#avatar-help
1 messages · Page 210 of 1
did it work
thats weird let me get home from my jog then i will try it myself
thanks you looks a lot better now
you can move it back just as long as you delete the new one first
oh
i moved the settings.json back and it worked now
All good xD just glad your up running again
there's a whole discord for weird limb configurations, the part of the URL after the hostname is Limbs
Oh, I see
Thanks
if you can't find it, DM me and I'll give you the link.
Perfect, thanks
now my jaw flap bone is acting up and messing with everything
anyway to turn get it to stop messing with the animations im trying to set up?
you could remove it from the rig setup, then add it back later
how would i remove it?
go into the rig setup and remove the jaw bone from the jaw bone slot
ahh yeah finished that
now it does nothing i hope
this is a duplicate for some facial animation work im attempting to do
yeah its fine now
Upgrade your SDK to 3.10 ^^
Ah ? the sdk dont ask to update here ?
ok thanks ill try
VRChat is blocking older SDK’s since there’s a new system for creating avatar IDs
The error isnt really helpful honestly
But ye
yeah it's an awful error message
would be nice that the SDK tell to updat, i could be wasting hours on this...
it'd have to be a message the API returns and the SDK passes to the user - I wouldn't be surprised if that isn't something they setup ahead of time, and so now we're stuck with a confusing message instead.
Recent SDK stuff have been finicky anyhow honestly
I gotta fix some of my unity packages
yeah 3.8 and 3.9 were really buggy
Yeah I had a lot of issues with 3.9 especially
any idea ?
What is this
upgrade your SDK to 3.10+
Ok
How do I did it tho I don’t see a update button
it's in VCC or Alcom
definitely would be cool if there were a button or menu item for this in Unity, I wonder if there's a suggestion on canny for this
Ty I found it
True it’s kind of stupid the newer STK sucks that’s why I didn’t update it
yep
People were saying it was laggy
how can i update my SDK as im having the same issue?
Go to settings
It should be a button that says check for the latest update
thanks!
literally just said it : #avatar-help message
my apologies, i wasnt looking.
So um….i am stuck in a constant upload loop can i leave without it messing up my stuff?
Anyone
So I have this avatar uploaded to Quest. Have had multiple people confirm it works fine on Quest, but on Android it shows an error. Anyone have any idea why? It's optimized to good performance and works on Quest so I don't know why it shows an error on Android
I've seen sometimes interrupting/failing upload renaming files and dirs. it's generally fine. If you're worried, you can copy the unity project directory and paste it with a new name if you're worried.
There needs to be a camera and it needs to have an audio listener on it. check the sdk's upload panel too, it'll mention some audio related problems. beyond that, screenshots of the gameobject, its audio component, will help.
Quest and android is the same. technically ios too. beyond it being a bug... Is it a fallback? Does making it a fallback change anything? Tried uploading with a new blueprint, same result? ingame, checking the avi specs, are they they same? did it pass server-side validification?
Trying a re-upload. It's actually medium not good perf as the stat card didn't update after switching over from windows until I was messing with other things but views on Quest just fine
I'd guess that's the problem then. Maybe export as unitypackage, open in new unity project, try a fresh upload with a new blueprint, then see what android says. or, try asking android users what they might say now that the sdk has updated itself to reflect the actual avi stats.
by opening it in safemode, not all stuff were loaded in. instead, open it normally (when prompted, don't enter safemode).
anyone know what causes the white spots in the hair with the liltoon shader
i updated vcc and its still giving me the id error
Ohh
I had that issue once and I've forgotten how I fixed it 💔
you don't update VCC, you use VCC (or Alcom) to update the SDK package installed in each of your projects.
how do you do that?
I don't use VCC but people have been linking images of this a bunch lately
how do i update the SDK package
Go to your project in vcc
I still don't use VCC.
Correct
Usually 3.9 gives the greatest results
i had it as that before
I see
theoretically there should only be performance increases and a few crashes fixed by updating from 3.9 to 3.10+
what exactly do you mean by 'greatest results', since they both build to the same avatar ?
I mean quite often, when I have the SDK at 3.9, I have the least amount of errors
3.9 is pretty buggy
why is my jaw so stretched un unity but not in blender? The jaw bone is not being influenced by any other bone.
I must be lucky asf then 🙏
unweighted vertex probably
or just haven't hit the bugs I did. use whatever works for you 🙂
Fair
to check for an unweighted vertex, you can see if there are any warnings in the model importer inspector
it'll complain if it found any
I had this problem, check if there's no deleted bones or differently named one's
Maybe still double check if none of the other bones have weight paint
Hihi, VRChat Avatar Gods, Goddesses and Goobers, I need help.
Everytime I upload my retexture of Vulthra's Kooky Kobold (Private ofc) to VRChat, using the SDK (And yes, I selected Android in the dropdown menu, and made sure it was optimized) it sets it strictly to Windows only on the VRChat Website once it's uploaded.
Any way to fix this?
Also note, the performance is Medium.
U need to change your scene to android then upload it
Ohhh okay! I'll try that, tysm!
File, build settings, switch from PC to Android, done
I'm getting an error, "Select at least one Android CPU architecture in Player Settings." How do I fix it?
I know I downloaded the Unity Android version.
Nvm, found a video that may help. May return if not.
when exactly do you get this?
When I do the "File, Build Setting, Switch from PC to Android" recommendation from Merry Chamsmas.
oh weird
I mean, I don't know what a Merry Chamsmas is but it seems odd to happen from that action.
The user above.
You're good lol.
I noticed that my Unity is missing the project, but my VRC Creator Companion has it?
How would I reimport to unity?
For those who do commisions, how do you price them? im just about to finish my first ever and have no idea how.
does anyone know why the phybones on my tail r not working, i have already added the phybones, idk how to set them to stop being stiff 
Hello! I came in search of some assistance with vrc model importing if anyone knows anything out it! I apologize hahaha i scrounged up all i can and i still don't get it
Speaking of, im trying to upload this avatar but the "blueprint ID" is not letting me, ive tried to detach it using normal means but i dont know enough about unity to understand the whole thing! Do yall have any idea how to fix it?
I apologize about this, ive just tried everything really but i absolutely cannot figure anything out about it, im not so new that i dont know unity but it still baffled me
are they not moving at all, or just not drooping?
only the tip is moving everything is stiff and not moving at all
thats weird, how did you set it up, for a tail youd usually just set a phsybone component on the bone at the base (it will apply to all its child bones automatically) did you do that?
or did you set seperate components for each bone
cos that might be messing it up
i believe i did sepreate child bones, i dont think i did a component bone,, its kinda my first time doing all of this im so confused
that is probably what the problem is
remove that componenet from all the bones except for the one at the base of the tail
i think because by default physbones are set to ignore eachother if they overlap, thats why only the end is moving
ik cos i had to do some stuff with my own tail where i actually Wanted them to overlap in specific circumstances
it worked !! thank you actually so much
im wrighting it all down and it actually makes so much sense thanks to u !
cooool, im glad
Do anyone know where i can find good clothing for the arkoshark model?
Hmmm id reccomend looking at booth, jinxxy or itch.io for stuff like that
Any other sites could contain viruses you dont want on your computer
Especially sites like ripper
Ugh
Why does it look so good in blender and so bad in unity
best to ask #1138520828556890214 but to answer, try searching gumroad or jinxxy for assets
i think there a normal maps that you forgot to import
it should be like a png somewhere
if you have the png, you just important it into unity and then select a "bumped" shader for your material, and there will be a slot for it
im at a cafe rn lol
ya
Oki
you just need to import it into unity
How doth one fix this
yeah
And it will automatically add
no you have to add it to the shader for the models material
update your sdk
this
3.9.0 to 3.10.0
if you dont mind waiting a while, i can show you screenshots of the process when i get home
i wont be able to explain it very well in discord
Also what should I do about this
in a couple hours lol
Oh my god
there is a setting you are supposed to change but i cant remember exactly without being on my computer
The answer was simple dudes im so sorry, i just had to update my VRC SDK Files
you can probably just look it up, theres definitely tutorials
Good god ;0;
Oki
I'll see you in a veiw hours
yeah 3.9.0 is having issues
Good god pWahahaha
I was so stressed for 3 hrs tryina get it to work
And boom i see a thread about the update im sitting there like: nooooo
It cant be that easy
xD
And boom, it was that easy
yeaaa
most of there issues with cc all you have to do is move one file out of cc load it up and delete the new one and move the old one back it fixes everything
yep that would be why rip 3.7.0 days
Thank you
all good
Hi, this might be a dumb question but I thought I’d still ask. I’m sure a lot of you have heard of the “wave ban” happening. Well, I had a question regarding that. I’ve heard a lot of different reasons from a lot of different people on why people are getting banned and i think it’s pretty much…confusing. So here goes: what exactly can we NOT have on an avatar ? I’ve seen people say you cannot use any NSFW avatar in public, only private, and ok…good ? But what exactly constitute that kind of avatar ? Some people were saying that even if you don’t have DPS or anything you could still get banned if your avatar had the mesh or texture of an “anatomically correct” human. Meaning that even if they are FULLY clothed and can NOT get their clothes off, as long as the parts are still there you are still at risk.
So…I’m currently working on a private avi and, she does have intimate part in the mesh itself, but I skin coloured them in the texture, so like a Barbie doll. Obviously she also will have underwear + clothes and no toggle to take them off. So I wanted to know if I could wear her without worry in public instances. AND also, in the meantime, I found PUBLIC avi which you can’t remove the clothes but I’m pretty sure the textures are there underneath, so are those also safe or not ?
Some people will probably think I should just stick in privates to be sure or something…but thing is…I actually like going to publics. The best part of the game for me is the entertainment that comes from such a multitude of different people.
Anyways, I’m really taking all the precautions I can since I’ve put a good chunk of money in that game and enjoy it. Obviously I do not EP in public, or even in private. And I deleted any stickers that could’ve been perceived as “ADULT CONTENT”. Even went and deleted the 100+ Avis I had favourited (except for the few I mentioned). The only thing that people could potentially disagree with might be my crude language/humour, but that’s difficult to change after so many years- I don’t insult anyone tho.
I wish vrchat would give a real list of what we can and can’t have, with example if possible haha- because I feel like there is a lot of contradictions everywhere.
is there anyway to do a effect where your avatar duplicates and moves randomly
Glory be to Jesus Christ for he is good and loves man kind Amin
I did finally did it
yes but you would need two avis like how Dextro's Clone System works
to iterate really quick: vrchat doesnt use ai scanning and has a human somewhere in the review process, so if anything comes up, do ask for an appeal
anyays, barbie nudity should be fine, but its def risky. having nsfw meshes toggled off is very risky, so i would suggest making a 'private use' version and a 'public use' version instead of having them on the same avatar id honestly
(this is the safest and easiest way to avoid a ban, i have a version of my main avi with all the fancy toggles and one which i bring into publics X_X)
What do you mean by nsfw meshes toggled off ?
im assuming thats what you mean here
i am the jumper of conclusions and apologize if i am being evil 🐛
does anyone have any experience with the KTEK stun gun?
Well- I meant, she have a vagina and breasts- but I don’t want to take them off in blender cause it’s gonna fuck up everything else- but I colored them to “disappear” on the texture png 😅
And shes going to have clothes. Like I said, she’ll never be fully naked, but yes…the thing are still there
yeah, that might be a little risky having them on the mesh
again id try to keep it to two separate avatars if you can
But…the thing is…every avatar base have them ? So going with that logic we shouldn’t even buy avatar off jinx y anymore ?
Have we really arrived at that point ? Is vrchat seriously penalizing player for anatomically correct Avis… it’s worse than I thought honestly. I’m losing hope 😭
That would mean I need to restart my avi from the beginning 😨
you have a valid point. it should be against the law for vrchat to make people ID verify for adult instances and then just not allow NSFW models when there is a clear adults only spaces to do those things in. it is simply why people are abandoning vrchat for chilloutvr
also the fact they are ID verifying with a company that has had a criminal record of selling your info to third parties
The worst is…we’re not even talking full on Nsfw…we’re talking body part that human actually have.
Like I’m not asking to let me run around naked with a sextoy or something…I just want to not get banned for having NON visible correct anatomy
I’m gonna cry
Oh no no it’s fine haha- I meant it in a way like…it’s really bad- like they’re abusing
one timed i walked backwards and accidentally clipped into the person behind me and got a face full of a certain kind of texture lol
like i love vrchat, the roleplay communities here are amazing i just wish they had better TOS and moderation
AI already is an issue
Well see, I can understand accidents like that happens while it’s clearly doesnt in real life, so yeah I don’t mind taking the parts of the texture. But…the mesh itself…it’s too much. Like I said…all the avatar base have them. So we’d suddenly all need to learn how to correctly model things to get rid of them ? 😭
what we really need is a more user friendly 3d modeling program
sounds tough
blender is a very hard program to learn
its hard but im not very smart and i figured it out
Blender is actually really user friendly when you compare it to other programs AND it’s free.
wait really?
i think just for smoothin out one part of the mesh, it wouldnt be too difficult
Yep
i find an easier time using maya which is what people used to make assets for playstation home
I mean it’s not just smoothing out the mesh. You’d have to get rid of some bones on the rig, and also the whole “interior system”
damn, they got bones in them things??
Some base yes
I have multiple different women base, and one of them litteraly have a “jiggle” bone for the private part.
It’s still do-able obviously, but it is annoying yes
And also, like I said…In my case I’d have to restart my avi just for that. Which is the most annoying part: I’d have to open blender and then scratch all my work in unity lol
im imagining someone removing the bone but forgetting to redo the weight paint, so now when they walk they leave their crotch across the room 
why would you have to redo the unity stuff?
Well, if I change something in blender, that means I have to export the new fbx of my avatar. The updated version. That would mean I’d have to import said new version in unity, which mean…well I’d have to redo everything from the old version to the new version. Materials are easy cause they’re already made and you just have to place them…but other things like toggles would be a hassle id prefer not have
when i update my avatar in blender i just copy the new fbx into the assets folder and rename it to the old fbx, everything transfers over fine?
i dont have to redo anything really
don’t ask me why- but personally I do have to redo everything…and also my unity crashes a lot 😭
i created this avi out of free assets and textures that allow commercial use/comissions, how do i link the assets to the body in blender so they move with the body in vr?
its rigged
Is it weightpainted ?
in unity you should just be able to drag the clothes bones to underneath the relevant avatar's bones
but idk how well that will look if they are not made for the avatar
can sombody help me
or yeah in blender, weight paint them to the avatar's bones, buty thats hard work
yeah had to fit the techsuit to the avatar
been fighting with this
you have vrcfury?
hm?
tbh dawg idk this avi was givin to me form a freind and im trying to upload it
i can send u the link to vrcfury
kay
actually i can upload for u for free
if it works with only fury
also is he on quest?
i dont think so iv done walk into the VRC CC and it said my gestures where there but in unity it says it missing and then this stuff pops up
she is yes
I need help i spent 3+ hours trying to figure out how to optimize my avatar so i can upload it because its over the mb limit can anyone help me
What do u need help with?
,
does anyone have any experience with the KTEK stun gun?
not me
That i dont know im still new i just need help i cant seem to figure out how to lower the mb limit
have her dm me on dc
the avi?
cuz i have it downloaded it from her im trying to make it private
you need to remove some accessories
if only this place had a vc so i can show u
i can upload to her acc if i can have password and username (she can change pass right after if she wants)
vc in dm
I need help i spent 3+ hours trying to figure out how to optimize my avatar so i can upload it because its over the mb limit can anyone help me
maybe fix shaders?
it going to mines
ohhh ok
I had the poi toon shaders
but can i call u in dm vc
yes
cuz i really wanna lern how to fix this bs
ok ty
Can anyone help me
I need help i spent 3+ hours trying to figure out how to optimize my avatar so i can upload it because its over the mb limit can anyone help me i have the poi toon shaders
Use vrcquestools to convert the avi
Add it int oVCC
@fresh quartz
I think the API might be broken though, nothing uploads anyway
It is in vcc but i just dont know how to use it. Im sorry
Go to "tools" at the white toolbar at the top
clic kvrcquestools
convert avatar to android
Remove bones as needed
VRC API seems to be dying anyways
So u might not be able to upload rn
YEAH
hey does anyone know anything about this??
Saying i got no ASSETBUNDLE
and something bout NETWORK id
are you on the latest version of the sdk?
it seems like others are having api issues right now, so that could be related
Guys something’s wrong with unity or vrchat sdk I cant upload anything keeps on saying the I need to create a new record for id something
Did you ever figure it out 🥺 getting the same error
No, I gave up and sent the project to May MacBook to build.
Sadge
I would recommend trying to use proton to run the editor and see if that will build. I’ll be doing that tomorrow.
I tried to run VCC with bottles and it just never opened, then found alcom, set that up with projects and everything, then hitting this. But running the editor with it is a good idea, but it's definitely sad
Try using Proton GE by adding the windows version of Unity hub to Steam, and run the windows version of the editor. If that works then it’s 100% a missing library issue.
yeah seems to be the case.
Its dying
I restarted my pc, removed vpn, switched and hopped three different routers. Always fails with a blank error at the end
Tried avis that I uploaded earlier in the day, didnt work either so yeah
Always the same error related to the sdk
update your sdk on CC
I was just doing some work on my avatar and went to go test it out in vrc, but for some reason my hand gestures aren't working 🤔. I didn't change anything other than messing around with the menus and toggles, so I'm unsure what could be causing this. Anyone know what this might be?
(Note: I've had this issue before but I don't remember what I did in orfer to fix it.)
Updating the SDK dosent resolve the issue.
i wasnt taking to you lol i didnt reply to your message
Not sure how that is relevant, I had the same error earlier lmao
do they work in play mode in unity
No, they're just stuck in some weird default position
its strange because they move and articulate normally when I do emotes, but otherwise, theyre just stuck like this
yes they how the people who did they made them
i mean you must of gotten rid of something or there a unity bug i dont know about im pretty sure VrcFury has a fix for gestures
hmmmm I definitely didnt delete any params, much less any params that would cause this. I'll try and keep messing around and see if I can get a fix for this
Did you ever change the avi rig?
not in the time that I started doing the work I was doing earlier
all I did was import like 2 small assets and edit the menus a little bit
but none of that should interfere with the hand gestures I would think
I'll try it, but I think this is part of the problem, only showing linux build target in the build settings. On my omarchy laptop, editor 2020.3.49f1 shows windows in that dropdown for a normal game I'm making. Creating an empty project on my cachyos it's also missing. You're running cachy? I wonder if it's a cachy specific package breaking it
I'm downgrading the project to 2022.3.6f1 to see if that shows me anything different
The other modules should be installed from Unity hub as usual. I had Linux, windows, android, and iOS installed. Although the Linux build is default, the other platforms should work after installation, in theory.
I also tried downgrading to that version and it gave the same error.
Fuck
Right, and installing them shows them in the build dropdown in the vrc sdk selector, but not in the actual project build settings. I think it should be showing there
OKAY I FIXED IT. the gestures were for some reason not tunred on in the FX layer
Huh wild
Glad that's fix for you
It should be. Considering every other dependency is met, the target platform should be able to be switched to windows.
yes and?
Is there an option for windows IL2cpp?
lmao genuinely zero clue how they managed to become disabled but at least it's fixed 😭
No
On unity documentation it says it's because IL2CPP can only be built for your current platform
But considering other people aren't having this issue I don't know if that's still true
May be for an older version
Switching the scripting backend in project settings to IL2CPP also doesn't fix it
So maybe the solution is to run it using proton to trick it into building for windows?
My unity on Omarchy (also arch based) shows this, but I don't have a vrc project on this laptop setup yet
So it's gotta be an cachyos thing
Try rn, API seems to be up?
Somehow the cpio package is related to all this, I switched from the cachy version to the extra version but no dice
okay I lied, that did not fix it
at all
it just fixed it up until I uploaded it
now its still broken
bro Im so close to just throwing this computer in the dumpster
ig Im supposed to know wtf this means
even tho it doesnt need a mask
but ig unity just wants to make up stuff randomly
there is zero reason why it should need a mask
but ofc i get no explanation as to what this even means
Yeah im done with this
hey can someone PLEASE help me
Can't help until you explain what help you need.
I looked through the aur page for unity hub and found a few interesting comments.
"Version 3.15.2-1 does not recognize installed plaforms. It will be fixed in 3.16.0+"
"[Update] Looks like the 3.15.3 is out and platform recognition problem should be fixed in this version. I installed it manually and it finally worked!"
Source: https://aur.archlinux.org/packages/unityhub
Gesture layer requires mask. It's always been like that.
Holy shit nice! Good find!
Oh unless that's the comment and not what you're saying 💀 sweet I'll try it out here in a sec
The update process is a little scuffed, but either way, the aur has to be updated.
Yeah sounds good. I may just wait until aur updates
Can confirm, running hub 3.15.3 manually via extracted rpm works on Arch Linux. Thanks to @halcyon dagger who helped come to this solution. They will receive their prize immediately.
I got it to work
Are ppl getting banned for nsfw textures on public avatars cause you can see that when you look inside someone by accident?
Like even though the avatar itself isn't nsfw
I probably should’ve screenshot the errors
Of course.
Avatars not building on arch linux is solved. That and I stayed true to my bounty for the solution.
I've been using arch for almost a year now. I've built multiple avatars on it, for android and windows. but I made my own makepkg and installed standalone with android, ios support. I also offline activated my license manually and apparmored, firejailed, and firewalled unity. it can only connect to vrc servers. screw unity hub and creator companion.
Most based workflow real.
My tool menu tab to activate gesture manager isnt showing up, neither is the SDK avatar Tab on unity- i have everything correctly installed, I am utterly stumped.
If it has it, even if you can't see the texture until you go 'inside' of it, it's still NSFW, regardless if it's visible, toggleable, etc.
why dot you try updating your sdk
Hi, I’m back.
So I got everything to work on the unity side.
The weird thing is the avatar isn’t showing up on VRCHAT/Metaquest 2 side/in game.
I definitely set it to have that support. Idk enough about android coding to mess with it.
Why is it not showing up in game?
Also note: the stats are excellent/good or medium minimum.
Please help!
Something isnt showing up on the right way in game… how do I fix?
Like, none of the assets properly loaded
What exact unity version you're using?
When build and publish, did it report "Upload Avatar Successfully" when it's done?
Yes, it uploaded successfully, it just didn’t register on vrchat right
Idk about build & publish
Build and publish is for uploading though.
did you hit the test button
I tried.
I'm trying to get some clue what went wrong.
Lemme try again
Do you mean build& run?
iirc test build on quest dont work right
There shouldn't be Build&Run. That's for world.
Where’s test for avatars then?
Okay, build & publish is giving me an error
as renfrew mentioned, build and run is for world so maybe your packages are messed up
post it
I need a CPU architecture in player settings?
If that's the case, the uploading wouldn't be successful to begin with.
Now I’m just super confused..
What the actual error you got?
so are we. you said it uploads fine but now it doesnt
I just told you
take a picture of your console
Ok
No. DOn't interpret the error yourself.
How do I set it to that?
It's probably is one of many other issues.
Also instead, pick only one platform to build at a time.
Uploaded but the API broke both of em lmao, security checks failed on a 5mb avi lmfaooooooo
Ohh ok
https://youtu.be/rRAnDMUbWt8?t=71 to set humanoid rig.
Ty!
can someone help me with this?
Hi, sorry I still need help.. ;-;
update your sdk to latest
ok
Idk what's going on with it.
What "another way" would be?
Then there is no answer.
Like, at all.
Like why would you need to do it in another way?
When I set the descriptor to body, it says the feet head & arms are missing their specifications
Which shouldn't be the case.
After adding animator
Did you check in the rig configuration menu to confirm bone assignment?
Idk where that is.
It's in the video.
I had my partner buy me this model/avatar, and I really don't know how to set any of this up.
I can't find rig under inspector.
show us
youre not following the video
I'm trying to
you dont click the avatar in your scene, you find the fbx file in the assets folder
Where do I find that? 😭
The API has been cooked for a while
thxxx
In case you haven't followed the news #announcements message
Updating to 3.10 did nothing
SDK errors over and over
restarted pc, hopped off vpn, switched 3 different routers, comedy
What error it's reporting?
SDK control panel error
That isn't what error is written.
it kicks me off when its about to upload, which it uploads an empty project
That is the detailed version of the error lol
Just take screenshot of what it's showing.
go to "configure"
Funny enough I uploaded a similar version of the avi earlier today, didnt have issues lol
on sdk 3.9
You cropped the upper part.
Are you pretending
The upper part is summalized of what went wrong. What you show is the stacktrace which meaning what part of the code that went wrong.
I can still see it's "File to upload file" #avatar-help message
Oh mhm that helps a lot
Because I have never used unity before, im actually new and didnt try ANYTHING before complaining
Not sure that would mean anything. I had sent you the message to potential solution though.
If you guys were talking to me, I'm having so much trouble. I don't mean to be a pest, but I really need help.. That's why I'm here.
^
also where is your avatar descriptor
Body
it shouldnt be on body
it needs to be on the main root object where the animator is
that would be the reason why the sdk does not recognize the settings in it
Okay I put it on the main object (The overarching file/thingy that all the other model stuffs go into)
now the errors about rig stuff should be gone
Better to not forgetting removing the avatar descriptor that put on the BODY
This one
It's solved the bone issues.
Again, I sent the wrong ss at first.
red circles = not errors
Please don't get hostile with me.. I really feel stupid as it is.
Okay
you can upload like this
not using unity
Oh okay, ty!
Yippieeeee ^^
There are many ways of optimizing it using unity my favourite is polytool
Worth a look at
it costs money and using blender instead would be free and even better
its only £25
free is far better then any amount + polytool is kinda limited with how far its optimization can go, its good as a quick fix if you're someone that doesnt have freetime but shouldnt be a perma fix
Hii. I have this problem where other people can't see my expressions. The mouth for every expression works but the eyes stay closed so it looks like I don't have any eyes at all. Does anyone know why this could be happening?
With limited information, this sounds like you had mixed Write Defaults states.
I'm pretty sure I used vrcfury to have it all set on either on or off but I will check that right now!
What is this error?
You haven't imported all the required packages.
Were you sure people had your avatar fully shown?
Do you see the toggle yourself?
How did you create the toggle?
Were they on a different platform than you? (PC/Quest/iOS)
There are dozens of way.
There was a question, were they on the same platform as you?
There is no automation tool being used, like vrcfury and modular avatar?
Can you screenshot how you set the parameter file?
Right, user mistake.
So lets say if you cant see it cause of culling or outlines its no longer considered NSFW right?
Still NSFW if it's on the avatar, even if it's hidden.
If there's a naked texture in the avatarbundle, it's still NSFW
Okay but they work off of reports from us yes?
Yes.
Us being the community
So if theres no way to SEE the NSFW bits at all unless looking at the avatar package itself(specifically public models) you shouldn't get in trouble for it right cause no ones able to see anything nsfw that they didn't consent to see
Takes one random report by someone who doesn't like you, even though the person has no clue it has it on there for there to be a chance it will get checked.
Thats in my opinion dumb and they really need to rethink that especially cause all common avatar bases have that and some don't know how to edit textures(and geometry of the base)
Is this only for public avatars?
Both.
Well, you are uploading an 'NSFW' avatar to a PG13 game. So I don't really think it's that dumb.
NSFW as in Nudity, yes, I know. It's unfortunate the platform became like that. Even though most of them are, doesn't mean it's allowed. And as you can see the past weeks, they're cracking down on them.
It is cause TEXTURES even ones that are HIDDEN can get you banned?
Yes, you'd still be uploading NSFW, even if it's hidden.
Updated my VCC and now my avatar is always in bicycle pose in play mode?? I use gesture manager and av3 to test toggles and she is usually standing but since I updated the vcc girliepop is just stuck
I tried uninstalling both things from the project and re-installing but it didnt do anything
is there a way to have the tie be gone on specific outfits while also being able to toggle it off on the default outfit without it doing this? ive been trying to get this to work for like 20 minutes and everytime it's either it flickers on and off on the outfits where its meant to be off, it doesnt turn off at all, it doesnt show up at all, or it just flickers all the time no matter what outfit is toggled on nevermind i figured it out
those are just play mode tools, they won't fix this. Show your playable layers config in the avatar descriptor
This is how I have the playable layers set
looks ok
I mean, no idea what's in those or if they're even valid animators
you might try removing base and action, see if that works
Yeah thats why I'm so confused, this only happened when I updated my VCC 😭
The proxy ones are for the gogoloco im using, as it says that those should be placed there
huh those are funny names for gogo loco animators, but ok
I agree
I dont feel like updating my vcc would cause this issue but it seemingly did? as it only started happening once I updated it 
#creator-companion might be better for that one
Oh you're right, mb
I got it it was the vrchat fury missing
but trying to make it quest and i need help here
so basically i added lipsync to my avatar with a blendshape and i cant see it in any mirror
how do i fix this
have you populated every viseme slot with a blendshape?
show what youve actualy done if it doesnt ring any bells. via images
and lipsync is done how?
ah its a jaw only, forgot jaw can be not only via a bone. looks fine then.
slider works fine in unity?
slider..?
🤷♂️ if there are no custom animators with tracking control - and i dont see any in assets - then no idea
will this resolve itself in game or no 😭
Depends turn the clothes back on then yes
If not click on the body and play with the blend shapes
hey i need some help with animations. i recently created some for the first time but got a problem i couldn't find a solution to elsewhere. i made 7 animations and assigned each of them to a hand gesture. everything seems fine until i enter play mode and let my avatar do two hand gestures at the same time, in that state the blendshapes of those two animations start to mix togehter and everything starts to look weird. so i'd be really glad if someone knows how to fix this.
I wanna say add weight to the animation
But someone smarter then me would probably say something else lol
I am curious if anyone here has any ideas on how I could do this.
I am looking for a way to non destructively Hide a part of the avatar body, in a drag and drop kind of way, VRCFury style.
An example where this would be usefuô:
You made a addon for an avatar base that changes the feet to a pair of hooves, but you need a way to hide the original feet of the avatar so the hooves can be placed on top of them. I need away to do this in a drag and drop manner so the end user isnt forced to edit his shader settings or god forbid go into blender to make adjustments to his model.
The one solution I was recommended is creating a diff file and patching the model with that diff, like version control programs do. I dont like this approach as its still clunky and very fragile. So very much open to other ideas.
Do you want the hooves to be permanent on or toggle
toggle ideally
I want a system that is flexible, the hooves are just an example, this could be used for so many different things.
You cant really hide parts without adding a way specifically to the fbx directly
I mean you could toggle blend shapes but that's not a drag and drop thing
Adding to the fbx directly like I just said
yeah assume the base model doesnt have a blend shape that can work for my situation
You dont really have options
Adding clothing to a base built for the base? Yea that can be "nondestructive" but replacing parts cant
I can think of one way to do it, but its not something I have the knowledge to implement, but I definitely know its possible.
You could hide a part of a mesh using alpha testing in the shader.
And it would be possible to inject an extra alpha test pass to any shader on build time, the same way VRCFury injects its SPS shader into whatever shader youre using.
I was hoping someone has already done something like this and I just didnt know about it.
Thats not drag and drop
it is though
Uvs are different
Every other model that exists?
but this is an asset made for a specific avatar base
Huh
Youd have to go and specifically cut out the legs of the texture via the base texture directly or an alpha map
that shader isnt magical , its just contacts only reason people use it cause it simplifies it alot and have common parameters
I dont understand what youre trying to say here.
people will do anything in unity instead of <5min in blender
And I also dont understand what this comment is supposed to mean
Do you not know how transparency works?
I do know how transparency works.
In this case you can just provide a simple alpha mask, and perform alpha testing against it.
the shader part of this implementation is not that complicated
Which would still be destructive
Why would it be destructive? It can be implemented on build time. And even be animated. At runtime, as its shader based
You are changing material properties and textures
Youre not changing material properties or textures, you would append extra shader code on top of the original shader, this way the original functionality of the shader is not touched at all
Thats not how shaders work
I mean... it is.. its been done before, so I dont understand why you couldnt do it for something like this
You cant just slap code onto a shader like that
The shader would need to support those features or be replaced entirely
Yes you can, you can absolutely just append extra HLSL into a shader file before its compiled.
again, its been done before. See SPS patching
I hope someone can help.
My issue is that I done the trouble shooting on the VCR SDK and it wont ever show up in the unity at the top. It is my first true avatar, its a pre-complete one and have no clue what I am doing
With already supported shaders
What does "already supported" mean? None of the shaders that SPS supports have SPS functionality built into them by default
Did you use creator companion to import everything?
like the model and stuff or what?
The vrcsdk
Yes I did
You literally just stated it right there
The shader needs to support that feature
Support what? Patching? I dont understand what youre trying to say
When you patch something, it usually means the base thing doesn’t support something, and someone creates code that can be inserted that works and is compatible with how the thing is coded and it literally slaps the code in there.
the sps functionality
well the Unity standard shader doesnt support SPS? yet VRCFury patches it in there. Same goes for poiyomi and for any other shader that SPS can patch for.
You can look at the VRCFury code yourself, all it does is append the SPS code into the detected shader, granted for poiyomi its more compliacted because of its locking feature but as far as I can see thats the only exception in the whole system.
So someone could totally create a patch for specific shaders to do the transparency thing, but they would need to understand in and out how each shader is coded and create compatible code to be inserted at runtime
and the end of the day, something like like an Alpha tested effect is as simple as mapping the texture to the mesh UVS, and editing the final Return function of the shader to discard any pixels in that mask. So it should be even simpler than SPS patching
I don't think the shader itself needs to support SPS, but rather the authors of SPS need to write support for third party shaders into their patcher.
Which then would be support
If the code that Redotix is speaking of (which doesn't currently exist) was made, it could be made to support any shaders (manually, but would not require the third party shader authors to add support)
Support in the wrong direction… the shader did nothing to support it and the community did everything to edit the shader to add functionality
^^ It would be possible to implement as a drag and drop solution
That edit could be inserted on runtime hence non destructive
The reason it would work (and the reason the SPS patcher supports so many different shaders) is because it is patched into the shader by a script written by the creators of SPS, and does not require collaboration with third party shader authors (who did not implement support for SPS into their shaders themselves)
A similar method for UV discarding or something akin to it is theoretically possible
there are some assumptions you can make for shaders that would mean most will be supported without any extra effort, most shaders use the same syntax for common parameters and inputs like textures.
And its safe to assume that every shader ends its fragment funciton with a return (r,g,b,a) line so the patcher would just have to find this line and add its alpha testing pass right above it. Of course its not that simple but the theory makes sense, at least to me.
I was really hoping someone would have already done something like this. But sadly I wasnt able to find anything on github. It really is a shame because this is quite a big limitation for asset creators right now I feel.
I did pitch the idea to the vrc fury creator but his mod team shut me down without any explanation on why it would never be implemented, and the creators himself never responded directly. So I dont think that will go anywhere
If you want something done you have to do it yourself. Be him and learn to code just to create this for the community
well I am here asking about this becaue I am basically giving up on that approach. I dont have the time or knowledge to pull something like this of in the near future.
patching alpha queue into every shader sounds like a great idea
I'll try to throw money at someone and see if that will work tho
What I need is a patch for lilToon to add hue shift for the emission texture. Having emission texture with different colors on it ruins anything you do by hue shifting the base texture. Poi has emission hue shift but like the shader is so big it makes everything in the project load so much longer I just want lilToon to do the thing
doing it for just one specific shader sounds shrimple enough. Especially if the hue shift can reuse the contol parameters that the base color hue shift uses
how on earth do I do that though? 😢
There're already sample gesture layer in the sample folder from sdk so you can take a look how the mask and the layer itself is configured.
none of the layers in there have masks tho, so Im confused
this is why you make your own avatars from scratch instead of spreading around the same shitty "bases"
I feel like if you have a mesh cut base so it’s sfw you should not be in trouble just because the texture still has nipples. Like NO ONE can see that. It’s literally cut from the mesh you are just making more barriers to avatar creation.
Most people aren't good at making from scratch stuff btw👍
how do i fix this brah
it's a skill and it's called learning
everything you need to do it is free
The whole point of bases is to make avatar creation more accessible. So demanding from scratch all the time cuts out a lot of users
when every avatar is a base and all of them are unoptimized it gets to a point
Finally someone smart🥹
So go to the fbx of the avatar and look at the rig, some of the needed bones aren’t mapped to the humanoid rig
I think its perfectly fine to use premade assets. Of course making stuff from scratch is awesome, but its a learning process
So is optimization and stuff like that
most people have a job, They dont have time to learn avatar creation for 2 years just to make the character they want, please dont gate keep. This is coming from someone that does 3D modeling professionally
This as well
i'm probably just biased i hate public instance avatars
You are very biased yes
A lot of those are uber unoptimized tbf but everyone is just learning
And thats how you improve. Plus buying assets supports creators
Some these Avis are crazy but like you don’t have to look at them, they can be hidden automatically so
not really learning if you do the same thing over and over
Can you screenshot what you see in that layer?
second point is fair
I’m talking about people who take time and care into improving their work, but yeah
Theres not a single game with user created content that has optimzed models. I am sorry but that just how it goes with amature creators. Youre expecting too much.
hey i got a question i figured wed find people to commission on here which channel would that be in i wanna commission someone for a mayu
You may wanna refer to vrctraders as you’ll most likely get scam dms from here
If someone wants to improve, you need to start somewhere. The best place to start is by working with already complete models, and then increasing the amount of changes and how much backend work you put into it
Id love to expand my stuff out to the fuzz
oh ok
Of course ppl who don’t want to learn won’t, but assets and bases make the learning experience and transition from editing to creating more smooth
anyone who reaches out to you is a scammer you need to seek out people to commission yourself
vrctraders is a good place to look
This is how I started, back when most avatars were MMD conversion kit bashes, I started with doing just that, now I work at an actual game studio. And laugh at the stuff I used to make haha
Or joining avi servers too ^^
true
And kit bashing is less time consuming both learning and actually making them wise
its a lot more appraochable because you get an actual result in a resonable amount of time
yeah i know thats why im seeking out for people
as a beginner kitbashing a model will take you hours, making one from scratch will likely take you months
this is what it looks like on my avatar. I've looked at the same layers on a similar avatar and they look exactly the same, which is why im unsure how this problem even arose.
don't do that in public servers you'll get scammed
You're looking at FX layer.
The people who will get joy from creating from scratch will not be fully satisfied at each step. They will constantly want more control and more creative input into the avatar, until they get all the way to total from scratch creation. They need to learn the skills one at a time though, and having results at each step is rewarding learning
what should I be looking at?
The people who respond will likely be scammers tho. You put a target on your back by asking in public servers like this
Gesture layer. The one that right above the FX layer in avatar descriptor.
this?
more of a blender issue but how i fix the eyebrows?
Yes. But that isn't the content of the gesture layer. You have to check what is inside of the animator contoller.
Use a shader with alpha mask or transparency/cutout support. Or, you can cut the mesh with the knife tool to be the correct shape
I'm confused what you mean by this. How do I find where that is? i'm completely new to this part of avatar creation lol.
This image is showing content of FX layer. So you go find it the same way for Gesture layer.
i just need the black box to go away idk how to do that LOL
Yeah, the black box is the mesh for the eyebrows. The creator likely uses a shader with cutout support and an alpha mask to hide parts of the mesh, making the eyebrows the correct shape. You need to either replicate the shader or something similar or manually cut the black box to look like eyebrows
so in this case, I would be looking for the VRCFury gesture controller?
when i used to do renders a year ago i had to click a dropdown and that was it so i have 0 clue what any of that means
Probably. But if the controller name is VRCFury, that means it had been preprocessed by vrcfury which shouldn't happen unless the avatar is being in testing.
im about to crash out.... i was uploading for 30 mins then it canceled and said: "your parameters are too large" HOW DO I FIX THIS BEFORE I BREAK SOMETHINGGGGGGGG-----
Ok so you have the wrong material on the boxes, find the right material. Or, you might need to create a material.
that seems about right, because last night, none of them were vrcfury, but when I opened it today, they changed to vrcfury. but i have no clue why this would even happen.
Are you sure you aren't in play mode?
im positive
Do you have vrcfury? They have a parameter compressor I think that should automatically apply when params are too large. Make sure vrcfury is up to date because I don’t remember how new the feature is
its a quest avatar... would it affect it or no?
Just make sure the pc and quest avatar have the same version of vrcfury, and vrcfury should handle the syncing
oki
I don't have answer why it does that though. But this also had its concern where it's going to be preprocessed by vrcfury again which might not be good.
i told my friends that im going to personally find all 3 unity creators and beat them up for making this difficult
how do i fix this one
at this point I'm close to just deleting the avatar file and starting from base again because this whole situation makes no sense and there is literally no reason why any of this should even be happening 🤦♂️
i got that too, i told it to fk off :')
You might just be able to find the original gesture layer file and replace what vrcfury had done.
well the issue is that the only animator controller the avatar has is the "MALE" one in the ss I showed you
ive tried setting the gestures to default layer, but still, this does absolutely nothing.
ok
Is unity or vrchat sdk working now?
does anyone know why this happens? i made the completely white avatar and it uses poiyomi toon on pc (this is being recorded on pcvr)
Is unity or sdk working for you
this is pretty much all I have to work with.
Also one important note, you must not put the dummy animations into that layer if you aren't going to use them as animation states, so remove them.
As in the ones that don't have a motion? Or the ones that aren't connected to anything? I didn't set this up, so I'm unsure what most of these are even for.
It's created when you use the Create Animation Clip in animation panel dropdown menu.
So should I just delete the whole layer, since it doesn't do anything?
It's better to leave the topmost layer empty, not entirely deleting it.
like this?
yes
this is annoying, i switched platforms over to android and when i click "build and publish" it switches back to windows... any suggestions...?
Liltoon shader with fur option.
Hi, I'm working with the vrcparent constraint component, and I got it working where a prop will stay in place in the world until grabbed and then parent to either hand. However, I noticed if the avatar moves the props dont reset position when toggled on and off. Anyone know how to do this?
I saw this effect on the monitor (the screen pixels) would that just be an emission setting with a certain png??
no not the game itself
Hey, y'all know those avatars (usually robots or aliens) that have a thing where their eyes/face/body light up in sync with their voice? (Check out the Convict avatars by butterbunni or some chibi avis for an example)
How do people do that exactly? Is it an animation or a shader thing? Is it a component in unity, or something in Blender? Is it possible to do on Quest? You don't have to answer all of these in detail btw, I'm just curious lol
Oh they're called Voice Activated Emissions...interesting. Leaving this here in case ppl in the future need to know this, makes searching it up on Google much easier.
Yeah this thing is getting dumpstered because literally nothing is working lol
This whole thing is just nonsense
there is just no way to fix this so im just going to toss the whole thing out and restart
Great googly moogly
Okay I seem to have solve it
All it took was me admitting defeat
Moral of the story: give up
Hello, I’m sorry to be bothering you all again with my stupid questions, but how do I get my avatar to not have the tail sticking straight out and unmoving?
^ like, how do I make it move?
The problem is after I uploaded it to vrchat it did that.
i believe you put a physbone in the base of the tail, add the component "vrc physbone", and that should be a basic run down of it, there should be better explainations on yt
Okay, tysm!
Oh, wait, if I'm adding one, do I add it for all the pieces?
Like, Tail1 through 7 all get a phys bone?
JUST the base, if u add it all they are all set to ignore each other and will only make the tip of the tail move
just the tail,
Updated 3 avatars, only 1 got the update. API issues I assume? Anyone else having issues?
Could you add me back? I have a quick question
^ seems sus. Why wouldn't you just ask the question here?
how to make more menus inside of the round menu? like this?
You make a menu item that is a target for another menu. So make a second menu and fill it with that
Hello! Could i ask you guys something! Does anyone know how to edit what is contained in the radial wheel for customization in vrc?
I would love to learn how to do that! Like being able to delete and add my own emotes i find!
vrchat default layout, just add more using VRCEmote
Thank you guys again! Ill have to try that out and see what I can do!
I have a question, is it possible to turn off expressions when speaking?
detect voice disable expression (2nd parameter)
Oh?
Thats actually very cool
its like that except use Voice as second paramter less then 0.25 something ( replace the gesture-set bool)
I ask because the visemes from an expression and the voice do not mix well
I actually can see how that would work now that im lookin at it, it seems pretty straightforward! Is it possible to make it go under a specific category, like if you have gogo loco?
Thank you
Help I'm getting failed when trying to open a new project and on open projects it refuses to allow me to updat to latest sdk or any of my repos
nvm fixed!
Is unity 2019 in the bucket now? I wanted to go back and upload an old avi after it was broken for some time (just some toggles) and It won't work.
vrcfury isnt popping up and im trying to manually install but i get this error, what do i do?
i have vrcfury in my repositories
but its not popping up at all.
What layer is the avatar capsule colliders on? and is self and remote user's different
hi, im struggling with adding vrcfury, i have it in my project menu, and repository but it does not show up in unity at all, nor would gesture manager, i had to manually install gesture manager for it to show up, im at a loss and dont know what else to do.
If I have a certain mesh that I want to export from blender instead of the whole fbx, would I even be able to do that, and if so, how?
Personally what I like to do is create separate blendshapes for the mouth expression and eye expression so I can turn off the mouth expression while speaking but keep the eyes
Select just that mesh, then in the export settings click the option to export only selected
It should be in the top right
The character doesn't really... have eyes?
Like he does but they are an unmoving 2D plane
It's the mouth expressions messing with his voice visemes
okay. I'm trying to get it so that I can export ONLY the changes i'm making to a specific mesh in the fbx, without messing up anything else. would it still work the same way you explained?
i keep trying to export only the mesh but for some reason, in untity, whenever I swap the mesh from the original to the edited version, it just disapears
and when I exported the whole fbx from blender, everything else disapeared and I had to replace all of the meshes back to their original meshes
so something during the export process is making it so that when they are switched in untiy, the meshes just disapear for some reason.
did you unpack your avatar prefab in Unity?
if so, overwriting the .fbx won't work - drag a new copy into the scene and transfer things over to it, and don't unpack.
you are supposed to add vrcfury usual;y through vcc i would recommend going to the vrcfury website Add to vcc then in your progect packages on vcc add vrcfury it should work properly then
wait do you have the avatar sdk in your project too?
question is the mesh you are talking apart originally part of the avatar in which case you would also need to export that fbx with the armature cause it wont just automaticly work on the avatar
then use armature link and you should be fine
Can anybody tell me what this means
unless it stops you from uploading your avatar you can ignore these
well i might have found it out
cuz it stop it and then i look back at sum
now it acting normal
odd
it was a success nvm
lord
i get random errors like that often when working on avis you only really need to pay attention to the ones that stop you from uploading the avatar
it cuz i didnt add windows to the build and upload
you will waste your time trying to fix them if they arent really and issue
thats all
stupid question, is it a bad idea to low quality textures after dropping it to 2k or 1k for booth models? and would it make a difference in quality
like a big difference?
was thinking of doing it to get mb size down a little
dropping down to 1k in most cases wont cause a huge drop in quality so go for it if you are really concerned about space
Hi, i'm having trouble with vrchat creator companion. I reinstalled everything including unity. After doing that, everything was working again. And then a couple days later which was yesterday, it doesnt want to install any of the packages. It was doing that the first time but then I fixed it from reinstalling everything. What do I do? 😭
#creator-companion may be more useful
I posted there and no one has said anything 🙃
now im having download issues
how about 2k and lq
just a sugestion, that's all
honestly stopped using vcc a while ago i usde Alcom now and it works better
how about crunch compression
if your issue persisits look into using alcom had a lot less issues with it
size wise the difference in minimal
why do you want to reduce the texture size?
Never heard of that. What is it?
i have 3 outfits on my booth model plus a skin texture swap for wet skin on my booth model its 74 mb
73.62mb to be exact andf i do have a few emotes
maybe i can get it lower before i add a 4th outfit set
i had another outfit but removing it only really dropped almostt 10mb
its basicly vcc but better and a lot easier to use for someone like me that has a lot of packages and plug ins for unity
ill send a link
Alright
so you are trying to optimize the avatar
hmm my only recommendation would be drasticly reducing exture size for accessories since they are small you wont notice
Does it say how to connect it to your vrc account?
its unity that conects to your vrchat account not vcc
vcc just helps with managing packages
Ohhh okay. Thank you!
ah ok i do have things that have no textures and just uses matcaps
does crunch compression decrease mb size much
I'd does if you crunch everything
Like all the textures
does it make it lower quality? never understood crunch compression
you can reduce the size of the matcap texture too by a lot
Sometimes you don’t even notice, sometimes it’s very noticeable drop in quality. Just depends
ok
Find the asset “panties_0” and use the button at the top in the inspector to correct the object name.
ok
the person gave it to me
they said they got base from imvu and got the clothes from vrc creators
is that ok?
since game ripped models are ALL OVER vrc
like mario and pokemon and stuff
not ripped from vrc itself
@somber sequoia
ik where she got the hair from
she did edit it a lil i think
if this is a paid base or paid assets, and you didn't pay then nope, not ok. It's got a few clues that suggest it's ripped.
what?
imvu is another game
oh I see
is that ok
I don't know what it is, so can't really comment on it
ok ty
to me its like ripping from genshin and customizing
since u can combine with vrc assets
and you see ALOT of ripped genshin on vrc
not even edited genshin most of the time
ok turns out they prob used the default base from imvu with other assets, either from imvu or creators, so if the assets are paid on like gumroad, ill buy them
you dont need to rip from genshin, mihoyo uploads their characters models openly for non-commercial sfw usage
but theyre kinda an exception so while ok with genshin its not okay with almost anythig else
ive seen game rips from various games
they dont usually get taken down unless nsfw publics, offensive, hateful
etc
right?
ye, just noone complained and not even nintendo reached depth of vrc yet afaik, doesnt make it legal. people would mostly be upset with ripping vrc creators assets.
ik but imvu isnt vrc
so asking is it fine - no, neither is uploading nintendo rips.
can you get away with it? probably
its similar but the assets are bought with virtual currency like robux
not direct money
ok ty
as long as i dont get banned its ok
well, i found the wings on a ripped avatar just now
yes these exact wings
its still possible these wings are some free asset from somewhere and just happen to be on that but i highly doubt it really
ok
i told her to remove
again imvu ripping is a lil better than vrc ripping right? since u customize your avi with the assets, theres no complete avis on there, the avatar section is just poses
i think
realistically, you have to look at imvu tos and their way of looking at things
ok
asking vrchat people what they think about ripping assets from another game always gives you mixed answers
ok ty
Hello, I'm quite new to Unity and every time I've, been trying to upload an avatar it says this and I'm not sure how to fix it. Appreciate it if i can get some help
