#avatar-help
1 messages · Page 206 of 1
Are you using VRChat SDK less than 3.10?
I just click to the vrchat sdk tab and it switched back
3.9
yep, known bug
Bruh
3.8 and 3.9 do this, it's awful
But gesture manager doesn't support 3.10
try 3.7, or perhaps use Avatar3.0 emulator instead
But isn't the latter just used for like combining animation controllers and paramaters tho
no that's av3 manager
emulator is the play mode testing tool. I usually prefer it
(but still have gesture manager installed so I get the pretty radial menus)
I'm just gonna try 3.10 and hope gesture manager still works
I think I tested something in 3.10 yesterday before I uploaded, and it worked fine
It appaears to
ah good
Hello... Sorry to bother you. But I wanted to ask. My PC and Quest versions of the .avi file don't sync the ears and tail. When someone tugs at my ears on the PC, I don't see it on the Quest. Is there a way to fix this? Could it be because the end bones are removed on the Quest, or is there simply less physbone in the tail and ears?
The physbones need to be in the same order in the avatar's hierarchy.
I have everything in the same order, but in the quest version, the end bone and a little less physbone were removed, and also the pc and quest versions are in different projects, but everything is configured the same.
Unless the removed physbones are ones at the end of the order then you are changing the order will cause the order to missmatch
Generally the physbones are placed outside the avatar's armature for that reason
If I'm looking to become a future avatar creator how much ram should I preferably try to aim for on my pc?
as much as you can afford 🙂
Well, now the question is, how can I disable the physbone grab setting that allows people to stretch my ears and tail to crazy sizes?
Near the bottom of the physbone component you can set stretch amount
ooh they moved the docs around a bit: https://creators.vrchat.com/common-components/physbones#stretch--squish
I'm having this error where I its all broken and says to enforce t-pose, I go and put inforce t-pose (or pose it manuanlly) and I click apply and it just goes back to breaking. All the bones seem to be mapped right
Does anyone have a fix before I go into blender again to restart
please ping me if you have a fix
Nothing here looks weird, could you explain what you mean by "breaking"?
The first image, it fixes when I click enforce t-pose, I click apply and save, and it goes back to the error
Even when I manually pose it, it does the same thing
ive had this issue with multiple models, and ive either just gave up in the past or restarted-
what error?
Character is not in tpose
You don't actually have to enforce t-pose, especially if your avatar is in A-pose, so if that's the only error, you probably don't have to fix it.
does it otherwise not work right?
It wont let me upload with all the bones being red
it says 'avatar doesnt have an animator'
show that error then
oh ok well that's a totally different problem
Does it say it isn't humanoid?
yes
ok that is the actual error
i set it to humanoid
I follow the steps I do for all my avatars getting ready to upload, and a small handful of them do that while the others are fine
is this a brand new avatar, and this is the first time rig setup?
No
Its a base, i use very often and I have no issues with, I dont do my own rigging usually
the bones are fine in blender and I get no error exporting but when I take it to unity they just decide to be broken
ok if it's not the first time rig setup, set it to generic and apply, then redo the humanoid setup
any idea?
do what it says to do in this error message
Took the model itself into blender and messed with the bones a bit and I got it to work, Thank you anyways
alright
idk why its doing this yes its two separate meshes it needs to be no its not different materials it uses the exact same materials and uses realistic shaders from what it looks like somehow its inverted with how it deals with lighting.
How do you make a seat
Simply add VRCChair prefab to your avatar.
i need helppp i added shapekeys for my avi and in unity i tried to switch the body mesh and the body mesh just disappeared like its unvisible for some reason? any ideas :c
Anyone know why it keeps defaulting to the opposite mesh??
Start with the question how did you make the toggle?
VRCFury’s Toggle system, simple cycle, press the toggle, it becomes different, off anim takes the bomb parts off
Thing is, even though the other parts are turned off, they won’t shut off in play mode
Have you double check if the objects are being controlled by more than one toggle?
Yep, that’s the only toggle I’ve made, nothing else can mess with it yet
Also screenshot how you set the vrcfury toggle component.
when making a model with outlines how do you prevent tiny lines like this around the mouth
The bomb toggle also suppose to control the body toggle?
Yeah, switches the regular mesh to the transformed mesh
Screenshot the animations inside the Bomb Off clip as well.
Does it have only one keyframe?
Yeah, just the ones at the start of each
Is there any layer in the FX controller?
wait does it matter?
Yes, there is, I’ve done all the necessary steps for toggles
yk like delete the old one and add the new mesh that i just made
What necessary steps? Is it for the current vrcfury toggle?
Yeah, make an animator, apply it to both the FX layer and the avatar itself, menus, parameters, all that jazz
But the issue still remains that my mesh activations are switched for no visible reason
Just checking, what animations are in the FX layer?
The bomb form toggles, and 3 face toggles which don’t correlate to any of the meshes used (they’re flexes)
You shouldn't add anything to the FX layer that's already toggle by vrcfury.
Oh, wait, I misread
Those are in my animator
I only have the FX animator in the layers
The question was what's inside of the FX animator controller.
The animations for the bomb, and the faces, I don’t think they have anything to do with any of this
So again, you should not put anything controlled by vrcfury into the FX layer.
I didn’t, I made the animations first and put them into the VRCFury toggle
I’ve done it before, everything worked fine when I did
Can you screenshot what you had in the FX layer?
The answer is conflicting, you said you had animations for the bomb in FX layer, but later you said you didn't.
You see you put the recording animator into FX layer and had bomb on in as the default state, so that's what make the bomb on by default for state.
Huh, that works, didnt know that had effects on anything, thanks a bunch!
You should not put the animator controller for recording into FX layer at all.
my avatar's physbones are not working and not visible what do i dooo 
Screenshot your bone hierarchy where the physbone is put it.
everything works great except physbones
https://creators.vrchat.com/common-components/physbones#transforms Read the Caution section.
How do i hide a object for just myself? I'm trying to add a head accessory that's blocking my view. I want to object to still appear in mirrors.
put the phys bone component on the root bone
i did it didnt do anything
make end bones in blender
it has bones and stuff its rigged but idk maybe it just got bugged or something
you are testing the bones while in play mode using gesture manager / ingame right?
Add an end point on the y axis
how do i edit expressions menu?
yeahh
nah i just deleted the project it pissed me of xd
You're not gonna learn anything that way lmao
sure buddy
Select the expression menu file from below and it will show in the inspector.
If I'm looking at this right you applied phys bones to the end of a bone chain. There needs to be a child bone.
Put the component on the root instead of those two bones and it should work or do what someone else here mentioned and add end bones
what do i do now?
Proceed with how you want to edit it.
Heyy,im having trouble with ears. I got a new model and i wanted to modify it a lil bit,so i changed the position of the ears and streched them so it looks like foxes. The 1st image is original ears, 2nd is my placement and 3rd is whats broken in play mode. I wanna mention the ears have a twitching animation. When i go into playmode they keep the shape but not the position for some reason 🤔 and when i turn off the animation in gesture manager they go back to the correct spot. But i do wanna keep the animation,how is the position tied to it and how can i change it?
You don't need endbones if you add an end point on the y axis! It's actually super handy and I use it all the time with physbones that only have one bone
I would re- animate the twitching animation to have it in the position you want it. When animating an ear twitch, you animate the position/rotation of the ears so it makes sense that the animation is forcing it to be in its og pose
oh damn,i never messed with animating anything,idk how id make it the same but for a different spot. Also the ears have blendshapes to move them up or down so i thought i could just change the position without messing up the anim
Hey i dont know if i can ask that here but im trying to add blush to my avatar but theres this sort of noise shadow that i cant get rid of, if anyone can help? :,)
animator play audio not playing the audio for some reason. I cant figure out why, I have an audio source connected to it and the audio source is active.
Maybe cause you have "Stop Audio Source" checked on under "On Enter"? Just a guess
I thought so to but I have tried messing with those settings and it still doesnt seem to work. I will try it again tho and see if anything has changed
I also see you have no audio clip on the right image but I'm unsure if that's a reason
if I put an audio clip in there, it only plays the audio clip in source, which i dont want
I want it to play a random audio out of the 4 insterted into the Animator play audio
don't put one in the source itself. not sure if this is the solution but you probably don't want it to play that clip on avatar start
Is it possible to have avatar particle systems synced?
Suppose I wanted to be able to throw a particle at someone using inherit velocity
Alternatively, is there a better system I could use to throw things at people from an avatar?
what about this one isn't working for you?
It's a really janky setup I made years ago, and it doesn't sync for others
To be fair, I'm not sure the syncing part is actually possible
iirc it is but takes a LOT of variables and is just...okay.
How would I go about texturing a model like the cherub one?
Is it just pure hand drawn color
And a toon shader at the end
does anyone know how to set up an animation from an fbx properly👽
The cherub bot has a pretty complex setup for colours, each skin is stored as an animation which controls a bunch of settings on the material.
Best way is to copy one of the skin animations, modify it to how you want it to look, then figure out how the other ones are setup in the animator and add it to the existing ones
I'm trying to recreate the Holographic hat effect from Marty's outfit in 2015 in BTTF 2 using matcaps and I don't know where to go to create or find one
why a matcap?
wdym?
hey! i bought an avi and everytime i join a new world, her clothes come off. her parameters are checked too
by "checked" you mean what?
Not skins just the actual process of their texturing style, I think I figured it out though
Just seems to be only flat handpainted color
The avatar i imported into unity from blender isnt centered, how do i center it? it also says the feet are below the ground but i dont know where the ground is...
center it in blender, make sure it's standing on the origin, and all transforms applied. then export.
Oh alright thank you
is it possible to compress animation/emote mb size
quick question when uploading a quest version of a avatar you bought do you just upload it into the same project for the pc version and if so what do you do if the textures are just hot pink when you do so?
hot pink probably means missing textures or missing/wrong shaders. So maybe the one you imported has the texture paths wrong or shader dependencies missing
ah alrighty ill see what i can try and fix and if i cant figure it out ill just ask for help again thank you for letting me know
I can't think of one but also I doubt that's at all significant compared to meshes and textures
does anyone know how to fix this i already changed the shaders to quest allowed ones did i miss another shader thing?
Did you check all of your materials? One might have not changed properly, I've had that happen a few times.
If you have a folder with your materials, you should be able to look at each of them in the inspector. Might take a bit depending on how many you have.
Should be at the bottom section
oh alrighty thank you!
Np!
I am making material swap toggles with decals, they will be in radial puppets, I am wondering if it is possible to make the radial puppets not blend between the textures
Im still having this issue
i need help uploading.
describe where you are, ask specific questions, share error messages, etc.
i have a VRM file just need to upload it
convert it to .fbx in Blender, then treat it like any other from-scratch avatar.
(there's an add-on for the .vrm format)
the thing is i am using a 2015 mac
you'll ultimately need to run Unity, so....
not supported
help pls, my hand are stucks i dont know why
explain what you're trying to do
just use my gestures, they dont work in gesture manager nor in anim preview
maybe show the animator layer - the what you've shown so far looks fine
can you keep helping me
help you do what? If you can't run Unity you can't upload an avatar.
even with nothing in layers the anim preview dont work and with only vrc fury and a few prefabs, in gesture manager it doesnt work either
oh that looks like it's all managed via VRCFury, I have no experience with doing that, sorry.
but this is with no fx layer thats all made by vrcfury
exactly
i had to rename arms and legs bones for gogoloco, do u think it could be the reason why my fingers arent recognized anymore?
Yeah could be a reason. Why would you have to rename bones though?
so when i tried to build with vrcfury and a prefabs i had an error (UpperLeg_R bone cant be found, my bone was named left leg) so i renamed the legs, then when testing gogo loco i noticed my arms were stuck in tpose, so i renamed those too
Those things should not care about bone names, that's weird.
sorry just noticed ur message
like this:
im not sure why it does it, it just comes off when i join a new world
Trying to make a new project, this comes up randomly, im updated to the most recent version
3.10 is the most recent, but also what is this message from?
ok - no idea which parameter is relevant here but if the default for whatever clothing items you have is off then that'd be the cause, you basically spawn in in default configuration, except for whatever of those parameters you checked "saved" for. You'll probably have to do some debugging to figure out what the problem settings are.
ah, I don't use VCC, that's why I didn't recognize it.
💀
id need it all to be checked?
that isn't at all what I said
check 'saved' on the things you want to have saved, if you don't, those things will be set to the default value at spawn-in.
Must be the effect of some animation then, so you'll have to start debugging those
my friend told me: "in the FX controller there should be layers for every toggle, make sure the layer that has an arrow from "Entry" is going to the on state" but im not sure how to do that.. im new with unity
haha I just waited 20 minutes for a Substance Painter project to tell me it's failed to save. Great.
oh no
ah now that it's done processing, it's fine.
Why does it say 80mb here but 222mb in game
With such a large difference, you sure you weren't looking at uncompressed size?
So ive made two avatars. Both humanoid and work in a similar way but for one of them the animation works and the other doesnt.
I have made sure the rig is correct to my knowledge and also added the animator component but im not sure why its not working
:,))
here everything feels fine. I have that same yellow warning on my other character too but it works
v confused :,))
how do i use these? i am, so confused
you put them in their respected slots in a material
I am using poiomi, it will be different if you use different shaders, but for poiomi, base color goes here
awesome, thanks
normal goes here
and I personally like to put the AO map in a decal and mess with it til it looks good
quick question my avatar has shoes that are togglable and when the shoes are on they clip through the ground? is there any standard way of fixing this?
Nope
Uncompressed size is like 137mb
Odd, uncompressed should to my understanding always be larger than texture memory.
Yeah could just be bugged and be reading the texture file size from the default import settings and not platform ones
Bc I have the pc overwrite for the import settings
But didn't mess with the default import settings
how do I fix invisible parts of a mesh showing up in unity?
in blender, everything looks as it should, but when I import it to unity, there are faces that are see-through
I am trying to set up this avatar for quest 2 but unity is giving me tons of problems and the sdk keeps reporting problems, theres like over 20 and I have been pulling my hair out for about 4 hours now
oops nvm I found the solution!!
lmfao so i got this moon on the end of my tail and i want it to move with the last bone but stay upright and i put a parent constraint on it and lokced the z and x axis thinking that would work but now when the tail moves even a little the moon flies around why does this happen why is it trying to escape
Does vrc still use fallbacks? If im using a pc avi, questies only see like a gray dot or something. how do i make them uh.. actually see something?
bump
(Huge text block incoming)
So I’m making this avatar, first one from scratch, I plan to add several features to it but I don’t know how to do a lot of them and most of them require animations. Just looking for general advice on how to generally do certain specific things.
Heyy! Can anyone help me out how to figure why animation is not working
Any tips on what parts to check to find the problem
So I plan to add several props to this avatar, most of them don’t have many complicated features aside from 2.
I also don’t have any experience making toggles without using VRCfury which I don’t think covers some of the things I want to do.
so i took a long break from vrchat. this avatar needs "VRCFury SPS/Wholesome" i know about vrcfury i think? but what about the other part? do i need to download something extra?
is anyone here good with contact recievers and senders? im tryna make a system where avatar 1 blushes if avatars 2 and 3 touch their hand (and vice versa, but without 2 and 3 interacting with one another)
avatar 1 and 3 work fine but only avatar 1 blushes
avatar 2 doesnt interact with 1 at ALL despite having the same setup as 3??
im using gogoloco beyond on all of them, so i dont think its that despite someone claiming that breaks it
im genuinely at a loss rn ;-;
heres the video i sent a friend to show the issue
brighter pic
is your steam/headset floor set right?
you wish it was set right? You can just... set it...
Faulty base stations
but alo this is my only avi that does it
my nardo feet are fine
it's an avi specific problem
then make sure it's standing on the origin in blender
I'm trying to make an actually half-decent Postal 2 Dude avatar, and to my knowledge there aren't any good avatars that use the Apocalypse Weekend head (which is exponentially higher quality than original release, which is what's usually used), so I wanna use that one, the model is already rigged, but I don't know how to mess with a model with more than one material, and I don't know how to use Unity. Could anyone possibly help me?
I'm using Blender 4.0
basic avatar setup tutorial: https://www.youtube.com/watch?v=bSwMz4WcajQ
How would I do this though?
Could it be a like collider thing on the unity side maybe also?
a collider wouldn't shift your avatar
I need to play psychonauts again
i just bought a hair and its been marked as malware ive never had that happen before 🙁
is that normal??
same.
It isn't.
You can upload it to virustotal.com to get a scan from a range of antiviruses. Unless you use a good antivirus, like kaspersky, malwarebytes, eset, bitdefender, windows defender (some here not actually good, but has a usecase), it's probably a false positive. If it is, consider ending your subscription to that antivirus and get a good one. for example, avast was caugh spying on its users and selling that info while also being subpar.
Are you looking for public avatar or a model to be used as avatar?
go to vrcarena
its a listing site that is exclusively furry avatars and where to buy them
Whats the difference? Im brand new
Im broke, no money :<
cool? theres free options as well?
Public avatars are already in game and can be used just by clicking at. The latter is to make an avatar which requires more eraborate steps.
What type of steps?
Do you know?
Oh
Lot of computer app usage.
Update your sdk to 3.10
Remove the blueprint id from the pipeline manager
It didnt upload properly the first time but thinks it did
any idea why my mesh does this while im in sculpt mode?
normally looks like this
Ive reset the normals and theres no extra faces behind it
Probaby UVmap got changed when you tried to sculpt.
Should I just unwrap it again?
If you can remake it to match your texture or viceversa sure.
🙂↕️ Alright, thank you
im still needing help with this if anyone can :"))))
🙏 🙏 🙏 🙏
id be forever greatful, ive been stumped all day
New account offerring help usually is a scammer.
gonna jump lowkey
very much so noted :")) gonna block em before i get dm'd then rip
scammers also say they're not scammers
Proof it by answer the question right here.

The question asked by the person you offered your help to.
the question you offered to help with
does anyone know what this means ive been trying to upload and it uploads fully in unity but doesnt show up at in my uploads..
How dogshit are the stats
Some of your avatar performance rating might be excessively high.
Screenshot the stats
Also what very specific unity version and sdk version are you using
im using latest
and 2022 unity
Which 2022 specifically
2022.3.22
Should always say specific version.
F1 or f2 or
where would i take pic?
Jeez
How the hell does it have 64 physbone components
ill look into it
i got it down to 32
but the thing it s i had this uploaded before but today i logged on
and it was unaviable
and thats what it said in security checks its a private model
i have two models in the same project too and one of the models was quest compatible but now its not and i tried to upload quest again and it didnt work either
Security checks is both crasher checks and if the avatar even works
oh okk
Sometimes it can upload but not really
Like using wring unity version lets it upload but its corrupted
yeah idk its fully optimzed witha tool i have that optimzed when uploaded
i looked online someone said to contact support
Heyo, I have created an animation in Blender I would like turned into an anim. file for an emote. How would I go about that?
I'm trying to change a shader on something, but it won't let me?
All the options are just greyed out, and I can't click or change anything
create new material and put it in the material slot
How does one do that?
I don't know much about Unity so
right click in assets folder to bring up this menu
then click on the mesh, drop down the "materials" and drag and drop the material you just made into the slot
It changed the material, but now the object is just grey...
I'm trying to match the material of it to the avatars material which is a poi toon shader
yeah, now u can customize the material
change the shader to poi and put all ur textures in it
Is there an easier way to do this? Because idek all the textures and stuff needed to make it look right-
wdym easier way
Like an easier way to make it look correct without manually changing everything
Besides it's not letting me change stuff like this
I just click around and it opens an image???
i assume you are adding a asset to a avatar, sometimes they come with .unitypackage files that contain premade materials
drag and drop ur texture into the box
Right
but yeah unity is a pretty big learning curve, there are a bunch of tutorials online that will tell u how to do stuff if u would like to learn
I literally have zero idea what I'm doing atp
I dragged and dropped the texture I needed I think but it looks nothing like the skintone
i get it lmao i was there once
i dont know exactly what you are doing so i cant help much, but avatar creators usually do a lot with their materials and i could walk u through how to do everything but that would take like forever lmao
if anything i reccomend u duplicate the material that u want it to look like and replace the textures
Man idek how to do that
yea
The new material on the object I'm editing and stuff but the material or whatnot on the skintone is like already there
But idk how to change it
And everything you suggested I do just makes it look weird
So idek what to do atp
what are u trying to add to the avatar
ohhhhhhhhhhh
that has a material generator that sets it up for you
they have tutorials in their server and on their product page
Oh really?
yes
Guess I should probably try that
Thanks for your help nonetheless ^^
Sorry for bothering you again, but I can't seem to really find much information about it in the discord nor on the product page
i dont remeber exactly where to look, but ask someone for help in that server
i cant help u in too much detail here lmao
Fair lol
It's better to just not use it if you're very new to avatar creation.
Well... I have to learn somehow I guess
Besides, Wholesome looks and works good so-
good luck man
You will get into more trouble if you don't actually know what you're doing.
Right...
The whole entire object just deforms anyways into weird shapes the second I try to change the material
So I might just give up for tonight
Idfk how to fix it
Siggghhhhhh
Thank you two for your help
Hey my rig is supposed to be fine and i feel like ive checked everything but my avatar is still T-posing in VRChat. Any help is very much appreciated :,)) Sorry for the spam my message keeps getting lost
What "everything" that you had checked?
I checked that I have the animator component
I put it to humanoid
I made sure I configured the rig
im making two avatars who p much work the same way but this doesnt work and the other does
Does the sdk show any warning in the build panel? Take screenshot to confirm.
it only shows the yellow triangle but my other avatar has it too and that works :,))
Try using move tool and move some bones in Armature. See if the mesh follows the move bone.
Did you also actually test in pose mode in blender ?
that model did work before idk truly what happened
thats why I remember trying it out
🤔
anyway thank you im a newbie so i still keep forgetting what should i check so helped out a lot 💃

I have absolutely no idea but it's saying now that I don't even have a thumbnail???
Try closing the sdk panel and open it back.
I did, reloaded the sdk and everything
Also Detach blueprint ID in pipeline manager component if it had one.
Also try restarting unity
I've done that
There's no reason why this should be happening, the old sdk worked perfectly
I was going to just downgrade the sdk but I can't
here's the error
yeah, you can't.
#announcements message
They really should make sure they have a working version of the SDK before forcing an update 🤦♀️
Fr was so confused when 3.10.0 was throwing errors and thought it was my fault
But when I use older SDKs its fine </3
time to update all my projects to a broken sdk because vrchat is depreciating the older working versions 😭
hi! Im trying to make myself an avatar, and ive just started the retopology part of it and im hitting a lot of blocks (my first time trying to retopologize) so thought id ask here.
Im getting quite confused about how my model would work with physbones and stuff because of the way certain parts are. I’ve tried to highlight my main questions in the image.
I also do want to know if everything for the avatar has to be all one mesh, or if i can have multiple meshes connected to one armature for rigging? cuz everywhere ive looked online says different things.
sorry if my questions are confusing, i dont really know the right terms as im still a beginner at blender T_T’
any help would be super appreciated!!
My alcom force downgrades it to 3.9 whenever I try 3.10 HAHA
You can separate the meshes if you prefer that
Maybe seperate the ears in case you’re worried, but you should be ok as long as you weightpaint the ears and not the horns
As for clipping, you can add an angle limiter to your physbone
Or even try a collider on the head of some sort
For the brows, not sure— and for tufts I’d assume you’d need to rig them yeh
Hi! Im trying to add facial expressions to hand gestures and I got them to work on pc but when I upload the same model for quest, none of the gestures work within vr, gestures are not toggled off, anyone know how I can trouble shoot it?
I turned off write defaults and thats how it worked in the pc version of vrc
The hand gestures themselves or the facial expressions don’t function
facial expressions
That I linked to the gestures
ye
Your Quest upload isn’t using the same animation controllers as the PC upload.
Switch to Android build → Check your Avatar Descriptor → Re-assign your FX and Gesture controllers.
Got it Ill try it out
Just FX? or do I assign anything to gesture?
Assign BOTH: FX and Gesture.
For Quest, you must have:
Gesture layer → controls hand gestures
FX layer → controls facial expressions
👍
I’ll lyk if it works or not
good job
._.
So I have a small problem...
Hang on I think I can fix this
I didn't fix it ._.
Well now I have new problems. Luckly these got resolved.
Can someone tell me the physbone limit for quest .,. Whenever I upload my model for quest every physbone gets disabled
oh wrong section, it's the one just below
mb, thank you tho ^^
no I meant that I linked the wrong section, you're fine 🙂
ohh ok
How do I fix these errors?
They are.
Hello, looking for someone who may upload one avatar, 3 versions into my VRCHAT safely
don't share your credentials. but if you want to commission someone, head over to the VRC Traders discord, you'll just find scammers around here.
Link is in #1204490664637890580
It is a png....
What does this mean???
it's a bug in some SDK versions - are you using 3.10?
Checking...
Uh, how do I check for version?
Thanks, I did not understand all what u said as "not sharing credentials" , I will ask deepseek, OK thanks for the link
don't share your username and password to strangers
your package manager (vcc, alcom, etc) or in the unity package management window
VRChat SDK - Base Version: 3.9.0
VRChat SDK - Avatars Version: 3.9.0
buggy, I suggest using 3.10
Upgrading...
Upgraded. Attempting to reupload...
Uploaded! Thank you!
excellent 🙂
Hi Fax
Does anyone know how people are making MochiFitter profiles for avatars?
I have an avatar file that still doesn't have a profile and I wanna know how to make one
does anyone have a prefab for a working headpat animation+sound, im literally trying to add this for over a week now, i just cant get it to work. i wasted about 15 hours watching tutorials and it just wont work
at this point im even willing to pay money for it because its so damn frustrating
no prefab, but it's not too hard to setup, what do you have now and what isn't working?
the sound does not get activated, im just done i want something that works with drag and drop, not wasting any more time on this
okay then
dude im so frustrated because I'm trying to work on a comm too and I can't make a build ;_;
that error seems network related
The thing is that I have ethernet that can run pc vr
There's really no reason why it should be giving me that error
there's lots of networking between you and VRChat's servers though
What can I do?
Try 3.9.0 mayhabs too 
3.9.0 is pretty buggy, I wouldn't
I was having build issues with 3.10.0 too agh

ah that one was awful for me, nothing after 3.7 was good
3.7 was perfect ;-;
there's really not much more detail there past the very first line, unfortunately
3.8.2 worked perfectly fine without me changing anything <_<
just now? hmm maybe submit a canny report then
i clicked on my avi and my compressor showed this
"deprecated" means it's old and not used anymore. I assume here (I don't use fury much) that it can just be removed.
oh ok
lemme try
i also used these
cuz my avatar needs vrcfury
it failed.
: (
im such a fail at dis vro
you might look in the console for an error message
"missing script" is the issue
o
install whatever thing you didn't install, check the avatar or asset creators' documentation for clues as to what it might be
0-0
oh "grounder" - it's probably FinalIK
pic on how to fix?
there's no pic for "go install the FinalIK package"
no i ment u send one
VRLabs has a stub package that'll probably work without you having to purchase Final IK
goober
pic of what? I have no picture for this
oh
uh
nvm
i will do what u said
i installed
goo goo gaga im dum :p
but when iimported into unity still wouldnt upload btw
without sharing error messages, or reasons, we can't help
errors are the red ones, those are warnings or info messages, not going to prevent uploading.
well that top one is still there, and still going to block you
I said - install whatever requirement is missing.
You could also remove the object with the broken script.
I was guessing it was Final IK, but you'd probably want to check the documentation that came with whatever that asset is, see what the creator says it requires.
well something's still missing
hm
i checked and all the avio needed was vrcfury and poyomi toon, i imported that to my avi
that thing that's called "Grounder" seems to need something extra, and the name of it suggests Final IK, but it could be something else.
where do i find grounder or final ik?
I thought you installed it after I told you this the first time?
my memory sucks
this was in the last 10 minutes or so, right there in scrollback
can you be more specific?
say what again?
Yes, I told you to install FinalIK or the VRLabs FinalIK stub, because my guess is that's what's required.
Again, "didn't upload" is not useful information. Did you get the same missing script error as before?
then either you didn't install that right, or that is not the correct requirement.
I'm trying to work on an particle animation for the first time and im basically completely in the dark about where to start. ive got audio i wanna sync up to it ready (10 secs. in length) and I have basic/decent knowledge about how to animate in unity ( for most toggles at least) , i just need some pointers on where to start and "turn the lights on" metaphorically
(TLDR: where should i start when animating audio & particles for an avatar?)
what do i do
does anyone know if the Stretch n Squish physbones, need to have 2 bones? or you can work with only one bone ?
you need at least 2 for anything to work (or the endpoint position)
I thought stretch/squish needed two actual bones too
hmmm i see.
Im tryna add that to my avatar, but it has 1 bone for the parts. but I added an endpoint to it.
But im testing out the physbones in gesture emulator.
im clicking n dragging the physbones, but i dont see it squish nor stretch
OH..
I don't see that in the docs though so no idea where I read that
yeah zero mention of bone counts there, annoying
what finalIK do u reccommend
yeah exactly
I told you twice already?
ya think End-bones would work fine? or should I manually add a 2nd bone
I'm not sure but I bet you need two+ actual bones for this
luckily we have discord scrollback
ok ty :c
clicking the error doesn't do anything
yes, and I've answered it several times now, I'm not going to again.
1 last time
man i came out of the hospital after hitting my head hard on the ground
i got brain damage
plus ur making no sence vro
Happy to explain something specific if you didn't understand it.
i dont understand how to fix errors
I told you my best guess at how to fix that specific one.
but i dont understand
exactly what about it don't you understand?
my keyboard tweakin
i cant even type the right words
i deleted ik and it uploaded
i think
does anyone know how to use cutout/alpha maps with rero im confused
if there's no slot, probably it'd use the alpha channel of the base color texture
day 2 searching for help :")))
i got the stupid contact recievers and senders to work BUT it only works on one end, the other end just keeps flashing false and not actually turning true
im so lost
Anyone know how to fix this error??
I’m not too tech savvy so I don’t know what to do
usually that's not one you actually need to fix
It won’t upload the avatar because of it
no other errors? No blockers in the build window?
I have an avatar with a hair texture on it, when I upload to pc it's fine because I can use the standard shader to make the hair cutout, but I can't do that on quest, anybody know a shader that could work for quest that would look okay on hair for quest?
Nope just that
without knowing what you're trying to achieve the only answer we could give is to use one of the mobile shaders - standard if you're not going toony, or the newish toon one if you are.
so i have this transparent part of the body with a transparent skeleton inside. the skeleton is on a different material than the body. the skeleton isnt visible when the inside part of the body is behind it. its only visible if whats behind it is the transparent part of the body. idk if this makes sense, but is there a way i can fix it?
also the quest version of this avi has a cut out part instead of a transparent part for the skeleton to be visible but the body mesh only has one sided faces, can i make them 2 sided or should i duplicate the mesh so it can be seen
didnt even realize somehow but you can see the chest fluff from inside the body, dont want that either :c
I'll give you an example, here's how it looks on PC vs how it looks on quest.
I tried the mobile particles shaders, but they either change the color of the hair or make it glow.
The other mobile shaders don't seem to help either.
the first one seems to have a poiyomi shader error, that's interesting
ohh I see, it's got transparency, yeah, you'll have to work around that
Any ideas?
cut out the mesh? I don't really do much quest stuff
I just don't get why transparency is prohibited on quest to begin with.
because it's very expensive for the mobile GPU in the quest to render
I figured out what this meant and i moved the model up a little now I gotta redo all the assets for a 3rd time or at teh very least move all the bones every so slightly up
Been having a bunch of troubel trying to get an avatar to upload, been doing all i can think of, using a VPN, downgrading the SDK, upgrading the SDK, fresh rebooting my pc, making an entirely new project, it seems to get all the way to the end and then fails at the last hurdle somehow and it refuses to upload, hoping to try get some help with this, thank you!
It's bc I manually linked the asset armatures
I don't use vrcfury to link them and I can't be asked to link them in blender
not what I asked about, but okay. I didn't think anyone did that method anymore.
Vrcfury broke my avatar irreperably one time
So I don't use it anymore
Honestly I don't even use it if an asset comes with it other than gogoloco
I didn't apply all transforms, but I was letting u know that's not why I gotta fix my assets
What does applying all transforms do?
makes it so the object origin is the world origin rather than the object being somewhere else
so the default position and rotation is 0,0,0, and scale is 1,1,1
Fair enough
I'll try it
but this avatar model is so different from the nardo
The nardo I gotta export with fbx all and this I export with all local to get it to work
Thank god it's only 5 assets I gotta readd tho
I really hope I'm not floating above the ground now :(
Is there a way to move the avatar up just in unity?
Like can I just move the package up by another 0.015 like this and it'll be fine?
I don't wanna waste another hour if I don't have to
Maybe the armature?
standing like it constantly needs to pee how to fix
Still having this issue no clue how to fix
Please I need to get these done
anyone know how to get this shader look? id like to have it on my shinano
Real quick, would anybody know why after merging two armatures Im unable to move anything in Pose mode despite all of the weight painting still being there after checking the vertex groups?
Armature modifier pointing at the wrong armature, or none
Armature modifier is pointing to the only armature left in the scene
ah well, it was a guess
Thank you, Ive just been headbutting my keyboard for hours
that's how it is sometimes, unfortunately
I personally need a way to do this because I messed up my model trying to do it in blender
id make a copy of the project and try it
why are you trying to do this?
my avatar is in the floor bc the mesh is below the origin in blender
yeah you really should be fixing that in Blender.
but i messed up the model by just moving the mesh up
I alr tried and now the whole avatar is messed up
the claws sink into my hand when i do the hand open gesture now
and the tips of the pointer claws are also messed up
I got a backup of the model, but I really need a fix from the unity side of things
it's not really going to be a fix if you do this in Unity
as long as I'm not in the floor and my hands aren't messed up I'll take a ghetto "fix"
you could try just playspacing up or something
I gotta move my avatar up by 5 or 6 cm for it to be on the ground
oh that's a lot
then my legs stay fully extended bc they are technically hovering
seems like a ghetto fix
doesn't fix it tho
nope
This error is going to piss me off I need help
space drag doesn't change where my model hits the floor
That error is pretty meaningless without context, you won't find a fix by just reposting it constantly
i need a unity way of raising it since I can't do it in blender
any way you do this in unity is going to be kinda broken
not more broken than how it is rn
yeah probably would be
you wanna fix it for me in blender then because I have no clue how
not for free
I slapped a unity package in clicked upload and I keep getting this error. And I have no idea what this means so I can’t really give context. And it blocks my ability to upload it unless I close and reopen the project
i can take a look at it in a little, currently playing overwatch with my girlfriend
i went into edit mode, pressed a and raised the model by 3.5 cm, went back out of edit mode and exported and my model was broken in game
what step did i miss?
it's referring to an issue in some code somewhere, but without knowing where, who knows what to do about it. have you tried restarting unity?
at the least, applying all transforms, which I believe I said more than once
wait, in edit mode?
interesting.
If anyhing thats what broke it because itwasn't broken before when not applying them
if you do that you'd probably need to completely redo the rig setup - switch to generic and apply, then back to humanoid and do that whole thing again.
becase that doesn't change the oriin
but selecting all and going into edit isn't quite going to work since that wouldn't edit all objects, they have different types
if you move just the meshes then they'll be out of position on the armature.
I literally asked the blender server for help and they said in edit mode raise the model since that won't move the origin with it
Yeah multiple times I even updated the sdk and everything because it says it’s an error with the sdk avatar builder.cs:206
that's not code we have access to, maybe submit a bug report. Is this SDK 3.10?
Yup I’ll do a bug report then. Thank you for the help
they also said smthn with the 3d cursor but that's even further out of my skill range and knowledge areas of blender
saying I could move the cursor and set the origin to it
I'm watching Unity sit here at 1257% CPU right now just trying to open a world project, so.....
not a clue in the world how, i'm just parroting what they said
Yeah - you put the 3D cursor at the origin then set the origin of the various objects to the 3D cursor, I do this a lot
idek how to move let alone do shit with it
is this a bought avatar? ask the creator to fix it maybe?
it's the wickerbeast base
it's old as heck
If it hasn't been updated in years, why would they updare it now for one random idiot on the internet who can't even do basic blender shit
I was thinking that if it's broken the creator should fix it, but maybe I'm wrong.
It's just old
Probably wasn't broken when it was updated last
Probably a unity or sdk update broke it
neither of those things edit your model
can I just like make an animation to move the armature up by like 5cm in unity
and have a parameter set to keep that always on
would that work?
afaik no.
bc ik the armature also moves the mesh
I have no comment on your finances
Well if there's no way to fix it in unity and I can't fix it in blender then I wasted my money
can't use the assets without the base but the base is unfixable
pics are of the claws being messed up after moving the model in blender
yeah if you move the mesh around but not the armature, I could see that happening
why tf does edit mode just not edit the model then
what's "the model"?
you can't edit objects of different types at the same time
blender actually makes me wish I was dead, I can't think of a single worse piece of "professional" software
ah I love Blender
it's like they specifically tried to make it user unfrendly
so many pointless changes and shitty design choices
I disagree, but I have the perspective of actually knowing how to use it.
the manual sucks and they force you to rely on it since everything is named backwards af or is hidden behind 50 context menus
what reason is there to remove the "rename" button from the context menu when u right click smthn in the side bar
I don't recall there being such a thing, but you can just double-click the name of the thing to rename it, it works for most things in lists.
yeah I know, but that makes no logical sense to have made that be the only way to rename things
right clicking and renaming has been a thing for over 3 decades
it has?
oh you're using Windows as your basis, I see.
windows started it and it became a standard for good reason
it's intuitive
windows stole all of its UI elements from other things
and saying something is "intuitive" when it's only so because you're used to it isn't really accurate. I get what you're saying, but windows is far from intuitive.
honestly this is horrible rage bait
if you say so
it's not about windows
it's about blender changing stuff that's been pretty much standard for decades for no reason
a) your standards aren't necessarily everyone's b) a lot of changes they've made to UI stuff has been for consistency, so things work the same way across all parts of the UI.
and it being a "professional program" isn't an excuse since everyone loves to say that
I worked at a "professional" CG studio. Couldn't find much consistency in any of the UIs of the applications we used, everyone had their own way they thought things should be. I'm still annoyed every time I have to try to navigate in Substance Painter and it's totally different than everything else.
Ya know, you almost got me with this one
it didn't help either that Autodesk kept buying other companies then sorta but not really trying to make the UIs kinda consistent.
not sure what you mean, I'm not trying to 'get' anyone
I honestly can't remember blender ever having the rename option you say it did
I didn't say it had one
I only really got using it in the 3.0 days though
...
I must have lost the point of this conversation somewhere
i said they removed it because 99% of other programs have rename in the context menu
that doesn't make sense
howso?
why would one do that, for that reason?
can you find the changelog entry about it? those are public
well idk if it ever had one
all ik is that most other programs have it
ok so you're ranting that it doesn't work the way you want it to? okay, got it.
blender seemingly doesn't just to be different
objection: pure speculation
it makes no logical sense to why something so insignificant couldn't be kept
what do you mean kept? you just said you don't know if even existed
i say kept because it's fairly standardized feature
and they broke away from that
unity, paint.net, photoshop, visual studio, and plenty of other programs all have a rename feature in a context menu at the very least. I think that quantifies a standard
rider, intellij, eclipse ide
fl studio, renoise, band lab
I think I've used two of those things 🙂
actually both of them are the same thing anyway.
it's just one of way too many miniscule minute changes that all add up to blender just being different for no logical reason as to why at face value and I've not heard a single valid reason from anyone explaing why.
okay
UI consistency makes no sense if they aren't being consistent with most other programs out there
other than the classic IBM CUA guidelines, I'm not sure there are really standards
certainly are a lot of commonalities, but "standards" is pushing it.
4/10 bait
not sure why you keep saying that, you're the one ranting and I'm just adding comments. happy to just stop.
almost had me but i realized pretty quick
You're obviously being hyper literal to rage bait
it's really not that hard to figure out lol.
cool, if you don't want to believe me, then I've got nothing further to say to you.
was literally just typing bye since you don't wanna be serious XD.
I was being serious the whole time here.
at least we can agree when to end the convo, cya
Question because I'm a bit stumped I got everything working on my avatar the only thing i cant figure out is how to get the Gesture Disable button to work in the face tracking menu so I can just use face tracking and not hand gestures i don't know how to make it work?? If anyone knows it would be super helpful
last I checked it just sets a variable that you have to use as a condition for your expression animation transitions
I forget which offhand though, would have to look
FacialExpressionsDisabled
delayed 'cause I was still starting unity after my system just outright powered off
and smart me had my blender recovery file on /tmp, which of course gets wiped on boot
So I need help trying to find a feature to upgrade my avatar but the one I tried is outdated and doesn’t work anymore trying to get a camera avatar preview similar to what cyberchimp has does anyone have an idea on what to do been at this for months
iirc you have the camera output to a RenderTexture and put that as the base texture in a material somewhere. Haven't tried it myself though
The one I sent you does in fact work
Noted
Shoulder.R and Shoulder.L dont have the same weights, i dont know what happened, but when i hitted symmetrize it didnt, how do i transfer or copy the weight of Shoulder.L to Shoulder.R, theres absolutly no weight on Shoulder.R
and when i copy vertex groups this msg appears
Any luck yet friend
how did this happen and how do i fix it? they are fine in blender
normal
in play mode with gesture manager feet are crooked
when i set up the rig feet are crooked there too
Moving the armature undid the fix that moving the mesh did for my avi being in the floor. Out of play mode the avatar is where it should be, both the mesh and and armature above the floor (image 1). When I go into play mode though the mesh and armature goes back into the floor (image 2). In blender both the armature and and mesh are above the origin (image 3) and when exporting I tried both applying transforms and not applying transforms. Unity keeps treating the model as if it's back to how it was initially before I moved the model up so I put the model back to its original position (image 4) and I didn't get a picture but I moved the origin instead of the mesh up and exported it but that didn't change it clipping into the floor. I didn't try not applying transforms when exporting after moving the origin.
First guess is bone roll is not 0 for those main armature bones
on the foot bone
yep, - but I was thinking the bones above it. Either way, it should almost always be 0 for all of the main humanoid bones. Fingers/toes can be whatever is needed.
knee roll is 0.337233d
okay?
i mean i can just import a new body and all but i already have clothes on this armature. idk how well would it all transfer
you can just overwrite the .fbx file
... assuming you didn't unpack the avatar prefab. If you did, redo it all and don't do that again 🙂
yep i got that
Great, it should be pretty easy then.
im using cats blender plugin as always but now, when i finished makin, Oh, CH and AA blendshapes and tried to create the other visemes, it didnt work
is there a way to fix it
Helloooo I'ma big time avatar creation noob so don yell at me, I'm trying to switch my avatar to quest compatible but I keep getting this error and I don't know how to fix 🙁 can anyone help me?
that's the latest cats, right? Did they update that for Blender 5 yet?
probably look at the discussion history in #quest-optimization for clues, but the basics are that you need to reduce the size of things, usually it's textures, sometimes it's meshes.
That's the thing, I made every texture like microscopic size and if it's a mesh, how would I go about optimizing that?, sorry for asking this question in this channel btw
why does my avatar using gogoloco, is not placed correctly on the floor? is there a way to fix this? either in unity or blender?
Is anyone's VRCSDK also not loading at all?
I tried booting up two different projects (with new and old VRCSDK) and I seem to have this issue.
Even after deleting the VRCSDK and adding it back, it didn't fix the issue.
I literally just published an avatar
Why is my VRCSDK messing up?!
Any other options I can try for having my avatar not be in the ground?
I even tried using an animation in unity to move my armature up. That didn't work either though.
I'm completely out of ideas
The position is set by the origin. You could check where it is first
It's at 0,0,0
I moved it to 0,0,-0.05 which is below the feet
But that didn't change anything in game, my feet still clipped through the floor
I didn't try not applying transformations on export though
add cube place where feet are in unity, go into playmode with av3/ect watch it sink ( locomotion )
What blender export settings do I need to prevent having to do this with my physbones?
The radius of my physbones is abnormally huge unless I do what is seen in the screenshot and Im pretty certain it has to do with the avatars scaling? but im not certain
fbx all something, i just use cats 99.9% of the time (here is its default)
I also use cats to export usually but im working on a unity comm and the person who made the avi doesnt want to use cats for exporting
sometime i dont , i notice its 100' times the size
I will try this and see if it helps
FBX All, turn off leaf bones (under armature).
yess always turn off leaf bones I hate leaf bones
why does it say that when it's clearly wrong?
set generic and back to humanoid , look for rig errors
Is it possible to export an entire model from Unity to Blender while preserving transforms and blendshapes made in unity?
I've been working on a model and want to optimize it, but there's lots of maticulously placed items in Unity that I dont want to have to redo
if you are using an fbx, you can import it into blender no addons needed
Yes, but I want things like transforms made in unity to be preserved. Is that possible?
For example, I have my model and then I have a seperate FBX of a hat for it that I have already positioned in unity. Is there a way to export it so I wont have to place it back onto the head in blender?
from the fbx's I have imported the blendshapes were there
it's a form of animation so most programs should have them
Heres my problem.
I have an exported FBX using Unity's "Export to FBX" package add-on. It looks fine. (First Image) But when I import that FBX into Blender, I am greeted by this amalgamation (Second Image). Why is this happening? Is it my import settings?
yeah you probably don't want to be using that, it's going to be a mess. It'd be better to import the assets into Blender and rework/combine/etc there then export the result of that into Unity, and assume the blender->unity path is one-way.
Thank you for your straightforward answer. Its unfortunate to hear that, but I'm not suprised.
Yes, even if it seems like more work up front.
more work is better for your sanity sometimes
oh absolutely
How do I calibrate the locomotion?
I never heard of that b4
Did it mess up because I have gogoloco with vrcfury or smthn?
Is this what you're talking about (forgive me for screenshotting the Google AI)
that seems to be from the docs for Lyuma's emulator. I just read that an hour ago 🙂
At least Google AI is swiping legit sources then or smthn
But do I gotta adjust the animations?
vrchat default locomotion push feets down and sideway
ever noticed this
to avoid you need to be floating, fbt user dont really care much we can just shift up 
gogo ect might have tweaked them
I would like to upload my VRM model to vr chat . I would like to make sure it is compatible for both PC and VR I will be checking back here and a few minutes because I'm going on a date but I need somebody to take the time to call me and have a step-by-step tutorial on how to do this I finally got to the point where I'm able to upload an avatar where I've been on VR for more than the extent amount of hours where I'm allowed to upload I just need somebody to literally sit down with me and help my dumb butt step by step I had to upload the stuff I already got unity stuff fixed and the VR creator stuff there I just need the part where starting the project and that's that's where I need to have is starting the project and how to make it PC and VR related thank you I will check back and see who is was able to help
Hi, Im quite new to vr chat can anyone help me with my avatar I've been trying to make a toggle menu FOR A MONTH and still not working i made Fx, expression menu and parameter and did the animation etc, and link it all to the avatar descriptor and still not shown in game but it shown in gesture management idk how
Could anybody help me?
- any one have the fly menu like how white tiger avatars have?
I'd guess the flying menu is GogoLoco.
How do I fix it doing the down part of that?
I get it's default but it's causing problems so it's gotta be changed
I'd suggest watching videos and using Google as much as you can at first. Then if you have a problem on a specific thing, come back here and explain it as best you can for people here to help. Here's a good video to start with. https://youtu.be/ukyjRAsMJJM?si=Wks8HqVDoMPTb9Lo
Also I think it's something other than just the default locomotion as well
Is it possible to have particles collide with other players?
Because when I have the model in its default position (below the floor) and I enter play mode it does the default locomotion and moves it down slightly. But when I had the model raised as well as the armature raised in blender it also just went back to the same position in play mode (the same as with my avatar in its default position in play mode that is)
i think you can on their end? but I don't think remote users will be able to see it
if you're looking for like something to stick to another player, there are shaders that do it
I want to throw snowballs at people basically
hmm
excellent use case
I've got it all set up already, a particle system with subemitters so that it explodes on collision
inherits hand velocity
i feel like there could be a way to do it with contacts but i'm not entirely sure
idk you can't make a contact follow particles
I really wish you could
off the top of my head the only solution coming to mind is like super convoluted
which would be using a contact tracker setup to move a collider to remote players which the snowball could collide with
oh ick
but then there's a limit for how many people can be tracked and from how far away and it's just overall not a very elegant solution
maybe you could make some sort of prediction system that tries to guess which nearby player will get hit?
the vague idea i have of how that would work is an object that freezes to world space when you throw, oriented the same direction as your throw, and then moves contacts in that direction to search for a player, and then moves the contact tracker to that position
this seems like a lot of work for just throwing snowballs though 😅
the other option i guess would be to not use particles for this
you could do the freeze position and rotation thing and "throw" the snowball with an animation
then you can use a contact on it to detect player collision and a particle system to detect world collision
oh also using a "follower constraint" setup if you adjust it to be frame-independent with proximity contacts can give you velocity so you can adjust the animation accordingly
Do particles collide with the player on a local scale?
As in
I throw a snowball, it passes through them on my end, but hits them on their end
i think you can set them up to do that depending on what layers it colliders with
The objects always move back to 0 0 of its origins. Meaning if you used unity or blender edit mode to raise the model, it'll 'emulate play at objects 0 0', thus jumping back down. What you can try is move the armature up in blender (mesh will follow) and then apply transforms on both armature and mesh(es) to set the new absolute 0. Did you try that yet?
Right now they're set to collide with everything
the reason for this btw is because remote players actually don't have movement colliders, only the local player does
That's fair
which is kind of necessary for some things to work in worlds because it means player position is calculated locally and then synced
As long as the other person knows I got them I'm happy
I'm not 100% sure if it works bc sometimes VRChat restricts how you can use collision layers especially on avatars
but i'm pretty sure you can have particles collider with the local player
I moved the mesh up initially without the armature and the avatar was above the ground but all the bones were messed up because I didn't move the armature. When I moved the armature up this morning it was as if I changed nothing because I just clipped through the floor the same amount as not moving the armature. I did that with apply all transforms both off and on in the export settings.
Not in the export settings
Iirc under the tab 'object' and 'apply all transforms'. I'm not sure if the shortcut is shift + a or alt + a anymore
It's Ctrl +a
Thanks google
Well the mesh and armature right now are back to where they originally were and the origin is moved down instead. Could I still do the ctrl + a with that?
And expect the same result I mean
Would be helpful if you posted an image of the avatar in blender so we can see how far out the origin really is

