#avatar-help
1 messages ยท Page 212 of 1
how strange
Ok so i just deleted two materials that had the wrong shaders
Still all pink.
Anyone know how to fix all pink avi i fixed everything with wrong shaders and all
pink still usually means broken material somehow, so you'll still have to investigate the materials
All the materials arent pink
if your avatar is pink, a material is pink.
don't trust the little bubble icon thingy
not a useful pic though
materials in your project window may not be the ones actually in the scene on your avatar.
still not relevant
anyone else having issues uploading avatars? it keeps giving me the "missing credentials" error
tried logging out and in again, and it just wont let me upload-
Click on the avatar's mesh objects and view the materials on them
Ok where would i go to find this pink shader?
Ok heres another thing every material says this too
Seems you got an avatar with locked poiyomi materials. that's generally fine
it's an old version of Poiyomi though
Hey i am just at the beginning as you See and still need to lern bout creating avis so how do i fix this?
Could that be the reason?
fix what
if that material is not pink then there's nothing to fix there
The eye mat
drag and drop
what about it - you need to explain for those of us who don't know what your intent is
So go through all of these and find the pink one?
you can't fix it until you find it, so yes
Oh yea im trying to texture the eyes and i have added eyetexture that was within the Asset but it looks like what you have seen on the screenshot
looks grey - I'm guessing you mean it to be transparent? Check the rendering mode for the shader used, it may be set to opaque instead of something transparent.
Couldnt find it sadly
okay
No actually its meant to look like that
But its not in unity its pink in game
Right, so transparent
Question, if none of my packages are showing (when they should be)... Is my project cooked?
if it's pink in game and not by default in Unity, then probably you have an animation swapping materials
what about this is wrong?
So i can delete my animation folder correct?
you can but why would you do that?
oh - click the eyeball in the upper right of the project window
I mean how could i fix the issue with it swapping materials
none of my packages, including the VRC SDK are showing up
Actually im new to All this and i have tried for really long without having any clue
finding which materials are swapped via animation and fixing them
feel free to show the material config
Ok lol im still new to this
So i would go into the anims folder and find the issue of what is swapping them?
you look in the animator(s) on the avatar. Folders on disk are just what could be on your avatar, not necessarily what actually is.
Mk im im the folder and this is what i see
The material configuration is what pops up when I click on the eye material, right? Like I said, I've been doing this for a week. I had someone help me at first, so I skipped the tutorial because he said so, but that doesn't work anymore because of the time zones, so now I'm on my own.
probably?
This is whats in the anims folder
yes you said this - but I'm not sure why you're telling me
How do i find whats swapping, im sorry im new to all this
I don't have your project so I have no idea what any of those do or if they are even on your avatar at all.
you should be looking in the animation controller(s), not at random files in your project.
If you don't know what that is, I'd suggest vrchat's documentation on setting up an avatar, and various tutorial videos.
Might be an idea
hey! so no matter what i do, vrchat will not let me update my avatar. I only ever get this error now and I am at my limit
i have troubleshooted for god knows how long, and cannot for the life of me figure out why its giving me this error
in the left image here you can see at the bottom of the inspector, the materials used on the selected mesh object. one of those looks like it might be the eye gloss material
"missing credentials" is probably the problem. When you share an error, share the first 2-3, the root cause is usually there. And don't crop the image so much, context helps.
12 errors but you didn't show the first 2-3.
first = top
but still, "missing credentials" sounds problematic.
sorry you didnt explain it to me
I did, I said show the first 2-3.
thought you mean the latest
... no, first is first, not latest.
sorry thats how i interpereted it
fascinating.
i have legit done what it has told me, logged in and out over and over and over again
tried reimporting every package, tried uploading the avatar under a new blueprint ID
NOTHING IS WORKING AND I DONT KNOW WHAT I DID WRONG
is there anyone able to help me with this error?
can someone pls send me a video on how to export an asset and import it into a different project and attach the asset to the avatar (its a tail)
i have found out this is an issue across all my unity projects, again I have no idea what was done to make it impossible for me to upload but it is driving me up a wall
ok i need help after that stupid forcing of newer sdk to publish avatars im stuck with this when installing the new sdk
and yes i have those on my avatars
:/ forces us to use newer sdk yet makes it buggy as hell checks out tbh
How old was your SDK prior to the update?
it was older
i used a older vrchat sdk and such because i felt comfrontable wirth the interface personally hate the new uis
had to install another unity thing and sdk
did both and its just stuck like this no matter what i do
You were running 2019??
2022
something a older version fo it
of
i dont remmeber
my pc didnt have much space so i didnt bother with installing the newer and as i said hate the ui
i was on 3.6 or something
now its 3.6.22
or something
what is that the version of?
3.22f1 is the current version
Double check that you are using exactly that version and not any later, even as Unity tells you to not do it.
you specifically want 2022.3.22f1 and no other
using that one rn
good.
which glitch?
oh the missing descriptor
it's not a unity issue
its stuck
even tho all my avatars have it on
so its a vrc issue not surpised
sdk was buggy always
but god this sucks i cant figure out a fix
Then it is probably a conpatability issue with some other imported package.
Go update all those and worst case clean up your project.
i deleted all my models and tried atest
still has it stuck
so idk what the hell it is
Pretty sure it was yet another measure against avatar ripping
i guess
fair
but damm i hate the new ui so much im sorry
its a shame
wish it gave option to at least use older ui
or something
what new UI?
"everything"?
It really doesn't sound like you were using unity 2022 before
did you last do this so long ago you used SDK 2?
idk
maybe i wasnt
i downloaed it awhile ago
havent bothered updating and stuff
except a few times
regardless im just trying to figure out what i need to do rather then talk about what version i used
Well instead of trying to find the problem I suggest making a new project and moving things over in unity packages or from scratch.
fair
ill try that thanks
ill try from scratch ig a shame since i had a ton but idk maybe importing them bugged it out
i lost intrest in vrc for awhile and got back into it a bit
most things ought to migrate fine
thats good to hear thanks
The issue with older projects is having left over script files that break as the SDK and other things update.
this thing has me stressed out
yeah i can see that quite a shame btu understandable
yeah the version i used was 2022.3.6
a little bit older but not super old
it had a diffrent look sorta
i got used to it
thanks again for the help wish me luck
that issue does suck tho couldnt find anything on it at all on the internet
is anyone able to help me at all with this error?
this happens on EVERY project, I also get "missing credentials" as an error.
Ive been researching and apparently its a common issue if you have a VPN? But I actually Dont have a VPN.
Im basically lost, I cant upload any avatar or world from any project at all
which VRChat SDK version?
3.10.1
i tried downgrading earlier to 3.10.0 but no change
Good, that's probably the one you should use
Sadly Iโm at my wits end for this.
I may just wait for tomorrow to see what happens, if this persists then Iโll try and just redownload the creator companion
vcc should not have anything to do with anything in Unity itself, it's just a package manager and launcher.
Maybe? Im guessing it could do with the package manager but im unsure how to go about it
does anyone kno why my avatar looks like this but in unity it looks like this when i upload it the hair turns white and theres no shading but when i build and test its fine
can someone help me make this quest compatible? the model in the unity picture is the android one
also whenever i change outfits in pc, it turns my avi naked in quest
Possibly it's because the animation that swap materials.
yea i think i fixed it
left one being my pc avi and right one being my quest
but now i dont know why this boot is weird
Flipped normals
im assuming triangles and bones are a blender thing right?
Yes.
Wonderin why some of these are greyed out and i cant see them even tho they arent masked with the slashed eye
wait nevermind im a dummy
lol
they werent checked in the inspector
Greyed out label means object is disabled. The eye toggle is "hiding in editor" which isn't the same as disabling object.
F
๐
:c
๐
has anyone got like a base bone structure, nothing else just like the bare minimum to upload an avatar
or is there like a thing i can goto/press to get something like that instead of having to make one from scratch
hi does anyone know how do people make their skin interactable like this?
thank you
when making physbones on an avatar, are you able to use a chain of bones to act as one phybone or do I have to use multiple just to apply the same physics to that set of bones
You put one physbone component to affect on every child bones.
thank u
If you use toon standard you can turn off culling to fix this
how can we set a fallback? cuz my main avi i cant make vrc generate a new imposter for it
I thought that got removed?
yeah it did i think but my fallback still exists and its legit an invisible avatar, i want to make it something that people can actually see not some invis avi i made like 2 years ago]
Y'all, which sdk should I use?
3.10+
Bet
3.10.1 is the latest, last I checked
yeah that one's pretty buggy.
Sounds like 3.9
Look in the console window and screenshot the first 2-3 errors and don't crop the console window. that one is not useful on its own.
also not useful by itself
I sent the other errors
Please read what I said, it was very specific.
I didn't crop anything though
we can't see the right side of the console window with the scrollbar and the error count.
nor can we see the first 2-3 errors in their entirety.
I can't even see the full error
don't expand the errors though, the summaries are fine.
Exactly like that, thanks. Unfortunately those errors aren't really helpful ๐
Those are the only errors in the whole thing
So, it's probably just the fact that vrchat uses very useless sdks
yeah the error reporting is pretty awful.
Ik
But why does it say something about an object reference not being set to an instance of an object?
really hard to say without knowing what object, and it never really tells you that
Like, the only object in it is a grandfather clock and that worked fine
well no, everything is an object
Fair
"object" in the programming sense
you really need 3.10 - anything before is buggy and before 3.9, unsupported
anybody know how to fix this?
explain "this"
Is there a way to find every animation that references a specific object or blendshape on it?
personally I grep through my .anim files, but that might not be what you are looking for
grep?
Armature Link, like every VRCFury tool, only applies on upload. Have you tried uploading it?
Actually, is that a Unity editor screenshot or an in-game screenshot?
grep is a unix tool for searching text files.
Ahh, I'm on Windows
grep is available for all platforms, should you actually want to go that route.
What is that?
I was responding to Goblin Mode
Oh, nvm mb
I mean, I'm willing to use whatever works
But Google searching suggests it's Linux only
it's not linux only, but realistically I don't suggest it if you're not the type who would be ok using Linux ๐
that said, animation files are just text files, so searching them for text strings does work
How do you search them for text strings?
again, I use grep for this. I don't use Windows so I have no idea what to suggest there.
yea ingame its also weird
Ykw, vrchat is just making quest users experience worse
They've literally removed the majority of our features, and let pc keep them
they haven't "removed" anything though.
hips are attached properly but the arms arent
Sounds, file sizes, different shaders
They went from 40mb for quest to 10mb
sounds were never a real option, nor were "different shaders"
Sounds have always been an option
So, you're denying that sounds were on quest?
there have been loopholes and hacked SDKs, but nothing official
Then they need to stop making everything worse
sounds are disabled on quest specifically to not make things worse though
And why is that?
Sounds worked perfectly fine when they were around, not a single issue
apparently sound is expensive and an easy way to cause crashes, even if your anecdotal evidence says it "works fine"
but anyway, this argument is a dead horse.
Expensive? How on earth is a sound expensive, it's literally a sound
Kind of like you saying sounds weren't a thing -_-
"expensive" in terms of processing time
But honestly, real question here
you hearing sounds on quest avatars does not mean they were ever official supported.
Why did they ban bloodborne?
because it breaks the rules in the terms of service
So, they want us to only use Unity?
bloodborne ran in unity, you always have to unity
oh I thought it was just a hacked up SDK, I've never used it.
buns?
I mean, the features including bypassing a bunch of limiters looking at the github so I doubt that's putting it in vrchats good graces lol
Bloodborne the game and bloodborne the modified VRChat SDK have no correlation
Like bruh, I spent three days making an avatar, everything was going fine, I could upload it, then the moment vrchat uploads a new sdk update, the whole thing breaks and I need to restart it
Have you... updated the sdk
Dumb question but, did you actually update the sdk
okay that's what I thought
What do you mean by that? As in the sdk in the project manager?
Are you using creator companion or something else
Yep, cc
If creator companion, in creator companion
at one point they did say they were using 3.10.1
After the current version you probably won't have to for a while unless there's an issue
Still worth triple checking that the specific avi is on the correct version, both the regular and avatar sdk
Do I need to update creator companion to 2.4.5?
Cause I'm kinda three updates behind
I can tell you mines months old, idk how old but
Wouldnt hurt regardless
Keep everything up to date unless told otherwise
Well, for some reason, 3.10.1 wants to crash every 10 seconds
Does it crash every 10 seconds on a fresh project or in any projects besides the one currently being worked on
I'll be honest here I've never had an SDK update break anything and I've been doing this for 3 years both worlds and avatars
some of them have been exceptionally buggy for me, but this one seems to be ok so far
I have had the SDK break itself though lol but that's easily fixed by reinstalling the SDK
This will help narrow down if its a unity issue or something specific to their project
I lean towards their project (esp woth the bloodbourne stuff) but it can be sdk/Unity related
What versions of unity is the best to use?
2022.3.22f1 is the only one to use.
Then it's not my unity causing it
Buggy? Sure, and somewhat to be expected as making things is hard. But straight up crash every 10 seconds? Nope, not in my 7 years messing with this stuff
And this bs shows up again
I wasn't serious about every ten seconds
Its a windows program. Stuff corrupts all the time. Have you been able to confirm if its happening on a fresh project yet?
What's going on in your console?
Is my only choice to restart three days of work?
No that is not your only choice
Not even close to that yet, but the console message suggests an avi issue (not that its related to the crashing)
This is literally "does unity itself crash"
No
It's just the same annoying errors all the time
But it doesn't seem to happen on a fresh one
Your console will tell us what's wrong
Then you might want to start pulling the assets form the first project into a new one. Do it one thing at a time. If the error shows up, then it was likely cause by the last thing you imported or a conflict of the last and another.
That would most likely take longer than three days tbh
But I'll try
Before this
Vrchat sdk -> reload sdk
And then try again
Simply drag your avatar into your project view and prefab it and then take that and the files for your avatar and move it to a new project
Never seen that before
May as well try the dumb easy stuff first
Ye
Found the reload thing
Im not at my desktop right now so I cant take a photo of where it should be
your pipeline manager has a red symbol like you deleted it or something?
And the old stuff are back
Same errors as usual
So, for prefabs, would I go to the project file and copy the assets over then copy the prefab?
You can prefab anything in your hierarchy by simply dragging it into your project view
I've made a prefab already
You can even make your scene a unitypackage and drag that into the new project
I see
Have you uploaded this avatar before?
Yes, then it broke straight after the sdk update
Do you have multiple pipeline managers?
There's only one
And it broke again
On a fresh one
what am i doing wrong????
yellow means the paths are not right, they should be from the avatar root, but you seem to have done this with an animator on the prop itself, not on the avatar, so everything will be one level higher than when it's on the avatar.
hfcRed has an animation repathing tool that'll probably be useful for you right now.
is it this one?
how do i make a normal map for moist skin?
So when a booth outfit comes with its own MA menu that uses deletion of blendshapes to fit stuff I can't use a toggle to enable the outfit because it breaks and the body parts won't vanish plus the menu stops working. Is there a way to get around it or am I just forced to use only that outfit on one avatar?
.
does anyone know why the arms are still tposing? ive tried different armature combos but still nothing
if you're trying to create water droplets, you can use substance painter if you have it
if you just want your avatar to be glossy then normal maps are not the way to do it
cant costs money
inrease the specular
if you are a university student you can get it for free
not sure if you are but good to put that info out there
i aint
but like i said, normal maps won't by themselves make the avatar look moist
you would need to increase the specular
that's the shiny-ness of a material
no, the specular is different
well you usually find it on the material properties and increase the slider
you can also create a specular map in put it in the slot
i don't know what shader you're using though, so i couldn't tell you where it is or if it even has it
is there another way of toggling an animation? cuz when i toggle it it doesnt actually animate. it just moves a tiny bit then freezes
looks like your shader doesn't have specular, what shader are you using?
standard
i would try using a custom shader, like poiyomi, or even one of the mobile shaders, like toon standard
i'm not really sure what you're asking here tbh
can i get poiyomi?
new to avi creating
Yep, that's the one I meant
there a few different ways of getting an animating to toggle, but i'm not sure which one you're using or if that's even the source of the problem
this will just add it to your VCC
makes it really easy to add to projects
ah ok
i did use this to fix the paths and they are no longer yellow
but now the animations just dont work when i toggle it
okay, how did you create the toggle?
obviously we can tell you nothing from just "don't work" - some detail would help
I recommend using vrcfury
i put the toggles in the wrong folder and will change that later. i just dont understand why it just isnt working now compared to earlier
first thing i'm noticing is that you're using vrcfury, so if the animations stopped working, then were you using vrcfury to change the place the music box is in the hierarchy?
?
For toggles
i'm not asking how to create a toggle, i'm helping star with fixing theirs
and i personally like to stay away from vrcfury if possible
same.
Ohh
Mb
nearly every time i've helped someone and it's taken hours or been a total pita it's been an avatar using vrcfury
I only use it cause I have absolutely no idea how to create toggles the harder way
that's also part of the problem ๐
it's fine for beginners, but if you don't learn how to do it manually, then you don't know how to debug when something goes wrong
there are many many tutorials, if you want to learn.
I've done avatars for two months now, so I'm still a beginner
i used a dif thing to make the toggle itself. i think its just called toggle creator. all it does is make the path itself. ive used this method for pretty much everything and just added my own "on" animations and havent had an issue with it. but this is my first time trying to do an animation and not just toggle something on or do a texture swap
i guess i meant to say casual beginners. If you plan on learning and aren't just doing it to get an avi or two on your account then it's best to learn it the "hard" way first so you understand what's going on under the hood
I'm just starting with vrcfury, then after my prelims, I'll learn the better way
ah alright, i've never used toggle creator so i'm not sure how it works, but it might be best to create everything yourself
and toggles are really just what controls the parameters, you can toggle between two states if you want, but you're not limited to just that
using the unity animator is programming a state machine, you can do a ton with them if you learn the basics of how they work
I think an easy way to understand state machines is they're kind of like flow charts. If you can create a flow chart of the behavior you want, you can make a state machine for it
is there any easy to follow tutorials? the word documents vrchat has for it is too confusing for me personally
haha I was just about to link that one
this is a good tutorial on making a basic toggle, but it's good not to just follow the instructions, but try and understand why everything works
then you can apply those skills to creating something new
hey can i have a world constraint prefab so i can make one of those cool scary avatars
you shouldn't really need one though
you can use a VRC parent constraint with "freeze to world" enabled
it should come with the latest VRC SDK
ah how do i make one
Sunshine just answered that
My avatar is all pink in game and not in unity
possibly an animation is swapping a broken material onto it. Does it happen in play mode in Unity (assuming using gesture manager or avatar 3.0 emulator)
Ok so when i am in vrchat and i put on the avi its just all pink
But in unity its perfectly fine
yes, you just said that
have you used gesture manager or avatar 3.0 emulator?
I will try to get gesture manager soon
One sec
Use this shader:
Vrchat/mobile/particles/additive
Ok one sec
?? why??
Cause that's what you're required to use for particles on quest
what has that got to do with this question?
they never said they were using particles? unless i'm missing something that was said earlier

One second, let me reread it
No its just the whole avatar in game is pink
are you on quest or PC?
I did that yesterday but ingame it is still pink
Quest
It's your textures in that case
okay, and if you test with gesture manager, does it turn pink in unity?
๐
most likely, what kazin said is correct, you're likely swapping to a broken material
Oh yeah, do y'all think the problem with my avatar was the fact that I used a blend file model rather than an fbx?
if you're on quest, it may also be a PC only material, which gets removed from your avatar on upload
I always suggest exporting a .fbx from Blender and using that, never a blend file.
Correct, learnt that when my first avatar looked like a watermelon
You get no control over how it's exported in that case.
Ok how would i find this problem? If gesture manager doesnt fix it
Yeah, I accidentally used the wrong model ๐
ah
gesture manager doesn't fix it, it just helps you find the problem
Ive clicked on all textures and. They have no pink
I only realized it when I checked the armature again and noticed the light and camera ๐
Oh okkk
if it turns pink when using gesture manager, then it's a broken material. If it doesn't, try checking what material is on the avatar and see if it's a mobile shader or not
Ok if anything i could share screen
Later
if it's either pink or not using a mobile shader, you'll need too fix the shader used by the material
there's no VC here but you can send screenshots
It also helps you check if your effects and items are offset
Yes ok so i am using toon standard also
Ill send some screen shots here in a moment.
Was just about to say
when you use gesture manager does it still use toon standard?
Let me check ill have to add the gesture manager in unity
Ill @ u once im done here
uhm has anyone had this before ive been making an uploading avis for like 2-3 years an have never had this before
make sure you used the right account
so im trying to attach a prop that messes with FX layers and the prop breaks because of Write Defaults, is there a way to fix this?
Of course - which does your avatar use?
i had this too, i simply closed vrchatsdk and it worked
how can i check what it uses?
it's a setting on each animation state
that message is basically saying that in most cases you want to use the same thing for all animation states.
i am, idk what i did but it jus started working a weird thing to jus pop up tho ๐ญ
cool - you'd be surprised how often people aren't ๐
im a bit slow, where do i go to check?
animation states. Those are the boxes in the animator other than entry, exit, and anystate.
oh yea i found something
write defaults on
seems like all the animations use write defaults
okay then you'll probably want add-on props to also do that
@arctic ginkgo Abt to add gesture manager now.
this is an animation for the prop i wanna add, im assuming i just turn it on for all its animations?
I'm not going to suggest either way since I don't know what the package does
Ok so what do i do now when i add gesture manager ? @arctic ginkgo
use it to go into play mode and observe your avatar. debug as needed
ah good - so it's definitely a material swap causing it to be pink. You can inspect the materials while in play mode to see which material is on the avatar now, and why it's broken
Ok so how would i get there? Im so sorry im new to all this
find the mesh object and look in the section about materials
So click on the bug and go to meshskinning.gpuskinning correct?
I have no idea what that is
huh I've never clicked that. But I meant go click on one of the mesh objects in the hierarchy and look in the inspector at the material list
Here correct
yeah see on the right it says "none" - that seems weird.
also wow you have a lot of objects there
Ok. So should i put the body material there?
if you're in play mode, you're looking at this to see what an animation has done - making changes now will not fix anything. You'll need to find what animation is doing that and make it do whatever it's supposed to do. Or disable it if you don't want it to do this.
Ok stupid question lol where do i go to find the animation im sorry im acting very dumb rn
in the animator
So go to gesture manager? And then.?
I'm sorry, I can't really guide you through this right now, I'd suggest some tutorials to understand how the animation works
This?
no, that's an animation, not the animator
Ah ok found the animator
well that's the window where you can work on an animation
@fresh quartz I don't do private help in DMs, if that was your intent with the friend request.
Oh no i js wanted to friend u idk why
But do u see anything unusual?
I see nothing, that's the animator window, not the animator currently active
How would i make it active?
probably there's a tutorial about debugging with gesture manager
again, I can't hold your hand through this, all I was doing here is confirming that you probably do have an animation swapping to a broken material in game.
Ok sorry ill search a tut rq and then lyk what i find
no need to let me know, but feel free to ask the channel for further help.
Could anyone help me out im trying to figure out how to activate the animator
if you're in play mode, click the avatar itself, that should cause the currently active animator to be displayed in the animator window
Sadly i didnt find anything with materials
Anyone know where i would go to find what animation is messing with the material causing my avi to be pink?
Can anyone tell me how to fix animations swapping to broken material im in animator
@somber sequoia hey kazin quick question now that ive found animator where would i go to find the broken mat?
without actually looking at your avatar, I have no idea what's in it, so can't really tell you where to look
this part of debugging you'll have to do
Oh okkk so do i look for it in the parameters tab and just go through everything and find the mat?
this is why I suggested tutorials about how to make animations like material swaps. If you know how to do it, you'd know what to look for.
So i have to make the material swap?
I didn't say that.
So how would i get to the material tab to fix?.
I don't know what "material" tab you mean? Again, all the advice I have at the moment is to find whatever animation is causing the problem.
And where would i go to find that? Im already in animator
as I said, I have no idea what your animator looks like.
None of that really shows what the avatar actually has
Im lowkey getting confused so my avi has a folder named fake index and in there has anims and when i click on the anims index that screenshot above is whats in there in animator
Why would you need to
Im so lost ima send a screenshot of my assets and can u please tell me where i go for the animations
Go into the fx on the actual avatar
Click on the actual fx
Im new to this where would that be at im sorry if im making this difficult
the fx slot
Thats weird i cant seem to find the fx slot
where are you looking for it?
I dont know how to find it either omg im so slow
this is a good text tutorial, I suggest you read it all:
https://creators.vrchat.com/avatars/creating-your-first-avatar
Hello~ does anyone know how to fix "floating" positions? Like these kneeling and criss cross posings. Standing looks completely normal and touching the ground
So i read the whole thing and its trying to make me create a material swap
@somber sequoia
again, I can't hold your hand on this
there is literally nothing here I can help you with beyond what I've done.
you kinda need to go through the animations on the avatar yourself and find it
Yep, I've said that like 5 times already
Ok so heres the thing i dont know how to get to the animationsโฆ
ive gotten closer but cant get the animation to loop properly
I also told you several times that if you watch/read tutorials on how to make animations, you will learn where those are. If you're not going to do that, there's nothing anyone here is going to be able to help you with, and you might consider commissioning someone to do the work for you.
no.
can transition to self
those are sample animation controllers.
you need the one ON the avatar
I dont even think it has animationsss
What are you trying to do?
fix an animation swapping to a broken material in-game
That should be rather easy
gotta find the animation first
THANK YOU omg i thought i was going insane
if it keeps transitioning to itself its going to keep on restarting the animation
I checked this tutorial a couple of days ago to learn how toggles work. This should help you big time
https://www.youtube.com/watch?v=XqtSg6_W07Y
Just gotta use the mesh renderer instead of the game object
oh it's not me, but thank you. @fresh quartz ^ you may want to watch that.
does anyone have an example hierarchy for the vertex of a humaniod rig, Im having trouble and it doesn't seem to be clear in the documentation
vertex groups are just your bone names
maybe it is a different issue but when I imported into unity it wouldn't allow me to recognize it as a humaniod rig
and it said there was an error with hips
and said error?
that's different than the vertex groups - feel free to show the error message though
yes
Also there's an ideal armature diagram pinned in #avatar-rigging
Yeah the hierarchy doesn't matter at all for that. The important thing is that the bones are on their expected place. Sometimes it doesn't recognize them even if they are properly set, but you can manually select what bone is which to fix it
refer to the diagram I mentioned
That topology tho ๐
oof, I hadn't zoomed to see that
๐ฟ
is there an example project file
sorry im really bad with computers just got my first laptop
only had phone before
Learning the basics of Blender would be a nice first step
I understand
You just need to place the bones like the diagram that was linked to you. You can create the armature by extruding the bones and properly placing them. That's very basic, watch any tutorial on the matter
E to extrude. G to move bones. R to rotate
.
Wrong shaders
Thats why the avatar is all pink in game?
Yes
are you uploading to quest side specifically?
Yes
you can only use vrc mobile shaders
If you added me so I can help you, we have this chat for that btw
mmmmmmmmmmmmm
Ok so to change shaders do i go to my clothing textures?
the actual material file itself
and why would you need to be added in order to help?
I don't know. They added me and I can't see any other reason
You should pick the mobile compatible shaders, but if you downloaded your avatar and it's expecting those shaders, you'll probably have a hard time making it display properly
embedded material, you'll need to make a new one and swap
I see now it wont let me delete the old one for some reason
that's correct
So do i just leave it there?
wait, old what?
I'm not really sure what it is you are doing here, sorry
Wait so how would i swap the embedded mat?
make new material, drag it into the mesh renderer
(and also deal with any material swap animations)
Hii I've been having trouble making clothing toggles for a avatar I've bought recently I have zero experience in this but I've been watching looking up info and tutorials but I just dont get them the avatar brought everything needed appearently as well if anyone can help itd be appreciated ๐
ask specific questions.
Ok so where fan i find the mesh renderer im starting to see how to fix it
https://www.youtube.com/watch?v=XqtSg6_W07Y
I've learnt toggles watching this video
I highly suggest watching some tutorials
I've been saying that all afternoon, it's been ignored.
Would clothes go in the prop category or in the accessory category? Or does it not matter?
technically doesnt
My mesh renderer is also embeded
Doesn't make a difference for what you want to do. The whole idea is to make a toggle that makes the item (prop, clothing, whatever) appear or disappear depending on what your toggle is claiming
have you considered clicking the drop down
Ok!!!!
Ty!
It wont let me change anything on it.
Yes we read that and suggested you how to work around it. We can't be making a step by step guide of a particular problem. If you need help with something specific we can give you an idea of where to go or how to learn. We're not ChatGPT to help with every little detail
You can always try to pay someone to do it for you if you don't want to learn how stuff work and just need this specific change and nothing else ever again. If you want to keep doing changes in the future, the best way is to learn by reading documentation or watching some tutorials
Or even finding an avatar that already does that, and trying to understand how it does it. IMO that's the best way to learn
I may have figured it out my avatars remapped mats were set to none
I apologize but am I missing how to update or am I looking the wrong palce
How to pose one arm and cast as one toggle?
I believe you want to go into "manage project"
or some wording like that, I don't use VCC
how do i make my avi quest and pc compat?
upload to both android and windows
yes
you need to upload it to both Windows and Android. Install the Android build target and then in the SDK Control Panel it will let you swap between them as well as set overrides for each platform and do a multi-platform upload
where do i get the android build target?
through Unity Hub or in the editor through File>Build Settings
click on android and there should be a button that says "open download page"
I updated and this happned
looks like you already have it installed, so you should just be able to switch platforms from the control panel
broke how?
yes, as long as you're sure the avatar is compatible with both platforms. If not, you can always make a quest-specific version
it got deleted?
you would have likely gotten a suspension if it was against ToS
do you mean that it got server checked and failed?
like when you load it it's just a robot
okay, so it likely failed security checks
yeah
what this means is that either your avatar is really unoptimized, or that there's something on your avatar or in your project causing it to be flagged
if you have any broken scripts make sure you remove those
okie
also just make sure everything in your project is up-to-date
if that doesn't fix it, my best advice is to just try and optimize things like material slots, mesh count, particles
okie
What even are the stats
could someone tell me what setting in the shaders I am missing that controls this lighting setting?
In unity her ears are color matched but then in-game just the ears are affected by the world ambient light. I've been messing with settings and doing a trial and error thing but its taking forever and I'm lost. q v q Please and thank you!
shader is liltoon!
imma try to upload to Q/Pc
But what shader
sorry! liltoon!
Could anyone help with this? I want to be able to toggle the cast on when it toggles on the left arm is already pose inside the cast. But not sure how to do it
probably needs anchor override
try setting the anchor override to the same bone for every mesh. I would reccomend setting it to the hips
Left hand in the animator tracking control
That or constraints to brute force it
you can use the action layer controller for this, you need to add an avatar mask for just the arm to the layer in your action controller, and set up a toggle there that controls sets the weight of the action layer and sets the tracking control to animation for the arm (these are both state behaviors). If you have "emotes" on your avatar, this might interfere with those, so make sure the logic for changing the weight of both your action layer and the layers within the controller won't override your emotes or make your body freeze when emotes aren't playing
So I realized I got too many separate objects on my mesh, like 1 for the head, legs, and body, I wasn't sure how bad the textile density would be so I just made 3 so I had plenty. Now I realize that was way too much since vrchat is complaining about it, am I able to bake all of the color map onto just 1 mesh if I combine all the pieces? And will they retain the weight painting and everything too
I just tried it and it doesnt seem to have worked unfortunately ๐
I dont see why weight painting wouldnt just stay
Would it be okay if we could vc? Or Dm? So I can understand it better?
if you want to go the constraint route, I would suggest having two empties attached to the cast/sling, one at the end where the hand goes and one where the elbow goes. Then set up an aim constraint on the upper arm and lower arm for their respective transforms. All you should need to do is animate the contraints to be enabled/disabled on toggle
if you just join the meshes into the same object they will retain textures and weight painting. If you want you can rebake the textures onto one texture in order to reduce material slots, or you can atlas them (less optimized). You can also use masking and/or UV tiles to map each texture to each part of the mesh in material settings, depending on the shader you use (poiyomi for example can use decals)
?
I see thats nice, I just realized id probably have to redo my uvs since I messed something up along the way and got rid of my seams, still retained the uvs though ofc
sure, i think the constraint route might be easier and more effective though depending on what bone the cast/sling is parented to
The chest
i believe you can marks seams based on the edges of UV islands
Are you fr? I was thinking about that but that makes it so much better
Good to know
your avatar uses shaders that aren't compatible with Quest
You can only use vrc mobile shaders on quest
He just uses blender
would that affect pc veiwpoint
you need to change the shader to one of the shaders in VRChat/Mobile like the error says (excluding world shaders)
no
okie
These are the shaders you can use on Quest avatars (all within the VRChat/Mobile folder):
- Toon Standard
- Toon Lit
- Matcap Lit
- Standard Lite
- Diffuse
- Bumped Diffuse
- Bumped Map Specular
- Particles/Additive
- Particles/Multiple
you can bake maps from higher-poly meshes and from blender shaders, you can find already-made realistic materials, and you can make textures and maps based on photos of objects/textures
here are some websites to help generating other maps from images
I added you
is anyone able to help im new to uploading avis and am finding it hard on what to do in general
.....
someone please help me if yk whats happening
it says theres no bones
It looks like there are no bones
Rigging it
ohhhhhhhh
is there a blender project file or template of a working model that is a basic human/humaniod
and can you add clothing seperately and where could you buy them
just installed the vrc cc yesterday idk if i have everything?
I imported this fbx file from Blender and the texture were fine but when I upload it in Unity it becomes transparent.
What to do
They are all Opaque in the texture setting
do i need 2022?
In the last 15 minutes I've rigged a model. It's really easy. Look how to do it
You should add clothing on blender and weight paint it
I guess you have the texture images in your PC, import them to your project and I think the materials show update showing them. I think you are missing the textures and that's why you don't see the mesh. Could be wrong
Yes
ignore
huh?
If I'm not wrong you can still upload the avatar even with those messages
Hello everyone, im new to making vrchat avatars but quite experienced with blender and a little experience in unity
i just need some help with an avatar i am trying to make and i cant seem to find the issue
it is a very minecraft coded model so im not looking for full finger wrist and ankle tracking just the limbs
this is what my rig looks like
i get this error when i try to go into the avatar configurator
have you weight painted it
yes
all meshes have weights
well its one mesh obv
all the parts have weights
this is what shows up in the configurator
the bone names seem to be correct from what i can tell
ohh you might have to manually assign the bones in the configuration, if you havent
oh?
also how come the right upper arm shows up but not the left
the rig is symmetrical
odd isnt it?
yeah
can you please help?
are they assigned properly then?
a closer look at the bones and bone names
Sometimes it just doesn't find the bones even if everything should be perfect. You can manually assign the bones to the proper place in Unity
how do i check that
In that very screen on the right
below the man diagram you posted on the right, it lists the slots
Just as clarification. Properly naming the bones is just for clarification and a good practice, it really doesn't matter. But having them properly named will help you do this step much easier
yes i see that, how do i assign that to the bones, from what i can tell this isnt the armature i made
For example I've just uploaded an avi rigged like this
ugh, that would annoy me
in the hiearchy on the left, you should be able to drag the bones you want into the right slots
mine looks like this
i see
Unity just displays the bones like that. You can select the bones manually
I just forgot to name them ngl
should i have this?
also just to make sure, have i added bones to the hair correctly? because its currently assigning HairA_1 and HairB_1 to left and right eye
you can just remove that
On this screen, the bones that are not properly assigned will show in red. Click where the arrow is pointing to select the proper bone
have i named the bones right?
i dont think it matters
ok
yeah bone names are only for your own reference and sanity
what happened here?
i noticed it wasnt using the right bone for hips so i changed it and this happened
i cant actually read what that says
it tells you exactly what happened there
spine transform 'spine' is not a child of hips
should these not be connected? parented instead?
thats the joint between the spine and hips
are the hips the parent?
the spine hierarchy must go: hips -> spine -> chest -> upper chest (optional) -> neck -> head
they are connected
connected doesn't matter, but the parent-child relationship does
One is parent and one is child. They are backwards
does that mean the hip is a child of spine? that is wrong.
Anyway I actually came in here to ask my own question lol
oh dear..
no no other way around my bad
if you re-order the armature you'll probably have to redo the rig setup, set it to generic and apply, then redo the humanoid setup.
Does anyone know if you can have a physbone chain connnected on both ends to the mesh without it deforming weird? I want to create like a loose rope that can be pulled taught.
or if theres another way to do this, let me know
you can't, they're one way
oh to the mesh - you can paint it to mesh however you want
damn, any experience creating a similar effect though?
im just assuming the mesh attached to the tail end is gonna deform super weird
i wanted to see if anyone has done something like this before i start experimenting
I haven't
ok now im getting this
weird, probably go back to blender and fix that too, I'd bet that bone's head and tail are at the same point, which you don't want.
they are not
huh interesting
i moved it a little to the side temporarily to show, the dotted line is the parent influence, is this correct?
If you want to avoid deformations you'd likely mean more bones and limit how much each can stretch.
The problem is, only the last bone in the chain stretches so that leaves you with just creating a lot of bones if you want realistic movement-
correct - but I think I see the issue
im thinking maybe two bone chains pointing towards eachother?
stick that bone's head to its parent's tail - that's what the connected checkbox does
Unity doesn't actually know a bone's length, it judges that based on the next bone's position, and it only cares about heads.
my avatar doesn't seem to save the blendshapes I edit in unity. It works until I go into gesture manager or in game.
i have a lot of parameters because of face tracking but cant seem to find any animator that would change her blendshapes 
make sure you're on SDK 3.10.1 - previous ones were really weird with this
Definetly updated that! Im not sure if theres an annimaton im missing. Is there a way I could make a new animation for it and force it to swap?
you can always make new animations that do whatever you want
i have the fbx in the heirarchy
red limbs does not look correct to me
Ill try it
i dont need those, do i set it to none?
for vrchat you do?
i need to assign wrists and ankles?
i dont want hands and feet
For humanoid you need hands and feet. Fingers and toes are not necessary
then you should use generic - non humanoid avatar
note that if you want to make generic avatars, you'll need to make all animations like movement, jumping and all other things
what
just give it hands and feet bones, you don't have to weight paint anything
you can just make invisible hands and feet
what if i just have bones with nothing parented to them on the rig
yeah ill do that lol
no need for digits
got it
what do i name the hand and feet bones?
LeftHand RightHand?
LeftFoot RightFoot
Peter and Alfred. Doesn't matter
i keep forgetting you can just assign them ๐ญ
I generally do Foot.L and Foot.R
the extensions help Blender know to mirror them when needed, for things like weight painting.
actually you can use this format too
you can, yep.
lol
hahaha
Bro WTF am I doing wrong ? Iโm trying to convert to quest. Iโm at 11.53 mb when I need 10mbโฆI look on google they say โtry deleting some bonesโ, I delete some bones and BAMโฆIโm at 11.58 mbโฆWTF
bones shouldn't make any real size difference
read #quest-optimization for clues, it's been discussed over and over
Oh sorry- i didnโt know their was a channel for it
also #avatar-optimization but probably the quest one is more focused
les go
feel free to share details
For Quest or Windows?
windows
there's a bug report that the aspect ratio on that is stupid
that first error is your problem
what should i make it so the whole picture shows up
so what do i do
remove some of the stuff you've got on there - don't have the whole kitchen sink
face tracking takes up a LOT of parameter space, it's annoying
if you don't use it, definitely get rid of it
if you do... get rid of other stuff ๐
what aspect ratio pls ๐ญ
I have no idea, maybe read that bug report if you can find it
i have 1:1 and 3:4 both
I only know of its existence, since it's mentioned a bunch in the beta channel
kazin the most useful guy so far
only sometimes
Try 16:9
isnt that for worlds
I thought you tried 4:3 already that's why I said it
me shall be gone >:3
1200x900 is exactly 4:3.
no the preview is dumb according to kazin
I did an aim constraint could someone help me make it look like the 1st pic and tell me what went wrong
I always upload panoramic and it always displays good
This looks 16:9 to me.
I may be misremembering, did a quick search in discord and the suggestion is to use 4:3. Funny.
That's a vertical rectangle
worse comes to worst ill export again if the thumbnail isnt right