#avatar-help
1 messages ¡ Page 207 of 1
First is with the mesh and armature moved up, but in vrchat both of them are treated the same
6cm thru the floor
yooo, does anybody know why my version of unity wont allow android support? i downloaded the android support but it wont workkk
Did you override the original fbx with the edit from pic 1?
If I move just the mesh up I'm not in the floor but then all the bones are messed up obviously bc I didn't move the armature
Yes
Both with and without apply all transforms in the exports
Not the ctrl + a tho
Just got home
"Use Select Rejected Loose Parts to solve the issue."
how do i find those rejected loose parts?
The Ctrl a method is what I've used for over a year and I have a furry model out on my store and it doesn't have that issue
I never relied on that as export setting
The nardo doesn't have this issue at all either
So I'm completely clueless
Give it a go?
Yea one sec
Gotta restart my pc rq it's bugging out
Rn this is how the model is
I moved the origin down instead of the mesh/armature
Should I set that back to 0,0,0 and move the mesh and armature instead?
then ctrl +a
0.0.0 is , below isnt
Just treat it as floor and set the model accordingly to how you expect it to stand, then zero out transforms
The origin isn't at the red line right now
So put the origin back there and redo the moving of the mesh and armature?
Just select the armature and drag the model up so the feet are on the red line
Then reevaluate
Yeah but what about the origin? I have been told for 2 days straight that it's important
We do that next
is the checkbox for android greyed out, or is there some other error? Provide details
Ooooh, okay
yeah, I've never touched that export setting either
I'm up a little high but this is where I"m at
You can check the transforms when you open the n panel also
Can try that
Looks excessive but hey
well vrchat seeming moves it down by like 1 maybe 1.25 cm
And before 5cm was at teh ground so I put 6 this time to account for vrchat
Anyways now I just export it back?
Hi is there Anyone that can help me lear how to fix eyes
Yup
You can?
Talking to the other person
Oh sorry
Can you add a plane at 0 0 so it's easier to see
Idk how
but also the camera was at the same spot and you can tell by where the rgb arrows are
Also, please describe how you got it into unity
depends on what's wrong with them, of course.
Ik you exported but sometimes ppl save the fix on desktop, then drag it into unity
That would be incorrect and the reason why
2 is actually the default fbx, I made the other one as a backup of the original model
FBX All breaks this avatar
It's backwards but I do what works (which is All Local)
They cant move and im pretty new to this
Haven't tried all global
It the physbone in the eyes
I don't think I use space transforms. Not sure what that does ngl
physbone?
That's on by default and I've never been told to disable it
I think this issue has something to do with the unity side of things
purely a guess tho
map eyebones in avatar descriptor (be sure they are pointed up from blender)
show the eye section in your VRC Avatar Descriptor
If you drag a new fbx to scene and give it a avatar descriptor, does it do the same?
In blender?
I used the scene to set up the avatar
Or unity?
that's a Unity component. We assume that if you pose the eyes in Blender, the eye mesh rotates with those bones.
if not, go there first
So I don't know if dragging a new fbx will fix it
How to fix in unity?
again, we don't know what the problem is yet
Worth a try.
Can we please see the n panel of the armature in blender
?
Exemple
The "Item" tab I assume
Ye
these pictures are not helpful, sorry
I see
Not that
That is the outliner.
idk what an n tab is
that teeny tiny arrow that's very hard to click on đ
Ok that looks good. Now with the mesh please
It's just an old model
Sadly I've got to go sleep. I have 5 hours left x.x
The SDK or Unity must've handled some settings differently back when it was lastupdated
Idk
if the creator had a discord I'd be able to message em about it bc I highly doubt they'll respond on twitter
Idk
Kinda wanna fiddle with this myself but I ain't buying it to fix it for someone else and never use it lel
Hello, I am looking for possibly an addon or a breakdown to achieve something.
Is there a way to get eye axis rotation states in float states? (something like horizontal and vertical)
I want to figure out a way to get float values out of eye gazing states so I can do a texture scrolling effect on a character eyes
I can just let you have my model to fix and then I could pay you or smthn for the service
Pretty sure the TOS of the model don't allow just giving it to ppl
Else it would be available for free
There's no direct way, but some people have put a contact sender on the eye bone, and then receivers to the sides to try to detect rotation based on proximity
I was considering doing this at one point but ended up not putting in the effort
damn I was hoping this wasn't necessary, it's a bit tricky placing receivers in specific locations
Yep
it would be much easier if the game simply had float states for eye rotation axes
I think there's feature request for that in canny, I vaguely remember +1ing it
hii everyone so im new to the avatar makeing? retexture stuff and i have no clue how to do texures
how in the hell did this dress mesh end up inside the armature?
Fair, but it's kinda dumb that I can't just give just the model to someone to fix
https://samdutter.gumroad.com/l/VRCEyeParameters
Oh it seems somebody did an approach
It's not like I'm handing the entire avatar over
All the unity stuff like materials and textures and animations stays in unity
oh very nice!
can someone help?
with what specifically? This works best if you ask specific questions.
whatever image program you want, if you want to work in 2D
check to see if your avatar of choice came with files for some specific program, like Photoshop or Substance Painter - if so maybe use those
okie
question, how does the newer upload system work with android and pc? ik it's like a checkbox now instead of uploading the pc version of an avatar and then switching the build to android and uploading the quest version
thats something im wanting to know too
it just does that old action for you
but how? when I uncheck android to upload to pc it uploads fine, then I uncheck pc and it unuploads the pc version and makes it quest only
that odd
when exporting an fbx from blender, im noticing subtle differences from the source avatar. such as the "shadow" or "transparent" materials on certain avi's hair isnt there anymore
simple export issue, ignore
What can i do to make syncing VFX to audio easier? i have an animation ready but its not in sync because i cant tell where certian audio cues play, is there a tool i can download thatll visualize it on the animation bar or smth?
Hello, I am curious on how to make the avatar details on a avatar not show when uploading like for example, I have three different outfits and a cage on the avatar but it SHOWS up when i click my avatar details, revealing the bundled mess....can someone please help me...
does anyone know how to prevent an armature scaled in blender from messing with how it's imported into unity?
i've been trying to resolve this issue with a friend for a few hours now and nothing seems to help,, we've tried re-exporting with various different options, and messing with the armature prior to exporting, but it still resulted in weird stretching!
removing all transforms from the armature in blender results in the same stretching that happens in unity.. so there's that
any help would be appreciated
ideally, apply all transforms to all objects in blender before exporting, export with "apply scalings" set to "FBX All", and in Unity, if you've overwritten an older .fbx, redo the rig setup by setting it to generic, apply, then back to humanoid and doing the usual process.
how do you apply the transforms?
select objects, ctrl+a, "all transforms"
that's likely your issue if you scaled objects in Blender
oh, well, that did something, but at least it isnt stretched weirdly
ill test it now
I'm not sure what that image is showing
oh you've got the bones as squares, looks like you have the armature and mesh object scalings different
Hey can someone help me?
how can I make the breast smaller on an avatar ?
On unity
ok i scaled the mesh and re-applied, that fixed the issue!! thank you!
Excellent!
I'm getting failed to upload again, no reason
click them. so the mesh highlights. on the right side, in the mesh renderer, find blendshapes. see if there is a blendshape to lower it. if there isn't, check the armature. if the boobs are weighted and have their own bones, you can scale down their size. sometimes, clothes do not have their chest area weighted to bones and so the boobs might become smaller but the clothes remain large. unless the clothes also have either blendshapes or bones weighted, they'd have to be taken to blender.
how do i have meshes shrink to hide it without it stretching like mesh weight breaking
you shrink it to the weighted bone
im just shrinkin the mesh not bone
Thank Yaa
yes and?
im hiding it so i can have another outfit mesh
but i didnt think to do it before ive worked on it on unity
then shrink the vertices of the mesh to the bone its weighted to?
visemes dont take the whole mesh into account
all the viseme sees is a vertice moving to another value laterally
this happens
each vertice needs to be brought to the center of the bone its weighted to
otherwise its at an offset
i did do that
but you didnt
good job? did you shrink each part to the respective bone its weighted to?
i shrunk the mesh that i wanted to shrink
shrunk how
scale tool
yes but H O W
so you in fact didnt do what I just said
you do know how the weights and visemes work yes?
bone toggles seems what you want. If in Unity, the shirt has its own bones and isn't sharing weight paint with the body/etc, you can move the bones/gameobjects so they become a child object of their bodypart. in blender, with a shirt, you'd seperate the shirt so it has its own bones. they would be parented to the bone for their body part. so, leftarm_body, leftarm_shirt, the last is parented to leftarm_body. leftelbow_body, leftelbow_shirt and parent it to leftelbow_body. Then when each shirt bone is shrunk, it is shrunk where its respective parent is, and become a very thin line hidden beneath the body. the very thin line can't be removed, but it won't be going from elbow to neck if it's parented in this way I described.
yes
the mesh isnt manipulated by the weights how you think
its the individual vertices
which happen to have faces attached to them to create said mesh
visemes just offset each vertice
im shrinking the hole leg
which is dragging all the vertices to 1 location
not to each weighted bone
so if the bone rotates
its just going to move that vertice
i get that but its connected not seperate meshes
and?
so it streches when shrunk in 2 different parts of one mesh
no?
thats not "stretching"
it is
ok
that is in fact shrinking
should have explained/showed it better then trying to help in a rude way not everyone is as smart as u
đ¤
its not exactly my problem that rather than trying what I explained you just went ahead and denied it on the assumption it wouldnt work
i apologize if im a little annoyed
Unity is annoying đ
indeed
ok
you just shrink it down by sections
cause otherwise itll just move with the bone with with an exaggerated offset
i want to shrink invisible it
which isnt exactly possible
if it had no weights or weighted entirely to 1 bone then it could
there is no different between "shrunk invisible" and just hiding it inside the mesh
Can someone help me
Modify the tail on an avi
better to explain what you need help modifying then vague posting 
DPS is NSFW so cant really get help with it in here
what's ur issue with the tail though?
if you're trying to find someone to do the work for you go to VRCTraders (link in #1204490664637890580 ) but if you're willing to try and do it yourself can you explain what "cant get it done" means a bit better?
like the exact issue/what you've been attempting to do
So uh anyone know how to fix sdk errors retaining to the avatar builder
hey so i think im stupid
im trying to convert a vroid to vrchat and im following red-sensei's tutorial and it says to hit the 'vrm' tab, and i used the vrc creator companion and its not there? đ
anyone good at unity wanna help an idiot out rq?
so idk if this is even applicable for this server, but does anyone know why my mesh is showing up like this in substance painter?
I figure it's maybe something to do with blender, but im honestly so unsure what could be causing this
Like the helmet it microscopic in SP
but the faceplate is a normal size for some reason
im getting this message, however, but I still don't even know what this means
probably got some n-gons it doesn't know what to do with
how do i go about rigging clothes specifically shorts and any bottom wear
My mouth is stuck open in play mode
I checked to see if it was an animation controlling it, I checked if maybe the lipsync or eye look settings were messed up. All the bones are mapped right in the actual avatar part of the model.
if you have a jaw bone mapped, don't.
Quick question, but does the _Stretch parameter for a PhysBone need to be added to the expressions list to be synced or nah?
anyone who runs kipfel avatar know how to delete the pupils everytime when im in gesture manage they come back
It's from face emote animations so you have to find those animation clips and remove the blendshape animation from them.
for some reason, some of my toggles wont activate. I added some prop toggles now all of the sudden my body toggles just wont work
they only broke when I added the props
@cunning bobcat no, only in animator
@stoic bobcat we need more info like screenshots of your setup
I fixed it
Just unity being unity
Where i can find a admin vrc ? I have a video of a french guy transophobique
Is is possible on laptop?
You can either edit all the facial animations, or just create an animation with the pupil hide set to 100, and create a layer on the FX, and drag the animation on that layer (set the layer weight to full) that should override the facial animations
Depends on the specs of your laptop. My laptop runs unity and blender fine, but if I remember it has quite a bit of ram as it was bought for programming
I tried in my laptop once but it didn't work, since then I'm using my Pc
Just found out unfortunately not
Well your laptop is not well enough to make it work ig
So I made a gesture toggle, but when I do it, other people canât see it
I turned on syncing for it in the animator, that doesnât do anything, what should I do?
Is it something to do with the particle itself?
You need to put the toggle parameter in your Avatarâs Expression Parameters and mark it as Synced. Then make your animator use that parameter. Just turning on âSyncâ inside Unityâs Animator does nothing in VRChat.
Okay, to clarify
With the tutorial I followed, they didnât make a parameter for the gesture toggle, just a layer, should I just make a Bool parameter with the same name as the layer?
the layer name doesnât matter.
What matters is the parameter your toggle uses.
If your gesture toggle animation is controlled by a Bool, Int, or Float in the Animator, that is what needs to be in your Expression Parameters.
Double check for total max particle count. Everyone has particle max count set to limit to 50k by default. Above that, particle system will never be get enabled on their side. Total is sum of every particle system in your avatar.
I put my limits low, 50-100 at most
Also, it worked, thank you!
Hey guys
Im trying to upload avatar but everytime im getting this error
There is no information what to do
It's just a basic error that means your avatar upload failed czn Sdk hit an error
this these step, these should fix it
Log out and back into the VRChat SDK.
Update the SDK in Creator Companion.
Use the correct unity version.
hey hey, I am trying to add a money spread (item / prefab?) to my avatar, but for some reason I keep getting these 2 errors and I do not know how to fix them. Could anyone please help?
from what I've noticed, changing the name of the items inside the prefab makes these 2 go away, but then a bunch others pop up because they cannot find the original files which are now named "Left Hand Money" and not "Arm Spread Left".
Try contacting the creator of the prefab, they may be able to help you
thank you, will try just that.
Iâll be honest I have no Idea where to go to start any of that
Is there a way to test locomotion in unity ? I am trying to edit a custom walking & running animation into my locomotion template but I donât wanna test & upload in vrchat alll the time.
av3 should have bunch of stuff
dont think ive ever tested locomotion tho (fbt) 
same as gesture manager, dont see a testing looping animations
Yes its greyes out, even when I go into project setting I csnt switch to android
if it's greyed out then probably you don't have the android build support installed.
Ive installed it 4 times now
And it doesnt work
weird, I'm not sure what to suggest from here
Yeahh ive been trying for a while now
any idea why i cant upload ?
looks like the API didn't respond
yea seems reopening the project fixed it so nvm (x appreciate tho
Cant make a new Unity Project, this is what the logs say. Anyone know how to fix this? </3
Is there a way to adjust avatar's bones ingame by animations, for example, make head bigger, hips vider, etc.
cause animations won't record scale of humanoid bones, and wont play if i add them as properties
just resets back to 1 on preview
oh.. looks like it works tru the size constraint
but it's constantly fighting to be 1 and 2 and head's size is flicking
not working ingame, looks like head size is forced to 1
you should go to the VRC Traders discord to commission someone, you'll just find scammers here.
Link is in #1204490664637890580
avatar = empty skeleton and actual avatar/mesh constrained to it - you can scale that one
So: If anyone could give me a response but currently I am not at my current pc for avi work.
I recently had to change over my sdk; which I have to do manually.
I seem to have done everything correctly but i get errors along the line of 'missing end/entry points' for the sdk packaging. Current ETA until I get to my pc is 5-ish hours.
Is there a way to make the spikes model without using transparency
knife tool
Whatâs that
cut the mesh
Ok thx
i need helping 
everytime i go upload some avatar it does not upload
i treid seeing if it was missing script everythin
it wont upload
hello can anyone help me i keep trying to upload a avatar and it just keeps building
does anyone have an actual face tracking set up guide the doc literally doesn't help at all
There are two components to face tracking, the blendshapes and the prefab allowing the blendshapes to be run over OSC.
The blendshape have standardized naming so any prefab will work on any avatar base if the model already has blendshapes added to it.
This is one of the prefabs, kind of the default prefab but with recent updates to VRCFT you probably don't want to use any others that may be weighed https://github.com/Adjerry91/VRCFaceTracking-Templates
If you are talking setting up blendshapes then that's a whole different question
For blendshapes you should read this https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes
what abt upload issues 
which issues/
Post pictures of the error from the log at the bottom of Unity (not the expanded view of it, just the several errors that are there, preferably the first one in the list)
i dont even know myself because its every single avatar i try to upload it just fails
i auto fixed and everything
as stated, we can't help without seeing some detail, error messages especially.
ye one sec
the head im using has the arkit blendshapes and i have the jerrys template im just wondering if theres additional set up or if its like other things with vrcfury where its drag and drop
It is drag and drop
okay thank you
The head has to be named body though I think?
Forget what the prefab targets, but it doesn't just know that a head mesh has shapes on it.
Ah sorry, "Body"
ok so for this one (the others dont do this error)
its making new prefabs
Well somewhere you appear to have missing scripts.
Could be in a prefab
yeah and i keep checking but i cant find them
does hidden poiy count
Polygon count does not stop uploading and shouldn't break it.
If you have simply disabled an object though then it isn't actually "disabled" you have to properly remove it for it to not be attempted to be built.
whatever that is
why do you need it , unity will yell at you even without that
its a year+ old
delete it, you dont need it
yeah I wa wondering what that is
if a script is missing location is one way to figure out whats ment to be there or read whatever avatar you got requires
cuz i suck at finding them all and that tool deletes them all for me
console tells you where when you try to build
not the first time ive seen that script causing errors
i deleted it just in case
the more i learn tho
appreciate that info
so it was that file you mentioned messing everything
is there a way to replace a modal with the slightly edited version of it while keeping all of its setting on like its phybones and toggles?
if you didn't unpack the avatar prefab, you can just overwrite the .fbx file with the same export parameters
if you did unpack.... nope.
but you can deal with that still too, Pumkin's tools is a big help
ill give it a try
if you used a prefab (I forgot if its varient or just prefab) then thatd also be disconnected from the fbx and wont sync if its updated
I think I did it wrong I overwaited the fbx file with my own and the avatar just disappeared
yeah that can happen, make sure you use the same export settings as before, notably "apply scalings" - it should be "FBX All" unless you know it should be set to something else.
kk ill try that
ok so I have the unedited avatar in unity and I have the fbx of the edited one do I just overwrite the unedited fbx with the edited one in file explorer?
thats how you overwrite files yes
it just disappeared again
then its unpacked
so I need to unpack it to get it to work?
oh I read that wrong im sorry
unpacking it detaches it from whatever files
so I should pack them to get them to work???
but then I would have to reput on the phybones and toggles which is what im trying to avoid
you can use pumkin's tools to do that, as I said
oh alright I installed it
basically if your avatar is unpacked, you don't have a choice but to copy stuff to a new one
đ that sucks it has so many phybones thank you for the help though
yep, it can be annoying
has any one else been having creator companion failing to create project template errors?
I'm curious how you get fur like this in Blender. Is there some kind of trick for it?
some people use geometry nodes these days
That's for thinner hair though
I don't see why it'd be limited
Anyone know good guides for facial expressions. I'm working on the shape keys and would like to know how they are set up
Yes i have! I did some digging and it says my unity editor has a security issue i cant seem to figure out how to fix it
hey I want to retexture a avatar I bought a while ago, but I have no clue what I am doing
that's fine - this doesn't affect us, you can ignore it
ok so everytime i make an avatar i get the same error that refuses to let me upload and i dont know how to contact anyone abt it
is it the same network error thing? You could submit a support ticket maybe
dm me cause the error is LONG
yeah not happening.
So if that doesnât affect us then why wonât my creator companion build my projects? I assumed it was this because everything else on my creator companion looks fine
It wasnât until I got this security issue to do with my editor that my creator companion stopped working
Creator companion has nothing to do with building projects, it's just a package manager.
That said, feel free to paste build errors here, we can't help without some detail
k i can just post it here then if you need the error
all you need to post is the summary, unless specifically asked for the full detail
I donât mean the actual avatar being built within unity I mean, setting up the project in creator companion itself
#creator-companion perhaps
I go to name my avatar and click to create the project and it does nothing and gives me a message to check my error logs
I don't use it, so can't help further
IndexOutOfRangeException: Index was outside the bounds of the array.
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.GetAvatarFromSceneIdentifier (System.String identifier) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:206)
ah yes, that one, so not useful. Maybe try reinstalling the SDK?
maybe delete the project's Library folder while Unity is closed and let it rebuild on start. I'm just guessing from here, that's VRChat's code so maybe a support ticket may help
Hmmm not entirely sure yet, but I've got a SDK 3.10.1 avatar here with physbones that seem to be able to be posed, despite that option not enabled. Anyone else noticed it?
ugh, canny's search is so useless
Anyone know what caused my characters mouth to split when I deleted the faces? Iâve been watching rainhets vr chat model tutorial to make this. And Iâm currently using blender
I wanted to try on some avatars to wear, and when I clicked on one it kicked me out of the game and now itâs not letting me join back every time I do my screen goes black and kicks me from the game
login to the website and switch to a different avatar
Ok thank you
Any advice on how to fix this weird shading? I suspect it's a Unity issue because it looks perfectly fine when importing the avatar's .FBX into a new Blender file
It's probably some stupidly easy fix that I forgot to tick since it's been a long while since using Unity and following generic set-up tutorials on YouTube doesn't seem to have helped
did you recalculate the normals?
it could be that judging by the shading issues
Nope, don't think I did
Shift + N I think to recalc normals
Doesn't seem to have fixed the issue unfortunately
I think this might be a blendshape issue, turning any of them on affects the entire model's shading for some odd reason
Have you checked what way the faces are?
Where might I find those different normal modes?
"model" tab
ah.
Okay, the first issue of the entire model's shading getting wacky after one blendshape getting tweaked has been fixed after changing the Blend Shape Normals to the "Import" setting instead of "Calculate"
Problem now is that it's introduced a new issue, the affected blendshapes now look like this instead of smooth
did you try legacy yet
Yep, doesn't get affected by the different Normal Modes
whats your blender export settings under normals section
try smoothing face instead
Oh my god that actually fixed it, hallelujah
Thank you so much for the assist, y'all are lifesavers đ
does someone knows a tool to deep copy assets?
If i wannt use stuff from VR-Labs, modify it, and then keep things shareable.
make a new prefab from edited source?
this still would break the internal asset references
I think thise VRLab instancer could maybe help.
I test this later
i dont see how but ok
If you copy a asset folder, the new assets in the new folde, still have references to the original
i never said to copy any folders
i suggested making a new prefab from the edited asset, which creates a new instance
yes this is corrent. But I need a new folder in my case, otherwise I cannot share things.
This might break other peoples projects
why do you need the exact folder
you can tell people that x package is a dependency of your edit
this is done all over the place and people are used to it
this depends, on how deeply I need to modify the original (VRLab) to fit my needs
If it can be left in unmodified, yes
you can still just make a prefab and distribute your edited files with it, but the standard files people can get as dependency from the official download
you dont need to include all vrlabs files, meaning also unedited stuff
itll just slow you later as every vrlabs update, you then have to update your files and republish
anyway im not here to convince you. do what you want
I have just made a copy of the folder of an avatar and have the project open, yet I readded the descriptor and it shows the same info as the original copy. What do I do to be able to upload this as its own avatar?
you need click "detach" button in the Pipline manager script on the avatar root.
If your avatar is already uploaded there should be a ID visible
Can you show me an example? I have no idea where that is.
Looks like you haven't set your avatar as a humanoid rig, which is required for your avatar to work.
Click on the fbx listed in the file browser of your project, go to rig under the inspector, change animation type to humanoid, apply, then configure. Double check to see if the bones are corresponding to the correct slots. If Unity says it's not in a T-pose, scroll down, go to pose, then force t-pose. @plain mural
Also non-humanoid rig will make it missing Additive and Gesture layer.
my hunch precisely ^
is should be next to the avatar descriptor
@harsh thicket Oh wait I found it! I clicked detach. Is that all? Will it generate a new separate ID once I upload it?
yes
it will be a new avatar in vrc's eyes and database
Awesome, thank you so much!
this is the reason why you dont get a gesture layer
How do i make an animation switch from one material to the next, for like face static before changing to the actual expression? I have the animation set to not loop, but it loops when i toggle it. Im also trying to put audio into the toggle, but it wont even make noise half of the time, and if it does, it just repeats
I have never once seen anyone offering help like that continue to respond in the public chat.
If you're using from AnyState then you have to disable Can Transition To Self in the transition.
yeah
because they would have helped instead of saying "i will help"
True.
Sorry, where is AnyState?
oh nvm im blind
Oh that worked, thank you
Just the audio is still silent
How do you make it to play audio?
Well I had just thrown an audio source into an empty and tossed it onto my model then toggled it on and off, dunno if that answers anything. Im probably just going to go to bed, im 80% asleep rn
Do you also actually put the audio clip in the source?
Yes
Did you put VRCSpatializeAudioSource component to the same object with the audio source?
my avi failed to upload here are the error messages
is there anything in the upload panel that's red or have you tried using a different thumbnail image/file type for the image?
those errors shown kinda just say it failed w/o giving a direct reason :P (unless you actually have an ID in your pipeline manager)
i'll change the thumbnail
I have uploaded this avi before (outdated and was just testing) and really all I changed was the mesh and added a few more things
it worked besides a shader everything was fine
hey guys quick question, so i have an animation issue on my avatar, my avatar has an idle pose animation i exported from blender into unity and set to humanoid and everything works and looks perfect in unity but in game the upperlegs/knees bend outward on both sides at the same exact angle, anyone know how to fix this ive been trying for hoursđ
hi, my project was working fine yesteday and today its broken, what is going on?
sdk base have an update but not sdk avi
You must have both at the same version.
thats the problem look the pic, CC dont give me the choice to update sdk avi
and if i rollback the base to 3.9 ive got so many errors, but yesteday everything was fine and i didnt change anything
What error that show at the very top? The few topmost error only matter.
somethingmrelated to VGC, i just deleted the whole folder
everything seems fine now
Hello everyone! I'm trying to convert the GestureLeft / Right values from 0-8 to a floating point (of 0-1), to run drive the Motion Time of an animation.
How I've set this up is by implementing a VRC Avatar Parameter Driver component to my animation layer, to convert it. Then, I drive the Motion Time with this newly converted number! I thought that would be it... but this new number isn't updating, despite the GestureLeft/Right paramaters updating fine.
The attached pictures should help describe this.
Any ideas on how to get the conversion working, or if there's a better way to do this? :)
anyone able to help with this? ^
hi , i have a weird glitch withe quest version , on some part of the avi, when i change the material it automatically switch back to a pc/poyomi material, wth ive never seen that before. ive tried restarting unity
I suspect you'd want to put the paramter driver on a separate state than when you use the parameter
old sdk with a controller assigned to animator with a material change ? , just update that sdk 3.10.1 now
no
could be a old vcc , or could try removing base/avatars (-) then add it back
or use alcom instead.
aww yeah i simply needed to update VCC ty [i feel stoopid]
Hey can anyone Priv dm me i need help making a avatar and will pay for it
you should commission people at teh VRC Traders discord, you'll just get scammers DMing you around here.
Link is in #1204490664637890580
ah thank you man
be wary of anyone who messages you now
thank you
Nope, should i?
Is it even possible to transfer animations recorded in Unity to Blender? I mean, so they also retain shapekey animations, and bones, of course đ¤
Hello im new need some help with my avatar I dont know if I can send pictures so people can see
But here is my problem I want to add some kind of an effect to my avatar like sword and lightning coming of his hand
(The avatar is made in vriod)
I can upload the avatar all fine no problem but when I made the lightning and attached it to the avatar like on the hand and then did the hole animetion and tagle for it doesn't let me upload it and I been stuck with it like 2 week anyone can help with or any ideas
Yes of course.
vrchat requires it or you will get the default added on upload , every time i read the doc about it i tend to fall asleep https://creators.vrchat.com/worlds/components/vrc_spatialaudiosource/
most of my av use 2d and cut the range to very short
đ§ that one
I will check it out, ty
I've already done that! Sorry for not providing that context :)
Any other suggestions? đ
not really without watching how the animator behaves
Alright, I'll be providing that sometime soon! I don't see how that would affect its motion time though...
I was thinking of watching the parameter changes to see if they happen when you expect them to
Ahh, right! The GestureLeft/Right parameters change correctly during runtime, but AnimateL/R stick at zero, their default value. I can record a demo of this soon :)
Another thing to note, I have VRCFury attached running with my avatar, turning it off makes no difference.
Anyone down to help me rig my avatar (On the VR assistant thing) Im making on blendr (I have like NO space on my pc)
Wouldn't #avatar-rigging be a better place to post this?
Is this informative?
oh
This was demoing that AnimateL does not get synced with GestureLeft, without VRCFury interfering with it at all.
yes - I think the paramter driver isn't going to do anything if you get onto that state and never transition off of it
Maybe do a transition to self or something so it re-activates that state, or something like that.
I bet if you treat it like it's triggered only on entering the state, it'll work
How would I do that, when the motion time is being controlled? :)
I've tried simply doing a self-transition with no conditions, but that hasn't changed anything
I do have a dumb idea... I could create an animation state for each number xD
oh yes, this is exactly the problem then
I said at first that I think the parameter driver should be on its own state, maybe in its own layer
now I'm pretty sure that's correct
Ahh, so have an empty animation on a separate layer that loops infinitely? :)
not quite - it should loop anytime the gesture is changed
You could just create a single parameter that will never get changed and has that for self transition condition that's always be true. Empty transition condition doesn't work and exit time doesn't run if set to zero.
Having self transition with condition that always is true is the most reliable way to make sure parameter driver run every frame.
yeah I was thinking every frame would be too often, but it's probably reasonable enough. Could put an exit time on it to slow it down too
Anyone able to help me try to make avatar
I'm having some problems with this avatar I'm trying to upload. I'm getting this error and I've never seen it before. One of these are preventing it from uploading so I'm wondering how I could fix it.
its so weird and ive been sitting here trying to figure it out.
it wants a script you didnt import , read requirements from where you got the avatar from
whats weird is that I uploaded everything that I shouldâve
I need some help with something
I had recently made this for my avatar, and I had tried using components to connect the hard to the hand, but nothing follows with it
I want to know if there's a method to do this without having to use physbones
that's what this channel is for.
Can I get some help with it though?
It's either getting it to work or making it "wireless"
oh damn, I actually meant that as a reply to someone else, not sure why it didn't work
for you though, I'm not sure what you're asking for here, what do you mean "components to connect the hard to the hand"?
anyone able to help with an animation issue?
maybe - what's the issue? and there's also #animation too
Must have been a typo sorry
my avatar has a custom stand pose/animation and at a certain point in the animation the legs/knees bendoutward and then go back to normal after a second or 2
I'm trying to connect the head of the Stethoscope to the hand
It works but when I do it the rest of the the armature doesn't follow with it
connect how?
I used an armature link to connect the bone from the stethoscope head to the hand
ah I don't really do much with VRC Fury.
But I want the rest of the bones to follow with the head
I guess I'm making it wireless then
is there a way to fix this? ^
maybe you could show this?
I was kinda hoping for a video of it happening, not sure what to tell you about a single pose
oh okay one second i can send a video
ignore the face theres supposted to be a mask ive just been testing without accessories
does this help at all? @somber sequoia
huh that's weird - I'd guess that's in your animation, but I assume you'll say it isn't
no i believe you i just dont know how to fix it lol
and whats odd is that in unity the animation looks fine
ohh I see, if that's the case, edit the animation to reposition.... ohh
how do i go about doing that?
I have no idea how idle animations work for vrchat, haven't played with them at all
without actually looking at the animation? nope
alright
people have talked about me having something on my avatar that is not in my avatar at all it has been removed, is there some sort of way VRC simply hasnt uploaded the avatar properly and its just cooked?
...what?
a hat has been removed from my avatar and since uploaded without it but some select few randoms have told me they still see it
check your avatars imposters, the hat mightve been baked into it
if thats the case, you can delete them and regenerate them on the website
yeah ive just done that, its the only thing I could think of
heeeelp i want to put dance on my avatar but i don't know where to add it in unity ????
đ§đťââď¸
my gf is having a strange issue where her avatar spins around really fast seemingly at random, but once it starts it doesn't stop. It was an avatar she uploaded. other avatars were tested and didn't have the same issue. a headset and steamvr restart was tested and the issue persisted. any ideas?
anyone good at retexturing a avatar?
you looking for advice or to commission someone?
Go to sleep!!
... but it's early?
My mistake then, just seen you online for a looooong time, assumed you'd been awake between the times I checked xD
Maybe I've slept somewhen in the middle of that
I've come back to ask for some support, got the watch sorted >:]
This time, with an issue involving hand gestures. I'm trying to make a custom set, but the closest I've gotten is the attached video. Using the masking options provided by VRChat does nothing and gets removed at runtime, and adding a "VRC Animator Tracking Control" component also does nothing. Another thing to note, motion time element of all my gestures keeps getting overwritten to be on at build with VRCFury enabled, but turning it off and leaving them alone also makes nothing work.
My avatar doesn't usually go into the state it does when gestures are active, this is a new issue that came about while creating this text... didn't change anything to my knowledge xD
Is this me misunderstanding the use something once again?
I've still not slept, half three in the morning on my end xD
is that the gesture layer?
you're using AnyState, so make sure all of those transitions have "can transition to self" off
I was hoping "gesture" in the controller filename suggested that, but yeah, good to verify
anystate transition to self only really matters if you need to to go there once like for parameter driver or the animation has more than 1 unique frame
I Need help 
i have a project open but idk how to do this shit
and the video didnt help
anyone understand the whole gonso shit? mines breaking
feel free to ask specific questions
It is, yes!
And yes, it's off đ
fix what exactly?
idk what im doing tis giving me all theses alerts and now im just realizing this is pc onmly and im upset :C
i want this on vr and pc ;-;
if you mean standalone quest/etc, then that doesn't look like it'll perform well, assuming the SDK lets you upload it, which I doubt.
Say, is there a way I could move the UV's around so that I could swap mouth textures whenever my avatar speaks?
so it works for pc
idk how to switch it over for quest aswell along with pc so both can see it
You can't move islands but many shaders can use 4 different UV maps.
BUT, instead of all that, just use a sprite sheet.
I already have a sprite sheet made, although you're saying there isn't any way I can quickly swap textures like this?
you can't swap textures at runtime, but maybe I'm misunderstanding what you're trying to do here
oh this is a video
it wasn't auto-playing. You can pan the texture around
you can't move UV islands though
in this case just panning the texture ought to do it, which is the standard way to work with sprite sheets
Forgive me, but what does panning the texture around mean?
the errors will guide you. it'll mostly be: delete some physbones, change all materials to a quest shader, etc.
there's automatic ways with varying success, like VRCQuestTools.
you can also use Imposters, generate them via the website. It's like a pixelated version of your avi that Quest sees.
can i call you ? @spark walrus
it means the shader moves the texture around while the "window" shown stays in place. Basically what you are doing there but instead of the UV island moving, the texture is the part that moves
this is how you work with sprite sheets.
You set your tiling values to the number of cels in the sheet, then pan around
alrighty then, that's pretty good to know. Do you by chance know if there are any good tutorials for panning textures?
no idea, but I assume there are some.
I'll go hunting for some. Thank you so much for the advice! :D
feel free to come back for more đ
Thank you :p
I need some help, The new sdk seems to be causing some sort of issue and I don't know why.
All my prefabs are up to date, and I am on the newest sdk.
that's a very weird error to have with a modern SDK
I have redownloaded it and made a new project and its still happening
well, maybe try the vrcfury discord
Anyone knows why this might happen? This only happens in one of my projects with the same passwd that works in all other ones
Any other ideas? I'm completely stumped, can't find any documentation to help either đ
somehow it fixed itself
How do i fix this it keeps telling me its a non humanoid rig and i dont know how to fix it cause it can only T pose since it wont rig
update VCC probably
you'll have to look in the console for errors, or the rig setup dialog for clues there
yep, there's the problem
Whats the problem
it says the problem
I'm guessing it's actually not that important, because you probably don't want the "bangs" bone in the jawbone slot
Idk how to fix the problem
remove that bone from the jawbone slot. Most avatar setup videos that talk about rig setup will show this
Idk where to find the jawbone
find your model file in the project window, click it, look in the rig tab in the inspector, hit "configure", find the jaw bone, remove whatever's in that slot.
I canât find the jawbone
Wait nvm
Idk how to remove it
I think i fixed it
Im uploading it
State Behavior is a bandaid to mask the real problem. The Gesture Layer is only meant to control the hands and via animations, the masks tells the IK system that.
These Unity tester apps aren't the final say, sometimes they behave different than VRChat itself. For example, physbones can be toggled on from an off state and commanded to change a property while in VRChat that needs to be two anims seperated by a transition. So test in VRChat too.
Loop Time should be off on the anims. Apply Root Motion should be on, on the main Animator.
Motion Time, using GestureLeftWeight/Right is the grip button controllers have. It determines the amount the the fingers bend for animations its relevant.
VRCFury adds obfuscation, most of us here don't use it, VRCFury Discord might help you further.
I recommend using the actual example provided by VRChat, and changing that one:
Packages > VRChat SDK - Avatars > Samples > AV3 Demo Assets > Animation > Controllers > vrc_AvatarV3HandsLayer
You can also try GoGoLoco.
I got it ty!
But now her legs wonât work
How can i change my avatar through mobile but i cant join servers bc it crashes me
Tysm
nvm i made that post and immedietly figured it out
has anyone else had an issue where an animation doesn't work properly locally but is fine globally?
If you had a problem with that then you should explain exactly how your issue is.
so on the left is me looking at my self and on the right is the same frame but on someone else wearing the avatar
tried updating it to see if it was an issue on upload but it did not fix
it's like the IK is messed up locally
but idk how or why
Is it pose emote or something?
it's an animation emote that claps at a certain point
i have a glowing tongue on my avatar and im setting up an audio source to play a geiger counter sound when near it, after its set up how would i go about testing if it works without needing a friend to hop on vr with me? is it something i can test within unity?
GestureManager is an easy way to test. You can click the contacts if you enable clickable contacts.
If you mean the sound of it, you can use the unity camera. it'll hear in playmode
How many anims? One (stand, 20 frames later, clap) or two with a transition (stand is 1, clap is 2)?
It's in the Action layer? Images are both users on Desktop mode?
might be linked to the latest sdk update cause this is the first avatar uploaded on 3.10.1. this is an anim that is just a static pose
i can hear it in unity, my main issue is i want to test the audios falloff to make sure u gotta get close to hear it and idk how to test that
single anim, it's in the actionlayer, images were both taken on destop, but the second was someone on quest
it's like their rotated outward
if you set the spatial blend to 1 in the audio component, moving the camera will hear the falloff. not entirely certain if this will be the same as in vrc. someone else might know
tried that already, it sounds the same next to it as it does super far away
doesn't for me. make sure you only have one audio listener in the scene, i.e one camera. don't know what else to say but feel free to bump up your old question in chat in a bit
it gets quiter when i drag it away from the avatar
just cant seem to get it to the point where you gotta be like right next to the head to hear it
I'm not sure. And with the new Steam Audio update, I'm even more not sure. Didn't think about that before I answered, sorry *shrugs
try setting transition speed to 0.02 seconds, as recommended by the docs. It solves animator desync, if that's what's happening here. test with your quest friend again. if it happens, it's not animator desync (probably). might have something to do with it being Quest, testing with a desktop user might help to eliminate that angle. You can upload the demo avatar from the sdk with this animation, to know if it's your avi specifically. If it's the new SDK, you can downgrade for now but not for long. If it is, you can make a ticket on the canny, with instructions to reproduce it.
i got it working but for some reason when i drag the source away on the Z axis it works, when i drag it away the same distance on the Y axis tho it doesnt work and when i drag it away on the X axis it partially works
this is so cooked
Unity3D Technologies, everyone!
Oh thank you! The issue was leaving "Apply Root Motion" unchecked, what a waste of time I spent figuring that out đ
I have the controller set to be on both the "Gesture" layer and the default layer. Not sure if that's how I should do it.. but it works, so I ain't touchin' it xD
Of all the issues I'd run into... I did not expect this đ
Haven't gone through the debugging process yet, doing so now, just thought I'd post here in the meantime if I can't figure it out đ
Can anyone help me find the male?
Alrighty
Just had the Idle animation set to override tracking for some reason xD
i need help puttig gocoloco on my avatar
Following the installation instruction wasn't enough?
how to set parameters ? im noob first time making avatar
Aren't you using vrcfury or modular avatar prefab?
Does it relate to avatar? Because this channel is for avatar creation. If you want help general issue, post your question in #1138891887374237706 .
oh ok
Is there a tutorial for working with base models and attaching clothes/hair?
I was thinking getting a base and piece of clothing from booth to start with
There are quite a lot of those
Is there anyone that who can help me with steam audio on quest avatars, or is it not out yet
Anyone, know of why lighting on an avi basically turns the normal map Off in any material, the hardesh on a poiyomi shader?
Do you mean light component on the avatar, or just any light that affected on the avatar surface?
Scene lighting sry
what about it would you need help with? There's not anything to actually do
Directional light works fine but Any scene lighting, even with hai's lightbox viewer, most of them turns the normal maps off
Is it light from light probe or realtime light?
I am currently adding a vrc spatial audio source toggle for my avatar but for some reason it is not letting me upload
I dont- the bulb thing top right, ive never touched any settings in it so
You cannot put audio sources on Quest avatars.
How do i add audio for my quest avatar with the new steam audio update
You don't - you cannot put audio sources on quest avatars.
That's just light preview in editing scene, it doesn't affect how your avatar really look like.
(also there's nothing new the Steam Audio update provides for avatar audio at this time)
Yeah but the lightbox viewer from Hai Is actual scenes similar to ingame, and in most the normal maps are gone and the whole avi darkens
I see
It's better to screenshot how it's look like and compare with how it should be. Is it only affecting poiyomi shader or just every shader?
Every shader, hang on i can take pics
1st is with Scene lighting off
2nd is Scene lighting On
The avis are usually brighter overall but images seem to dampen them
It rather because the light doesn't have directionality so every angle would just have exactly same brightness.
Normal map is just changing surface angle so the lighting is different on the surface.
Ah, so my directional light in the, hiearchy is the issue or?..
Can you screenshot unity full screen when scene lighting is on?
Is there smth specific u wanna see
I saw a light icon in the two first screenshot so I wanted to confirm what it was.
Ah right, oki yeah that directional light i think jus Came with the scene, idk i havent worked on this in over half a year so
Is your material shading type set as flat shade?
Realistic
I switched to flat to test it jus, made it all look worse
Ima jus upload it and try it in a few worlds im, sick of trynna guesswork it in unity
@summer hearth https://github.com/hai-vr/lightbox-viewer
Already using it
The brighter it is the more the normap map disappears it seems
Brighter and bloom
whenever i use vrchats mobile shaders it acts really weird, first image is blender and 2nd is unity
ok so vrcfury didnt size down the avatar.... how do i do it manually?
Can't build and test for Quest.
I don't have a quest, I just want to make sure it uploads smoothly.
not entirely sure how to fix this, could somebody help?
You'll need to fix the hierarchy of your armature in a DCC.
Help my thing keep staying at this it's been almost 20 minutes and nothing
ok so vrcfury didnt size down the avatar.... how do i do it manually?
Based on the 3rd image, it says you have a mesh named the same as a bone, unity doesn't like that so you'll have to rename the mesh or the bone. As for the first image, have you tried enforcing T pose?
no i havent
It's been almost 45 minutes and nothing
Def try that
Close it and re-try.
Do you have Unity Installed? If not, VCC will Unity first I think.
how would i put it into t-pose
There's an option for it in the same area you took the first screenshot. Scroll down in the inspector window and look around til you find it
got it
Did it help at all? If not you've probably got a deeper issue with your rig
i renamed the hips and put it into t-pose but the bones are still red
i dont thin it helped lwk
đ
I did both and nothing
the stupid create our companion for vrchat to make an avatar is being dumb and not working
im trying to upload an avatar and it keeps telling me to upload a thumbnail
even tho i have uploaded a thumbnail, and saved it too
Literally happening to me right now.
oh
ok so vrcfury didnt size down the avatar.... how do i do it manually?
Hi everyone I have a question. I use free avatars for info btw:
alot of what I use come with high heels/ platform heels. Iâve tried adjusting my height, sitting standing etc, no matter what they end up in the ground, it looks weird honestly. How do I fix this? Iâve seen others have 0 issue. Can anyone offer any help? Iâm happy to take a pic or even stream the problem as well. đ
yooo i want to make a physbone make noise when its moved around like a bell would, how would i go about that?
use one of the parameter types on it
or contacts
im relatively new to using parameters so i may need a visual. idk where to look for that
in the physbone component you can give it a parameter which under it has a list of specific parameters
like whatever you named _angle
so where would i write the [name]_angle in?
I've got a really weird issue that I'm not sure how to handle.
My model seemingly imports into unity fine. No errors adding the Avatar Descriptor. But when I try testing with "build and test" in VRChat, the material seemingly goes missing and I'm left with a solid magenta cutout. Attempting "build and publish" instead makes an unusable avatar with the "failed security check" error.
I'm on linux, so everything is a little bit scuffed, but I don't see any errors that could indicate what I have misconfigured.
what build are you on, pc or android
Hello. I have never uploaded anything to VRchat before and I desperately want to use a radio avatar. I found some 3D models online and was wondering if anyone would be so kind as to explain to me how this whole process works.
In terms of trying to test? pc.
i wouldnt know then, ive tested pc materials while on the android build before and it turns magenta. thought maybe that was the case
you using the correct unity version?
2022.3.22f1
I have now realized that I think I didnt have windows build support actually installed. So now I have a new error about required formal parameter 'safety' and I see theres some guidance on that. So I'm going to look into that some.
Haven't really been on this server in a while but I need some help with creating a avatar I've got all the assets clothes and base for the avi but my question is how long does it take to actualy combine everything like saying there's 3toggles with props and stuff they're all unity packages two clothes the top and bottom pants glasses and some physbone accessories to the body two tiny and two that are slightly larger aka ears and a tail plus making it available to use on quest not a public but for personal use
I'd say if you don't have some tool to help you align parent and easy you up the process and also don't have the experience might take some hours and some more troubleshooting toggles and all that
Forgot to hit the reply button
Where do I get gogo loco?
Just search go gogoloco it seems it has a web page now where you can download the unity package or just add it to vcc
But don't forget that you need vrcfury to implement it to your avis
Have I messed up my audio settings somewhere for avatar audio? Ever since the updated audio system this effect is WAYYYYY over-amplified to the point of heavy clipping
why does only one move the whole thing
Can someone pls help me make a avatar for me
Go to vrctraders
We're is that
these hands are driving me insane. does anyone know why when i try to enforce a t-pose it makes my avatar's hands like this
i've tried everything i could think of in blender but clearly that wasn't enough
Why do you have bones in your palm
it's not uncommon. Totally not needed for vrchat though.
that's the hand bone???
Looks like you assigned the palm bones as finger bones
literally what do you mean palm bones those are the fingers.
Vrchat only uses 1 hand bone
how does one fix jittery eyes from really large eyebones? (my eyes are an unorthodox shape and would clip if the bones were small)
finger bones don't start at the wrist
Why are the finger bones going from the wrist
well.
their heads should be at the knuckle
Think I've found the issue. VRC used to only play the left channel, now it plays stereo
Turns out the right channel on this audio file is wayyyy louder
okay then let me remap them
you can have multiple hand bones, they just don't get mapped anywhere in vrchat
Is there a way to check all the materials on an avatar?
check?
Theres some standard shader on this avatar and I cannot for the life of me find it
huh. okay then
I have checked every single material about 20 times now
seems it really was just the bones that got automapped.
the thumb is a whole other can of worms though but that might be due to how i posed it. thank you anyway
You havent checked every one of them then
I dont understand then
Every model used I have extracted the materials and made them quest compat
You dont have to be in tpose
Its just the tpose is how unity animates so whatever the offset from tpose you do is how offset itll be when animated
You missed one somewhere then
oh. well
Is there a way to check all the materials on an avi used?
You can type renderer in the scene search to find every object with the renderer component
I can think of how to do it via C# code, but don't know of a tool to do what you want
how do i stop eye movement from exceeding the limit i set for it on the avatar descriptor? Should i just compensate by making the number off a bit or is there a better solution?
apparently not?
i think i figured out the issue though. might be a bug but im not entirely sure
ok i figured as much. Splitting the eye look rotations for some reason is not working on my avatar. its only accepting them if they were linked.
instead of getting my wanted outcome
i get this in game
no clue why i cant de-link the eye rotations.
i settled with the linked for now.
đ
someone pls hewp me ;w;
my first time trying to upload an avatar and ive been struggling for hours even with the aid of yt tutorials
i bought a cheaper avatar and i just need some help uploading it....
google has been no help at all
seems something weird about your gogo loco
Hello! I currently have a fallback avatar equipped that I uploaded, however it has a problem where it is always t-posing and having a 4 dimensional seizure, broken to the point where if it ends up displaying on my end as my current avatar I can't even use the menu to swap off of it because of how it works. So... not ideal, obv. Is there a way to unequip a fallback avatar?
delete the avatar and upload just the PC one as a new avatar
i dont really have a good depiction to describe the issue i have but the avatar i am making from scratch is digitgrade. but the legs rotate too much iand clip into the thigh in full body no matter what i change the strength of the rotation constraint to.
and they are set up to a digitgrade rig
you'd probably need to show the issue and also some details on how the rig is setup. And probably #avatar-rigging is ideal
i saw this late, i smacked it with a hammer and its working
surely nothing bad will happen down the road :D
Hello, I exported a basic FBX accessory from Blender, and in Unity, when I try to attach the import to the head bone it transforms the origin of bones that follow the main chain (so hips, spine, neck, head all rotate around the attached object).
Things I have tried - Updating Blender/CATS
Exporting it via both Blender and Cats
Importing it into a different unity project that uses a different avatar - same issue
I wonder if it's got something to do with me exporting it incorrectly.
hard to say without some more detail, but my first guess is to make sure avatar and prop armatures are both oriented the same way and have had all transforms applied
the only export setting of relevance here is "apply scalings" which generally should be FBX All unless you know for sure you need it otherwise
Thanks for the reply. Sadly applying transforms did not work, and here's my export settings just in case.
It's weird that it does it even when I don't export the armature alongside the accessory đ¤
I've tried the old reliable drag and drop the imported fbx on the head bone
I also tried following the bone proxy tutorial on this site https://modular-avatar.nadena.dev/docs/reference/bone-proxy, but it's my first time using it so I just scrapped the attempts after noticing this issue.
I'd probably export it along with the model instead of doing the drag and drop stuff
vrcfury's armature link does do a pretty nice job too though, that might be the one part of that whole system I actually like
or just use a parent constraint
That's what I'd normally do, but this is a present for a friend so the idea was to just give them a unity package.
They use modular avatar, but since I couldn't get it to work I figured I'd give them just the fbx, but that doesn't seem to work either.
Just want to get to the bottom of it, since in theory it should work, seeing how simple the process is 
Thanks for the help nevertheless!
Good evening all. I'm trying to use my current Avatar with BSB 2e Eye-tracking (Using VRCFaceTracking).
â˘So, eye-tracking technically works with the avatar as it is right now, but the movement range of the eyes when looking around is very subtle, and I want to increase this threshold. But I don't fully know where/what I should be modifying.
â˘Also something I noticed when playing around with the eyeball rotation in unity is the more the eye is rotated, the more flat/pancake shaped it becomes. Any advice would be appreciated. I've watched a few YouTube tutorials but I haven't found the answer yet.
I shall be passing away - Turns out it was because in unity my pivot point was set to center. All it took was a precisely worded google search.
https://discussions.unity.com/t/parenting-object-to-rig-bones-changes-bones-edit-point-to-that-objects-origin/1504657
ha!
eye shape changing when you rotate it is probably due to weight painting
Thanks. I think I see what you mean now. The eyeball seems to be weight painted to part of the brow/eyelid
ah yep
Unfortunately that didn't resolve it, I found this page suggesting what it might be
https://blender.stackexchange.com/questions/265856/why-does-this-mesh-change-shape-when-rotated
. . . Except I don't understand the solution that was provided
It's simply saying the eye must be weight painted only to the eye bone.
I want to make my audio source stereo and I've done that by making my spread value 180. However, upon playing that audio source, the audio channels are swapped so the left channel is in the right ear and the right channel is in the left ear. How do I swap it? I didn't do anything to swap it in the first place so I think its just default like that.
I'd suggest you to add VRCSpatialAudioSource component and increase Volumetic range from there.
Not to sure if this is the right place? Iâve been going online and looking for someone to make an avatar for me with payment involved. Though all of the options seem a little sketchy, especially with proof of works. Is there any place else I could look into it?
I messed with the radius values but did not hear much of a change
This channel is for help making avatars
I tried lol
Have you actually checking if your speakers/headphones has correct stereo side?
Iâll post it there thank!
No. It's a message you must read.
Yes. I have been using an mp3 that plays 3 sounds that is for the left side, right side, then both. I hear them on the correct side
Can you send it here to confirm its correctness?
The issue is, whenever I play that same audio in vrchat, the sides are swapped so the right is on the left and vice versa
Should be correct. Although I have never get the issue where unity switchs stereo side.
What if you set spread to zero and have only the volumatic range?
Let me test. Give me 1 second
With the spread set to 0, the audio turns mono regardless of the radius
Can you show how you set?
Take screenshot
That number is the same as my audio max distance which is why its that specific number btw
This will override the range you set in the audio source component. And since the radius is very small, do you have the source inside of the head?
Did you test in game as well?
I tested the VRCSpatial audio source in gesture manager but I can test in vrchat as well
I have tested it in vrchat without the VRCSpation Audio Source however
I'm not sure how well the gesture manager can test the spatial audio source so test in game as well.
Alright, give me a minute to upload the test build
Test build doesn't actually upload.
Alright Ill just upload it normally then
I meant the Build and Test feature
For clarification
Instead of a normal upload
The VRCSpatial Audio Source seems to fix the stereo issue but what exactly did it do to fix this
It's rather because of audio spread weirdness. I didn't even know it has directionality. Volumatic is just simply blending between real stereo and spatialized audio.
Thank you
soooo i noticed my avatar's lipsync will stop working if i'm in a lobby with a lot of people, why is this? and is there a way i can fix it? my other avatars work fine, it's just this one avatar...
how come when i put a file into vr chat creator companion, it doesnt show up as an option with all the things in my project? im new to this and im trying to find out how to apply mochi shaders to it since it doesnt come in a unity file
did you add it to vcc with the link or?
Hi! New to the server but Iâve been looking for anyone who can help me learn to kitbash avatars limbs
Like connecting vertices etc smoothly between each appendage
Restart unity.
is there a way to start 2 instance of vrchat to test avi stuff in the same instance ? I know it works for world, but I have no idea if it's possible for avatars, the tool let me run two games but I can't join the same instance
You need 2 different accounts to test.
okay thannnks, I'll ask a friend to help instead
launch 'offline' you can have copies of yourself the synch tend to be very bad tho
vcc quicklauncher is one way of doing it (accidenatally did 10 once)
weird request but im actually looking for someone that knows how to create animations/emotes
people here do - ask your questions if you have them.
If what you actually want is to commission someone, go to the VRC Traders discord, you'll just find scammers here. Link is in #1204490664637890580
I keep getting these issue every time I'm tryna upload this avatar,
Does anyone know a fix?
there should be an auto-fix button for the streaming mipmaps issue, in the build console
Ye just checked it, thx!
Allthough it's weird it's giving me issues now with it,
Must be part of the new SDK