#avatar-help
1 messages Β· Page 215 of 1
tried searching for an answer online before coming here, couldn't find nothin :(
i see
ty i'll take a look into it
gonna get some food in me then tackle it
It keeps doing this an i dont know whats causing it
im using jerry's template why theres no mapping here?
this is the avatar component
FYI, there's a discord specifically for face tracking, if you don't get help here. It's linked on that vrcft.io page
jaw opening is not working
ohh
thank uu
not gonna lie looking at this didn't do much to help me in the way of how to go about setting it up, but i'll figure it out, ty again :D
how do I update my SDK?
it said "Make sure you're using SDK 3.9.0 or newer"
but I thought VCC automatically does that?
it does not
is there any fast way to find out what is toggleing an animation bc ive been looking and i cant find it
you put this component onto a state in the animator
what I like to do is disable all the animator layers and enable each one by one to see when things happen
i mean i know when it happends im just trying to make it a toggle
so when i make both hands to fists claws come out of my hands
but i cant find it anywhere in the animation controllers
Right, so what I suggested might work
mhm
okay, so i changed the colours of my clothing but as soon as i go to play mode they cdhange back to the original colour
Sounds like an animated material
anyone?πΏ
you mean other than what I suggested?
i still don't know how this works.. sorry im feelin a little foggy headed today, I am in the animation editor, and i've added a state but i still have no idea how or what im supposed to be doing π
you add this component to the state, it'll run when that state becomes active
have a single audio source, drag that into the play audio component.
you can have multiple states which use this to play different audio files using the same audio source.
or use this to randomize a list of clips, or do them in sequence or something
I only need a single state, right? Also, do i put this in here?
like when you click into it
it opens up the animator thing
That is your FX animator, which is where you should be doing this, yes.
okay making sure, and I only need a single state?
I was trying to follow a video and they were using two, one for on and one for off
I don't know what you want to do. With one state in a layer, that state will always be active, probably not what you want.
okay
I have a radio object that I can world drop, trying to make it so turning it on plays a one of the few songs I put into the animator component thingy
i would like it to be able to be turned off
and be off by default
entry -> off -> (some condition) -> play a song -> (some other condition) -> back to off
etc, etc.
idek what exactly you want me to do
is it better to add the VRC avatar descriptor on a PREFAB or on the FBX directly ?
an FBX is a prefab basically, not sure why you'd need another
i found it now i just need to add a toggle in between
I said here: #avatar-help message
oh but if you found it, great.
yea idk why its in there supper wierd
Own this model from jinxy was wondering if this is a good model and not sure how to add it to vrchat
is it a model or an avatar?
Any model should be good. You can check the basics about how to make avatars on this vid
https://www.youtube.com/watch?v=bSwMz4WcajQ
how i fix this? pls help T~T
"missing script" is the issue.
you'l have to install whatever is missing, check the avatar provider's documentation for clues
Alr ty
why cant i put the parameter i put as a condition for an animation?
if i want to move my hair armature, i have to unpack it ? but i wont be able to modify it later ?
why would you move this? If you're going to add stuff as separate prefabs in unity, use a tool like Fury's armature link to connect things.
Otherwise bring it all back into Blender, set it up how you want, and export it as a whole
i can't with modular avatar
i have this bug
I haven't used modular, can't help you there.
can you not use menu parameters as animation conditions?
of course you can - you have to add them to the animator though
oh
At the top of the layers is a tab for parameters, go there.
yea i made one how do i trigger that now
trigger what
allg it work
Anyone know how to deal with this error in vrcc when making a new project?
Because, This SDK Error said build failed avatar validation failed
hello i have came here for some help i am making my first every avatar its not really a human avatar its more of a tank avatar since i am really into tanks i got the 3D model done i think i got the texture down i just dont know what to after that if you can help reach out to me! thank you!
what do you need help with though?
save?
what does "on my folder" mean?
that is your project window, the previous view you shared is the hierarchy of what's in the scene
project window is actual files on disk, stuff you can put in your scene or attach to your avatar or other things
I kinda need help with everything it's my very first avatar I tried to watch videos but it didnt help out one bit
this works better if you ask specific questions
The animation I made, which works in unity, does not work inside VRC. The animation state changes like it should (I checked with the debugger) and the layer weight is set to 1, but the item does not change. It's making me crazy. The thing I animate is on my hands and the layer is on the fx animator, but things like this usually work and I haven't applied any layer masks. Any ideas?
are you trying to animate humanoid bones?
(because you don't do that in FX)
The import settings on the prefab says generic, but I can't deny the possibility that it's related
Didn't answer my question, but generic won't get any ik movement
When I press βselect,β it takes me to my Fbx, but it doesn't have the changes I made (such as adding my glasses). This means that if I delete βV2,β I will lose everything I added. I would like to be able to save the changes I made.
Wait, there's an animator on the parent gameobject, maybe it's messing things up
Edit: That was it! The animator was animating the same thing as me, overwriting it
so someone commed me to make png avis and i went in blender and used the knife tool to cut around the image then exported the model and blah blah but then it errors when i try to upload it, i just wanna know if you would know if somthing is missing
so its just a cut up cube to fit the picture
these are it
its just a cut up blender cube to fit the tex
When i have my avatar in blender it looks fine, but when i put my avatar in unity it loses its textures and its just gray :( help please
Changes you make in Unity will not be saved to the .fbx, no. They are saved in the unity project, while you work (also hit ctrl+s)
I don't know why you would delete that from the scene though.
Scroll up the list of errors and look at the first 2-3, not the last.
Help
Yes - you'll have to make new materials in Unity anyway, using the textures that were used in Blender
π’
It wont take my textures
Theyre in dds format
Do I have to convert them...
Can someone help me? I'm very, very fairly new to making avatars for VRchat and i've only seem some videos, this is an mmd avatar i ported for myself and I would like to know why in certain worlds the texture does that? in the mirror
sending the avatar to quest makes the windows security checks fail and I can't use it on any platform. sdk v3.10.1 on linux
same too, but it's looks like this
i realised i needed to add a animator and update sdk but now the avatar is just randomly sideways
in game
how do fix this?
do u know where i can find a muscular man body and masc head for free (not piracy, actually free dl like for joining a discord server)
you want png
Okay thank you
show the material maybe
"opaque" is not transparent...
it is actually
that's news to me.
in your image, at the top of the shader
looks trippy
I'd probably be trying cutout first
In your assets click on the model and on the inspector you'll have a rig tab
Adding me out of nowhere just grants an immediate block
Probably scammer beware.
yeah, happens all the time here
what is this error?
I wish that one provided more useful detail
How do I fix it?
No idea without knowing what's wrong
xD
emote audio plays upon opening gesture manager, how to stop that? it wont play if toggled either.
i have the audios conneected to an animation toggle
but its playing without being toggled on
also using vr spatial audio
https://youtu.be/BmXCXP6UsQ8
Watch this
does anyone know how to fix this
I know this is pretty dumb but I was bored and wanted to look more into the files of the Creator Companion so I can help people more
I've found a way to add stuff when you load a new project
you need to delete the parameters as you have deleted the menu
what do you meannnn
It's on 3.10
Try any other image. You can change it later
does anyone know how to fix this
no

You have probably deleted a parent constraint that is used somewhere
does someone have an answer for this lol
You could have used an actual mirror or at least point the camera at the spot where the texture "does that"
Playing the game. Read pinned comments on the server
Sure I can rerecord
what does this error mean?
Edit: fixed it, modular avatar removed itself for some reason and unity went awol over it
use rotation constraints for most bones, parent constraint for the hips
it takes a lot of constraints though
you need to have a duplicate of your avatar's armature with the same constraints
the respective bones target each other (left hand targets left hand copy and vice versa)
then you toggle the components' enabled states
so by default the constraints on your main armature are off, while the copy is on
this way they'll track your body
when you go AFK, turn on the constraints on your main armature (locks your body to the clone armature) and turn off the constraints on the clone (so it freezes in place)
it happens in the same frame, so they just instantly switch places
since the copy isn't being animated/tracked by your body, it should remain frozen
it works the same way as this: https://github.com/VRLabs/Offset-Constraint
well
similarly
the idea here is that instead of keeping track of just rotation, you're keeping track of rotation and position relative to a world-dropped object and the hand you're picking it up with
this way when you pick it up (in your use-case, freeze your body) it gets constrained to the exact position and rotation it was at in that very moment
this makes it very natural to grab objects, since they just get picked up by your hand in the location you grab them at, rather than "teleporting" the center of the object to your hand
for objects that are centered around being world-dropped, I prefer this method, while for hand-held objects that can be world dropped, especially those with a handle (like a weapon for example) I prefer the "teleport" method, so your grip is always aligned correctly
i think i actually broke my entire project and i need help like now
i thought re opening it would help so the undo button is a no no
i broke it im pretty sure while i was animating the magnum
but i didnt notice
If you meant the model stays in bike pose, then use Pumkin's avatar tools to reset avatar pose.
i dont think ive ever rushed to google that fast before, thank you
The screenshot shows nothing important.
Warnings can be ignored.
I'm reinstalling unity rn
If it occurs again can you let me know what I should send here?
Just screenshot the entire unity screen that's showing a sign that doesn't let you proceed.
Kk
reinstalling unity is just very unnecessary.
Editor didn't install properly
That's why
I just had to remove my tunneling and firewall
To install it properly
Sorry its kinda like my first time with avis
is it supposed to open the projects from vcc straight up or is it supposed to put me on unity hub ?
It should open unity editor. If you just reinstalled it, go to double check unity path in the VCC settings.
Check the installation path.
seems right when i backtrack
C:\Program Files\Unity\Hub\Editor\2022.3.22f1\Editor\Unity.exe
Does the file really exist there?
Was there any dialog show some message when you clicked on Open Project?
nope ill check again
Also screenshot the unity path in vcc settings to confirm.
yeah checked
Screenshot to confirm it.
should i send it to you cause i did ??
When did you?
i didnt send the screenshot i was meaning i took a screenshot
i can send it if u want
lemme
gimme a second
discord is acting all fucky
When people helping you asking for screenshot that means they want you to send them screenshot of what they asked for.
The bot is preventing people spamming links.
No. It discriminated against anyone posting multiple link too fast.
i know
i was saying something else
i had to send links
because could not send images
In this case, try adding your project into the unity hub*(not creating a new project)*, and try opening it from the hub instead.
also this is what happens if i try to open a 2022.3.22f1 and add vrchat avatar sdk 3.10 to it https://imgur.com/eyaAneJ
aaaaa
there u go fixed the link
trying that rn
Is that what you had before reinstalling?
same thing yeah
Look for the topmost red error.
it gave me an error when i tried to open the vcc file https://imgur.com/qcJ8Hj8
No. Scroll the console up to see more.
hi guys i noticed my arm bone was not very straight (birds eye view of the arm btw), was wondering if it affects the avatar at all if its not completely straight? and if it would matter if i straightened it?
sorry if this is a dumb question
the elbow should actually have a slight bend so that the ik knows in which direction to bend it when you move your arm
ohh ok thanks!
passively?
as in playing without turning it on
i think i'm just gonna have it default on as a toggle that's easier and allows it to be turned off
i'm trying to make wall nut from plants vs zombies and i made an idle animation out of blendshapes
you can surely use contacts to drive a parameter and animation or use another parameter to drive something else
hey i have another question, for the spines and chest bones, are they okay like this or are they supposed to be straighter? planning on trying fbt soon and wondering if it will affect it or not
(i just saw other rigs and they looked kinda straighter than this lol)
i believe they're normally straighter
i make mine that way but i do very unconventional rigs most of the time so i'm not 100%
oo alright, thankyou
just put it in your animation controller?
like just put it in a new layer...
Trying to lean how to make an Avatar for the first time... idk waht I'm doing, but it feels like me brain is eploding
I still don't understand ;-; (sorry)
Feels like my brain is being blended
Watch tutorials, read pinned comments, and if you still don't get the basics you might want to work on your attention span
hi so uhhhhh
gogoloco issue
is this a common thing to happen?
i can't find it online anywhere, the positioning is just really off for the limbs when doing some specific laying down poses.
also is this fixable? i dont wanna spacedrag every time i lay down with gglc
Idk the exact cause of it but I had the same problem. I fixed it by clearing the sitting controller (the one below fx controller) in my avatar descriptive component
if you mean the legs being so stretched, i can imagine that unassigning toe bones from the rig might work. i had something similar where the foot overly stretched just like in your picture
So, ive been fighting with making this avatar work for a bit, and i finally have fixed the rigging issues i had on my own with the help of some youtube tutorials and whatnot, but i have a new issue. Every time i load in with the avatar, or enter play-mode in unity, his face does... This? How would one go about fixing this strange expression?
this is actually really smart. i'll try this later.
thanks
I tried uploading and this happened. What can i do? I tried using vpn. Stuff like this happens for the first time
The animation is being enabled first thing
?
I believe he's trying to say thats your idle position in your gestures
Well I found out what the issue was, cause it turns out it wasn't an expression, it was the jaw being bound to the wrong bone...
looking for help from someone whos good with particles
Anddddd
i need help to make a visualizer for a piano
i cannot find this anywhere, and its been preventing me from doing anything with any models, idk what it is. i make a new project, it immedietly doesnt allow me to upload, its just constantly stuck forever :c
That's not going to prevent you from uploading
Are there more errors or anything in the upload screen?
anyone able to help me make a visualizer for my piano?
I feel so stupid but I still am having trouble figuring out the Animator Play Audio component, and how to use it to cycle through different audios from one source
i have made two states, one for on and one for off, but I don't know how to make it switch between them
except not random , if you trigger parameter Audio = 1 - 2 - 3 it plays those , 0 stops it
Is it not possible to animate a bones position/rotation if its being used by the player? Like can I animate the hand bone moving to a different location from the players hand?
@fickle ivy it can be done via humanoid bones being empty (unweighted) and mesh using bone copies with rotation constraints to original bones
same as second set of hands just first one being invisible
you probly can try just positon constraining actual upper hand but i think it will be more broken? maybe not
Ahhh Yeah I had a feeling I would have to do that. So simply put. Duplicate hand. no weight. just constraints. One invisible. When I start animating they flip
Just oh boy a lot of work just to do that lol
ohhh i guess thats how my friend animated their legs differently
hi, i'm applying animations to some of my assets to give them shape, is there a way to make an aaset do HALF an animation ?
Like here the wings up animations make my wings go way to straight in the air, is there a way to make my asset do half of this animation ? (going through all the value and dividing them by 2 would take forever ngl)
question that probably is answered somewhere im too blind to see- i wanted to make two separate versions of an avatar i already had uploaded and set up so i duplicated the project folder, but the sdk has both projects uploading to the same avatar. is there a way to disconnect it and upload the duplicated one as a separate avatar? or is there a better way of doing this? i just didnt want to start an entirely new project and have to set up all of the base avatar things again :,)
Just detach the blueprint id from whatever version you want to be a separate avatar and then upload again
OH DUH- i knew it'd be something super obvious lmao. thank you!!
How do I stop my avatar from breathing? Is that a blender thing?
Like the tummy moving in and out
nope, its mainly just gets stuck on a singular thing for like hours
i left it at this for over like 2hrs once,
You can play half of the animation's length using motion time or transitions with exit time.
You might be able to get the animation to affect you by half if you use it in a blendtree and have the basic pose as one animation weighted 0.5 and the full wing animation weighted the other 0.5 but unsure on that.
i tried using a motion time paramaeter set to 0,5 as we can see in my screenshot, and it did not affect the animation.
As for the blend tree i'm not sure if i got it the way you explained it but my goal is not to set a toggle with a blend tree but just to play half of the animation, if i can how do i do this through a blend tree ?
You'll have to specify what you mean by half the animation
Which shaders are you using in your project?
just poiyomi
look a the big wings
this is the full animation (pic 1)
This is half the animation (pic 2)
that's what i want to add to one pair of the small wings on my neck
Make sure it is up to date then
it is
How many keyframs does your animation have? Cause you could just delete the last half and that would do it
like i bring all the right dots to 0:005 ?
i can't xd i tried
Is your avatar that's quite heavy ?
If you have a lot of material, it can take a long time.
I had the same problem on one of my projects, but I solved it just by updating the poiyomi shader.
Oh I see, no, legit just move the right part to an even number like 0.006, put the line at half that 0.003, click on the second button after your animation name (that will create a keyframe at that time for all values) and then delete the last keyframes at 0.006
nope, the avatar is very small, its a genshin avi so it barely has like 4-5 materials at most
hum it snaps to O:00 and 0:01 i cant go in the 0:00x
Then 0.02, as long as it's even, works
Just put to even, got to half, create keyframe, delete end
uh-
Try changing all of your avatar's material shaders to another one (exemple VRChat/ToonShader or StandardToon).
If the upload goes through successfully, the problem is definitely caused by the poiyomi shader.
hmm, possibly. its jsut such a weird error and gets stuck uploading
the animation have the same pose at both timeframes
right, that's dum-
Lmk if it works
it's ment to work with other a,imations in a blend tree, i'm just trying to use a single one
is there a way to tell the asset "ok go make the animation half up, half spread" or smthg like that ?
so uhh my rig is completely fucked
Hello, i'd like help with something that has been troubling me lately, ive recently began making avatars to vrchat and this one is ported from an MMD model the avatar is for my own use, I'd like to know why in the second video his face looking like it's glitching? Only happens in certain worlds, in the first video that doesn't happen at all, is it a shader issue? i'm using the toon shader with outlines on
Iβve noticed that whenever it happens it happens to most of the avatars in the same world. And yeah usually this happens in MMD. I think itβs the lighting of the world, not avatar shaders
why does vrchat assume there arent bones when they are selected here
trying to make it so you can remove the orange sleves by hiding the sleve mesh and replacing it with a custom mesh, but it doesnt seem to move where the old sleve mesh did, how can i fix this?
double check your hand/feet bones. it looks like you did select them but the green human thing is missing them (gray hand/feet)
do you need to have them weight painted to something?
some of my bones dont have weight painting
So I don't need to fix anything? I have other mmd avatars from other creators and they don't do that, so i'm stumped
nvm i got it
How i fix this
colliders and cloth used? they will collide with your avatar and send you flying around randomly unless set to 'is trigger'
how i do that im new at this
you'd want to avoid using cloth its terrible and local for one
, but if using colliders with it they must be set 'is trigger'
Would it be possible for some to help me put an avatar's head onto a different body? (Both are already rigged, I'm just having issues actually making them work together)
hey iv got an issue with finding where an avi was bought, would i ask for help in this channel?
Hello! I'm recently new in avatar making but I need help, I've been working on this 2d avatar for ages and the SDK wont work at all, it keep son glitching and the first tow tabs work but never the third one. HELP PLEASE
your on a unsupported unity for Vrchat
I am? Which one woudl you reccomend?
Let me change it in settings rq, ill update if that fixed it!
you dont do it in unity hub if thats what your doing
I changed it to that on creator but then it brign sme to the hub
im sorry to ask this but, how would i download it?
OOOH- I alreayd changed that, let me try and mess with soemthing rq
So this keeps happening everytome i try and change it
should I just make a new one?
yes and none of those are supported
uninstall them if you dont use unity 6
all that vrchat care about is 2022.3.22f1
Ooohhh, let me do that rq!
Okay im back and I was wondering, what shoudl i change the vrc sdk sicne its red and everijme i boot it up it is always a mess
What do you mean red?
Okay if you look to thr far right theres pluses and one minus thats red
That's normal
Oh so proceed woth it?
Yeah you press open project
Okay so- now its jsut jot showing vrc sdk at all now
Let me look bakc to see what I did wrong g
2022.3.22f1 you are not
Wait
...wait did you say 22 and nkt 62
Okay so Tuesday Vrc cc IS 22 but for some reason the unity hub wont let me choose anything else but this one
Bottom left install other editor
Hang on your interrupting my fishing session xD
sorry man, i just thought it be easier than this, of course not ToT
I've got cookies to get π€£
aaa i see now as it an older unity you have to go into their website and download it there now
Thank You!!
how would i make this disappear from the view point like anything attached to the head bone, without it moving with the head bone?
I keep getting mroe issues ToT
Use the head chop component
and now its gone...
bless
Looks like an error from SeeThroughHair component. Find the component from hierarchy. It's likely on hair mesh. Remove the component. If you really need it, follow the instruction and add it again. The instruction is at https://booth.pm/en/items/6610175
Does anyone know how to add a texture into a Skin Slider?
I tried looking for it but it's not there
Any idea how to get the texture without a texture id in Roblox?
?
can somebody explain to me, why does my model follow the bone correctly in Blender but not in Unity, even though I transferred it correctly?
depends if you know blender somewhat, seperate head from other av - delete bones not needed (anything from neck and down usually) export that somewhere as fbx, load up other av you want it on , chop its head off/hair remove useless bones it might have after , import the other head adjust , merge armatures , select new head root bone merge , remove empty bones again after ((** tldr ; youtube tutorials or you get a wall of text **
)
learning navigating blender and stuff is the 'fun' part, practice and its pretty fast
is there a way to prevent toe movement on an avatar with an animation? for example, turning off toe rotation so they dont clip through the mesh of certain kinds of footwear
my first guess is the animator tracking controller, but idk if that would stop movement of the whole foot or not
It usually is using blendshape to shrink body part.
well, in my case, the footwear is high heels
so the feet would hella clip through due to the difference in toe rotation point
Has anyone else come across this issue when using the CATS plugin on an MMD model? She works in every other area, except for her hips twisting like this, and I havenβt been able to find a solutionβ¦ (I have also used the humanoid rig, with everything lining up well in the configuration menu, and no sign of the cause of this issue)
Then your should would be either make the high heel have toe bones, or unassign toe bone from amature entirely.
Can you screenshot how the model look like in unity?
My computer is currently going slow right now, but Iβll try and send an image as soon as I can
Got it (...well, the main scene)
Select the Left Leg bone and screenshot again.
And pro tip: only ping when you got what I asked for. If you ping on any message prior, there is a high chance that I go to do something else and forget about you.
hallo im trying to add a energy sword type thing to my avi rn (im editing an avi) and im trying to make the sword the same texture as the claws that are already on the avi how would i do that? the texture is just 2 diff colors as far as i know
extremely small hip on that avatar , its inside spine
What do you mean making them same texture? Like merging or atlasing?
so the first one is the sword i made and the sec one is the claws that are already on the avi
and the avi has like hue shift in stuff build in so i was tryna reuse the texture if yk what i mean
I see. How should I go about removing it from the spine?
Is it really a "texture" that you talked about? Textures are image files that's used in materials.
this is the texture file yea
The models must have correct uv map for the texture. So try putting the material onto the sword and see the result.
it just makes this
i mean theres all these diff maps and i kinda can guess what they do but thats about it lol
That means you have to edit the sword model to move uv map to the correct location.
how would i do that
Edit the model in blender.
i mdde the sword in blender and just moved it into unity
ahhh
Should I reparent the hip to the spine?
Did you do the uv unwrapping?
you'd want the hip under spine , not inside it - id also straighten the bones abit - default has wonky bones
wouldnt that kinda break everything?
idek what that is so prob not
Why it would?
like animations n shit like that
idk i like never work with blender
uv have to be somewhere on your texture , that is blender
Didn't you just say you made the sword in blender?
yea but dont i have to put the whole model in blender?
and that was like the 2nd time ever i used blender
π
So I should just move where my spine bone is?
You only have to make change to the sword model.
Not the entire avatar.
Then edit the uvmap. If you don't know about uvmapping, there are lot of tutorial for it.
eh okay
If I may ask, which mode in blender is this? Itβs a little hard to see the hip bone in edit mode for me
Edit mode.
Okay
ok ig i kinda understand it but is there a way to add it to the existing uvmap?
or can i just add one bc my goal is just to be able to use the already existing avi texture
Each object has its own uvmap so if you unwrapped the entire sword, there won't be any uvmap left exists for the sword.
Hi all, I'm completely new to making avatars and would love if someone could give me some guidance, and maybe help point me in the right direction. Right now I'm trying to start simple, and just combine an avatar base with a head, I believe the best way to do this is to import the fbx files into unity, scale them and then combine the meshes?
I've been able to successfully(I think) do this, and then export the new combined fbx file into unity.
My main questions are, does it look like the armatures combined correctly, secondly why can I not change the materials/textures on the head? everything is grayed out in the settings I'm confused what I did wrong, and third it says a polgyon of mesh 'body' is self-intersecting and has been discarded, in blender I did merge by distance, I thought that would stop an error like this from occuring, what happened and should I be concerned?
note: I just grabbed a couple random heads to test out this is not one I was going to use lol
So the rig hierarchy is incorrect. head should be under neck
you cannot edit embedded materials that are part of a model, extract them or make new ones in unity and apply
the self intersecting warning can be problematic but doesnt have to be. if your model looks fine both out and inside of play mode, i wouldnt worry. this happens often for things like mouths, eyelids etc where its likely that polygons are squished
This is set up in Blender yeah? Is there a specific hierarchy that people follow? As for the materials, it's weird because the head came with all the PNG and PSD files for the textures and without importing them into unity the textures don't show up, how do I make them into independant materials that I can actually manipulate and edit?
I appreciate your time btw, thank you!
Didnβt think to ask, the placement of the hip will affect how the CATS plugin makes it appear and affect the rig, right? Because after using the CATS plugin for the first time and looking at the hips bone now I realize that the hip incredibly minusculeβ¦
Hey everyone, I recently started working with avatars, and when I download an avatar it downloads as a WinRAR file and I can't open it in Unity. Could someone help me?
Are you using winrar to extract the contents of the rar?
I tried both but without success.
The file looks like this to me.
ok so i did that now how do i import it into unity? is it saved with the object?
Yes, the usual setup is what youre expecting irl. Hips -> Spine -> Chest -> (optional upper chest) -> neck -> head -> eyes. From hips, you also got both legs, shins, toes. From chest or upper chest if available, you got shoulders, elbows, and hands. Fingers and toes are also optional, a rig doesnt need them in order to qualify as a humanoid setup.
As for the materials, go to the import settings of the head. On the last page you can extract materials which you can then edit and apply.
The same way as you did before.
oh shit it worked tysm
i just fucked the model somehow
?
is there any way to best find out the uv map for the claws? so i can recreate the same texture effect (there is like a secondary collor as the rim)
Inspect the object mesh asset, it change preview type to show uv map.
in unity?
In unity.
If you can import into blender, you can see it from there too.
I really need help.
well, where are you stuck at
using poi?
yes
ok so how is it "not working"
are you using gesture manager to test?
is it an auto rolling hue, a menu setting one?
how is the hue shift set up? manually or vrcfury?
so i got a whole bunch of "skins" that are just hue changes but those dont apply to the new object for some reason
sorry that answers none of my questions
its menu settings
this is the shader thing idek
and the "skins" are just animations that change those values
idk more
Well then i guess you have to learn how to operate/debug amplifyshadereditor scripting
id argue the most common shader used for pc is poiyomi, probably closely followed by liltoon. And those are just guis with shader settings, not node style scripting. So we, the poi users, will have no clue what this is that you got there
yea i just tought it would just work bc same texture n everything
and when i change the color in unity it does change for everything
I cannot speak for the shader you got there but for poiyomi, you have to mark material properties "as animated" for them in order to work, otherwise the material locks down and the value is unchangeable
ohhhhhhhh
maybe there is something similar, where you need to tell the shader to include that sword mesh
this is the effect i've managed to achieve after working through the night, the model looks fine, has no rig errors, but when entering play mode... Splat.
base (probably) shapekeys broke , hope you have backups - if it doesnt affect head you can shape propagate
thank yall for the ideas, just uh...
Im like, really new to the whole avatar stuff, and blender and whatnot in general, so all ive been able to do so far is add toggles onto bases, and decided to give myself a challenge of... This. So if yall could, please try and explain what those mean? XD
ive done this too when i delete things in blender, so now i tend to part it before i delete havnt had one explode since
dont see anything like that
ok i found the problem
and idk if theres a quick fix
bc the skins are done with animation it animates the body mesh itself not the shader
so i would have to edit every skin and change every lil number by hand
or can i just combine meshes?
i added face tracking to an avatar and hopped on vrc on desktop to check it and the mouth doesnt move? i have visemes enabled and face tracking off
read what i wrote again
im testing it on desktop, checking visemes, obviously face tracking off does not matter lol
You havent added a package you need
yep i fixed it
but now i ran into this
message wataam about that
not a vrchat thing its someone in the community
also i think its ment to be on the base avi not the clothes
it is on the base avi
Hey, before uploading your avatar try to test all individual face tracking blendsshapes inside Unity Editor in play mode with Av3Emulator
im pretty sure face tracking works, but the normal viseme based mouth movement doesnt seem to be working
did you enable visemes in the radial menu?
how did you add ft anyway? some third party package? installation via vrcf?
yes i did
i used hash's face tracking which comes with a prefab of the avatar that has the ft blendshapes on it already
it requires jerry's ft add on which i do have installed
ok so have you had a look at the animator states to make sure the viseme toggle works as it should
you have Vrcfacetracking app on
how can i group my 3 meshes without merging them ? ( i want to control each one individually in unity later )
Create a parent object
an empty ?
yeah I belive you select them then press the object tab and press join
then that makes one of the objects a parent
no as I dont really understand anything related to the animator
but ill watch some videos and try to figure it out
quickest way to test, remove any controllers and upload a test version , otherwise be sure you filled all visemes - one missing it breaks the entire thing ingame
is there a way to make these teeth move along with the mouth? instead of just floating
i assume itd need done in blender but im not sure what would need done
theyd need to be merged with the same mesh as mouth if not already and follow same blendshapes (ie edited for each blendshape individually). if it have visemes and not just jaw flap
no
youd need to select each viseme (blendshapes in unity, shape keys in blender) and 'bend' teeth to look good for every current mouth shape
oh man thats tedious
well unless theyre already have their own blendshapes
it has blendshapes for the teeth being next to each ot her, or being farther apart
if its just one or two then prob wont help much
yeah probably not, ill just leave it alone
extremely confused about how colliders work
I want it so that the legs don't clip through the skirt but no matter what I do it doesn't work how I want it to. I've tried colliders on the legs but the either make the skirt balloon up or don't work at all. Skirt phys bones are at near maximum stiffness but that only helps a little
add angel limiter to the bones
which ones? skirt or legs?
skirt
it doesn't seem to have changed anything, the skirt still floats up when i move
is that because you have changed the gravity of the phys bones
yeah that would be why you have zero gravity turned on
but the legs are still clipping through. I know the answer is colliders but I'm confused as to how to set it up
for some reason the capsule is reallyyyy big and I can't fine tune adjust it
you have to edit in the script not in the move tool
how do i edit its script?
it's still quite big. if I make the height smaller than 1 it just becomes a sphere
but won't that make my leg bone distort?
im trying to port a gmod model to vrc, but im having some problems and hard time
anyone that could guide me or something?
No thats ripping models you wont find help on this discord
what is ripping models meaning
aaa got you you have to make it as a game object not on the leg itself
you taken a model from a game and putting it on another game
and is that wrong?
oh? how do I do that?
yes it's called copyright infringement and you can go to jail for it
it doesnt go on the leg its self its their own object
ohhhhh I see
so like, an empty with phys bone collider?
YES
85% of the vrc avatars are from other games??
i see now! so how would I connect it to the leg mesh so it applies to it?
what
wrong guy
then you click or drag the thing you want it to connect to
aw, the capsule got huge again,,
what am i supposed to do here
just make it smaller
read?
why tf would i read
it won't let me resize it π
here's what it looks like when root transform is set to none, I can make it fit her leg
You can just... Close it
and then...
Does anyone know how I can fix this bug? It's the reason I can't use the access?
Divide by 100. This happens when the avatar was re exported from blender with different scale that originally
it's still quite big and won't fit around her leg
colliders arent reliable , id rather use angle limits and weighted to legs/separated to skirt bones after , exsample using zero colliders (skip to half ish for unity)
long skirts however 
How can I leave no doubt?
so how exactly do the angle limits work? it doesn't seem to do anything no matter how i adjust it
several ways to do it , need to rotate skirt/whatever bones towards avatar mesh in blender then set angle limits or they will only go in on direction instead of away/toward
did a quick search, it says the scale settings when exporting as fbx might have to do with the colliders being huge
but you made a new object
yeah, but the second i make the root transform the leg bone it becomes huge and I can't adjust it
aaa okay fair then
oh it's working now!!! the scaling thing
as its a new object you can use tranform
what?
yeah its called unity?
so what am i supposed to do
here?
This debug info is nothing?
Yeah that's supposed to happen when you haven't unpacked the asset
But then wouldn't that be the reason I can't equip it in terms of gestures?
yeah its not free but its easyier then doing it all by yourself
@stray trench https://docs.hai-vr.dev/docs/products/constraint-tools/skinned-mesh-constraint maybe this too. This links an object (teeth) directly to a mesh (lips/gum).
Hey so I'm getting a very generic error trying to upload any avatar in one of my projects including the avatar dynamics test avatar
it stops uploading at like 20%
I'm able to build a test avatar just fine but actually uploading it doesn't work
I think vrchat sdk is down right now
I was able to upload one in a different project
I am reinstalling all of my packages
It got to 81% but then failed
okay... it got to 100% then failed
I have no clue what's going wrong here
I tried again and got this
(the file was in fact not already uploaded)
when im adding wings, is it preferred to add it to the spine armature or the chest?
assuming they're not super low on your back probably chest
okay
so chest?
yes
There is also another avatar in the project that I was able to upload perfectly fine before but can't now
ok so... i put my avatar into play mode... her tail is sticking up (could be colliders) but is there a way to make sure that it isnt broken and not just the coliders
Move her upwards
It probably has negative gravity or something
Would I be able to just make planes for these types of "eyes" and just shrink wrap and make different versions for "expressions"
what was your method of adding the tail? did you put the tail directly under hips (i presume) bone in the base hierarchy? or did you link it to hips with something like vrcFury? was the tail sticking up even before adding the wings?
the tail did stick up before adding the wings, and i used a free base model for the avatar so im unsure.
when not in play mode the tail is normal
im probably gonna upload her, see if the tail will resolve itself in game
Anyone familiar with SyncDances by Kinimara? I'm trying to get the dances to work on Quest, but the Quest prefab seems to be busted, and the PC prefab is too big for the android version (even after removing the music).
Anyone know of any fixes or alternatives?
https://streamable.com/lv1f2l Blendshapes effecting my outlines? is there a way to fix this?
Hey Zero, sorry for the late reply I appreciate your help, when you referenced the import settings for the head, is that in Blender? I'm not sure where to view import settings. I need them for the body too since the body materials aren't editable in unity as well.
Sorry hit enter when I was trying to hit the apostrophe so my post sent early lol.
Find the avatar's FBX file in Project in Unity. Click the FBX file. You'll see Import Settings under Inspector panel
So I shouldn't have to worry about texture mismatching inside of blender when combining an avatar base, and head base correct? Because all the material settings should still be available once I import into unity...theoretically right?
Hmm it depends. I'm sorry but I don't know the context of your previoius conversations. What did you do in Blender? Did you combine your body mesh and head mesh into one mesh? Or are they still two separate meshes?
I'm trying to take an avatar base(Kaycee's Inclusive Male Base) and add a prefab head to it (23Mink's Male Head) so in blender I used the CATS plugin to merge armatures and join meshes
Just trying to learn the basics in hopes that I can add custom props and personal items/clothes/hair to my own avatars.
so i have a fnaf model im working on and it has eye emissions, i already made an animation of them fading on and off but i cant get the off animation to play, i use vrcfury mainly, the shaders i use is only mochi (i know poi can have them be animated) am i doing something wrong?
these are the settings, i got rid of the off animation (i touched nothing)
Don't know if it's good practice but turning on "legacy blendshape normals" in the fbx settings fixed it for me
If the texture seemed ok before joining the meshes but not ok after joining the meshes in Blender, it's likely going to be an issue in Unity too. Typically when meshes are joined in Blender, they'll create two material slots (one for head, one for base, and geometry that used to be head mesh will automatically keep pointing to slot 1, and another to slot 2. The problem is that while materials usually transfer fine, UV Maps can sometimes break. If this is the case, you need to go back and join them again correctly.
If the texture seemed broken even before joining the meshes, the issue should be addressed first before joining them. So... you still have to go back.
Typically, unless you care about optimizing avatars, it's actually better to have separate head and face meshes (but both rigged to the same armature).
i have this avatar with toggleable stilts and i was wondering how id make it so i could make the body rise like the flying on gogoloco but also to keep the walking animation, the avatar does have gogoloco on it so maybe theres a way to disable that "legs-crossed animation it uses?
okay new issue, i want a sound to play when turning it off how do i do that
How do I fix this avatar falling bug? The avi jurks down after jumping or falling
im pretty sure thats normal, it even happens when in vr
I have other avis that dont do that
i use full body but back when i didnt and back when i was on quest it did that
oh
thats the default animation for falling
So its an animation i have to tern off for it to stop?
how could i remove this animation when using gogoloco and just keep the normal standing IK and walking animation(s)?
you add your own the easy way is to add gogoloco
you remove the animation for it
i need help with adding feet colliders that play a sound with each step how do i do that
Have you tried looking for a tutorial?
i did, none seem to show what i need to do, closest i got was contact senders and receivers
but it wasnt in depth
These videos are the top results when looking info about that
https://www.youtube.com/watch?v=LOZu6e8ozns
https://www.youtube.com/watch?v=BmXCXP6UsQ8
yea those are the vids i watched
I made something similar just today following them
i tried making the same effect recently too. i looked for some footstep products on gumroad and booth to get some inspiration. i found the best one but im not sure if i can share the link here or not bc i dont want to look like i'm advertising a paid product (soliticing is against the rules here).
you can dm me it, although i may know what it is
how do i rig clothing to an avatar again? i remember VRCFury having a tool for it
So this is gonna sound dumb, but does anyone know how to make a VRChat model?
Obviously but still
I CANT SEE THE but physbones π they wonβt even move man
Like making a model and I got her chest to work just fine butt her but phys bones wonβt show up more will her stomach and thighs. I have gizmos turned on too
Jeez⦠what software is that and where can I download?
Unity
U gotta download the vrchat creator companion. Itβll pretty much walk u through the rest
What that guy said
Thanks, am I gonna need my laptop?
Ermmmmmm. Itβs takes up a good bit of space so if you have a pc thatβd be better. Iβm using shadow on my laptop so Iβm fine. You could get that but if your laptop is good enough then ur fine
@spiral jay theres no endbone so you need to set endbone position. also win+shift+s
My laptop should be fine. Donβt have much in it..
Wait slow downnnnn
Whatβs an endbone?
endpoint
omgg this is coooooked
i just watched that and it didnt work
yes it does
what would cause the pants mesh to shrink like this? it has no blendshape that does this, and doesn't have any kind of component on it that affects meshes
did you put these pants on using VRCFury Armature Link? If you did, uncheck all alignments under advanced option from the Armature Link component
thank you, this fixed it
anyone know why my head is moving like a physbone i checked and theres no physbones at all on the head
it looks like something is scaled weird
if you scaled your head, neck, etc it'll rotate weird
i think i may of on the head how do i fix that just resort back to normal?
yes, i would suggest to make edits to the shape of the head in blender rather than unity
Hello sorry to keep asking such noob questions but I realize I keep jumping the gun. Can someone help me figure out my bone structure hierarchy? I'm trying to combine the Akii base and 23Mink's Male head in blender, and keep getting errors in unity that I can't make the model an avatar due to the bones not being set up correctly. I have them in blender right now set to where I want them to merge, but unmerged currently. I believe part of the issue was that the head had a bone that was labelled as "Head" and the body also had a bone labeled the same thing so I changed the hea'd's bone to "Face" CATS is also asking me when I merge armatures where I want the head to attach to, can someone verify that "Neck" is correct to attach it to? Heres a screenshot of my setup currently.
Or maybe I'm supposed to attach at the "Head" Bone?
Keeping "Head" as bone is fine
What you want to do is delete the bones "head, eye l and eye r" of the original body since there is no longer mesh for that. Then you want to merge the armatures of your new head with the body armature. And yes, you obviously want to merge head bone as child of neck. You currently have 2 independent armatures so yea thats problematic
Erm I have a question. So when I tested my avi in vrchat her pants didnβt move with her mesh? Like her thighs had the physbone and what not and I could touch it but as for her jeans they didnβt move. Her butt as well
Is there like a, clone system that instead of using a mesh fbx of your own avatar, it just makes a puff of smoke in a rough shape of yours so it saves heavily on polys?
how can i fix this hole ?
it only appear when i lift my arm
Merry xhristmas btw π
Either:
- fix the weight painting
- thump out the base shape a bit so that it doesnt cause clipping
- use a "body hide" shape that sucks in the body so it also prevents clipping
Sounds like you have not correctly merged the armatures of the pants with the body one. How did you add the pants? Share some pictures of the setup
so there is only one armature here?
Yuppers
i cant see al objects so ye
funky as in
The rest are clothes. I just tried to transfer the weights so Iβm hoping that makes it work better
Iβll try and record a video
Yeah Iβm sorry. Just gotta upload her
youre not testing in unity?
I did but it looks okay in unity. Like it did before. But when I get in the game itβs buggy
Thatβs why I was so confused
thats why you can use gesture manager in unity
it simulates "play" mode aka being ingame
without that, play mode does nothing
I did that. Idk if I broke something or what but it looks fine in play mode
Maybe I fixed it??? Imma hop in to see
I fixed ittttt
My clothes wont stick to my avatar in blender and idk how to get them to work π
- Make sure the cloth has Armature Deform modifier, and has assigned with the correct armature object.
- Make sure the vertex group in the cloth matched names with the armature bones.
- Make sure to check for weight paint.
Im a bit confused, whats armature deform modifier?
It's just the same as any object modifier that you see in "Modifier" tab in property panel.
oh okay
one of my items has bones in it so i can't use modifiers, what do i do?
You likely describe something incorrectly here.
oh
uhm
the pants of my model has bones in the model, do i just take them out and use them without amature?
You will have to make sure that the pant bones name is matching with the base avatar model first, then you can change armature assignment of the pants to the base avatar.
I need an avatar working gun.
does not really matter what gun but like a m4 style and a glock.
Try asking in #1138520828556890214
so uuuh dudesssss, cant really move my avatar at all, I got a whole humanoid rig and its still in this t-pose, I know I get into alot of pickles but I need halp :')
Have you set humanoid rig?
The gesture manager would crash if it wasn't
I don't see Armature object in the hierarchy so that's a red flag.
Also I believe I have tested generic rig with gesture manager a few times in the past.
"Pillar's Rig"
That's probably it
Possibly.
But honestly, if it didn't have a rig, one, it wouldn't have the option to be humanoid and two, gesture manager wouldn't work
I did, twice, and it STILL stayed in that t-pose in play mode, I even checked the configuration (yk, the settings whereas you delete optional bones 'n all), and the rig moved just fine there, but in play mode? t-pose π₯²
yeaaaaa neat name huh? this is actually a Christmas gift for a friend π
Does the model have Animator component enabled?
in the avatar descriptor?
Beside avatar descriptor.
well, I'm not sure ;-;
Do you see Animator component on the avatar object?
oooh is that where I was supposed to turn it on?
Wasn't it on?
probably not
You just have to see whether the checkbox in front of component checked or not. It just can't be "probably".
so go to the avatar object (found in assets) find the animator component, and CHECK THE BOX, that right?
Your avatar object already is in the scene.
hello guys, i recently started to change the clothes of the avatar i bought. I heard that its better to upload a different avatar with a new outfit instead of using toggles. I was just wondering if i should create a new avatar project for each outfit, or just duping the avatar and then detach it? what will you recommend?
is there any way to combine meshes is unity or do i have to use blender?
blender
careful tho, combining meshes takes the ability to toggle the objects separately
so to hide stuff, you then have to make blendshapes instead and that can get funky especially when there are physics attached
so how they did it with the stuff that already on the avi its just an animation and its hid inside the hand would that be easyer?
and how much of the avi would i break replacing the body mesh with the new one?
Very high chance of completely break.
I cant sign back in
do you know anything about hue shifting with animations
bc i could just add the thing into the animation ig to get the hue shift
Just ask the question. I don't promise that I know everything.
basicly this is what it looks like idk what the skinned mesh value means tho so
and if i can just add the sword into that to just get the hue shift
Widen the animation property tab and you will see what it does there.
It's animating material property.
yea but its only doing to the main body mesh so if i just do the same to the sword mesh it sould work no?
it just doesnt let me add a property
Maybe, maybe not. Depend on whether the sword material can do hue shift or not.
its the same material then the rest of the avi
Do you know how to record animation at all?
never touched it nope
You need to put animator controller into animator component of the avatar, then put animation clip there, then you select the model in the scene and you can record.
you mean these?
Yes.
so these are for the avi i just need the same for the sword
You have to make it only from the avatar object.
but like looking at these they dont seem to be doing anything
so then i dont have to do it bc its already there?
You still want to add new object hue shift so you have to either edit the existing animation or create a new layer for it.
so with animations you mean these?
Yes.
how do i add it
bc i also just tought i just add the same value again just for the sword mesh
Did you put the animator controller into the avatar animator component?
the what
sorry dont know what you mean
where do i put the controller
and just the one or the whole tree?
animations are from root of avatar to a mesh if you ever want to change something
When someone referring to a "component" you see the components in the inspector when after you select object in the scne.
That.
Then you select object you want to animate from the scene, and select animation from dropdown menu in Animations panel.
not sure how you managed to remove the mesh from animator
Having animator on the same object with material is quiet concerning.
idk its been like this π
and this av was from where , i know that robot (friend uses it alot)
im super confused rn sry
If it isn't animator component at the avatar root object, then you have to remove that animator.
i got it a while ago from gumroad
just never edited it
probably should open the right scene then
oh
wdym
yea did that
Then proceed.
what menu?
btw i sould add a animator to the sword too then or?
i cant click that
You should have only one animator component at the root avatar object, which was I said earlier.
okay
Did you select the object you wanted to animate from the scene?
NOT selecting animation clip from the assets.
how else?
im sorry to be that person rn
π
Then you select object you want to animate from the scene, and select animation from dropdown menu in Animations panel.
ok so theres nothing in the dropdown menu
Did you put the correct animator controller that has the animation into the avatar animator component?
so you want me to replace the controller that is in there rn with the one that has the hue shift?
Yes. What did you put there earlier?
The controller must have animation clip you wanted to edit. The avatar fx controller already have the animation so just put the correct animator controller there.
and put that one back later or doesnt mater?
Which one?
the one that is there rn idek i have like a bunch of diff controllers
π
the fx one is the one that has the hue shift in it
I don't even know what you had it having it currently. But the animator controller in animator component doesn't affect how the avatar function so it doesn't matter what you left there. Its purpose is for editing and recording animation.
ohhhhhhhhhhhhhhhh
yea didnt know that sry
alr got it
so now i just add the same value as is in there just for the sword mesh right?
hello! bought an avatar off booth and tried tinkering and following vague instructions on its page to no avail. how do I attach the costume set on the right to the base body on the left?
Does the store page say anything about modular avatar or vrcfury?
not that I'm aware of
base: https://ande.booth.pm/items/5555466
costume: https://ande.booth.pm/items/6400524 (has gdoc instructions)
Then setup with modular avatar https://modular-avatar.nadena.dev/docs/tutorials/clothing
How to install https://modular-avatar.nadena.dev/docs/intro#installation
@ornate stump it works tysm
now i just gotta do the same for the skins and set all the values by hand π
can i somehow copy all these values and just add them to the same things just for the sword mesh?
does any1 know how to fix the error: "we do not own this avatar"?? i dont have a blueprint added. no matter what i do it keeps saying i do not own it. im new to unity so this is kinda stressing me out lolz
d4rks avatar optimiser can do this!
thank you sm that worked π
Do you mean copy and paste these properties into another animation ?
so i have the same material for 2 diff mashes and i want these same vaules in the same animation for a diff mesh
can i do a "do not if" here somehow?
nvm thing i got it

ok now it just doesnt go in again
that error is not the original cause, it is a symptom of something else and that something else could be a lot of things. best be if you shared a full sized screenshot of the first 3-5 errors (scroll up!) of the console
looks like a network issue
im just so confused cuz i read sometimes its the tumbnail
is it really my shit wifi </3
what sdk version are you on?

