#avatar-help
1 messages · Page 218 of 1
Like she has abs and muscles
eh i have seen any on the market
But not too muscaline
#1138520828556890214 or try avatar search worlds
ive been all over the sites and havent came acros any
SUP DOODZ guess who got THIS MESSAGE WHEN UPLOADING MA AVIIIII eheheheeeee
eheheee
help me
Look in the SDK build window, maybe there's an error there.
yes
yep, probably fix that.
look in your avatar descriptor, the menu under "expressions" is probably invalid
can someone dumb this down for me
trying to instal sync dances dlc
but its not letting me
i have the main system as well but trying to add the dlc to the main system
Anybody know why this keeps happening when importing a unity fbx file to substance painter? its either this or only one UV for the whole model
the console keeps saying [Scene 3D] Skipping one or more lines with the same contents
put a menu there
what does your UV map look like?
GOT IT
Im new to all this, is my UV map the model? The photo is the map on the side
no
you'll want to learn what UV maps are, it'll be very important for using Substance Painter
I am adding an outfit that is defaulted to T-pose to an avatar that is set in A-pose, How do I change the outfit to default to A-pose? I did pose mode and moved the stuff to where I want it and did all my sculpting already, now I need it to be the default where it is posed at
Yeah.... this is annoying. You pose one of them with the armature it's got, then apply the armature modifier. Then add another using the other armature and deal with any vertex group name changes.
You just spoke greek to me
well it at least gives you things to learn about
how do you do constraints for monster avatars
I'm getting an error about a missing parameter that exists
anyone got any ideas on how to fix this?
the error doesn't show if I change it to use any of the other parameters
its just this one giving an error
it also works fine with gesture manager
nvm I fixed the problem
can you be more specific?
this is a good place to start: https://creators.vrchat.com/common-components/constraints/
Yk how like kaiju or dinosaur avis are like puppets?
bottom one is with constraints
Yes, I get that, but what exactly do you want to do with constraints?
I wanna learn how to use them and put em on my godzilla avi
But what do you want to do with them?
cuz idk what to do
Wdym
What exactly do you want to use constraints for?
The godzilla avatar
...
im gonna have a stroke
All I want is to use rotation constraints
On my Godzilla avi
So it could look good
how would i switch the sdk-?
VCC or Alcom
Update the base and avatar in CC
it will show a green arrow
I get that, but to do what? Maybe copy rotation from one armature to another?
tyty :D
sigh
what? Be specific
I dont understand
read the doc I linked to learn what constraints are
they have many uses other than making godzilla
I have an invisble armature
And I was told to use to rotation constraints to make godzilla look like this
okay so you want to use rotation constraints to copy from the armature VRChat runs to the one that runs the mesh.
yes
Okay
so what do i do

best I could suggest is put one rotation constraint on each dinosaur bone, with the source being the matching humanoid bone, and.... hope that works ok.
not sure what you're showing but on the rig tab before you click "configure" it tells you there is an error and how to see it - you probably want to look at that.
what went wrong here?
why export? do you not already have the model as a fbx?
Hi i need help with an avatar i just downloaded, i wanna upload it but in the files the unitypackage is actually a zip file, how do i load the project then ? When i take a look into the folder it looks like this :
Okay so how do i load the file on my unity project ?
assets -> import package -> custom package -> select the .unitypackage
is there anyone here experienced with flipbook/sprite sheet textures
is there a way i can only make an animation start when i want it to like with a or keyframe
Ok i will try thanks
It's only showing the extracted file but not the zip one
nothing I can tell you about whatever files you have from here, of course.
Just that you don't unpack .unitypackge files
yes?
This is the actual content of my avatar folder
On my unity project i cant see the zip folder, it's only showing me the last folder
I combined several models, so when I save it the full model saves as unity project and I need to use an fbx exporter
I'm not sure why you want to
I suspect this is not going to go well at all.
I just wanna load this avatar on my project
me too
But i don't know how
I also don't know what you mean "on my unity project" - do you mean in unity? you don't work with .zip files in unity.
how do i upload this to vr chat
same way as any other avatar? There are tutorials for this, have you watched any?
nope
oh, well probably start there. But at a glance, it may not have the kind of rig needed for VRChat, so that might take some work.
damnit
Usually when i create a unity project for a vrchat avatar i just have to drag and drop my unitypackage into the assets on the project, but here the unitypackage is a zip file and it's not working at all i mean its not importing anything
If you have a .zip file then unzip it. If you have a .unitypackage simply import it as I said and do NOT unpack it.
As I said, .unitypackage files are either .zip or .tar files, just renamed and with special files and such. You don't unpack them manually.
As for "it's not working at all" please explain what this means if you want help with it.
I mean like this
Yes it's empty cuz i try to import the avatar on it
maybe it's a bad file
Open the zip file with winrar and drag the contents into your projects asset folder
Unity can't import zip files
yeah it's not clear if they have a .zip or .unitypackage
Here is the content of the zip file idk if it's normal
But when i unzip it looks like that
a .zip file could contain anything
That is not an avatar ._.
maybe extract the .tar file and open that with winrar and see what's up but yeah, this doesn't look like avatar stuff, so dunno
But i downloaded that on vrmodel, its supposed to be an avatar
ohhhh
is this a ripped avatar you should have paid for?
if so I've already wasted my time here.
Also nested compressed files smells like a zip bomb
yeah this looks really sketchy
Maybe don't open that tar file
The content of the tar file is the same as here
It's a bomb
Wdym ?
that looks like the contents of a unitypackage to me
A zip bomb is compressed file that That's usually around a few kilobytes to a megabyte in size that extracts to several petabytes and crashes your computer by filling up its memory
Essentially small file become really really really big
I already extracted the zip file but it's seems like the unitypackage is broken
But usually you just have to drag and drop a unitypackage into your asset folder on the project then it's opening a window for the import right ? So how do i deal with this type of file exactly i dont understand
If you got it from that site, you won't get help here. Pay artists for their work.
Yeah
everything seems to be connected properly though, its just the UVs I'm having problems with
uh, okay..
Nvm i found how i load the unitypackage thanks for the help tho
You should still pay artists for their work.
smh
this is what happens when I preserve uv layout, its probably an issue in unity
i need to upload an avatar to quest, so i went to unity to add the module for android but theres no “add modules” button
yeah that happens if you install the editor via a standalone package instead of through the unity hub archive link, it's annoying.
I'm not sure the right way to fix it on Windows but on Linux I'd remove it and then reinstall the editor from the archive link in hub.
probably doing it via VCC works?
you can probably get the add-on module packages for windows separately too, the linux links are broken so I've had to reinstall the editor
i’m just gonna reinstall it and see if that works
i'm trying to use a custom script to add delay to a looping sound on an avatar but the sdk is saying it will be removed? how do i keep the script?
you don't - no custom scripts on avatars. Do it in the animator.
ok so how would i add the desired delay to the sound? i'm using VRCEmoteManager to turn on the motion and sound from an object
no idea about that tool, but you can use transition times in the animator, or put the keyframes in your animation not at frame 0, but at a later one
looking at the animator, its supposed to swap between two objects with the sound to play it on time, but i can't hear it doing that in play mode using gesture animator
nvm it works now
It did let me add it, but its still doesn’t let me change the platform
does anyone know how to change the default transition for an aminator layer? I would like to change the default state to Metal Off
right click the other state, there's an option there
I forget what it's actually called and don't have an animator in my open project
ohhh okay I actaully found it. Thanks!
np
You have to go to preferences or something like that and it lets you install the files. After that you'll be able
yeah thanks, i just found out it just doesnt fit and i had to use the bigger chest models lol
anyone know how to fix this?
are there any other errors?
are those the first few, or are there any above? Always share the first 2-3 errors, and ideally don't clip the image so much so we can see the count indicators at the upper right
huh, 26 of them
yeah
I'd clear them and build again
i didnt touch anything just ported everything in
well click that "autofix" button in the build window at least.
no idea about that prefab import error, but it seems important
Iirc its like missing script but prefab
no I get that, but I mean I don't know what it's looking for.
idk either i didnt add face tracking to it yat it looks like its saying i did?
do i just add the face tracking to it?
do you have a face tracking headset?
Idk what happend but like di weight painting for my model and theres no other colors besids dark blue on the hood yet it still moves with the arm
remember the color is meaningless unless normalized
I like to paint with auto-normalize on, but there's a way to do it in the menus somewhere
i pressed normalize all and it just made it worse
no, it made it accurate
the hood came down more and worse
so paint it to 0
Just paint it with weight 0 for the arm
it is already painted at 0
Check all the bones
the only thing with bones is the armature
if you tab back to edit mode you can select a vertex and see its weights in the "item" box of the "n" popup sidebar
for the body
well yes, bones belong to armatures.
its not showing me the weight
?
what are we looking at here
edit mode on the jacket
yes, but why are you showing us this?
i dont see the weights
weights aren't shown there
Click on the vertex from the hoodie that moves with the arm and you'll see in the n sidebar what weights it has, I think that's what kazin said
if you mean this, re-read what I said here: #avatar-help message
Or go to weight paint mode and check each bone to see which one paints the hoodie
ok i might just be dumb but is the bottm right not the item box?
no that's the properties box, and nothing to do with the "n" popup sidebar
hit 'n' and it'll toggle the sidebar, right?
that has tabs. Click the "item" tab, you're on the "cats" tab.
though I bet the weights are in the properties box somewhere too, I haven't looked for it.
i got it to upload but the femfluff and the clothes isnt staying with the model?
probably not attached properly or not weight painted?
ohhhhh i have no idea how to do that
I'm sure there are tutorials
ohhokie ill see what i can find :)
what to do if a project is missing the avatar sdk but it appears in the creator companion?
you could remove it and reinstall it with VCC
it wont let me remove it
Hi, does anyone know how to fix this error that only happens when I "build and test" my model in the SDK panel? When I click "play," there's no error on the console, and I'm sure it's something to do with the rigging so my model appears in T-pose when I open VRC and view the model 😵💫
often that's irrelevant
For the tpose issue, do you have your fbx set to humanoid?
yep
Then I'll have to see what else is causing my model to appear in T pose when I enter VRC 🫠
am having this isues with uploading my avatar these are sdk error can anyone help me out
hi i got this weird white place in some faces ,though i m using basic color now ,not sure what they re ,anyone know ?
looks like normals. set shading to smooth and/or reset vectors
Have you got helped ?
does anyone know what viseme gets triggered by snorting
You can open avatar debug menu in game, and you will see the Viseme parameter gets changed while you're doing voice.
omg ty
@alpine turret i sent you friend request on my back up acc ?
is there a way i could have two viewpoints? ik abt having a camera on where u want it but it doesn't rlly work could anyone explain how i can toggle a different view
On unity or blender?
unity
In your hierarchy you must have a camera, that's where the point of view goes when you hit play. You can move it anywhere you want
You must do all these changes BEFORE hitting play. Any changes that you make WHILE on play will be undone once you hit stop
You can have 2 viewports though. Just grab the tab you want to move and drag it where you want. You'll see it creates another panel for it, or even leave it as an independent window
The only way to have two "viewpoints" on an avatar is with the other being done with a camera.
I think it was as simple as if a camera is in your avatars hierarchy then it will override your view, but that just comes from accidents with me importing the Blender camera into Unity years ago might have changed.
Regardless overriding your viewpoint is probably not going to be as good as you are expecting, it is pretty bad in all avatars I have seen it done on, cool gimmick but that's it.
anyone know why my avi is stuck like this in edit mode. im not previewing any animations
because you left it like that after making an animation. Pumkin's tools has a reset feature.
whats pumkin?
I want to edit the highlighted picture but it is all gryed out when i try, and it dosent let me open it eith my painting softwhere
@ me of you know how to fix it
ctrl + d will make an editable version
Heck yeah, thanks
a person who makes avatar tools
oh fair will download that and try it thanks
ooo i like this tool thanks it also fixed the issue
yeah, some useful stuff in there
Unity PP (。_。) Bloom values equivalent to Vrchat's?
And can you preview material animtions in the scene view without being in the play/game-mode.
https://docs.hai-vr.dev/docs/products/lightbox-viewer theres one thing you can use to test light / pp in unity
could someone upload an avi forme? i got the filess
if anyone is willing...i got a free AVI but i have to upload it...and i got pretty far but theres so many problems with it when i try to upload it that it wont let me...could someone maybe walk me though the process...at any time today im just a girl and im so confused
have you watched tutorial videos?
yes but its giving error and imv dumb
yes 😭
literally me too
Show the error, maybe someone here can help with it
null reference
so methinglike that
I should say specifically: paste the first (top) 2-3 errors in the console window, and don't crop it too much, so we can see the error counts in the upper-right.
oki
we can't help with "something like that"
Don't crop the error count at the top right
Please re-read what I said.
Also no need to click on a specific error, the summaries are fine right now.
Would anyone mind helping me out with uploading my laptop keeps crashing
What's crashing
Would love some more information besides my laptop keeps crashing
@plucky moth
So when you just open up unity on your laptop
Correct
That's it you haven't done anything besides open unity through CC
Is the laptop plugged in
Its not on the charger no
Try it on the charger if you have a boost button turn it on turbo
If the laptop is 5 years old then you can't do anything with unity
did they bring back the turbo button and I missed it?
Asus have it and I think some dell ones
Huh, not on my Asus. Interesting.
What model?
Zephyrus 14, like 2 years old though
ah is that what that symbol is
Yeeeee
well I'm running Linux so I didn't map that keycode to anything anyway 🙂
Sammme
Its an older dell chromebook
With a hard drive plugged in
Yeah I'm sorry but any Chromebook it doesn't work with as the Chromebooks are only ment for running stuff for school like word
So they make the hardware for them really bad
Sorry
Whats my best option then i bought an avatar
you can ask the creator of the Avi and they can do it
They normally do it for free and your not going to get scammed by giving someone random your login details
if gumroad avi upload instructions say "Unity 2019.4.31 is needed!", does that mean i cannot use the latest 2022.3.22f1 unity to upload it?
Those instructions are out of date - use the current version VRChat supports, which is 2022.3.22f1.
anyone know how i could make an FBX Patcher so that i can distribute a model without providing the original?
one exists, let me see if I can find the name
hmm this seems to have used HDiffPatch
Could somebody please for the love of the gods help me attach this damn robot arm to my avatar?
I've seen it used for adding face tracking shape keys to FBX files
appreciated, ill look into it !
I've tried everything by this point. I've tried modular avatar and VRCFury, i've tried manually adding back in the damn bones to the avatar, i've tried manually parenting the bones of the robot arm to the avatar. Nothing is fucking working
I'd be doing that in Blender probably.
Tried that. still didn't fucking work
you'd have to explain/show what you did and why it isn't working probably
Assuming the arm is positioned right and already weight painted, it should be as simple as updating the vertex group names to match those of your avatar's armature, and if you aren't joining mesh objects, updating the arm's armature modifier to point at the avatar's armature.
I need help making a custom recolor of an NKD Protogen
(More like have someone help walk me through it lol)
I figured it out. i have to manually unpack the armature and slowly move everything to match the avatars armature. This is going to take fucking ages.
strip the new arm's armature down to only the bones you want to add, then join it with the avatar's armature (and then edit the combined armature and re-parent the new bones properly)
That is, assuming it has bones that are vastly different than the avatar's, if not there's really little reason to use it at all.
Guys, I am losing my /MIND/, I have a model i'm trying to upload, but whenever I boot the creator companion, it says "Can't check for updates, please check your internet connection. "Timed Out"" And it won't open the unity project. So, instead, I used unity hub and loaded the SDK and appropriate packages manually. Logged into the SDK fine, but when I select "build and publish" for the model, the information boxes grey out (like I assume they would while submitting the info), but the model doesn't build /or/ upload. My internet has been fine, I even went the extra mile of giving Unity + VCC permissions on the firewall to make sure it wasn't getting blocked by security. Nothing seems to be working.
If anyone has any direction/experience with this issue, please let me know. I am going mad lol
Could it potentially be this???
That wouldn't mess with the companion though aaaaaa
turns out it actually needs to be the Unity 2019.4.31 due to some old libraries used for the avi that don't work in the latest unity anymore
you really want to update that, I don't think you can run the current acceptable SDKs in that old Unity.
but unlucky for me, trying to create a 2019.4.31 project in Unity hub resulted in some type of corruption that made Unity Hub completely inoperable
so basically i should've made sure i wasn't buying some outdated avi before actually buying it 🙁
anything can be updated
that's beyond my skill set at this time
I unpacked the prefab and slowly dragged each bone to the corresponding one then added vrc fury armature link for the bits that didnt quite sync up. Then did some other fuckery and it works now!
Now just to figure out how to get the normal rusk expressions back that got removed when I took the fbx from blender into unity.
Can you help with that last one? I just want normal rusk expressions.
Blendshapes getting lost on export is a sign that there are unapplied modifiers other than armature
this method is really not at all what I'd have suggested, but I'm glad it worked for you.
The blendshapes are still there. I think it's just missing a FX controller or something?
It works. Thank the gods. Now I just need to do it again for the left arm. 🤣
Nope, but it's not necessary, thanks anyway. I already fixed the error, and it happened because I had set the skeleton's HIPS as the "root transform" in the Phys Bones component
Although I have a question: is it illogical or incorrect to add physics to a skeleton? Because my idea was for it to have smooth movement. Do you know how to achieve that? Or does it require something else before exporting or importing it into Unity?
What exactly are you trying to achieve?
Or is it simply not possible, in particular?
Putting physbones on humanoid bones is going to make you a rag doll
Ohhh I understand
My idea was to make the weighted mesh react to gravity using Phys Bones, but of course I suppose that can be achieved by adding more bones to specific parts of the body so they move more dynamically, right?
I'm not entirely sure I follow, but yeah, physbones are how you get parts to react to gravity.
how do i go about making this into a texture i can edit and bring inro my painting sophwere
where "this" is which of those, and what type of object is it?
if you mean the highlighted one, it looks like an image texture to me.
Unity isn't an image editor? what are you trying to do here
oh that looks like it might be embedded in a .fbx?
yes
extract it, either in blender or similar, or in the Materials tab in the inspector for the model object in Unity
how do i extract it in blender?
I forget, I almost never work with embedded textures
ctrl+d , but they already have it
thats a ss of the picture and then blown up on a painting sohwere and its to pixilated
ctrl+D just made a copy of the unedibal one
unity set texture default to 2k
editable*
just drop it in gimp/whatever you are using
i mean, yes, but it was trying to do it with the skeleton bones as a simpler solution so that the mesh with influence would react with gravity, but that, seeing the sdk document and a little help from an AI, I understood that it is not recommended to use a humanoid skeleton bone in the phys bones.
anyway thanks for the help! 🙂
Lucky, your ai actually works, when I asked it how ti change the texture to somthing readable and I gave it a picture I told it to show me by highlighting the button and it edited in a new button that didn't exist 😭
You want to weight the mesh to its own bones to react with gravity. Make some of the mesh (it's like clothes, right?) Be weighted to the humanoid rig (like the arms, etc) and then some parts that should move or dangle need their own bones. Then those extra bones can have the physics
If you post an image of the mesh here and the rig (like the bones) people will be able to better understand what you are asking and give you specific tips like where bones should go to make it look like gravity effects the entire piece like in real life
Does anyone know how to fix this issue when uploading a avi ?
Check the validations list. Does it say anything there
What's the validations list ?
Also scroll up the console here and look at the first 2-3 errors, not the last. Those are usually where the root cause is.
Above the upload section. It will say things like so and so polygons, will be very poor, and stuff like that
there ought to be an auto-fix button for the mipmaps issue
there it is
Click auto fix on that top one there
Ooh thank yall lol
Yeah, so sometimes the SDK will have the upload button avalible before it refreshes the validations. So basically the SDK let's you upload, and then in the middle realizes that oops, you can't actually upload because the validations refreshed and something needs a fix. So then you get that error
Ooh okay thank you all for the help lol
Damm it didn't even take a min to upload lmao
I have a question, so...
In unity, visemes work fine and whatnot, using gesture manager and vrcfury, but upon upload they don't work in game, why would this be?
I'm using VRCFury, if that helps
you missing one in descriptor?, they break in vrchat then
you need all of them
ff don't exist tho-
you'll need to make something for it then
Hopefully that fixes it then XD
Usually FF is similar enough to PP or TH, so you could just use one of them a second time in its place.
I would like to make a toggle for my avatar that makes it so that whenever I turn on mute, it toggles on an object on my avatar. Anyone know where to start?
does anyone know if you can put the same parameter on 2 different physbones?
use animator parameter MuteSelf: https://creators.vrchat.com/avatars/animator-parameters/
what do you mean "parameter on physbones"?
oh that. I bet you could but it'd conflict like crazy
not risking it then, split parameters it is
I used to have non humanoid avatar with animations and toggles
now all animations no longer works, toggles still works
I made a new one, same thing, toggles works, animations don't
Anybody know what caused this or why it happens, and how to fix it?
if it's non-humanoid we assume you've done all the locomotion stuff yourself? Are you using the same base animator on those?
Do I just add that to my parameters and name it that? Or is there anything else I would need to do to make it function the way I need it to?
okay thanks
should this param be synced?
there's no need to put it in your avatar parameters list
also the docs page ^ says how it's synced, VRChat does it for you
Can someone help me with this issue. my view point keeps setting itself to high and no matter how i keep readjusting it it sets it above my head even though its set to my eyes and its locked there
if anyone knows how to fix this error please @ me
does your humanoid rig match the placement of the version of the avatar in the scene?
yes its a humanoid rig and the same version
Does anyone know how to swap a material on an avatar?
can anyone help me figure out how to make my models arms track better to the remotes
This is how it looks with a non custom model
guys it says that my avatar failed to uploade bc ''thumbnail image is required for avatar creation''
but i do have a thumbnail
did you update to 3.10.1
so, im getting a TON of compilation errors.
never updates it
using liltoon
yeah you have to press 3.9.0 all the time i will update to it just takes a couple of trys
3.8.2 vrc sdk btw
nope
it uploaded now thanks i was about to break mentally
hm
ah
you dont want 3.9 it has funny bugs - so 3.10.1
i wonder where in the files it says oh you want a lower version when you just made it
yep
I didnt think an sdk error since it was mainly liltoon
same thing happens if you use a newer package/script on a older sdk
Ahh
no point in supporting something thats the old version
Well this saved my brain from an explosion, thank you all. (I definently didnt link my phone to my discord just to chat here)
i have this issue wich now pops up in multiple of my projects when trying to upload avis
its completely stopping me from uplaoding avis
what sdk are you on
is that the only error
jup, that is the only error that has popped up when uploading
sometimes the windows uplaod succeeds
but it then fails on the quest one
but mostly it just fails at the windows upload too
what are you doing putting the quest on the the same project? as the windows one
nope, the project has purely the quest prefab, only other thing i did was make an fbx edit where i added a new shapekey, but my other avatr where i did that uplaoded fine
this issue spans across multiple projects though
Could I have someone help me troubleshoot an issue I have with an avatar
what using to link them
anybody know any shaders that work like the standard (specular) shader but quest compatible
what are you using to connect them
Did you just drop it in the scene or did you put it under something
hair goes under head bone
oh
easiest way to add something just adjust where it need to be, move it under the bone it should follow
(id use blender)
I just drop it into the scene and drop it under something
however im just starting out with unity
or just add fury armature link
hey @balmy barn what's up with the green plus lately is a just saying this isnt part of the avi from blender?
don't ask to ask, just ask your detailed question
Well ok, since someone else in another server told me what my problem is.... How do I disable a toggle?
depends on how the toggle has been made
maids where
yeah I dunno wtf my brain was doing there
Its a female slider that turns a male body into a female
not what it does, that's not relevant. How it was created is.
Uh i dont follow?
fury? modular avatar? is it a layer in the animator? part of a direct blend tree?
there are many ways to create a "toggle"
How doe one check?
Skullbeast
scrapped the entire idea and just used modular avatar "setup outfit" on the hair. works fine now with all positions on gogoloco
Its fine in scene mode but in play mode and in-game its the default body textures
if you can't find it, one thing i'll often do is disable all of the layers in the animator and enable them one by one in play mode (with gesture manager and/or avatars 3.0 emulator) until the errant behavior occurs, then you know where it is at least.
I'm... not super familiar with animator tbh so I don't know where it would be, whenever i open up animator I don't see anything in there
There's nothing there unless you select an animator. You can put one in the Animator component on your avatar root and then it'll be active by default if you click the avatar root. Probably you want the FX animator your avatar uses. See in the avatar descriptor to find it.
(or watch a tutorial on animating, etc.)
Okay, I have never done any avatar work before. How do I drag n drop Gogo Loco to a free avatar I use that doesn't already have it?
what
I was replying to Rydux there, missed what your issue is
you'd need VRCFury to do the drag an ddrop thing
oh I see, I'll stop being confused now 🙂
pfft.
@somber sequoia I fixed it with the help of a few other people in other servers
excellent
how do I remove the now useless toggles from the action menu?
if you find the menu file and click it, you can edit in the inspector. vrchat's docs site has some detail, if you haven't read it: https://creators.vrchat.com/avatars/expression-menu-and-controls
i know this is really lazy but i use https://shatteredfur.gumroad.com/l/vrctoggle
xD
where do i find the fire contact trait
Are you talking about animator or parameters?
you asked about menu files so that's what I meant.
no such thing. But you can make a contact receiver which uses a specific tag to accept contacts from a sender using that tag
Is this it
YEP
I can't read what's behind the glare but I think so
thats it
So what do I need to do to remove them?
oh they actually called them "traits", I missed that. Still, they're just tags.
ah ty
the minus button?
Oh im stupid
no, you're inexperienced
you said it not me
inexperienced is not stupid
I'm stupid and inexperienced
that what he said
it's not stupid, it's advanced
oof
All that work for it to be pointless anyways
How do I compress materials
I know thats what's screwing me over
if this works properly people will be able to light their stuff off my eye fire
The person who retexture the base for me didn't optimize the files
Im kinda really frustrated rn
why
You would think people who do retextures would make sure the assets actually work in vrc
haha, nope, most people really have no idea how to make anything efficient
you can change the quality texture
Maybe I shouldn't use VRC traders for commissions
I wouldn't know, never been there.
if you want something good then do it yourself
Was about to say
Maybe it's time for me to actually learn unity more
all 4 of them
@warm fable
I seen that
Anyone who knows how to create an Avy available?
Mid-process with mine running into issues.
describe the issues, maybe we can help
why wouldent vrchat build menu not update????
it keeps showing the same size even thouhg I removed a bunch of stuff
Has anyone gotten Hai's ComboGestures working with Kipfel without breaking all the other stuff on it? If so please message me!
Trying to make combo gestures but the existing avatar is kinda complicated so I would appreciate the help.
I believe it doesn't update until you do another build
ah ok. thats silly
what does this symbol mean? I cnat see my boyfriends android avatar only his fallback
ignore his labels he is my silly boyfriend lol
Ok quick question for anyone who may know about Loco gogo
So normally you'd select "fly", open your mirror, and then press the jump button/key to fly
Well I finally added fly to my avatar but for some reason the jump button doesn't make it fly. Instead I need to press that fist icon on the Loco gogo menu and I do fly but at the speed of light 😅
Any idea how I'd fix this? (Or what I may be doing wrong?)
I'm so lost on this TvT
That icon just mean the avatar is only uploaded for a single platform
This is what I'm talking about with my avatar not flying with the jump button
does anyone know about mmd? idk why when i play the animation in unity the motions is weird and the legs wont move , anyone know how to fix this? ic ry
My avatar looks like this in unity, but looks completely different in game, any way to make SURE the lighting is consistent no matter where I'm at?
why is my imposter and my avatar in some instances black?
heres my avatar normally
here it is without my specular map
here is the specular map
im using standard (specular setup)
Quick question, does additive animation override the default arm ik/ hand animations?
I've been trying to get the creator companion/unity to let me upload an avatar for like 3 days, and the log says its unable to check for updates/connect to the internet. But my internet has been fine, and everything else is working perfectly. I made exceptions for it in the firewall so it's not that. Any help?
If the world is missing light / reflection probes in that area your avi won't render right. The reason you can see others is likely due to the fact their shader is using toon shading with a min brightness value.
is standard specular setup compatible with quest?
Only the shaders under the VRChat/Mobile category, which doesn't include standard specular
Standard Mobile is likely to be the closest but not sure if it has a specular setup.
anyone got any advice for this?
trying to make it so the lighting stays the same no matter where i'm at
probably use a toon shader then
bump
assuming you mean the additive animator, the docs say it adds, not overrides:
https://creators.vrchat.com/avatars/playable-layers#additive
if you want to entirely take over, yeah, probably
still haven't figured out this issue, even though i'm using toon shaders, it changes based on the instance lighting which i don't like, but anyway i've gotten this far at least
The highlighted error tells you
Okay when I tried to flip the arm in edit mode its fine. But somehow when i turned back to object mode. THis happened
maybe because of the vertex groups still being tied to the other side
Anyone know how to get a character model from a game and upload it into Vrchat?
how do i fix ts
this looks like a blendshape to hide the arm when clothing is on
just turn it off from the blendshapes section of the mesh in question
removed but now it looks like this
and the legs are still weird
"like this" like what
i gotta mess with this right?
it looks like youre using vrcfury
i hope youre not currently in play mode making changes because when you get out, your changes will be gone
its not letting me upload an avatar
i'm not
the legs still do it too
can anyone help me it wont let me upload the avi
it gets to uplloading file 90% then just breaks
are there any errors in the SDK upload panel? not 100% but im pretty sure the error shown doesnt actually give any explanation as to whats failing
it should do that in order to avoid clipping
its to counteract that the body pokes through clothes
oh so the rest is basically fixed and i can't do anything about the legs?
bc there's no option for the legs
again, theres nothing to fix with the legs. pants on = hide body mesh to avoid clipping
it should go back to normal when you toggle the pants off
assuming its set up with vrcfury
can anyone help meh
awesome thanks idrc about the legs bc it's a sfw avi
the pants can't come off at all
please someone helppp
can someone tell me a bit about what the process would look like for taking an already completed non booth avi (like one of the eboy/egirl ones from payhip) and adding new clothes to it?
i know i can find clothes already sculpted to whatever the body is, but id need to take everything into blender right? and that'd mean losing all the unity specific components like physbones and vrcfury and itd need completely redone?
Latest
If it's made for that body all you need to do is put it in unity and add armature link to it
But yes usually you will have to put it into blender and connect it to the Avi there a 100s of YouTube videos explaining this
no need to show the shader warnings, are there any other errors?
no
just 1
Yes, I saw that one, that's not a useful message by itself, and probably not blocking your build anyway.
I want to make a button that spawns a balloon at my hands position as a world drop, i want to make it so every time i press the button it spawns a balloon and a seperate button to delete all of them
I'd consider using a particle system
trying to the project open (HAS NOTHING IN IT) and it keeps giving me this error
i assume its this
Yeah, did you actually read the error?
consider compressing your avi files
anyway to fit the sandals ?
blender @vapid cipher
anyone know how i can make this toon standard look more like the standard specular setup?
specular setup
You could use matcap feature for that.
what is it and how does it work?
It stands for "material capture" which will overlay matcap texture on surface based on incident angle.
any other way than blender ?
yeah not to use them
not any good ways, no
how can i fix it?
yo can i get some help with this
better weight paint or hide the mesh below
Show the spine hierarchy from root to head, we can't see it from that first pic
also with the shoulder bones shown, you can collapse the arms so the rest of the bones don't get in the way of the image
what do you mean form root to head
show the root bone and all bones on the way down to the head bone.
in the hierarchy window, I mean.
some people tell me they can’t see my shorts, that it only appears in certain angle. but i can see it all the time.
Check the body mesh for any blendshapes that are like 'heel' or 'high heel'.
Of course! I deduced that, and it is the best way to achieve what I want.
No need, thanks anyway! I've already solved my problem, but if I run into another one, I'll share it.
🙂
Ok the way you have this it's extremely hard to see, so I'll just give advice instead.
The spine hierarchy must be:
hips -> spine -> chest -> upper chest (optional) -> neck -> head.
Shoulders must be direct children of chest or upper chest, whichever is higher.
Bone names don't matter to Unity.
Rearrange if you need to.
i cant get all the things in one pic its litearly to much in the hirarchey
It could be a bounding box issue. When you click on the shorts mesh in unity see the box around it. The box should be about the size of the avatar since the bounding box for some reason doesn't move with the mesh, it moves with the avatar.
If the bounding box is too big vrchat will also restrict I believe so that can also cause the same issue
You can easily hide the stuff that isn't relevant, which is what I suggested. But that's ok - I don't actually need to see it, you need to verify it's correct.
i moved the shoulders into the chest but its still saying it isnt right
did you move that in Unity?
yeah
ah you must have an unpacked model prefab. I don't think that works how you want, the right place to do this is in Blender, but it'll be some work to be able to update it there.
i dont have he blender files this is a premade package
there's a .fbx which can be imported. But if it's not something you made I'm curious why it's incorrect.
ight i got the fbx in blender now what
ah thank you so much! 🥺 that’s so helpful!!!
Hello could anyone help me am tryna add a clothing add-ons to a avi and if I look at the instructions am supposed to also see something saying editor lite here but I don't see It
Also does anyone know what the parent box is ?
check the console to see if there are any errors, they can prevent custom editors from showing up
Am only seeing 1 error
that seems like it'd be the problem
Any idea on how I can fix the error lol ?
not a clue, I don't know anything about this package
Well dammit
having issues having the collider show up, ive tried deleting and even adding zeros to the radius with no luck
other colliders show up on models but im having alot of trouble with this one
im confused you having issues with the colliders
thats what I said, there is no colliders showing up
you dont need colliders for them to show up
example is my hair
those are the hair phys bones
physbones radius, colliders are green
😐
i dont think you guys understand ive been doing avatrs since 2017
there is miscommunication
if radius dont show up its usually cause theres not enough bones, but i can see that endpoint you have setup
the white circles around a physbone are also colliders
ive been doing avatars longer way way longer
ok cool
Ive done all the other physbones on this model they work fine this is the only one im having issues with
i work at blizzard
👍
nvm my mistake was asking the vrc community, ill figure it out on my own
all you need to do is say your issue
👍
so can someone else help me the dude who was just ghosted i need to get thes two bones to be connected to the chest bone but i cant move them
thought i could just do it in unity but appartleny i need to do it in blender
i just need to fix this error
Lmfao
their physbone was like this even with radius (left one) , but guess troubleshooting is hard, just make its gigantic and have endpoint and it would appear as right one
Guys on unity VrchatSDK doesnt show up im very confused
in cc
3.10.1 only one id recommend now
can you screenshots of it
oki
snip tool pls
did you add everything to that project
yeah all the three files the shaders and the pc and the quest unity packages
yup
World toolkit = won't upload
do i need to maybe reinstall cc?
or change the unity version
noo
you ddont add must to thge project
you clicked on everything you only need like 5 things
ouh which ones i need
You deffo don't need WORLD dev stuff for an avatar
no your all good its a steep learning curve
you can upload with world toolkit its useful for making avis
shows whats the biggest thing on your avi
really handy
Really not necessary
not for uploading no but for Optimizing your avi yes
No
oki i just manually installed sdk and it worked
Been working on my own stuff, didn't know you needed more help? Rearrange the bones properly in Blender, export back to unity, etc.
Also your upper arms must be direct children of their respective shoulder bones, I don't see that in this image either.
Faking screenshots is really not cool, not even as a joke
bro its me changing no to something silly its not like im changing you to say something bad
You overstepped and don't accept that others have boundaries that don't align with your own. I'm blocking you.
i dont know how to do that
edit the armature, change the bone parents, there's a parent property in the properties box for a bone. Possibly find a blender tutorial
👍
no skin off of my teeth you cant take a joke not my problem
it's a common error that often means nothing and is not actually the root cause of your problem
do i just delete it?
delete what?
remove the error or what to do with it
is it the only error?
naa i got alot of them first avi trying to upload
oh, then share the first 2-3, that's probably where the actual problem is
how to do that? i feel stupid xd
screenshot the error messages in the console, the first 2-3 at the top, ideally with the console window so we can also see the error count
I said the first 2-3 several times, but in this case it's ok - "missing script" is your problem. You need to install all the required packages for this avatar.
you must have missed something then
i bought the avi and there was only 3 packages
oki il try to find it on youtube then
not packages it came with, packages the creator says you have to download and install
such as VRCFury maybe? I see GogoLoco in one of the errors there, make sure you added that too
Yeah vrcfury is the only one it meantioned
i got my errors down to 4 from 14 now god its so frustrating
these ones i dont understand
I can't read it on mobile lul
still says missing script
Seems like you’re still missing vrcfury to some capacity
I need some help again. I finished my robot arms and they work perfectly no problem, and everything works in the unity test play, but I uploaded it to VRC and for some reason my eyes are like a solid meter above the top of my head and it's causing the arms to always be sticking up as well. The avatar height also says its a meter higher than it's supposed to be.
Good evening, I wanted to know the most efficient method to avoid data loss if I want to transfer Unity VRChat Creator Companion projects to another PC. Should I send them by email? Or something else? Thank you.
Compress into a .zip file then Google drive
Or put on a flash drive/ external harddrive
they're all just files on disk, copy them like any other files. thumbdrive works
This thing is annoying as hell though. I dont know whats causing it.
Okay thx
Okay thx
Is there a way to make a fx trigger when a gesture happens without making the gesture layer itself?
gesture layer is for the actual hand movements. gesture-triggered anything else goes in FX, so yes, absolutely.
Would it be one of the behaviors on the nodes in fx I would use?
there's no reason you must use what's already there
I want a FX bool to only trigger via fist but dont want to premake the fist gesture itself incase the user has their own fist gesture already.
Right - what I mean is there's no reason you need to make any animation for a fist gesture if it's already there
ignore anything about what the hand does, and just trigger your animation off the GestureRight or GestureLeft parameter.
Adjust the view on the avatar descriptor on unity. It's towards the top of the component. Make the ball between the eyes of the avatar.
I figured it out. Thank you.
So they aren't called the colliders, it's called the physbone radius. Increase the radius of the physbone until it is to the desired size
idc anymore i figured it out 🤷 , they just arent showing up for some reason but the radius still works fine if I just guessed what size it would be. I know how they work there is just a bug and that specific one wasnt showing for some reason. Like I said I already had physics on multiple other things in my project that did show and no matter how high or low the number was it wasnt showing in the preview.
and yes they count as colliders as depending how big the radius is is where a collider would contact, they are technically still colliders
Are there any tutorials for how to make a grabable object on your avatar that can also be placed in the world, also is there a way to do this via vrcfury or a prefab?
if not, im not opposed to using the animator if I have to but I wanna know of theres an easier option
Help me please my avi i have has 4 toggleable sets of arms 2 pairs work and the other 2 dont, the 2 non working when i toggle then play the animation of going away but then they immediately come back ive been fighting with this thing for hours. someone save me
Okay, next and hopefully final question: even though the arms are using the same materials, same shader, same normal maps, etc, one shows a carbon fiber pattern and has emissions, the other does not.
Is there a way I can get them to be the same?
Hey guys, I got this avatar all ready for someone and it's not letting me upload it from unity for some reason. So I was gonna just... compile it, with everything done, and send it to them and run them through how to upload the avatar. How would I package it up to make it easy on them?
Depends on the kind of model, are you trying to reduce vertices in blender? Or atlas textures? What format of model? etc
Im literally fucking lowering the texture quality and it keeps going up
This is so dumb
Is it a texture atlas? Or a bunch of different materials?
wdym
Is it a bunch of textures on a single image, or a bunch of different images for the texture? Cause crunching the textures only does so much, if it's bad materials + shaders they are gonna be big
Bunch of materials andf bunch of textures
You need to atlas the textures. I'd help more but it varries from project to project. I recommend using "Material Combiner" in Blender, and then adding the materials in unity after exporting them.
There's plenty of guides on youtube for that sort of thing, should heavilly reduce your texture issues.
what is an atlas
An atlas is basically taking all of your texture images and smacking them on a single image, which is then draped over the model.
Reduces the amount of times the program has to call the textures, and reduces their overall size, while maintaining quality.
how much bigger is it
I dont have enought time to figure that out
?
hi sorry i was just throw back by that
Oh I figured it out.
nice man
Just needed to export as a package and I missed the option lmao
yessss
you got it
remember to add a scene to it as well
you know you open me things
to do with it not uploading properly is probably the SDK a version. Make sure it's a 3.9.0 or up
recommend 3.10.1
Bump
Ill try world drop
but Ive seen some avatars that have a knife or sword that can be picked up from the hip and then dropped in the world
can anyone help me out with why my avatar's mouth wont move?
got all the viseme slots filled in?
is there any way to get my scene back from the void
it was deleted for some reason
I dont want to remake my whole avatar ;-;
only if you made backups
damn it
no and the sil is completely missing from the drop down menu
that's your problem - you must fill in all slots with unique shape keys
(sil = silent)
vrcfury can do that
ah, ill look into it
alrighty thank u
why is my blendshape like broken in unity? they both have no shapekeys on
i have a shapekey to turn the spiral on right now its off, if i turn on any other shapekey it just turns the spiral off which isnt supposed to happen
Layer weight = 1
Parameter names are all consistent
Parameters do change
Animations work
Trees work in the animator preview
No movement during runtime, any tips?
Heyo so im tryna make my first avatar and i have the Minase model from booth which requires liltoon but when i downloaded the most up to date version the shader itself wasnt in there
did you download it from here? https://github.com/lilxyzw/lilToon/releases/download/2.3.2/jp.lilxyzw.liltoon-2.3.2.zip
Yup
Yea, I did everything properly as far as I can tell
this is all i see in the zip folder
if i wanted to use a matcap as the texture for an entire avatar, and make the skin of the avi slightly transparent along with that, would that theoretically be possible? because i just tried and its just making the skin very faded
yeah just throw everything into your unity project. it should be a unitypackage. if that breaks just find an older version that is a unitypackage
alr then ill see if that work tho i thought i did that before-
youre downloading the source code
just import it into the VCC and add it that way
gonna be the easiest
Yo can someone help me with editing this model In blender I don't really know how to edit models. And I really do want to know How to
that doesnt seem to be working- idk if im slow orrrrrr
as much as im not a fan of blender tutorials, https://www.youtube.com/watch?v=e-fetDXDXX8&list=PLgO2ChD7acqH5S3fCO1GbAJC55NeVaCCp this is good
alr
could anybody help me out with this .>.
thanks
i feel like ive tried most of everything i could so im gonna just guess that this isnt possible but if it isnt too horribly specific and somebody just happens to know how to do it lmk
i forgot the rig plugin for blender to rig my avatar
ok so now i cant drop the minase model in, mb if im being slow but idk
into what? unity, blender, substance painter?
unity
am i doing somth wrong? i even opened it up and just tried to drop the package by itself in but it wouldnt let me
so you did extract it and try to drag and drop the .unitypackage into the project?
you can also go to Assets > Import New Asset
Does anyone know the best way to remove npples from a base? I have a female body base I like to use for my avatars, but it has npples, and Im not sure how to get rid of that without ruining the model
sometimes theres a blendshape
in regards to textures or the actual mesh?
the actual mesh
the base has no preset blendshapes unfortunately
Its pandas female base v1 if anyone has used that before
me personally id just take it into an image editing software and remove the texture part and pray people dont notice the bits sticking out 
it's not really that linear, there are a few ways to do it and it's really just up to how much you want to learn and if you don't mind a potentially botched result
Lol i know ive been adding pasties onto the avatars bit its stil visible if youre inside the avatar in game
i mean if you're not taking off any of the clothes you could just delete the faces and not bother to add new geometry lmao
I dont mind learning new methods, i do it all the time, im just not really sure what to look up to find a method that would potentially work
i got it, thanks a bunch (that was low-key aids though)
still need somebody who can help me with these puppets, they don't work .>.
Thanks!
my sdk has been stuck like this for over half an hour and i've tried restarting my pc and everything
in your toolbar at the top: VRChat SDK > Reload SDK if you haven't tried it yet
yeah i just now tried that. it's still doing it, very confusing
ope nvm i just had to do it 2 times. thanks for your help i totally forgot that button existed 😂
hello! I wanted to ask if there are other ways to get eye movement working for my model other than messing with the bone.
My iris is a transparent texture on a mesh that basically fits perfectly within the eye socket, and I was intending to either:
- make the texture itself move across the mesh for movement
- make up some blender shape keys of the eye in the up/down and left/right positions and use those shapekeys for movement
am I out of luck, or is there a way to get this to work the way i want it to?
So can somebody help me? My arms are different despite using the exact same materials and shaders. There is nothing different. But one arm has the proper carbon fiber look and emissions and the other has nothing.
id highly recommend just using bones for eye movement
what shader are you using
my eyes are flat tho, and doing any sort of rotation just gets some ugly clipping of the eye into the socket :(
Toon standard, realistic very soft, with normal map.
from appearance alone it looks like one material might have reflections on
if you need the metal look, make sure to either find an already existing metallic mask or make one
It's the same f*cking material. Theyre using the same material. The exact same one.
The left arm is proper. The right arm is messed up
as i said, maybe it's an issue with the metallic mask if reflections are enabled
reflections/clear coat or something of the like
If its enabled in one, shouldnt it be enabled in both because again, its the exact same material.
masks
There is no metallic mask.
Hello, rq anyone know of a video showing how to make a seat that causes anyone who sits on it to do an animation?
i guess i could throw the eye bone way behind the head so the movements are small, but the socket is also curved, so finding the appropriate position for the bone to be and to match the socket curvature is a hassle 😔
is there really no way of getting boneless eye movement??
not in a straightforward way, no
Just a normal map.
maybe it's an fbx issue, have you played around with the normals in your fbx import settings?
these options specifically