#avatar-help
1 messages · Page 209 of 1
Did you select the android option when installing Unity?
Are these all separate meshes?
Honestly it's pretty good
If you want it to be a fully functional avatar though, model it with the mouth hanging open
Yeah. I just made a bunch of UV spheres and sculpted from there.
Thank you
Great idea!
Yes
there anyone getting this?
look in your console for errors
remove vrcfury and modular avatar then?
Hihiiiiiiiiii! Need some blender help. How do I weight the outfit so it doesn't stretch so much with the upper leg? (Using a sculpted Chocolat base)
empty outfit is default, fitted one is sculpted
the transparency is making it really hard to see, but the answer is going to be "better weight painting" either way
that's why i'm asking about the weight paint lol. I'm no expert with blender, so i'm open to input
Here's the weight paint. Would i reduce it?
it's a hard area to get right, but I don't have a whole lot of suggestion other than to keep trying 🙂
Definitely red is too heavy for this area
Also you have a working mesh, why not transfer the painting to your edit?
I wouldn't judge that based on the color alone
definitely try robust weight transfer, but expect you'll still have to touch it up, definitely in this area
please don't ping me for random new questions
huh
i transferred the body's weights to the outfit. Is that what you're referring to?
idk
i cant really tell what I'm looking at but it looks like someone didnt properly connect two meshes together so the normal smoothing is freaking out
maybe u could fix it by adjusting auto smoothing in blender? if you dont want to spend time fixing the actual mesh
Referring to the video where you showed it working
I know what your talking about, but I'm having difficulty trying to select all the faces because there's so many
Does anyone know how I can fix this? sandals clipping thru the floor so it only shows the feet
Can someone help me add gogoloco to my avatar?
Wait nvm I think I figured it out?
I only have regular and beyond what’s the difference?
couple of tricks here: make use of the "select more" and "select less" things.
you could mark some seams then select linked all (with 'l') to get everything bounded by seams
or go into xray mode and select vertices, sometimes that's easier
or even convert the tris to quads, that'll make selecting by loops quicker
this is described in detail in the gogo loco documentation
Hey Kazin do u know how I can fix the feet clipping issue?
not without examining it in depth.
what do you mean by "in depth"
I mean I have no idea what the problem is given the information provided.
When I upload any avatar the feet clip through the floor even if i raise the avatar up a bit in Unity*
I dont know why it does it
figured it out, thank you!
Got it! I transferred the body's weights to the suit before. I just transferred a fresh copy of the suit's weights to the edited one and it's much better
you should take a picture of it in unity
This is another avatar with the same issues
why are they below the feet even in unity
you have to line them up with the feet, also if they are heeled shoes that raise your characters foot up its gonna cause issues cos the foot bone will still want to snap to the floor because of IK
i wonder how you fix something like that, i havent had to think about it before 
Hello all. Been struggling for a few hours after using my current project's Avi FBX to update some shape keys in blender. Trying to replace the FBX file after making the edits causes the avatar to completely disappear from the scene. Tried deleting the old FBX and meta file and replacing it with the new FBX using the previous identical file name -couple other things. Just trying to avoid having to redo the project and readding components, assets, etc. Sorry to bother, any direction is appreciated.
This happens if you unpack avatar fbx prefab in the scene and update its fbx file. You should not unpack prefab.
Damn. . . yeah that is the case then. I guess I got no other choice then. Now I know to just leave it packed for future projects.
They are not heeled shoes they are a different asset entirely but I can only assume they’re the cause of the problem?
Is it because no one’s pointed out the avatars feet for you?
im confused what you mean
I only noticed this issue after a friend pointed it out and I can only assume you’ve never ran into it because people don’t look at the avatars feet enough 🤣
I am more focused on the face
If they’re heels and you want them to raise the avatar up with them then I don’t think there’s a way to do that. You’re gonna have to move the shoes manually so that they’re above the floor level
If you dont have fbt technically you can?
If you have fbt then you cant
You can technically but you wouldn’t really want to because you can’t change the viewpoint
So moving the model upwards in unity ain’t gonna fix the clipping issue?
Hey, I need some help, I'm trying to get an avatar I bought from a creator and when I set it up, for some reason it's like this, am I missing something?
I'm very new to vrchat creating. and some help would be great!!!
Not really no
um...help? 🙏
Do you have an fbx file??
I don't exactly see one. it should come with one
You’ll need the fbx file for the actual model itself
It looks like you have the assets for the avatar, just not the model
great, it seems the creator never even put the fbx in the first place.
nor even mentioned doesn't come with an fbx

i don't have either of those things, do i need them?
are they they same error? 🥹
oh wait
sorry discord keeps taking me to a diff message i think
lol im so dumb, i forgot to resize my thumbnail
i got it uploaded 😹
isn't this in vrc/mobile or can not be in subfolders at all
Some shader in mobile section is meant for world use.
i see, i was using it for 2D eyes/mouth 🥹 is there in equiv to alpha blend for avis in that section?
it brightened up nicely while having transparency wahh
no
only add and mult blending is available for avis, and nothing with use of alpha channel
Anyone aware of any potential problems with contact recievers not working properly?
hmm maybe i can make multi work
Who made it?
They probably wrote what was included in the purchase, but you mightve missed that
Hey y'all, having a weird issue in Unity where most changes I make (shader sliders, blendshape sliders, etc) get reset after a few seconds. I don't have animations playing and I'm not in playmode.
Any ideas on how to fix it?
who is this creator you bought it from , nardragon isnt excactly unknown
Are there any new known issues with it? I'm a little hesitant to update again after the last time >~<
Removing the controller did work though, ty
id avoid 3.9 , im on 3.10,1 havnt run into anything
I'm on 3.9, when I updated to it I had to remake my project entirely because the SDK completely stopped functioning on my previous project
yeh 3.9 had issues
think all my packages have been updated for it now
anyone would be able to help me edit an avi pls ? idk how to do it, down to vc for explanations
no, but if you want to ask detailed questions in here, you'll probably get some answers.
basically i bought some accessories i want to put on my avi but idrk how to do it
i bought like a christmas hat, slippers, pants and a santa cloat
watch a video on vrcfury its how i added a flashlight to my avatar
i have an animation that doesnt reset when the toggle is turned off for it, and i suck with animators, anyone know how to fix it?
you'd need to show us the animation layer and the transitions to/from that state
these?
those, click the other transition and make sure the conditions are what you expect them to be.
im not sure what would be making the animation not ever stop once it starts though
you don't have an off condition specified there, so this will just loop back and forth
see how the other one has a condition? add similar.
so copy it like this? also is there a specific way i do an off condition
I assume you want off to be when that toggle variable is off, so it should check for that to be False
I strongly suggest you watch tutorials on toggles.
i really dont know lmao
yeah that's a lot, probably 1 is fine.
yep, though be aware that can sometimes be problematic.
it's probably fine here.
also forgot to say but idk if one would cover it since its kinda specific
nothing specific about that, it's just a basic toggle.
the toggle turns on a bottle and collider, and then it turns on an animation when it reaches another collider
doesn't matter what the animation actually does.
alright
"default" option in the avatar parameters list
they were on, this is still kinda confusing though lol
on how fixing the animation goes, i usually avoid diving into the animator but fixing stuff would be nice
the entire thing is already setup because my friend made it for me, but he doesnt know what he did wrong or hes just lazy i dunno he just didnt make the animation reset/stop after the toggles turned off
true
well theres for sure a lot i dont understand lol
May you help me with something?
I wanted to learn how to make a object in edit mode visible in playmode, id tried several methods and nothing worked
Everything is already added onto the avatar, like a avatar will have a default look for when its in play mode and when its in game. ill use hair for an example
The white would be in play mode and pink in edit
anyone able to help me with some unity? i havent touched it in a year and forgot how to use it.
feel free to ask detailed questions.
im not sure whats changed in the last year as far as uploading and physbones
nothing really significant, but the docs are updated to reflect anything:
https://creators.vrchat.com/avatars/creating-your-first-avatar
they also have a full changelog if you want to actually read about updates
So i just bought this prefab and im unsure if i completely replace my arm and rejoin the mesh or overlay the new arms
Always replace if you can, no need to have mesh sticking around if it's not used
Sounnds good! ty :3
I have an avatar Im using a fake index controller on, I'm wondering if there is a way to create a toggle to turn it off and use default gesture animations?
just use a bool as a second condition
here's one way of doing alt gestures depends on a toggle or something it can detect
Im learning how to make vr models using booth base ichigo, is it possible to get a western avatar assets and place it on the eastern avatar etc booth avatar?
wouldnt it cause claw hands?
no?
you can put whatever you want on whatever you want, with some skill
youd have a second set of animations
As a noob- zilch-
I barely started using Unity and VCC last weekend
this will be very, very hard then. But you can learn 🙂
I dont see how, sorry I'm a bit confused
Im having trouble importing her in general everytime its saying im missing liltoon scripts even though I have it installed
@somber sequoia
I don't know anything about liltoon
thulen literally sent an image
I understand the multiple conditions
I keep getting this error
Im not fully understanding how it would have the other animations automatically like how you were implying with your message here
My thoughts exactly, yet your initial message implys that they would just auto switch

The word "just" indicates that adding a bool would be the only thing I would have to do lol
to have the ability to swap to different animations yes?
you dont need some advanced transition or component setup
you just use a bool as a second condition
if true use this set of animations
if false use this other set of animations
Bumping. Anyone that uses liltoon, what do I do?
I purchased ichigo straight from booth
And I keep getting an error
Im gonna try to use the assets i have too make this avatar in blender. But i uhh have no idea how to use blender does anyone have any honorable mentions for videos i can use for directions
Rainhet's tutorials maybe. Possibly "the donut tutorial" but it's a bit dated now.
what, theres donut tutorial for every version
oh there is? very cool, I haven't looked in a while
Does anybody know how to make it so your avatar in VR Chat looks like it's moving at a different frame, i heard a year ago from one of my friends it has something to do with poiyomi or physbones, can anybody help me out with that? basically its for a ATSV spider-punk
so basically you have constraints on every single bone
that freezes to world and then unfreezes
and you just change how fast you freeze and unfreeze to get different frame rates
oh that's clever
If you don't mind me asking which constraint is it?
Parent
I imported my model from blender as im trying to get into 3d modeling i already finished the rig and stuff for the avatar in blender and imported it all to unity everything else is fine its just this problem that i cant fix can anyone help?
show more of the armature. Ideally from hips down to head, with the shoulder bones visible, but you can collapse the arms.
not enough info in that second image to make any suggestion
Yeaaa sooo how if you dont mind me asking i aint never use these mfs
What
How what
I know the model is very basic but its the first model i ever made and im only doing this to see how i can import models into unity and upload them for future models i plan on making in the future
Its just you add a target then click enable and when weight 1 it follows that target?
Idk what you are doing
im trying to do this
Thats definitely not humanoid
No? The bone names are nonstandard but the hierarchy looks ok
Just enable the constraint and use tge freeze to world checkbox
I don't see the neck or head though, which I did ask for.
like this?
U want me to show a sc of where the neck and head is at?
I would like to see an image of what I asked for the first time, in order to see the full spine hierarchy.
To reiterate too, you can collapse the arm at the shoulder, only the shoulder bones are relevant right now
how would i make it unfreeze and do the frame shi
I already said how
Animate freeze to world
dawg he looks like this 😭
yeah im pretty stupid ive never done FBX upload
Cause you didnt uncheck freeze to world?
for everyone: lack of experience does not mean you are stupid.
LIKE
bro is mad confused
do you make it an animation afterwards, the part where he is confused is. you said to check on the freeze to world then you said to uncheck it... so is it animation thing or do you have it checked on when in playmode

you check or uncheck it via animation.
^
"freeze to world" is self explanatory
when checked it literally freezes it to world so it doesnt move
uh huh-
so youd think you just animate it on and off so it freezes and unfreezes the avatar like a framerate
Yeah kinda??
imprted blendshapes from another model (updated version of the one im working on, nothing changed except blendshapes)
the visemes blendshapes work fine, but for some reason my eye blendshapes are stuck on these. when I clear them as set my Body back it shows nothing, until i re-enter the page and its some wrong blendshapes again. doesn't let me change them at all, anyone have any ideas how i can fix this?
how do i fix when it works blender perfectly fine
how do i reupload an uploaded avatar to android
switch build to android and just upload it again
tha'd upload a second avi
aslong as you put in the id it will upload the same avatar just a quest version
where do i put the id tho
switching the build to android doesnt make it a new avi upload
it will just upload it for android
i have 2 avi's, 1 for quest, 1 for pc. WHERE do i put the id on the quest avi?
pipeline manager then blueprint id
and you can find the id for the avatar either in the pipeline manager for the pc one or content manager and click copy id
👍
My face tracking isn't working. FBX has ARkit 52, and I am using an ARkit prefab, but... only eye tracking, nothing else. My method does work because FT on other avatars does work. Given that I'm an idiot with almost no blender skills and minimal familiarity with VRC's SDK, where would be the best places to start looking to debug it and get it to work where I need it?
does the head have blendshapes for the mouth?
also remember to check for vrcfury update
yep, full ARkit 52. So not the unity standard, no individual cheek puffs, lot of it is symmetrical only - but I'm specifically using one of the jerry prefabs for ARkit so I guess I was hoping/assuming it would be kind of plug-and-play. The model I'm working with was originally a commission for VRM format and I've used its face tracking in that context
How are blendshapes actually gathered from the fbx in unity? Like, is it name correlating, or does it have to be a specific order? Is it possible my error is organizational somewhere? I can't find anything wrong with it, but I'm struggling to think of anything else that would be causing issues
yep
you can also test with avatar 3.0 emulator
then pull up the user inputs then floats and then you can test the face tracking while in unity
ah, wait
I believe the blendshapes are set up specific to hte head mesh in the armature collection
Would that be what's causing the issues? Does it all need to be unified to one, like, 'part' for the unity/VRC sdk to use it?
in unity the mesh that you wanna use for face tracking has to be named "Body"
Got it. That's so weirdly specific 😭 but I can see why it wouldn't be able to be autodetected. Tysm
👍
Just to confirm, all other meshes are safe to be any name, right? The core rigged body (fingers, legs, limbs, body body) can be safely renamed to something like "torsoCoreBody" and the blendshaped head "Body"?
yes
How do I use a contact receiver for counting touches
hi, im new to making vrc avatars and used vroid, however the physbones arent showing on the hair, idk what to do
Who knows good Audiolink values that look cool?
you need to find the hair root in the hierarchy on the left then click and drag it into the root transform on the right
so under the "Root" thingy?
does anyone know how to add headlook onto a generic rig avatar?
or add custom animations onto a humanoid rig?
ye click the arrow until you find the head still on the left
on the right is the main avatar and on left is an outfit how to transfer some bones to my avatar to set up physbones latter?
should be like a dropdown
these?
yes try and click and drag the J_Bip_C_Head into the root transform
thank you
you got it?
it should to turn on or off for merge all bones?
so i need help for whatever reasone the ma shape changer acts opposite
when set to 100
Blendshapes in this case use the name. The only ones that seem to care about the order are VRChat's usage of the blink and eye look up/down blenshapes.
when i use PCSS its really bright and im not sure how to make it softer/darker (like w NGSS). Im not really sure how to set up NGSS and i havent found any good help online. Does anyone have any tips for using it?
i feel like this is an easy thing but i cant find it, how do you change the default state of your avatar. cause all the clothing is enabled for people who dont have my avi enabled
what does the default state look like in unity? do you have all the clothing visible by default?
yes
you have to hide the clothing in unity first for the default state to be without the cloting
if thats what youre trying to do
so just hit the eyeball?
take your time, thank you for helping me
look for the checkmark at the top of the inspector
uncheck it then see if that fixes the problem
gotchu, ill try that and see if it fixes
dont do this for the body just the objects you dont want visible yet
you might have to change your toggles though afterward to reflect whats going on but im not too sure
yea, from off to on to on to off or somn
yea from off to on
ill let ya know if it worked thank you!
ofc! hopefully that fixes the problem
on another note, does anyone happen to know why my avatar is pulling default textures instead of the ones i made ingame? theyre fine in unity but once theyre ingame the textures are messed up and are showing the default textures for the avatar instead of mine
eyeball just controls what's visible in the Unity editor, it has no effect on the game
"properly linked"?
if you mean the material circles, it seems that some of them were missing shaders therefore also missing textures, could this be the issue?
if they're ones you use and are missing textures, yep, that's a problem
bro why my animation not show on scene brah
why's that "don't destroy on load" thing there? are you in play mode or something?
separate issue
awesome, ive began working on this as i must have overlooked the issue. ive had this issue before but i fixed it in a different way, will be replacing the missing shaders with Poiyomi, thank you!
i went back and double checked everything else and all the shaders are in place properly everywhere else except the materials
a shot in the dark but close and reopen unity
sometimes it just
doesnt know what its supposed to be doing
alright, imma pray that it works
okay now it works but also this happens when i zoom in
and she goes in the ground
the biker pose is normal from what i can recall (dont know if this depends on what youre doing) but it sounds like your camera settings went funky
🥹
im trying to actually customize an avatar for the first time as opposed to uploading a fully completed one, and i got this outfit. the installation instructions say to import the physbones but i....... dont really get what its asking, cause i cant find anything specifically about it. and yea the outfit itself has no physics imported normally. ive seen the same outfit on other avatars and it has physics, so im a lil confused on what its asking me to do qvq its this outfit https://pii34.booth.pm/items/5222688 for chiffon, if anyone could tell me what im missing id appreciate it!
it worked 👍
though while doing toggles my unity crashed and i did the dumb dumb of not saving. . . .
so i did it twice :D
why does my vrc sdk not have the folder in assets even though i do have a menu option at the top
check the eyeball in the upper-right of the project window, you may have those things hidden
wait, in assets? that isn't how it works anymore, it's under Packages
well im following a tutorial and they use this directory
then that tutorial is very outdated, that isn't where that is anymore.
it should be in Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers
you can also manually add physbones btw
if theyre not properly importing correctly
i figured as much- so is it an import problem? or is it just expected to add physbones yourself?
there's no real standard, but I'd expect the avatar would have them
i was sort of hoping to avoid that, since it seems like a lot of work, but if thats what i gotta do then guess i should get to learning :,)
it's really minimal work
its quite simple
yes, i expected as much too, other times i have seen the outfit the physics have all been the same, and thats the impression i got from the readme
hrm. o well, thanks for checking it out qvq oh- could it be a version issue? i use the version of unity the vcc installed
if the clothing was made in an older version, its possible that could be an issue if it was never updated
but i suggest manually adding the physbones, reinstalling a whole new version just for some outdated cloting is more work than just adding them yourself in a newer version
how old is the avatar? does it have dynamic bones rather than physbones?
no, the avatar itself is chiffon and the physbones on it work just fine. the outfit was....... uploaded in 2023, im unsure when it was last updated. now that im in it looking it... doesnt seem to have bones at all. alr thats. interesting.
wait, yes it does, i think? hrm. this is certainly. an experience.
AH i figured it out!!!!!! ok cool, thanks everyone for humoring me lol
im changing the shaders to be quest compatibal, is it supposed to look weird and distorted? (replying to video js so you can see what it looked like before)
I have everything working on my model in unity and vrchat for myself. But other people cannot see my toggles even with everything enabled. How do I fix this?
do you have "sync" enabled for each parameter in your expression parameters list?
I want to make a sleeping emote for my avi. I am using a particle emitter to spawn particles but it doesn't look good from certain angles. I'd like to have the particles move up and to the right from anywhere it is viewed. Is there a way this can be done?
yes, this should be pretty simple, but hpw do you have it set up now? and why doesn't it look good from some angles?
you could just scale them and have them move with noise tbh
if the pivot point is at the bottom right
let me try setting one up rq
hmm okay so what I was able to do was offset the pivot and then use size over lifetime to give the appearance of movement, but this wouldn't work with your size over time settings right now
The particles are using size over lifetime to get them to grow and shrink after being emitted. My problem is they stack up on each other when viewed from the side.
yes, i'm offering a solution that involves using size over lifetime, but then it wouldn't have the effect of shrinking and growing back and forth, just growing over time
so it looks like it's going to the right from all angles
Ah I see. The growing and shrinking is a requirement.
i'm sorry also that I had said it was simple at first, I think I misunderstood what you were asking
you could potentially negate this with texture sheet or material animations
for example, animating the tiling
the downside to each respectively is:
- moves in steps
- changes the size of all particles simultaneously
you could also have a frame-by-frame animation for the entire thing
so like all 3 are on one texture sheet
i'm not sure if there's a solution without compromises
There's no way to have the emitter always face the viewer, is there?
I don't think so, no
actually i feel like there could be a solution with sub emitter particle systems
i'm not totally sure yet
agh i don't think so
Hrmmm... well thank you for your help. I'm going to keep at this for a while longer and try to figure this out. I'll keep an eye here if anything comes up.
How do I upload avatars on phone?? I don't have a pc in order to upload an avatar and I wanna upload files I bought onto me and a friend's account
You don't upload avatars on a phone. You need a pc that can run unity.
That's the problem, I dont have one
i need help on 2D eyes, i dunno how they work at all or how to rig them
place long bones far away from your pupils
so when they rotate theyd need only tiny angles
Have or Pay someone you trust to upload to your account
Would a contact sender from the foot to the floor be a plane on the ground or something else? Im attempting to give my footsteps noise when you place your foot on the floor, but im not sure if a plane would work best or not.
Contact doesn't have plane shape.
That's for physbone collider.
Just make a contact large radius and put under the floor.
Enough for it to cover area that can be touched by the feet.
guys i would need help, i need to take a piece of clothing from an Ace base to an Akii base, i checked on unity they are not that different, i'll pay someone if needed
You might get scam messages saying this
Also whoever you comm needs to own Akii base and whatever asset you’re referring to
It may be better to ask around avatar servers
I need some help for my avatar. I built it from scratch and it is a digitigrade (yes, its a furry avatar, for avian to be exact). Problem is that when I am in game, in crouch pose for exemple (and also lying on the ground), the legs don't bent correctly: the angle is not correct and they a little bit inside the torso. So I created a new animation for the pose I wanted to have in croutch pose still on blender. Imported the file of my avatar in fbx with the animation in it and then no unity, the pose seems quite off and it is even worst in game. I don't really know how to correct it.
You have to make sure that knee joints are bent forward in the rest pose.
How would one randomize sounds via the audio source? blend tree or something?
I should precise that I don't have a vr set and so its the default movements. knees are already bend forward in the tpose (the rest one) and crouch pose, it is just that somethings seems to the wrong when going from blender to unity, or maybe something else that I don't get
Can you screenshot the bone pose to confirm how it actually is?
is there a way to stop unity from pixelating my textures when I put them on a model? They look fine in substance painter but just get hella pixelated when I put them on a material, despite the resolution being untouched when i export
my scales aren't supposed to look like they are from a N64 game 😭
@vivid dirge digitigrade requires constraints setup on top of fake normal legs afaik
@lucid ice first, make sure og textures are power of 2 in resolution (like 2048x1024). then check texture import settings
no. but if theyre say 1500x1500 youd get nearest lower power of 2 ie 1024x1024
Also change filter mode to Point
heres long article on preffered texture compression https://www.poiyomi.com/blog/2022-10-17-texture-optimization
but shouldn't make huge difference in your case
alright, thank you both
Can I send it in MP?
Post your screenshot in this channel.
Crouch pose
You should screenshot the rest post.
Rest pose @ornate stump
And also view from top.
@vivid dirge #avatar-rigging message
That looks correct. But since it's digitigrade legs, it requires extra setup to it.
again, you cant just call digitigrade bones to be humanoid legs, they need extra humanoid bones
Yes, I ahve red that I need different bones for rigging thant the actual bones
But for now my legs are not really rigged I am playing on the computer
even if I change the poses in unity?
well if you have custom animations for that then perhaps
then make sure clips dont start with proxy_ in their name if youre replacing/editing em
what the proxy_ does?
Placeholder animation that's doesn't contain actual animation that will get replaced in game.
ye, proxy expected to be same across all avatars so its not bundled to save traffic/size
thank you
Somoene know why i don't see m'y package on the top of the project but i see it in the project pannel
If you're going to change the place of discussion then you should include a link to the previous discussion too https://discord.com/channels/189511567539306508/1448639178953855018
Have you tried clearing cache as I said before?
i have a mat cap texture and a txture called transparent but i don't know where to put them in my mat ( it's a body mat)
the with n the blue one
transparent might be an alpha mask? Though I'm not sure why it would be anything but greyscale if that's the case.
could be color for a transparent material though
how to visualize a vrc contact receiver position?
i cant see if this is correct
make sure you have gizmos on in the Scene view, and if you select the object that ^ component is on, it should show up
Question, I lost my avatar files and I want to update my avatar, is there a way to get it back?
no files no avatar
it worked thx
is there no world help?
What texture size and file format do you typically use?
I know it's technically by MB
1024 resolution maximum
JPG, PNG?
png cause transparency
you dont exactly need more
Heads up, In engine the size goes up as unity converts it to a format the GPU can use.
I figured it would do something like that
Hmm
Okay so, VRChat reports my used texture memory as 2.67 mb, but the PNG file is 213 kb
Roughly 12x
And its 2048x2048
for this reason, textures have to be uncompressed before the GPU can read them so the file size increase is expected
Is the image itself 2048x2048 or is that just the max resolution in the inspector?
The image itself is 2048x2048px
This is good to know, cause I have to do a ton of facial expressions
you may have other textures contributing to the total size
There's only 1 texture
while these are small, many people don't consider menu icon textures, when you have a lot of these, it can contribute heavily
just want to make sure you check those, people forget about them
Or at least only 1 material slot. No special menu icons, do defaults count?
Then I guess it's safe to have 1 texture that is 2048x2048
And still remain Excellent in Mobile
yeah i try not to go above that
2.7mb is the standard size of a 2k texture with mipmaps enabled provided it's using the default DXT1 format
it really isn't necessary to use 2048 most of the time anyways
I'm gonna have a ton of 2D facial expression plates
you can usually use 1024 for most things, and that gives you 4x as many textures
Disabling mipmaps will reduce the size to 2mb but it's not recommended as your material will likely have noticeable artefacting the further away you go
yes but i would disable mipmaps on pixel-art style avatars and small textures that use single-color pixels for solid coloring
Oh wait, the Excellent rating in Mobile limits is 10 MB
I could probably go to 4k if really neccesary, but I doubt it
mhm, and know that being excellent on mobile is usually going above and beyond
4k will take you up to 21.3mb per texture nvm I was looking at a normal map which uses a greater bit depth and as such higher file size
most people are far beyond very poor and never try to optimize at all
so you're doing really well if you can get to even medium rank on quest
That's weird, I figured that would be a selling point. I've never made a model worse than Good on Mobile
most people don't care about quest 🤷
4k is actually 10.7mb with mipmaps
yeah, there's a false idea that most Quest players are kids, but even then, many PC players that make avatars don't even care about other PC players
My current client is a Quest player
how many times I've heard "just get a better PC" as an excuse for a horribly unoptimized avatar is sad
I personally dont bother to build for quest cause I never run into quest users to begin with
same
Im usually with other pc players or in pc only worlds like the pug
I guess I just really enjoy topology, and it makes my clients happy
i play on quest so i try to keep most of my avatars medium or better, but if I do need to go above that I make sure it's still optimized lol
my avatar is I believe medium quality on quest
I just dont bother taking the stuff Ive made and converting it to be quest compatible
the performance ranking system is worst-case scenario and is far from perfect, so many avatars are not ranked in accordance to their actual performance
like particles.. i love particles, but they automatically bump you down to poor on quest
I've never actually used particles. They seem possibly annoying, unless that includes sim fur
you just really need to be careful with transparency, max particle count, and max polycount if using mesh particles
They can be useful for fun effects and props
does not include sim fur, no
fur effects are usually done with shaders, so not really a thing you can do on quest
you can shader to emulate particles but they arent exactly particles
you can get a furry effect on quest with toon standard and some good normal and AO maps though, but it won't affect silhouette or be affected by movement
Actual triangle count really isn't much of a limitation these days, like, the NDS can handle 1024 total, I doubt the quest is THAT shitty
its less about the singular avatar and more about the fact that 80 of them can exist at a time in an instance
yeah that's not really the biggest concern on quest, i'd say the two things that have the biggest impact are transparency and draw calls
and yes, what diven said, the limits are based on have 10s of clones of the avatar in the same instance
again, worst-case scenario
balancing quality and performance for game development isnt black or white
could the quest run some things? yes
will it run well? no
avatar performance ranking also takes into account the performance impact expected of the world iirc
wouldn't really make sense not to leave room for the whole environment you're in lol
oh and what I usualyl use particles for is projectiles, like bullets, arrows, etc
no, that's kinda what particles are designed for lol
yes because its calculations that the headset needs to do
they usually have a short lifetime though so there's not as many particles as something more dense
it also has to take the max particle count into consideration specifically
mhm
I would ask your client if they want their avatar to be a good rank/medium or whatever. Among the people I play with on quest, many users want quality over quantity. That means very poor avatars on quest to get the most out of the avatar. Very poor on PC can be really unreasonable because there are very few upper limits and when there are limits they are insane. A very poor avatar on PC can be anything from reasonable to the worst thing to run ever. Quest, however, already has strict upload limits to begin with. If you have optimized enough to even be on quest, your avatar is already in the reasonable category.
Also the game on quest side is actually unplayable without a customized max+ shield, where everything but voice and maybe icons/stickers/emoji is off for every trust rank (except friends). So having your avatar be good or medium won't mean most quest users automatically load it. You are a grey robot until they turn the avatar on regardless. Playing quest is basically VRAM manager simulator, where you aren't told how much you have or how much is currently being used up. You just turn on Avis as you talk to people and turn them off when they go somewhere else.
yo... can you upload avatars if ur account is banned?
Nope, can't sign into the sdk if you're banned
ffs
If you got a temporary suspension you can just wait it out
my ex reported me and threatened to swat me so i got banned for no reason
they dont ban you just because you got reported
I do understand stalking and harassment are serious, but I don't really believe VRChat would ban you for "no reason". If you sincerely believe this you can appeal the ban here: https://help.vrchat.com/hc/en-us/requests/new
i just sent an appeal, thanks :3
of course! if the moderation team did make a mistake, I hope it can get corrected
will i get a notification/email when they have responded?
I believe you should get an email, yes
okay tysm
hello, does anyone know how to fix the jagged edges here? its caused by matcap and reflections and is noticeable ingame
@near ice check normals increase mesh res tweak matcap reflection enable AA
i got a problem here lol
i found a way to put the snowflakes on the body without changing its color so everythings good right
like this
but as soon as i click on vrchat sdk
it goes pink like if it did not save the material i just putted on
can someone explain ?
pink = broken shader or material. Go look at it in the inspector
AA is enabled and ive tweaked matcap and reflections but still nothing, idk how to check for normals and increase mesh res
okay so im trying to make it so i can grab a rock off of my model by using constraints. and im running into an issue where i can grab the rock and it goes to my hand, but if i try to put it back, it does not go back
i can take screenshots of how i set it up just lemme know what would be needed
Are particle shadows disabled in VRChat?
I enabled shadows on a particle system and it works in-editor, but not in-game.
Oddly enough, I can see the shadows being cast on the camera and in mirrors
but not in my own view
Are shadows not viewable locally or something?
How do I find the material that is preventing me from uploading to quest? Says its using UI/Unit/Transparent, but ive look at everything being used and nothing has it.
my avatar got stuck in this position after i tried to make a animation and forgot to duplicate it, is there a way to fix it?
pumkins avatar tools has a reset pose option
how do i get that?
if you just look it up on google you should be able to find the repository for the VCC
thks for the help
it helped a lot
Has anyone successfully built and published an avatar on Linux? I've been trying to get mine to upload for literaly 2 days and it is just not uploading at all.
I'm using cachyOS with the appimage version of unity hub and I always get these same errors when I try to build and publish. At this point I have no idea what's going on and can't fix it.
show us what you have so far.
I do this on linux all the time without issue.
I get UnityHub from their package manager for Fedora, no idea about the AppImage. Can't say I've seen that error before.
I tried the package manager for arch and got the same issue. I still don't know what's happening.
well unity hub shouldn't be a factor here. You are using the right Unity version, yeah?
yeah, 2022.3.22f1
Just opened it here on my Linux laptop 🙂
Ok, but can you build and publish?
yep
Then what's goin on on my end?
What package manager do you use?
for what, my distro? I use Fedora, so of course dnf.
for vrc
alcom and/or vrc-get, whichever I feel like
I used to use vpm but it's buggy crap so I've given up on it
idk if i can ask this here but i will anyways is anyone able to help me turn my avatar into a vtuber avatar im using google trynna figure on my own and i cant figure it out
you should use Unity 2022.3.22f1 for VRChat.
uh i said vtuber not vrchat
this is a VRChat server
i know
okay.
im trynna turn my vrchat avatar into a vtuber avatar
avatar stuck in preview pose after working on some animations
how do i turn it back
all the clothes are mesed up
pumkin's tools has a reset feature
Thank Pumkin for makin' it 🙂
fr
Was trying to figure out the skinned mesh renderer, the emotes do work. But I got a giant purple shadow/model appearing out of nowhere. Should I be worried or ignore it?
Ight, I gave up and have concluded that building and publishing does not function at all on Arch Linux, CachyOS, or any distro built on arch. I ended up transferring the project to a MacBook to build and publish.
if you mean that bright pink color, that indicates a broken shader or material
I've never used arch, but I do wonder what the issue is. Surely some sort of library incompatibility
Huh...well, I deleted the modifiers in Blender in order to do shape keys.
That must be why I think.
FYI this works much of the time: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
Ok, now I’m curious. I have a challenge for the creators here. The first person to successfully build and publish anything on arch Linux or CachyOS preferably, and show proof, will receive the Arch BTW avatar I just made before it goes public.
I feel like I'm too lazy for that 🙂
can someone help me with uploading an avatar i dont really have a clue what im doing and ive already watched videos on it
Does anyone know if the 'MuteSelf' avatar parameter should work with Push To Talk? I have it working great with toggle, but once switched to PTT it no longer works.
feel free to ask specific questions, it's not clear what you need help with yet
do you mind if i dm you?
specifically the usasaki_PB
if that right pic is from your unity window, can you retake that but don't crop so much so we can see much more of the window?
sure, but the window to the right of this, that isn't shown, is where the files will be
try to show the entire window for stuff like this
much better
that one that looks like the unity symbol is a scene, you could try opening that.
otherwise you might try to contact the creator about their docs being wrong. unless someone else also has this avatar and knows something
or maybe it's in "Prefab"? the instructions you linked doesn't say what kind of file this is
ill go see if im missing thing thank you so much tho i really appreciate it
does that shader have a hue slider?
Yes
oh then just record an animation where you set it to 0 at frame 0, and 1 at say, 100. Then you use a float driven by a radial menu item as the position value in the animation, I forget what it's actually called.
I'm sure there are tutorials for this
It doesn't work for toon standard
this pops up everytime i try and upload a avatar
if its got a hue slider, I'm not sure why it wouldn't. Remember you can't hue shift white though
is that the only error?
no theres shader errors, and a blueprint error
theres nothing there, so i dont know how the pipline can be a issue
My toggle for closing my avatar's eyes works in play mode but not in actual vrchat
The one from closed to open is set to false instead of true
But my eyes stay open in game no matter what state that's on
The toggle in the menu handles the right parameter (obviously bc it's working in play mode )
Can you show the first 2-3 without cropping so much that you cut words off? show the whole console window
first, as in scroll to the top of the console
Changing lock gestures to be off in game changes nothing.
that's it
so i bought an outfit that fits the base im using but when i put it on, some parts of the body clip through, i sculpted it in blender and it looked perfect, but when i moved it to unity, it was still clipping, any tips?
anybody know how to fix this?
What "this" specifically?
sorry, shouldve specified but seems like the right shoulder isnt attached to the collar while the left one is
Is this after posing the relevant bone or all bone in rest pose?
rest pose is normal
only looks weird whenever the arm is down or up
where would that be? shoulder bones?
oh wait i got it
wtv i just did made it a lot better
brb
Hey all!
I've seen avatars before that, when a certain item is toggled, the avatar's hand will go into an animation that poses the fingers and holds the item in question correctly, however, I'm wondering how to do that myself? Must be some weird trickery since i've been trying a buncha stuff!
thanks a lot! funnily enough, I had it 98% right when i was applying what i knew, I merely clicked the wrong button for the tracking control pfft.
how big can an audio source be until vrchat just mutes it, I have a giant object in the sky I want to play audio but no matter what I do, it never plays, sometimes ill hear it for a moment and then it stops
question, if i were to put all the clothing stuff under one parent, would it break things?
No.
mkay thank you
ill play with it more than, I added that and it still does it :/
might just need to make the area very big cause the object is just large and high in the sky
How much you sure that your audio source stay active until the end of audio?
it shouldnt stop, I have the audio settings on default and it loops too
its an audio thats just always active
It isn't a part of any toggle at all?
Yes, it plays in unity and I can hear it just fine, VRChat is the issue
Then you have to add the spatial audio source component and set the values from there.
I guess I’ll just have to mess with the values more until it works
Hopefully I can get it to work 😭 cause I wanted it to be a looming spaceship that people will hear it humming, go outside and just see it chilling there
It usually have increase near range a little bit so the volume doesn't start to falloff too early.
If you already have toggles, you will have to change the pathing in all the toggle animations. If you don't have toggles, then your good
ive run into this insanity inducing loop i need help on, im trying to add blendshapes to an fbx but when i update the fbx the prefabs break and remove everything (mainly physbones) and the components to merge the armature together
ive reverted the step and tried with multiple different export settings, and even tried a different version of blender. Ive even tried making the change a new fbx and duplicating everything onto it but for some reason it just makes it invisible but at least the changes stay (the way ive been reverting all the errors was deleting and re adding the fbx and prefabs by reimporting them) i just wanna hide a skirt layer on my stuff bit it wont let me with breaking everything and idk whats going wrong
Im gonna need to rest after reverting everything but if you have any tips or wanna help preferably dm me about them, and very importantly
__specify its for helping me with this, i might ignore any vague texts on accident __and i dont wanna ignore someone unintentionally that just wants to help
-# i mainly use blender 4.3.3 but switched to 5.0 every since trying different export methods
If you had avatar in the scene unpacked, when updating its fbx file, it likely is going to break the model already in the scene.
nothing was unpacked at all
If it's original prefab then it still doesn't have direct data link to it's fbx file.
anytime i changed the fbx it changed the prefab in my scene too so i really dont think thats causing it
Only thing that can update is the mesh data. Other than that, updating any object, adding, removing bone, will cause the model to break.
the only different thing ive beeen doing is adding 2 blendshapes ;m; ill try to look up some more things in the morning but ive got everything back to normal now so im going to rest
Then it likely means you exported the fbx file with extra leaf bones added in the export settings.
this is how ive been exporting my files everytime
ive done it this and i mean exact way before and it was fine so idk whats wrong now, and the item unfortunately dosent give a blender file for me to export from if thats another reason
Something definitely doesn't match between old fbx and new fbx, maybe because of blender version. The sure fire solution is to keep fbx prefab intact in the scene. This way it can update itself correctly with its fbx file.
done that, ill try looking it up to see what blender version they used but besides that thats all i can think of doing rn
Or better yet, startover with new fbx file and migrate all the component from old avatar into the new one.
Then just put the new cloth fbx to your avatar.
im sorry im way to tired to understand this rn i need to go sleep im sorry
Then go to bed first.
Okay, good news, it's not big anymore, but the bad news, it's still there. I even had the "Apply Modifier For Object With Shape Keys".
I feel I'm missing something or doing something wrong. I wish I can click that shadow and delete it.
Is it the same object as the main avatar body?
I think so? I'm gonna show more screenshots for a better picture.
The modifiers on the second picture are already deleted, I have no idea if the add-on worked or not. It did give me a different result.
Didn't work when I exported with the modifiers earlier.
What does Mask modifier do?
Also remove skinned mesh renderer from here.
scaling wacked
Not sure, this is a model I didn't make. This was made for me by someone else.
And I removed the one you mentioned.
How is it now?
The pink shadow is gone. But I don't think my character can change expression
Did you do custom fx layer for expression?
You need something to connect the model to avatar controller, and that's a job for avatar playable layers, and one of it is FX layer.
Make material swap the same way as PC but with quest compatible shader.
Okay, update, the expressions work good. But when I upload, my character's on the floor and the cameras far away. But before, it was saying I had issues with the bones saying it's not placed right on the head. I deleted some bones like the search said.
I had to replace the bones from the original model with a humanoid rig on blender before and it still acts like this.
Have you tested in blender in pose mode?
facepalm into floor usually orientation wrong , dont rotate mesh in unity wont work
Yeah, I put weight painting and everything
I now discovered what happened, I deleted the modifications and the skeleton disappeared. And I used the addon, it just deletes the rig.
Gonna try to figure this out. I think i'm close to the answer.
yeah everythings quest compatible
i dont know if it has something to do with the write defaults
What actual problem you're having then?
Okay, I’m not close. I tried using a different version of blender to work. Not good. The addon still deletes my armature instead of applying. I know this because when I try to move my character on blender after using the addon, they can’t move their body.
Which addon you talked about?
This one that was suggested.
why do my feet point inwards?
when im on my pc
Do the both version of the avatar has the exactly the same parameter list?
don't apply the armature modifier, if that's what you're doing?
Also it definitely doesn't work in all cases.
fixed it
Armature keeps spinning around root bone in pose mode in blender
i tried applying transform and all recalculating
what action are you doing in this image?
Okay, good news guys, this whole time, I shouldn't bother with the armature. My avatar is working very good with expressions. Thanks for the help, I appreciate it!
just rotating the root bone while in pose mode
if i rotate the bones 1 by 1 nothing happends
rotating the root bone should rotate all its children with it though
heh, okay
Yes
Have you tried using vrcquesttools network ID assinger?
if that's the only error, it's not useful, sorry
Figured. It’s just that avatar 😭🙏
annoying.
Please don't just ping me for random questions, I don't work here.
try newer quest shader wich can disable vertex color
How I fix this
redo lipsynch , its missing a mesh
Why is my shoulder armor positioned differently in-game???
The shoulder armor doesn't have any armature whatsoever. it's just a plain 3D model.
dammit
images didnt l.oad
assuming this audio source is too big and vrchat mutes it, what would be the max i can do? I want it to still be heard without resorting to 2d audio, which id never do but i still want it to make noise :/
Hey can someone help me out? My avatar I uploaded fingers won't move. The expressions work just fine it's just the physical hands and fingers themselves won't bend at all! Is there something missing in unity I need?
did you make sure to set them up in the rig menu
should be green like that if they are
I remember setting them up in the rig menu, yes. But I could double check.
only reason they wouldnt move, if its correctly set up but dont move in vr idk what happened
might have to do with what ever expressions you added, maybe you accidently removed the components to make your fingers move idk
Im having issue with a model as im trying to import to vrm. When I try loading up the model to use for a stream the clothes are not attached to the rig. When I check the vrcfury armature it says the model is not humanoid but when ive gone into the fbx it says it is humanoid.
hiiiii anyone have idea of this I keep getting this problem when I try to upload an avatar. I've also tried deatch the blueprint it's empty.
@dusky wharf if you wanna say anything say it here
not rlly an avatar but like
how do i get rid of these ugly ass cyan lines
it keeps messing up my model
Is it possible to make smooth blendshape viseme lipsync in the FX layer similar to how VRC does their lipsync on the descriptor?
okay, this is a really strange question, but hear me out on this one. is it possible to make an avatar's knees bend backwards ON PURPOSE?
i have a robot design that involves the legs bending backwards and i want to replicate that on my avatar
I am trying to upload an avatar of mine with new cloths
I have detached the pipeline ID, I have logged out and back into the SDK, I have restarted my project
I even removed the Pipeline Manager component and let it auto add back.... im not understanding how it generates a NEW BP ID for this avi then say I dont own it?
Are you using an up to date SDK?
They just recently blocked new avatars IDs from being created by older SDKs than 3.9.0
im on 3.8.2
thats wild cause it worked lastnight but okies I will update the sdk
Well they did just do it today
We have known about this happening for weeks
thanks
still trying to get this to work, the audio source might just be too big but I still want to try to make it so you can hear it making noise, what would be the max an audio source can be before its muted by vrchat by default
There is likely another error above this one - this is usually a side-effect.
why are my feet not straight but angled and how do i fix it
what do they look like on the model itself, like in Blender?
this is the legs in blender for it
probably helps to show the leg bones too, but that looks sane.
upgrade your SDK to 3.10+
it would be nice if that error actually said this clearly
first time fw blendtrees ._.;;
how can i make the visemes blend smoothly instead of instantaneously switching between eachother when talking
(like how vrc does their default viseme blend shape on the descriptor)
blend trees don't blend over time, unfortunately
ah
is there any way to do what im tryin to do? :,D
thank you!! 
Switch to SDK 3.9 or higher
ok
when you are too high up your feet go on their toes
hi guys!! is there a way to fix the hand poses being stuck when they lose tracking with selfie expression? i'm not sure if there's something i can do unity-side or if there's a setting in-game for that
thanks! two friends were having this issue and that neatly answers it

how long does it take to load a model’s files to assetstudio? because it feels like i’ve sitting here for two hours
i have no idea on how to upload avis and yet i bought 2 of them...
luckily there are lots of tutorial videos
Thank fuck this was right here. I've been fighting this error all night and google was useless
Fucked my whole project up
I really don't understand why that error message doesn't say that clearly.
yeah but does it mean , i still not understanding
(don't use 3.9, it's buggy)
ok ill try that
Why does it keep saying that?? I checked both blueprints, 2 of them are empty & it still get this message
You too - same error as was just discussed right above
I'm trying to move this Hairpin to another part of the hair but I couldn't find out how
I've tried unpacking everything but the only thing I could move is the entire hair itself
I'm not sure what to do because all the guides I saw are about adding existing accessories/outfits without anything mentioning about modifying the accessories/outfits themselves
If it's not as simple as just moving the hairpin around, please let me know what I would need to do to achieve it
The pin is a skinned mesh renderer, so it's probably weighted to a bone.
The Armature under your hair might have a bone specifically for the pin, but it's more likely that the pin is weighted directly to the hair bone its attached to
So to move it around you would probably need to throw it into blender and move it/reweight it
Or you could duplicate the whole hair object, delete the non-pin meshes, and try to move around the armature bones until you find the one the pin is connected to, then delete the other bones.
Then you could reparent that new object to wherever you want it in the original one
Does anyone happen to have a solution/workaround for this bug?
https://feedback.vrchat.com/bug-reports/p/particle-system-shapes-property-the-texture-is-being-removed-on-upload
Basically causes shape textures on particle systems to not work(picture of shape texture included)
Everything looks fine in unity, but in VRC all the particles are white
how do i fix this? i copied another avi folder to make this one and removed the id and now its bitching at me
oh i see everyone already asked lmfao got it
Hi! how do I upgrade my sdk? i've never done it before so im not sure where to go
vcc or alcom
this window
im doing it rn ..
having this issue with boots, ive tried VRCFURY armature link, MA armature link, and even manual armature link and still getting this issue
oh. it is upgraded, but it's still giving me the blueprint id issue
is there something im missing? i don't know what any of this means. its doing this for all of my projects, old and new
amigo INSTALLED VERSION is 3.7.6
oof, my bad
its midnight, i probably need sleep after pulling all nighters
so with creator companion it tells me to use unity 2022.3.22f1 but on unity it says theres a security alert on it, can i not use a updated unity version or will it not work?
huh now what
this alert does not apply to us, you can ignore it
alright thank you 👍
ive been doing everything I can think of, not sure what to do cause it still just doesnt play the audio or just plays it for a milisecond and shuts it off 😭
Can you screenshot how you set the audio component?
what im trying to do is make it so you can hear it from above, i think i did find the audio limit it cuts off at though :/
And the spatial audio component?
You shouldn't make it use volume curve. Gain and far definitely beyond the limit.
ok, ill try turning off the curve part, ive tried that before and it wouldnt play either. spatial helps go beyond limits? i almost never use it tbh
Nothing helps go beyond the limits.
damn
yeah, even if I use log it cant even be heard :/
is there a doc that shows the limits of audio sources?
I sent you yesterday.
let me double check it then and ill find it
Okay so I have a question. I’m actually coming back to VR chat after being gone for a while and when I used to do my avatar, I used to edit them through blender by importing them from the app data from 2.93 and now I can’t do that anymore. Is there another way for me to import my booth model? I can’t find any like proper tutorials on it without breaking everything on the model.
Do you mean you can't import avatar model into blender 2.93?
just export as fbx, set "apply scalings" to "fbx all"
not sure why you'd need 2.93
Yea, the only way I learned how was through the app data thing. It been like 8 months since I did it tho
ill play around with it and see what I can figure out, probably wont be able to make it so people can hear it :/ its meant to be in the sky decently high up and not even using log would help :/
What "app data" thing?
I just hopped back in and realized unity isolates its projects now so I can’t do it anymore
OK, so before I used to go to blender and in order to pull the booth model from unity I would go to blender. I would go to file. I would go to import FBX and then I will go through my local desk users. I would get to app data then I would be the the VRC create a companion thing and I would be able to pull it through that
But I can’t now so ima trying to figure out another way to pull the booth models from unity into blender. I tried a few tuts from YouTube but I broke them
You rather mean locating where your project is located then.
That’s what I thought but I can’t get to it. I copied the pattern and pasted it but still couldn’t get to it
If you are in unity, you could just right click on any asset file and "Show in Explorer" to open the folder containing your project.
I tried that, it won’t show see
"local desk users"?
What does it do?
Hold on let me set up another project, I botched this one from the tutorial
I was using s-t
what?
Speech to text
okay?
Just to note, project location can changed by you and it will also show in project list in VCC.
Nothing major had been changed for a few year.
I’m so confused then why is it doing this to me?
I'm not sure I even know whats going on here
Doing what? Changing default project location by itself?
Hold imma take a picture
Oh shoot
So like
Funny story
All of the sudden it work
I’m so sorry for wasting your time
I'm not even know what problem you got, but good for you.
what id?
upgrade your SDK
how do i get this to work i upgraded the sdk now everytime i try and upload i get this error
check the log for details?
yea i did i have no idea what any of this is
feel free to paste errors, usually the first 2-3 are the relevant ones
poiyomi pro?
i dont have that
probably the version of poiyomi you have is outdated then, try upgrading that
I tried to import my own avatar into blender and I got this (using Blender 5.0.0 and the lastest CATS extension 4 hours ago)
I used it to import the base model without any modification (Eku) and it worked perfectly fine
On the avatar I just tried to import I deleted many accessories and their armature, is it linked to this?
The 2nd image is after I deleted all other accessories and left only the base model after I got rid of every accessory (but not all of their armature)
Edit: I tested by using a new base model without doing anything to it, using Export to FBX and when I imported it got broken like this
Edit 2: I'm pretty sure the Export to FBX package is faulty for exporting avatars, if someone knows what I should do to export avatars from unity into blender please tell me
Is there any way to make Unity "faster" ie; importing files, compiling shaders, etc; What can or could I do to improve that and make it a smoother experience?
My PC isn't what I'd call low end I know I'm very lucky to have what I do but it feels almost uncanny waiting 1-2 minutes sometimes just randomly clicking on an outfit for scripts to compile out of nowhere?
Remove all the unnecessary packages.
Get it off of a hard disk drive
Have the project be smaller
I have a problem I have yet to see here.
When avatars move and look the body is supposed to realign into position. But when uploading recent avatars the hip bone seems to want to deviat left or right depending on which way it moves. And before it is asked, there is no full body involved. Only half body and desktop.
Project folder is on a Gen5 NVME, C drive with unity's core and editor is on a Gen4.
I guess it's just all the extra outfits and files and add-ons in general then? I wouldn't call anything I loaded "unnecessary".
What add-ons specifically? If it isn't anything commonly used then it might cause extra compilation time.
90% of what I have is extra outfits so I can piece together items for full outfits. Poiyomi Pro, IKEHUD, Marshmellow v2 for better asset physic controls, I use NDMF,MA,Vixen for toggles primarily, vrcfury for basic optimization, Buddyworks avatar scene, pose and face expressions..... Uhhh thats kinda it.
I know it isn't as basic as just loading avatar slapping outfit with default liltoon and clicking upload but still 1-2m script compiles? I dunno even how to check to see what causes it or what scripts are taking so long to process to narrow it down any.
That's quiet a lot actually. Had it always been taking time, or it took more time recently?
It's definitely gotten worse I'd say when it happens.
For context I pre-loaded my project with all the addons and shaders and tools I wanted / needed and then started loading my avi base and outfits.
Outfits always take a bit to load and import wish it was faster or could be faster. And depending how it looks I'd either keep it and organize it in a folder, Or delete it.
Outfits I liked I'd cut up into individual elements like tops/pants and keep in the hierarchy for easy access later.
After upgrading SDK from .8 to .10 it's felt like compiles are more frequent and take even longer... Worse case was yesterday waiting almost 2 minutes. But it averages about 50-70 seconds. Notably it's also only when I click on a piece of clothing in the scene view Not on the hierarchy.
keep getting this for 2 avi's used in past and cloned there base's for a update ver but it won't upload
You need to update your SDK
If you're uploading as new avatar, you must update your sdk.
like the vrc sdk ?
yes
It's the only sdk.
like through the creator companion ?
That's the way.
Am I in the wrong area for this?
You're in the right place. It's just no one know the answer.
Nobody has seen this before? Like, at all?
It'd be better if you also screenshot the problem.
Also it's only 30 minutes had been passed and it isn't an active time in this server.
What would be a better time. As I don't stalk the server for it. And I know I have yet to find an answer after a year or so too.
Night time in USA.
I assume not right now night time then. Thank you.
have u checked you havent accidently got the hip bone affected by a physbone component
but yeah itd be better to actually see an example video
first time using 2022, what do i do about this
seems only buttons are affected
I can check for that. And see about a video.
how to fix this shit
I'm having a problem where I made an asset for an avatar and it works just fine untill I turn it the sound on, The sound basically doesn't play and I can't hear it in Unity.
So, I have this model rigged and all
How would I actually turn this into an avatar?
Because I'm used to more humanoid characters rather than one with multiple limbs
anyone know how to have transparent parts of a mesh using poiomi
im wanting some help making the eyes
Change render preset to anything but Opaque.
Hi @void mango you would use IK sub Tracking for the legs. have a look there are penty of vids out there for it
ive never seen that before
tried to update my SDK in VCC and it auto-uninstalled and now i get an error every time i try to add it back
well now the saturation is all messed up
do you mind if i try something?
Try other render preset as well.
go ahead~
windows + r
%LocalAppData%\VRChatCreatorCompanion\
it did flash that... ok, im listening
the settings.json can you move it to a another file for a sec like your desktop
ok, done
now try it

