#avatar-help
1 messages · Page 208 of 1
thsank u i just dont see a section for like emotes/animations
Having some goofy issues with my fbx, Im getting the error An error occured: Hips bone could not be found because avatar's rig is not set to humanoid. I have no issues when I open the rig tab. Its a base Im working on so Im very confused
here or #animation depending on what it is
in the rig tab, there's no error message, is there?
Maybe show the armature hierarchy from the root bone down to the head bone
doesn't show what I was asking for
down to head bone... my fault
yep
VRC Traders discord, not here. Link is in #1204490664637890580
Yeah it works now, I dont know what I did but its working now..... normal unity experience ig
or generally the avatar creator's discord can be useful too, if there is one
yeah sounds about right 🙂
Thanks!
thank you ^^
Is it possible to make a small homing projectile for both pc and quest?
does anyone know any way for me to fix my mesh in blender? for some reason all of the faces are separate parts and I am NOT manually cleaning that up
if you want to join them you'd have to do that in Blender
you might try using VRLabs' follower system
Probably wouldnt home onto others, but I could use that for something else
yeah I figured, but I'm trying to avoid doing it manually, hoping there's some modifier I'm unaware of
no, but it could home onto a target, and you can move the target
You just select them all and do ctrl + j I thought
Or like shift + j. Its one of those two
select parts, ctrl+j. done
yeah but then it'll be all spikey and odd
yeah no idea what that might mean
joining mesh objects won't merge vertices, you'd still need to do that if you want.
There's a useful tool for this: mesh -> clean up -> merge by distance
(in mesh edit mode)
that is so useful thank you
Hi hi, Im back with another super weird issues.
The head on my avatar rotates -90 on x when I open gesture manager or the animator itself. I have everything vrcf disabled.
How would I fix this?
check the bone roll for that bone, in blender. it should be 0 for most of the main humanoid bones
is the head mesh a separate object?
It is
unapplied transform on that?
I'd just join it to the body anyway, no real need to split that these days
I dont follow
in object mode, in the "item" tab of the "n" popup, make sure the rotation values are 0
if they are not, that's an un-applied rotation transform
(non-applied?)
Everything is zero
well those are my first few ideas 🙂
Noted
xD
I just dont know where I would start to bug fix this
I do have an error on the fbx but its related to some blendshapes not having a smoothing group
yeah that's a warning
Would that cause the head bone to rotate?
I can't imagine how
Ikr
is it actually the bone rotating?
did you check roll on all the spine bones up to that point?
this what?
Hi, I’m new to Unity and VRChat. I’m trying to make a simple toggle for my character. Nothing complicated but its not working in game, If anyone here is willing to help me i would apprciate it, it wont take long just teach me how to make the toggels {change 2d charcter or just spawn an object} I know abt the animator ,menu and parameter etc
have you watched tutorials about toggles? Such as this one?
https://www.youtube.com/watch?v=XqtSg6_W07Y
Found a fix, I regenerated my rig... bruh
Thank you for translating that for me. I thought I did that already but it's still happening. It at least gives me a direction to work in.
can somebody share glitter settings for metals?
i was told not to use upper chest for IK reasons and fbt, i'm not sure how i'd fix this error though,i was thinking of moving spine 3 to the chest but it'd leave spine 2 empty and im not sure if this would cause issues [3rd screenshot is the spine three on chest], do i need to fix this or can i just leave it alone?
if your upper chest is weight painted, you probably want to use it
if you want to actually get rid of it, probably you'd merge that into the chest in Blender
ah okay, thank you!
can any one help me set up a blander avatar for vrc is there any one who would help and take this modal i have and set it up for vrc? cus i don't have the space to download the needed things for blender to mess with 3d blander modals
You should head over to the VRC Traders discord to commission people, you'll just find scammers around here.
Link is in #1204490664637890580
i can't pay anyone that's another problem
oh. That's going to be quite limiting then.
hello! so for a couple days now I've been struggling to get phys bone working, is there a vrc vet that can help me out? i can screen share too if that helps out
paste an image of your settings and explain what it's doing vs. what you want it to do.
im not sure where to add phys bones at, most tutorials say its located in armature but when I add phys nothing changes even when pressing play to check.
You need to put them on the root of the tree of bones you want to be affected by physics, or on a game object anywhere but then drag that root bone into the "root transform" slot on the physbone component.
so for example, for a tail you would use the very first tail bone as the "root bone" for this chain.
hmm for this case my root bone for the tail is Hips so I'd add phys bone to hips? I apologize, first time using unity
okay think I understand
after adding phys bone to what I think is the correct spot, do I change root transform or keep as nothing?
If you put the physbone component on the target bone, no need to put anything in that slot.
that's for if you need to put the component somewhere else, such as in a prop prefab
gotcha!
(I do this for all of my physbones, so it's easy to share them between variants of the same avatar)
idk if this is the best place to ask this but for some reason VCC wont let me make a new package and this keeps popping up "Failed creating Project from template because: An item with the same key has already been added. Key: dev.vrlabs.repos.by-ids" I did try uninstalling and reinstalling VCC but it didnt fix it.
thank you so much T-T its the first time I've seen my phys bone work
excellent!
possibly #creator-companion
so tail is working perfect but when I apply the same to the ears nothing moves, not sure where I'm going wrong here.
show what you have so far
thank you
I added the phys bone to (jum_ear_L) like I did with the tail (jum_tail_01)
but the ear isnt moving at all unlike the tail
having an issue with the vrchat imposter model, i have 0 clue as to what can be causing this 😭
Physbones require two or more bones, you have one. You can fake this by increasing the value of the Y component of "endpoint position" - try about .1 and see what the gizmo looks like for length.
whys the mesh inside out normally
(I suggest enabling the collision radius too, so you can poke them)
could that be the issue? one of my modeler buds did the head for me
the mesh looks fine in unity even with regular shaders that dont alter the culling type
you giga chad it worked! as for allowing collision, what number would work for that?
0.1?
entirely up to you - whatever looks right.
constraints?
no constraints on the avatar at all except for GoGo Loco
thank you so much for the help! I'll be working on hair phys next but I think you just made this smooth sailing, you'll probably see me ask for help again 😅
ima try removing gogo loco, reuploading the avatar, and regenerating an imposter model real quick
ok yeah gogo lcoo had nothin to do with it 
Anyone know where to find a nice furry avatar?
gumroad, jinxxy, etc?
does armature have everything phys based or do I need to check other spots?
physbones act on bones (ok transforms), which are part of the armature.
you rig the coat to the arm bones, in Blender or similar. Unless it's already rigged to its own armature?
ah your armature is A pose but the coat is T pose, fun. I'd make a copy of the armature, pose it to T pose, set that as the default pose, connect the coat to it, re-pose to A pose, and apply the armature modifier on the coat.
how does one fix this?
make sure you have all of those bones and they are mapped correctly in the rig setup
how do i do that
most of the basic avatar setup tutorials show you how to set this part up.
find your model file, click it, look in the inspector, in the rig tab, click "configure" and make sure the right bones are in the right places.
If you don't have the right bones, you'll need to go back to blender and build the armature properly
Basically, I'm trying to add a hair model to my avatar, but for some reason it just becomes nonexistant as I try to attach a root bone to it
Isn't that how it'll be able to along with the head?
no
That is basically telling you what that mesh's root bone is already, assuming it's already rigged. But without knowing anything about the asset it's hard to suggest what to do with it
It isn't rigged onto the model. I was assuming you were able to do that in unity, but it seems like I might have to do that in blender
yeah if it's not rigged, the best you could do is drop it onto a bone or constrain it to one
Alright
I'm having issues with my view point on my avatar, I have it in the recommended spot with the grey ball but whenever I go into vrchat it's wonky like, things are closer than they should be whenever I look around
if i move it foward its worse
i see their shoulder right in my face
hey guys, I'm pulling my hair out here, trying to find any answer I can.
I'm at an unlit shader testing world, and as you can see, my face, hair, and clothes are glowing - but my body is not. As far as I can tell, my body and head shader setups are identical, so I'm nt really sure what more t check.
other outfits I have are similarly borked
Having a problem with upload where it says that it is missing a thumbnail but it has one.
using 3.9 SDK and when i try to update to 10.1 it says "failed to check for Package changes"
Is there anyone good with particles ive been trying to find someone who can do some?
So I followed a tutorial on using blendshapes to make 2d visemes by dragging the visemes on different planes and using blend shapes to bring them foward but for some reason even though it shows the blendshapes working and the animation controller shows that its doing something it won't actually animate when I hit play and change the visceme int in the controller
hey! im not sure where to put this, but im unable to add any of my projects. i have reinstalled unity hub/unity and cc without if fixing the problem.
seems to be lots of reports of this in #creator-companion
ah, i see. thank you! il be sure to look at the channel
Hi, I’m new to Unity and VRChat. I’m trying to make a simple male avatar (around age 20–25) and I just need a basic male model. Nothing complicated or perfect.
And I mainly want someone to teach me how to make toggles. I only need help with one toggle so I can learn the process, after that I can do the rest myself. The toggles are simple, like an object toggle and a suit toggle.
I’ve already tried creating toggles, and they show up in Gesture Mode in Unity, but they don’t appear in game. Can someone help me understand what I’m doing wrong?
I’m sorry, but I’m not willing to pay anything. I just need help learning, not a paid commission
Hey i would need some help please I just bought this avi called Emiru and idk who to upload the quest version can anyone help me?
I need help setting up facetracking😭VRChat & VRCFT are not communicating
re: toggles: #avatar-help message
nvm forget toggels i did it 5m ago sm1 helped me
nice
Yep i have been trying for it more than a month idk how but now it works
does anybody know why my hands and feet aren't visible in game but show in unity :"/
possibly flipped mesh faces
How's that work?
mesh faces have sides, generally shaders don't render the back side since you usually don't see it. Perhaps those faces are backwards.
how do i flip themm
blender (read the manual)
select face, and in the normals menu (alt-n or mesh->normals) , flip.
the hands were visible in game before tho
I said "possibly"
And if you had that detail before, why did you not say so up front?
idk i havent done any bledner work with the avi tho
so idk what to do
Is there a common type of male and/or androgynous base for an avatar on booth that gets used a lot? I want to look at my options so I can look at outfit options for when I commission someone to put all the booth assets together for me.
A hand anyone please? ♡♡
you want help or someone to do it for you?
does anyone know what this means in vcc?
some context might help - what program is that?
VCC
oh. check #creator-companion
oki thx
Does the size of an avatar include the icons used in the ExMenu?
The question is confusing. What the avatar size has anything to do with menu icons?
Thank you for your reply.
And I’m sorry for not explaining myself clearly earlier.
What I wanted to know is whether custom ExMenu icons are included in an avatar’s download size. I assume they are, but I’ve never actually tested it.
The size is measured from package which includes the menu icons. The menu icon resolution is limited to 256px which take only a few KB which is very negligible.
Thank you!
So custom menu icons are included after all. Well, that does make sense, since they’re part of the build.
I knew the size was negligible, but I was curious purely for the sake of understanding.
Thank you for the detailed explanation — it was very helpful.
hello! is this the right place to ask for help with like adding stuff to an avatar?
anyone?
Help as in asking for specific question or having a person do the job?
It's written in the channel description:
Need help with developing avatars? This is the place!
im trying to add vphone to my avi. but im not having the best time with it atm. new to unity lol
so far i've followed the creator's tutorial but
i think im missing something
You should explain the exact problem you're having.
my sincerest apologies
the issue im having is the thing doesnt work. my gestures have broken which means the program the creator asked to use when installing their little thing did its job. but i might've done something wrong? they created their own FX and gesture stuff but. my avatar already has gogoloco and opensyncdance. so i just used the animationcontrollers built into my avi. The avatar was made in Vroid studio because modelling in unity imo would take me literal weeks to learn. which i dont fancy at the moment.
The hand gesture is only the problem? Any other thing that doesn't work?
gogoloco and opensyncdance work fine. gestures are broken and the vphone doesnt work
Can you link the asset webpage?
It requires the use of VRC Asset Merger which is uncommon way to put asset into the avatar nowadays.
i have used that yeah.
i mean unfortunate though. do you perchance know of any other method then?
imma rebuild my avatar btw. i think it broke actually. besides i didnt add much that wouldnt take me long to add back on.
Other common way is using either VRCFury or Modular Avatar to incorporate asset into avatar. But I can't take time to look on how this specific asset can be used with either tools.
im using VRCFury. modular avatar was a bit annoying to do with opensyncdance
it didnt work exactly as intended
Mostly it's just merging animators and parameters which vrcfury has Full Controller component for that.
so i could drop em in and upon upload VRCFury would just do it for me?
No. It wasn't preconfigured with vrcfury. So you have to setup vrcfury component for it.
oofus. thats gonna be difficult no?
Can't say. Depend on how much you know and complexity of the asset itself.
im like very very new to unity and making VRchat models.
https://vrcfury.com/components/full-controller if you read this you might get some idea.
The asset last update was even before vrcfury was a thing.
yeowch
i'll let the phone for now
i think i'll never understand how unity works lol
alright. so i just found a santa hat. how do i exactly make it a toggle?
like toggle on or off
just like some avatars got the ability to change like hair types
If you want to make use of vrcfury https://vrcfury.com/components/toggle
Assuming lipsync means the visemes that move the avi's mouth blendshapes (not actual mouth tracking), using blendshapes instead of flap bone/etc, and you don't know if others see it break too
*a face expression layer in FX controller is misconfigured, triggering accidentally when you use some hand gesture. You think it happens in large worlds because spent more time there
*A blendshape that locks the others (any expression one might do that) accidentally triggering from somewhere in the FX layer. You notice it in large worlds because you talk more there
*mixing write defaults. use write defaults off, and add an empty animation clip in states that are suppose to play no animation.
*your animator is performance-heavy, causing it to give out. If it has 20+ layers, you should optimize it. https://vrc.school/docs/Other/Benchmarks/#53522b80ca174b369736ba6ef73f63dd
test for the first one by dragging the viseme blendshapes to max, two at at a time (sil pp ff etc). if one happens to reset the other, it's the bad one.
test for the rest by removing removing stuff from the FX layer.
if none are conclusive then setup this avi up exactly like the others, one part at a time while testing, to narrow the problem.
its not really clear
apologies
It starts with adding a component called VRCFury Toggle to some of your object.
to the hat in this instance?
Yes.
no its only on my side
idk where to ask this, but how could i change my controller bindings back to holding down the grip to pick stuff up rather than it being a toggle?
The "Add Component" button in the inspector when you selected the object.
This is on the world creation, not on avatar.
ohh its per object? i thought it was a steam keybind thing
It's on world object.
ah alright then
interesting. oh i selected the santa hat
Because you didn't put the hat in your avatar object hierarchy.
That's where you have to read https://vrcfury.com/components/toggle
Why does it have avatar descriptor in the same object as the toggle?
idk but gogoloco and opensyncdance work fine so i didnt look at it
Did you put the toggle on the avatar object itself? Or did you added new avatar descriptor to the hat?
no those likely came from opensyncdance
The syncdance object itself also shouldn't have avatar descriptor on it so that doesn't make sense.
That still didn't answer the question why the toggle object has avatar descriptor on it.
It isn't alone when it's right beside the avatar descriptor.
i mean you have more experience on this field then me
Sure I am. But that doesn't mean the answer from me is always correct, mostly due to limited information I don't know on your part that may hinder what you're working with.
would screen sharing assist you in this matter?
I don't do private assistant.
i think i am missing a part
where i've got to bind it to one of those
The Menu Path that is.
It works like a path on your PC with slashes
so menu path to what precisely? if i may be so rude to ask
You wanna give your toggle a name
For example
i plan to add a lot of toggles so
It will spawn one
im like two days old at using unity please cut me some slack
so now we just build and test?
Test like you did before.
All your questions can be answered by reading the documentation of the pieces/scripts you're using
I see how coming here seems convenient don't get me wrong
thing is
i read em
but its gibberish
no clear step by step instructions
ayyyyyyy
its not locked to my avatar properly though
it moves off when my character moves
That to me is an indicator that you're missing game dev and unity basics
Add vrcfury armature link component
Set linkage to head
?
Test
and i can keep adding armature links and toggles for different stuff right?
because i think this works the same for clothing. like a santa suit or smthing
Yes BUT
Armature link merges bones by name
So if your avatar has 'Arm L' bone name and a jacket has 'LeftArm' it won't link them
Doesn't mean you can't edit it
But this is common
?
so names need to match?
You're kidding right
If the hat is just a simple mesh object, you could simply put the hat object under the avatar head bone.
tis rather more of a meme item
You can build a dirt house now

currently on desktop to ease testing
but we got it working lezz go
glad i can make a quest variant
i try to make a quest variant. where idc bout the toggles as much
not that i'll use it on quest but so that poeple from quest can see it in decent details
Yeah you should be fine
just sad my 3d avatar looks a bit rough
i see some really smooth avatars but thats what you get for using vroid studio
Nawh looks fine
why is it purpl though
this one might need more stuff to be done to it to make it fit to my avi... looking at the shape
Nawh dw
Ok click on the asset in the screen. Could be in your hierarchy or the scene itself
Is there anything in the inspector
Ok imma just make this easier HAHA
When you imported that did it come with a folder
If it did just open the folder and look for the material in there instead
In unity

Like after you imported the package
Your project has folders for all the stuff you import
in unity itself
i am omegastoopid
Its fine HAHA
It seems like it has an fbx and audio file so it must have some materials
Click all materials in that sidebar there
That’ll work instead of just looking for the folder
Aye cool you found it
Ok so click where it says “hidden/internalerrorshader” and change it to a valid one. Whichever you’re using
where is it
vroid importer wanted me to use a specific shader
OH WAIT
there is a funny file here
It seems like you imported that according to your earlier screencaps I think
Yeah ok
So click on one of these
And look for the shader you need
ah m yes im very brain't
i'll drop in the shader and just reimport the entire thing
Yeah probably. Github is confusing to look at lol
Do you know how to add it to your repository in vcc?
yes
Alrighty cool
Ye
appearantly?!
not that its that difficult to redo it. its just a massive headache
I don’t know why importing a shader would delete your model
Ah alrighty
besides
good practice to help me remember how to do stuff
thanks VRCFury
might be better to start from scratch. but this time i've got a lot.
putting the stuff isnt that difficult in my opinion. its actually easy
and i think i can use VRCFury toggles for this aswell
@round comet do you think i need to put any special VRCFury toggles to play the anim? or should it do it by itself
wait stupid question
gogoloco etc doesnt need that
Oh huh. Not sure
ayee noice
do you know if i can make a toggle where. for example. i've got a handgun sitting on my hip. and i deploy it to my hand
that one button controls both?
so that the one on the hip dissapears and the one in my hand appears and vice versa
Huh, I’ve never done a toggle like that 
I’m sure someone else would know
Its probably something with contacts
In theory I’ve seen it done with swords and staffs
@round comet how easy is it to add like a holdeable PNG
because i have a "funny" idea
You just create a plane or a block then you can slap a png on it and apply a material
So fairly easy
Then you’d need to drag it under your hand bone in unity if you wanna be able to hold it
You can also just do it without armature link if its under your hand
You just need to drag whatever prop it is under the hand. Works for small stuff
Ahh yeah LMAO
Das fun
yeah by using armature link
Alrighty kewl
cant wait to pull up to lobbies with a minecraft block
my 7800X3D putting in overtime
just need job application papers
and then the funnies are complete
Yeeehhh dew it

i'll make a quest version. where likely most of the stuff will be disabled automatically
@round comet how do i go about adding the PNG?
expand >materials add one, then change that material texture
( can drag texture on mesh then it makes one, super rare i do that )
i need the cube to be essentially invisible
i just want a PNG of job application papers
just use a gameobject if you dont want it to do anything
can someone help with this pls?
i got told not to use that @ornate stump
You definitely misunderstood what you had been told or the person who told you know nothing about unity.
Your avatar model got exported from blender with different scaling settings.
wdym
what i gonna to do tho?\
Did you edit and export the model from blender?
Set Scalings to FBX All in the exporting window.
where is this
ok tysm
You put the image that's transparent in the albedo slot.
Drag the image file into that slot.
jpg doesn't support transparency to begin with.
cant even get the god damn image in anyway
i keep dragging it INTO that folder
;-;
let me try something
imported it and i cant add it
Did you drag into the small square to the left side of the Albedo label?
What Tiling value you set in the material?
1?
i didnt change it
my guy im NEW to unity
please dont expect me to be some knowledge wizard
That's why I have to ask because I don't know what else you could do.
What kind of mesh you put in here?
What to do if i imported the poiyomi shaders but the model is still pink?
nvm
i figured it out
does anyone know a possible fix for my broken arms? the avatar was working fine while doing bunch of exports from blender and after two days it just suddenly does this after exporting the fbx. I have already checked bunch stuff on google and was not able to find help. Re-importing fresh fbx and not overwriting it does the same btw. The armature is fine in blender and was not adjusted or modified during that period (i was just doing weightpainting fixes)
what about this is broken?
the arms should not be like this if you look at the blender screenshot 😄
the texture? position?
i assume bone rotations or something wrong is exporting to unity, idk honestly as i never had this issue and it was working fine as long as i remember
okay assuming you mean the position then - looks like you have multiple arm bones, are you sure the right one got mapped in the rig setup in Unity?
are those twist bones perhaps?
everything is mapped correctly i double checked, but yeah those are twist bones
welp my avi works. now i did want to add more clothing styles but i absolutely cannot find any ones i want and i'd likely need to change model
dress is supposed to be like the left, look like the right in play mode, somebody told me yesterday it has to do with it being attatched to the hips but im not quite sure how to fix that with vrcfury armature link
You could untick the position setting in advanced options or otherwise look for a 'keep bone offset' option
I don't remember all settings rn
How to synchronize eyelid movements when using eye tracking? It would look better when they move similarly and not like a broken doll. I'm using EchoTheNeko's eye tracking addon in Rindo. Tracker software is EyeTrackVR + VRCFT
alright. so how do i add clothes to my avi? i gotta switch to another model. because the hoodie is so thick. unless i can like change between avi stuff
i wanna dress into like a santa outfit or smthing. but since the hoodie is so big i dont think i can exactly put it over the hoodie
Im having an issue with some vrc avatars where they are floating a few inches above the ground and I have no clue how to fix them. This is only on my recent uploads NOT all avatars and I have no clue what I have done wrong.
in unity they are "on the ground" but when in vrc they are floating
Would anyone know of a shader that hides another mesh behind it while still using a diffuse texture?
can someone help me rq? i changed the texture on an avatars jeans recently, but the legs get scrunched, and you can see it through the tears in the jeans, and was wondering how to make it so the legs don't scrunch
can you show this?
Is there anyone here who could help me with VRCBreeze prefab setup?
How do people make their avatars so tall im kinda new to this game still
scale the model to the size you want
Okay mb dumb question lol
nah, perfectly reasonable question
not sure I know what "scrunched" means here
like, it's made smaller to mitigate clipping
take when arms are turned into thin lines, so they don't clip
oh that'd be due to an animation activating a blendshape which does that
how do i turn that o f f
find the animation that does it and remove that action from it
without having the same project/assets, it'd be really hard to guess where that is
maybe it's an animation by itself, maybe it's part of the "enable pants" animation
i can call
Anyone by any chance knows how I can make/put those idle flicker animations for the tail and the ears?
record an animation, stick it in its own layer in the FX controller as the only state there, with looping enabled
thank you
:D
Like a cutout shader of sorts?
Ive been looking for on for a while now to use on an avatar.
So when you look through the lens of this device it hides the mesh/shader behind it
probably you can achieve that by playing with the render queue values for the materials. Or stencils.
Tried that with poiyomi, didn't work
poi does support these features
It never moves from this. Even if everything on the avatar is fine 🤔
enlo, is anyone able to help me? when trying to upload my avatar (the created released a patch for cliping issues), i get a error "Failed to upload" and thats it....
normaly it tells me what the issues is, like Avatar, or some script missing.... but not i just get "failed to upload" 
what does it mean when this is greyed out and nothing can be selected, trying to use poiyomi shaders and also can't place any textures in.
You need to make a material
the avatar comes with a bunch of material, sorry still really new to unity
i think i want to edit one of the free models i downloaded
i want to add this to a gun my avi has
that one is embedded in the .fbx and can't be edited, so you'll need to drag a new one into the slot in the mesh renderer.
thank you!! Got it working 😄
Im trying to fix an avatars gestures and stuff, i have been working on it for 3 hours and cannot for the life of me figure out whats wrong and its my first time trying this, if anyone feels like they have the time to hop on a call and help me id be very grateful
What I've currently done: In animator ive set up Any state-> 0-7 (i.e neutral, fist, hand open ect) with the condition GestureLeft/GestureRight
Neutral if GestureLeft = 0
Fist if GestureLeft = 1
ect ect
The hands do their gestures but the expressions dont do anything
😔 I am losing my mind
Got a slight issue: I made an animation that triggers from a contact sender/receiver, and with a custom tag to use across my own avatars. It works, but seems like the animation only plays on the receiver side. I can see it if I trigger it myself on my own avatar, but don't see it on another player, even though they are seeing it play out. Any idea what I'm missing?
sorry for late response, will try when im home, thanks
Hey so I'm new here and I'm working on my first every avatar but it Doesn't let me put it in the game so I can have it, and there is a thing called "new user" what do I have to do to get this? Just wondering.
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Ah thanks so much!
So I followed a tutorial on using blendshapes to make 2d visemes by dragging the visemes on different planes and using blend shapes to bring them forward but for some reason even though it shows the blendshapes working and the animation controller shows that its doing something it won't actually animate when I hit play and change the viseme int in the controller.
has anybody ever seen this before? im substance painter (newest version) iv been getting these black glitchy spots while texturing its related to the normals tho as in base color mode it doesn't show but shows when rendered and when just showing normals anybody know how to fix it?
its also happened throughout multiple projects
What version of blender do yall suggest? And what do you think would be the easiest way to make or kitbash an avi?
Version doesn’t matter, also shift L is your friend!
What’s shift L-? Also what apps n shi do I need?
Blender and Unity
https://x.com/misettei/status/1997954541363540437
bought this asset but have no clue how to remove original avatar legs without blender work
Anyone know how to setup VRCFT properly for VRChat using the Meta Quest Pro via Quest Link Cable to PC
https://docs.vrcft.io/docs/hardware/vr/meta/quest-pro
Scroll down and pick Quest Link.
But really, use anything else, Steam Link is great with the Quest Pro.
I just reuploaded an avi, all i did was change one texture, but now suddenly all my toggles are broken... was there some unity update or something that broke it? clothing is like missing textures, stuff isnt popping up when i activate the toggle etc.
Ok I am using Steam Link and still no communication between VRChat & VRCFT should I use other modules? I tried the Meta Quest Module one but it doesn’t install😵💫
Anyone have a reference image to add armature to a furry base? Specifically the legs but everything helps tbh
some stuff pinned in #avatar-rigging
So If I had an avatar riding a horse, and wanted the horse's legs to be controlled using the user's legs, how could I set the vrc view up to seem to scale, so the horse doesn't look like a toy horse, and rather a life size horse?
I see the humanoid rig but how would that work with digitigrade legs?
digitgrade is way harder, I would suggest just making a plantigrade rig unless you really know rigging and rotation constraints very well
Like, I've done it a few times, and each one took about a month of fiddling with it
Not me trying to make a shitty avatar with no knowledge <3
This is my first time lol
YES YES I know kitbashinf is easier and this is hard and will take awhile!
I can’t kitbash cuz my brains stuck on this
And I have all the time in the world to learn. No where to go nothing to do. lol
Did you follow the instructions that VRCFT has for SteamLink?
https://docs.vrcft.io/docs/hardware/vr/meta/quest-pro/steamlink
Nvm i followed the instructions properly on that first link and it worked! You are MEGA CLUTCH! Appreciate u for coming thru frfr🤧👍
so i made a texture in belnder and i have no clue how to get the texture of blender and in to unity?
bake it to an image or set of images. There are tutorials
I personally use a non-free plugin called SimpleBake for this, it makes the process really easy.
ive been looking on yt but i havent found any good
did you use the term "bake" when searching?
try this then, it's the proper term for this
that's fine, the process hasn't changed in years
I'd probably search for "blender bake procedural material"
When trying to add a new animation, like a running/walking cycle, to your avatar, does it restrict your hand and head movements when you do so? Because I want to add one to my avatar, and I don't want it to restrict them. Just the body.
need some quick help doing animation toggles for two items. now how do i add those animations to the menu?
menu toggles a variable, use the variable in transitions in the animation controller
Is there a specific requirement for physbone squish to work? When squishing the bone bends instead of squishing. Is it because of colliders bending the bone before it can squish?
do you potentially have a short video example because i dont know how to do that
I'm sure there are lots of tutorials for making toggles. I usually link this one: https://www.youtube.com/watch?v=XqtSg6_W07Y
i have this bought avatar that i added a hair toggle to, the toggle works fine but i want the toggle to automatically turn off when i swap to a different hairstyle. how do i do that?
you could use VRC Avatar Parameter Driver to toggle the parameter off
just to make sure i delete the duplicate model right?
duplicate model?
Are there any systems for making an avatar’s clothes rustle? I think that’d be a neat detail
As in audio, not movement
physbones have a parameters you can use to trigger sounds, it'd totally be doable
the video you sent the dude said to make a duplicate model for the animations
oh okay, I haven't actually watched the full video, and never do that
alright, should hopefully be fine
Can you adjust the volume of an audio source based on the speed a bone moves at?
can't say I've tried
Sounds like there's a material swap happening
any easy ways to go about fixing this issue?
Look at your FX layer, anything that animates the eye material?
Yeah there are a few effects that are in regard to the eyes, things that add sparkles and what not
Check that you don't have an animation that changes the material to another one. Also make sure you use the latest SDK
so. I was testing out a new avatar and then logged onto vrchat for the first time in a while. I can't get onto the homeworld now
Does this happen regardless of avatar?
yes
Then it's not linked to any avatar you're using/testing. Update game, try another world, reinstall...
the reinstall worked!
I need help creating my very first avatar, and I'm going to try it on mobile..
Please help.
Well I do have a PC
You have to have a PC to upload
Phones aren't powerful enough to do so
i thought so
But I am hoping if someone can either help make a commissioned avatar, or help me learn the basics on this kind of stuff.
Cuz uh..
If imma have to pay well.. I kinda don't got anything.
well dont ask here because you'd get alot of scammers trying to scam you in your dms
Spotify chewed me up and spit me out.
They have no money to get scammed with, so...
well yeah fair point
Yeah tbh, scammers rlly don't got anything to work with when it comes to me.
Sooo.....
If you have no money, and don't have a computer to make it yourself, don't know what to tell ya
Can someone please help me 💔
Help how?
they said they have a computer
Please Teach me how to make a avatar
theres videos online im sure
oh DO have a pc. My brain read it as dont lol
I already know I ain't getting a commissioned one, I need to pay for stuff like that and my financial situation is hell.
Yea, look up the basics and start from there
VRoid is a good way to get free stuff to start, here's a good video: https://youtu.be/vWr4diTDqJM?si=zRlkiTOtFAB01coa
Once you have watched a few videos, go ahead and start the process. If you have any specific issues, ask for help here and someone might be able to help
Ty.. my goat....
having this weird issue where my knees will bend inwards when looking up to far, if anyone can help with solutions itd be appreciated!!!!
Might be that the rig's tpose has too much forward bend in the knees. So when it fully straightens out, it looks like that
heres how that looks
Yea, that might be the culprit
still is kind ba lowkey
What did you do to try to fix it?
straightening the knees and stuff
Interesting. Not sure then
have you looked at the weight painting? kind of a shot in the dark but never know
could also be that the bones arent in the center of the model
question. since i cant get it out with copilot
sooo im adding a beam to my big gun. i want to make it toggleable aswell. as gesture animated.
gesture is fist.
how do i set it up? (it is already considered a child of the gun
i thinkl i can use VCRFury to make it a toggle. but then activating the beam
i want the toggle so i dont activate it in unwanted places on accident
Just make it a child of the gun
Then have the gestureright parameter toggle it
Whenever the gun object is disabled it literally wont show cause its a child of the disabled object
or perhaps the fx layer. or via vrcfury. who knows. I sentence you to learn instead of being spoonfed: https://www.youtube.com/watch?v=xOGc8CetyXs
https://docs.vrchat.com/docs/animator-parameters#gestureleft-and-gestureright-values
https://vrc.school/docs/Avatars/Toggles/
Put it where if you disable the gun the beam disables
Also holy hell the amount of meshes
It will also be uploaded to quest~
So I've managed to fix the eyeball deformation that was happening to my Avi's eyeballs when rotating them in Unity/Blender (Solution: Selecting Avatar Mesh, selecting the eyeball with L, then going through each Vertex group and removing all besides the respective eyeball, repeated with other Eye)
If anyone can point me in the right direction with how to adjust the amount that the Avi's eyeballs rotate when looking around with HMD Eyetracking hardware, I'd greatly appreciate it. I spent hours with GROK.ai trying to make sense of it and all it accomplished was making the eyes swing like a pendulum. Such a terrible waste of time. 
Eye Movement Range? else I don't understand, because that adjusts the amount they move (rotation)
I'm guessing the avi isn't set up correctly because that adjustment makes the eyeballs pivot really strangely outside of the head
it isnt spoonfeeding? if it was you'd do all the work for me. if you consider explaining someone over text how to do something. then watching videos is also being spoonfed?
i am learning bro. yesterday i asked how to do toggles for stuff and after learning how to once i managed to remember
its honestly that simple
Right, but do you see anyone else here learning the way you do? You ask for guidance and post a screenshot every other sentence. most don't do that, because they read the docs or watch videos. you can find the vids via google too, you cant find one-on-one per-each-step guidance via google (difference between spoonfeeding).
so it offends you that i post an image when i do something you've told me to do? it is because i want to be sure i did it right. as i've PERSONALLY encountered often that if i dont check in to make sure like in this instance. its in the right location. its usually not in the proper location. because honestly i am very new to unity. and besides. whats bad about having a different method of learning? we arent machines my guy
This chat isn't for you alone, most people work on their own until they get stuck. you lack the basics so you get stuck on everything. that's resolved by exploring unity. take some time, learn it
who said its for me alone? i dont think i ever mentioned that
now you're just trying to put stuff in my words that i havent typed yet
It's an observation, when you post screenshots and ask for guidance every time someone just answered your past question.
i just want to make sure i didnt mess it up
is it that big of a deal that im the type to reconfirm? sometimes poeple use acronyms for stuff in Unity which i dont know of
But had you read the docs, watched videos, you would have gotten the basic knowledge already and been well on your way.
oh fine
That doesnt make it better
you're right im wrong. I am sorry for wasting your time and everyone else's chat.
I deeply and sincerely apologise
apology isnt enough? very well. i will remove myself from the server if that works for you
it seems i have offended you and your actual amazing intellect regarding Unity. and that wasnt my intention.
Jeez
You arent exactly in the wrong like at all
But i am.
i am wasting everyone's time when i should've just been like everyone else and learn like everyone else.
it is that simple Diven.
the fact that i am unable to follow video guides because it takes so long. Is a personal issue and i shouldnt make up for it by bothering the community here for avatar help.
The whole point of this chat is to get help
Yes. and i have asked questions that any idiot should've known.
if they bothered to read a tiny bit upon Unity
therefore i am in the wrong by being an absolute moron because i could not be bothered to be like everyone else.
doesnt take a genius to understand that
Let me rephrase my question so i do not need to be spoonfed.
The issue at the moment is i have attached the beam child which has all the effects under it already. All the animations. to the gun. The gun still obviously deploys no problem because of VRCFury being set up correctly. However. i want the beam to start up by making a fist gesture. So if the gun is deployed. and i make a fist gesture. The animation starts. (the image above is everything the beam has. animations are already under it.
I want the beam to replay the animation if i make a fist gesture again. So the next time i pull out the thing. It doesnt start blasting the second i toggle it on.
Does anyone have any ideas as to which specific guides would assist me with this? I have personally tried copilot but. Copilot at the moment is not helping at all.
What is transparent?
the gun itself but anyway. i have to FaFo this one
as much as i'd like not to.
but the guides are a bit unclear for me to be frank. the assistance is vague and it isnt related directly to what im trying to do
The gun is already visible in the scene.
dw bout that. im just trying to figure out how i can get the beam to fire with a gesture.
the beam itself already has all the animations built in so i think i just got to toggle it with a gesture when the gun is enabled and then it should work
imma try something. hope it works
huh. now the gun isnt appearing
What had you tried so far?
I don't even know what you did.
what i've tried is the animator
so i've been using copilot mostly because the guides are lacking in my opinion
before i continue. arent you essentially spoonfeeding me information?
Asking AI might be an even worse idea.
worked for some games. but for unity yeah it seems to be a bit lacking
Exactly what I meant.
This, how did you do it?
If you had transition from AnyState to a state then continue to another state, you might did something wrong here.
i have only been messing with the gun so far regarding copilot's instructions. but we're not getting anywhere lmao.
even with this the beam still doesnt fire when i use the gesture
i've added it to the main FX controller on my avatar with little success
What state that used for firing?
The rectangle things are called "animator state".
Because it dictate the current state of animation and object.
used for firing? i believe entry? that goes onto beam03_master
looking at the beam animator editor itself
If you put the animator on the object itself, it will play the firing animation by default then?
looking at the transition state on the quasar
this is what i've got
the beam got all of its effects already built into it. charge anim etc
So this animator controller is put on the gun animator itself?
thats for the gun yes. removing the link between anystate and quasar on still makes then gun deploy as intended
One thing to take note that each animator layer must controls different aspect of an object. If one layer control object toggle state, then you must have another layer that controls its firing state.
?
im very sorry. im trying to make sense of it and i think i've got a gist of it but could you explain what you mean precisely? if thats alright with you
You better ask for explaination on a specific part that you don't understand. Otherwise I wouldn't know what actually need to be explained.
so i have to make another layer thats active when the gun is deployed thats linked to a gesture to activate the beam?
When the gun is deploy, active, and gun toggle have the same meaning, so that's one layer.
And another layer that control the gun idle and shooting.
i see
i've merged the beam as achild under the gun. do i go from the gun's layers? or from th ebeam itself
like this right? how would i make it toggle the beam
so i have to essentially do this. do i copy the stuff from the beam onto this layer? so how the beam part is configured
You also have to beware of where you put the animator component on and recording animation from. Reusing animation clip that's record from another object animator may not work because the object hierarchy is changed.
i see.
from the beam itself it has that motion
i put the same motion on the quasar's lasyer
You definitely shouldn't have same animation clip in multiple animator layer.
One of those two aren't going to work because animation clip only works from the animator it's recorded from.
would i need to use that motion?
turn on beam04alt
i think that will toggle on beam04alt object etc
What it actually does?
i think i've set a thing wrong? maybe now i need to add a VRCFury toggle gesture under my avi
I had no idea if vrcfury toggle can utilize gesture parameter to toggle.
but do you think the configuration is properly set now? where in theory it should work?
If the target Animator doesn’t have those exact paths the clip won’t animate it If you need the clip to work on another animator you have these options
use a humanoid rig retargeting If both models are humanoid Unity automatically retargets the animation allowing clips to work across different skeletons
It only creates a menu item to use as a toggle.
It’s okay this usually means one parameter or toggle isn’t wired up correctly in VRCFury so your animation or prop isn’t triggering
You see the animators have been put onto the objects one nested into one another, so that definitely has a different path.
Ahhhh yep that will break the animation paths 100%.
If the objects got nested differently then every animation clip made before that has the wrong binding paths
so i have to disable the animator on the beam part
so in this case i delete beam03_master?
delete the broken animation recreate record the animation with the objects in their current nested positions
got it thanks for the screenshot i can clearly see the issue now your hierarchy has absolutely changed compared to the original animation source your animation was almost definitely recorded when the beam04mt object and its children like beam02 beam Spike beam sonic were not nested under quasar or were in a different location
it came that way.
beam02 etc
beam02 etc came under beam04alt
Ahhh okay that changes the situation a lot
If the hierarchy came that way by default then
your animation was not recorded before the objects moved
the real issue is that your animations don’t match the prefab’s original hierarchy likely because the animation you’re trying to use came from another version of the prefab or it came from an export with a different structure or someone renamed/reparented things inside the prefab before you got it or the animation was made for Beam04mt instead of Beam04alt very common
Let me restate your situation in simple terms
you have
beam04alt
beam02
beam_Spike
beam_Sonic
beam03_sub
alright
theres also Beam_UVQ_End on beam03_sub
but anyway. since i've put it as a child on the gun. the animation doesnt play correctly? once i load the avi and use double fist gesture the beam fires for like a split second. then it wont activate anymore until i reload the avi
got it thank you this helps a lot
I recognize this beam it’s the “Simple Beam for VRChat Avatar the Japanese one
and yes that prefab always comes with the objects named like this
Beam04alt
Beam02
Beam_Spike
Beam_Sonic
Beam03_sub
ah okay thanks for the extra details this kind of issue is pretty common when toggling animations or effects attached as children on an avatar especially in VRChat
why your beam fires briefly and then stops until reload animation plays once and finishes the animation clip likely plays through the fire sequence quickly then stops without a reset or loop it stays off
from what i know beam4alt has multiple sequences
theres a charge anim. then a converge anim. and then its supposed to go into a beam
beam4alt includes em all in. but i only see the beam for a split second. so i dont think the animations are being properly played as you've mentioned
the current setup likely needs to be rebuilt so that the animation controller properly plays each sequence in the correct order with appropriate timing and parameter control without this the beam fires only for a split second and then stops recreating or carefully fixing the animation state machine and gesture triggers should solve the issue and restore smooth beam activation
so its just reconfiguring a sequence? or is it making the entire animation over from scratch
It sounds like the animation sequences charge converge then beam aren't properly chained or triggered causing only the beam to flash briefly this usually means the animation states or transitions in the fx controller aren’t set up correctly to play the full sequence in order
It’s usually reconfiguring the animation sequence and state machine not remaking the entire animation from scratch
i've never done this before
here’s why the animation clips themselves charge converge beam probably already exist and look fine the issue is often that the Animator Controller or FX Controller isn’t set up to play those clips in the right order with correct transitions and parameter triggers fixing this means setting up animation states for charge converge beam adding proper transitions between those states controlling those transitions via parameters that your gesture or script sets making sure parameters reset or move forward properly so the whole sequence plays smoothly
so i have to add some states and layers to my character's FX controller?
no worries I’ve got your back setting up animation sequences and transitions can feel tricky at first but I’ll walk you through it step by step with clear simple instructions
exactly that’s the core of it 😄
does somebody know how to fix this?
might be something thats not configured properly
alright. i think the order is pretty much there? i think it first does beam2 then beam_spike then beam_sonic?
oh theres more under beam02
Yep that’s exactly what it sounds like 😅 from what you’ve described, the beam firing for a split second and then stopping usually points to a misconfiguration in the FX controller or animator setup not the animation clips themselves
most likely issues
transitions between states aren’t set up correctly
the charge converge beam sequence might not be linked in order
or exit time transition conditions are missing so the animation ends immediately
thats gonna be fun then. alright. if you're fine with it. can you give me a bit of guidance on what to do?
and do i have to build this from one of the hands to trigger the beam as a gesture? seeing as its bound as a child to the gun it shouldnt be able to do stuff before the gun pops into existance. atleast i think
can you paid for the guidance you menitoned
awkward
welp imma get hated by the community here lmao
but i understand why you ask poeple to pay you dw
Here’s what I can see in the screenshot you shared
It looks like a game-engine or VFX graph editor likely Unity’s VFX Graph Shader Graph or a custom state machine editor
On the left panel there’s a hierarchical list of assets or nodes. I can see entries such as beam2, beam spike, beam sonic, and under beam02 there are indeed more sub-items as your message notes
In the graph area there are a few logic state nodes
a green node labeled beam 02
an orange yellow node labeled beam 2 expand
a red node labeled end beam2
the layout looks like a sequence or state flow possibly representing the order of visual or logic events
heh no secret extra AI behind the scenes it’s just me 😄
I generate the responses myself based on what you write your context and the style you're using If something feels oddly accurate or oddly off that’s simply me trying to interpret your message and fill in the gaps as best as I can If you were asking whether I'm using a different AI to figure out your meaning nope all the reasoning happens inside one model me
Bruh who calls themselves an ai model LMAO
Definitely ai and if not, definitely hella weird
how
give me your provide me your reasons
?
what am i doing wrong? i assigned the collider to the hair and turned it on when the hair toggles on.
you didn't say what about this is not working
hi mothman, we meet again xD!
anyways, this could be caused by the idle animation
are you using vrchat's default idle? i've always had problems with that animation so i always replace it with another idle animation
I have an object that goes on the mouth with matching visemes (so that when I talk, the object moves around too)
How can I link the objects viseme blendshapes to the avatar?
hello how do i mirror transforms in blender? i want to move the right ear up the same way the left is https://cz0.au/SWMk-I.png
couple of ways. could join it to the body mesh in blender. could use vrcfury or modular avatar's tools to link blenshapes
I tried using MA's Blendshape Sync and it didnt work
What would the tool be called in VRCFury? I'll give that a shot
uhh... I don't really use fury, blendshape link?
i tried to restart unity and looked up if there's some update on the project but no idk why is it stuck
Is it possible to customise the IK system for VRChat avatars? Say for a robot avatar you can lock the Z and Y joints on a joint so it can only rotate one direction so you can have multi-joint setups
I tried it and it still doesnt work. I'm not sure what I'm doing wrong. I've seen it done many, many times using either MA or VRCFury
Thank you for the help, though.
I could give my robot models much more intricate joints if its possible
Since right now the joints have to be vague black parts or just cylinders that are capable of clipping through other stuff.
if you want help on this you'd probably have to explain "doesn't work" in some detail.
Well, I've tried both Blendshape Sync and Blendshape Link. Here's photos of them set up (and I have tried switching the base mesh/target mesh slots with eachother, and still nothing.)
I then test in gesture manager and use both the Viseme slider in Gesture Manager and in the Debug menu (1st video). It doesnt work either way (2nd video shows me using the blendshapes ON the candy object, showing how it should be moving with the visemes.)
so when setting up an avatar, does the rig have to be perfectly humanoid or can like the arms and legs be a big longer?
bone length isn't really a requirement, though the closer it is to matching you, the better for FBT.
at least, I don't think so, within some sort of "reasonable" range
alright, thanks
when kit bashing, how simple is it to add/remove toggles from the original body
im having an issue with poiyomi where i cant animate the hue shift
ive tried following a few videos and nothing is working for me
if anyone can help it will be greatly appreciated
im trying to make a tactical oc and i've found a bunch of assets and some body bases im planning to use and im wondering what guidance there is for the unity and blender workflow
hey guy, im trying to fix eye movement in unity but im getting this error:
MissingReferenceException: The object of type 'SkinnedMeshRenderer' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
can someone explain what is happening and what can i do to fix it?
show that section of your material
i ended up figuring it out
its because the textures were colorless
oh yes, can't hue shift something without hue 🙂
hey does somebody know how to fix the artifacts?
Actually nvm
I just realized that's the default material that came with the base
I just gotta make a new one and it'll fix my issue
when i attach my avatar the builder just frozes what do ii dooooo
could i ask for some help i cant figure out how to connect this flashlight from pointless creations to my avatar so i can have a flashlight when i need one
you can't put lights on quest avatars.
wait really?
it still isnt working the flash light doesnt get sent to the hand
I know absolutely nothing about this asset, so probably can't help you with it
I have a glitter maks but idk where to put it
It literally says masking
im blind as shi, gimme a second. i haven't slept in hours
Mood
i got it working i had to update some stuff
Is this worth 300 dallors I just commissioned this avatar and I'm not exactly happy with the results is that beacuse the amount I paid was to little or I just got a subpar avatar delivered
if thats all its got id say you got a subpar avatar but if they sent you like update pictures/videos during the making of it then its a bit on you for accepting how it turned out 
but for 300$ even with updates that seems pretty not great icl
I’m trying to upload my character to quest but apparently I just can’t use the android module at all
If anyone has any help that would be greatly appreciated
Can anyone with sculpting/modelling experience help give me a sense of direction? This is my first time ever doing sculpting and I've been slugging away at this avatar for awhile now. I know there's lots more work to do, but I'm having trouble seeing a vision of what I should do next.
It's supposed to be a canid/dragon anthro hybrid avatar
I'm updating an old avi of mine and I want to separate these two objects so this bit on the hat moves with the rest of the hat when the head moves, but I don't know how to separate it from the medal. Is there a simple way of doing this?




