animation clip that does something
What i typically do is add an empty gameobject to the avatar (literally can be anywhere), name it something I know I'm never going to use again ("null", keyboard smash, etc), and then animate something random (like disabling the object). Then once you're done you can just delete it
The animation doesn't practically do anything now, but it has data which does for some reason make a difference to the animation controller and can prevent bugs and unexpected behavior
I see! I am sorry to ask but how do I add a gameobject? And how can I animate it?^^
To add an empty gameobject, right click on the hierarchy and go to "Create", then "Empty Gameobject". Make sure to have it parented to your avatar. Then to animate, open the animation window (Window > Animation > Animation). Select your avatar, and press the red record button. Then do what you want to animate (disabling the gameobject, or moving it, for example), and press the red button again to stop it.
Avatar root most likely means add it as a direct child under the object with your avatar descriptor
Is it normal that my avatar became really small and changed pose when I started recording and that it hasn't gone back to its original t-pose?
It gave me those errors
Can I use a gmail account to login to VRChat?
how can i make a quest compatible invisibility material?
i have a model that has 2 models on the same rig, and i want a toggle to swap the invisible material between meshes
I think there's Vrchat>Mobile>(IDK)>Additive. Something like that.
Try it.
hey hello can someone HASHTAG help me :P
For some reason, when importing an Avatar FBX into Unity makes my wrist bone appear higher than where it should be
oh, so it actually isnt the wrist moving, its the elbow moving...?
1st. RIGHT elbow
2nd NORMAL/Left elbow
im using a squished cube to see hight differences and you can clearly see the right elbow poking out below, while the left elbow isnt
Try enforcing T-pose in the Rig Window.
or try setting to Generic rig and then Humanoid again.
but it only happens to the right wrist
the left wrist is how its supposed to be
did that, didnt change anything
its so weird though
some transforms are different in the avatar config
and it does transfer into the game aswell
multiple reimports havent fixed it eitherr
my issue is that its ASYMMETRICAL... if it was the same on both, even if it was different from how its in blender, i could let it pass
but ugh not when its not asymmetrical
but why!!!
UGHHHH
yet its fine in blender
i really dont understand
importing it without an animation type fixes it.
how interesting
but well. i dont want htat
how do i get audio distortion on poiyomi to work?
Hi i'm new to Unity and was working on my avatar optimized it and was going to work on adding clothing next then the scene or page in unity changed and now I cant find the model I was working on. I think its something simple I clicked and can't find it. Can someone please guide me.
I dont know why in the avatar descriptor, it say that my avatar is not humanoid. But I properly setup my bones...
IDK
ive followed every audiolink tutorial i can find it jsut doesnt work idk why
ill google it
Are you using poiyomi or liltoon 
It’s pretty easy to turn on. The settings are just confusing to fiddle with imo
poi
im trying to make it effect a distortion on a jacket and emission on the helmet
Idk about distortion but the emission part is easy
its just enabling audiolink in poiyomi and then enabling it under the emission and setting the min and max brightness
I dont know why in the avatar descriptor, it say that my avatar is not humanoid. But I properly setup my bones...
hey sorry to bump this again but this is super weird...
this only occurs when setting the models import settings to humanoid or generic
can you show a screenshot?
you sure you did?
I will check
does nothing
Are you testing it in-game?
Yes i did
are you actually testing in game in a world with audiolink
@coral patrol
I did
else send a screenshot of both the error and your avatars fbx
open the import messages thingy
Cant open it
interesting

Yea i know
Do any of your meshes have the same names as bones?
Like the head being named head or something like that
Yea
Yea
Change the name of the mesh to something else
didnt know that, thats cool to know
Then reimport
In data
also bunnicuda............. 🥺🥺🥺🥺 do you have a fix for my problem
Whats your problem? :o
pray to the unity gods with me to manifest a solution
Praying 
my avatar's mesh gets weirdly moved when importing it into unity
i mean like
not weridly moved but like
the mesh is slightly off
here
look
the left (from avatars view) wrist is fine, but the right one is too high
Oh— that’s so weird
Is this like an avi you made or some editing you did in blender then reimported? 
You might need to force t-pose
none, actually came with the avatar
Hoh ok
no im using the in editor audio link tester
like the unitypackage
here
its so weirdx
like, looking at the avatar def, all the values are the same too
it literally shifts the mesh for some reason
the armature is all completely mirrored, same as the mesh
but ???? unity is doing some weirdness
test it in game
Your emission strength is set to zero? 
enforcing tpose literally doesnt move anything 😭
All the bones are mapped properly too?
Hm 
and blender's bones are all properly aligned
and as you can see, in blender the arms behave properly
*wrists
???ELBOW??
i think the reason its breaking is the elbow
because i did some measuring in unity and the elbow is whats moving, the hand/wrist is correct (world space)
yes
also yes
What the flip
god, i havent even exported to the fbx's that came from the asset
i duplicated it to test with
That’s so odd
IT ISSS
and the rotation/position values in the avatar definition are the same thing mirrored too
its just the mesh
honestly i wouldnt mind if it did it to BOTH left and right because then itd be symetrical..
but now i have this 😭
its making me lowk CRY
I wonder if anyone else has any ideas
Noo its ok
i sure do hope someone does 😭
The project isn’t going anywhere
please ask around if you can lmao
i knowwww but i want it to be done eventually 💔
BUT ALSO??? there isnt anything inherently wrong with it
im so confusde
right, missing a bone, having it be messed up in blender, id understand
but it isnt any of that so im super confused
also, looked at other public avatars, the problem persists there too
I wonder if its the base itself?
it probably is
but like i said, the blender file is clean
the weights are the same
so im like at an complete lack of ideas
@round comet mind you this is a an avatar i havent touched
found this off avatar search
and it has the same issues
it is the same base though
god, its the same paid avatar
im SO confused
hellooo can someone help me with the downloading with everything i need for uploading avis? i got a new compuyter and lost everything
Thanks this was the solution
Yippie. I’ve had the issue myself before
This will have all the info you need
so everytime i upload for quest it always says it uploads but when i check on the website it says windows security checks failed, idk what i should do bc this has been happening to me for months now & im very confused. it happened with the updates of the sdk & everything like that. could anyone help?
audio link is supposed to change it?
you still need a bit of emmission strength I think
wha
you could set it super low if you want
Yeah
what
Wait is VRChat 13 + because there is a 13 year old in my lobby😭
it is 13+, yes
Bro why
Why not 15+ I hate lil kids
ok 
thats not even a difference if you dont like kids lol
Why not 21+
^
Agreed!
because every 15-year-old ik is chill
didnt you just say you dont like kids tho
never said you were wrong haha
but am i wrong tho
but if you have a preference, you can always age verify or join group instances. With any free game there's a younger playerbase, as irritating as that can be 
ohh damn witch groups like sunset ?
otherwise complaining isnt gonna do much. I don't think many people like it either so there's a similar consensus
alr mb
there's age verified groups that host instances
no problem. I'm just saying its random to talk about in the avatar channel 😭
ik
probably better for #vrchat-general-1 or #vrchat-general-2
yeah mb
all good, dude
also for your error (the one you sent a photo of) you can probably ask for help in #1138891887374237706 if it continues
wait do u live stream?
I don't, no 
i seen ur name before
I need help with this
I can't seem to get the front visor transparent enough to show the skull
Can someone help me with uploading avatars? I swear everytime I purchase a avatar that is quest compatible I always have issues going over the 10mb limit? and on this avatar I have I cannot get below 10mb. I can't get it lower than the 10.4MB. It already uses blendshape optimization and I have downscaled all textures to 256 and below? Using thry's it seems all the assets are taking up most of the space but I am not that experienced and have no idea of how to go about making the assets smaller? I can't get it below 10.4 mb
Usually there is a quest version and pc version in the files
Quest having mobile shaders, lower quality textures, and less toggles
I'm using the quest version of the avatar and I am on android build, on the last 2 avatars I have bought and one from awhile ago have given me this issue
Have you contacted the creator?
how do i make it so the backside of a mesh doesnt vanish?
give it an actual backside
?
like ik its bc the normals are facing one way
thats the front face
but is there not an option to disable culling
then give it a backface
nuh uh
ok then have it be invisible
no?
literally just open blender
select jacket
shift d
alt n flip
takes like 2 seconds
i could duplicate it yeah
ill do that later thx
i was thinking about manually adding mesh or solidify
Does anyone know what this means and how I can fix it so I can upload my avatar?
This is what I see when I look at the console
it tells you right there that your rig is wrong
go to the fbx in assets and configure the rig
i want to copy and avatar project and make a new avi out of it, how would i do that. when i do it its saving over the avi it was in the vrchat sdk thing. idk how to make it like,,, not do that? if that makes sense
i wanna have 2 avis and have it be the same thing basically and just swap textures
remove the id in the pipeline manager
duplicate the avatar in your scene and delete the avatar id. make your changes and upload
does it give it a new id when i upload? i need it to make another project again for the quest version
it generates one at first upload
okay thank you i think that helps im kinda confused but i think i got it
Hello! I am currently working on a Christmas lights asset. It has a switch you can turn the lights on and off with contacts.
When it is on and I join another world it resets it. I would like it to be saved and not reset (I would like it to stay on when I join another world). I was wondering if this is possible?
I have saved check marked in the parameters and I have looked into parameters drivers. Maybe parameter drivers is the solution but I’m not too knowledgeable about it and I haven’t gotten it to work as intended. I have read the VRCHAT website about the drivers and I still don’t understand how to apply it. Are there any other resources I could look into to try and figure it out?
I have a question, i have worked with this person to get a certain avatar made and i wanted to get a second opinion on if this is the right pricing for this kind of avatar. Its a Chibi Model Mamehinata Alastor that comes with all of his powers and can even change suits and hair color based on desire. How much does a huge project like this usually cost so i can compare.
And for it to be quest compatible
Lot of those feature likely not going to be quest compatible.
Is there any easy way to switch the variant parent on a prefab in unity? Or, basically, if I have a prefab and want to make a duplicate of it that's pointing at a different base.
Thats not how prefabs work
Then how do I make any sort of duplicate that keeps all of the overrides, settings, etc, intact?
Because it seems really stupid if the only easy solution is to duplicate the entire project
You can make a separate prefab by just dragging it into assets again
You just cant take a prefab and move it to a different fbx/base
That just deletes everything on the prefab that's been customized though
Okay, you're telling me to... Duplicate the .prefab file, basically, right?
Which still has the same issue of using the same .fbx as its parent.
There's absolutely something better than manually maintaining multiple 5gb projects with half a dozen differences
Why are you even using different fbx files
Why not just have them be separate avatars in scene
Because we have limits to abide by for performance ranking, so I'm just separating them into variants
Then just have them be separate in scene
That's what I'm trying to do, but I'd also like to have everything still properly connected so that refactoring is easy
No one likes playing the magic string game
Using a prefab to begin with was your first mistake
I didn't make that
The problem is in the Unity Viewport Scene?
Or in the Rig Window?
I'm not entirely sure what you're trying to do, but you can just duplicate a prefab in the scene and make changes to it there. If you want to make this a prefab, just drag it into your assets.
If you're looking to change the mesh of an avatar, it will only work if the armature is IDENTICAL. Otherwise the skinned mesh renderer will break. So this basically only works if you're just using the same model with changes to the mesh and mesh only (like lower polycount, blendshapes removed, etc). The better way to go about this is to drag the new FBX file in, copy the scale of the original avatar, and then use Pumkin's Avatar Tools to copy components.
Hey i want someone who can help me link something to my arm movement. Like making multiple arms move in sync with each other or what i want, a mechanical arm to move with my arm when i want it to
if you can get in call that would be preferable
Is there a quest material thats a bit, transparent or fades?
Depends on what you’re trying to achieve
What are you needing it for
Transparent glasses
You could probably try mobile particle shaders but that isn’t always the most practical
If you don’t mind the lack of transparency you can mess about with reflectance using toon standard too
vrchat rotation constraints on the object you want to follow your actual hand bones , test in unity and you'll quickly figure it out
SDK related issue when attempting to upload my avatar. Currently running Unity 2022.3.22f1 and using SDK version 3.9.1-beta.2. A similar issue happened in the past where I needed to downgrade to 3.8 of the SDK to be able to upload, but that version is going to soon be deprecated so I'm not sure how to solve this situation.
and youre not on 3.10.0 why?
im wondering if someone could upload an avatar for me that has experience in realistic-esc avatars? i only ever worked with anime models so i dont know the more complex stuff to unity, im unable to pay since i spent all my money on the avatar itself, im willing to give the actual file and my account info later since its not done yet💔
you do know its against tos to upload to an acc not belonging to you?
I was not aware it was out already. Updated and it works now
Anyone know of a destructive clothing tool (want it for an avi in a world)?
Hey does anyone know why my avi won't upload
#avatar-help message The link I sent you was a direct link to another message that you have to read.
tip ; dont buy a avatar if you dont have a pc , having others upload for you is one way to get both that av stolen and your account - bought avatars tend to come with their own tos sharing them usually a big no-no
but what about avatar commissioners that its in their tos that they need the stuff uploaded for them?
K thank you lol I see
Doesn't really change it's against tos.
You shouldn't ask for it to begin with
uploading as artist to their own account and letting the buyer clone it from them is not the same as the artist uploading to the account of the buyer. people who do commissions and upload to the customers accounts break tos
Wait yall read the tos I didn't know people read that lol
That also breaks ToS. The common misconception is saying you will get banned instantly if you shared account to other which isn't the case. Rather, it's when either you or commissioner got into any other problem, both you and your commissioner will be held liable for the action.
Thank you so much it was the pic that was invalid lol
oh i see, my fault
im just having a lot of problems
i dont know how to work an fbx animator, and the hair isnt like the usual mesh so its hard to figure out how to put it in the vrchat>mobile stuff since it doesnt look right if i do it normally
and i cant find any help or sources
you could ask for help with each problem one at a time here instead
Why does cats do this..
idk about that exact error but you're not even meant to ever touch that button unless you're porting something like a MMD or a .VRM to a vrchat model
it loves to break stuff on models for no reason
hello, i am wanting to get into making avatars but i have no idea how to use blender and unity. youtube is not helping
This is indeed cats 5.0.0
mine comes with a giant warning, i tend to stick to lts so im mostly on 4.5
going into it with the expectation to just make an avatar from scratch with having no blender skills was your first problem
fuck around and learn how to use blender first before trying to model a whole avatar
alright
here is the cats for blender 5 , it also dont have a 'supporters' tab, you got a ancient cats
2.9x something so old
Hello everyone, I'm having a fatal error that I don't know how to fix or even what the cause of it really is. Could someone help? Here is the error it is throwing up if that helps.
New empty avatar project with latest updates and sdk and already getting errors.
is there a way to make a toggle between diffrent hand gestures?
adding a second parameter to toggle alternative is one way
( when using any state disable 'can transition to self' on every one of them 🐧 )
does anyone know how to correctly import a fbx animation file without the bones selected getting super large and actually make the ears and tail move correctly?
Fbx animation file?
Does anyone know what this means? I've been working on trying to upload an avi for two days now but I'm not very savvy with the creator companion
uhm I have never seen this bug before
Feet in play mode
not in play mode
any help please?
bike pose, normal for lacking main controller. make sure youre using and activated gesture manager or av3emu
then probly feet/toes bones is not placed correctly, did you blender it?
yes I made it in blender
show sideview with armature visible
bones in blender
well, looks fine as far as i see, im out🤷♂️
new unity/sdk bug??
thats blender
what about in unity's rig menu
anyone know how to make a gif material??? i have a spritesheet thats animated
fixed it, I went into the armature set up and just twisted them up lol
same what
in unity's rig menu it twisted them down as well, but I fixed it
whatever the rig menu shows thats whats going to happen when you animate it
gotcha
its why tpose is a requirement albeit not a hard limit
understandable
I bought a cloak for an avatar, but the cloak doesn't come with any armature. Anyone willing to help me on this plz?
If anyone’s worked with avatars that do a toggle for specific parts to appear/vanish (Ex. Human head to helmet) what would I have to do with blender and Unity for something like that?
Do You mean like a little glowing halo?
Its totally possible, all You need Is a texture image with a black background, enable emission 0 on poiyomi, add the image there and customize how much You want it to glow and thats it
yea, an fbx file that is animated, or an animation of a specific spot on the avatar
anyone know why unity refuses to let me record animation clips?
i have the animation selected and set up, however it's just greyed out no matter what I do
literally can't do anything
idk much about how this stuff works but I know that I should be able to at least click to record
gang, u gotta put the controller in the animator in ur avi and click on any part of ur avi in the hiearchy, then go to Animation and from the top left of the animation panel, click on the drop down and select an animation to edit or make a new one
@hard hatch
Now for issue, if anyone here is reading
why the hell r my fingers doing this :c
i dont really understand lol
We can call and I can show u rq
I'm terrible at explaining bruh
always been
its like
ik how to do it
but I try n explain it and it confuses ppl TvT
@hard hatch
anyway
im down lol
yerp
uh
idk if the calls here allow u to stream
lemme see rq big dawg
nvm
there's just no vc channels
uh
ill just message u rq then
okay lmao
I mean the white glowy bits next to the glasses
Hmm You could use flat meshes and just slap a transparent texture on them
Okay, thank you. I feel like I’ve also seen an asset of it floating around a few years ago, but I really can’t remember and haven’t been able to find it by searching for it
has particle optimization ever been a thing or is vrc just always dramatic over particles?
Well, can you share your file?
I need help uploading my avatar to vrc ,dm me plz
That actually is a very basic particle system.
no. paid avatar
Then, There should be a scene or a prefab for it with everything correctly setup.
Or else this is the seller's mistake 🤔
The creator may have a discord you could join if you need help from them JUST in case there is an issue at all
anyone having issues uploading avatars? or is it just me, my unity keeps getting stuck on building avatar
I think vr chat uploading avatars is down I think I'm not smart because I had to ask a friend to re-upload my avatar for me since my pc fried TwT
please no i want this uploaded tonight so i can see if its ok
I would say wait 20 or 30 minutes than try again to upload if its not that won't work something is bugged on the avatar thing
It's a sideeffect of other errors. You have to check for error that came before it.
Has anyone here made a Pokemon Masters EX avatar?
I need help making the avatar have blinking/eye animations.
usually, blinking is done through blendshapes.
How do I make a blendshape?
they are made in blender. youtube has plenty of tutorials on that
the blendshapes are messing up
looks like a rig issue, not blendshapes
no no it's not the rig ik it
i've done similar poses and the armatures were just right on other avatars but they still messed up
Did you use blendshape to scale the body? That's the worst way to do it.
ohhhhh maybe
Emphasizing on "the worst".
Say I have 2extra arms and I want to control them and not the first par of arms is there a way to make a switch/toggle for that? and can it be done to things like wings/props with bones on them?
sure, you can enable/disable rotation constraints, just set their weight value to 0 or 1.
Im tryna make an avatar keep her hand open when a cookie tray is enabled, I remember doing something similar with a bucket for a halloween avatar but the hand was closed. I can recall using that "Animator tracking control" Component but I need a refresher on how to properly use it so it works as intended. Right now this is how I have it set up, did i do it properly?
The animation itself only toggles on the cookie tray, I cant remember if Im supposed to animate the finger position or not lol
tracking = VRChat runs that part.
animation = you can animate that part.
basically: enter -> wait for condition -> set part to "animation" -> animate the part -> set part to "tracking" -> exit
someone know how to convert .vmd to .anim?
you can possibly simplify some of that, but it's the basic workflow
im so sorry but this is really confusing 
Happy to explain further - which part?
I do assume you know how to make animations and work with the animation controller and such. if not, there are lots of tutorials on that
I guess im just not understanding like how you explained this last part
I need to know what about that you need help with
I've been workin with unity for at least 3 years so I def know the basics of animations and controllers n stuff, I just very rarely ever use the animator tracking component.
cool
It just doesn't really make sense?
Could you explain in greater detail?
Specifically which part
that line describes the workflow in one layer in the animation controller
each of those is an animation state
HUH
The last time I did it I only used like 2 animations
that seems like a bit much
you only need two animations
also enter and exit are states already in each layer
And you could make your "wait for condition" state actually just be the off state - I did say it could be simplified, this is just the basic workflow of how to use animator tracking control
My friend is having this error when uploading an avatar, I never saw this one before myself
SDK bug, some say you can clear your avatar blueprint ID (thus making it a new avatar) and it works
some also say updating sdk works
why are my ears like ts😭
like what?
perhaps colission
so what should I do
go to play mode in unity using gesture manager
then, you can see the gizmos of physbones and colliders while playing is simulated
I mean they seem fine
another option is its just a gesture controlled position or a radial menu option
This is my first time uploading a avatar and my friend is saying to change the texture capacity but I’m not too sure on how to do it
To downsize it
resolution, not capacity
How can I change it?
if you click the texture images in your project, you will find the inspector giving you import options
at the bottom of the inspector are resolution and override settings
Yo can someone help me make a avatar
Awesome thank you
Again, ask detailed questions - what exactly do you need help with?
Never made a avatar before so I'm just curious about the basics like toggle and stuff
toggle angles?
oh ok. There are lots of tutorials, have you watched any?
for example https://www.youtube.com/watch?v=XqtSg6_W07Y
I ll watch this one
So I made this shader in blender and I wanna use the textures baked from all the nodes into unity but I don’t know how to get the same results
I remember a furality theme with a bunch of crystals and I want to know how they managed that effect
I have returned with the same avatar!
because I cannot for the life of me figure out how to change physics bones properties. :/
this is why I need to edit these settings by the way
-# my tail just wont behave
Does anyone know why this would break the way it does? I used the gesture emulator to see what it would look like and then it broke like this for some reason.
idk if im saying this right, but is this understandable?
does anybody know the updated way to add gogoloco onto an avatar? all of the tutorials that pop up when i search it up are outdated and dont work anymore ☹️
vrc fury its just a drag and drop now
the unity package itself has instructions in it as a image in the files
oohh
but just drag the prefab under your avis main object
most likely the same layer as your armature
so drag it under the armature?
it has to be the same layer as the armature but not under it
put it under the object that has your VRC avi compoents on it
ooh like the head and stuff?
just put it onto your avatar's root object.
(we of course don't know where your "head and stuff" are)
how do i fix this-
The struggle of using 2d image editing programs in a world of Substance Painter users
If I got substance painter could I add this image as the texture and reexport it to not auto fill the gaps
Or does it always do this
You want the gaps filled though
You only need a tiny bit of overhang for downscaling the texture
Not the whole shebang
ok well sure, you could probably do that in substance, import it as a fill layer then re-export without the fill on
I can't remember if you can control how much "overhang" there is but I suspect it's an option, I've just never looked
I've never actually needed to
Yeah makes sense
I just can't make textures in 3d
It confuses me
Also I don't wanna buy substance painter either
yeah that's a problem. You could try ArmorPaint - it's a bit unstable still but I've had good enough luck with the current version that this would probably be doable
not sure what else to use, maybe blender, but I'm not sure if that'll compromise quality
I'm very excited to work on the base wicker texture but the other texture for it I honestly might just leave.
Base is gonna be so easy to recolour
I'll find a way around it
Thx for the suggestions
Yeah I'll just leave the other texture for unedited and just have it be my 2ndary texture.
Okay i have like an actual question and i dont know where else i could ask this, does anyone here know how to make like avatars? Uhm, i don't want to like commission because I'm kinda low on money right now but what do you use?? I'm a quest user and stuff i just wanna know
lots of us do. are you starting from scratch or have a model already?
from scratch unfortunately, i apologize I'd jus like to have something of my own haha
what could i use to uhh
Start one?
Blender for 3D modeling and rigging and sometimes texture painting
you need Unity to turn a rigged 3D model into a VRChat avatar, when you get there, read this: https://creators.vrchat.com/avatars
i just convert my .vmd into a .anim but idk why i cant use this anim on my avi
can someone help me?
ArmorPaint seems to be paid now
And I don't think that fill thing is a thing on blender
I think that just exports the png with no export options
It automatically does the overhang when painting on the model im pretty sure
it's paid for a built version but you can get source and build it for free
I followed one successfully
Yeah but I mean like there's not one on the github which is crazy
I'll probably try to figure it out in a little bit
it's literally on the readme:
https://github.com/armory3d/armortools/tree/main/paint
right - you want paint, not the base library
the link for armorpaint is on that page you linked
I got that link from the website
right and on that link is the link to the actual painting program, that's the base repo with all of the tools
wow that's huge
Yeah and it didnt' even work
Lol
I give up lmao
It needed the ClangCL build tools
Installed it
And it says it still needs it
I did this in Linux, no idea bout Windows
Yeah it's jsut visual studio being stupid probably
Then again trying to compile literally anything from a repo has never worked for me ever so honestly idk
No matter how many dependencies I install or anything
Something about building shit always breaks on any pc I've ever owned
It genuinely makes no sense
I have everything it says I need and it just doesn't work.
how the tuna do i set up pcss for a booth ava can someone help me?
I forgor what pcss is
its the shading light thing
it comes with installation instructions
ive done evrything it says it wont show on the ava
then you likely havent done everything
booth avatars are no different from avatars from other places
booth is just where it was sold
i dont understand this, im trying to make a fallback and upload it for andriod rn. what do i do? the console doesnt even say anything :c
🤔 Anything causing the finger here to bend so much? This is both with a custom fist animation and the default VRC SDK
It seems to only be the Fist..
the other fingers bend into the hand
is there a way for me to get only the ears off of this model and make it into a toggle for the normal novabeast?
also these tails
ykw alternatively is there a way for me to just get normal novabeast arms onto the novapup?
and get the normal ears as a toggle too
the only problem i really have is the texture i want not working with this model
anyone know how to make new face shape keys using already existing ones?
basically instead of sculpting them from scratch i want to use these to make the face poses
God I hate blender
Is it updated to blender 5 yet?
first time making a vrchat avi by turning an old blockbench model into a vrchat avatar via blender.
pretty big in size but not in disk space
textures work.
rigging is fine.
it works fine
but for some reason
its stuck halfway in the floor?
i wouldnt use blender 5 yet its not stable
how do i make animations in unity for shapekeys to use on visemes?
Steam autoupdate
rollback with betas
to like 4.5
thats what i use for cats and other vrchat stuff
i recommend not using the steam version
So this might sound crazy to most, but there was an avatar I used to have where, unless you were in the avatar as well, it sounded like you were talking just straight gibberish. I wish to make an avatar just like that. How would I go about that?
your voice is attached to the head bone
i think that was a resonite avali thing
It was on a little cube guy with a propeller hat. unless you are talking about the system
ive only seen that on resonite :P could be wrong
poiyomi toon is goated
How can I make animations to use for visemes in unity?
Ive not really messed with face animations on avatars yet
Can someone please help- im trying to convert the avi but i keep getting this
Cba to update when I don't have it on steam. Also jsut a pain in the ass to reinstall every couple months from OS reisntalls. Just pressing 1 button is better.
Anyways
How does substance painter work
How would I get the wickerbeast into it to re-export this texture that was causing me issues before
is it normal to be stuck on this for like.. more than 20 minutes? and is there a solution?
Nevermind, I got the wickerbeast in, but how do I get the texture in?
why am i getting this error when every single material is locked?
not a single material is unlocked
Why is it so shiny
That's not at all what the textures look like :(
Oh the lighting thing
I got it fixed
is there any blendshape for tailsize in novabeasts? i want to make a swappable tail but i cant find one
figured that out, how do i make the shark tail behave like the normal tail though?
figured it out
I uploaded this avatar a few days ago and went to update it but everytime I open the control panel it's stuck on this
pls help :c
by any chance someone know how to fix the face of my avi when i do a dance?
can anyone help me upload an avatar?
how do I disable this popup
can anyone help me figure out why my outfit components are disappearing when i try to swap the mesh to an edited one?
OH
the new fbx doesnt have an armature???
why isnt it exporting with an armature??
hi, by default my eyes are a bit "inside" (pic 1) but as soon as i go to play mode it looks like they move forward and glitch through eyelid (pic 2). Any ideas of what is going on?
Is there any way to keep unclamped blendshapes in VRChat/Gesture Manager?
I'm looking to keep it at 170
I was on vrc wearing the avi i made and i noticed the preview of my avi showed the mesh was flickering/flashing white, i asked my friends if they see that too and they said yes, so i checked blender and saw the edge(?) lines on the mesh that was flashing was darker than every other line. I tried clicking L to see if there was any duplicate mesh that was messing everything up but nothing seperated. does anyone know how i could fix this or what could be causing this?
i'm having the same issue, did u manage to fix it? do you remember how? pretty please
can someone help me im having trouble with textures when i put standard lite it turns black idk why if someone could help i would appreciate it
thx
@dry ibex L wont help it thyere connected, try just H(ide)
This only hides the mesh tho does that mean i wont be able to fix the flashing problem
Oh yea there is
you can try merge by distance if you dont care much for UVs
If you tried everything. there wouldn't be anything left to do.
does anyone know how to fix this? D:
Because the blendshapes don't exist in the source mesh.
how do i fix it if theres no such thing as it </3
Just don't use it.
if I'm making a camera hud, what would the best aspect ration for it? i want to do it with like a plane in front of the camera and then put a transparent texture on it
What is camera hub?
There is no best aspect ratio since screen ratio is dynamic.
how do i fix this compiler error? its a new project with only a humanoid model dragged into it so i dont get how this couldve happened
by any chance someone know how to fix the face of my avi when i do a dance?
any idea why the parent constraint works while im playing the animation, but as soon as i go in play mode it just ignores all logic
what its supposed to do
What are you using to make ur animation rainbow like that
i fixed it it ended up bc i accidently added scale rotation and position into the animation xD
idk its the default for me
ive always noticed it was rainbow
It's definitely not default unity settings
it is
The "rainbow colors" you are seeing are the normal, default behavior of the Unity Animation window when in Dope Sheet or Curves mode. Each color is assigned by the editor to visually distinguish between the different properties you are animating.
What the Colors Mean
Color-Coded Properties: Every animatable property listed on the left side of the window (like STE: Animator Chest Front-Back, STE: Animator Left Arm Down-Up, etc.) is assigned a unique color.
Visual Tracking: The corresponding horizontal track of keyframes (the small diamonds) on the right will use that same color, allowing you to easily see which track belongs to which property at a glance.
This coloring helps you manage complex animations, especially when viewing multiple curves overlaid in the Graph/Curves mode. It is not an error or an issue, but a core feature of the Unity Editor's UI
hi, i still didnt find any answer so im asking again, help pls
by default my eyes are a bit "inside" (pic 1) but as soon as i go to play mode it looks like they move forward and glitch through eyelid (pic 2). Any ideas of what is going on?
or a quick fix to bypass ? maybe a new blendshape to move em back?
that's from vrcfury, I'd suggest asking in their discord
I'd bring the model into Blender and reposition the bone
you mean in pose mode with cats or in edit mode?
coz in blender it looks fine, this happen only in unity play mode
edit mode, nothing about cats here.
So in Blender the eye bone should be perfectly vertical, with 0 bone roll, and the head positioned at the exact center of rotation. My guess is it's not quite right
My unity animation window has never looked like this.
any tips to make em perfectly vertical?
Yeah I look at the position values in the "item" tab of the "n" popup sidebar and simply set the tail's X and Y values to match the head's values.
you can copy/paste them
this has always been the default for me-
Is there a way to use the Parameter Driver with the Random option to randomize only whole values and not partials, for Integers? (ex: 1, 2, 3 not 1.2, 2.5, 3.7, etc.)
Have some Int toggles that use Blendshapes and when some are partially randomized/enabled it causes some weird looks
if your data type is integer, yeah, that's what it ought to do
I've also never seen this
Huh.. wonder why some of my blendshapes aren't fully being enabled to 100 then when it gets randomized. Maybe the timing/transition being 0 causes it to stop partial way through
yeah i looked through all my other animations no idea lol
what's your animation layer look like for this?
literally never seen this, been using unity for like 4 years
2 Empties with blank/null anims, on active the parameter driver, and the listed values for transitions are in the image.
Everything works, just not sure why my blendshapes are getting caught in between values.
could just be a package im using, but i use it for every avatar ill see if its what i think it is one sec
hi i tried exporting my roblox hats and instead of them being obj they got saved as mtl can i still use these for my models
found it
i see it as a .obj in the screenshot you provided tho
Usually when exporting models from roblox studio, they export with both a .obj and .mtl
dopesheet colors is bd_'s misc tools
That package includes editor scripts that modify Unity’s Animation window to add:
✔ Colored Dopesheet rows
✔ Colored keyframe channels
✔ Extra animation visibility/debug helpers
no, I meant the one where you use the value you got
ahh that's what that is
i accidently
made both of their names
"hats"
🥀
i just realized it now
wait what
its this
oh
idk where i got it or when but 😂
its on github, thank you!
no problem! helped me learn smth new xD
still having the same issue
😭
yeah sometimes it takes a long time, I've had it take hours before
is it normal for it to last 7 hours ?? 😔
do what?
The textures are not adding properly
For the body
It’s the last thing I need to do
no idea. and the video isn't playing for me, what do you mean "not adding correctly"?
It’s not?
Ok well uh
So I got a model
It included textures
Extracted the mats
Applied the textures to the mats and then there’s the body
There’s one mat for the entire body
Let me show you how much textures there are.
not sure how that's relevant, but ok
looks like textures for UDIM tiles, is that how this came?
interesting, maybe there's instructions to tell you what goes where?
Not from this creator
unfortunate
you really need to explain what to look for in the video
in words, what is the exact problem?
I can't fit all of those diffuse textures into the albedo
That's what I'm having problems with
oh I think I get what you're trying to do
mmhmm
yeah nothing here really supports UDIM tiles, so I'm not sure what you'd do with those textures
could probably do something complex with multiple materials in Blender and bake them down into a single texture set
I got simplebake
this definitely looks like the wrong texture for the UVmap it's using
It says it's a texture for the body
looks like it
but it's seperated into 3 parts
when the body mat is only 1
yep
I don't think I'm at that level yet
so I'll put this on hold
The thing is
The creator made both a .blend file and a .fbx file
knowing people would use his model for vrchat
but the textures are fubared
so um im using pmxeditor and opening the obj file but nothing happens
it doesnt ask me for scale or anything
wt am i supposed to do
fixed this
Hello, i need some help, im tryin to fix the armature on this model, and its not a vrc model its supposed to be a nimation model but i would like to put it on vrc, the problem is that its sayin its not on t pose, and the fingers didnt map, but they r on the model already, theres no fingers missing, its the only problem gettin me away from uploadin the avatar, and i cannot access the muscles and settings tab
i was pressing open instead of import
total guess but maybe "chest lower" doesn't go into "upper chest"
i have a problem when it comes to uploading the avatar doesn't build and it infinity loads this happens when ever the sdk updates the only fix i have for this is to make a new project and move my old stuff to the new stuff
i did change it, but its doesnt fix the fingers
thks thou
no, it wouldn't fix those
but you don't need accurate fingers in order to be considered humanoid
re: t-pose, you may be able to use the "force t-pose" option under "pose" right below the bone slot list
Hey guys i have a quick question is it possiable to use the parameter driver to also scale your avi ? using like the regular built in scale, i want to be able to use a transformation toggle in the menu that also turns you taller, when switching into like mech armor. withouth doing it manualy
Sorta - you can't change the viewpoint so it's not really great
ie no you cannot access built-in radial scale from animator
Hopefully someone can help me with this, but what does it mean? Normally it should just be smooth and no have these random patterns
is the left pic a 3D view and the right the 2D view?
that ring looks like maybe the mesh was moved around but the UVs not reworked, as if it's stretching the texture weirdly. You'd have to look at this in the UV editor in Blender (or similar) to see where that part is
Kazin
?
please don't reply to a totally different topic
yes but you replied to my comment on someone else's post.
Anyway, Ultimately you have to have your textures in Unity and setup your materials there, so doing much texture work in Blender is fine, you'll just export to files for use in Unity.
Oh thanks.
Where can I find this?
Yea I almost got a virus lmao
Uhh
Will this fuck with me trying to just join 2 meshes?
select both mesh objects, ctrl+j
I needed the meshes to be the same tho
what does that mean?
this combines the two objects into one
(ctrl+j = join, works on many kinds of objects)
Yea but they still remain as 2 seperate meshes
no they don't?
See the gif I replied to
link me, no idea which message you mean
but this is a thing I do all the time in Blender. so
Oh you're trying to join armatures, not meshes
2 seperate meshes
???
The armature linked fine
right, so now join the mesh objects
?
I didn't think to try that
ohh
Thanks 😅
np
does anyone know why it's giving me this error?
Now it made a whole other issue where I just have a massive eye in my neck, but that's not on blender so idk what I did wrong
My export settings
the eye bones didn't move either
Idek how stuff like this happens, I just pressed ctrl + j and it doesn't look messed up in blender
make sure your objects have the same scaling before joining - applying all transforms is generally a good idea
those look fine
I'll just add the fluff in unity :(
I once again ask cause no one responded, how do I fix this, does anyone know
can you explain what is happening here?
I mean what action did you take that made it look like this?
I clicked play, used the gesture manager to see what it looked like live time
oh okay. Is this a rigged asset for this avatar? or for some other...
Yeah its rigged for the novabeast apparently is what it said
So I went to try to use it and well here we are
yeah I'm not sure what's going on there to cause that
nevermind it fixed itself
looks like maybe bones moving differently than they ought
Yeah Im not sure, its just really weird
Hoped someone could help fix it cause its so cute

nevermind it did not fix itself
it's being sent here everytime a moving image on my outfit updates
Close and re open unity
Thats usually from deleting physbones
oh
Does anyone know anything about texturing
Bc I just realized that the texture I have doesn't work with the custom fluff I put on
And I was kinda hoping to understand how they made the texture because I was hoping I could make a version of it for the custom fluff
yes, lots of us do
I can only really do like simple patterns and recolours
But this texture I have has a like knitted thing all over it
As you can see the custom fluff doesn't have it
looks like a normal map
And the UVs aren't the same so trying to use the same material doesn't work
It's both
It's part of the texture and it has a normal map to make it bump up
I don't know how they got the knitted thing to be part of the texture tho
I can also just go back into blender and make a blendshape to hide the custom fluff when I use this texture, but I'd rather not
You'd probably have to at least get a plain, seamless texture that's this thing if you want to apply it to the fluff. But you also might have to do that in 3D, if the UV islands don't line up in a good way, it'll take some work
Yeah the person who made this avi did it in substance
I wouldn't even know where to begin doing smthn like that tho
This is part of the normal fluff texture, it's not just a repeating plane
It's different for each plume of hair
yeah I'd do that in substance
But idk how I would
Like where would I even start other than getting the current texture and model imported
import the model, find a texture you want to use, then make a layer per UV island and position the image how you want it
you may not need one per island but it's a good way to think about it
But like it isn't just overlayed on the uv
It actually wraps around each plume of fluff
yep, that looks really well done
Yeah which is my issue bc that's above my skill level and I can't contact the creator bc their twitter got taken down or they deleted it
So like I can't even ask him how he did it
I just made a blendshape to disable the custom hair for now until I find a workaround for that
Trying to make it so where a bell on the collar of an avatar I am working on jingles every time I walk while also having a toggle for the sound. Cant seem to get it to work for some reason, I feel like im doing something wrong.
Currently using 3 animations for it,
Jingles off = audio source off
Jingles on = audio source on
wait = empty animation, thought it would help for like the mid point when you arent walking to stop the noise but im unsure.
I am using the VelocityX parameter but im not sure if that is the right one to use.
I provided images of how I have it set up.
Your wait state doesn't have a transition back to your sound being on. So when you start walking again it stays stuck on wait.
ur so right how did I not think of that
All good it happens
do you mean In play mode?
Nope
