#avatar-help
1 messages · Page 220 of 1
My bad I probably didn't communicate that correctly
all the sudden i cant update any packages and my project is asking me to go in safe mode, tf happen? all i was tryna do was install modular avatar
no worries 🙂
please don't direct people specifically at me
sorry
(I've also never used Modular Avatar, so other than "fix broken scripts, see console for errors" I have nothing to add here)
ok but while your doing that i just wanna ask some people if its okay to publish my something wicked (ultrarevamp) avatar for testing
even if the textures are a little wonky
? you can publish whatever you want
im not sure about the textures though thats one of my main focuses with this avatar
I got a better explanation
everytime i load my logs this pops up
the only error
im not importing anything since it didnt work the first time
so you could use one variable, an integer, and have 0 = off, 1 = butcher knife, 2 = kitchen knife.
Or use VRC Avatar Parameter Driver on the animation states to turn off the other variable.
Thats what I was thinking also, though the only experience I have with integer toggles were blendtrees, but I'll try to figure that our or learn the parameter drivers
thank you!
maybe i should try a more direct approach: the gray parts are the transparent parts of the textures
blendtrees tend to use floats
I lowkey forget who I used them but It had something to do with a blendtree 😅 I think I used it to swap between 2 seperate blend trees
Which bone?
spine hips and chest
There's an ideal rig diagram pinned in #avatar-rigging
yeah but it's not very accurate x) + there are more bone in this picture
Yeah it's got an upper chest, which is optional. Otherwise it's pretty good.
no answers to this problem, interesting 🥲
when i do the data transfere i have this bug
what the hell?
(use alcom)
Yo I NEED help so ALL my toggles work on PC but 3 of them don't work on quest any reason why?
whats this
i installed it
just spamming me with errors
I don't use vcc, sorry
Any help?
you're using the same parameters list for both versions, right?
Mhm
Yeah?
i need help remaking the particles for this character
the ones rotating around the head
so far i just have a mesh particle of the roller coaster carts
which do not currently orbit the head
it's a common mistake, I didn't have anything further given the info I have
so I created a radial toggle to swap certain meshes from an asset on and off but whenever I actually try to use the puppet in play mode, it doesn't change anything
I made sure that when I made the parameter for it, it was a float, made sure that everything is named the same, and for some reason, it's not working.
the contacts on vr chat made it is a bit big is there a way to fix that in unity or not
In the avatar descriptor component there is a section to change those default contacts' position and size
thank you
i see it now
Trying to export an idle (for the crown) but the actual animation part in unity refuses to actually import? any idea why?
is it just cause it's an NLA strip or something?
should i publish ultrarevamp something wicked now or do it tomorrow?
even if it looks a little off, it should still be good enough for first timers
or however you wanna put that
i dont know
just a reminder its gonna be private for now until i manage to get everything all fixed up
i need to get things done such as quest compatability, and a few abilities (which im not so good at)
i have removed assets from him, i lowered image qualities, i sold my kidney to the devil, YET NOTHING, someone PLEASE JUST TELL ME
I'm at the final step of a project, but i've no idea what this is reffering to
any errors above it? if so, always look at the first few.
these are all that's in the console
bumping
i have the roller coaster cart itself spawning as a particle, but it isnt orbiting
ermm on second thought i'll try out the quest compatability stuff
to see how it works
oh what the heck i'll publish it anyways
wish me luck guys i hope it doesnt get leaked on any avatar searches
oh come on
cant upload new avis on old sdk ye, they broke avatar ids smth smth
just upgrade package in vcc
i see, THATS what i forgot to do
Stuck on loading in the VRChat SDK and vcc is stuck loading packages.
Not sure if this is me or not and I checked servers for anything but it says the issue similar to this was fixed earlier so I'm not sure what's up
alright NOW i'll upload it privately
also im not sure how this happened and i dont know how to fix it
like i said im new to avatar development
No worries! Just seeing if it's just a me thing or not lol
Probably a common question, I have a pair of animations that change a blendshape from 100 to 0, if the default state of the blendshape is 0 it works fine but when I set it to 100, then the animation doesn't play. Did animations always not work when the blendshape default is not 0? maybe that's what write defaults mean?
Why wont my Blendshapes show in unity but they work in blender
exporting with an un-applied modifier that can't auto-apply would result in all the blendshapes missing
@tender spruce stuff should be driven by animations just fine, its more common for initial value to not work rather than an animation. write defaults means animation kinda remembers what it was before animating it, so with wd on youd only need blendshape going to 0 as animation, while with wd off both 100 and 0.
Only 2
yep, there you go
yeah don't apply armature
so i had to delete the smooth one, becuase you cant apply it for some stupid reason
because it alters the mesh. There are tools for this, I use this one:
https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
thanks, I had one but i had lost it once i upgraded my PC
I was able to figure it out with this method using intergers after putting it into practice and getting a work flow going, thank you so much for the help!

very nice!
I've been working on avatars for some time and I've been trying to make RKS(Real Kissing System) and JKS(JustKissingSFX) work on some avatars that are not Karin, but can't wrap my head around how to make it work.
RKS Does work as intended I think but I thought it had animations for when you get close to someone else and start kissing.
JKS Is supposed to play sounds but it doesn't even tho I followed the guide and checked that is not only local + the detection area looks fine and in the middle of the face of the avatar.
I even got one of the contact settings for the specific avatar I'm trying to modify and still no sounds (at least i got the animations working with that one)
I am using gogoloco as well
(I've been messing with the contact size and all that, it still doesn't really play any sound)
What are the best booth avatars
is it possible to have colliders work inverted for physbones?
For example, having a physbone NOT leave a sphere collider?
Making a hoodie, I want the hair to stay contained within it without disabling the physbones
Yes - you want "Inside bounds" on the collider
I'm having a weird Issue with my animator seeming to not not doing anything
in play mode or in game, the animator in the animator slot is not used
oh. 😭 i entirey forgot thst
Unity vs blender why is the weight painting fucking with me in unity
unity strips wweights to 4 bones
you can simulate that in blender under weight -> limit total -> set to 4
where is that?
in weight paint mode under the tab "weights"
Idk why but the bellybutton ring i added wont move with the body when i use pose mode in blender
did you weight paint it?
yes
to which bone?
is it its own object or part of the body mesh?
no, is the piercing its own object
yea
ok, so is the armature modifier pointing to the correct armature
what
the model for the bellybutton ring dosnt have an armature
the mesh of the ring has to have an armature modifier on it
otherwise it wont move when you move the model
oh it says it does
now you need to start showing stuff
alrr
lets have the hierarchy, the armature modifier and an example of you posing but the rng not moving so we see what youre doing
why does the piercing have vertex groups that should not move it
such as butt and leg
also, what is being posed? all bones look the same position to me
What causes blushes to appear as being too dark? I know that it sometimes happens in some worlds, and with some shaders settings, probably depending on which type of light is used, but that's as far as my intuition goes
is there a way i can check just the poly coutn of this in unity?
you can see triangle count in your assets (expand fbx so you see mesh grid symbol and right click -> properties on it)
ah
that shit jacket is 6k triangles
guess i really was in a rush when i made it lol
its down to 2.5k now with minimal work
improved my topo too
Hi everyone,
I’m still pretty new to Unity and VRChat avatars and I’m a bit stuck.
The issue with this model is that it’s missing a proper chest bone, and VRChat won’t let me upload it unless a chest bone is assigned. I tried fixing it myself, but it just created more issues.
Another problem is the scale of the avatar — Unity keeps warning me that the model is too small for VRChat.
Would anyone be willing to help me fix this model properly (chest bone + correct scaling) and make it upload-ready for VRChat? I’d really appreciate it if the fixed file could be sent back to me afterward.
Thank you so much in advance — any help or guidance would mean a lot 🙏
hard to say if its too much without seeing the mesh
im just practicing adding noise
the model is largely personal but like 80 people downloaded it off jinxxy so figured id revisit it
either way its down from 6.8k
looks decent imo
hell yeh
usually my clothes are entirely flat
and just quickly done
figured id take some time to make something mroe
clothy
xD
head over to the VRC Traders discord if you want to commission artists, you'll just get scammers messaging you around here
maybe show the stats in the build window
it fails for both windows and android even after it builds just fine in unity
ive uploaded avatars just fine with heavier stats
downsized the texture files, removed phys bones, removed assets
i spent 25 dollars on this model man idk what to do
this is why I wish creators would post stats up front, that's extremely poor.
no stats were listed
yep, figures.
is there any way to fix this?
you could attempt to optimize it
what more can i do with just unity? i dont have the raw files
there's a .fbx in there, right?
only a prefab and scene thing, im not knowledgable on this stuff though
huh, with no model files, I dunno. That's not a thing I'd pay for.
it said quest compatible, this is the QUEST VERSION OF THE MODEL
that is the quest version? No wonder it gets flagged
I figured that was the PC version
no
I'm surprised you could even upload that
last night i was able to upload it to be quest only so i know it can go through
get nuked
yep.
no way it will ever survive a security check
it did (one on the right)
recently?
last night
i couldnt get it to work on pc but i could for quest only
pc users saw a robot
i could try removing his keys and hairs
jesus fucking christ
yep, zero surprise there.
i should have known something was off when all the quest textures were still 2k even for small details
Some work, that could at least be not unreasonable for PC. Could try using d4rkAvatarOptimizer and see what it gives you with default settings. Going to need manual work, but could at least clean up some and give an idea on what to manually remove.
i somehow got this
i removed two of the hairs, the sleeves, the socks, the headband. the ears, the horns, and im still suffering
are you a quest user?
it uploads just fine to android but the moment i upload to pc it fails
i am a quest user
you do realize that your own performance is going to be quite compromised by something this bad?
wasnt last night
it ran just fine
I'm sure it was, even if you didn't notice yet in the specific situation.
Just saying.
my friend on a quest 2 thats on its last leg was able to see my avatar without any llag
anyway heres the new stats
no one lagged from my avatar on quest idk what to tell you
how to find which objects are using unsupported shaders for Quest Vrchat?
how does one even get to 538 bones
chains, probably.
maybe but thats insane
Imagine it saying windows x
i dont know how they even managed that and idk how to fix it
I find a way to overhaul it
really? what do you have in mind?
wild they must be from be in asia
Always do 2 avatars and split half the accessories like I hat cool cloak on this one and other one can have regular clothes as an example.
i was using the quest version
Or I just remove the stuff I won’t see and also change the the texture size
For quest I always put body texture to 1021 mb and 513 for clothes and shoes and accessories
And if it stop to large you can split your avatar into 2 spectate avatar like one with 5 hairs style and other with 5 different hair styles
I’d don’t expect you’ll to understand what I mean by that
um he only has one hair and one clothing option
I'm getting an error where it says to check to see if I'm on the right sdk? and it also says invalid id?
I'm confused
Update the sdk then
submenu in a submenu and maybe ever more submenues under that
Hi, I have a question. When I add an expression menu to my avatar, it works correctly, but the default animations (clapping, waving, backflip) no longer appear. Is there any way to fix this?
You'll have to add your own menu for those
iirc they all just set the integer parameter VRCEmote, I don't recall the numbers offhand
Are you talking about a menu other than the expressions menu?
Yes, if you add your own menu, you get none of the built-in stuff, so you'd have to create those controls yourself
Do I do that with the help of something external? Using code? Or is it a Unity option?
here, some learnin': https://creators.vrchat.com/avatars/expression-menu-and-controls
hello, i got a quick question to see if anyone else is having this issue, where the feet on your avatar rotate both to one side, instead of being perfectly straight when calibrating for fbt, is this something to do with the armature, or something in the idle animations that is messing with the positioning ?
Friend, sorry to bother you, but I've already followed all the steps in the documentation. After adding the custom menu, the expressions menu now only shows the animations I added, but the animations that VR Chat already included are missing, even if I convert the custom menu into a submenu.
Is it possible to keep the default animations and submenus on the same wheel? Or something similar?
Yes - you'll have to create all the ones that VRChat provides by default, those are added at runtime.
it's possible they are in a sample asset in the SDK's examples section, I haven't looked though
once you provide your own menu, you won't get the stuff they add automatically
Okay, now I understand. I'll look up what you said, thanks.
I was just looking in my open project but I realized it's a world, so no avatar SDK in it 🙂
i did some blender mods and i wonder if i didnt export properly. this is only in play mode. im thinking the scaling was wrong but idk what to set the export stuff to
That is correct
however, if you're overwriting a .fbx file, it may have been set differently before, you might have to just redo the rig setup
uh idk anything about that aaaa i was hoping i could just change a value in blender to fix this
probably not
okay so i scaled everything up to 100 in the export, now the body parts look like the correct size but yeah the rigging isnt scaled
in Blender, also make sure you don't have any objects with scaling values other than 1. If you do, apply the scaling transforms
somehow its magically corrected now phew but yeah everything was set to 1
ah good
I'm trying to upload a free avatar after I re textured it a little, this is my first time uploading anything and using Unity, and I get this error, may someone be able to assist me?
unfortunately, that error is not very useful.
dang, yeah this is the only thing it says.
is that the only error message in the log?
there's these above it
uhhh
hm
it says to remove gogoloco, I should try that I guess?
nope didnt change anything
oh. the ones that say "missing script" is the problem. Always look at the first few errors for the root cause.
now it says this
lemme see again
earlier I think I did remove like a prefab but I don't know how to return it
it's not about prefabs, it's about packages like those you install via VCC/Alcom
ah I see
perhaps gogo loco, perhaps VRC Fury, you'd need to check the documentation that came with it for clues
this has also been appearing for a bit now.
have you installed the poiyomi package? You may need to unlock then re-lock those materials
yeah go find the docs that came with the avatar and install everything it tells you to
oh ok yeah today I guess I jsut haven't been reading properly, yeah that's one thing I missed.
ok so it seems like I did get one stepped closer, but now it's this.
that one isn't very useful and likely not blocking anything
lemme check the rest of the logs
there's a lot of errors, but these are the first few
yep, again missing script
nothing in here is useful, it's the missing script ones, the rest are likely just side-effects
yeah that makes sense
you said something about reloading shaders or something like that?
unlocking and re-locking, but that's not going to fix the missing script issues
how would I find the missing script?
the errors tell you where the script component is, they don't tell you what package you need.
I found these other error from earlier
those are not errors, won't block the build.
ah
errors are red.
should I try talking to the author?
if you can't find info from their documentation, sure, might work
this just happened to me to
Try turning off your directional light in the hierarchy. That fixed my issue
need tpyical help upload avart to unity
Uh what
I got it haha I was trying to upload it for the biggest time period
like just to get to untiy
anybody have any ideas why gestures wouldn't work? all the animations work and the hand movements work it is all on a spcific gesture layer but they just dont animate the face in game for some reason?
Well the first thing I'd check is if the animation states are being triggered. You can do this in the Unity editor by using Gesture Manager, then selecting your avatar and then opening your animator controller
A blue line should show under each animation state that's currently playing (it's also a progress bar for the animation within the state), and active transitions will light up blue
If this isn't happening, you may have an issue with your logic, or the parameters could be misspelled
If the states are being triggered but the animation isn't playing, then either your animations are broken, have 0 weight, or their properties are being overriden
no blue
To check if your animations are broken, you can open the clip and see if anything shows up yellow in the properties area, but if you are using a tool that changes the hierarchy at runtime (like VRCFury) then this might not work. Make sure you're aware of and account for any changes to the hierarchy or names of objects
the animations are fine those were the first things i checked
There is blue on "any state", which shouldn't stay that way since that's a placeholder for, well, any state. Is this highlight flickering between any other states or transitions?
wait i just reset it and now its doiing this
but the face animation still isnt playing
'animate the face' , so this is your fx controller ?, wont do much on any other
if you are animating any viseme in use dont it wont like it
its on a gesture layer is was working a few weeks ago butrecenlt got a report that it stoped working
no visemes
blendshapes dont go on gesture
this is the setup the facial expressions on are the gesture layer
this worked just fine a few weeks ago im just trying to figure out why it would stop working
doesnt matter blendshapes/face stuff dont go on gesture it might work testing in unity but wont ingame
but it did work
Yes, like thulen said, put your blendshape animations in FX layer
It's not intended to, best practice is to use gesture layer for just hands, fx layer for anything that isn't humanoid
How do I make a hue shift move individually (Body hue moves separate from eye hue) (Quest)
How do I change the height of the viewpoint when crouching and going prone in desktop? I'm trying to use custom animations, but the head keeps going too low when going prone or crouching
You can use the "vrc temp pose space" behavior on the states that change your position and turn it off on other states
how do i fix this keeps happening when i try to upload a quest version of an avatar.
are those the first (top) errors?
yes the format of executable is
the unity version is 2022.3.22f1
and the os is windows 11
i think i might have figured it out.
I have an odd question does anyone have any poi shaders settings to make realistic looking skin and clothes??
poi being toon focused, odd question indeed
eh, I exclusively use the realistic shading
poiyomi discord is a good place to ask that
oki ty
yeah was a long shot but thought id ask anyway
would somebody be able to help me with avatar customization? I know Blender well, but not Unity. I have the Kipfel avatar as a base and want to customize it (new tail, keep ears, change textures, add some peircings). How do I keep all the original animations and gestures when modifying it? video recommendations are welcome!!
gestures and animations won't be changed unless you specifically change them
It's my first avatar, so i don't even really know how to approach adding whatever i've made in blender and attaching it to the set animations in unity
what have you made in blender though?
usually you can just overwrite the .fbx file if you update it in blender... depending on what you change, you may need to do stuff in Unity too. Hard to say in a general case
@finite mountain step one, make separate project, step two, replace fbx on export. then it just works most of the time
yes - make backups
Ah!! that makes sense. I'll do that then :> so far i've made a tail and attached some piercings, but im a bit confused on how to apply that method to it since i added more bones for fluidity.
if you added them to the avatar's armature, they will translate into untity
i made a impostor for my avi but non of my friends can see it, thought i was just like we gotta wait some time its been a month now and they still cant see it but it says i have a impostor
what do they see instead?
fallback of some bald caveman
What..
if im replacing the tail on the avatar, im not sure how to apply the tail animation/gravity to the new one i think is what i was trying to ask
if the bones are the same names as previously it'll be just fine
what about the new bones?
if you have new bone names you'd have to adjust animations. physbones... depends on how they are setup
i will be back if i have problems 🫡 ty
do you know why they only see my fallback and not my imposter
no - look on the website, make sure there is a fallback
Is there a way to fix this
Ran it through multiple times and same result happened
Also for some reason under optimization there’s no generate material list for the cats plugin
fix what exactly
I have a system for buttons on a tape recorder to be pushed, but they shake when moving in the animations, does anyone know why?
ooh that's a cool tape recorder!
It's the same in game. The way I found to fix it was to set the interruption source(I'm not entirely sure what this does) to next state but that makes it so the stop button doesn't work and the sounds don't always play. The other settings don't help either
Thanks!
I also tried moving the transitions from anystate to transition to each other but that results in shaking still
current settings
How does one make something transparent with Poiyomi
it's got a transparent rendering option up at the top
also a few others - the docs explain them
I just used data trasnfer for the vertex groups and i rotated it bc i i moved other parts the piercing would be too small too see
why does the audio sometimes clip when i play it? using animator vrc play audio behavior to play the audio, audio source always on
fixed: solution was to change rolloff curve
Would anyone be willing to help with this
I have connected everything to the chest and it's still not registering right
Can you show the rig configuration page?
does anyone know how to set Booth Avatars With compatible Clothing with Modular Avatar?
i bought clothing for it so i can take VRC photos. But i don't know how to set it up?
i came here Needing some Help.
thank you Hopfully i can do it. i dont have big brain but its there ill try this out.
this is confusing 🧠
It's the most simplified process already.
yeah but for me its a little hard since this is my first time
You have have to ask more specific question where you got stuck at.
i got the out fit dragged into the avatar and set it up.
only thing is the body's Breasts and Legs get very skinny
Because that's a different animation controlled by avatar's default fx layer.
ohhh okay
this is where im currently at
it also needs shape keys for the Heels
im very terrible at this i restarted.
im just at the point where i set up the outfit
i do better when i have someone talking me in Vc through it.
i dont know what to do after i setup outfit with MA.
ive read through it but i dont understand it :/
You should use FX layer that doesn't have animation for changing cloth, the one that came with avatar by default has the animation so you can't use it as is.. Or you have to remove all the clothing-related animation from avatar FX layer.
dont really need any help but i spent the past like 4 hours optimising my model, and the pants on their own were 26k polys before
not onyl have i made the overall model look better
but the entire outfit is now 14k
Can't for the life of me get weight painting down, having trouble understanding
weight from bones or use the gradiant tool :)
ur doing hair and blender can strugle with many tubes
Check the pins at #avatar-rigging to see what the colors represent
It can be complicated
How to make the skeleton move with the rest of the body ??
-# No blender work
Use armature link from vrcfury.
It’s applied to the skeleton
Still won’t move with it
Is it configured correctly? Does it show any message?
I don’t think it has any messages to it
Screenshot to confirm how you add and set it.
Does anyone know how to fix this issue
Cause the video I’m following on how to do this says keep pressing create eye tracking but it’s not doing anything
Keeps giving me this but the neck already seems to be connected to the chest
Aren't you trying to put breast bones on the eye slots?
Wdym
Thank you so much I didn’t even see it
But um the issue still shows up
And I still don’t get what blender means
Screenshot how you put the bones in the slots now. Also screenshot the bone hierarchy tree.
The bone slot got cropped out and I can't see what bones you put in there. And that doesn't show bone hierarchy tree. See the bone hierarchy at the top-right panel.
And use Snipping Tool for properly screenshoting.
You should have widen the panel so we can see the bone names.
And what you had in there now?
Yea
How do I make the hair on a character not float in the air? And how do I make it viseble for quest-players aswell as pc-players?
you need to properly parent the hair root bone to the head bone
i recommend vrcfury for that
which part of that
all
so do you want me to start explaining what a bone is
yeah... I'm kinda new to it all
In short, bones are invisible object that make mesh moves. If you take a look in Armature object, you should see list of bone and its name. So fine Head bone and put the hair object under there.
I don't understand the "place the Head Bone and put the hair object under there" part
Take a look in Hierarchy, you can drag object around to change object relationship. That mean you have to put the hair object as a child of Head bone. Parent-child relation is object indentation in the hierarchy tree.
Can we go in a vc so you can teach me this?
No.
ok
I already typed it out. So try it out and you will see how it change object relation.
How do I know if the hair object is a child of the Head Bone?
Parent-child relation is object indentation in the hierarchy tree.
???
Where do I find that?
In Hierarchy panel. If not, what do you see in your unity right now? Screenshot it.
Right there to the left side. But you must exit from prefab edit mode first.
Prefab?
And now?
It's saved object as asset.
And that means?
You should not edit the model as prefab. You should put the avatar in the model into actual unity scene and edit. NOT double click on the avatar object from the asset below.
Just exit the prefab editing as I said before.
Yes.
Yeah you got it 
So now what do I do?
Proceed to put the hair object on to the Head bone.
And how do I do that again?
Where is your hair object?
idk
Then what hair that is floating?
That's strange if the hair that came with avatar doesn't move. Test it by moving bones in Armature one by one, start from Hips bone.
If your avatar made from vroid then naming scheme might be confusing.
Move its position in the scene. You could just read the message above if you're going to ask the same question repeatly.
You're trying to move in Hierarchy. I mean to move in the Scene.
You should be more specific than just saying "Eh".
The Scene is the panel that's showing your avatar.
Hierarchy is showing object relations.
Then how do I move something in the Scene?
ok?
Then you see the red-green-blue arrow in the scene? Drag and move.
But that moves the whole head
Does the hair follow?
Yes.
Then what do you actually mean by "hair is floating"?
It's acting as if it had space fysicks.
Better take screenshot of how it actually is.
It isn't really called "floating" just slow react to physic. You have to increase Pull value of the hair physbone.
How do I do that?
Find physbone component and change Pull value.
On every single one of them manualy?
You have to see which physbone controlling the hair and change just that. They may be multiple.
And where do I find it?
Select some bone and you will see components displayed in the Inspector.
Keep in mind, physbone component only exist on some bones.
Is it called Physbone in unity?
I keep calling it Physbone so it obviously is.
I just thoght that was what you meant.
idk
Can't you look at them?
You have to find and remove all the rigidbody and the force component on every object first.
done
Then follow this video to add physbone https://www.youtube.com/watch?v=PTTnWUkswkU
And sidenote, if the avatar is made with VRoid, it isn't going to work well in Quest.
damn it
that's where I made it
Of course.
Watch the video.
hi
I don't understand it
im trying to make it so an audio plays automatically when im afk
how would i do that
Be more specific what part that you don't understand.
Make a FX layer with state transition condition to "AFK" parameter.
There is only one AFK parameter. The existing one is the same one you need.
In FX controller. Your image is showing Action controller.
Yes.
If you're going to use Animator Play Audio behavior then you must not put the audio into animation.
Trying to use vroid to make myself an avatar, I have unity and vcc but idk how to convert...
Import into blender via CATS plugin, fix, then export as FBX.
I need blender now???
Yes. There are still vrm converter on unity, but it tends to have issue and will not reliably work.
Jeeze
This is frustrating
Wondering if I can just give the model file to somebody and have them convert it for me....
Is there a way to reduce the polygons/triangles to 15000 easily to make my avatar quest compatible
Cause I tried reducing them already but they only went to 40,000
But I don’t want to mess up my avatar too much and the safe option didn’t work so I had to manually do it
does anyone know how can i put the selected menus into my avi?
(edit, these are actually toggles, and i want to put these toggles into a menu)
Need help on this btw
make them submenus off your main:
https://creators.vrchat.com/avatars/expression-menu-and-controls
Cause I have no idea what to do anymore
what have you done so far to lower tri count?
oh actually these werent menus, they are toggles, and i want to put those toggles into a menu
got a bit confused my bad
I lowered everything but the face as much as I could before it started looking blocky
so you decimated in blender?
you can upload an avatar with 70k tris to quest, however it'll be very poor
Reducing tris while keeping the model looks good always not be easy.
Yea
Ah ok
It’s at 40k
But will ppl be able to see my avatar tho?
They can, but they will have to explicitly show your avatar.
they'll have to manually show it, but a lot of people on quest have to do that anyways.
Ah ok
So could I probably reduce the polygons in unity or should I just use the vrc quest tool
i'd say delete any body mesh you have thats covered by clothing
that'll cut out a decent amount
Where can I delete the body mesh at
blender will work fine
Cause i am planning on adding like a second outfit on my avatar for toggles
or are you decimating in unity using polytool?
I’m doing it on blender
i'd recommend doing one outfit per avatar if your main goal is optimisation.
Ah ok
so just select the body mesh, go into edit mode, and delete anything that isnt visible under the clothing
So then I can just make multiple versions of the same avatar with different avatars then?
This might be stupid to ask but idk where the body mesh is at on blender
I’m lowkey new to blender
it should be on the right hand side where the bones and stuff are
So do I just click on body
there should be a list of things
Cause I already combined materials together as well
I might’ve I pressed save to atlas
Lemme double check
Yea I don’t see the body meshes
so theres only one mesh there?
Yea
okay, it's still doable- you just have to kind of go inside of the mesh and delete from there
Ok
Also should I get rid of the hair bones
Cause I’m not sure if I need it if imma add some physics on the hair
you need the bones for physbones
Ok
Also if s there a way I can add these goggles as a toggle for on the head and on the eyes
weightpaint googles to a bone, parent to head, create a toggle moves the bone up or on eyes ( to hide just scale it to 0 )
Does anyone know how to get illythekittys avatar
Whats this error i get when i try uploading my avatar?
I tried googling the errors but it dosent give me anything helpful
Could anybody help me set up an avatar properly im struggeling
provide details - what have you done, where are you stuck, error messages, etc.
Currintly i just uploaded the avatar but i want to added an asset to it myself
But idk how to
Im at dinner rn i can provide more info in a bit
interesting to ask for help then not be available for that help. But okay.
Well normmaly it takes like 40 min before u get help anywhere
I honistly dident expect anybody to reply this quikly
My appolagies
Tbh all of the channels in here are pretty quick as long as we know how to help 🤣
Ok im here im trying to get a pc and quest fall back avatar working and add an extra prop to it
I can vc and screenshare
Siffs tutorials are great and helped me really well
https://youtu.be/XqtSg6_W07Y
If its a prop from gumroad or smth it usually has VRCfury support built in
It is
Its like a ghost flashlight w mutiple functions
Hi I’m can anyone help me fix with wtv is going on here
Cause there’s a lot of black stuff showing
anyone know any boy avatars for quest bc im stuck w the basic ones bc i ain’t know any good ones
Nvm yall I saved my girl
I’m
none of the clothing has textures on properly in just unity, so im not sure what to do. ping responses appreciated!
is your texture tiling set to 1 ?
yes, all of it is set to 1
hiii so i don’t have access to my desktop right now but if i were using a bought preset off of gumroad, is there an easy way to make a functioning (not camera-wise but reactivity/gesture wise) second pair of eyes underneath the main ones? i’m not sure if id have to create new blendshapes or what but i haven’t been able to find any tutorials on yt for something like this 😭 im also wondering if it would be easier to do something like this in unity or blender
if they have eyebones , slap on rotation constraints to follow the other ones
(gameobjects also work if they are seperate mesh or whatnot)
is there something like a gestureweight but for individual fingers when using index controllers i can reference in unity ?
or a way to add new gestures that give me an output when i make them ingame.
ive been trying to add a boop thingy to my avatar but it doesn't work, i was following a tutorial by pxinky. not sure what ive done wrong
im 99% sure it should look like this
i still need help with this. from what i've gathered, its an issue with the .fbx not keeping the UV unwrapping when the .fbx is exported, but i dont know how to make sure the UV goes with it and nothing online has a direct solution
is the new state empty or is it the boop activated thingy (the orange one)
the orange one is the animation for it beeing off, and the other one is the animation beeing on
Thanks, i'll try it out and let you know if it works!
might have something to do with using blender shader nodes, are you using any blender plugins like CATS ?
i got it the other day for sake of translating some of the blendshapes on this new model base
check for multiple uv's , some shaders have no selection for others and use first one
how do i check for multiple UVs?
you can rename those, it helps 🙂
just make sure you dont export trough cats, cause it changes stuff on your model
they're in the properties for the mesh object, right under shape keys.
yeah, ive been exporting normally
yeah, theres two for some reason.
I use cats export all the time so thats not a thing ive ever experienced ,
haha, i know. im usually just to lazy to do that. because the layer is names and the animation, so i dont feel the need(i was also just trying to show an example)
it's perfectly fine to have two. You might check your materials in the shading section, see if they're specifically using the second UV map (default is the first/top)
hmm for some reason it's not working
let me dm you.
alright give me a second
you can use bool instead of a float (true/false) and if you are using av3 to test there is a setting you need to enable
av3 default dont have them all
default is just senders, some things i do need both
that's neat, I didn't know that was there
how do I add a suffix like this is suggesting
where even is this ?(i use gesture manager to test)
thats av3 , i find gesturemanager slow so i rarely use it 
enter a value in the box - but in most cases you probably don't want to - why do you think you do?
I'm guessing it's because it can interfere with the other stuff right
I don't think it would exactly though because they're stuff I have toggle in the 3.0 menu
Yes, that's what it's for, assuming you actually want these variables unique
I cant upload this avatar and idk why ive tried everything, i made it in blender, i textured it in substance and i built it in unity but it keeps saying I dont own it, how do I solve this?
Ive made a new project multiple times as well, i can upload other avatars and I am not restricted
the neck bone is not the issue either
The armature being wonky is the issue.
how would i fix
make it not wonky. Really depends on what's wrong with it - come into #avatar-rigging and show the armature, bone hierarchy from root down to head, and your rig setup bone mapping
it telling you to map the neck in the import settings
this
also look for errors in the rig tab before you click "Configure"
that's probably ok
it will be fine
hey so i have this issue? this is my first time doing this
no shoulders assigned
Does anyone know the option or how to fix this cause I already got rid of the triangles needed to fix this but don’t know what to do
ok, i'll check that
maybe this is the issue? or are they not connected just because i haven't clicked on apply?
nice, everything got deleted
gotta redo
I honestly don’t know what to do or the solution to this
just started on an avi, imported this lil free nose accessory i found, and EVERYTHING in the project just took a shit, i dont know what the error means
missing shader or it broke 🤷♂️
have u put liltoon shader on?
Honestly just need help
liltoon shader was and still is on all of the body materials and ofc imported into the project, i tried re-applying the shader to one of the face parts to find out if that'll un-purple it, and it didnt
is there a way to update an already uploaded avatar?

whatever i lost like 10 mins of progress ill just try to reload the project and if that doesnt work im restarting without the nose thing
i cant change the shader
Duplicate and replace the material slot by the new one
out of nowhere my avatar doesnt do a t pose no more, and i even made a new project
cant fix it
All of my VRC stuff disappeared off of my top tab help
Looks like your prefab got deleted
So I just start a new project and hope the best
I mean you could, dya know what happened to the prefab?
Prefab disappearing, unknown, but if you imported a new package or scripts, that's why something broke.
hey why do the knuckles stretch out and break when im trying to make hands?
the weight painting is good but its the fingers to hand part that keeps messing up idk why
@compact dust
You can manually rename it to match it
Just might work, otherwise try bruteforcing it with Dressingtools
i refuse to rename 200 bones
200 bones? Wth are you trying to rig lol
tis a dress
i have no clue why the creator put that many in it cus it definitely doesnt need that many
Sounds like the clothing set isnt meant for the avatar if the naming is different
tis not
Hmm then like I said, try renaming or forcing it with dressingtools
Shouldnt be 200 unless it includes hands, even then
134, close enough
Did you count it?
Anyway going off-topic, force it with dressingtools, if that dosent work ur out of luck and have to rename manually.
blender counts em
You are confusing bones with transforms
no, i do in fact know what a bone is
Then you shouldunt have to rename 134 "bones"
As a matter of fact you couldve gotten it done like a moment ago if you started it. Unfortunately I cant really provide any min/max solutions for bone mapping, again either dressingtools it or rename it. That will be all
what are you on about 🙏
Dont ask for avi help if you are going to get all emotional about it.
emotional-? lmao
thank you! i was also mainly wondering about actually making the second pair of eyes in general cuz i have a feeling its not just a simple copy/paste kinda thing
does anyone know how to draw a line between two points. i wanna make a grapple hook kinda system but idk how to do make that rope between the two points
Wait, can I not use blendshapes for eyelook stuff?
dont really have many multi eyes characters , there is a old one - have to mess with the weight or the middle one goes too high
it blinks on itself using a layer in fx, can be randomized
hmm somethings not right here
I honestly dont know whats wrongi have fixed the humaniod rig and its still broken
can someone please help me?
show us a pic of the armature and the rig hierarchy
my avitar is vewing from the chest plz help
Change the viewpoint
i dont know hows TwT
Its inside the Avatar Descriptor Script
also the eyes are like undead eyes in the game not my regular does that have anytheng to do with it
the toe end bones seem like the wrong choice, but that's not really relevant to being humanoid.
yeah - wrong toe bones, pick the ones above that.
Then try the "force t-pose" thing under the "pose" dropdown right below the bone slots on the rightmost inspector
I don't see the neck and head though so verify those are sane - should be spine3 -> neck -> head
I dont think so
this looks like your mesh is not properly weight painted with the armature, but this isn't the right place to judge that anyway.
im so cooked chat 💔 idk why it keeps doing this. in the project of VCC its up to date, only has gesture manager & Poiyomi Pro. Nothing else, nothing more.
it gets stuck like this, never moving, and has not changed. it uploaded fine on pc, but is stuck like this. if i hit cancel it will break my entire project
you could cancel, close unity, delete the Library folder then re-open Unity and let it rebuild everything from scratch. Might take 55 minutes though 🙂
big stretch but is there any way you could call and i could share my screen to make helping easyer
like as in the project its in initially? or what do you mean the library folder? sorry im dumb :c
gemme like 10/20min, I'm finishing my game
aight ill shoot ya a frend request
in your unity project folder, there's one called Library, it's full of stuff that will get rebuilt when you open Unity, if you were to delete it. Sometimes that's a way to make it do a full reset, compiling all scripts and shaders and everything.
i need a Head bone, right? but when i make a head bone after applying it disappears
you need a head bone and a neck bone. Neck should be a direct child of chest or upper chest if present.
(see diagram pinned in #avatar-rigging for reference)
this is what i have, if i make a head bone under neck it simply dissappears after aplying on the right
you can't make bones in unity
fix what?
i need a head bone
yes, so make one in blender or similar, and weight-paint the head mesh so it moves with that bone
i made this so i thought it would fix it
you need another spine bone too - you have root -> waist -> neck, this is not valid humanoid
i think i have to force close it via Task manager, as i hit cancel and its been stuck for awhile now too
damn
root (hips) -> spine -> chest -> upper chest (optional) -> neck -> head
shoulders come from chest (or upper chest if present)
im trying to read the rigging section in the vrchat website but it never says what the structure should be like
again, pinned in #avatar-rigging
this one
thanks
i tried to, but it wont let me
I don't use Windows, really can't help you with this
im so cooked chat
maybe reboot? that seems to solve many Windows problems 🙂
im gonna reopen it and hope for the best
Im still having this issue
does anyone know how to fix this issue?
I've tried reinstalling Unityhub, VRCC, 2022.3.22 but none of these fixed it. I can't open packagemanager, and im trying to open it with 6000.3.2f1 right now
Check the animation itself. If the middle finger does not move all the way down, I think it will need to be adjusted it
Where would I go to check
you shouldn't use other than 2022.3.22f1 for vrchat
try disabling third-party av software and reinstalling unity
should I use VRCC or unityhub
let me reword, which has a better chance to work 💔
VCC or Alcom
VRCC of course 👍
alrighty
it just shows me this and then the error again
when you say disable third party AV software, what kind would you be talking about?
like Norton, Trend micro and other Antivirus software
would CC cleaner be considered one
what should I be messing with?
I don't know about CC cleaner, do you have a link to it?
^
Check the animation with your avatar
quick question, how do i fix the "enable/disable keyframe recording mode" cuz i want to edit the animation of an asset but it doesnt let me TwT its just grayed out
but yeah, i use this to clean up my pc whenever i use it
check it for what 
💔

eh???
im gonna disable it real quick
lol
Its only an exemple
nope. didnt fix it
just to double check, did you reinstall Unity?
not restart
hmm, then it should be ok
C:/Program Files/Unity/Hub/Editor/2022.3.22f1/Editor/Data/Resources/PackageManager/Server/UnityPackageManager.exe
I don't have that

yeah I clicked that
I don't have it popping up
should i delete it 🤔
ya, it seems to be affected by the antivirus...
if not, i have no idea🤷
my windows antivirus is off
i deleted it, im gonna reinstall unity
do you have other av software? like McAfee
deleted that
ok
Do you have your Project tab locked ?
where would I check
This
also I removed fake index and Its not jus the gestures
nope
holy grip
Holy hell
By removing fake index, you mean leaving the Gesture Playable Layer empty, right ?
if you mean setting it to "Default Gestures" thing then yes

should these be the only things i install?
im just gonna reinstall EVERYTHING and pray it works
You do not need IOS Build, I prefer manual installation, but it should work just fine this way.
you don't need Openjdk , Android sdk & ndk tools
also, should i be concerned about the security alert
that's for application like vrchat(ya, it's already patched)
so don't worry about it
sorry to bother but how do i fix the "enable/disable keyframe recording mode" cuz i want to edit the animation of an asset but it doesnt let me TwT its just grayed out and i cant seem to find the reason why
Your issue is with Thumbs up or Rock&Roll gesture again ?
I'm so confused
Is there a reason why my arms don't change color at all but everything else can? And can I please get help on this?
all of them including the idle
And if you remove Fake Index gesture both your hands goes nuts ?
nope just the left hand
and its only the middle finger
Would you mind sharing your screen ?
yeah give me a sec
yeah im trying to deform but blender updated to 5.0 
and?
okay, I'm not sure why the version is relevant then
ended up fixing it, but now another issue arises
what in gods name
someone please help 💔
Is this a completely new Project or did you open a previous one
TextMeshPro is very out of date, it should probably be at least 3.0.6, which I think is the default version installed in new projects
i just made a new project, the same thing is popping up
shouldn't have, what errors are there other than ones for textmeshpro
And this is happening before you import anything else? You open the project after creating one with VCC and get those errors
Let me see if a new project does that to me
at the least you could just open the package manager and try updating textmeshpro yourself
let me try that
hoooly
it fixed it
but now
theres these
does this matter?
Not usually
that's weird though
New project doesn't do that for me. I wonder why your packages didn't update until you manually did it
how would i fix this?
i refuse to ask chatgpt
add the missing parameter to your animator
Second 2 are something that just happens, bug.
i am not smart when it comes to avis
okay...
howdy y'all I'm having an issue with the toon standard shader matcap. Basically I'm using the lilavatarutils lighting simulator and matcaps in additive mode are not getting lit at all. So I'm expecting that in an actual world things are going to look funny when spotlights are around one way or another. I guess I can use multiply mode but then I need a white base color and I think that is kinda messing up something else I'm trying to do. Basically working within the limits of the shader ya know... I suppose the answer is to just make new materials in blender but I was really trying not to do that 😕
you can't use Blender materials directly anyway, the best you'd get there is baking them out into static textures, which you'd then put into Unity materials anyway.
wait you can't use unity to make new materials on a mesh can you? I thought that was basically a blender thing and then you can apply a shader to a material once in unity and set all the settings... maybe I'm misunderstanding something I dunno
Blender is for UV work that the materials in Unity will use. Only material names transfer to Unity
yeah you make materials in unity. You may be thinking of material slots, which apply to faces on mesh, that you do in Blender
materials are basically just a list of textures and settings which configure a shader
I mean, you make materials in blender too but what comes into unity is really just a generic read-only one that you end up replacing with a real one anyway.
yeah material slots is what I'm thinking of then.
yep
well anyway I'm putting this to rest for the day I'll revisit it later.
Does anyone know how to make piece of clothing stay active when your jumping worlds because I have avatar with pants that turn off when I join a new world??
oh yeah
"saved" checkbox in the avatar parameters list
does anyone know a good guide on setting up a quad-legged avatar like a pony? I'm going to try to make one as my model just doesnt fit bipedal, so I know I'd have to use the generic type avatar but I've heard that means setting all the animations yourself.
There's a discord specifically for this, look up 'Limbs'. DM me if you can't find it, I'll send you an invite.
getting this error, i dont know what im doing in unity 😅
do as it says. Upgrade that in VCC or Alcom
🫡
im having an issue with my audio source every now and then playing in my right ear rather than playing where it should be in 3D space. is there anything in my settings here that could be causing that?
Have you put VRCSpatialAudioSource component?
i didnt at first, tried it afterward, still wasnt working
You will have to adjust the range in the spatial component too.
this is where i currently have it, and im still getting the bug
Does the audio you heard actually play out only to right ear, or does it only plays audio right channel, or do you perceive it from the right side in 3D space?
its like, it plays normal in 3d space to both channels, and is layered an extra time on the right channel
hold up
what
if you listen closly, you'll hear the almost like a popping in the right ear
It actually sounds like it's from the audio clip itself.
is it cuz the audio files themselves are stereo?
i've already tried it with the "force to mono" option, but no dice. do i need them imported to the project as mono?
Force to mono is suffice. I'd rather say the extra popping is miniscule enough to ignore.
Create new menu and parameter file and customize here.
You literally showed everything BUT the playable layers
Because there is no playable layers