#avatar-help
1 messages Β· Page 219 of 1
well if your vectors are screwed up it'll mess with your lighting
just change your fbx import settings on your arm models and see what happens
does anyone know how to set up realkisssystem?
Doesn't it have instruction for setup?
Henlos. I'm making an avatar from scratch for the first time. Should I keep any objects separate? Like the fingers and ears and tail or should it all be merged into one object?
Using Blender
it does but it's too confusing
You can keep them separate while working but for export it's way more efficient to have one single mesh for the body
You should still follow the instruction, and ask a specific question when you're strugling at some point.
explain where in that you are stuck
Can you explain what you mean by "the body"? Do you mean I should keep the head separate? What should be separate?
I mean the whole body
Okay, by body you mean like not accessories I guess
I export my avatars with one mesh for body, one for all of the clothing.
im stuck at this
I usually include piercing jewelry on the body and accessories on the clothing
idk what is this arrow
Also you should ideally plan to have one material for the body, if you can.
it says adjust postion, i don't understand what i'am supposed to postion exactly
You should check for object scale. The avatar should have scale at 1, also its Armature object, and the prefab you added.
have you used this before?
No. Nor had ever used the prefab. Just speculation bases on the basis what could happened.
ok
How do I make it where the lavender follows the butt but the physbones for the butt to go on the lavender
ik itll be in blender but I forgot
Mesh follows bones. So just put the bone of lavender onto the butt bone.
it is...
thats the issue
Then it's rather you had problem with physbone multi child setup.
You have to assign excluded transform for the lavender bone into butt physbone.
how do I do that
See the physbone component and it will be obvious.
No. the Excluded Transforms.
Well, "Ignore Transform" that is.
Not the ignore check box.
I did when I tested it
Ignore Transforms
Not the checkbox mind you.
Since lavender bone itself doesn't have physbone, so Ignore Other PHysbone doesn't do anything.
You have to assign Ignore Transforms
Im adding physbones to it tho but sure ill redo it
πΏ
Not the physbone. You have to assigned the Lavender bones into the butt bone's physbone ignore transforms.
Your words sounded wrong so be sure that you really know it.
OK now wtf the ass isnt moving
the lavender stopped moving but ass isnt
..
As bones still there for blender
That because the butt became one bone which physbone can't work on. You have to put End Position for the physbone component too.
You can have 1 bone as long as you give the physbone an endpoint position. Though it doesn't give a whole lot of control and probably is better to add an endbone in blender
Endpoint Position that's what I meant.
thank you.. ended up doing this. and it worked perfectly and easy
still have to use the ignore transforms but now it isnt annoying
Hi
Anyone help me with a avatar (it's really long story)
Write it down.
So main Avi has dlc but how it was told to be set up the dlc lands up not showing the Avi original outfit and only the dlc in the toggle but it's stated the dlc will allow all clothing toggles from the original Avi and the dlc add on. I'm really worried I'm going to have to have two individual avatars instead of just all in one. Tried last night friend tryna help me but we struggled so. I did ask creator but haven't heard word yet but I just want to know if it sounds like it can only be two individual avatars. Cause dlc comes with like a better version of the original. Just confusing. Dlc FX menu will replace the originals so like ya idk I'm new to this stuff
It depends on how the DLC is made. In most simplest form, it's just going to replace what existing for original avatar, for ease of setup. But you could still repurpose, or remix with original avatar but that requires you to have basic knowledge of avatar setup to inspect how the dlc is made.
Im having trouble importing this avatar I bought from booth into vr chat im new and I have no clue what im doing please help
nvm i think i fixed it
if you do need help, youll have to describe and/or show what youre stuck at
on second thought I do
one sec
basically I try and upload the avatar and it keeps telling me to save it somewhere
but it never lets me save it anywhere
and idk how to fix it
how do
ctrl + s
where do i put it
somewhere in "assets"
uh how do I find the assets
do you mind if I stream it to you I am so dumb i cannot figure out where the heck it is
i know this is a long shot, but has anyone seen this problem before?
the left leg keeps shaking. it seems to be linked to the idle animation, but I'm not able to reproduce this problem in Unity.
i have checked, and the bones are mirrored in Blender with he same heights and lengths.
Does anyone have an idea what the problem could be or what else I can check?
it is the whole leg, but just up to the hip bone. Everything else is fine, and it does happen in Desktop, VR, and full body.
you saved the scene, so now it doesnt force you to do that anymore. it only needs saving once, not every time you upload. open the console window next to project and scroll up to the first red symbol message and take a screenshot of it
I did but it keeps saying the same message
what message
i'm trying to update an avi so it can be available on quest but it keeps saying validation error. i've checked the console and i didn't really see anything that could possibly make it fail
Having a problem with the Mayu. the model doesn't shade properly presumably because the mesh where the nipples would be is separate from the rest of the body to keep texture memory down while also having a nipple/no nipple toggle. How could I fix this?
i personally would stitch it on and use decals for the area, also saves texture memory.
so just merge the vertices then?
would that cause issues with the crotch area? i'm not super super knowledgeable on decals but i could set it up np for the chest
depends how its made
if the crotch is a simple island by itself, it wont be a problem to project the decal for it flat on the texture
i personally made a matswap because of that for my avatar (not a mayu)
you could also consider just making a sfw upload and one adult version to keep em separate
so many options x)
hard to see but also youll have to make a choice
i cant make it for you, just tell you the options
also why are there so many bones
okok mb, there's blenshapes in place for those portions of the body, just need to add decals on top of those
am deathly ill atm and my brain is not all there but ty!
I've been out of the avatar creation scene for a while and I'm just looking to get an idea of the "norm" for avatars nowadays.
Is it typical for a single avatar to have multiple outfits to toggle between? Or is it preferred to have multiple avatars, each with a single outfit?
Most people go the lazy route and just slap everything in one avatar
I dont think i need to explain why thats not the best option
Ty, and indeed you don't, I thought that might be the case but I was intrigued whether the systems were somehow compensating for this
Here's another question, if anyone knows the answer. If a mesh is disabled in unity (be it in the project or via a toggle), does it's contents still use any vram? Or is it essentially inert until active? Don't worry, that's been answered for me
hey so, this is my first time doing this so a need a bit of help
im trying to add clothes to an avatar that should fit it since it was made for the base, but I cant even figure out how to get the clothing into unity itself. the file is an .fbx file I dont know if that matters or not
theres no unitypackage?
no
well you can just drag the fbx into your assets
after that youll have to add it to your avatar in scene and "link" the armature, preferably with a non destructive tool like vrcfury
how do I add it to the avatar in scene..?
this is what I see atm
It doesnt appear to have an armature which means you will have to add this using blender
π
alright thank you
Im using 2022.3.6f1 for the Toon Standard shader and i dont wanna switch versions bc 2022.3.22f1 doesnt have it. Which version does have toon standard?
Can you please read that message again
Unity lit toon standard is on all of them
alr, ty π
im not the brightest when it comes to differenciating them
It's on cc
alr!! ty gang
.6 has an annoying memory leak too
im trying to make a pair of doctor gloves for an avatar im making, someone mentioned to duplicate the hand mesh, scale it up and slap a latex thing on it but after i duplicate the hand mesh it doesnt show in the scene collection in blender, its still just the hand so im not sure how to make the gloves since it also duplicates the nails the body already has. any ideas appreciated
can you not just not select the nails?
im a blender baby, i barely know how to duplicate haha
also, when you duplicate mesh, you should hit p to make that its own object, then it will show up. otherwise its part of the body
Has anyone figured out why this sometimes happens when updating an FBX in blender?
could happen if the avatar was unpacked
another reason could be if you exported with(out) apply transforms
it does have a ! next to it
I'm not sure what that means
oh, warning experimental
I manually applied everything though, so shouldn't be a problem
heyooo!! im trying to upload an avatar for pc and quest cause it has 2 seperate versions how might i make it so people see the two seperate versions?
if you duplicated it then it's still in the same mesh object. Select the duplicated mesh and hit 'p' to "part" it out into a new mesh object
is it normal for mamehinata hand to go inside the body/cloth like this ?
Thats prolly just cause its a wide outfit
Can any of the physics parameters be animated?
need to disable physbone before it take new values
I have two version of an avatar, a PC one and an Android/iOS one. usually when I upload, I upload the PC version first, then I upload the Android/iOS one separately. Does anyone know of a script that makes it so I can specify which avatar to upload to each platform in a single click?
That's a default feature of the VR chat SDK
Hello, I think I have a question for something very advanced.
On my avatar I have an animator that is not apart of the VRC Animator Descriptor (The avatar has two seperate character so to speak on the avatar, I wanted to see if I could create a Stand from JJBA for fun) and I wish to change parameters on this animator with the animator/animations of the main avatar. VRC Avatar Parameter Drivers do not work for this sadly, I have already tried that. I am looking for ways to change the parameters of this separate humanoid rig and animator via the VRC Menu, or something else I can do to achieve a similar effect of having animations play on this separate rig of my main avatar.
Sorry, I don't think I specified enough. I meant that when I try to multi platfom upload for all platforms, I can only select one avatar. i want to be able to do the multi upload but have two different avatars selected for specific platforms
so once its done with the windows upload and switches to android or ios, it will select a different avatar for upload automatically
I'd strongly suggest combining those things in the "extra" animator into your FX animator, it'll make things easy.
cant send parameters to other animators only worlds can - animate everything from root of avatar
Wouldn't then that just animate the primary rig rather than the seperate character?
it'll animate whatever you tell it to animate
ok, turns out im really stupid and havent noticed the little 3 dots after months of avatar making
you can't use the humanoid muscle animation stuff on anything not the actual avatar anyway, so you'd just be doing bone rotations
I'll give combining go... it might work, if I can specify to animate the other humanoid rig.
It did not work.
anyone use krita? i cannot figure it out and i need help!
Can I stream to someone and can they help me navigate how to upload my first avatar to vr chat (Im alr have everything installed I just need help doing it cause idk why its not working
So, I was able to get my asset connected and rigged properly to the avi I wanted to add it to, in blender
How the heck do I get it back into unity now?
file -> export -> export FBX, set "apply scalings" to "FBX All" and uncheck the option about leaf bones under "Armature". Save the file into your Unity project.
Just make sure that you have all the necessary packages in your project, open the VRChat SDK panel, and log in to your vrc account. You should then be able to download your avatar.
wait, I got it!
the only issue i seem to be having now is, the asset itself doesnt seem to have the same lighting as the avatar is there a way to fix this?
use the same object for the 'anchor override' on all your mesh objects. For avatars I usually use the chest bone.
how exactly do Ido that? this is my first time doing this kind of thing haha
where can I find the anchor override so that I can change it
in mesh objects, under "Probes", you drag the chest bone in there
okay last question, where do I find mesh objects?
in your project, in the hierarchy somewhere, I have no idea what your project looks like.
(mesh is the part of the 3D model that you can see, vertices, edges, faces, that sort of thing.)
okay, I was able to figure out and ive changed it
however, the lighting still looks broken
if you want help with that, of course you'd need to describe what you were hoping it'd look like, what you think is broken, and possibly show images.
right so, this is what the shading is looking like right now. i added armor to the avatar. I just want the lighting on it to look normal.
are you using the same shader, with similar or same lighting settings?
Try this. Click the armor. Open up the material in the inspector panel. Under lighting setting change Toon to realistic.
how do i get to the inspector panel?
it should be, but im unsure how to check that. I did use pumpkin to put on similar lighting that the avi already had, onto it though
I suggest basic tutorials which go over how to use shaders and materials
I don't know what pumkin's tools has to do with lighting, but I think it can do a lot I'm not aware of
I alr did this
thats why im having the problem
π
What's the problem then, did you get any errors in your console logs or anything ?
yeah it keeps saying this
thats why Im asking if someone can watch my stream and show me how to fix it
cause idk what this means at all
scroll up on those errors if you have more red ones, those you have there pretty generic
"missing script"
so where do i get it
Make sure to follow the upload instruction of the avatar
you need to figure out what it is first. Check the documentation provided by the creator of the avatar or whatever props you have
alr
alr it started uploading but
now it says this
I recommend taking a look at the console for more details
unsupported shaders is certainly going to prevent building
how do i fix it
use Quest-compatible shaders instead of whatever you are using. This one is pretty well covered by quest avatar tutorials
i didnt make it i bought it π
doesn't really matter, you still need to do it if you want to use it on quest/mobile
Can anybody walk me through how to upload this avatar with my hud on it? Normally, I have my friend do it but sheβs going through some stuff right now and I donβt wanna bother her.
Okay Iβm in desperate need of assistance. Can be been trying nonstop to add a tank today to a character in blender but whenever I move it to unity it doesnβt work.
anybody know how to upload a .blend into unity?
download blender
unity cannot read blend files unless you have blender installed
im trying to make a png avatar with expressions but i dont know how i would make the actual expressions in blender like make them shape keys with the plane is there anyway someone could show me?
also what shaders are quest comp? (trynna find a shader that looks good on pc and quest)
@primal spruce basically nowadays its pointless to go for anything other that standard lite or toon standard
first one being realistic/pbr and second one being toon (poiyomi/liltoon) replacement
How do i even get toon standard? I got the new version of poyomi and i dont even see it
ive been trying to make the Avatar Descriptor work but it wont show up
i dont know how to fix it
π€·ββοΈ what
enable gizmos ie right-topmost icon on 3d preview if youre trying to set viewpoint
whenever I've tried installing the latest version of unity vrc allows for avatars, this program keeps popping up in my antivirus every 30 seconds or so
is this a normal program and a false positive, or something more malicious?
can you show in the screenshot or show a picture in unity on where this is
nah im on phone
TrendMicro.....common for false positive so you can safely ignore if you know what you are doing.
I've just tried to install unity 2022.3.22f1, nothing else
so assuming it's a false positive?
genuinely the only thing that's stopped me upgrading from an older unity version
@clever matrix alternative to being false positive is shady 3rd party antivirus being able to spot the issue first in two years. so ye.
that version of unity is vulnerable though but not for vrc content, only standalone apps
why not just manually make the toggle instead of relying on fury
if i knew how to do that i would be doing it instead of asking this question
i assumed it was possible and i just missed something, if thats the only way then ill just learn how to do it the normal way
you cant toggle physbones in fury
thats what i was thinking, but i found a reddit thread making it seem like you could
thank you
you could technically by toggling the object but thats it
thats what i was thinking of doing, just making a copy of the mesh without the physbones
true truee
itd only add 4k polys and im lazy
yeah if their connected then you would have to do that
for an object toggle off
have a blendshape that scales it down into the main mesh
object toggle (make it set to off)
scale (target the bone you want) and do 0, make sure the bone is animated
im not the best at describing so sorry if it doesnt work in the order i told /_\
it's better to export your model to .fbx anyway.
all shaders in vrchat > mobile
well, not all
but most
but just put the physbone component on an empty and put the root bone in it?
oh thats way smarter
Does anyone know how to upload an xps file as an avatar
xps? isn't that like a document format?
This is all the files for the model i'm trying to use
well the .tga files are image files
last I checked xps is a document
where'd you get this?
blender def can, did that
ah cool
I have other models if that wouldn't work
what should i do is the avatar "isnt in t-pose", the avatar is t-pose and the only bones that are red are finger bones. I havent moved the fingers in blender at all and im not sure how to fix that
theres an entire enforce tpose button
where is it? sorry theres a lot on the screen and im not seeing it
scroll down rig tab in unity
found it, thanks so much!
what do i do when my project no longer shows VRChat sdk? π i cant even upload no mo
Trying to upload an avatar and keep getting this error message, I've tried using Google Gemini which recommends deleting the library folder which didn't help. Any help would be appreciated.
look for errors in the console
is that the only error message?
This one as well
Ok post the first 2-3, summaries are fine, no need for the full messages.
It fixed itself, I used a picture from my desktop as the thumbnail pic instead of capturing one within Unity.
Quite strange
what does this mean
nothing useful - always look at the first errors in the console, not the last.
I cannot emphasize that enough times, it's so often missed.
this then
In this case they are showing all errors. Just attempt uploading a second time
Ive attempted 4 times
that second one is the issue
ty how do I fix it?
look in your avatar descriptor to find the parameters file, make sure it exists and has what you want in it
missing script, Blueprint ID not clear and much more
That is normal, im doing pc so I dont need blueprint
the blueprint ID message is a side-effect, ignore it and fix the root cause
Im guessing I do RepelParam pc version?
it's your avatar, we don't know what parameters you need.
it's your project then.
But I dont know
I noticed this with some of my avatars too, but I don't know since when the SDK has been giving this kind of error, which is only vaguely related to the underlying problem, if at all.
roughly 3.6ish I think? I forget exactly.
again, always look at the errors starting from the first, not last.
It's really lame, it still hasn't been fixed since then ?
what's to fix?
figured it out lawd that is tedious
so glad my pc can handle opening more then 1 project tho
nvm it did not workl
the fact that it constantly gives the same error message Loaded data for an avatar you do not own when the real issue is unrelated to this message
it's an accurate error though, just not the root cause
gulp...
I suspect trying to suppress that when it isn't the root cause is more trouble than it's worth.
Oooh 
This is not my fault
would someone be so kind as to post the build report .png at me again
can't remember where to find it
why is my loading process always getting stuck on this?
is there a way to disable culling with the standard (specular setup) shader
No. Custom culling must be done with supported shader.
If you can edit the mesh then use solidify command on the faces.
is ther any shader with the same type of specular as unity?
I'd guess poiyomi.
yeah but something about what poyomi does with the rgb values and unity's specular are different i guess
Poiyomi has wide customizable features. I'm not sure what "The RGB values" you're referring to.
idk how to explain it but in the unity spec, the specular map somehow also colors the surface?
ex: the helm without specular
and with
I've heard that it's best to keep avatar bodies as a single mesh. My toe beans are separate objects which all intersect. Is there a good way to merge this into being one mesh by fusing the toes to the rest of the foot without fusing the toes to each other? Or is the design just bad? (Using Blender)
Side question: how do VRChat avatars have their toes move with FBT? I understand that it goes off of how you've tilted the foot tracker, but how is it set up?
'
It rather looks like base reflection.
wazat
Just reflection based on glossiness of material. Did you actually try poiyomi shader?
yeah
Can someone gimme advice on how to properly make an avatar that has a model prebought from a store? I'm really shitty at this and i do really wanna learn but it's really fuckin hard.
There is "Metallic and Specular" section on poiyomi shader.
ik
On the packed map.
Also increase metallic
I just think another shader that work like unity standard. Try Mochie shader.
closer?
Not quiet yet. Probably too many slider to play with. Try Mochie shader as well.
this is mochie
How did you set the material?
You have to change workflow to specular.
Then put the texture in the metallic and see how it look.
Is the base color texture just solid black?
oh
set the base with the specular
thx
but why does it work with standard im wondering
Because metallic and specular fomular are different.
hm
i made this really cool 3d model and im super proud of it and kinda want to turn it into an avatar
ive never made a vrchat avatar before and i am kinda worried it might not be possible with this character bc her legs work fundamentally differently to how human legs work, she has like a piston thing going on instead and i worry that that will make it just not work
shes got like a piston leg thing going on
like she has a joint at the thigh but no knee
should i like bother or will that mess it up anyway
It still requires actual humanoid bones like upper legs,lower legs, and feet. You could have the piston legs on non-humanoid bones, then you later can constraint it someway to actual human legs.
i see
perhaps i could set up like invisible leg bones and then set up like inverse kinematics at the position of the invisible feet
so the leg-piston mechanism always points to and extends to the foot position
could that work?
no yeah thatd definitely work
i wouldnt even need to do inverse kinematics
id just have to have the thighs point at the feet and the pistons extend the distance between the thigh and the feet
thatd be easy to implement in script
Keep in mind you can't use script in avatar. All avatar logics are handled by animator states.
oh :(
i assumed you could use udonscript
That's only for world creation.
damn :/
specifically the built in unity animator ? bc if so my idea probably isnt possible
Your idea might be possible by using constraint components. And FinalIK is an allowed component.
i shall look into that
thank you
still working on these gloves. So if i try to scale the glove it does not fit the hand anymore, however, if i try to inflate in sculpt mode it just goes into the hand and dissapears. im pretty new to blender so very confused and youtube isnt helping haha
you want to do this in edit mode so you can scale it like inflation
also you probably want to scale one hand while x mirror is enabled
otherwise you will scale it from the center between both hands and then they will offcenter themselves
hmmm ill try to figure that out π
we can go step by step if you want
i think i maybe figured it out
can someone explian how the contacts work on the "gold plated lighter"
could i use the lighter to contact my avatar? like, setting a part of my avatar on fire for example
Yes, just watch for Fire. docs:
https://creators.vrchat.com/common-components/contacts/built-in-contact-tags
can someone help me with an upload :( im stupid and new to unity
long story short heres whats happening:
i got a new avi but it doesnt have the normal "open me" package so im confused what to do. when i try to put the avatar, it puts it in prefab and wont allow me to upload. idk what to do since i tried putting it in "hierachy" but when i do im "missingf assets".
if anyone can help id be very happy and would make my year (get it :p)
gogo loco just breaks my avatar, it's not letting me add it, when i do add it it breaks all my toggles, my face and gogo doesn't even work
Click on the error said "Exception:... " there might be some more detail written down below.
What does it mean "not letting you add it"?
it leets me add it but when i enter play mode my avatar is frozen in place and everything is broken
How did you add it? And what avatar pose is when it's frozen?
Do you a least get a pop-up with VRCFury saying that an error has occurred with gogoloco or something?
i dragged the prefab onto the prefab i had in the scene and the arms are sort of infront of him
not at all
It just says Iβm missing middle finger and other poses
Can you screenshot instead of typing out?
Im so confused with this :( itβs usually simple to upload and this oneβs just wack
One sec lemme get back on
What does avatar do when you added it? How is it frozen?
It might be cuz of me. I slid it into « hirarchyΒ Β» because I canβt just add it cuz itβs a prefab file
can you show where this is in the hierarchy?
Screenshot where you added it on hierarchy then.
like that, then toggles break and gogo doesn't work
Can you screenshot the entire unity screen when testing in playmode?
it is in play mode
Screenshot the entire screen instead.
this is difficult.
Open up your avatar (in the hierarchy) so we can actually see whats inside it
Is it actually standing pose or T-Pose?
when i exit from prefab i lose all my character. lemme show
wow that's a lot of parts
what does this mean?
there is nothing in this scene
ik and i canrt get it to have anything </3
im so confused TvT
put your avatar into the scene?
You have to edit the avatar by putting it in the scene. Editing via prefab editing is wrong.
follow one of the many many setup tutorials.
lemme show what happens when i put it into scene cuz it popped the error i first showed
It already explain in plain English though.
my english is not that good i'm sorry
When you're in playmode, that avatar became for testing only.
ohh, is there a way to fix it?
just not be in playmode.
so once i upload it should fix itself?
no, that's irrelevant.
no - you have to put your avatar in the scene
so what you are saying is that the avi is just not fixable
that is not at all what has been said
No. It wasn't even a problem.
but i asked if it'll be ok if i upload it
Are you still in playmode?
no
Is there a way to make something appear only through other specific material? I know it's possible to do it with Renderer Queue but when doing that there is a risk that other avatar or world itself will have some unusual renderer queue number and it will show up through them too
Screenshot the entire unity screen and show that component to confirm.
stencils probably
This doesn't show the component saying the issue.
that's the thing i checked everything and nothing has any errors
So this is no longer there?
nope
See? I said just to not be in play mode and it will disappear.
If you just delete the Gogoloco object, will it work?
no then it just puts my avatar in the floor but then toggles work
Keep the gogoloco out for now. What did you put in playable layers in avatar descriptor?
I didn't figure it out yet but from what I've seen so far I think that may be what I was looking for. Thanks
Can someone help me export the mayu spp? Its only exporting the head and I dont know why
just yesterday I started getting these warnings and my unity wont upload any of my avatars- my unity version is 2022.3.22f1 so I thought it was fully updated? I also updated the VCC but still getting these errors
how do I update that?
ooooo I see I see, thank you!
Heyo, anyone got experience with Blender who might be able to help with avatar creation issues? I have this skirt, and I was just about to start adding bones to get some weight-painting going, but realized that the skirt is kinda... out far. And rigid. Since the bone would end up following the structure of the skirt, would the skirts "default" position, be this really rigid pose? Does anyone know how to potentially fix that?
With cloth sim or gravity involved the default position won't be rigid like this
Imo the position is something to worry about later. You can always pose the skirt once it's rigged too if you really must
Bless, thank you. It's a vroid model that i'm re-rigging cause I messed with a bunch of proportions in blender. So when I noticed this I thought I was in for a world of hurt. When it comes to "cloth sim" is that something that needs to be applied? Or is that something that will come with the weight painting/armature/colliders when I get to the unity segments? (Thank you for your help)
Another option is to use phys bone with angle limits
Regardless, know that you will never get it perfect
Here's an example of how someone else handled a short skirt #avatar-help message
1 sec
Im doing this mayu for a commission and if you know how to fix it Ill actually be over the moon
'Oyama' seems to be the body. I'm not sure what you mean it's only exporting the head
It looks like head and body are on one texture
Yes but I dont kow why its only exporting the head part
This is my frist time working with a mayu
So forgive me if I sound dumb
Show me what you mean only the head
You mean the rest of the texture is black or what?
Yeah I mean I can show you in DM's if thats okay, I dont want their texture in the server
Sure idc
anyone know how to setup poiomi shader to add a spackle to the avatar?
i wanna make my avi sparkle but am not sure how
The poi docs will give you instructions, I belive it's called 'glitter' specifically
in poiyomi shader
special fx > glitter/sparkle
check the poiyomi document here for configuring it https://www.poiyomi.com/special-fx/glitter
Can someone help me figure out what I'm doing wrong? I'm trying to make white material display only over parts of the black material that are in front of it. What I wanted to happen is first shape of black material is put into stencil buffer and then white material replaces black material in places where stencil test passed but ztest failed. But it's clearly not happening. No matter what I set in stencil zfail nothing changes(even when I put zero).
Shader is poiyomi 9.2 if that matters.
note that the Poiyomi discord is a good place for stuff like this too
Thanks. Seems really obvious but I didn't think of that XD
it happens π
This is random but anyone got any ideas for springy names?
Like maybe something sweet or pretty 
Iβm making a spring avi and she has a theme of sweet stuff and pretty things (and sheβs a bunny girl if thatβs relevant)
Thereβs also a theme of strawberries and flowers
Iβm srsly blanking on a good name for her
"Myra" comes to mind
Oo I actually like that!
Iβm coordinating a little list because Iβve been so void of ideas
its greek rooted for sweetness I think
WATT wait I love that
Does anyone have any tips on how to make a proper outfit swap toggle? or a system that turns one outfit off automatically when another is turned on?
the way I have it now is annoying, they all just stack on each other lol
You could use the same variable. Or you could use VRC Avatar Parameter Driver
hey so ive never had this problem be for so im a bit confused
how do i fix this ?
any error messages in the rig window, before you click 'configure'?
Avatar may not be in the slot on your animator
wdym
Blue man icon avatar goes here
not sure if this is the right place to ask, but i went to update an avatar i have uploaded and the vrc sdk just isnt there?
ive already made sure im on the most updated version of the sdk i really have no clue why its suddenly gone now
check the console, compile errors can prevent that from happening
ran in safe mode. but im a complete novice to unity and dont know what this means or how to fix it
looks like you might have installed packages more than once
looks like two gogo locos there at least
oh
any idea how to find the duplicate and delete it?
also _PoiyomiShaders in your assets rather than having been installed via VCC/Alcom
im really in over my head with this i tried getting rid of the dupe and a million more errors popped up
My gogo isnβt working-
delete the poiyomi folder in your assets
I'd delete that _PoiyomiShaders folder and install it via VCC/Alcom instead.
i did that and it got rid of a lot of the errors
make sure you have the latest VRChat SDK and updated versions of other packages, such as that marker one
did you get some ancient avatar package with all this stuff included?
this is not how it should be done.
already fully updated everything
well that marker package doesn't seem to like something about the SDK
I think so, i got the unity package from someone
you're gonna get major scammers messsaging you in here so id delete your message
gulp
but go to VRCTraders link in #1204490664637890580 and find a verified commissioner there
its prolly the safest place for new buyers
okay thank you so much
So, i'm new to the avi making community. And i'm curious, do you need to make everything for a prebought avi model? Or does it all come finished. (I'm really slow and i really wanna learn)
"it depends" π
there are no real rules or standards, there are barely even "conventions"
So, in a nutshell, i got a prebought model and idk if i just upload it and it'll have all the menus
if the person who made it set it up that way, sure
Well, i'll just hope. Thanks.
but I'm the type who makes all of his own stuff in Unity for an avatar, I just use the model/texture from the creator, not much else.
I aspire to be like that.. one day at least
it's a blessing and a curse
Also, if i have a prebought model, do i have to put the textures on everything? Ik it depends but is it mandatory for every single one?
again, "it depends"
how "finished" is the package you got, and how much of that do you want to use?
why don't you read the avi's instruction?
it should be on the store page
assuming it has some, yeah
I haven't seen if there is instructions, whoops π
ooh
So, i'm gonna assume i still have to apply everything here. π«©
I'd assume most of that is ready to go
yes, you might install the requirements and import avi, then you'll be able to upload
I've been at this for 4 days, thank you
still need help with this
no idea - are those the firsterrors? If not, post the first 2-3.
this is all there is
Can anyone help me with my avi please
What's wrong with it?
Yeah
i'm wondering if ther is a way to set up custom IKs for an avatar
spicificaly for the arms, i have an avater with an abnormally long neck and i'd like a way to translate the hand tracking down to aling with the shoulders withput having to move the view position to the neck
i know i can use VRC constraints to just copy the movements off a dummy rig (something i've don't in the past for legs) but then the grab position is off
tghere used to be a mod that let me fix these things in game but since the EAC update i've been kinda stranded on this one
is there a way to not have to manually weightpaint every single one of these 52 bones?
that setup wont work, you cant anchor a chain of physbones to 2 places
yeah ik. I realized it after I took this ss and it's fixed now
this only brings up parenting options
correct
yes then parent with automatic weights
thats because an object needs to be parented under the armature in order for the armature to move the object in the first place
if it's allready parented clear the parent then reparent with automatic weights
however
damn boot keeps taking down my message for typing however in all caps
however, this will clear any weight painting you have allready done
yee it also seems to have done it a little janky
some parts are weighted pretty randomly
it did really good with the chains tho!
unfortunatly the featire is a bit iffy especally if the mesh is made a bit funky
oh good
yah ok i knew it would mess up the rest
i would much rather have to tweak the weights on the larger bits than painstakingly weight each bone for the chains by hand XD
that's why i was trying to type however in all cpas as a warning
ahh i see
but aparently there is a bot that prevents you ftom typeing in caps and didn't let me send the warning untill after you tried it
lmao sounds about right
so it did the weight on the chains good, but screwed up just about everything else π
it's not that badbecause the rest of the bones are pretty simple and easy to do by hand, but still a little troublesome
I salute anyone who has to manually weight paint every single bone when rigging π«‘
I donβt know how to get rid of the issue, when I go to configure, it says the avatar isnt in tpose, so I enforce tpose then click apply, but then nothing happens and the error is still there, plus when i went back into configure the avatar βwasnβt in tposeβ again
Ok so
also the avatar is in tpose, but according to unity its only a few of the finger bones that are red, but Im not sure how to fix that since I havenβt touched the finger poses
Go back into configure and reset the pose
Then click enforce tposr again and reapply
Thatβs typical when first imperiling a fbx into unity
same thing, the error is still there and it still says not in tpose when i go back into configure
SS?
Whats ss?
so it does what its supposed to when i click enforce tpose, but then i apply it and it doesnβt stay
The second one is correct
Im not sure where to see it, its not showing up in the console
Then donβt worry about it
it shouuld be fine, it doesn't actually have to be perfectly in t-pose
I know, but applying it doesnβt seem to be working because it keeps going back to the first image
I thought so but now that Ive done the animations and went to test the avatar, it was stuck in tpose and the toggles werenβt doing anything (im using Avatars 3.0 emulator)
yes i keep clicking applly
This has never happened before, and Im using assets and models ive used in previous avatars so Im not sure whats different
Legit might just be the project file getting corrupted
Try a new project file and donβt worry about importing anything else just see if the fbx works in it
Then we will know if itβs unity or the fbx itself
Cuz fuck unity
Iβve had some legit fucked unity bugs where I had to dig into unity files and into the code to see what the fuck was going on
Unfortunately it looks like it the fbx, cuz same thing is happening in the new project
Yeah ok
I really wish it would just tell me what the error is, instead of just saying theres an error cuz its not showing up in the console
Hmmm thatβs weird
Iβve never encountered it maybe try remaking it in blender with just the head hair and body
Other than that idk what else it would be never had unity reject to tpose something
Is there possibly a way to get true tpose in blender? I honestly donβt know why its just this avatar because I always use Pandas v1 femal base and Ive never had this issue
Ummm not that I know of
Turns out it was because the head was named βheadβ, stupid
guys i havent made a model since last year and ive completely forgotten the optimization steps how do i fix these
Lolll yeah
That would do it
@cosmic temple just resize panel and youll see autofix buttons
You should just be able to auto fix all of that
Np
anyone able to help me figure out why my face tracking wont work? it works on other avatars and used to work on my version of minase but i must have broken something along the way
i tried reimporting the FT prefab, i double checked i have all necessary components, i tried making a completely new project with only the avi base and the FT asset
i can see the FT is working in the debug menu
Which prefab is your model compatible with ?
im using one from osian
im racking my brain but i cant figure out what im forgetting, i thought i remembered i had to do a patch but the instructions for this dont mention it
how do i import a newer version of SDK to unity?
Sorry I meant which FT prefab: Unified Expressing, ARKit and ect...
ah my bad ill double check
VCC 
i believe its UE
Okii, Import Av3Emulator and in Play Mode try if all/most of the Face Tracking blendshapes work as intended
it looks like the blendshapes arent there in play mode
it also isnt allowing me to move the blendshape sliders, is that normal?
Inside the Av3Emulator game objects form for the hierarchy, emulate float things.
I'll try to show you how asap or send me a screenshot so I can navigate you
does this help?
User Input
That's it 
Don't forget to enable FT with the menu on the top just like in-game
none of them seem to have any effect
and i do have it enabled in the menu
Then it's probably not using UE prefab
how would i be able to tell? i thought id seen it mention UE somewhere
uhh..
guys i think i need a lil help
i published my vroid avatar but for some reason the irises are gone for everything except for my crawling/sleeping pose
Try playing with the blendshapes directly without being in PlayMode.
these all work normally
If the FT blendshapes work normally, then it's 100% that the UE prefab is not the one to use.
im confused because they worked previously
Does anyone know why when I go to calibrate it tposes for like 1 frame then like cancels out ?
Then try reimporting the avatar package as the original stated.
Careful to save your edited version of the avatar.
i tried that, i made a new project and imported the base avi and then the FT asset and that didnt work either
Damn, does the avatar package already come with the Adjerry FT package or you do have to import it yourself
i import it myself
In this case just try the other FT Prefabs individual with Av3Emulator in Play Mod, as you did previously.
alright, thank you :)
Lmk if you manage to fixed it 
i had a similar issue the other day, ft wouldnt work but it was due to the ft module not working
are we sure this is due to something on the avatar?
my other avis i add ft to work fine
ok so does the "ft enable" button work in unity? does it toggle the parameter correctly?
nvm figured it out
Can you animate/toggle "Hue Shift" found in Toon Standard on Quest?
my avatars that im trying to upload are stuck on "Server Processing"
I'm having a similar problem, is this something on VRChat's end?
does anyone know how to properly link armatures, I made a pair of socks in blender for this avatar, and transferred weights, it works fine in blender and follows the leg exactly, but it doesnt export with armature in unity. I've tried everything I can think of, and have even gotten help from others.
i export it as an fbx, and it only exports with the model, even though I have the armature selected and toggled and stuff within blender
in blender, unity or etc
blender
if you're working in blender already and unless you really really need it to have a separate armature, like to export it to share with someone else, just use the avatar's armature
how do I do that?
make the socks' armature modifier point at the avatar's armature, and drag it to be a child of that armature
okay wait, i didnt think of that
(join with the rest of the clothing into one mesh on export, etc., etc. optional, but for efficiency purposes)
idk what i did lol, but now whenever i edit the rig in pose mode the legs dont follow but the socks do
sounds like incorrect weight paint
i remember what i did, lemme undo it
rather like armature mod on base broke
could be
oh - yeah I misread that, I should know better than to read stuff quick before I've finished my coffee
im more of a tea guy
lol
I also enjoy tea
nice, what kind?
yes.
lol
usually jasmine green or genmaicha
i cant do the overly flavored tea, like added honey and mint and stuff
but anyways, I got it following the rig again in blender
execllent
How do you remove the... the only way I can describe it is 'Invisible detail mask' from a model?
Like... the madel behaves as if every material attached to it has an invisible, unremovable detail mask layer
I have no idea what that could be
yeah same
normals? screenshot?
Well you can see here its UVed correctly
Yet even with only the texture applied, no normals, detail mask, reflections... it has a 'blend'?
I have no idea what you're even referring to here
idk, maybe try using a dif shader like poiyomi
or vrc shaders
how can i preserve this though?
Still exporting to unity doesnt change anything, I could just be applying it wrong
Question about animator controllers, I'm rusty so I could use some help getting this working proper. So I have 3 animations, Indi (my character) pulling out his 3DS, him playing the handheld, and him putting it back. I figured I'd reference vrc's emotes and make an animation controller like that, and it isn't working the way I'd hoped. Here's a video, I expect him to (obviously) not be doing anything until I activate the toggle, he blends into that first animation and then the second, and then upon disabling the toggle it plays the 3rd animation and resets to doing nothing.
Nah the smeering is happening on all shaders. Are Vertex colors easy to remove?
what's your question?
you'd probably have to show how you have it setup too
how does it look in unity?
if its just a prop thats toggled on and off it should be pretty easy to fix
Well I accidentally turned my question into that whole tangent, oops!
hey so ive never had this problem be for so im a bit confused
I... deleted... the color attribute inside of blender and the invisible blend layer is STILL THERE!
I don't even understand why any dev ever would want this. Part of the texture baked into the mesh itself!? Why?
Why would you not have everything in the material?!

it can be pretty useful, keeping data with the model rather than requiring an extra mask texture
Mono Script missing from Mayu Prefab though i installed the poiyomi shader
poi wont show up as missing prefab
still having issues with the socks, this is what they look like in blender
in unity its just a single objectr
Then what would Mono Script refer to
Does the avatar page say anything about Requirements?
this looks correct
You're showing it as a single object.
in unity its just this, no armature or anything
what are you trying to do, export this as a standalone object?
what is your goal though? Is it a separate package you can attach in Unity? Or an avatar with socks on it?
Yes, that's fine - my question still stands
seperate
then you want to select the armature and mesh objects, and choose 'selected items' in the export dialog.
thats what ive been doing 3:
then you'll have to deal with attaching the object in unity with like VRCFUry's armature link or something
not how I'd do it.
thats what ive been using
okay
not sure why you don't have the armature in there if you exported it with the mesh and the armature modifier was on the mesh object.
if armature is unchecked in export setting
also set "apply scalings" to FBX all
Was there even armature object in blender?
ok anything else?
wait, you you have to select the armature object also
I don't see that in the image.
Modifier is modifier.
oh
selected objects means literally that, only selected objects
so im a dumbass
no, just new
would you look at that?
better
do i link to hips or upper leg?
if you included the entire armature in the socks package, link to its root, which is the hips
okay
Would the VRCfury avatar tool be considered as tjd
tjd?
What tjd?
haha
it works finally
why is it getting angry at me for being expressive
its not like you guys are hearing my exclamation right next to your ear
I mean this
Some avatar requirs vrcfury and sometime the author doesn't mention it so try importing it.
Okay i got it now how do i add it
read the docs - vrcfury.com
I cleared custom normals I still have an iremovable noise layer baked into the FBX, any other idea what this could be?
Its a layer of noise smeering the entire texture, is not in the material itself, is not in the texture itself and I have been systematically deleting FBX properties to troubleshoot it and none are haing any effect.
You should take screenshot of the issue.
If its normal people would complain about it everyday.
my file path is so confusing, because i accidentally flipped flopped them in blender, the sock left texture goes to the sock right material
lol
and im too lazy to rename anything
and my armature hips for the socks are named, the sock and the other one
What is the usual problem?
can someone help me upload an avatar. I dont have a pc
It rather usually should not have compilation error.
Ill ignore and see what the errors are
These textures are flat. The belly is 1 solid color of grey, the body is 1 color of dark grey, with a color outline.
The blending noise smeering the texture is my issue.
It is present in every material even of only the texture is applied. No normal maps, metalic layers, detail maps or anything.
I have cleared custom normal splits: no effect.
And deleted everything in the shading tab of blender: no effect.
What shader you use?
can someeone helps pls
I checked Standered, VR Chats Standered Lite, Toon Standered, toon lit, and Poi 8.0
The issue persists in all of thoes
I even checked with unlit. Same.
low resolution texture turns into a blurry mess if power of 2 is on, disable it and its super sharp , still not sure if thats what you have
Even unlit? Unlit affected affect by lighting, then surface normal should have no effect on unlit.
Yes. You can see the clean, very flat texture on the left and its unlit render on the right.
with what?
i have a file for an avi but no pc to upload
So the question: is your texture has dimension of power of 2?
you'll need a PC
thats why im looking for som help
head over to the VRC Traders discord if you want to commission someone, you'll just get scammers around here.
ask the creator of the avi to upload it for you
fthey not respond
having strangers upload for you is a terrible idea and if its a bought avatar its likely breaking the tos for it
idk wht else to do
ask the creator
Don't you have any friend you can trust?
Its greyed out?
Can you screenshot the entire inspector panel instead?
no
How unfortunate.
well i do but they no play vrc
Do you see texture preview below that has some detail written on it?
I do
Then that actually might be because of texture compression artifact.
power of 2 off and no point filter ,thats a tiny one it will be a smudge with unity default
You might have to try setting override for android and change format to ASTC 4x4.
No point is indeed on, power of 2 isa greyed out I cannot do anything to it.
Ok lets see
Hey im having issues uploading this avatar can anyone help me?
Better but it bleaches everything, however it seems you've put me on the right track
and you got this av from where
Then might as well try uncompressed format, start from RGB 16 bit
I made it in vroid
funny name
When i import this article of clothing it does not automatically pair to skeleton and i can not figure out how to
why the rotation axis change its position?
Because of gizmos origin point is set to Center rather than Pivot.
thanks
how would I do humanoid and should i do it
if you want vrchat to deal with all the humanoid locomotion and movements and such, you want to be humanoid
A less compressed format seems to have done the trick! I suppose in larger textures the compression is unnoticeable, anyway always a pleaure to learn new things and learn more of the funtionality of my tools
does this actually improve anything at all?
how do i unclamp my blendshapes? idk where the "player settings" are in unity
my blendshape just doesnt move in unity, but in blender its fine
i figured out how to unclamp it, but it doesnt fix the issue, blendshape still doesnt move in unity
Being unable to move that in play mode indicates that an animation is controlling the value
oh it wasnt in play mode, i just made another blend shape and it that one worked so idk, maybe i messed something up and the "up" blendshape was applying to basis??
ig its no biggie tho
Blendtree is a cool thing, but I have a question: how can I make the animation play slowly? There are two animations for facial tattoos: appearance and disappearance
Would anyone be able to tell me what shader or whatever I can use to achive space-like hair? I see it all the time but no matter what I google I can't find any info on how to do it ;w;
Someone once said something about a space cube map but idk what that is
cube map info: https://www.poiyomi.com/shading/cubemap
the linked Unity documentation page is good too
So my avatar is at this and I delete a asset
Then it goes to this after I reupload
Why does. It do this?
because compressed and uncompressed size are different
If you are using crunch compression anywhere then I recommend not doing that. (On avatars it is just bad in general, causes stutters for everyone who loads in your avatar)
Crunch compression is generally the cause for getting caught on the uncompressed size.
I dont know if im doing crunch compression
don't unless you have to, it's CPU intensive
How do I upload it then
It is one of the settings on textures
Click the square that shows your texture and look at its settings.
When you click it it will be highlighted in the asset window, where you can just click it to see its settings.
Crunch compression is off
This is the section that matters the most.
For good settings on Android and IOS you want to click the little Android goob and the IOS tab, enable override and set the texture format to ASTC 6x6 or 8x8, if you want a further reduction is the textures size.
2048 sized textures go from about 2.7MB to 1.3MB when you set it from ASTC 6x6 to ASTC 8x8, of course quality goes down but good to keep in mind.
But you might have to go through all textures referenced on the avatar as I imagine one of them might have crunch.
Okay thank you!
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
I can recommend this tool for just getting a good overview of what is taking up space.
Tyyyy
anyone know why unity is just blatantly excluding bones that I obviously added in blender?
i don't see any reason why it should be doing this
like it's just behaving as if those extra few bones aren't even there
They aren't, there's just no endpoint. Set the endpoint to a positive Y value
Bones work differently in Blender and Unity. Unity uses single transforms, while Blender uses a head and tail. Physbones require an end point, and that will end up being the "head" of the last bone, since there is no tail. In order to add an endpoint, you can either set one for the physbone component at the very top, which goes based off of the last bone in each chain, or you can add an additional bone (a leaf bone)
ah okay this helped a lot, thanks!
oh i see i see
ha, this is nice
any clue how to fix this terrible clipping?
feel like this could just be a weighting thing
the bones you have not going to work, should be more like the green
You know what, that is actually so much easier than what I have now π
I'll give this a shot
Precisely what I meant
Well, set your avatar humanoid
Uh I did
I see what you were saying now lol. I was completely mistaken π
here's what I got now
okay it works perfectly now! thanks y'all π
Gang how do I upload an avatar on mobile π
for mobile, you use a PC. on mobile... you don't.
My bad, how would I have someone upload the avatar for me?
that means sharing your account credentials, really not advised.
anyone know why hue shift might not be working? Its the only toggle on my avatar and ive set everything up like your supossed to, Ive double checked the animations themselves, the perameters, and making sure the layer weight is set to 1, but it doesnt work when I test it out
its only applied to colored bases and emmisions
like the main color of my avatar is pink, so I made the hue shift animation for everything thats pinks
should work then - show that part of the material perhaps
Good thing I have someone I can trust
Thanks for helping.
Yeah that's a reasonable option
i just forgot to add the fx to the playable layers its working now
What do you mean by use the same variable, Im a little lost π
sorry, what was this about?
trying to get toggles to turn off when another is selected
i see
so I dont have to mainuly turn them off when I wanna turn another one on
im new to making avatars and i dont know how to do that exactly