#avatar-help

1 messages · Page 206 of 1

foggy tiger
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Just normal unity

somber sequoia
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Are you using VRChat SDK less than 3.10?

foggy tiger
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I just click to the vrchat sdk tab and it switched back

foggy tiger
somber sequoia
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yep, known bug

foggy tiger
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Bruh

somber sequoia
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3.8 and 3.9 do this, it's awful

foggy tiger
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But gesture manager doesn't support 3.10

somber sequoia
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try 3.7, or perhaps use Avatar3.0 emulator instead

foggy tiger
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But isn't the latter just used for like combining animation controllers and paramaters tho

somber sequoia
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no that's av3 manager

foggy tiger
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I need gesture manager for the menu

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Oh

somber sequoia
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emulator is the play mode testing tool. I usually prefer it

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(but still have gesture manager installed so I get the pretty radial menus)

foggy tiger
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I'm just gonna try 3.10 and hope gesture manager still works

somber sequoia
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I think I tested something in 3.10 yesterday before I uploaded, and it worked fine

foggy tiger
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It appaears to

somber sequoia
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ah good

uneven whale
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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?

indigo compass
uneven whale
indigo compass
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Generally the physbones are placed outside the avatar's armature for that reason

whole grove
#

If I'm looking to become a future avatar creator how much ram should I preferably try to aim for on my pc?

somber sequoia
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as much as you can afford 🙂

uneven whale
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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?

somber sequoia
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Near the bottom of the physbone component you can set stretch amount

coral mountain
#

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

somber sequoia
coral mountain
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The first image, it fixes when I click enforce t-pose, I click apply and save, and it goes back to the error

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Even when I manually pose it, it does the same thing

coral mountain
coral mountain
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Character is not in tpose

somber sequoia
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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.

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does it otherwise not work right?

coral mountain
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It wont let me upload with all the bones being red

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it says 'avatar doesnt have an animator'

somber sequoia
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show that error then

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oh ok well that's a totally different problem

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Does it say it isn't humanoid?

coral mountain
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yes

somber sequoia
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ok that is the actual error

coral mountain
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i set it to humanoid

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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

somber sequoia
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is this a brand new avatar, and this is the first time rig setup?

coral mountain
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No

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Its a base, i use very often and I have no issues with, I dont do my own rigging usually

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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

somber sequoia
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ok if it's not the first time rig setup, set it to generic and apply, then redo the humanoid setup

coral mountain
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k

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hold on

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this is the error im getting still

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And im still getting this issue

somber sequoia
coral mountain
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Took the model itself into blender and messed with the bones a bit and I got it to work, Thank you anyways

somber sequoia
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alright

vagrant crater
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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.

zinc willow
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How do you make a seat

ornate stump
balmy gyro
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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

night ember
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Is your avatar in scene unpacked

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And wdym switch the body mesh

quasi folio
ornate stump
quasi folio
ornate stump
quasi folio
ornate stump
dawn oak
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when making a model with outlines how do you prevent tiny lines like this around the mouth

ornate stump
# quasi folio

The bomb toggle also suppose to control the body toggle?

quasi folio
ornate stump
ornate stump
quasi folio
ornate stump
balmy gyro
quasi folio
balmy gyro
ornate stump
quasi folio
ornate stump
quasi folio
ornate stump
quasi folio
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Those are in my animator

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I only have the FX animator in the layers

ornate stump
quasi folio
ornate stump
quasi folio
ornate stump
ornate stump
ornate stump
# quasi folio

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.

quasi folio
ornate stump
balmy gyro
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my avatar's physbones are not working and not visible what do i dooo vrcTupCry

ornate stump
balmy gyro
fierce thunder
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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.

fierce thunder
balmy gyro
fierce thunder
balmy gyro
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it has bones and stuff its rigged but idk maybe it just got bugged or something

fierce thunder
still shuttle
worn valve
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how do i edit expressions menu?

balmy gyro
still shuttle
#

You're not gonna learn anything that way lmao

balmy gyro
ornate stump
sharp ocean
ornate stump
wintry ledge
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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?

still shuttle
still shuttle
wintry ledge
vale idol
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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? :,)

still shuttle
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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.

oak bone
still shuttle
oak bone
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I also see you have no audio clip on the right image but I'm unsure if that's a reason

still shuttle
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I want it to play a random audio out of the 4 insterted into the Animator play audio

somber sequoia
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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

quartz bone
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Is it possible to have avatar particle systems synced?

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Suppose I wanted to be able to throw a particle at someone using inherit velocity

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Alternatively, is there a better system I could use to throw things at people from an avatar?

somber sequoia
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what about this one isn't working for you?

quartz bone
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It's a really janky setup I made years ago, and it doesn't sync for others

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To be fair, I'm not sure the syncing part is actually possible

somber sequoia
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iirc it is but takes a LOT of variables and is just...okay.

vapid oar
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How would I go about texturing a model like the cherub one?

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Is it just pure hand drawn color

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And a toon shader at the end

mellow scaffold
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does anyone know how to set up an animation from an fbx properly👽

grand scaffold
# vapid oar How would I go about texturing a model like the cherub one?

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

feral steppe
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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

somber sequoia
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why a matcap?

feral steppe
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wdym?

vague spade
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hey! i bought an avi and everytime i join a new world, her clothes come off. her parameters are checked too

somber sequoia
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by "checked" you mean what?

vapid oar
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Just seems to be only flat handpainted color

vale idol
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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...

somber sequoia
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center it in blender, make sure it's standing on the origin, and all transforms applied. then export.

vale idol
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Oh alright thank you

dark jay
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is it possible to compress animation/emote mb size

devout elbow
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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?

naive sentinel
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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

devout elbow
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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

somber sequoia
devout elbow
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does anyone know how to fix this i already changed the shaders to quest allowed ones did i miss another shader thing?

torpid panther
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Did you check all of your materials? One might have not changed properly, I've had that happen a few times.

devout elbow
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how do i check all of them?

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im still figuring this all out

torpid panther
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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.

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Should be at the bottom section

devout elbow
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oh alrighty thank you!

torpid panther
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Np!

still shuttle
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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

hard helm
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i need help uploading.

somber sequoia
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describe where you are, ask specific questions, share error messages, etc.

hard helm
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i have a VRM file just need to upload it

somber sequoia
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convert it to .fbx in Blender, then treat it like any other from-scratch avatar.

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(there's an add-on for the .vrm format)

hard helm
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the thing is i am using a 2015 mac

somber sequoia
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you'll ultimately need to run Unity, so....

hard helm
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not supported

wraith geyser
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help pls, my hand are stucks i dont know why

somber sequoia
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explain what you're trying to do

wraith geyser
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just use my gestures, they dont work in gesture manager nor in anim preview

somber sequoia
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maybe show the animator layer - the what you've shown so far looks fine

hard helm
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can you keep helping me

somber sequoia
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help you do what? If you can't run Unity you can't upload an avatar.

hard helm
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oh

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ok

wraith geyser
somber sequoia
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oh that looks like it's all managed via VRCFury, I have no experience with doing that, sorry.

wraith geyser
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but this is with no fx layer thats all made by vrcfury

somber sequoia
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exactly

wraith geyser
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i had to rename arms and legs bones for gogoloco, do u think it could be the reason why my fingers arent recognized anymore?

somber sequoia
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Yeah could be a reason. Why would you have to rename bones though?

wraith geyser
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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

somber sequoia
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Those things should not care about bone names, that's weird.

vague spade
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like this:

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im not sure why it does it, it just comes off when i join a new world

full field
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Trying to make a new project, this comes up randomly, im updated to the most recent version

somber sequoia
full field
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logs in the vcc

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after i try to make a new avatar project

somber sequoia
# vague spade sorry just noticed ur message

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.

somber sequoia
full field
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💀

somber sequoia
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that isn't at all what I said

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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.

vague spade
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it still happens with them checked on unfortunetly which is why im struggling

somber sequoia
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Must be the effect of some animation then, so you'll have to start debugging those

vague spade
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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

somber sequoia
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haha I just waited 20 minutes for a Substance Painter project to tell me it's failed to save. Great.

vague spade
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oh no

somber sequoia
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ah now that it's done processing, it's fine.

foggy tiger
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Why does it say 80mb here but 222mb in game

indigo compass
sinful urchin
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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

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here everything feels fine. I have that same yellow warning on my other character too but it works

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v confused :,))

floral onyx
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how do i use these? i am, so confused

still shuttle
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you put them in their respected slots in a material

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I am using poiomi, it will be different if you use different shaders, but for poiomi, base color goes here

floral onyx
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awesome, thanks

still shuttle
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normal goes here

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and I personally like to put the AO map in a decal and mess with it til it looks good

wheat spoke
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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?

mighty basin
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i have a texturing question how do i fix the uv so this doesnt happen at seams

foggy tiger
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Uncompressed size is like 137mb

indigo compass
# foggy tiger Nope

Odd, uncompressed should to my understanding always be larger than texture memory.

foggy tiger
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Yeah could just be bugged and be reading the texture file size from the default import settings and not platform ones

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Bc I have the pc overwrite for the import settings

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But didn't mess with the default import settings

hard hatch
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how do I fix invisible parts of a mesh showing up in unity?

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in blender, everything looks as it should, but when I import it to unity, there are faces that are see-through

delicate oriole
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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

hard hatch
chilly solar
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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

rough atlas
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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?

sand verge
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bump

sharp lily
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(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.

sinful urchin
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Any tips on what parts to check to find the problem

sharp lily
minor crater
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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?

mild mango
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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 ;-;

foggy tiger
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my feet are clipping thru the floor

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No clue why

foggy tiger
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brighter pic

somber sequoia
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is your steam/headset floor set right?

foggy tiger
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XDDDD

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I wish

somber sequoia
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you wish it was set right? You can just... set it...

foggy tiger
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Faulty base stations

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but alo this is my only avi that does it

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my nardo feet are fine

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it's an avi specific problem

somber sequoia
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then make sure it's standing on the origin in blender

foggy tiger
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i don't know how :(

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I know nothing in blender besides h for hide and s for scale

stuck oracle
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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

somber sequoia
foggy tiger
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Could it be a like collider thing on the unity side maybe also?

somber sequoia
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a collider wouldn't shift your avatar

quartz bone
minor crater
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i just bought a hair and its been marked as malware ive never had that happen before 🙁

#

is that normal??

sharp lily
ornate stump
spark walrus
# minor crater i just bought a hair and its been marked as malware ive never had that happen be...

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.

digital wagon
#

Guys plis help, what good furry avatars are there?

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For free :<

ornate stump
night ember
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go to vrcarena
its a listing site that is exclusively furry avatars and where to buy them

digital wagon
night ember
ornate stump
digital wagon
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Do you know?

night ember
#

blender

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unity

digital wagon
#

Oh

ornate stump
digital wagon
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Oof

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Thanks guys

sand verge
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I have no idea why I'm getting this error

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I have tried so many thumbnails

ornate stump
night ember
wanton cedar
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any idea why my mesh does this while im in sculpt mode?

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normally looks like this

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Ive reset the normals and theres no extra faces behind it

ornate stump
wanton cedar
ornate stump
wanton cedar
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🙂‍↕️ Alright, thank you

mild mango
#

🙏 🙏 🙏 🙏
id be forever greatful, ive been stumped all day

ornate stump
mild mango
wide bay
#

scammers also say they're not scammers

ornate stump
#

Proof it by answer the question right here.

wide bay
ornate stump
#

The question asked by the person you offered your help to.

wide bay
#

the question you offered to help with

west fable
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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..

night ember
#

How dogshit are the stats

ornate stump
west fable
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hmm okay

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ill look into it thank u

night ember
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Screenshot the stats

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Also what very specific unity version and sdk version are you using

west fable
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and 2022 unity

night ember
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Which 2022 specifically

west fable
#

2022.3.22

ornate stump
night ember
#

F1 or f2 or

west fable
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sdk is 3.10.0

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f1

night ember
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Ok so its not a wrong unity or missmatch

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Back to the performance stats

west fable
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where would i take pic?

night ember
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The upload window

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Where it shows the stats

west fable
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oh ok hol on

night ember
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Jeez

west fable
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its booth models lol

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and i only have one outfit on it

night ember
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How the hell does it have 64 physbone components

west fable
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ill look into it

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i got it down to 32

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but the thing it s i had this uploaded before but today i logged on

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and it was unaviable

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and thats what it said in security checks its a private model

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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

night ember
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Security checks is both crasher checks and if the avatar even works

west fable
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oh okk

night ember
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Sometimes it can upload but not really

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Like using wring unity version lets it upload but its corrupted

west fable
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yeah idk its fully optimzed witha tool i have that optimzed when uploaded

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i looked online someone said to contact support

opal relic
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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?

open shard
#

I'm trying to change a shader on something, but it won't let me?

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All the options are just greyed out, and I can't click or change anything

silent spruce
open shard
silent spruce
open shard
#

I don't know much about Unity so

silent spruce
silent spruce
# silent spruce

then click on the mesh, drop down the "materials" and drag and drop the material you just made into the slot

open shard
#

I'm trying to match the material of it to the avatars material which is a poi toon shader

silent spruce
#

yeah, now u can customize the material

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change the shader to poi and put all ur textures in it

open shard
silent spruce
#

wdym easier way

open shard
#

Besides it's not letting me change stuff like this

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I just click around and it opens an image???

silent spruce
silent spruce
open shard
#

Right

silent spruce
open shard
#

I dragged and dropped the texture I needed I think but it looks nothing like the skintone

silent spruce
#

i get it lmao i was there once

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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

silent spruce
silent spruce
#

yea

open shard
#

The new material on the object I'm editing and stuff but the material or whatnot on the skintone is like already there

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But idk how to change it

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And everything you suggested I do just makes it look weird

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So idek what to do atp

silent spruce
#

what are u trying to add to the avatar

open shard
silent spruce
#

ohhhhhhhhhhh

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that has a material generator that sets it up for you

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they have tutorials in their server and on their product page

open shard
#

Oh really?

silent spruce
#

yes

open shard
#

Guess I should probably try that

silent spruce
#

yep

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gl!!

open shard
#

Thanks for your help nonetheless ^^

sand verge
#

??????????

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the console literally just says "failed to upload file" like bro

ornate stump
open shard
silent spruce
#

i cant help u in too much detail here lmao

open shard
#

Fair lol

ornate stump
open shard
#

Besides, Wholesome looks and works good so-

silent spruce
#

good luck man

ornate stump
open shard
#

Right...

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The whole entire object just deforms anyways into weird shapes the second I try to change the material

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So I might just give up for tonight

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Idfk how to fix it

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Siggghhhhhh

#

Thank you two for your help

sinful urchin
#

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

ornate stump
sinful urchin
#

I checked that I have the animator component

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I put it to humanoid

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I made sure I configured the rig

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im making two avatars who p much work the same way but this doesnt work and the other does

ornate stump
sinful urchin
#

it only shows the yellow triangle but my other avatar has it too and that works :,))

ornate stump
sinful urchin
#

oh my god...

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what is this diva doing

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Lemme do the rig again in blender 💀

ornate stump
sinful urchin
#

that model did work before idk truly what happened

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thats why I remember trying it out

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🤔

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anyway thank you im a newbie so i still keep forgetting what should i check so helped out a lot 💃

sand verge
ornate stump
sand verge
#

I did, reloaded the sdk and everything

ornate stump
sand verge
#

yep, did that

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trying again

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nope

#

ughh

ornate stump
sand verge
#

I've done that

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There's no reason why this should be happening, the old sdk worked perfectly

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I was going to just downgrade the sdk but I can't

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here's the error

proven quail
#

They really should make sure they have a working version of the SDK before forcing an update 🤦‍♀️

round comet
#

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

proven quail
#

time to update all my projects to a broken sdk because vrchat is depreciating the older working versions 😭

gloomy veldt
#

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!!

round comet
round comet
#

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

hidden anchor
#

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

round comet
#

The hand gestures themselves or the facial expressions don’t function

hidden anchor
#

That I linked to the gestures

round comet
#

bear_nod ye

hidden anchor
torn crypt
hidden anchor
#

Just FX? or do I assign anything to gesture?

torn crypt
# hidden anchor

Assign BOTH: FX and Gesture.
For Quest, you must have:
Gesture layer → controls hand gestures
FX layer → controls facial expressions

hidden anchor
#

I’ll lyk if it works or not

open shard
silent spruce
#

good job

fluid remnant
#

._.
So I have a small problem...

#

Hang on I think I can fix this

#

I didn't fix it ._.

fluid remnant
plush osprey
#

Can someone tell me the physbone limit for quest .,. Whenever I upload my model for quest every physbone gets disabled

plush osprey
somber sequoia
#

no I meant that I linked the wrong section, you're fine 🙂

plush osprey
#

ohh ok

fluid remnant
#

How do I fix these errors?

somber sequoia
#

looks like a networking issue

#

assuming those are the only 3 errors

fluid remnant
glacial zephyr
#

Hello, looking for someone who may upload one avatar, 3 versions into my VRCHAT safely

somber sequoia
fluid remnant
#

It is a png....
What does this mean???

somber sequoia
fluid remnant
#

Uh, how do I check for version?

glacial zephyr
somber sequoia
somber sequoia
fluid remnant
somber sequoia
fluid remnant
#

Upgraded. Attempting to reupload...

fluid remnant
somber sequoia
#

excellent 🙂

worthy vector
#

Hi Fax

gloomy breach
#

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

modest ridge
#

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

somber sequoia
#

no prefab, but it's not too hard to setup, what do you have now and what isn't working?

modest ridge
somber sequoia
#

okay then

sand verge
somber sequoia
#

that error seems network related

sand verge
#

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

somber sequoia
#

there's lots of networking between you and VRChat's servers though

sand verge
#

What can I do?

round comet
#

Try 3.9.0 mayhabs too peak

somber sequoia
#

3.9.0 is pretty buggy, I wouldn't

round comet
#

I was having build issues with 3.10.0 too agh

round comet
sand verge
#

I'm going to try 3.8.2

#

That one always worked

somber sequoia
#

ah that one was awful for me, nothing after 3.7 was good

sand verge
#

3.7 was perfect ;-;

lament elbow
#

Can someone explain this error code to me?

somber sequoia
#

there's really not much more detail there past the very first line, unfortunately

sand verge
#

3.8.2 worked perfectly fine without me changing anything <_<

somber sequoia
#

just now? hmm maybe submit a canny report then

mortal knoll
#

my avatar wont upload

#

i see this but idk what it means

mortal knoll
somber sequoia
mortal knoll
#

oh ok

#

lemme try

#

i also used these

#

cuz my avatar needs vrcfury

#

it failed.

#

: (

#

im such a fail at dis vro

somber sequoia
#

you might look in the console for an error message

mortal knoll
somber sequoia
#

"missing script" is the issue

mortal knoll
#

o

somber sequoia
#

install whatever thing you didn't install, check the avatar or asset creators' documentation for clues as to what it might be

mortal knoll
#

0-0

somber sequoia
#

oh "grounder" - it's probably FinalIK

mortal knoll
#

pic on how to fix?

somber sequoia
#

there's no pic for "go install the FinalIK package"

mortal knoll
#

no i ment u send one

somber sequoia
#

VRLabs has a stub package that'll probably work without you having to purchase Final IK

mortal knoll
#

goober

somber sequoia
#

pic of what? I have no picture for this

mortal knoll
#

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

somber sequoia
#

without sharing error messages, or reasons, we can't help

mortal knoll
#

oh yeh i forgot lol gimme a min

somber sequoia
#

errors are the red ones, those are warnings or info messages, not going to prevent uploading.

mortal knoll
#

okay

#

lemme get a pic

#

only 13 error just so u know

somber sequoia
#

well that top one is still there, and still going to block you

mortal knoll
#

hmmm

#

what should i do, doc?

somber sequoia
#

I said - install whatever requirement is missing.
You could also remove the object with the broken script.

mortal knoll
#

mhm

#

lemme try

#

deleting all my ik

#

cuz that works when i do it

somber sequoia
#

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.

mortal knoll
#

it said what it needed

#

and i got it all downloaded

somber sequoia
#

well something's still missing

mortal knoll
#

hm

#

i checked and all the avio needed was vrcfury and poyomi toon, i imported that to my avi

somber sequoia
#

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.

mortal knoll
#

where do i find grounder or final ik?

somber sequoia
#

I thought you installed it after I told you this the first time?

mortal knoll
#

my memory sucks

somber sequoia
#

this was in the last 10 minutes or so, right there in scrollback

mortal knoll
#

ok me check

#

i dont get what u ment vro

somber sequoia
mortal knoll
#

k

#

instead can u say it again

#

pls

somber sequoia
#

say what again?

mortal knoll
#

i installed the ik

#

u said smth abt that

somber sequoia
#

Yes, I told you to install FinalIK or the VRLabs FinalIK stub, because my guess is that's what's required.

mortal knoll
#

i installed it

#

the finalik

#

and it didnt upload when i tried

somber sequoia
#

Again, "didn't upload" is not useful information. Did you get the same missing script error as before?

mortal knoll
#

yes

#

it said the same thing

somber sequoia
#

then either you didn't install that right, or that is not the correct requirement.

gilded vector
#

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?)

mortal knoll
#

what do i do

nova flicker
#

does anyone know if the Stretch n Squish physbones, need to have 2 bones? or you can work with only one bone ?

somber sequoia
#

I thought stretch/squish needed two actual bones too

nova flicker
#

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..

somber sequoia
#

I don't see that in the docs though so no idea where I read that

#

yeah zero mention of bone counts there, annoying

mortal knoll
#

what finalIK do u reccommend

nova flicker
#

yeah exactly

somber sequoia
nova flicker
#

ya think End-bones would work fine? or should I manually add a 2nd bone

mortal knoll
#

i have adhd

#

and im dumb

somber sequoia
mortal knoll
#
  • bad memory
#

T-T

somber sequoia
nova flicker
#

ok ty :c

mortal knoll
#

yeh i checked everything

#

when i click the error nothing happens icl

somber sequoia
#

clicking the error doesn't do anything

mortal knoll
#

oh

#

then how do i fix the error

#

wait did i alr ask that

somber sequoia
#

yes, and I've answered it several times now, I'm not going to again.

mortal knoll
#

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

somber sequoia
#

Happy to explain something specific if you didn't understand it.

mortal knoll
#

i dont understand how to fix errors

somber sequoia
#

I told you my best guess at how to fix that specific one.

mortal knoll
#

but i dont understand

somber sequoia
#

exactly what about it don't you understand?

mortal knoll
#

my keyboard tweakin

#

i cant even type the right words

#

i deleted ik and it uploaded

#

i think

mortal knoll
#

it worked

#

so yeh thx for helping

stuck oxide
#

does anyone know how to use cutout/alpha maps with rero im confused

somber sequoia
#

if there's no slot, probably it'd use the alpha channel of the base color texture

mild mango
#

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

elder nova
#

Anyone know how to fix this error??

#

I’m not too tech savvy so I don’t know what to do

somber sequoia
#

usually that's not one you actually need to fix

elder nova
somber sequoia
#

no other errors? No blockers in the build window?

quasi trail
#

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?

elder nova
somber sequoia
chilly solar
#

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

mortal knoll
#

i cant add matirials to my avi

#

its a v-bot base drone

#

(ignore my grammar pls)

quasi trail
#

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.

somber sequoia
#

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

somber sequoia
#

cut out the mesh? I don't really do much quest stuff

quasi trail
#

I just don't get why transparency is prohibited on quest to begin with.

somber sequoia
#

because it's very expensive for the mobile GPU in the quest to render

foggy tiger
somber sequoia
#

did you apply all transforms in Blender?

#

(do so if you didn't)

hollow jay
#

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!

foggy tiger
#

I don't use vrcfury to link them and I can't be asked to link them in blender

somber sequoia
#

not what I asked about, but okay. I didn't think anyone did that method anymore.

foggy tiger
#

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

foggy tiger
#

What does applying all transforms do?

somber sequoia
#

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

foggy tiger
#

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

somber sequoia
#

that's strange

#

it does happen though.

foggy tiger
#

Thank god it's only 5 assets I gotta readd tho

#

I really hope I'm not floating above the ground now :(

foggy tiger
#

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?

unreal pasture
#

standing like it constantly needs to pee how to fix

elder nova
elder nova
#

Please I need to get these done

cedar parcel
#

anyone know how to get this shader look? id like to have it on my shinano

tame surge
#

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?

somber sequoia
#

Armature modifier pointing at the wrong armature, or none

tame surge
#

Armature modifier is pointing to the only armature left in the scene

somber sequoia
#

ah well, it was a guess

tame surge
#

Thank you, Ive just been headbutting my keyboard for hours

somber sequoia
#

that's how it is sometimes, unfortunately

foggy tiger
cedar parcel
somber sequoia
#

why are you trying to do this?

foggy tiger
#

my avatar is in the floor bc the mesh is below the origin in blender

somber sequoia
#

yeah you really should be fixing that in Blender.

foggy tiger
#

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

somber sequoia
#

it's not really going to be a fix if you do this in Unity

foggy tiger
#

as long as I'm not in the floor and my hands aren't messed up I'll take a ghetto "fix"

somber sequoia
#

you could try just playspacing up or something

foggy tiger
#

I gotta move my avatar up by 5 or 6 cm for it to be on the ground

somber sequoia
#

oh that's a lot

foggy tiger
somber sequoia
#

seems like a ghetto fix

foggy tiger
somber sequoia
#

nope

elder nova
#

This error is going to piss me off I need help

foggy tiger
#

space drag doesn't change where my model hits the floor

somber sequoia
foggy tiger
#

i need a unity way of raising it since I can't do it in blender

somber sequoia
foggy tiger
#

not more broken than how it is rn

somber sequoia
#

yeah probably would be

foggy tiger
#

you wanna fix it for me in blender then because I have no clue how

somber sequoia
#

not for free

elder nova
cedar parcel
foggy tiger
#

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?

somber sequoia
somber sequoia
#

wait, in edit mode?

#

interesting.

foggy tiger
#

If anyhing thats what broke it because itwasn't broken before when not applying them

somber sequoia
#

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.

foggy tiger
somber sequoia
#

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.

foggy tiger
#

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

elder nova
somber sequoia
elder nova
somber sequoia
#

ah actually we can see that source file

#

not that it helps

foggy tiger
#

saying I could move the cursor and set the origin to it

somber sequoia
#

I'm watching Unity sit here at 1257% CPU right now just trying to open a world project, so.....

foggy tiger
somber sequoia
foggy tiger
#

idek how to move let alone do shit with it

somber sequoia
#

is this a bought avatar? ask the creator to fix it maybe?

foggy tiger
#

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

somber sequoia
#

I was thinking that if it's broken the creator should fix it, but maybe I'm wrong.

foggy tiger
#

It's just old

#

Probably wasn't broken when it was updated last

#

Probably a unity or sdk update broke it

somber sequoia
#

neither of those things edit your model

foggy tiger
#

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?

somber sequoia
#

afaik no.

foggy tiger
#

bc ik the armature also moves the mesh

foggy tiger
#

base + assets

somber sequoia
#

I have no comment on your finances

foggy tiger
#

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

somber sequoia
#

yeah if you move the mesh around but not the armature, I could see that happening

foggy tiger
#

why tf does edit mode just not edit the model then

somber sequoia
#

what's "the model"?

foggy tiger
#

i hit a for all

#

a should be all

somber sequoia
#

you can't edit objects of different types at the same time

foggy tiger
#

blender actually makes me wish I was dead, I can't think of a single worse piece of "professional" software

somber sequoia
#

ah I love Blender

foggy tiger
#

it's like they specifically tried to make it user unfrendly

#

so many pointless changes and shitty design choices

somber sequoia
#

I disagree, but I have the perspective of actually knowing how to use it.

foggy tiger
#

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

somber sequoia
#

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.

foggy tiger
#

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

somber sequoia
#

it has?

foggy tiger
#

windows 3 i think let u do it

#

but at the very least 95 did

somber sequoia
#

oh you're using Windows as your basis, I see.

foggy tiger
#

it's intuitive

somber sequoia
#

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.

foggy tiger
#

honestly this is horrible rage bait

somber sequoia
#

if you say so

foggy tiger
#

it's not about windows

#

it's about blender changing stuff that's been pretty much standard for decades for no reason

somber sequoia
#

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.

foggy tiger
#

and it being a "professional program" isn't an excuse since everyone loves to say that

somber sequoia
#

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.

foggy tiger
somber sequoia
#

it didn't help either that Autodesk kept buying other companies then sorta but not really trying to make the UIs kinda consistent.

somber sequoia
#

I honestly can't remember blender ever having the rename option you say it did

foggy tiger
#

I didn't say it had one

somber sequoia
#

I only really got using it in the 3.0 days though

#

...

#

I must have lost the point of this conversation somewhere

foggy tiger
#

i said they removed it because 99% of other programs have rename in the context menu

somber sequoia
#

that doesn't make sense

foggy tiger
#

howso?

somber sequoia
#

why would one do that, for that reason?

#

can you find the changelog entry about it? those are public

foggy tiger
#

well idk if it ever had one

somber sequoia
#

...

#

why am I even bothering

foggy tiger
#

all ik is that most other programs have it

somber sequoia
#

ok so you're ranting that it doesn't work the way you want it to? okay, got it.

foggy tiger
#

blender seemingly doesn't just to be different

somber sequoia
#

objection: pure speculation

foggy tiger
#

it makes no logical sense to why something so insignificant couldn't be kept

somber sequoia
#

what do you mean kept? you just said you don't know if even existed

foggy tiger
#

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

somber sequoia
#

I think I've used two of those things 🙂

#

actually both of them are the same thing anyway.

foggy tiger
#

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.

foggy tiger
somber sequoia
#

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.

foggy tiger
#

4/10 bait

somber sequoia
#

not sure why you keep saying that, you're the one ranting and I'm just adding comments. happy to just stop.

foggy tiger
#

almost had me but i realized pretty quick

#

You're obviously being hyper literal to rage bait

somber sequoia
#

not even in the slightest

#

I'm stating my honest opinions, nothing more.

foggy tiger
#

it's really not that hard to figure out lol.

somber sequoia
#

cool, if you don't want to believe me, then I've got nothing further to say to you.

foggy tiger
#

was literally just typing bye since you don't wanna be serious XD.

somber sequoia
#

I was being serious the whole time here.

foggy tiger
#

at least we can agree when to end the convo, cya

quaint badger
#

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

somber sequoia
#

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

junior void
#

Yep

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Gotta add that to conditions

somber sequoia
#

delayed 'cause I was still starting unity after my system just outright powered off

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and smart me had my blender recovery file on /tmp, which of course gets wiped on boot

red aspen
#

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

somber sequoia
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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

night ember
red aspen
heady dirge
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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

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and when i copy vertex groups this msg appears

timid kite
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how did this happen and how do i fix it? they are fine in blender

timid kite
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normal

timid kite
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in play mode with gesture manager feet are crooked

timid kite
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when i set up the rig feet are crooked there too

foggy tiger
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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.

somber sequoia
somber sequoia
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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.

somber sequoia
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okay?

timid kite
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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

somber sequoia
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you can just overwrite the .fbx file

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... assuming you didn't unpack the avatar prefab. If you did, redo it all and don't do that again 🙂

timid kite
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yep i got that

somber sequoia
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Great, it should be pretty easy then.

heady dirge
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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

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is there a way to fix it

keen garnet
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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?

somber sequoia
somber sequoia
# keen garnet

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.

keen garnet
heady dirge
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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?

zinc sail
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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.

somber sequoia
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I literally just published an avatar

zinc sail
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Why is my VRCSDK messing up?!

foggy tiger
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I even tried using an animation in unity to move my armature up. That didn't work either though.

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I'm completely out of ideas

junior void
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The position is set by the origin. You could check where it is first

foggy tiger
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It's at 0,0,0

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I moved it to 0,0,-0.05 which is below the feet

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But that didn't change anything in game, my feet still clipped through the floor

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I didn't try not applying transformations on export though

balmy barn
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add cube place where feet are in unity, go into playmode with av3/ect watch it sink ( locomotion )vrcRat

still shuttle
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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

balmy barn
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fbx all something, i just use cats 99.9% of the time (here is its default)

still shuttle
balmy barn
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sometime i dont , i notice its 100' times the size

still shuttle
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I will try this and see if it helps

somber sequoia
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FBX All, turn off leaf bones (under armature).

still shuttle
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yess always turn off leaf bones I hate leaf bones

ocean berry
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why does it say that when it's clearly wrong?

balmy barn
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set generic and back to humanoid , look for rig errors

ocean berry
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I fixed it, it was because of a pen

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(a asset but a single pen sounds more funny)

placid mica
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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

ocean berry
placid mica
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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?

ocean berry
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it's a form of animation so most programs should have them

placid mica
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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?

somber sequoia
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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.

placid mica
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Thank you for your straightforward answer. Its unfortunate to hear that, but I'm not suprised.

somber sequoia
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Yes, even if it seems like more work up front.

ocean berry
somber sequoia
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oh absolutely

foggy tiger
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I never heard of that b4

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Did it mess up because I have gogoloco with vrcfury or smthn?

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Is this what you're talking about (forgive me for screenshotting the Google AI)

somber sequoia
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that seems to be from the docs for Lyuma's emulator. I just read that an hour ago 🙂

foggy tiger
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At least Google AI is swiping legit sources then or smthn

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But do I gotta adjust the animations?

balmy barn
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vrchat default locomotion push feets down and sideway

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ever noticed this

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to avoid you need to be floating, fbt user dont really care much we can just shift up ratl

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gogo ect might have tweaked them

charred storm
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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

wooden dew
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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?

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  • any one have the fly menu like how white tiger avatars have?
somber sequoia
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I'd guess the flying menu is GogoLoco.

foggy tiger
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I get it's default but it's causing problems so it's gotta be changed

lilac musk
foggy tiger
quartz bone
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Is it possible to have particles collide with other players?

foggy tiger
# foggy tiger Also I think it's something other than just the default locomotion as well

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)

arctic ginkgo
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if you're looking for like something to stick to another player, there are shaders that do it

quartz bone
arctic ginkgo
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hmm

somber sequoia
quartz bone
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I've got it all set up already, a particle system with subemitters so that it explodes on collision

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inherits hand velocity

arctic ginkgo
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i feel like there could be a way to do it with contacts but i'm not entirely sure

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idk you can't make a contact follow particles

somber sequoia
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I really wish you could

arctic ginkgo
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off the top of my head the only solution coming to mind is like super convoluted

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which would be using a contact tracker setup to move a collider to remote players which the snowball could collide with

somber sequoia
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oh ick

arctic ginkgo
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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

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maybe you could make some sort of prediction system that tries to guess which nearby player will get hit?

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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

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this seems like a lot of work for just throwing snowballs though 😅

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the other option i guess would be to not use particles for this

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you could do the freeze position and rotation thing and "throw" the snowball with an animation

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then you can use a contact on it to detect player collision and a particle system to detect world collision

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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

quartz bone
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Do particles collide with the player on a local scale?

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As in

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I throw a snowball, it passes through them on my end, but hits them on their end

arctic ginkgo
junior void
quartz bone
arctic ginkgo
# quartz bone As in

the reason for this btw is because remote players actually don't have movement colliders, only the local player does

arctic ginkgo
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which is kind of necessary for some things to work in worlds because it means player position is calculated locally and then synced

quartz bone
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As long as the other person knows I got them I'm happy

arctic ginkgo
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I'm not 100% sure if it works bc sometimes VRChat restricts how you can use collision layers especially on avatars

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but i'm pretty sure you can have particles collider with the local player

foggy tiger
# junior void The objects always move back to 0 0 of its origins. Meaning if you used unity or...

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.

junior void
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Not in the export settings

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Iirc under the tab 'object' and 'apply all transforms'. I'm not sure if the shortcut is shift + a or alt + a anymore

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It's Ctrl +a

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Thanks google

foggy tiger
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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?

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And expect the same result I mean

junior void
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Would be helpful if you posted an image of the avatar in blender so we can see how far out the origin really is