#avatar-help
1 messages · Page 213 of 1
That's what I said initially
show the rig
how
but it does say what's wrong
Ideally what it looks like in Blender and the hierarchy from the root bone (hips) down to the head, with the shoulders shown
this is the asset not the the one in the heirarchy
also you didn't show the bone list here, you cropped the image. Don't do that.
not sure why you have two armatures, probably don't do that either.
ah yes - no chest. You need one.
and shoulders.
there's an ideal rig image in #avatar-rigging , for your reference
breh, so basically i need everything here nothing is optional
no
upper chest is optional, fingers/toes are
unfortunately unity says some of these are optional but vrchat says they aren't, and that ^ diagram is Unity's
yep
does the chest need to have weights or can it just be a small bone with no weights
you don't need anything weighted
fair
upgrade with vcc or alcom or whatever you use
its saying im using an unsupported shader, but im using that material for a damn particle 😭
I thought this only works on actual particle systems
im using an actual particle systems
oh huh
I can't change the weight of this one for some reason
yeah the first on is always on. You can make an empty layer and put it there.
im having an issue with a pc avatar that quest users are seeing this is how quest users are seeing this model but it cant even get this bare on the pc side so im confused cause the default state is right and nothing is wrong with my animations as they are all synced any ideas?
'any ideas to how to fix this would be awesome
well thats not right
the model is floating, and the arms are stuck this way
they only move a little forward
Do limbs move properly on blender when you move the armature on pose mode?
Oh I have a friend that is also in that TETO server. How crazy
hair won't link to the head
I've tried using armature link and setting it up via modular avatar but it ain't doing anything
It should have a setting what to link to
It's probably on hips by default but should be set to head
theres your problem your linking it from from the wrong plsce
change that hip and drap and drop the main parent object its all contained in
go to the vrchat website select the avatar and delete the imposter
i could be wrong but i dont think there is a way to know how an imposter will turn out
oh sick happy for you
anyone know why my arm movements feell weird?
idk how to describe it but its not quite right
feels like the arm motions are being limited
Can someone do my vroid thing cuz I can’t do it and it’s bugging me completely I downloaded all this stuff and nothing works
Too hard for me to do I just want to use my thing
@ me when someone wants to help me out
not exactly sure what channel i’d ask this in but just going to put it here. I’m like brand new to adding clothes/objects to avatars, how does one add bought clothes to an avatar in Unity and how do you make it a toggle? any help is appreciated!
i have my bounding boxes set correctly but the object still dissapear? i even toggled on update when off screen and it still happens, why?
nvm fixed it
@gusty viper you cant have update offscreen, thats enforced on upload or runtime or smth
Hello
what can be the reason, why my muscle settings beeing ignored?
Especially for the hands and eyes
What kind of settings you did? Also eye bones aren't being used in the rig.
My avatar is using these blendshapes and the avatar creator says these are ARKit blendshapes and I have to apply a unity prefab for them myself. I don't know what prefab that might be though in this specific case.
But what you're trying to do?
Get facetracking to work on the avatar. It is working for other avatars for me but that's just because I knew what prefab to use (VRCFury, Jerrys Face tracking etc). It has these ARKit blendshapes. The creator is saying I need a prefab for it. I have no idea which prefab that might be so I thought i ask here.
I use jerreys FT template, it uses these settings.
I see. I have to try it with that one then
for the hands I just to adjust both the sliders to take effect?
Anyone know a solution to an issue where you are trying to access a radial puppet ingame in the radial menu and it immediately closes the moment you are trying to change the value?
Do not put the parameter in to the control parameter slot, only in the rotation parameter slot.
Does anyone know how to undo this? I accidentally loaded the sample project thing and everything else got removed? I still have everything in my assets folder
You have to open your saved scene from the asset folder.
Load your original scene
How do i do that? Forgive me im pretty new at this
Look for file with Unity icon, that's scene file. It may exist in any of the folder. The worst case is you didn't saved the edited scene, and you lost it.
I have saved, closed, and reopened the file multiple times in the past
Then it locates in any of those folder.
You rather mean closing unity then? Because if you actually mean scene file, you should have known how to reopen it.
Yeah closing unity
Yeah i cant find it
ive got a friend who has been making an almost identical avatar with me. ill just have him send me his file
Did you look in the Novabeast folder?
I did. It has the original FBX without textures but no unity project
WAIT
TYSM
i found it
That "OPEN ME" is very suspecious indeed.
if anyone was wondering i figured it out and you CAN do this
you have two unconnected bone chains and "tie" the ends together with a constraint component
bro am I just getting gaslit by the VRC SDK rn
This parameter doesn't exist anywhere it could exist
Then it likely is a sub-parameter like rotation parameter of radial puppet that has been changed back to toggle control.
Checked already
I click "select" and the SDK says it's in a submenu that I've scanned over every inch of lmao
Have you ever changed control from anything that isn't a button to toggle?
wdym changed control?
Changing control type.
Right click on the Inspector tap and choose Debug. You will see raw data of each control and you should find the ghost parameter.
as for the clothes there is the easy way and the hard way, first of all the easy way if the cloithes are made specifically for the avatar in question as in the exact avatar then all you need to do is drag and drop the clothes prefab onto the avatar in the heiarchy and then add armature link to the armature in the prefab,
fthe hard way is when the clothes arent made exactly for the avatar in question which is the case 95% of the time for western avis, you will need to do blender work or have someoe knowlegable in blender to refit the clothes to the avi
So I keep hitting Apply but it doesnt save. Nothing is getting printed to the console whenever I do as well.
Check for Import messages in the menu where you switched between generic and humanoid rig.
I figured it out- It was stupid.
Unity couldn't tell the diference between the bone 'Head' and the object 'Head'. So I renamed it
If you actually read the discussion you will see.
does anyone know why i can't upload a avatar when i click build it just does nothing but when i upload for testing it works fine?
Some mobile shaders are meant for world. Misleading error.
so what do i do
pick something from world?
Pick other shader.
im currently using lightmapped and it looks like this
when i pick anything else it looks like this
Not even sure how you came with that conclusion. Lightmap, as the name implied, is for static object, which only make sense in making world, not avatar.
this is my first time making a vrchat avatar so i apologize
why does part of the mesh turn black
while the rest stays textured
If you meant some parts became black, that's because of mesh vertex color. If you choose Toon Standard, it has an option to not apply vertex color.
ok let me try that
Any idea why the backflip animation looks so weird? Like he spins horizontally mid air. Every other animation is good. This doesn't really bother me, I'm just curious about the possible reason
it worked! thanks
Is it the same in game?
I suppose, I haven't checked in the actual game
I have never test gogoloco emote in unity because I always assume it should work. Which is also always fine in game.
hihi !! no matter what i do the sdk wont take my authy codes and it says that it didnt work... any idea on why this is happening?
I'll come back later if still happens in game. Again it doesn't really bother me, it's even funny, I'm just curious about why could this happen. Thanks
Maybe double check time and region settings in your phone.
wdym by that
The coded are generated based on time. If time settings is incorrect, the code generation is also incorrect.
they are correct
Do the code work in game and the website?
no, i'm trying to log into my account in the sdk on unity
It's to confirm whether the code generation is working correctly, or it's the problem with the sdk itself.
ohhhh alright, will try then, thank you!
it didnt work on the website either... it says i've attempted too many times, but i tried in my phone and it said the same exact thing
If it rate limited you, you have to wait for a few hours and try again.
bruh
i dont get why vrchat is giving me issues, i can log in fine in any other apps :/
Hi guys! I makeshifted these shoes to fit on my Base but, the blendshapes don't allow them to sit there comfortably,
My idea was to maybe hide the feet with an alpha map, but so far I haven't been able to get the results I want, what's the ideal Poiyomi settings for my situation?
Cutout value is set to 0 by default of course
Either the toggle doesn't hide the feet at all or it gives them a texture from somewhere in the current instance, like wooden planks or stuff, no idea how to fix it
You have to mark "Animated when locked" for the Alpha Cutoff property.
nope
wait on the map too?
I have never said the map. And the texture property can't be animated to begin with.
ahhh nvm i see what you mean now
Yeah that worked tysm ^^
<@&397642795457970181> Scammer
So are you going to remove your message or waiting for mod to remove you from this server?

okay, I have no idea whats going on here. This avatar is a commission I finished last night, right? it has like.. 80% less stuff than some other Avali avatars I had created in the past which are also quest compatible. But for some reason, this one is over the 40mb uncompressed size limit???
I have tried everything! Compressing the mesh, compressing/lowering the resolution of textures, decimating the polygons, combining meshes, removing uneeded blendshapes. But it's STILL giving me this error! It barely has anything on it! What do I do??? I need to upload this avatar, as I had gotten $230 plus a $70 tip from the person who commissioned it.
I don't know if this is a bug or what, because this shouldn't be an issue with how little stuff is on the avatar compared to my other avatars that has WAAAY more stuff to them on quest
I believe unity has a built in tool for checking the contents of each build and the size of each asset. I use VRWorldToolkit for worlds as it's handy but I don't think that works for avatar projects
overpaid there, if they didnt even bother optimizing it
thats alot of bones
see no reason for 11 materials either
other way round from what I can tell, they're the person who is being commissioned
so thankful to know output logs are still made for avatar builds
but like.. this avatar only has a few things to it. a clothing toggle, custom modeled arm and visor, and gogo loco. thats it.
meanwhile my other public avatar avatars has things like:
- armor + armor undersuit toggles
- multiple fully functioning guns
- LITERAL SPACESHIP TOGGLES
- 3 different outfits
- 4 different prop toggles
- gogo loco
- face tracking
- more that I can list off but too lazy to do so
they got all that and was able to be uploaded to quest no issue. but somehow THIS... this teeny thing cannot be uploaded?
if you use vrcfury ect dont trust the sdk build stats it can be very different
Check the build report and see what's using the size 👍
in my experience
blender projects with a lot of included images bloat the model's file size
shape keys seem to be extra bloat when exported to FBX
included images only make the fbx bigger in unity , doesnt matter when you upload
blendshapes you can cut down some mb's maybne if you are using alot - mine usually see 0.5-1mb difference
what do you think I'm trying to do? this thing was made for pc and I'm trying to upload it to quest. This is the first time I had ever had this issue, as many other avatars of mine both public and private has way more too them and was able to be uploaded no problem. this thing I had actually lowered the polygons by around 70%, compressed the mesh by about 50%, compressed and lowered the texture resolution by around 60%. the 11 materials are needed due to the fact without them the textures would look very... uhh.. garbage. Seeing how the original avali base model had multiple materials, on top of the additions I made with the arm, visor, and holograms
the bones might have something to do with it but that's my only guess
shouldn't. like I said, many other avatars I had created had way more to them. including multiple outfits being placed on the avatar via vrcfury
the bare minimum for it to upload from the stats, why arent bones merged its like you added things in unity and materials can be cut down alot by merging/atlasing'
Have you checked your build report to see what's using the most of the avatar size yet?
That's step 1 then we can look at the rest of the stats and get this avi optimised
🐧 for that price id expect min poor rating for quest
anyway youll figure it out eventually
I don't know what you mean by build report. I never had to check something like that in the 7 years I've been uploading to this platform
this is legit the first time I ever got an error like this
This thing here that Thulen posted
build size viewer. I'll go download that
sdk could do with a build log tab, its handy to find whatever is big
does anyone know how to do this in vrchat? (make an ik rig)
Yeah, hopefully along with the avatar optimisation tools they've been developing they have an itemised list of asset sizes included in the SDK.
FinalIK is about all you'll get, and it's not really clear how much of that is usable. And it's not free.
yer i tried to use that but i got lost thank u though
like I said, merging the materials would require a massive texture atlas size. which I usually try to avoid using 4k or 8k textures for quest. ESPECIALLY when there are clothing toggles and prop toggles. can't exact atlas those as they are separate meshes that require separate materials from the main mesh
wait what? these textures aren't even being used by the avatar. why and how are they being uploaded with the build??????
I think my unity project is bugged
and hey wait.. that face tracking fbx isn't being used, either
the hell is going on???
Even if they're referenced by a single animation or an unused mesh that's disabled they'll still get included
that mesh isn't even being used by the avatar in any sort of way. and those textures are not being controlled by any animation on the avatar
this is all that is in the avatar hierarchy. everything else is just bones and rotation constraints
Right click on the texture and select 'Find references in scene' or something similar to that
hm.. well I think I know why the face tracking fbx is being used. doesn't explain the textures tho. I'll go digging around in each animator
Does this not give any results?
it gives me a list of bone names (bones that have no mesh on them) as well as the base avatars with the descriptors
The one you have highlighted looks like the most likely suspect, possibly an extra material is on an fbx but not assigned to any tris or used in an animation. But it's a start for where to begin digging
there's no extra unused materials on the avatar
Could it be possible VRCFury is adding something when you hit build?
why would it add those textures? I never gave it the ability to do so
Im trying to make an avatar but i can’t get the animations or the colors for it
How do i fix that
it's just being used with gogo loco and the single coat toggle
If you disable them both before building does the size go down?
could you be a bit more specific? what animations are you trying to get, and what textures are you looking for?
Im trying to get my avatar to vrchat but this is my first time and i need a animator component
I don't wanna try that. it'll cause quest toggle desync with the pc version that's already been uploaded to the users account
And i need the colors i had on it? But they won’t show
did you do the rig setup part of the process? Usually this will automatically add the animator component
have you not looked up a tutorial for making avatars?
I have done that and i got help from friends
Huh
assuming it's humanoid. If it isn't, you probably are going to do something much more complex and would already know this 🙂
well then check to see if the avatar's fbx is utilizing a humanoid rig, or a generic rig in unity
I made a personal clone trooper
I have no idea what that means
star wars
Its humanoid
oh ok
hm.. check to see if the bones are correctly placed in the humanoid rig editor
Can't you build & test without overwriting the published avi?
Unless your client is using this avi as we speak it should be okay for a few mins of desync
Ok, ima go back to blender and see what i did wrong
it'd probably warn you about any rig issues in the build window
or in the console - probably you don't need to go back to blender until you know what's actually wrong
build and test will upload it to the user's account. I swear, vrchat should add a way to upload an avatar privately to another users account without needing to sign into their account
I thought build and test just does that locally
no no no, not blender. check unity's humanoid rig settings
The model parts combined together, and left out the bones
ohh well that's a problem 🙂
Would be nice, as singing into another's account is highly discouraged as if either of you get banned you both do
well there's not really any other choice I have. the person paid for the avatar and doesn't want it public
For worlds yeah, for avis it puts it in it's own section on the account's avatars tab where the WIP avi can be used in a non-offline vrc instance
Ohhh that thing, right right
Are you able to sign into your account and test it on there? Keeping it private ofc
I'd have to ask for another login code if I do that, as I still need to upload it to their account. And they're offline
One possible workaround would be if you duplicate the project, sign out on the duplicate and detach the avatar id and upload it to your for testing this
you know what? I'll just lower those unused textures resolution size to like.. 32x32 and call it a day. I have no idea how to fix this issue as nothing on the avatar is using those textures
You could also delete them if they're not needed
I could do that too, I suppose
that was faster than I expected. I guess it really was those textures. I still have no idea why or how they were being included, but whatever I guess. thanks for the help
can someone help idk why this is happening
everytime i applay armature deform onto the wings they get fucked up and inverted
and i tried inverting the normals and that worked but the specular wouldnt be there and would insetead be on the backface
can someone help, i have my eye bones like this in blender
but then they get transformed weirdly in unity and kinda disappear
It's because eye look works by rotating bone.
i noticed, how can i make it work when the eyes are basically on a flat plane
Try reposition the eye bones much further back.
im gonna have to take it to like infinity 💀
Infinity won't work.
is that far enough lmao
Try it out.
ok 10 meters works
ok now the eyes are just gone
i cant see them, they are offscreen somewherer
I believe Blender 5 has a new feature to let you select an island border but not other islands. What it's doing there is selecting one edge, on the UV map it looks like it's two edges but it isn't really.
Yea I just had something random selected, i fucked up with exporting and my seams got deleted
I might have to update then
If I want to trigger a prop animation through the menu... It should be a button instead of a toggle, or am I wrong on this? I want it to do the animation once and that's it
sure, that'll work - buttons go on briefly, then off.
I'm basically trying to make a skate prop make a jump (an ollie). I've never worked with animations that end by themselves. Is this the proper way? Or am I doing it wrong?
So do you know how youd select it in blender 5?
I saw something about this mentioned in the changelog, but haven't looked closer, I think it's one of the select modes at the upper left of the UV window
I think im gonna try to seam it and then export and put it into my normal blender version, unless I cant do that
Doesnt it remove seams when exporting fbx and stuff?
Really dont wanna have to deal with new blender 💀
but if you're just trying to select seams on the 3D model, then the way you had selected in that image was correct anyway
I just dont want to have to do all of that manually
the upgrade to 5 from 4 is pretty trivial
Probably just gotta survive and do it though
what, so you want to auto-select the edges of islands?
Well im on blender 3.6
My fav
Yeah yeah
Just because im lazy to select 3 whole objects with their own uvs lmao
I looked into this the other day, didn't see any way to do it without a script, which I haven't decided if I'm writing yet 🙂
I misunderstood what you were trying to do
Oh my bad
Yeah im trying to do it kinda automatic
I was hoping there was like
A "select all border" or somethihng
yep, I wanted to also, I had way more islands than you have there.
Boundaries
Yea I bet lmao, i just got 3 like that
like.... 40
Damn you did all that?
had to
I needed to rearrange them a bit anyway, half of them were oriented wrong
Tick the two arrows in the top left to sync 3d and UV selection.
Then in the 3d window select one seam in edge select mode and do g->seam
and then it should reflect in the UV window
that's not going to select the island border
Was confused reading that
Won't it? Surely the boarders are where the seams are unless they've been lost
Yea theyre lost
the point is that they want to mark seams which are not currently marked
Aaaaaaah right
I fucked up lmao
It was when I was exporting from substance I think
I did something weird and had to just keep the substance export and ditch the blender
when importing the eyes spawn all the way over there, whats the issue
those small vertical lines are the eyes btw
OOH
I found it
in the UV editor, select an island, however you like, switch to edge mode, and in the Select menu, find "bounds" at the bottom
really glad I actually looked
Anyone ?
it seems like the eyes are beign rotaed by 90 degrees from the bone from what i can tell, idk why though
There's a Seams from Islands option. Does that not also do it?
I don't understand what you're doing there
so baically, everytime i put on the armature modifier on the wings they fuck up in a wierd way
huh that does seem to work
its not inverted normals ive tried that
cuz the specular just doesnt appear anymore once i invert them
I can't tell what's happening here
how so, sorry i dont understand
I mean I don't see what would cause whatever is making that pink, if that's what you're referring to.
does that object have all transforms applied?
its not inverted normals because when i do invert the normals it doesnt fully fix
i believe so let me check
oooh i see now
okay that fixed it
anyone know why this might be happening
thanks
I don't know
is there a way to search for vrcfury toggles? im trying to delete some to free up parameter space but i cant find them
nvm they might be blendshapes
Anyone knows a fix?
nvm they're not blendshapes
When I try to convert my model into a humanoid rig it gives me that errpr
Wait I think i might know lmao
Yea fixed
Duh
as it said - have hands, head, and feet and map them in the rig setup.
these are required for a humanoid rig
but they are all green in the rig thingie
the legs doesnt work when testing tho, but the bones are selected in the menu
give me a sec, i'll check
for you, you can't have a mesh object named the same as a humanoid bone, in this case Head
oh but you fixed it, good. I can read, really.
Yeah my dumb dumb self read it for the 5th time and found it out lmao
haha sometimes you gotta read more than once
Now I got another damn problem though, i might need to fix it in blender
I set it as humanoid in unity but ig i gotta import it somehow as humanoid?
well it's gotta be a correct rig, so you may have to go look at what bones are mapped whre
you need a chest bone
Hmm
Im making a robot avatar so
Its kinda scuffed on how I did it
I dont really want the "chest" to have any bendy parts unless I have to
This is my first avatar so i dont know anything
then don't weight paint stuff to it.
you can have empty bones
Wait I should have the bones though
neck also mandatory
And the shoulders should be direct children of the chest.
The shoulders are super tiny since I saw a post about how making the shoulder bones small can reduce movement for the type of character im doing
But they are there
Not sure the best way to take pics of it
show hierarchy
@cloud plover win+shift+s
@vapid oar looks fine, have you tried assigning missing bones?
Not sure why they arent detected, the left foot is wrong too like wtf
No i havent did that, you do that in unity?
well ye just select whatevers missing
if its not selected then it wont be a part of a rig
tho with a proper hierarchy unity should be able to figure it out itself
@somber sequoia
How did the heirarchy look
nothing about rigging here.
here it says you're missing bones. Show the rig setup maybe.
@vapid oar i mean yours looks fine, idk why unity cant pick em up automatically
try assigning
Sorry im slow, in unity you mean?
ye
will in a sec, may changing body mesh cause this?
I have no idea what that might mean? can you be more specific?
Yea I realized on the left of my screen it literally says all my bones, yikes
you prob want to disable leafbones on blender export. not important but you dont need _end bones
it's actually for other things like Unity that don't know where bone ends are
@vapid oar blender has bone's length. unity only its origin/rotation
but for vrchat purposes, we don't need them.
I see
Stupid question about bending, i should just test it in vrchat to see which i will do. but how does bending work like if you were to pick something up from the ground
Does that act on the spine bone?
just mesh shouldnt do that, its about armature
there is multiple FBX thingies included in the unity package i imported, and i changed the mesh that was in the body with different fbx version
Im doing a stupid robot avatar so i dont know if it can even work without any bending joints in the "body"
your body will of course bend at those joints like a human would
But I DID add some weight on the spine in the center of the body, just in case but it wont be "robot" like
ah, well, basically, it gives me the faults, and feet doesnt move with animations
Yeah its a stupid question i just havent wrapped my head around a robot body just yet, we'll see
you probably don't want to be swapping meshes like that, drag the whole avatar model file into the scene and use it as-is. If that's not how you want it, export it how you want it to be.
@vapid oar if stuff is weightpainted evenly like you showed feet, it wont bend. if it has gradient between bones it will bend
Yea, i just want those to "rotate"
I dont think I can even do this type of model without moving joints in the center, because its like 1 whole piece
Here a pic
if you dont like 100% spine you can set whole mesh to like 50% spine 50% chest etc
I would like the center piece to not bend, but i doubt thats possible
Or itll look funky
well you have to test it. gesturemanager/av3emu can at least play you default loco animations
did you press apply?
Ignore me i forgot the neck, thatd probably do it lmao
Does vrchat require finger bones? I want to test without them for now
no
the mesh that loads first, is invisible, thats why we changed it😅
"loads first"?
js got a quest pro and I've been trying to add FT to an avatar that i bought, it didnt come with it, and ive been at it for about 3-4h now and cant figure it out. i even have a video but still cant get it. theres seems to be different somehow. willl anyone be willing to give me some advice or help? idm dm's or if u need any extra info
I think I need to reimport because these might be causing issues, its still complaining about the head I think
you've visited https://docs.vrcft.io/ right? Also there's a discord link at the bottom of this page, which may be additional help.
@vapid oar rename head mesh
in 2022 cant have two stuff names same as mesh+bones for example
even if the path is different
i will ahve a look rq. its not vrc face tracking thats the problem ive got ti to work on other avitars but i have no experience in blender and not much in unity so folowing the guids is hard
Oh alright
do you already have the required face tracking blendshapes on the model?
I tried renaming the package one and didnt let me
dont unpack model, like ever
I cannot emphasize that enough
just reexport from blender with overwrite
I dont even know if I ever did that
im prety sure... on the guide it told me to run a patcher and that gave me a new fbx of the head
then probably it does now. You can check in blender or Unity though.
im not very good at unity 🙁 but it seems it may have been fixed! 🙂 somehow
i have literaly no experience in blender. like i instaled it abt 2-3 h ago so no clue
you can learn, or check in Unity
Yea I cant change the name of the mesh?
js look up a yt video or is there a quicker way?
blender
Oh fk
you cant in unity
But I DONT need to delete? just the head?
goto blender, rename head, export on top of your existing fbx in assets. also disable leafbones while youre at it
as long as you don't unpack your prefab you can freely owerwrite fbx at any moment without loosing unity progress. just make sure to not export extra stuff or miss smth
I see, ima just reimport everything without the leafbones and stuff
I didnt really do anything to the avatar thats special
And I dont know why I couldnt even delete the head in unity either?
In the assets
its packed in fbx, fbx is immutable
its a file and unity cannot edit it content, only read
Is obj a better export?
no why
unity cant edit fbx. or obj. or png
Jeez I changed the head mesh in blender but its still the same
Wtf
Swear I literally reimported everything brand new
did you overwirte fbx in assets or what
I just reimported a whole new "package" just reexported the entire avatar with a differently named head
Let me just delete everything and reimport again
Cant find what I dont have lmao
I think I found it
assets is just a folder, you can locate it in blender and export on top, no need to import stuff
Yea let me just start doing that
Should I change BOTH or just one?
I dont know if changing it will mess with the rigging
mesh name will matter a lot if you have animations targeting it - but those can be repathed pretty simply (with hfcRed's tool especially)
hello, i'm really new to the vrchat community and so don't really understand anything about avatar creation, anyways i bought an avatar which has metallic wings on the back of his hips, i want them in the back of his chest so i put them behind his back but the roots of the wings are connected to the hips (screenshot), i asked chatgpt about it and it said that unity wasn't able to manage this and i needed to modify the .fbx on blender wich i did, so i made the wings child of the chest in blender and imported back the fbx in unity annnnnd everything disapeared and the prefab won't update with the new fbx..... i'm stuck on this for 2 days now and i don't really know how to fix this.... thanks for helping me
i tried modyfying the armature tree on unity didn't worked
I tried adding materials back to the modified fbx but all the settings were broken and everything is basically broke xd
Thank you both, the error is gone
Export from blender with "Apply scalings" set to "FBX All" unless you know it should be otherwise.
possibly you need to redo the rig setup if you move bones... but maybe not.
Anything else you'd probably need to show us the armature in Blender, it's not clear where the wing bones are, or if they got positioned weirdly. You'll probably have to do more than just re-parenting bones, such as move them and the wing mesh too.
i exported with those settings, i tried seting up again the rig but didn't worked .. or maybe i did it wrong
the blender file is really messy
the wings were attached to the hip bone i re parentede it to the chest and mooved them up (armature and mesh)
probably would help to see where the wing mesh is along with the wing bones
Hum i don't know how to do that.. i don't even know of they are linked or not
Dude it works first model ever, thats so neat, just gotta finish textures and fix the position of the eye
The view is high as fk but I set it to the front of the helmet
Oh I think ik why
For some reason the "view white sphere" I just cant see it anymore
Disappeared lmao
Found it
every time i upload this avi, the necklace turns pink, i know it means its invalid or something but idk what exactly about the shader is invalid
it means your material is somehow broken
strange
Is there a way to change the "idle" the cloth is so huge it overlaps, but otherwise im happy
Gotta do more texture work and itll be alright
please don't ping me for random new questions that anyone can answer
Sorry
Thanks
is there a way how to fix this problem with the hands and fingers?
cant tell if it has a wierd fingerbones, looks like these are
some models have alot of bones instead of a wrist, those need to be merged
does toon standard decrease performance?
Given it's a shader by VRC themselves and supported on mobile platforms I'd say it's fairly lightweight
ight
thats the hand bone were it leads to finger and that
blender if it looks something like this you need to merge
anybody know how to make it so the skirt doesn't stick up like this while sitting down with gogo loco
longer skirts in vrchat not fun, that looks weightpainted to your legs - not much you can do about that
(im new to this so forgive me if im talking bullshit but) could i possibly weight the end of the skirt to the knees so it follows them?
I tend to make its own bones weight to 'legs' but its own bone so it follows them, can look terrible or ok
, sure
i figured it out its the per-muscle setting in unity
guys i am STRUGGLING does anybody know how to make hair cast real time shadows on the face?
realtime? with a realtime light, which is awful for performance
I've been struggling with an issue for about a week now. I have an Avi that I've been working on. Everything is upload ready, the second I launch the SDK to upload the avatar it just sits at the build screen. Nothing happens. I've let it sit for 40 minutes and it doesn't even move. I've asked around and have essentially been told to "figure it out myself"
Any help would be appreciated
How do I get the same see through effect with my opacity like in substance painter?
So I can see inside to the inner mesh
Using transparency alpha map on poiyomi toon shader
Found out mb
hello im trying to use shape keys for eye blinking but i want to use bones to move the eyes around. when looking through the UI i cant seem to find an option for both in this tab
never mind i am just stupid
its right there
my avatar has a viewpoint issue where it doesnt set correctly on the floor.
should be fixable through unity
can someone come dm with me so we can discuss this problem more in depth, it's really driving me crazy
Hi! I am trying to make this MMD model by TipperTopper on DeviantArt for the Netflix character Hilda. Having no experience in VRChat modeling I was following a tutorial on converting MMD models to VRChat on the Meta Quest 2, and I ran into the issue in the image when using the CATS plugin. Is there any way to overcome this issue?
get blender 4.5 + unoffical cats , thats a very old version you got , that model doesnt seem like it has any shoulders or it got nuked 
Well, to be honest, I don't think it really does have shoulders due to the simple artstyle of the show the model replicates. But I'll still try and ssee how Blender 4.5 and the Unofficial CATS works if nothing else
yup no shoulders
could throw it in mixamo and hope it doesnt explode , but weightpainting odd
is there a way to delete that stretch or redirect it to the upper chest of my avatar ?
i tried making winngs child of the chest in the armature tree, didn't changed anything
i tried modifying root bone to the chest and nothing happenned neither
any suggestion ?
2 questions just to be clear: 1) I'm guessing that without shoulders, the CATS or standard MMD(?) method is out of the question? and 2) If I do put the model through Mixamo, I assume everything after that will have to be by hand?
would not be fun to fix
outfit / hair should be seperate before mixamo
I keep getting this error when i enter play mode, despite the error everything works as it should, can i ignore it? Rigging looks correct as well
I separated the model by materials, if that helps (I got admittedly confused because the character's clothes are part of the model's body)
any guides for dynamic bones? i know physbones has replaced this system but i only have one bone for each ear and i think its more applicable
is there a way to copy a sculpt and paste it but under the same game object?
on blender
like lets say i want to make the left side look exactly like the right side, how can i do that?
dynbones get autoconverted to phys wich can be wierd , better start learning physbone
old one is pretty bad for performance and not quest friendly why vrchat now have physbone
this is also fucking with me
i imported the asset folder into a new unity project so i can upload it and now many of the old scripts are missing
what?
including the physbones im trying to fix
Hi I'm looking for help making a avatar companion system, [a pet]
I am working on trying to make a working ground pet for a model but I need help setting it up as I Don't know how to do a grounded pet system
I just need help [ like a step by step help] I want to learn how to make pets as I seen them many times on other models
Hi
i have this dress like thing im trynna make look good when walking, im trynna make it look natural but theres bones in the dead middle front and back but idk what to do.
the leg bones move the skirt but them middle ones trip me up
does anyone know how to make a gun shoot semi automatically without having the last bullet you shot go away to shoot a new one?
buffer particle
?
appricate it
is there a video I can watch to figure out how it works?
its entirely just a particle with the gun particle as the sub emitter
then the particle is just not a child of the buffer particle
and how will this help my guns shoot in whilst another bullet particle is active?
I have it so when the gun is on and you make a fist, it plays an animation which turns on the gun particle, so I'm not sure how to apply buffer particles to that
you just repeatedly toggle on and off the buffer?
every time the buffer enables it fires the gun particle
Yeah, but i want to shoot whilst not having to turn the particle on and off again
Like if I want to shoot again the bullet disappears because to fire it a second time I have to turn the emitter off
thats the whole point of a buffer particle
you dont ever turn off the actual gun particle
clearly I am super confused here, mind explaining it to me from the top?
delete the left side, use mirror modifier to create the right side and apply it
The link I sent explains it
I looked at the readme and everything, I'm still super confused
Its literally just
Enable buffer particle
It shoots gun particle
that's it?
Yea?
damn
I've tried reimporting it multiple different ways and times but Liltoon is just pink ;-;
i think liltoon might be broken?
try reinstall and update pckages
"hidden" - is that locked and maybe you can unlock the material?
I have
Didn't do anything
oh
What do you need help with?
Don't ask to ask
Lots of us make avatars here, that's the point of this channel 🙂
if you ask in this channel, anyone present may help, and others can learn from the discussion.
Read what I said, rather than trying to DM everyone in here.
I'll wish you luck then.
Unless, that is, you wanted to talk about monetary compensation for private 1-on-1 tutoring...
Most people aren't willing to call, but you could try screen recording and sending the video here, or sending screenshots alongside a voice recording
doesnt mean people need to act like cunts about it shrug
it happens all the time
the problem ^
It's parented to the hand because I want to carry it around, and I can drop it in the world and see it do the tricks by itself
I believe this is because the animation affects rotation. I would recommend to parent the skateboard to another object, then you can use this for positioning it in the hand, dropping it in the world, etc
Yeah, I'd use constraints for that rather than putting the skateboard on the hand itself
constrain it to target objects and position those for the different positions, use weight to swap
Okay I hadn't hear about constraints yet.
I should put the skate on the root of the avatar, add a constrain position component to it, and in the constrain settings add the hand as a source?
that's what I would do, yep, one constraint target for held in hand, one for stuck on your feet, and then you can world-drop with the "freeze to world" option if you want that too
Okay I'll try all that. Thanks for the heads up
I would put the skate on another object first
add an empty object to the root of the avatar, and this will have the constraints on it. The skateboard goes under this object
https://dontasktoask.com/
Screenshots and video recording exist
Along with speech to text
Your issue was Creator Companion installing the wrong version of Unity
VRChat currently uses 2022.3.22f1
https://creators.vrchat.com/sdk/upgrade/current-unity-version/
https://unity.com/releases/editor/whats-new/2022.3.22f1
You could've provided screenshots of Creator Companion instead of calling
I understand explaining a problem can be difficult especially when you don't know what's going on
But in future please attempt to elaborate in text/screenshots first
Then jump to VC/Call if the person helping you is okay with it
This happens when I paste the keyframes in either the skate transform or the empty transform
oh this is because your model was exported with "All Local" instead of "FBX All" settings. If you divide all position values by 100 it should fix it. Also there is a tool for fixing animation paths automatically: https://github.com/hfcRed/Animation-Repathing
you could also just scale up the skateboard by 100 and scale down the empty to 0.01
Skateboard and Avatar are 2 different models. I'm pretty sure I did select FBX All but I could export again to make sure. You're talking about the skate model, right? Not the avatar
I've been 11 hours with this problem and my brain is all burnt out so I could have made a mistake like that
yes, the issue is that the animation uses the avatar space because it was attached to the hand, so everything is multiplied by 100 if it was exported as "All Local"
Sorry didn't mean to reply on that message
Exported like this but the problem persists...
I'll try the scaling thing
This is correct
Almost good with scaling, but still rotates
try rotating the skateboard to match the animation, then you can rotate the empty back to normal
You really are a sunshine
Thanks a lot
Uuuuuuuuuuuuuuuuuuuuuugh I can finally rest
Although it's not spawning on the hand. Is something wrong here?
trying using VRC Parent constraint, make sure it's locked and activated
Okay still not spawns in the hand but somewhere else. I can try to fix this by myself though, I believe...
I appreciate the support 💖
Hey if i upload an avatar as public but write "Private" in the description d does it still appear in the avatar search world
Perfect... You're my hero. I've done in 10 minutes what I couldn't do in 11 hours. You don't know how much I appreciate it
Hey uh this is my first time in here but I’m searching for this avatar I saw someone wearing in prison escape and I asked ai to make me an image that kinda looks like what I remember. This is the avatar, lmk if anyone knows what avatar this might be
of course! I'm glad I could help 😊
I'm not sure about every search world, but I know adding [PRIVATE] in the name or description will keep it from appearing in Prismic's
you can try posting in #1138520828556890214
any guides for vrc emotes?
im trying to add in facial expressions to the UI wheel but im having issues with it
Even if set to public? Ok im gonna have to do that with the rp group Avis
Does it have to only say private or do i need the special characters
Remember that public is still public
Is my post private?
no
Soooo does anyone have any simple instructions on how to install gofreeze? I joined the gogo server but I’m still confused😭
if that's part of gogo loco, the creator wrote extensive documentation on how to use and install it, which includes images
It’s a part of it but I’m still super confused, the picture shows something that I don’t have in the package and I don’t understand, my friend who knows how to install it is on overwatch rn, there’s not any direct instructions on how to install it that I could find
No?
Yes, but it doesn't garauntee people can't get their hands on it. If you want it to be truly private, the only way to do that right now is to upload the avatar on the account you want it on and then set it to private. Private avatar sharing is a VERY popular feature request though, so hopefully it's something that's being looked into, but we won't know until they say anything
Does it just have to say private or does it need the special characters
I'm not entirely sure, but iirc there's information about it inside the world
Sorry to just jump in here but I wanted to quickly ask if anyone has experienced their avatar shifting down during play mode with gesture manager or uploading it?
I've checked the position of everything in unity and the FBX but found it was all zeroed and in the right place. When i hit play without gesture manager (and the descriptor removed) she doesn't shift downwards at all. I've had to move the view point into the mouth to match where she shifts down too but I've got no clue what's causing it. Her unity humanoid avatar is fine and i've rebuilt it several times with nothing helping >.>
idk if this is an SDK bug or something but none of my other recent avatars are doing it (working on 4 atm)
you're sure the avatar is standing on the origin and all transforms are applied in Blender?
@somber sequoia do u still have that little tutorial u made on weight painting simple meshes to bones?
I'll go back and double check but that's what i looked at after my unity testing
i cant find it
I don't make tutorials, not sure what you mean?
shit someone back when i was making my avatar showed me how to weight paint bones to a mesh bc i had my meshes separated so they moved independantly, guess it wasnt u mb
Yep, all applied :c
yeah, I don't think it was me, but I know how to do it, so could answer questions
im not making an avatar but its a pita to mess with like 8 materials at once so id like to make everything 1 mesh and just weight paint the bones to the mesh like the second character (ignore the missing texture)
right, id like to do it bc its easier to work with
i just dont remember how do it
wait, which part?
making the bones move individual parts of the mesh
mesh moves with bones because of weight painting
well you don't have to actually paint but you get what I mean.
right i need to do vertex groups and all that but i dont think im doing it right
select armature. shift select mesh object. go into weight paint mode. select bone, paint.
Is there a chart for VRChat avatars for arm and leg length? I need to use it for reference when I make my own models since I tend to make them too long and the bend when I rest, if that helps to understand what I mean 😭
you have a useful reference though - yourself.
I think it’s like, the finger bones can’t go past the knee?
That’s true lol
okay hold on
I have some long back hair that I'm animating to be shorter with a slider (affecting the scale and rotation of the transforms affected by the physbone), and i have isAnimated checked; but whenever the animation is being triggered the hair begins to jitter intensely
right so i have it like this but it doesnt move
be specific: what doesn't move when?
the ear does not move when i move the bone
weight paint the ear mesh
no? you don't need to create vertex groups, it'll do that automatically when in weight paint mode.
oh okay
thats the vertex group that was made with the weight painting
i think i found a tutorial online and i got it i think
thnks
can someone help i was working on my model yesterday and saved and went to bed i reopened today and i opened to this it just looks like the armature exploded...
all erros are gone
so uh... anyone knows why my fingers are buckling or like, indented like that?
completely fine in blender and unity till the avatar is bein used in gesture manager or vrc
yeah i got it
how do i fix this? i am VERY new to unity and know nothing
This is a problem related to the rigging which was probably done in blender
The hierarchy is incorrect
At least the bones that are incorrect
I don't remember right now if you can re-parent without the need of creating the bones again
Select the child bone, hold shift and select the parent. Control+P to parent and keep offset if needed
I've been awake 20 hours and am in bed right now so probably im misremembering but I think that's it
Bump, anyone know?
i feel bad can anyone help #creator-companion message
im off to bed and my brain no wokie
does this look right? i have a better idea of what im doing now.
where does that popup come from?
Just pops up when I enter play mode
must be some add-on you have
Not sure if it's from unity or a plugin it only pops up for one avi in my project
And they all use the same add-ons, but I'll look deeper
Found the issue, marshmallow physbones weren't set up correctly
your using sdk 3.7.6 that is no longer supported you have to use 3.9.0 or up
3.10.0 is the less buggy one as of me saying this
someone might say otherwise
yes but without it sdk 3.9.0 then you cant upload
plus i dont think it will break anything of yours
as long as you set the avatar SDK to 3.10 before tabbing back into the unity project it'll be fine
but if you tab into your unity after only setting the base it might make some stuff bug out a lil, unsure if that is a temp side effect or not though :P
and ive tried asking you questions about this in #creator-companion but you didnt answer
and again if CC is the problem #creator-companion
Yes im trying to help go to #creator-companion
is there a way i can see how my avatar shaders would look like in darker settings/worlds ?
how do i make a clone of my avatar like one of those cloning systems but keep them at a fixed position (the position the avatar wearer was in when it was created)
You put another of your avatar model in your avatar, add parent constraints on every bones and link to the main armature bones, make a toggle to set the model enabled and freeze constraint to world.
thats actually easier than i thought lol
Rather it's tedious.
i've done worse
Good.
I jst got a package anyone able to help me with making a custom particle system for it? basically i have a piano addon and i want to add in particles so when u press the key or hold it down a line shows up going up from the key with it toggle on n off and maybe changing the color?
you can use the logic from the piano to animate a buffer particle on/off (you can use VRCLab's buffer particle prefab). These can be parented to an empty, which can be moved however you want. You could potentially add to the piano's animations to set a position for the particles as well, and have them be simulated in world space.
For the particle system itself, I would have emission set to 0 for over time and distance, and just add a burst of 1. No shape, and speed and lifetime set however you want. Then you can add a trail with the option enabled to attach it to the base transform, and that will create a line moving up from the key
could u help me out w that in vc?
cuz i litt started using vcc yesterday jst to add in the piano
ah not really, i'm kind of busy right now
hopefully this provides a bit of direction though, good luck
if you have any specific questions i may be able to help a bit more though
hey, does anyone know why my depth animations stop working in vrchat? when in unity, they work as intended, but when in game, they refuse to trigger.
What depth animation?
from VRCfury's SPS plugs.
they trigger blendshapes dependent on the plug, but its not triggering the blendshapes in game.
I'm not sure that question can be answered in this server. You better should to go the vrcfury server and ask there.
fair enough. thanks anyways.
I am getting a compilation issue here when i imported an old project. It seems to be frcfury. Whats the best approach to fix it?
Update vrcfury.
are all variants of mamehinata using an identifcal body? so all these bodies can use the same assets?
Mame and Kipfel share body. I can't tell for the rest.
thank you, i was looking at usasaki assets on boothplorer and was wondering if im limiting myself by not looking at mame's
if you search MAMEFRIENDS it should show all the assets+bases that work interchanably with mamehinata
theres several avatars that're similar enough where they share assets and/or that tag is used for assets that include the majority of the mame compatible models
anybody knows why my imposter avatar is like this
So on a standard shader my emmisions layer keeps forcing iself to black no matter how many times I try to change it is just ignores me and snaps back to pitch back.
What setting did I change to cause it to be locked in the corner even if I move it?
Do you have an animation preview active?
No, I don't think so. I don't have any animations open hmm but maybe one is messing with it
can anyone help me with making the arm movements in vrchat more similar/the same as the one in minecraft please?
if you notice the vrchat arms snap into weird postions, the arm movement is affected by the head orientation for some reason, the arms just dont rotate with my wrist, and it just overall doesnt feel normal
the vivecraft movements look much more natural
if a better explanation/video is needed i can provide that
MIKUU
change the aim constraint settings
parent it to the arm so the shoulder affects it
how do i do that? in blender or unity?
yesss
constraints are a unity thing
id try placing actual mesh as a child of a wrist with aim constraint to upper arm (ie effectively to shoulder socket). then probly some proximity contacts on torso and blendshape so when you move controllers too close to body, arms do shrink in length🤔
what, this sounds quite complex, i should say this is my first avatar
and why would i want the arms to shrink
how could I go about removing the weights from the jacket beneath the arm..?
new to weight painting in general.. so im tryna figure this out
so close to having the avatar i want 😭
Either paint them to 0, or delete the vertices from the vertex group named the same as the bone you're working on.
okay well how do i paint them to 0 if i can't see em ;-;
hide other parts
unfortunately the arm n stuff isn't all seperate
doesn't matter
oh?
tab into mesh edit mode, hide parts, tab back to weight paint - parts are still hidden
word
Personally I split stuff up in Blender to make this kind of thing easy, and merge down to 1-2 mesh objects when I export (usually 1 for body, one for clothing)
Yeahh i would have too but the original model isn't mine, and i just don't feel like making it more complicated for myself incase i fuck it up right now, this is the first time i've gotten it rigged properly and working in VRC, so i am just hyper focused on making it work how it is LOL
yep, makes sense
the original model is public, but it was an IK model so this has been fucking ROUGH
😭
I recently was trying to adjust the proportions of an avatar to make it work better for FBT
But now the eye rotations are wrong
Is there a good way to copy the original bone rotations in Blender so that the animations in Unity work properly?
generally you have the eye bones perfectly vertical with 0 roll
sounds like an issue that i had which was fixed with setting the rig generic and then humanoid again
Yeah probably that's the right way to fix it
@somber sequoia sorry for the ping, but uh.. i've forgotten how to UNHIDE stuff
Alt + H
has anyone been able to get final ik (ccd ik specificly) to work before i buy it?
now.. how can I isolate this now that I've gotten it all selected? so i can repaint the arms
i tried pressing / but that didn't work
shift H, got it
Trying to learn Avatar optimization. I have this case in which my avi and the prop it has use the same material. However since avatar and prop are 2 different meshes, it counts as 2 materials even though it's the same one.
How would one go to improve this?
material slots are not the same as materials
Yeah each mesh has 1 material slot, that's why it says there are 2. But since I'm using the same material for both, is there anything I can do to improve this?
I know it's not drastically bad. But just want to learn these basics
make it not use another mesh/material slot
just because they happen to use the same material they are still entirely independently rendered and can be animated independently
Unless you join those meshes, then you're stuck with at least one material slot each
Great, thanks. It's incredible how picky Quest is
You have to use vcc and upgrade the sdk version (as mentionned in the message) to something higher than 3.9.0
as it says right there
update to 3.9 or newer
does anyone know why i can't upload a avatar when i click build it just does nothing but when i upload for testing it works fine?
it should tell you there is like a lil console thing in the upload menu
the thing is it doesnt show a error
is it just failing to upload, or is it failing to update on VRC
when i click build the name and thumbnail panel goes like darker and nothing happens
its like it wont even start uploading
darn.. embed failure
anyway, do you have everything filled out?
Picture, Name, Desc
I haven't run into an issue like this so im legit just shooting out ideas honestly,
yeah same
lack of info out there for random lil things like this is painful lmfao
like its the newer version it worked perfectly with a older one
anybody know how to fix this sharp curve on the particle systems?
sharp curve?
ehhhhhhhhhhhhhhhhhh
thats less a sharp curve and more the fact trails struggle with bending in general
thats just the stacking layers
oh well
also question, is possible to make a particle system only turn on for a time when the object is toggled on?
im assuming i turn off "looping" and set a duration right?
itd stop after a time yes
so i have a emote/aniamtion that has 1 and a half minutes before it starts how do i get rid of that blank space, and yes ive tried cutting the animation it breaks
if its just blank space you can drag the keyframes to the left
if there are keyframes then they definitely do something
nope
well maybe but its not doing anything
if they did nothing it would just smoothly go from one keyframe to the next one that "does something"
that pause is it doing something
how do i get rid of the pause without it breaking
thats what i want not the pause does something
if possible
go to frame you want to start at then copy all humanoid rotations/ect to it , can be done from animator (hold shift or some other way to just add all probably exsist)
what do i do after copy im not very smart at this
i added these trails via particle system but they dont show when i try it out
i got it now
nvm
my other question is, how can i set up the sword so that the trail only shows whenever i move the sword itself
Anyone know what this means?
was attempting to play the scene to test emotes, but it comes up w this error,
when trying to load VRCFury
ah
it's when i try to add goloco
nvm it loaded fine this time
maybe smt just went funky last time
anybody here good with particle systems?
Hello, i need help to export my model from blender to unity, i tried so many ways / plugins but none worked, when i use my fbx in unity everything is broken and i can't swap my mesh like i used to.
even if i simply import the fbx to blender and directly export it to unity without doing any modification
it still broke
set "apply scalings" to "FBX All", uncheck leaf bones (under armature) and don't unpack your prefab in Unity. that's all.
Can someone help me
with what specifically? Looks like you have a shader that won't work on quest there, you'll need to change that out.
but why do i have a list and i cant click on anything on it
I have no idea what you did to cause that list
looks like a list of face tracking variables
Look up VRlabs weapon slash
could do it with a physbone pretty easily
toggles through vrchatfury working/appearing only in unity and not in the actual game. Any help?
what does it mean with you need to spend more time on app to create my own avatar
you gotta spend more time on app to create your own avatar
You need to be at least new user
the rank
this is moreso a question and not something i have an issue with but can physbones be controlled with an animation or will the actual physbone aspect override whatever i manually add
idk if that makes any sense
Yes - if you check the "is animated" box at the bottom of the physbone, you can animate their position or rotation and the physbone effect will happen after that
got it
Are custom colliders supposed to show a gizmo when you press Edit?
Been trying to set up custom colliders, but without any visuals i'm just guessing...
do you have gizmos on? 'cause yea, they usually do
uhh idk what section to go for this but i need help, im a questie, and i put on an avatar in prismics using the randomize avatar feature. i got an avatar that never loaded and crashed me and my friend. and now i cannot get back into vrchat to take it off because i keep crashing. i have no pc, and i downloaded vrchat on my phone and logged in, and the app closes entirely when i try to join 💔
you can login to the normal vrc website and change your avatar to default there
ty ty
Yup! Just tried restarting unity, no change - The root scale is 1x1x1, and this is just an fbx dropped into the scene.
No clue why collider gizmos wouldn't show up
anybody here have experience uploading with linux? I have a weird issue
weird, I usually see them
Yes! I have done all of my avatar/world work in Linux
MY SAVIOR!!! im having an issue where i go to upload my avatar thru the SDK control panel and i am not able to open the build tab
i did just realize im on the wrong version of unity tho so i might have already solved my issue but we'll see
oh - definitely only use 2022.3.22f1
yeah i only noticed that part a moment ago, i used to make stuff on windows AGES ago and just hadnt tried on linux yet
would it be alright to send you a friend request so i can dm you about it if i run into any issues?
no, I'd much prefer keeping things in here so everyone can benefit
sounds good! i appreciate it
hopefully all i had to do was switch versions, I'll be back if it's still broken
I've had a weird problem on my avatar for a little over a year now, where the nametag is way up above my head. (Typically into the ceiling.) Is there anything I can change within Unity to fix that?
Usually that's because your bounding box is excessively large
Where would I go to change that? The avatar is only scaled to around 5ft8
usually it's calculated based on the max size of the avatar and props, you can set it for each mesh but beyond that, I'm not sure, you may have to check props or something
when i logged into vrchat it said i could upload my own avatar, when i tried it said i wasnt permitted?
nvm i got it
i was just on the wrong version 
ok so i lied, its still broken, except now it wont let me choose a platform
Which error is this? and how do I fix it?
Can’t find anything online on how to fix this.
nvm i fixed :3
do you have multiple gogo loco prefabs on your avatar?
no just one
does it on new avatars too, newest update for everything too
I have no idea why I cant upload, just getting an Upload error
everything up to date?
is your unity, unity 2022.3.22f1