#avatar-help
1 messages Ā· Page 217 of 1
get vrcfury if you dont have it yet
ok now go to the collar, hit "add component"
select "vrcf armature link"
then set the hips part to "neck"
that should be it iirc
it should be on your avatar
its just a holder for all assets that may be added later
think of it as a folder
yep
ok but that does makes sense having it all in one place and just using fury to do its thing
see
physbones in dynamics, colliders and vrcf stuff all ordered
imagine the mess if it was all directly on avi
go digging good luck
wow this fucking garbage refuse of an avatar must being giving you a stroke huh? youa re so neat and organized
ive been doing this stuff for years
but yes, unorganized things give me a stroke in general
whats funny is I had someone redo this avatar but unfortunatlly... uh... he kinda ignored everthing I said and made him all smoooottthh
tbf this is a base, i didnt set it up
im optimizing it rn after i made massive edits
but i do have my own model too
okay so where do I set up expressions
gesture expressions?
yeah. i think I still ahve the file trying to figure out where I put it in unity
your avatar has playable layers in the descriptor
playable layers such as fx ones go there
wuh. really?
or just a blendtree wich is pretty easy
jesus I had no idea
many ways to do it
damn things really have changed
i told you xD
I feel so old... like an old man buying his first smartphone and asking his grandkids how to open an app
ok I have some of the animations/gestures or whatever. how do I do it with vrcfury
the image above should tell you
I dont ee where that goes. its cut off
is fine
OH! I remmebr something. I have a tail wag animation thats supposed to always be on but its does tdo jack when I add it
Does anyone know how to make textures easily on complex models?
what does that mean
Uhh
like paint on a model?
is it uv unwrapped already?
I kinda made it in blender, so there's no textures at all
No idea what this is
a uv unwrap is a 2d map of the mesh on a flat surface
its the basis for making textures
Ahh
I'm not on my laptop rn, but based on the look of this, how complex would you think the map would be?
Like, would it be simple or really confusing?
definitely far away from simple if you want to be able to put proper detail
I'm really just trying to start with a very basic texture
a cube is basic this is like going to the moon
Oh, I don't mean basic like that
learning uv's is handy
i mean sure you can just cut it up on uv map straight across
I mean, is there a way to just paint colour onto the mesh?
vertex paint but it sucks
Fair point
heres 2 ways to make a tail wag, if im ever animating it to do other things (speed/rotation) im so not putting it in a blendtree - too much setup , just have to be sure animation from root of avatar to tail/ears/whatever is correct and have it looping
Reduce Texture size by a little and/or enable crunch compression
I'll have to find the crouch compression thing then @stable citrus
Is it in materials or..
Select all the textures used by your avatar, usually inside the same directory. Press Ctrl+A to select everything, then go to Properties.
texture setting , probably last thing id recommend is crunch cause it can 'hitch' when loading avatar (zipbomb) , fbx / blendshapes / animations / texture resolution in that order what id check for size , crunch can be very bad
Then reduce their size or remove any unwanted/unused GameObjects. 
vrcfury have that to remove unused blendshapes , can shave off 1 mb iiish
heavy depends how many you got
Ahh okay
https://github.com/MunifiSense/VRChat-Build-Size-Viewer
This tool is goated if you want to know what takes up the most space on your avatar.
it a easier way to read unity output log or just find it manually
i changed my username on VRC and now i cant sign in to the SDK
cant use my email either
the password im using is correct, and works on the website
never mind it randomly started working now
awesome
wtf
what are the settings for a physbone that only moves when grabbed?
how can i delete all unused vertex group ? i don't have an option
Can someone help me with a custom avatar I'm working on? It's mostly set up, but. I have a clipboard item that should be grabbable, but when I'm in the game, it is not grabbable. My hand will break every now and then. Modular avatar moslt yset it up, there was a broken bone selection thing that I fixed. Also, for VRC Fury toggles, I have no idea on how to make those saved, if you can.
Can someone DM me and help me with this please?
for vrcfury, making toggles, there is an option "saved between worlds"
i mean when i take the avi off and put it back on
that... should be the option for that
i think "saved between worlds" is easier wording for saved in general
ah
hi
yea i got it. Thanks. Any way you could help me with the clipboard thing tho?
The only thing is that I can't grab it. Everything should be set up right, I made sure all the bones were right, positioned all the stuff that told me to, I dunno what you need to know what's wrong.
wait it hink i just put it too low
or its a constraint thing
would this have anything to do with it
op
i fixed it
lmao
Can you toggle physbones and if you can, does that freeze the bones in place or does it return them to 0,0,0
If you cant, can you use an animation to force them to stay at 0,0,0?
Iirc you can and they'll jump back to their resting position
Hey was wondering if anyone knows why this is happening? I got the NovaBeast avi and didnt like the goggles so I got rid of them... or so I thought but now they wont dissapear no matter what I do and seem to only do so when I get rid of the body, any help at all would be appreciated :p The Goggles need to go...
You didn't delete the mesh you just deleted the link to the body
hi is here sombody that knows how to upload a avi from blender to VRC?
i got the avi in blender and VRC creator companion plus uni but no idea how
Dont delete bones
You need to go into blender and actually delete the mesh
I have something for that
I believe
HERE no blender needed
this tool deletes meshes in unity its really good for getting rid of stuff thats connect to other stuff have a go
I shall give this a whirl give me a sec
what is that one blender modifer that alows a mesh to copy the weight of the nearest vertices from a different mesh
I've been tweaking about this
nvm I found it
What was it
I dont think theres a modifier but its just transfer weights
Data transfer modifier
how do add my avatars to prismic's?
Pretty sure they just get scraped automatically, you can msg prismic to have your avatars taken down so I assume he's okay with requests to add avatars as well. Though you'll have to ask him yourself
ok cool thx
can someone who is fluent in making avis, using blender / unity and has good skill w physbones help my error in https://discord.com/channels/189511567539306508/1454240146340843735 ? itās been happening for a bit and im abt to give up

Anyone know where I can buy assets from? Like emotes, poses, and things like that? Not clothes
Gimmicks
theres a discord server for stuff like that i dont remember what one tho i will look for one
If u find it lmk bruh
I love crazy stuff hahah
yeah if you have imu's you can do them yourself
where?
imu's are a type of FBT
they are the ones that you dont need base stations for
Oh no im not talking about FBT, im saying like- systems kinda like sync dance system, pole dance system
Poses- mmd dances or like other cool animation gimmicks
yeah i know
The moment I bring up assets I get a bunch of ppl trying to sell me their stuff rn- shoot ur shot ig but no thanks- lol
NOOOOO
Randoms are trying to dm me noweeghh
i was just saying if you wanted to make your own you would need that
i cant find that one discord server with all the mmds stuff in it
š
Those are all scammers. They take any talk of avatar creation, selling, or buying as an excuse to dm you
Yes, such weird behavior
I've been bashing my head against a wall for the past three hours... can anyone tell me how tf Station sitting animation controllers are meant to work?
I used the example as a base, swapped out the sitting animation (leaving the standing one alone) and it worked, BUT on switching out from the "PoseSpace" state I noticed the avatar was scrunching up. On checking, I guessed this was due to the TrackingControl state not having a Desktop vs VR checker (I was using Desktop to check - specifically via a secondary Unity project with VRChat's world checker, so I can get two clients running at the same time).
But, I addeda "VRMode" bool check, branching into Desktop (everything set to Animation minus jaw/eyes/fingers) and VR (only hips and legs set to Animation) and it's... working? But not? Like - no matter what I do to the state, it ALWAYS force-enables the Head, Left Hand, and Right Hand tracking, causing the avatar to fold almost entirely in half.
Am I doing something wrong? Is it just... like this? Or is there summat else going on?
Eves Motion Empire?
YES
I have a general question; i made an avi and chose a public upload on unity, but my friends are saying they cannot clone it. Cloning is allowed by me and as I said, it was uploaded "public" so why can't anyone clone it?
Probably some other controller (likely Base or Action) is conflicting with tracking control behaviors.
turn it off and on again xD
i legit tried that XD
you can send them a link on the vrchat website
Idk what happend but my hood is doing this to the model š š
That's the thing, there AREN'T any. The avatar itself is the Avatar Dynamics Tutorial Robot, I'm using it for testing a VRCFury asset.
(I originally asked them about this, but they said to ask here 'cos it's just a Stations issue)
The Avatar has an FX layer (with no tracking control stuff anywhere), and VRCFury adds an Additive layer, BUT that also has nothing in it other than an empty "Base Mask" layer
...wait
I'm a fuckin' idiot... apparently the tutorial robot uses tracking control in its FX layer, for... some reason?
Thought I'd deleted that, genuinely XD
Welp, there goes the last three-to-five-ish hours
I did weight painting and idk how but the fluffy part of the hood is affected by the arm movements what do i do
trying to upload an avatar for the first time but every time i try to put it on it says its unavailable š
@spiral lintel you can manualy edit weights, in edit mode select hair only, select vertex group (ie arm) and underneath it drag slider to 0
and click assign iirc
or just remove those vertices from the vertex group
i have absolutly no idea what both of those mean cuz im new to blender
weight data is kept in vertex groups named for the bone in question
okayy
weight is how much a vertex moves with the bone
ohhhh
when you weight paint, you set these values
if you have some mesh moving with a bone you don't want it to move with, that means it's painted to that bone, at least somewhat.
there's no erase, there's setting it to 0 for no movement, or 1 for full movement. You can erase by removing a vertex from the group, but always remember that weights are relative. 0 weight means it's 1 for some other bone. Hips is the default though, since the whole avatar moves with that.
How do I use two textures for my avatar using toon standard? Like a normal texture and then one to add lines and detail on top?
but i dont wanna get rid of the arm vertex bc i still need it to move
I didn't say to remove any vertex, nor did I refer to any specific one
you can remove a vertex from a vertex group which is named for a bone, and it'll effectively make that vertex not affected by that bone.
Or, you can paint it to 0
help, why does it say id is not allowed to be used? 
because VRChat changed their id generation
just update the sdk
You know, the second sentence in that reason box.
Nah. Some do get to me through people sending them to me, but you can't scrape new avatars from VRChat outright.
question. is there a way to set blendshapes as the default state when you get in game? as in I want my arms to stay thicker and not go back to skinny and have to use the taggle in game all the time when I start up
just set the value and then don't have an animation change it
oh. so when I reset avatar in game it will go back to that state?
the one in unity I set I mena
it'll go back to whatever the default state in Unity is, then start your animator
oh ok thanks
something I was wondering a while back;
how does vrchat handle its walk/run animations? In the blendtrees they are just a single key frame, I tried adjusting the position of the legs in that key frame and I just get weird results in game. Any info on like the rules for editing these animations properly? (still using one frame)
Trying to look up this kind of stuff online, you just get only tutorials for how to add in premade animations, which I already know how to do
i believe sdk's bundled animations are one frame for some license reasons ie vrc cannot distribute og ones with them being bought from mixamo or smth. in game theyre replaced with proper ones
in fanct any animation called proxy_* doesnt get uploaded at all and just already exists in client
si there an easy way to clone an avatar for another unity project? or should I just make a unity package?
well I mean just copy the unity project
@mint badger drag root object from hierarchy into assets, youd get prefab, right click - export unity package
oh. well shit thats way esier than what ive been doing. thanks
oh thats crazy, thanks
i have to animate an actual walk cycle then 
you can get them from mixamo yourselfš
i did actually make one before in blender but it bugged out in unity
so I thought there mightve been some magic one frame thing i couldve been doing instead 
are you trying to do this not in vrchat or something?
me?
yeah
its for vrchat yeah
if you have a humanoid rig it ought to just work as is though right? or are you trying to alter it
ohh yeah no it works fine, I was trying to make a custom walk cycle for something
ah ok
its just this bird avatar im experimenting with building
so the default walk cycle doesnt really suit it
ah ok that makes sense then
i can send a gif later of how the animation bugs out if you have any experience with that
how do i make my own avatar
do you have a base or are you talking about modeling from scratch?
like making one from scratch
do you know how to model?
no but ima learn on my own
yep, that's where I'd start, learning that.
where i go
tutorial videos for your modeling software of choice?
i learnt modelling just for vrchat avatar too
but to be honest most of the youtube tutorials for it are super annoying
you have your work cut out for you lol
https://youtu.be/hRwnXnQ5kYs
i used this video but in retrospect its missing out a lot of stuff and teaches some bad habits
same. i dont believe there is a single video that covers it all. you need to learn bits from here and there
it is Doable to make one knowing nothing, but god its frustrating lmao
How would I fix this? I just imported an avatar, and it's giving me this error. I don't know if its a major error or not (note: the avatar didn't come with gogoloco already with it)
add gogoloco prefab. it can be added via VCC. or you can manually add the missing parameters in the avatar expression parameters
it shows this in inspector when i drag & drop the gogoloco prefab
and idk how to manually add the missing parameters
you also need to install VRCFury. also via VCC
the best bet is adding both VRCFury and GogoLoco via VCC
Does anyone have a dope tutorial for kitbashing avatar bases + heads that yall liked learning off of?
delete the existing gogoloco prefab from avatar hierarchy and add it back through Tools menu
it's still not working... 
hmm that's odd. what if you find gogoloco prefab from Project tab and see its Inspector tab withouot adding it to the avatar? do you still see script missing errors?
it should be somewhere under Packages
if i remember correctly, gogoloco prefab comes with two versions: VRCFury and Modular Avatar
maybe what's being added is Modular Avatar variant
it also comes with the version for using neither
I can't see this avatar outfit every time I go into play mode and VRC but I don't know why
I can see the light orange outline of the outfit but I went to blendShapes to see if it was that but it wasn't
The toggles work their here and working fine
But I can't tell whats wrong
I'm thing something went wrong in the armatures but I don't see any problems
something wrong with your animator logic probably?
Random question but if I had a custom avi made can someone search it in the avatar search worlds?
Sure
Name?
Yea I check and made new toggles it still didn't work
Nono I mean like hypothetically if I had an avatar made for just me, would people be able to find it in the search? Bc it would be a private avi for just me
no
if its marked as public then anyone can freely use it
Interesting okay
If it's upload on your account and it's private and it's not made public it's fine
Sorry i havenāt touched vrchat in years and im finally coming back to it and wanna get a custom avi and am so lost so far LOL
understood and welcome back to VRChat
Ty!
It's fine I had to remove the outfit since I don't know what wrong
take a photo of the animation layer that controls it so we can see
Np just stay safe stay and take care
Alright
It's uploading right now T.T might have wait a minute
Sorry
It's still uploading
Might take a minute T-T
or a hour
i was just asking for a a screenshot 
I can't click anything else when it's uploading T-T
Hello, Question, does anybody here have any tutorial videos or instructions on how to do 2D face rigging with images(not a texture painted face) ? or of the similar, specifically for VRChat avatars (obviously), the program i use is Blender, and i am a beginner so warning for that.
Sorry I know nothing about about Blender I wish I could help maybe someone else could help
Apologies if I end up double posting, seems like Discord ate up my message - I'm having an issue while using Deira Neo by Mari where a hair I'm trying to attach is flying off my head when moving. It seems to be following the same movement path as the ears. I'm new to Unity and feel I'm missing an obvious setting or folder placement to "anchor" the hair mesh - any help would be greatly appreciated.
I saw you texting I was wondering what were you going say but sorry for being rude
I'm not good at understand how to help without seeing it
Are able take a picture to show me?
No worries, Discord ate up my longer post with screenshots (potentially security since I'm new to the server.) Let me try and link those instead.
Alrighty
https://cdn.discordapp.com/attachments/1219852241427501116/1454324208954769429/image.png?ex=6950ac77&is=694f5af7&hm=c329cb09ef42e66d2f459b364da3b91bfca30bb15f0dd4d57a1ad3c255452534
Here's what I mean by my hair "flying off" the head -
And here's a broad look at my PhysBone settings & model hierarchy
https://cdn.discordapp.com/attachments/1219852241427501116/1454334543065645251/image.png?ex=6950b617&is=694f6497&hm=c9882e41fe4c91ea944d01b59b45f08d93facb7972a903aa7e20ee39a609424e
Did you?
^ what im looking to make is just having the face non-talking image switch to a talking one when the user is talking, thats about it (please dont respond if its not helpful or telling me how).
I believe I have VRCfury imported based on the documentation tutorial for Deira Neo but I haven't "applied" it or utilized it in any way.
i think you can just set the talking blendshapes in the avatar discriptor to move your "talking" image in front of the default face image
mhm
I can't really do much when I can't see much
Could I add you?
Sorry, No idea what any of that means-- as i said, im a beginner, and mainly looking for a tutorial.
On Discord? Go for it - in VRChat I'm under Scizoden, also.
uummm discord
https://youtu.be/l--1c8QGpVw
there multiple youtube videos about it
Thanks.
hi, hello c: im completely new to this discord and im sure this same exact question comes up a lot, but im looking for someone who can help me put together my avatar >~<
i bought a base yesterday and was messing with it trying to follow a couple youtube videos but for me its kinda one of those things where i need help with specific stuff that videos cant fully help me with. if theres anyone who would like to take the time to help me my dms are open i can show u all the details and everything i would really appreciate some help rn thank u ā¤ļø
Usually, you post details here, and someone or multiple people give feedback and help. No dms needed.
oh fhbfgf ok thats fair, theres like several things i really need help with tho and im kinda dumb the videos arent helping me much š
one at a time
one of the main things i need help with is i have like a set of parts i wanna put on my avatars body but it comes as an fbx and i have no idea how to do like rig it and everything
by "parts" what do you mean?
lmfao that sounds wrong how do i put it.. i have like a set of bat ears, bat wings, and tail i wanna put on my avi
ah, I'd do that in blender.
š
this is gonna be a lot harder than i thought
i cant just rig it like i would with clothes?
sure.
idek how to do that but im sure i can do it in unity right..?
but you rig it in blender.
hfdghdf
unless it's specifically setup for your avatar base, it's not likely to be simple
;-;
it like
fits almost perfectly on my avi
just need to figure out how to like
attach it yk..
you might get lucky and be able to just drag the parts below the bone you want them on. I don't do this method, so can't really help here.
last time i did this i just had someone like watch my screen and guide me step by step ig thats kinda what i was looking for imma just have to beg one of my friends to help me atp lmao sorry am big dumb
i know im supposed to use the matcaps in the matcaps slot obviously but i dont know how to make it look like the advertised image, if i use them with a texture on the body it just looks extremely bright, the pictures are what it looks like without a texture, only the matcap, and for some reason, the effect has attached itself to the top even though it doesnt have the matcap on it at all
figured it out immediately, dont know why every time i ask i figure it out 
Nah I'm jokin
uh huh.
You just got an answer in #avatar-general
I canāt log into my unity
Trying to upload a avi but no matter how many times I put in my password it keeps telling me itās wrong?? Even tried with my email and still nothing- anyone else dealing with this?
Would any kind soul look over my merged armature of my body and head and see if anything look egregious before I add hair/clothes in blender
does anyone know how to fix this- i feel like ive tried everything but idk- sobs 
Quick follow-up in case anyone is struggling with hair (in my case, Cyberpunk Inspired by OliverVRC) attachments on Deira Neo by Mari - I switched the Root Transform from the hair's "Head" to "Hair Root" under the Dynamic Physbones on the hair mesh. Hope this can help someone else in the future.
Someone please help explain this š I don't see multiple Head's in the armature so I don't understand what is going wrong or what this error is trying to tell me.
part of your mesh is probably labelled Head
Embarassingly I think that might have been a previous error. I tried really hard to make sure the head was named body, the body was named body_all etc
in blender is there a way to select a portion of the avatar if its all one mesh
or am I doing this manually
What kind of portion?
I want to seperate a parrt of my avi into a new material
but the fbx is one mesh
when my friend did it in substance painter (to make a mask) it was one click, but when I'm selecting it in blender its in pieces
Press L for "Linked Selection". Extra window in the bottom left to modify whats linked.
Looks like backwards normals?
Itās not- Iāve fixed it in blender and all the normals are facing outwards
actually
is there a way to put my avi's texture over the fbx in blender?
would make this way easier
nevermind
thanks a ton man @ember escarp
you just saved me like an hour
Could your shader in unity be transparent? lil hard to see in the screenshot but its the mesh overlapping with itself right?
Itās kinda like backface culling but everything is regular or standard in unity, like the texture was all standard and it was just the actual model that was like see through
I assume people draw their own reference orthographic and then model around them as a base but I am extremely slow and cannot process the thought of drawing. Does anyone know how I could start to learn drawing art references or if there is places where I can find references to practice blocking around?
hmm not really sure what else it could be, i might try to make a new material and just place the textures back in.
Funny thing is I did that too š
you can just overwrite the fbx, or place it in the same folder with a name change to be less destructive
damn tuff, unity just being wierd ig
im not sure what else to trouble shoot, sorry
after putting it in the same folder with a different name where do I go from there?
just drag it into the scene the same as you wouldve with your avatar the first time. if you just replace the fbx it usually keeps whatever scripts youve put on it in the scene with your updated fbx
oh I see
thank you
when I overwrote it
this happened
I svaed copies of the fbx tho
ah fuck
ill redo it
was very easy
I probably messed it up some where since I was clicking blindly to figure out how to move in blender
smart to save another file but uhh, idk what mightve done that, did something change in the armature for those leg bones?
sometimes if the topology on part of a mesh is really crazy unity will just remove it, thats what happens to me sometimes, i fix it by just doing a triangulate modifier in blender
when overwriting it is there anything spceific I should select?
i dont think so, should be just the same as how you first exported it
"apply scalings" should be FBX All in most cases
is your rig still working in the blender scene before unity?
apply scalings?
oh nvm
it's in the image
yep š
now I need to figure out why my eyes dissapeared
noice
pupils still disappearing when I export the avi :(
I dont touch em at all
and im using that all fbx option
they are present in blender ;-;
nevermind im stupid
it had 3 matieral slots instead of 4

Where do I turn off avatar culling
I think the body where the mesh is located
So like the fbx ?
I canāt seem to find it
I was able to get an FBX file for Komano Manato I want to make him into a vrchat model.
It says he has no animation connected to his model.
I set it up as humanoid model under inspection tab.
Added gesture manager and everything else, but it doesnt work. How can I get him to be molded into an avatar for VRCHAT?
You have to be more specific what doesn't work.
If you ask how to get it into vrchat, the answer would be general avatar tutorial. If something didn't work, you definite are missing something.
I clicked gesture manager, as it is added to the project
But it gives me a,"no animation connected" error.
I figured okay,let me rig him-> 3d model -> right-> humanoid
And added VRC descriptor to his body.
But nothing still. Same error.
You have to copy or screenshot the error. Not typing it out because it often got misinterpretted.
How do I import cats into blender, it for some reason is not allowing me to
When I go to preferences > install from disk > cats blender plugin it says āerror extracting archiveā
The original official cats plugin stopped updating so you canāt install it on newer version of blender (I forgot the exact version number) but other enthusiasts decided to take it from there and keep updating it: https://git.disroot.org/Neoneko/Cats-Blender-Plugin
this is the one that can be installed in newer version of blender
ok i'm just really bored and decided "what if i try making avatars?" then i followed a video tutorial and i had that exact problem, imported the latest release from the link, and when i toggle it on i get an error that says "cannot import name 'tool' from 'mmd_tools_local.panels' (C.\Users\wryy\AppData\Roaming\Blender Foundation\Blender\5.0\extensions\user_default\cats_blender_plugin\extern_tools\mmd_tools_local\panels_init_.py)"
i don't get it i have weight paint on my knit but i still have a hole
not here when i lower my arms
You need to watch which bone moves that part of the body, and weight the clothing to that bone also
Don't be afraid to go into edit mode and move parts of the mesh further from the body either
Can anybody help me figure out how to attach robot arms to my avatar? Theyre specifically made for my avatar and already weight painted.
I went into blender trying to delete the vertices of the arm it's replacing, but when I try to export that fbx to unity, it no longer recognizes it as an avatar.
Did you unpack your avatar prefab in Unity?
you shouldn't, because if you did you can't just overwrite the FBX and have changes be applied.
No.
ok cool. So what do you mean by "recognizes it as an avatar" then?
Among other things, it's saying there's no armature
ah that's a fury message - but it does say the armature isn't humanoid, that's the issue here. Did you alter the armature?
I didn't mess with the armature at all. I just imported the FBX into blender, removed the vertices where the arms are, then exported the fbx. Then sent it to unity and dropped it in the scene.
ok - Unity will try to guess at what bones go where, and without mesh attached to the arm bones, it may not have mapped those properly. So you'll want to go into the rig setup and make sure the arm bones are indeed there
.... how?
click on the fbx file in the project window, and in the inspector, go to the rig tab, make sure it's set to humanoid there, then click "configure"
this should be covered in a lot of the avatar setup tutorials if you need visuals
you want to make sure all of the arm bone slots in the rig setup have the correct arm bones. The avatar's bones, not those from the add-on arms.
Where's the rig tab?
There is no rig tab. Just a section in the descriptor that says rig type: non humanoid. I can't click on anything near there
no, not the avatar descriptor
again, click the FBX file in your project window - not anything in the scene.
the project window is the one at the bottom of your screen
is there a way for me to recover an avatar i lost that i uploaded š
like a way to recover avatar lost
No.
you should make your own backups
It's not working. At all. I tried adding all the bones that said were missing, then it kept telling me i was missing my left hand which i was not and it just kept that error message there.
Thanks š
You could show us an image of this, it's hard to make suggestions without some more detail, unfortunately
then there's still something wrong with the rig
how?
All the bones are in the right place in the rig.
all of them
Everything is assigned except the upper chest and there's not even an option for that
I can't tell you anything without further detail, sorry
What details do you need?
to start, an image of the rig setup with the slots all shown and the bone hierarchy from hips down to head
yep, that looks great. But I notice the animator on your avatar root doesn't have the avatar selected, that's strange
Avatar isn't in the slot
Can you just drag that in there? I haven't had to
Put the blue man there
which slot?
In the Animator component on your avatar root, the Avatar slot
... fuck
hmm?
Okay so the avatar itself is working now as an avatar, but without the normal rusk expressions. Now how do i attach the arms?
I'd do them in Blender, personally, but it looks like you are trying to use VRCFury's armature link?
Whatever the simplest solution is for somebody who doesn't know what the freak they're doing, really
I don't really use Fury so the most I could do there is say that's a decent way to do this
I don't think armature link will work here because the armatures aren't exactly the same. The arms only have the arm bones.
not the full rusk skeleton
If they have shoulder bones it probably will work if you attach them to the chest bone
but you can put the add-on arms into Blender and add the other bones too
how?
how what, to add bones? What I'd probably do is make a copy of the avatar's armature, edit it and delete everything except the hips, spine, chest bones, then ctrl+j to join it to the arms' armature, and re-parent the arms to the chest bone.
how do i fix this?
Try reimporting poi, perhaps a newer version will do
worked thanksss
i mean if your not looking out of your head yes move it so its in the middle of eyes
yes but how do i do that
5,5,5 is likely way far from your avatar, click "edit" and position it as said.
also that's a weird scale, interesting.
Big how, most standard height aren't going to be much more or less than 6ft or 1.5 to 1.8m
One easy thing you can do is create a cube in Unity, and set the Y scale to be the height you want in meters, then scale your avatar up to match that.
thank u both, so this model isnt originally for vrchat so the scaling is heavily off
i think he was meant for 3d printinh
when i imported him in, he was so tiny!
so i had to scale him oddly so thank you i will surely try that!!
Should use the import scale instead of scaling in the scene
How do i send a file from unity to blender to make some changes? It's in a unity package.
how do i find that ?
It's what shows when you select the model file in project files, first tab in the inspector when selected
In your project files, you probably have a fbx or blend file that is the model, you would edit that. You would need to have imported the avatar into a unity project, you can't just open a unity package with blender
I've got it into blender now
yeah i'll have to check bc 1.8 is smaller than the viewpoint ball lmfao
remember that for your avatar, 1.8 is the scale, it's not the actual size in meters
1 = 100% scale
oh shet.
that's why I suggested creating a reference cube
how do i calculate the meters??
hmmm.. ok
Cube is 1m cube, so just scale whichever direction to match what you want for avatar scale, change import setting until it matches what you set cube to. 1.87 ish is 6ft
You'll want to have the scale in the scene for the avatar set to 1x1x1
Now you just have to set eye position
yep another obstacle lol thanks!!
Eye height is probably 1.5 with 1.8 being avatar height, or close. It has been a while since I had to set up eye
Yes that should be where you need it, minimal tweaks if any
Looks great!
what are these blue rings?
contacts
how do i move it up?
some are like that
You shouldn't move things around before understanding how they work
I'm trying to separate the jaw from the rest of the head for a movable jaw, idk how to properly do it, I already tried boolean but it just deforms the head
Click the game object that has the contact and move it, unless itās constrained to another object
Just cut the mesh?
i want somethingh more precise
yeah how exactly are you trying to do it now? I'd probably mark seams, then select all the faces, and hit 'p' to "part" it out into a separate object
what i was trying to do was use the bottom jaw like a cookie cutter for the head
ah sync dances haha
idk what you are talking about gng
Why can't you use an edge of the mesh to separate the parts? It should have edges flowing along the lips to the head
You can select edges and right click and select "mark seam". Then when you select faces you can have the selection limited by seam borders. It's for convenience, but you can just select the faces manually.
Other than that, let me know what you don't understand about what I said.
In edit mode, click any vertex and ctrl+L assuming the jaw geometry is separate from the head. It should select all the jaw vertices. If it doesnāt, then you need to manually select jaw vertices. Then p to separate the jaw mesh. But typically, I would leave the jaw as is and rig the jaw instead and use blendshape to move the jaw
im trying to 3d print these for a fursuit with a moving jaw
Ah
ah neat
Ok separate that bad boi then lol
uhmm, how do I access topology?
x-ray view mode
is it these?
Just edit mode would've done it
(I always use the hotkeys)
Or view settings and enable grid
Does it still have vertex groups?
how do I check that?
in the properties box
Green triangle
^
Bottom right panel
Bottom
This panel is the outliner
i can do that with the pose thingy
Then I'd use jaw group to start getting a shape you wanna cut
im so lost
I gtg tho but I think kazin knows where I was going with this
alr
yeah but I wouldn't do it this way, I bet the vertices in that group are not exactly what you'll want for this
are you able to hop on a call and I can share my screen for more direct instructions by any chance?
sorry, not right now
hey, i bought an avatar and im really struggling to upload it even though i think ive followed all the directions. it uploads but then its only visible on the website and i cant change into the avatar. any ideas?
are you even using the correct unity version
im pretty sure
good
ive tried a lot of things but i am new to unity so i could just be missing something
and its hard to decipher what the error messages actually mean too
did you upload it as PC version but trying to assess it thru Quest?
nope, uploaded as a pc avatar and im trying thru pc
feel free to paste them, but remember to always look at the first few, at the top of the console.
its also just not viewable in the actual game itself, only on the website
by "viewable" what do you mean, it isn't shown in your avatar list?
yeah
its just not there
even though i def uploaded it cause i can see it on the website
I assume you're looking in the right place, in your uploaded section
yeah, i have no other uploaded avatars so there just is no uploaded section
you're certain you logged into the same account, right?
yep
like i can view it on the website, i just cant equip it
i think it might be something to do with the blueprint id cause im getting an error about that
That's usually a side-effect error, look above it.
it says something is missing prefab with guid whatever that means
show the error, otherwise we're guessing. But my guess is that something is looking for a prefab from a package you haven't installed
hmm maybe
i could try redownloading the files for the avatar
and just make a new project
I'd be surprised if that helps at all
yeah....
but since you haven't shared the error, I can only guess
here, so anyone present may help
is that the first error?
its the first one that doesnt just say to see following logs for details
it's not really that useful unfortunately, but does suggest whatever prefab it's referring to is somehow weird or missing something
hmmm
is this like an issue with the model itself or something i did, you think?
if ya had to guess
it's hard to guess when I have no idea what object that's talking about or what it does
yeah lol thats fair
How do I add the texture from blender onto my avatar in the vrc creator companion editor?
Creator Companion is just a package manager and launcher for the Unity editor. You're using Unity.
You put textures into materials, and materials into material slots on mesh objects.
idk how to do that
I'd suggest basic tutorials then. I don't have a link to one offhand though, sorry
maybe someone else does?
I figured it out, thanks for the help
ah good
is anyone else having issues with the latest version of Gesture Manager? I'm getting errors related to the filepath using the character ""
oh
i can't type that
\
backslash
yeah - I rolled back to the previous one, haven't checked if that got fixed yet though.
i haveing trouble merging/joining hair armature to main armature, is it okay/safe if i use cats?
should be easy without CATS. CATS is mainly for fixing MMD models for VRC
when i update/edit in blender my fbx everything get deleted in unity ( option and stuff like vismeme ) how can i prevent that ?
Anyone know the base of this avatar? Like what the name of it is?
here's how I would do it:
- apply transforms on all related objects (meshes and armatures)
- join hair armature to main armature with ctrl+j
- in edit mode, select hair root bone, then select the head bone, press ctrl+p to parent with offset
alr thx ill give that a shot
if you overwrite the file in your Unity project, it should keep everything, is this how you are updating the fbx?
yes, is there another way ?
i mean, i do my change on my avi in blender then export it with the same name i had
that should work
maybe it already parented, but i dont see a line
Thank you I posted it there now as well
OH i missed one step I'm sorry
select the hair, go to the modifiers tab, and there should be an eyedropper icon in the armature slot
click on that and then click on the main armature
its okay
thank you so much 
Just got this message when i tried to upload, how do i get permission?
is there a way to sync my quest and windows model ? i mean, when i do a change on 1 i would like to have it on my other avi. or do i have to do the change twice ?
get a rank, visitors cannot upload avatars
I don't see why visemes would unless you drastically changed the shape keys or something
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
One message removed from a suspended account.
"missing script" is the primary issue
looks like you're at least missing the face tracking prefabs
One message removed from a suspended account.
no idea what the other ones are
One message removed from a suspended account.
maybe gogo loco and/or vrc fury
One message removed from a suspended account.
start by installing those
mine says this what do i do
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
check under the root of you avatar if you have missing prefab names VRCFT or FT
Can anyone convert an mmd animation i have for me i bet its something many creators would want
One message removed from a suspended account.
One message removed from a suspended account.
One message removed from a suspended account.
do you at least have a list of requirements?
One message removed from a suspended account.
yeah sure alcom is way faster
One message removed from a suspended account.
just like VCC does
the same
One message removed from a suspended account.
One message removed from a suspended account.
Create a new project then just go to the ID, detach then try and upload sometimes u just need a little luck i feel like, if u have any more questions abt that tbh just hit my line
make sure you're using Unity 2022.3.22f1
how do i fix her feet sinking into the ground? adjusting in creator companion didn't do anything
You mean the Unity editor. Creator Companion is just the package manager and launcher.
yeah that's not really a solution here. Are you using full body tracking?
no
is this a pre-made avatar or a model you have in blender?
i made her in blender, but I'm a massive beginner when it comes to avatar creation
Anyone have a cool unity package
Ok - make sure she's standing on the origin, and the armature (and probably all mesh objects) have all transforms applied
Like?
Idk š¤·āāļø just something cool
An asset
Then just look for yourself
Yeah sorry advertisement is against this discord rules
Iām assuming I do this in blender
Yes.
She is on the origin in blender and transforms are applied
can some one help me please. Ive rigged everything in blender, and know trying to publish it, its saying i need to map the feet, head, hands
im now in unity
have you done the rig setup in Unity?
Bruh the armrure it manual done after it auto assigned it and it correctly done what more could vrchat and unity want. I enforced t pose. And still says not humanoid
depends on what else it says - often there's an error in the rig tab
is it safe to use unity 2022.3.22f1? for avatar uploading?
or you don't have the right armature - show the spine hierarchy
not only safe, that is the only version to use
@somber sequoia they did not provided any upload instructions for the avatar fr ?
?
is there a specific place to get it?
may i ask why is it doing this with the new sdk version when i use just "Toon Lit" ?
even, it does the same thing with the rest
like that (from blender)
Iām having a problem where the avatars I got uploaded today are not showing up on vr and when I check the website, they look like this. Anyone know whatās happening?
Nevermind, reuploaded them and they work now
This doesn't look like a screenshot from blender, looks more like a render
Showing the tpose from blender would be more helpful than showing a render so we could actually see exactly what it looks like. Very hard to help otherwise. My bet would be wrong textures, bad uv map, and or wrong shaders
Fr can you send the whole screen as well it's a lot more easier to debug as you might have a settings turned on you don't know about
Have you put the textures in unity as assets?
what do you mean ?
The legs there don't look anything like in the first picture
The first picture you sent is all black. There I can see the legs look correctly
this ?
Yes
Yeah that's because the light is inside of you
...
Maybe try moving it
Dynamic lighting go brrr
I don't really understand
It looks good in the last picture you sent
It doesn't look like in the first picture where you were showing your problem
here
Ooh... You're trying to make it quest compatible
It looks good with the correct shaders because they are PC shaders. You can't just toggle it to another shader and expect it to work exactly the same
He's in quest shaders now and it looks fine
If it looks fine on quest shaders what's the issue then?
I'm on mobile can't read very clearly the text on the video
I don't understand the problem
it's not that it's still an issue for me but im wondering why those shaders that used to work perfectly fine now doesn't, because now the A+ on the head is gone with the particles shader while usually it used to just get rid of the black
As far as I know you can't have transparent textures on Quest. If it used to work on Quest I don't know how
Yeah you know I don't know
this was from an older version and it worked well
It's fine for small part. Not for using on the entire model.
it didn't mattered if the meshes were big or small, it still worked
It doesn't have any change since the old version.
If a part became black, that's because of vertex color.
vertex color ? i didn't even used that
If you edited in blender, you might accidentally create new vertex color if you had accidentally enter vertex paint mode and paint on it.
here or in Data ?
You should just remove vertex color attribute if you aren't going to use it.
Thanks alot, it now works! š
and thanks to the others for still trying to help
For buying avatars whereās a good place to buy avatars that isnāt gumroad
Isnāt that mostly for anime type avatars?
Yes. You didn't specific what kind of avatar.
Fair point
nice oliver! second time i saw fpe in here recently, honestly i thought this fandom was mostly dead š
Is there any reason why this shows up as non human even though it is rigged correctly
Did you read what the read text say?
oh those are just shoulders. I never needed to use them
my other models are like that but still say humanoid
It can't apply the settings if you had error in the rig menu.
If it doesn't saved then it didn't get applied.
Then also look in the animator component and see if avatar slot is assigned correctly.
It was that, thanks
my model breaks apart like this in play mode, why does it do this?? i can add more screenshots if needed
"like this"? all i see is the feet separate a bit
look at the joints
Stupid question, but how tf do i open my animation controller?
https://blackwolfwoof.com/s/JWdtGEwRyoRoKkq/download/Awooo_06WRa.mp4
the right is the normal height, but for some reason every joint raised itself when in play mode and in game
You had Animator panel locked.
did you maybe scale the mesh but not the armature
does the original have the same scale
Yes
I did move 2 bones in blender, so maybe I need to reconfigure the entire uh.. rig?
I didn't think moving it 1 atom down would mess it all up
you might need to set the rig generic and back to humanoid
Would anyone be down to help me put a head onto a body, and combine their armatures without having the entire thing explode on build? XD
What had you tried so far?
I aint too proficient in blender but i tried placing em one on the other and lining it up, then combining the bones the way they should be, which worked cause it rigged up in unity just fine, but the model "explodes" upon building/entering play mode
What does actually "explodes" mean?
boom
Did you drag a new model into the scene?
Or you had the model already in the scene, then update its fbx file?
i removed the previous model and then imported the one i hacked together in blender
i mean i just think its cause i did something wrong in blender but i got no idea what
Have you tested the model in pose mode in blender?
i dunno how to do that
i have like
never used blender before and so far all ive been able to do is edit armatures
Aside of armature edit mode, there is also pose mode to switch to.
Alrighty, and how do i use it?
Use rotation tool to rotate the bones and see how it work.
Be so fr with me, is this good avatar topology š
around the eyes isnt if you want to animate it such as blinking etc
I can just use the knife tool to make it better correct? Or there a simpler method.
"more" is not always "better". you want to have some proper loops around the eyes, not just increase topology around them.
Has anyone used the dextroās clone system?
think about how the eye closes
if you have only dense topology at the lid edges but not around the eye itself, you will need to massively stretch that lower density area for a blink
Thought so, I reduced some edge loops inside the eye lids because that seemed excessive
yea
how do i fix this error?
Also, speaking about the eyes. How does the rigging on them work? Since the actual, like, eye part is joined with the head mesh, but not the pupils. And I'm afraid that when the pupils look around, they'll just move out of the eye lids and just float.
depends on how you do this
the avatar im showing uses almost whole spheres
so a sphere can easiyl be rigged by setting the bone to its center of mass
its different if you want to use a flat circle as eye.
Then, how would that work? If the pupil is a circle and not a sphere without it moving outside the eye lids? Do I have to guesstimate where the center of mass is on the eye?
Hey guys, I'm running into issues uploading this vroid avatar. I've tested it offline, but uploading it just... isn't working. Anyone run into this before? (Image with errors in unity attached)
no idea how others do it, sorry
maybe they add a sphere just to see the center?
Hey @TheNumbah3, Iāve run into similar issues before when uploading VRoid avatars. A few things you can check:
Unity version & VRChat SDK: Make sure youāre using a Unity version compatible with the latest VRChat SDK (usually LTS versions). Mismatched versions often cause upload errors.
Avatar settings: Check your VRoid export settingsāespecially the polygon count and materials. VRChat has a 70k triangle limit for Quest avatars, and too many materials can break the upload.
Naming & file conflicts: Avoid special characters in bones, blendshapes, or material names. Sometimes Unity fails silently if a name conflicts.
Missing components: Make sure your avatar has an Animator with a valid controller and that the VRChat Avatar Descriptor is properly configured (view position, lip sync, etc.).
Console errors: Check Unityās Console window carefully; sometimes the error points to a missing shader, texture, or duplicate script
What does it mean validation failed ?
Validation failed basically means that the VRChat SDK ran a check on your avatar and found something that doesnāt meet their requirements. Itās not a Unity crash itās VRChat telling you, something about this avatar isnāt allowed or supported for upload
I didnāt have that issue before I added this shader thing I just wanted to have a clone FX on my sbi
Avi*
Thanks much, I am using the most updated version of the SDK on a compatible version of unity - I /am/ in the red when it comes to the vertices/texture mapping. Atlas'ing absolutely /demolishes/ those textures aaaaa
I may have to re-export this model using 1.0vrm (it's currently 0.X) and delete invisible topology.
Thank you for the response!
Do you know any good ways to maybe get high-quality texture atlasing in blender? (I'm not an artist, this model was just requested for upload/basic armature assistance, so i'm just going the extra mile for a friend lmao)
Oh, so that is how works? That makes a lot more sense
Yeah Even if youāre not an artist, Blender can handle texture atlasing pretty well. Hereās a simple workflow you can follow for VRChat/VRoid avatars:
Smart UV Project: Select your mesh ā UV ā Smart UV Project. This automatically unwraps everything, which is perfect if you donāt want to manually unwrap
Bake your textures: In the Shader Editor, create a new image for your atlas. Then, bake all your materials (diffuse/color, normal, etc.) onto that single image. This merges multiple materials into one texture
Assign the baked texture: Replace the old multiple materials with one material using the new atlas texture. This reduces material count, which VRChat loves
Optimize texture size: Keep it reasonable (1024ā2048px for Quest) to avoid heavy memory usage
Check in Unity: Import the model with the new atlas and make sure it passes VRChat validation before uploading
did you legit copy from chatgpt
im not saying it is but it is weird
if its one single atlased texture it could work
Thatās the only exception frfr
Nah I didnāt copy it from anywhere. Thatās just the workflow Iāve been using for VRChat/VRoid avatars for a while itās a standard method for texture atlasing in Blender. Works every time for baking, merging, and optimizing materials
Haha fair point š I didnāt type it out word-for-word in five seconds, but thatās because I know the workflow well and just wrote it out clearly for everyone. When youāve done texture atlasing in Blender enough times, explaining it just comes naturally itās basically second nature at this point
youre still shooting past me

Haha true š I mightāve typed faster than expected, but thatās just experience showing. When youāve done this workflow enough times, itās not really thinking about it you just know the steps and can explain them quickly
What abt the arrows in your steps doe
you bake normals into the same image as the diffuse?
ā
Bit of an odd question - is there a way to bypass the "Disable Exit Station always forced off on upload" for Avatar stations? Like - would having a menu-toggle to turn it on in-game work?
Working on a thing that requires it, I get why the limitation exists for a variety of reasons but still hoping XD
Heyo! One of my friends is experiencing the exact same issues with his avatar now! Anyone got a solution?
show the view position
avatar isn't at 0,0,0, weird. Also weird rotation.
yeah - kinda wondering why that's the case, I'd go examine it in Blender
I'm not saying that's the actual problem, but it could be an indicator or something strange
fixed the export options. hopefully this'll solve it.
definitely looks better!
Ayyy! Thank you so much!
excellent, I was hoping it was that easy
I never had these issues with my own avatars, so I'm glad someone was able to help š
how can i fix this_
in words, what is "this"
in words her neck shrinks in play mode
Looks like adding clothes with third party package and bones being scaled on merge
Dammm 500k
Anyone know if thereās a plugin that would allow me to quickly transfer stuff like physbones over to a new fbx? Every time I update my fbx it feels like thereās a 50/50 chance that I break everything and have to re add all of the physbones and toggles
the only reason itd remove them is if you changed the hierarchy
Pumkin's tools can do that, but you could also put those kinds of things in a prefab, and then all you have to do when setting up a new avatar is drag the root transforms into the physbone components.
This is what I do in order to have the same settings for all variants of an avatar. (such as different clothing outfits)
I'm trying to add a walking/running cycle to my avatar that changes its scale and position. I want the animation to change its scale, but it's not working as intended in Unity. When I tested it out in the home world, it was just making my avatar slide and A-pose.
I'm not sure if I'm exporting the animation correct since I'm doing everything from scratch
help you with what?
Iām new to this
are you wanting to start making an avatar from scratch or
because you're not gonna be able to do that in unity
everytime i merge head armature with the head to male base armature unity then says humanoid is broken
Sounds like you need to configure the rig in the import settings
i been changing it to humanoid bud
doesn't mean it's actually humanoid though
you'd have to show the spine hierarchy, or the rig window, or look for possible errors in the rig window itself
ah yeah, you can't do that. There should be an error message for that, probably in the rig tab
this is what console said so im fix it
ah yep, that's it
it worked im so happy i can just move on
