#avatar-help
1 messages Ā· Page 214 of 1
Hi, can someone please help me? I installed the correct version of Poiyomi Pro for this avatar, but when I click on "gesture manager," the avatar turns completely black and parts of its body are missing.
then you have some animation that's changing things. You'll have to discover what that is.
Is all this because of an animation?
that's my guess
I don't know how I can see it; which animation is causing this problem
could turn off all the layers, then turn on each one in sequence to see which does it
I'll try, but it must be complicated.
not really
Does anyone happen to know how to setup an animator to trigger when using the index controllers, everywhere I look recommends using the actual gestures, but the index controllers don't appear to be triggering for them, any info would be appreciated. š«”
I did find some mention of using "index_curl" but couldn't get it to work
So you want to trigger it only when using an index controllers, but not when using other controllers, say, quest controllers?
I only really play on the index, but if the setup is essentially the same across controllers that have finger tracking, that would work fine for me as well. My main issue is I can't seem to find the relevant info on what parameter i can track from my FX layer to toggle in my case, a particle active/inactive layer on my animator. I have a dirty solution which is just a toggle on and off in my expressions menu, but if I could just trigger it from finger curl values that would be preferable so i don't have to mess with a 1 handed menu
āTrackingTypeā, āVRModeā, āGesutureLeftWeightā parameters. If this project is only for yourself, then yeah use the OSC curl parameter but I think itās an overkill tbh
Looks like it's functional during my testing, thankyou for the info, much appreciated š„³
I'm at lost on how to fix this issue, I cannot seem to figure out how to keep the cheek fluff from moving around when the dynamic bones work. If anybody has some advice on how to fix this I would be grateful.
I'd guess the issue is the bone the physbone component is on is moving. You could try adding that bone to the ignore transform section of the physbone settings. Should make that bone no longer part of the movement
I will give it a shot with the root bone thanks.
No cigar, it was worth a shot. Might need to redo the rigging and see if I made a mistake somewhere along the way.
My avatar visemes aren't working in game even though theres no animations tied to them, I just uploaded it to Unity, published the test model, and the mouth just doesn't move for some reason
Theres no errors in the uploader either for the visemes
Make sure you put on the right viseme type
For instance viseme blend shapes are what I have to use!
my setup looks like this and it dont work
its because i was missing the sil viseme...bruh
it works now nvm XD
Ok!! :))
Does anyone know why my physbones arenāt working AT ALL? Like not on pc not on quest! They work in unity though
You might have too many?
PC doesn't have a limit though
any chance an animation is disabling them?
hii is anybody able to explain to me how to make toggles for both a texture change for the outfit's colors and a toggle for shaders ? i use a toggle creator plugin so im not sure how to make both toggles at the same time without them overlapping and breaking
Hi! Today I managed to get my first avatar made for Hilda from the Netflix series of the same name (model by TipperTopHat) but Iāve run into an issue⦠when using the avatar, Iāve noticed that her head doesnāt look all the way down, and her hips start twisting (also she starts off way too big, thatās probably an easier fix than the rest) if thereās any solution to solving Hildaās hip twisting issue that might connect to her unable to look all the way down, please let me know
how does this new sdk work?
it wont let me add one and when ever i do add one manuly its still there
How did you manually added when it didn't let you add one?
just add the vrc descriptor script
i fixed it by just having to restart T-T
I have a multi-outfit toggle system on my avatar that running into an issue where some of individual piece toggles within each outfit trigger blendshapes, however if I toggle another outfit using the whole outfit toggle those blendshapes are still active because of the individual toggle animations from another outfit. Is there any way to have some kind of override where the active whole outfit toggle completely overrides any other toggles from other outfits?
for example. Outfit one is toggled and has a blendshape on a bodysuit to shrink the body, but Outfit 2 does not need this blendshape to be active. So, when I activate outfit 2, I want it to essentially stop any of outfit 1's toggles from enacting any of it's animations on the model whatsoever, as they conflict with outfit 2
can you please show me your fx and oine of the animatons for the clothing toggle?
Mind if I DM them? Don't really want to post screenies here
Understand completely if that isn't an option
i have a world constraint object that spawns behind me yet once i spawn it it gets locked in that spot regardless of it being toggled or not. how do i fix this?
figured it out
I would recommend learning how to create toggles yourself. Once you understand the Unity animator system, you can create whatever logic you want. Sippbox's tutorials are a great place to start
i was kind of asking for an explanation on how to do that yes ahaha
my mention of the plugin was just to give context on how much i Donāt know
Hello! I'm new to avatar creation and kinda messed up my avi while trying to import a new texture. Would anyone be willing to VC and help me out?
its rare for anyone to want to vc
your chances are better if you describe what happened and perhaps include a picture for visual
Oh, well I tried to import a texture from Blender to Unity, but I accidentally deleted the main body texture and broke the entire avi
deleted files go to your pc's trash folder. maybe you can restore it from there
Issue is, I don't know how to get it to show on the avatar
I'm very new to this, I just started doing avatar stuff yesterday lol
have you found shader settings yet
All of the YouTube videos show how to import animations from Blender to Unity
Nope
you first have to make a material in unity. then apply the texture to the material, then apply the material to the avatar mesh
essentially this^
In the Project tab, right click>create>material. Click the material. In the Inspector tab, drag-and-drop your texture. Then drag-and-drop the material to your avatar in the Scene
well, we dont know if he has materials already
it could be a pre setup avatar
so can we maybe get a picture of the inspector with materials
Right. Click the avatar mesh. In the inspector panel, see if it already has a material. If it does, click and expand the material in the bottom of the Inspector tab. That's where you can swap out with your new texture
typo in it but you get the idea
in your case obv click body if the body is messed up
click the body in your scene, not in the fbx of your files
This?
Bro I am very stupid when it comes to this, I'm so sorry
i showed it in the image above
ok, this is where your standard color map should be in
you can take the texture from your assets and just drag and drop it there into the slot
It says I am somehow missing an armature
You should screenshot the error instead of typing it out.
Screenshot how you set the armature link component.
Somewhere on the Equality Brick
Would that be in here?
Please forgive my stupidity, I'm very bad with YouTube tutorials because I need to know exactly what to do
Would deleting it and reinstalling the brick do anything?
Unlikely.
Well crap
Did you look in the "Equality Brick" object?
What does that mean?
This object.
I am looking at all the dropdowns
What dropdown?
It's saying failed to find on avatar
Always provide screenshot instead of typing it out.
Rename the "Left Hand" object to "Hand_L"
When there is "1" suffix on each bone name?
Eh?
Are the bone name suppose to have "1" at the end?
I have no clue
Was the original model file have bone with "1" at the end?
Would it be bad to say I don't know again?
It would be.
It's hard to work on if you don't exactly know how your model should be.
You could just put the new fbx file into the scene.
How do I do that???
Didn't you put some model file into the scene before?
My friend who coached me just made me drag and drop stuff
Everything I've done so far has been me screwing around with all this
The bone names look fine in this model.
So, I screwed up big time?
Well I don't have the answer.
So, would it be better to just delete it all and start anew?
You may do that but I won't coach you through every step.
Did not plan on asking
i keep seeing this new bug that has never happened before. At some point, I become unable to select any blendshapes for visemes in the avatar descriptor. Is there a fix for this considering I've had to re-input all of the avatar descriptor data like 5 times already.
if i copy the data the new descriptor becomes broken like the old one was
Have you confirmed the blendshapes actually exist on the mesh object?
yeah that happened to me earlier today for the first time too. i just had to keep redoing too. wondering if there's a fix as well
yeah...
Does it still have drop down showing the list of blendshapes?
yeah it does but it wont change when i select anything
every other option of the avatar descriptor works fine
Also on unrelated issue, every viseme slot must be uniquely assigned.
"Uniquely" mean you shouldn't put one slot the same blendshape with other slot.
and why is that?
One blendshape is being controled by multiple animation that's going to conflict with each other.
^ this is correct. see "wiring avatar" section in this page: https://wiki.vrchat.com/wiki/Visemes
Pretty much the same reason why one animator layer should not animate the same property as the other layers.
typically, if blend shapes are named like this, it automatically assigns them into the corresponding slots when you select the face mesh
ok so, where exactly does this state that you shouldnt set them as the same? because i just read it.
Here:
Add blendāshapes (shape keys) or a jaw bone. Each shapekey should be named exactly like the codes above (caseāsensitive in Unity). Keep the sil keyāeven if it only moves one vertexāto stop Unity deleting it on import.
ok but that doesnt state that you shouldnt use multiple of the same. it states that to assign them properly, to name them as such
but since none of the visemes are using redundant names, no blend shape names also use redundant names, implying they must be one-to-one matching
It should imply that you should use unique 15 blendshapes for each viseme. You're free if you aren't going to believe it, just test and see the result yourself.
i dont need to test i know this already. yes it is smoother with 15 uniquely set up keyframes. however, that does not mean you cant repeat keyframes. such is the case with viseme parameter.
i did not come here for a debate i know what im doing. i just wanted to figure out why its locking me down from changing them. its clearly a bug and like many ive found before it, i cant quite find a fix.
for now i suppose ill just redo it again. smh. such is life i suppose
right. it is likely a bug - happened to me earlier today too. tbh i never tested using same blend shapes in more than one slots. one-to-one matching is just what the doc says/implies and i just believed it
its fine, im not trying to say that what im doing is the best way. its far from it. However ive been working with quad sets and tri sets of visemes for years now.
hey can someone help me out with my issue? its saying that my legs and ect aren't close 180, how do i fix this?
first image is unrelated to this
your hip bone is pointing 180 degrees in the wrong direction. you can see and fix this in blender but not in unity
it doesnt break anything (that i know of) unless you use fbt and/or try to add assets that have the hip bone exactly opposite of what you have it
ah alright, thank you
I need help getting an avatar in-game.
be a bit more specific
Umm, honestly not sure how.
I'm using a windows vm, cuz i play via geforce. I just got this: https://mukumi.booth.pm/items/2357296
In order to upload an avatar downloaded from web, you need to use Unity
just wanted to make sure cuz never did it,but if i wanna have 2 versions of my avi with diff outfits i can just do ctrl+D to copy the original,remove old clothes and add new ones to the copy right? and just upload it? and its gonna be like a new avi,its not gonna "update" the original?
Correct but remove the blueprint ID in the avatar descriptor on the new copy
blueprint ID in avi desc? where is that š§
Click the avatar root in the hierarchy. Itās gotta be somewhere in the middle in the inspector panel
ok nvm. it's under 'Pipeline Manager'
oo got it,so do i just remove the whole thing and detach orrr idkk
yeah keep the pipeline manager but just click the detach button
also what is the whole id for,and how does it not break the avi by removing it
it's a unique code assigned to each individual avatar. same blueprint ID = same avatar
if you detach it and upload it, it'll create a new blueprint ID for that specific avatar
oo itll create a new one i see,was wondering if i should somehow make a new one
yeah it'll generate a brand-new one for you
thank you for the help 
happy vrc!
Hi, I was wondering if anyone here knew what settings to use for Liltoon/Poiyomi in terms of render queue? When the lights go out in Murder 4, all the clothes just disappear and I'd like to know how to correct that. Thank you in advance! I found my answer on a JP website if anyone else has this issue! https://vrnavi.jp/vrchat-renderqueue/
is anyone else having the issue of not being able to upload anything?
is there someone know why the avatar show up as a robot but in unity everthing is okay
thats waaaay over quest limits
100k might be struck down by security checks, never really tested the limits 
Plus it's not even uploaded for pc yet ?
If you only upload it to the Android platform, pc won't be able to see you
really?
Yep
yup or they will see auto generated one pixelated mess
can also upload for ios if you ever run into people using that
Exactly
Yes, of course
First upload it for PC, then you can upload it for the Android using the same Blueprint ID.
ok lemme check this
"this"?
do you not see the issue? lol
assume we don't know what you're trying to do and have never seen your avatar before.
the sweater-its not sweatering, im not sure how to explain it
do you mean the arms are not where the body's arms are?
yes
Is the sweater rigged?
i thopught it was, the listing did not state otherwise
Does it have an armature?
yes
Wait, this is in Unity. How did you add this?
unity, yes and added it to the avatr by dragging to the avatar name, i also tried attaching to the tab that says "body" as well
didnt work
Anyone able to help me make a piano visualizer? I alr have the add on n everything, I jst wanna add in a visualizer on it
I'm assuming it doesn't have a VRCFury Armature Link component on it then? You'll need to attach it to the avatar's armature somehow, that's a decent way to do it.
i'll try that
help š
old vrchat sdk?
mm,pretty sure its updated but ill double check
Hey so.. how do people make their mouths / body parts move when they speak, and how do they go about making it look extremely silly (like the 500% facial expression videos of games n shit)
after creating clothes from scratch in blender and trying to put the armature link the clothes model that u can see on the image is cliping through the avatar, and its not clippin in blender, is there a way to fix it?
you sure all transforms are applied in blender, and the armature isn't posed?
yes
Do you have the model in blender too? I wouldn't attach this in unity with Armature Link if you do, but it's a perfectly valid choice.
i do have, but they have two different armatures
yeah I'd use the same one.
but then i would transfer mesh data and then have to fix all the miss weighted places again?
yea?
why would you transfer mesh data? It's already weight painted, right?
yee, but the clothes have different armature than the avatar
Hey Kaz do you know how i'd go about getting my mandibles on my avatar to move? (the bones in the front),
ok so how would u go bout it?
when i speak ^
go about what?
make an animation I guess?
my objetive is to put the clothes in the avatar, in a way that it doesnt clip
I meant when i speak :( sorry i forgot to put it in there
I'd use the avatar's armature for the clothing also. If it's already weight painted, then you shouldn't have to do much beyond touch it up for any clipping you find when posing the body and clothing.
as u can see the model doesnt move with the clothes armature
Right so again, have the clothing use the avatar's armature instead of its own.
how do i do that?
delete the clothes armature?
Change which armature is used in the clothing's Armature modifier. You'll need to rename vertex groups in the clothing mesh object so they match the names of the avatar's bones. if that wasn't already done.
ok done
now how would u export it?
Personally I export my avatars with the body and all clothing together in one .fbx, usually merging down to one mesh object for the body and one for the whole set of clothes.
If you want this to be separate for some reason, export just the armature and mesh object, then you can use Armature Link. But I don't - my way doesn't require linking, it's already linked.
well the model is not mine, the other clothes are just separated
so i decided to also add it to armature
link
Sure, that can work.
it didnt work
what didn't
i will try importin the whole model
i want the shirt to follow the armature new rest pose position
clothe still clippin
did you check that in blender though?
its not clipping
Did you actually pose it around to verify?
do you have the same shape keys applied in unity as you do in blender?
so "yes"?
how i fix this i want the shirt to be in a t pose
if it's rigged, pose the rig then apply the armature modifier
no i dont have the same shapekeys, how do i put that on the clothes
if not.... I'd probably rig it first.
it alr rigged but it aint following the new rest pose mode
... do you mean how do you make shape keys? I'll just direct you to a blender tutorial for that one
no i mean, do i need the models exact blendshapes on the clothes? i mean how do i transfer it?
not what I meant - I meant if you have shape keys active on the body in Unity, you should set the same ones in Blender and see if the clothing clips. If it does, then you may have to create similar shape keys on the clothing.
How does one merge two FX Controllers?
obviously depends on your model.
VRLabs has a tool that can help with this, Avatars 3.0 manager
I don't know if my input helps here, but I build all my outfits like this. The Outfit has its own Armature and I merge in using ModulaAvatar. That allows me to be "modular" and build new outfits really fast.
The important thing is make sure the bones are identical in size and rotation otherwise you will see a lot of clipping on the joints.
ok thks i will see what i can do
does anyone know how to set up and make a Animal avatar? im trying to make my Wildmutt
but i dont know how to make a avatar that work with 4 legs and no arms
Constraints
There's a whole discord for that too, the tag is 'Limbs'
wym?
the bit after the hostname in the invite.
i think i need to move the clothes from the armatur it came with to the base armature
after exporting my avatar to unity it just bugged down like this, how to fix this?
Why does the arrow get distorted on Unity? It's the same animation, done in Blender imported to Unity
if you put something under a gameobject with a different scaling it can warp wierdly when rotated , keep it 1.1.1
i'm trying to change the size of my tight, but when i scale my upperleg bone it moves my all leg
am i doing it wrong ? is there another way of doing that ?
"tight"?
tights?????
i'm learning english AND blender at the same time
edit the mesh not the bone
Does anyone know how to make different parts of your avatar move / get bigger when you speak?
Are my normals correct?
in unity yes
do you have normals set to "import" or "calculate"?
import
you could try changing it to calculate, but I assume you have custom normals
is this only an issue with blendshapes?
blendshape can mess with normals ?
yes
should i remove them ?
Oh, I mean when you enable blendshapes it can change the normals
if you set all blendshapes to 0, is there still an issue?
yes
honestly I'm not sure what the issue is, I'm sorry :(
can someone who has great experience in making avis and toggles hop in a call with me? i need help
anyone? d:Dc
You can create an animation for the movement/size, and then add a Float parameter called "Voice" and use that as a Motion Time parameter for your animation
i see i see
Does anyone know if "Transforms To Ignore" include child objects in the VRC Imposter Settings?
how do i do this? I've been looking for the FX layer thingy with the voice float whatsadoodadthingymobibble and I can't seem to find the menu or where i'm meant to do all this
i made the animation though
oh shit i foudn it i thinks
nvm!
this avatar I have has a a mini map and I was just wondering how this is achieved? it's able to pick up players and the world. I have quite a bit of unity knowledge so idm if it's a complicated answer š
Some of the things people come up with are so incredible. If I were to guess, a mix of a camera with a specific layer setting along with some shader magic.
the guy who made it hes really nice and he will talk to you how he made it
Hi there! I'm trying to attach a head to a model in blender, but when I merge the armatures, it pops up with an error message saying this: (See error message image) So then, if I click "Apply Transforms" It randomly adds one that connects the head to the elbow... what should I do here?
you can even capture real time, this is compelx codfing and it need to acces world
animate blendshapes or whatever using the Viseme or Volume parameters
You should likely apply all transforms to all the objects before trying to do this merging. I don't know what that merge function you're using is though
i uh
used the FX stuff instead
;p
since it was just two lil mandibles doing an animation wasn't too bad once i figured it out
no idea what that means but hey, cool
Yes that's what I mean, the FX animation controller.
i don't know how to really explain it since i still don't know jack shit, but i know how to setup voice stuff now :D
Face for ichigo is missing a portion, is it possible to delete this fsce expression from the model?
Set its shader to transparent not opaque. Or yeah you can delete it
Ur awesome thanks boo
this avi is usasaki and i got this asset that said its for mamefriends, isn't this way too small or is usasaki a different size?
Hallo everyone! Just comin' to ask if there's a way to override the loss of tracking when enabling AFK mode. I'm building my own system that involves managing being AFK, is there a way to keep track of the user's arms, or not break the head position on desktop for instance?
yeah you can change the value is the fx
im too lazy to figure this out on my own, how do i fix my torso glowing orange?
hey, i have been playing vrc for a bit on my quest 2, i just started playing on my pc and have just started building avitars, but i have a different account on my pc and i am only a visitor, is there any way to speed up to user rank for free so i can post my avitar?
If i have to i might, but I'm trying to avoid it
Merge the two accounts
Didn't know you could do that, thanks
Looks like this on the website
this doesnt happen on quest btw, just pc
Again thanks
Guys. Is it possible to replace a minimally edited FBX model in a finished project? I have a ton of settings set up using vrcfury and I don't want to redo it all.
yes. import the new fbx into the project. click the old gameobject that has the old fbx in the hierarchy. in the skinned mesh renderer component in the inspector, you can swap out with the new fbx mesh
Any way I can get rid of those black spots?
Note that if you unpacked the avatar prefab this isn't going to work
I'm guessing it's meant for a shader with transparency... but if you can't use one (such as you're on quest), you'll have to bring this into Blender and cut out the mesh. There are tutorials for both.
How do I fit clothing to my avatar? i have a full outfit but it's stuck in a tpose while my avatar is moving correctly
How can I fix this ?
you have two options. you can link the armature bones from clothing to your avatar armature manually. or, use VRCFury or Modular Avatar. This way, it's non-destructive and your hierarchy will be clean.
How do I go about using vrc fury to attach the clothing armature to the model's armature?
use VRCF Amature Link component. Uncheck all transform alignment checkboxes
i'm assuming your clothing is rigged specially for your avatar body base, matching all bone names btw
thank you! i just dont see the transform alignment boxes lol
oh it's hidden under advanced options
go to the gameobject in the message. remove VRCF Fix Write Defaults component from it. If you need it you can only add it to the avatar root object
Would it mess with the toggle?
it may. i suggest moving it to the avatar root
Or break anything in the avatar?
What does that mean
Are you okay with hopping into a vc?
Iām still confused on this
šš
remove the component from the pants. add the same component in the avatar root. set it to "auto"
Oh wait thereās no vc here nvm
I just tested the avi in vrc, and the clothes are still stuck in a tpose ;-; not sure what im doing wronggg lol
what is the first one you see when you expand Armature under the clothing? it should be usually 'Hips'. Do you see it?
yup! its hips
scroll down to the botoom. click add component
got it
drag and drop THAT hip to 'Link From' slot in the vrcf armature link component
And set 'Link To (Avatar)' to Hips
it's not called Toggle. Search Fix Write Defaults
Gotcha, I added the component onto the clothing instead of onto the hips of the model lol
I removed the top the orginal
And have it as auto
no. the component should be in the clothing root. actually im not even sure if it even matters
It still didnāt work
wait youre still on the pants object i think. it should only be added to the avatar root
avatar root is where you have vrc avatar descripter and stuffs
Where would I find that
Oh-
hopefully. im still assuming the clothing was made with your avatar base in mind. avatar bone names are different for different avatars
yes. im literally just reciting the error message
Thereās a fix write defaults in the avatar descriptor
ok so it looks like you had two of them then. one in the avatar root and another one in the pants
So I only need one?
yes
It wasn't made for the avatars base :( and its still stuck in the tpose..
ah that means it's not rigged for your avatar base. typically, if the bone sizes/positions are roughly the same, you may try renaming the cloth bones so that they match with your avatar bones. but it won't work perfectly. you're gonna have to rig the clothing to your avatar base in Blender
Tried uploading gave me the same error
Wait
It gave me a different one
oof... how do I rig it to the base?.. I already went into blender and edited the outfit earlier so it would fit the model but I didnt rig anything
right. editing mesh is not enough. uhh it's not going to be easy for beginners. i'm afraid i won't be able to help you with it but there are many tutorials on youtube. i learned it from there too
Okay so it gave me a different it gave me a error for direct tree optimizer and the blendshapes so I delete all three on the pants but now itās back to saying the fix defaults
alrighty, sounds good :) thank you for your help!
so it's the exact same message as earlier? fix write defaults component found in your pants object?
It ended up being on the skirt and pants so I deleted them all and removed them
Now I have this
did you add all these components yourself? it looks like you have so many redundant components everywhere and/or components in wrong objects
you probably have to track them down one by one. it means exactly what the error says
yeah if your avatar was delivered like this, it's poorly made, im afraid
good luck!
Found the source of the problem
So the creator out the projects together in one
Under the main FT
This is a opti version with multiple versions of the opti to upload
That is why there is multiple
Multiple Avis together but different opti versions
trying to make an avatar but the arms appear bent even though my arms in real life are straight down, anyone know what might be causing this? thanks!
the arms are straight, yeah, i could also just try clearing the roll on the bones, could that work?
ok! ill be sure to try it out in a moment and let you know
Anyone with face tracking Iām having issues with a avatar I have to corrects stuff in my project but in vr itās not working and when I toggle the face tracking on it just keeps my avatars eyes closed and doesnāt track my face at all
Hello people, Grandma is confused and clueless. Any idea why when i move these holographic effects in unity nothing happens in game and it's stuck as a T-pose.
Okay. Taking a break and then we're gonna give it another shot. Thank you for your knowledge.
help
Yeah here please
Do you know about face tracking
already tested it wit another avatr its thwe avatr im having sisues with my ahrdware is fine
avatar does support face tracking
also im not sure where to go to checkw aht you said
Making a entire new project just for the avatar gonn reuoad see if itās a set up issue
still getting the same issue, this is what the humanoid definition looks like, im not sure what im doing wrong here
so what should i do ?
so I used to have a screenshot of a easier way to set this up but I lost it but does anyone have a easy way of setting up warhammer particle effect thing? like if I turn on UI it does Ice effect per say from the particles tab
like a screenshot for it I can go saving?
do you know what Im talking about?
everything is all setup properly, still the same issue.
my avatar wont upload for quest despite being at the quest limit im sure. it just 'fails security checks'. all textures are lowered to under 512, shes approx 184k and has a small amount of physbones and the blendshape optimiser. please lmk if u can help! ive converted bigger avis and theyve had more and worked so im just confused
for some reason unity scrambled the elements aka material slots when importing
does anyone know how to fix that?
wdym scrambled
like did it make materials blank or remove them or add new ones??
like it swapped them around
it wont play the meh enimation on clothes 6 (aka the main face mat)
and the hat dissapears when i try to fix it
the face is set on the third slot
but in unity its set on the 4th slot
and its mainly these teo that unity likes to swap them
it keeps putting the hat material INTO the bottom
@bold glacier since you have blendshape optimiser, you have vrcf, are you sure youre checking stats in playmode? also 184k is legit bad
i got it working. also its not 'legit bad'. u havent even seen it š
Dose anyone know what's wrong with my scene
Im new to unity kinda
It won't let me click on my avi or edit it all it dose it let me zoom in, I cant turn either. Amd when I do zoom in its pixlated
Is it possible to use bone transform (rotation ) as a parameter?
on the top tab you have game.Right click and add"scene"
@ebon hull no, only by placing proximity contact
any help with this? scaling it up does not align it, will i just need to take this to blender?
Thats what i though. Thanks
Check both scales. Your model and asset, and all things that are higher in hierarchy. If all of them are "1" then it will not match in a simple way. You need to scale it manually i think.
yeah its all 1
so whatd the process be for resizing this in blender? id need to resize every mesh in the outfit independently?
you can select multiple objects then scale them all simultaneously
then it wouldnt line up
you can resize it in unity, by resizing its armature
depends on where the pivot point is
yes but thats the issue, scaling it up makes it not line up
so every mesh needs to be moved a bit and resized a different amount
ah i see. youre right. gonna have to move them independently. but it's already close match. i would sculp them with Grab instead
i shouldnt just avoid sculpting entirely and move each mesh around a little bit?
either way is fine. i mix them - both moving the meshes and sculpting them
okay, thank you so much
when moving vertices, i recommend enabling proportional editing
How do you make poiyomi's outline affect different areas with different colors on the same material?
Saw some stuff about vertex paint so im assuming thats the only way
It's the Outline Texture.
Alright ill look up how to get that to work, seems crazy how a texture like that would change the outline
Outline is just extruded-flipped faces of a mesh. So the uv coordinate would be the same as the mesh itself.
Oh okay so
I could just retexture the model in pure flat color and it would just use that, as the colors
If you want to match with main texture color anyway, you could just increase MainTex Blend slider.
What I think I want to do is have the outline the same "color'
Nvm that doesnt make sense lmao, i want it a the same just darker pretty much
So ill prolly just retexture just slightly darker
No details ofc
Also i tried testing the same texture as i have for the character, but the outline is still being controlled by the color in the outlines tab
If it's just darker then you could still use MainTex blend and darker outline color.
Oh alright
Nvm this is wrong im not sure what its doing lmao
Is there any changes I need to make to the tiling settings of the outline texture
From standard
The ļ¼ button in front of texure slot.
Yea but anything inside of there I should change? I think i got it to work by putting the X axis of tiling to 10000 lmao
Now its following the color better
You wanted to change tiling, so set tiling number.
Yeah ive changed it to an absurd number and its matching the colors now
Dont know why but its good enough for me
Thanks for the help
i finished resizing and sculpting the meshes in blender and now it looks like the picture on the left? not sure what causes this
on the right is how it looks in blender and unity, on the left is how it looks when i test it in unity
something to do with the armature?
Did you actually test in pose model after sculpting?
in blender? no, ill do it now
When you sculpted, vertex changed position, so you might have to fix weight painting as well.
you can try to copy vertex groups from the body
thatd be a lifesaver, thank you
any idea how to get ride of this line?
Outline mask
Color the parts on that area black on the mask and use white for everywhere else you want the outline to be.
i don't have screenshots right now, but, i'm trying to make a png avatar with a plane, i rotate the plane so it looks like it stands still, but when i enter vrchat and use the avatar the image is on the ground, anyone knows why this happens?
Are the body and head separate mesh objects? I'd merge them, personally.
yes they are
outline shaders will outline mesh edges just like that one
Is there a place where I can ask for someone to rig and help upload an avatar for me?? I don't really have a working PC to do it and I have no clue how to even rig shit
go to VRC Traders to commission people, link is in #1204490664637890580 . You'll get scammers dming you around here.
So does this count as a scammer or nah?? I jit cannot tell
This was literally two minutes after I sent that message
most likely then
Most definitely
i dont make avatar or uploads its was a typo error
i wanted to recommend you to my creator
Really suspicious way of doing that, just like scammers do.
Yeah..and plus since you've only recently made your discord account also makes it even more suspicious
Rq for the VRC Traders, where do I put that I need help uploading?? Cause I ain't got money rn to pay someone
search for it in the search bar
it will pop up
I have no idea, I've never been there. But good luck finding someone willing to work for free.
Good
why is my impostor like this?
Looks like flipped face normals
happens with other outfit
too old sdk , wich the other things likely would need a update for
pretty sure i know where you got this av from
what do you mean links? All of that is trivially easy to search for VPM repositories for, and you can install via VCC or Alcom.
they using a certain webpage and dont know its a paid model ,look familiar ? its a Avmbz model
you already know i need help
as it says, some stuff is missing. you'll have to install or find it
so where should i find these
How do I make it so I don't have to log back into the sdk every single time I open a new project?
did you try just a web search? they should all be very easy to find
okay so i just bought this avatar and im trying to upload it and for some reason it has a bunch of errors
are you out of prefab edit mode?
prefab edit mode?
like when you go into an asset for example and the hiearchy turns to a different gray
ye and 3d preview has blue background
yeahh, im not in that
just the normal screen when you upload everything
is that a really old Poiyomi package?
i dont think so, im using the one i downloaded like a month ago i think? it works on all my other projects
usually this is where you go check š
poi_Toon_7.3.50_UpTo_9.2.79
yep, that's pretty current
anybody know how to get their avi to upload with specific clothes toggled? kinda like a default look? like how here it automatically has the sweater with the pajama set on :<
I think it shows whatever assets are enabled on Unity when you upload the avatar
enabled? like with the eye icon that hides the assets or with the box that hides them?
i need help
someone give me a normal map or shader that simulates moist skin
eye only hides in Unity, doesn't do anything for in game or play mode.
im struggling to weight paint my kitbash avatar. body keeps clipping through clothes
Change the parameters state if some of them are enabled/disabled with a toggle and check that the clothes you want to be visible are enabled too
yo, i need some help
This here
I'm making a png avatar right. and it only supports pc. how to i change it so it supports vr
yeah it can be a challenge sometimes
where should i adjust for the shoulder tearing
Avatars can be PC, Quest, or iOS. What do you mean by VR?
This has been resolved in the creator companion channel
don't be afraid to move the mesh further from the body, or to retopolgize the mesh
ok then
Hello,
I wanted to know if there's an easy way or tips to do with the Animator on Unity.
I want to add a toogle on my avatar that can switch the face animation based on my Hand Gesture
For exemple, in my Righ Hand Gesture Layer, i want to input a bool condition for all of my Transition "SwitchAnim".
But i want to know if there's a way i can do it One time for all the transition and not repeating for each transition => add conditon => select parameter "SwitchAnime" => Set it to false etc...
is there any video or tips i can get to optimise my animator and help me to work on it faster ?
repeating?
oh
yeah you have to go do them all separately, unless you write some code
yeah like going each transition, add a conditons and reapeat for every animation
oh i see
you can select all the transitions and have them show up in the inspector at the same time but can't really work on multiple
which is a little weird, lots of other things in Unity you can edit as a group
yeah i wanted to try something else. i tried to do another layer that will handle the switch condtion and copy the value of the righthand gesture if my paramater is true or false
but it does weird thing like doing my animation in loop
it'll loop if you're using AnyState and have "can transition to self" checked on - you probably want that off most of the time
i was thinking also of creating a empty state alone to get the condition if it's switched or not and then link it to the animation
it does stop looping but don't actualise my values of my hand gesture
animator is such a pain to use when it's getting complexe... i better do coding instead
there's an "animator as code" package somewhere, I think I tried it once
i will look for it !
welp im cooked no mater what adjustment i make
the avtar be clipping still
i added some loopcuts but i cant add loop cups for everythinbg
heyo, apologies if this is not the correct place to ask, but wondering if anyone knows how to configure a default avatar state using these VRCFury toggles.
In this case, different shoes are controlled by toggles in-game via the radial menu, I wanted to change which one is set as the default state, but unsure how to.
I don't really know how to do toggles with VRC Fury. However you can do this by editing the blend tree that I'm guessing VRC Fury created by itself
Is it not just a matter of setting the default state of the parameter in the avatar parameters list?
you're right, it's under the little options tab on the component
oh, I wasn't thinking there I guess, but glad you found it
(I've never used this component)
it doesn't reflect on the mesh in the unity environment, but when loading a preview using Gesture Manager, it does seem to take effect, so I think it works?
Should, yup
I keep getting this error every time I open the CC now... before, Unity would crash after a few seconds but I could still get in and open the project, but now I can't even open it at all.
there's #creator-companion
Thanks
hi! i bought an avatar and it works fine, but i added an asset that ive used on other avatars but on this one its not working. It has its own parameter settings and toggle menu, those are fine, but the items dont actually turn on in game despite being visible on unity, if that makes sense.
does anyone have any ideas on how to fix this?
genuinely just out of ideas
how do i set the hair set to revert to the default and fade the asset name as above?
faded means the object is disabled - checkbox in the upper left of the inspector
thanks omg
Is there any way to have a phys bones ignore transformation NOT extend to the ignored bone's children?
thats not how hierarchies work
I know š
the tradegies of trying to optimize a physbone that runs through two non optimized physbones
VRChat I beg of you give me more than 8 physbones for good rank, you fixed them already š«
sorry to overtake ><
forgot to add pictures...
everything is visible on unity, its just not showing up when the toggles are on, or off, on vrchat.
ive checked with my camera to see if theyre just not attached to the avatar, but thats not the case either. they just don't show up
I'm guessing the second picture is not on play mode. The asset is there but there is some logic that disables it I'm guessing. Your menu toggle is just not enabling it, again, I'm guessing
that is correct, the second picture is not on play mode.
do you know any way to fix it?
To properly program the toggle
its from a menu and parameter that are premade, i dont know how to reprogram them :,)
its worked on other avatars which is why im so confused by all this
Maybe that's not your issue. I don't know. I'm just guessing, can't do more than that
ill keep trying things, thank you for tyring to help, i super appreciate it :)
Iām still having issues with the hip bones⦠should I add a āconstraintā to it, and if so, how so?
we fixed it!! reuploaded it entirely using a different unity file and everything :)
Is it possible to invert the normal texture to look like the original one I donāt have the texture for some reason
keep getting these errors when trying to upload and im not sure what to do, ive updated vrchat creator companion so shouldnt it update the sdk?
what does this mean š
it won't unless you tell it to
how do i command the beast
older poiyomi? you might try reinstalling
what, VCC? I don't use it, but there should be a "manage project" thing there where you can pick the SDK version
ah, the project im doing had the poiyomi come with the unity package itself
im new to all of this š
people shouldn't do that. You should probably delete that _Poiyomi folder and install a new one, unless you're sure it needs some old version like 7
okay!!
Modular avatar. Physbone blocker https://modular-avatar.nadena.dev/docs/reference/physbone-blocker
Hello! I could use some help. My avatar has a ton of toggleable parts, but when I try setting them up for the in-game, they don't toggle! Please help!
The wings, chest/overall body and clothes are especially problematic.
Ok so I need help from probably a warhammer avatr creator. What I am needin is a list of what stuff to turn off on the particles so it doesnt do every single effect in the warhammer worlds. I used to have a screenshot of a list hut I do not anymore. If any warhammer avatar creator can help me that would be very much aporeciated!
where are the parts you're trying to toggle? they dont seem to be part of the base mesh unless you're using blendshapes to hide them
I have the options visible in the right panel. (3rd SS)
When I'm in the editor (unity) I can slide them just fine. (Gonna SS with wings for reference.)
Blendshapes/shapekeys
Where do I find the shapekeys? I'm looking and just can't find it.
I was just saying what those are so Lilpimpen could see. The sliders under a skinned mesh render are called blendshapes. Another name for them is shapekeys. Wasn't directly telling you how to fix your situation as I'm lost as to what your asking.
Ohh okay, ty! My question was how to get the accessories/avatar features that AREN'T adjusting on the in-game editor or test editor, ie. unity, but are showing up on the sliders/unity.
literally on your screen there, the sliders on the right
Like, not all of them are appearing.
they don't "show" in game unless you make an animation and wheel menu control for them
ah, then you'll have to debug the animation that runs it
How do I do that?
play mode with gesture manager or avatars 3.0 emulator, watch the animation while you toggle it, see what it does. or doesn't.
Okay
The only things appearing I'll SS.
Okay I SS'ed the ones that DONT Appear are selected. (ALL Horns & head accessories are missing. And Clothes.)
EDIT - ALL Ears are also untoggleable on the wheel, but work fine in the unity
heyy Im trying to do an animation for texture swap but I keep getting this. I need some help! Any advice or tips?
or different methods?
is there any way to have rotation on spring joints? like take for instance, a crown on an avatars head. when the head rotates, i want the crown to rotate with the head
when i hit edit on vrc avatar descipter i cant see the view position ball
Make sure gizmos are enabled
also my guy already has his textures for some reason but i have worked on this avatar before
worked
can't really see anything useful from your images, you need to look at how the animations are done
then you know what's wrong?
Not at all.
My problem is idk how to make them actually appear/toggle ON/OFF like they're supposed to.
^ Like, on the wheel, not the sliders.
wheel activates an avatar parameter, parameters are used in the animator in transitions from one state to another
Yes, but the Parameters aren't activating, for some reason.
Or at least some of them aren't.
you do the wheel stuff and the parameters do not change? that's strange.
Correct.
make sure the right parameters are specified.
I have, they are from what I've seen.
is it possible to lock an objects rotation to the rotation of another, but in terms of world rotation rather than local?
I'll double check.
Rotation constraint without "local" checked
Latest SS's of wings for example of one of the parameters that fully don't toggle.
Y'all, I cannot open this asset and I have no clue how to fix it or what to screenshot
unfortunately does not seem to work when it comes to a spring joint
oh, yeah I don't think that works
is there no way to have rotation on a spring joint without it just rotating infinitely?
there's a whole bunch of settings on those, axis, damper, etc. - these don't work?
damper doesnt seem to prevent rotation at all
no settings that i can see of for axis stuff
theres this stuff but i dont want to free the rotation completely
Anyone willing to help a new avatar creator?
that's what this channel is for
Well yeah, but I didn't know if y'all were busy or something
But umm, when I try and upload my avi to the SDK it does this and idk how to stop it
hah, I love how it tells you files are missing, but doesn't list the files.
Not sure if this could be a vrchat avatar
I have a feeling I'm just being ignored at this point. Just gonna give up.
maybe click on that top error, see if the detailed view shows anything
anything could be if you want it to.
you happen to be working on a thing that nobody here can really help you with since we don't have your project to dig into.
Yeah I just don't know how to make it as an avatar
Oh wow, this is a lot
Looks like you need to install the face tracking prefabs.
Ah. Sorry for wasting y'alls time then. Have a good day/night.
How do I do that?
Is there a way that I can get it to not have to download it, or is it gonna end up being required anyways?
I have no idea what you have on your avatar, I was just reading your error message.
some VRCFury component on your avatar requires that package.
Ah, well shucks
if you don't use face tracking you can probably remove it
As far as I can tell on that first image, the logic is wrong. If you're going to toggle with the radialpuppet as far as I know you want to use a blend tree
you don't exactly have to use a blendtree
Okay. I'm really new and that's what I've seen and what I've been doing. I don't really know how that logic on the image can work for it ngl
yeah we haven't seen any of the transition conditions, so who knows at this point
is there any way to make limbs of avatars grabbable and still being able to be controlled if you move set arm or leg? cause i do have a mode with seperated limbs and i wanted to make it so u can grab each limb and place them anywhere but idk how
Why does gogoloco break my avatars legs?
When ever i try to update my avatar it says "This File was already uploaded" but when i check in vrc its still the old version
i cant even save my changes
btw im using vrc fury's blendshape optimizer but idk how that could affect this
the console just says the same thing
Anyway I could get the correct texture it didnāt have the texture id for some reason
correct texture?
Yea it only gave me these and not the one I wanted
left one looks like a normal map, right one is some sort of map, possibly metallic/roughness
Is it possible to make the normal map into the right texture with enough tweaking?
that's not really how it works, the normal map doesn't have any information that is in the other one
Ohhh alr
Might just have to make it myself because for whatever reason it didnāt have a texture id
this is ver easily do able there is already a popular wolf guy fury base that would fit only needs texture work and to get the clothes
okay so i think i figured out why my avatar uploads with these clothes toggled on, i noticed that the sweater and the pajamas both have on "default on", but how would i go about turning it off? and applying it to different assets?
tried to search it up but couldnt find anythin
is it in "options"?
OH lol it is yeah !! thanks gulp
I want two float values to add up as one in the FX layer, does anyone know how to add float values?
It's anyone fixing this?
See errors in console panel.
Can anyone offer some insight on why my outfit toggle with a variation might not be working as im intending?
The two transitions out from the default have two conditions each, both have "OutfitToggle" > True, as well as "OutfitVariant" which is true for one transition and false for the other. whenever i toggle "OutfitToggle" in game, it switches outfit but always to the same variant no matter if i have the second toggle "OutfitVariant" true or false.
Am I misunderstanding something about transitions/conditions here?
hey can physbones have collision with the world?
No.
ah ok, ill figure out something else then
anyone know a way for and object to follow to handheld cam
i want to put a physical camera model on top of it
There is no way.
š maybe oneday
Maybe. But not now.
Anyone know what's going on here, has there been an update that only allows uploads from SDK 3.9.0?
why not just update and be ok
VRC has a new way to create Avatar IDs so thatās why
(And yes thereās an update that only allows 3.9 or higher)
Use gesture manager or AV3 emulator to check where the controller gets stuck to troubleshoot instead of in-game
if it moves between the animations just fine and as intended, then it's probably something with the animations themselves.
(Also, just check if in your first layer you have one of the animation you have created playing)
for some reason, new animations you create will be put in the first layer.
what's wrong with this face ? it's a flat quad but i have weird shadow on it ?
unless you have custom normals, select the area or even the whole mesh in face mode, and in the normals menu (alt+n), reset vectors
ty it worked ! ā
remember that one, you'll use it a lot š
Aaaa alt + n for that I forgot thanks š¤£
so many hotkeys...
oh yeah, there are cheat sheets
I usually just use the F3 operator search
I'm pretty sure someone said quads are bad for optimization purposes
it doesn't matter
unity turns everything into triangles anyway
There is one small thing to be aware of: Unity and Blender may not agree about how to split the quads
Quads are way nicer to work with in Blender, and you often end up wanting tris to make things bend and flex how you need it to, like when weight painting.
This can cause hilarious issues if you have very weird faces
with tris it's a lot harder to deal with edge loops, so I would probably quad that as much as possible
you mean you often want quads?
no, I meant it as I said
Yes
(now i'm getting it backwards!)
When you start weight painting, often you add edges at specific places to make things flex nicely
yeah
this though, I would absolutely quad most of that
... if you intend to actually work on it in Blender. If you're just going to export to unity and be done with it, it's fine as-is.
note that Blender's tri-to-quad thing sometimes does it weirdly š
Okay
How would I size a part of an avatar / object with a audio sources volume
like as it plays, it moves
kinda like a visualizer
You could use the Volume parameter for your speaking volume, but otherwise you'd have to do that in a shader using AudioLink, in worlds that have that installed.
oh i see
okay
bummer š
I was hoping to use a song to move some stuff on a boombox object
w an animation
i guess i can just animate it
yep
Voice as motion time you can make things scale up and down or blink , here is one random test of that
like them old boom box ring effects on certain pixelated games
dunno if it would pick up a audio source tho , not tested
is there any video tut explain how to do face tracking and eye tracking?
https://docs.vrcft.io/ is a good place to start for info
i cannot do it from here?
yes
I have no idea what that does.
Probably something for converting MMD models, which is really the main goal of cats
now im working on this avatar and i finish all rigging work
after that
what should i do to add face tracking
yeah this seems to be just about converting or setting up basic eye tracking:
https://github.com/teamneoneko/Cats-Blender-Plugin/wiki/Eye-Tracking
to add face tracking, see the link I gave you before
that cats thing is just rotating eyebones, not really eyetracking
oh from the wrong-orientation ones? makes sense.
(you can tell I've never used cats)
if you are using webcam you can setup that in descriptor after, for a actual vr i got no clue
so to do that i have to go into this?
I would suggest reading all of that site, yes.
If you want to do actual face tracking. If you just mean visemes, that's different.
first all what the diffrence
second thing is there any tutorial video for that app?
there are lots of tutrial videos on adding face tracking
actual face tracking means you have a face tracker on your VR headset
visemes means VRChat emulates face shapes based on sounds you make when speaking
was hinting wich one they are after, vr or webcam or what you are using
And I have no links to video tutorials of any sort.
so Jerry's Template is other way to do that?
to not use his template
yes there is but its compatible with his software
the template you have to do it yourself it not a avi addon then add on does it for you when you template is just there to guide you
so should do these first then export it to unity to do face and eye tracking for vr headset ?
by using jerry package?
If this is a model you made, you don't need anything there
Do you have viseme shape keys now?
i just import a mmd file
Ahh. Then maybe you do want this.
but the big problem is the avi langage is no english
translate is in cats
how?
yeah leave the mmd stuff in jap otherwise it wont work
can add those back with a script 
if i translate it with cats also wont work?
ect it just adds them back after https://github.com/ShyWolf42/Copy-to-MMD-Visemes
dont need to translate at all, just making gestures without english would take me abit longer
not sure unity auto would get where legs are either in rig setup if it has bone children
pretty you'd need visemes and dont need to use the mmd script if its already japanease , its to find english ones and duplicate / rename to japanease
but someone said this
how should i do it with jap?
and should i fix MMD model after import it or just fine
Hey im a bit of an avatar creation noob and it wont let me build the avatar i get this:
oop nvm
found out how to update the sdk was looking in then wrong places lol
can someone maybe help
my sdk control panel is blank
im on the right version and ive been trying to fix this for like three months
look in the console for errors perhaps
nothing there
Blank how? can you screenshot?
ill go do that
guys i cannot find translate button !
well theres one thing but i think thats unrelated
Then scroll to the top of the list of them and look at the first 2-3, that's likely where the root cause error is.
its all the same
what does it say
FormatException: Input string was not a UnityVersion string: 6000.3.0b4
VRC.Core.UnityVersion.Parse (System.String unityVersionString) (at <c3d31208973a47ab998f0cab4138285e>:0)
VRCSdkControlPanel.ShowAccount () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelAccount.cs:246)
VRCSdkControlPanel.<CreateGUI>b__42_1 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanel.cs:359)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <caff59f307d04fad9b650d10e448d90f>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&)
the creator companion forces me to upgrade every time even tho i choose 2022
i have the 2022 version installed too
theres ignore or smth. and its not companion but unity hub
you cannot work in 6000 for vrc
Ahhh, that's the issue, yeah.
ill try that ig
thank you
now its having me install everything again ;-;
i give up
well yeah, totally different unity version is going to cause that
Don't give up! Once you get through this, it's done.
yip!!!
you can do it
it feels so good to finishes something you made or uploaded
no
im just done
That certainly is a choice.
when i export the avi to unity it comes without textures why
i did copy to the path
here in unity
here in blender
For textures it's never reccomended to try get them into the fbx, instead you should import them separately, create materials and assign them to the model
oh
Also you have a lot of materials on your model, it's gonna be at least Poor ranking with how many I can see. Ideally it should be as few as possible
Yeah you really want to extract them into image files for use in Unity.
and yeah, that is way too many materials
Correct
how to reduse them?
Click on the texture in unity (the image, not the material) and there should be something saying 2048
these all texure that i had
Click on that and lower it to 1024
use compress as well if it doesnt change much
compression doesn't change anything but download size - your main issue here is material slots
What does Material slots do?
Cause I've seen errors saying there's too many, but they don't really do anything to prevent an upload
Each slot causes a separate draw call, which is expensive rendering. Fewer is better.
So while you can have many many, your performance (and that of others) will suffer.
I aim for as few as possible, usually having 5 or less.
At most you only need 1 slot per toggleable object
Rig menu
Unity doesnt just automatically make it a humanoid rig
it's already set to humanoid
Click "configure" and go see if it's setup properly
should i do that and create my own materials
because i don't have one currently
You definitely have to create materials in Unity
Hips slot should have hips bone, not armature root.
Also remove the jaw bone if it got mapped, while you're in there.
Is there a way to have multiple audios play on one source? I'm trying to make a boombox but was told having too many sources can cause lag and whatnot
if i edit this fbx in blender, do i have to export the model or i can just save the file ?
you export a .fbx, saving just makes a .blend
you can put that in unity but don't, exporting is better.
use one source and VRC Animator Play Audio to switch them
gonna have to figure that out