#avatar-help
1 messages · Page 221 of 1
Then leave it on default instead of empty
Does anybody know if I can find the transformers cyber versus McAdams Avatar
from like 6k polys for the jacket down to 2.9k and it looks better!
can someone help me to change the texture of my skin?
You can ask a specific question for that.
if you want to completely replace the texture image, click the body object, expand the material in the Inspector panel, and drag-and-drop your new texture into the existing texture slot
Does anyone know how to add effects to an expression?
i have an extra pack for that but idk how to do it
The question is too vague. Try to explain more.
What is an "extra pack"?
retexture for human look
what's in it? png files? mat files? is it specifically made for your avatar base?
Texture is an image file, you have to import the image into unity, then find out what material is for your avatar body, and change the texture for your other texture.
i have an unity pack here and some psd files
Import into unity.
into my avi?
Unity.
done
You have to put the file into unity first before you can put it on your avatar.
its now in the assets thingy
then find out what material is for your avatar body, and change the texture for your other texture.
these?
Those are texture files.
For material, you have to select the avatar body from the scene, until you see Skinned mesh renderer component, and you will see material under it.
?
Look for it yourself since it's different on every avatar. See the material settings right below. If it's using Poiyomi shader, then you have to click Unlock button first.
What I mean is that it should just be on default if I never messed with em, if it's really a hassle I can just make my own expression menus and params anyways
anyone know what this error in particular means? I own the model im trying to upload
It's a symptom that's useless. There will be red errors at the very top
Always look at the first 2-3 errors for the root cause. Those after are likely side-effect errors caused by the first.
13k polys for my outift
So i found this avatar but it doesn't have goloco and it's public so I dont think I can reupload it. Could anyone please help me find a similar one or could someone make me an avatar just like this with goloco?
Or if you want to commission someone to make it, head to the VRC Traders discord, you'll just find scammers around here.
Link is in #1204490664637890580
.....its not her bones or weight painting. i've literally re-rigged it and everything and no matter what i do every time i import it into unity her legs do this
is there an easy way to achieve lip syncing for a model.. the model im using is proving difficult to actually move around when it comes to the mouth,
oh my word 😭
i genuinely have never experienced this issue before and every avi creator i've consulted has no idea wtf ive done bru
redo the rig setup?
blendshapes :3 if u have the cats blender plugin it makes it a lot easier
i've tried that and the same issue ocurred
really considering just not having it cause of how difficult it seems to be
you set it to generic and applied, then back to humanoid?
just tried it and that didn't do anything
Also check the bone roll values for all humanoid bones - it ought to be 0.
(fingers/toes excluded)
hold up let me send a picture of her rig
lowkey think the mangled mess is a look 💅
is there an easy way to check bone roll values?
oh it's a look alright
Yes, you can view them in the "item" box of the right-side popup sidebar in Blender, while in armature edit mode
if someone showed that picture to me without context i'd think it was a bow legged grasshopper
😭
crine
yeah so literally every bone is around 80-90 degrees
TYSM Kazin!! that was my problem, re-imported it and her legs are fine now!
🍾 🎉
excellent!
How do I export a Unity package for someone? I see there is an "export package" option. Do I just leave everything necessary checked? Just wanna make double sure I do this right.
If you send to just your friend, it's easier to just leave everything checked.
...
Ask in #1138520828556890214
. . .
That question is irrelevant to everything.
seriously?
It wasn't even a minute you took to look.
Prismics.
If you can't find existing post, then create a new post in #1138520828556890214
big blue button which says "new post"?
Then wait for people who know to answer.
Same, ask in #1138520828556890214
Be petience. It wasn't even an hour after you asked.
can anyone make me an avatar based of of a picture
Go to VRCTraders discord in #1204490664637890580, and look into getting a commissions there. You'll only get scammers here.
I have a model problem here, after building and exporting i notice that the avi doesn't properly sidestep even when it's nearer to the ground. Any reasons as to why? (example on right for what i mean)
This is a super specific question but, to anyone who uses the SyncDances prefab for both PC and Quest, does anyone else have trouble putting the Quest version on avis because it makes the avatar size go over the limit? I'm asking because I've had trouble with it multiple times. I swear I've tried to put it on avatars that had only a small number of toggles and Gogo loco, but it just keeps saying its over the Quest limit.
animations can make it go over limits pretty fast, check their sizes
Oh yeah, true
Maybe I'll remove the animations that I don't really use from the Quest version
question , im making a division 2 avatar with animals that have been hunted like red dead 2 ? theres no blood or gore but they do flop arround a little with physbones? if i put the extreme horror and other tags on will i get banned still? cause i only just found ou tthats a bannable offence i think?
Damn so the tags are just there to bait you into getting banned? That's fucked up bro 😭
idk cause ive seen avatars with correct tags get banned
Well from what I've seen (and someone please correct me if I'm wrong-) the only way for an avatar to get banned is if Vrchat themselves become aware of it via people reporting it and such. Is this gonna be a private upload or public?
public? idk its going to be a private for a bit due to errors but ive been asked from like amost 20 people for a division avatar so
and alot of people including myself wanted ''hunted animals''
like i said theres no blood or gore on it
like animals that are attached to the bag and a holster
you can toggle it off and on
so its not like stuck there
Is there a way to stop an avatar's body from moving around when looking down? (or moving around in general)
Whenever I wanna lay down in VR, I can never get my avatar to line up with my body because the avatar's body sinks down when I look down, and I'm pretty sure that's the cause
I've used things like Standable before, which kinda does what I'm asking for, but I'd rather stick to locomotion
Can't you just use the GoGoLoCo lock if you're half body ?
That’s what I was gonna say
that locks the feet, but the body still goes down
Oh, weird. Usually locks the body for me when I’m laying
Ok so im new to vrcfury im making a full controller for a set of clothing i wish to upload for my avatar base to jinxxy, its all working nice n dandy until i use my blendshape toggles to increase stuff like leg size thigh size arm size hand size etc
im using the same paramater in both the paramater list thats getting merged onto the main,
why isnt it seemingly using the same paramater???
ive never used vrcfury before </3
unless you're referring to this, then that just locks everything but the arms, which is not what I'm looking for
there's a "global" option you have to toggle... somewhere. I rarely use fury so I forget where. In the full controller component probably
I have a question: I only have a Tail.001 (red) in the base model, but no Tail.Root. How can I turn it into a Tail.Root or switch to the new Tail.Root (yellow) from the new tail without breaking anything so that I can attach the tail (Tail.001 sticks out of the model)
Not that, there should be an actual lock icon
I'd probably just position the head of the new tail at the head of the old tail root and delete the old tail root bone.
probably rename it in case the body mesh has weight paint matching that bone name.
Just make a new bone, call it Tail.Root, move it where you want it, and reparent the tail.01 bone. Make sure to parent the Tail Root to the hip as well.
not sure why you'd need another bone if you have that one though
Ye. I'm guessing they're maybe trying to move the tail mesh?
yeah no idea without seeing mesh
If so, gotta repose the model using pose mode with the ecxisting tail root.
the tail.1 is the one sticking out so i just rename the tail.route frome the new one to tail.001
Oh. Just go into pose mode, move it, then apply the pose.
I’ve been actually so stuck on this for days 
Either use CATS (ew ew gross) or manually apply the pose (🅱️ased)
Doth thou have thine animcontroller in a shot of screens?
Not atm!
In order of likelihood, Menu settings are wrong, animation controller is wrong/doing a silly, you have some other animation effecting the animation paramater.
I do have a parasol toggle itself, it comes with a premade animation, and I made toggles like night and day a separate thing
and the the tail rute from the new tail ill rename to tail 2 and the following 3, 4, 5, 6, etc.
You don't really even need the new root bone, just move the old tail root to the new tail root location.
in POSE mode.
Not EDIT mode
i dont have a tail root on the body
You do, technically
er? why would you move this in pose mode?
Pose mode > apply pose, moves mesh and resets everything
oh you're trying to move the mesh too, I see
Ye, peep the screenshot. Tail is off in lala land.
yeah I wouldn't do it this way so didn't consider this method 🙂
you neam tail one is tail root and i muve the new tail up so it is laind up wiht the tail 1 from the body
No, you really don't. You can just gra Tail.01 in POSE mode, move it wherever you want, and then appl the Pose.
*apply
Also it is intensely difficult to understand you.
but the bones from the tail and the body are not connected
sry for the bad english
Oh, right. Just Parent the Tail.01 to the Hip bone.
Edit mode, select Tail.01, hold shift, select Hip, Ctrl+P, Keep Offset
Can I delete the cook and simply connect the new tail.root?
No, because that would un-rig the base of the tail.
Delete the Red, it's vestigal.
oke
After you Parent Tail.01 (yellow) to your Hip, you can go into Pose mode and move the tail to where you want it.
oke thx
Assuming the tail is rigged correctly, it will all move together.
Having a bad audio bug where my sound effect is not only playing where it should be in 3D space, but playing at full volume in the right channel, its not that noticeable on desktop, but extremely noticeable while in vr, and cannot be ignored
i use the video player component to add this video to the avatar but i cant build the thingy without removing the videoplayer, is there any other way i could add the video without it?
You can't use a video player on an avatar. You could do a flipbook, that's about it
is a flipbook quest compatible?
Or with the right shader setup you could display a properly-configured world video player on a plane on your avatar
if you're talking quest you're likely to rapidly hit the file size limits
Also I'm not sure what the toon shader can do
kazin , la null rat curious how to do flipbook
depends on your shader, I imagine.
for example: https://www.poiyomi.com/special-fx/flipbook
yeah im not really into avi creating but i send him uhh tutorial
There is even a prefab for it that someone made with position and size toggles. Having an embedded video on the avatar is something that no one wants to really see.
Question: I have now attached the new tail to the body, but in Unty only the bones of the tail move, not the tail itself, which is stiff. What could be the reason for this?
booth avi help!~
how to hide the leg strings?
this asset didn't include actual instructions but did include a texture file that looks like a mask or something for the legs but is unnamed, so idk where it goes. Any idea or booth avi veterans that know how to make them disappear?
It is named, just in MOONRUNES. You must travel to Ancient and Mystical TIBET and seek the MONKS. (Seriously though, look for the appropriate material, find the strings in the texture file or UV for that mesh, and then dead reckon which mask it is)
lmao; funnily enough, translated, the file is literally named "unnamed" so the moonrunes hold no secrets here.
that's what I'm doing; going from field to field just nothing has worked yet.
The only way that could have been funnier is if it was a random keysmash, NGL.
Find the body material, look for a texture slot named mask or alpha mask under main color. And drag and drop it there. You may have to change the material to cutout or transparent to see it
Dose anyone know if I can enable this in a animation?
You should be able to
How do I change my sdk? I tried to build and it seems to be telling me to update to a newer sdk
if i buy a booth hair thats rigged for other models and put it on an avatar that isnt that model will it work
i dont mind some clipping since its an updo
or i guess how do I check
are you using the creator companion
yeah
go to projects and then manage project next to the one you are working on and it should show all the plug ins. the sdk's will have the version next to them and likely green arrows that you can just click to update
oh thats way easier than I expected, thanks
qwll lmk if it works tho if it helps
it worked! lol
When I use an int param can I set than one int to any number in the 32 bit limit or does vrchat limit it
Nvm vrchat compressed it down To 8 bit 😔
It's only up to
Still a bunch tho thanks gang
Note that locally you can use the full range. It's limited in terms of what values can be synced over the network
Does the vrc emote parameter come with avatars?
Like is a requirement for avatars to have or is it just a vrc gogo loco thing
No parameters are required, some are just built-in and can be used as provided
So i need some help with uploading a avatar i keep having it fail when i try and upload it even tho i have everything i need i get this so any help would be great
Look at the errors in the console, look for a red one that isn't generic
Shart, I wish creators would optimize their parameter bits it's cooking my prefabs 😭
Some use VRCEmote as part of gogoloco
How many creators do?
I need to know if I'm likely to conflict with other prefabs other than gogo
Gogoloco is the main one and by far the most popular. I would highly recommend using your own parameter.
Is there a work around to not use 8 bits but still syncing it
You can always use more parameters or encode what you want locally and decode it remotely.
You can use stuff like AAPs for floats and blendtrees to smooth values or do math
Could you explain this a bit more
That would require a lot of explaining, I would suggest you look at this site : https://vrc.school
Thanks!
Heyo, I'd like to add a trail to a saber prop (like from Beat Saber). Not sure where to start as I have never messed with trails or particles ever. Does anyone have any guidance on that?
One way to do it would be to have your particle system attached to the blade, emit a particle at the center of the blade with 0 speed but a decent lifetime.
Then just enable the trail module and use a curve/gradient to configure the width of the trail, set its color, how long it is, etc...
Also, what happened to the toon standard shader? This is a freshly new project.
You don't need to render the initial particle, just the trail one.
Odd, it should be there
Not the first time this has happened. sigh
I'll just make a new one. I'll figure out particles when I get to it. Thank you!
Hm- Toon Standard still isn't in the list.
I'll just copy/paste a project folder.
Anyone know where I can get this exact avatar? I don't plan on buying any avatars 
How do I fix where it doesnt do this? the lashes overlapping makes the other disapppear
I have a huge discrepancy between reported texture memory usage in Unity and VRChat In-Game.
I have a lot of stuff admittedly on this model but i made sure to limit all textures down to 1024 - SDK shows total as 117MB- In game its around 400MB. Anyone know what causes this? used addons in my Project: vrcsdk base/avatar 3.10.1 , gesture manager, vrcfury, lightbox viewer. Materials are all Poi 9.2. I have rebuilt all materials, multiple reuploads and all the usual stuff.
if anyone can give me a pointer why my textures seemlingly blow up/become uncompressed in game i'd be very grateful.
Otherwise i gues im just gonna rebuild a fresh project.
I recommend using Thry's Tool to correctly view texture sizes in your avatar
^ great tool, detailed breakdown with size for all the textures. Thank you!
textures probaply coming from the base avatars layers are showing up
8k
who wouldve guessed
Any help with my issue?
i swear i saw this on tiktok, i would go to their link tree because some avi creators have a discord for avi drops+questions
almost all avis cost money but idk about this 1!
speaking offf...can anyone drop into a call with me to figure this out? its been like this for a week
show the actual toggle in unity
Thx
I already posted it last night nobody helped me
If you find it can you post it in chat?
Who me
theres literally no one else?
that may be, and I sympathize, but bringing your problem here, where it's entirely off-topic, is kinda rude.
How do I show the actual toggle in unity 🤤
screenshot?
The toggle is in the video :o
What I’m saying is I don’t understand what you’re asking
you showed gesture manager but not the actual toggle in the menu'
I'm trying to make it so whenever my character talks their eyes light up, but I can't seem to figure out what I'm doing wrong.
So I'm trying to add this halloween cape and teeth thing to my model, but the cape is moving around too much when I move, not staying attached to the shoulders. If I put the cape on another part of the armature, it doesnt turn when I look around, but its still detached from my neck, and also the teeth become visible in my field of vision
neither can we unless you explain what you've done so far.
I ain't tryna be rude
then use the appropriate channel
The physbone you have on it is affecting the attached point as well. Try putting it on the second object in the chain
Spine?
I did last night I'm not sure what happened to the post though and posts are kinda hard to use
I'm talking about the physbone on your cape
And the cape itself should probably be attached to your neck at most
Here's what the prefab looks like
There's probably a physbone component on it. Also looks like it's meant to be attached to the chest or spine
Plane 1 is the teeth, plane 2 is the cape
The physbone is on plane2
So put the physbone on the actual spine bone now?
Or on the entire prefab?
nvm I figured it out
great!
This is what happens when I put the cape onto anything that isn't the head. The teeth are supposed to move when the head moves but the cape isn't. Also the teeth are now visible in my fov. Do I need to uncouple the whole thing and put the teeth on the head and the cape on the neck?
what do teeth have to do with the cape?
any tips to fix this? I’ve already lowered all the texture resolutions but that didn’t seem to do anything
check discussion in #quest-optimization
ok so ive restarted my computer and ive stared my project and logged in and everything for when im trying to upload it and it says i need to fill out again and i cant
I had the same problem as you, bro
My avatar couldn't be uploaded at that time
They said, set the computer name to English. All right, it's settled.
as in? where and thanks
I don't know if your windows is Chinese
its English
They're the fangs that are part of the extra halloween cosmetics for the costume
Idk my friend was able to get it to work but he's gatekeeping the info from me
its aight
Your rig is fucked, open it in blender and make sure any bones for anything in the head are the child of the head. If that still causes problems use the Headchop component in unity.
not really
Poiyomi, special effects, flip book
just changing the uv scale setting and then animate the panning
I mean, that also
But flip book is less bother.
Or well, no, it's not, but it is.
you really only use poiyomi flipbook if you have a gif
It's something wrong with your VRCAvatar component. Are you updated past 3.10?
Use VCC, manage project, check what version your VRC base and avatar are
Also, shitty friend NGL.
yea was 3.10.1
Any errors in the console?
Stuff like "🛑 Error; I am actively dying because you added like 13 lights to this model, I know what you're going to do and I'm telling on you."
uh
ill check once i have to update it
nothing like that
just on how to optimize it
In the console?
Ah. Yeah that's a hint.
There's something up imeith your login credentials or the panel coding. Did you maybe delete something or edit something you weren't supposed to?
no my computer must've deleted something
coz i did factory restarted my computer to do a full flush since shi was being funny then now its not so uh yea my computer must've deleted it
I would have to figure out how to do it like visualize that
theres the values for a 4x4 tilesheet, 0.25 x 4 = 1 , so just shift offset 0.25
rare i use poi flipbook anymore, since i can edit a tilesheet much easier
and this works for a quest shader
Hey, so I have a friend who's helped me with a Vroid model. For some reason, When just playing normal vr, it works perfectly fine, but the moment I start using FBT, the viewpoint suddenly gets messed up and I can see my own neck from inside the model. Has anyone seen something like this/have any idea how to help with it
Is anyone else having issues where it just.. doesn't let you upload and gives you.. no reason? lol
nothing related to size, or too many components.
Thank you, it's likely my internet in that case.
I'm having trouble uploading an avatar. It's saying "failed to upload" when it's perfectly ready for upload. But when I remove the parameter menu it uploads fine? I tested this with another avatar with the same sync byte count and it upload fine somehow. How can I fix this????
These are the only two errors I got btw
What's your sdk version
hi people, when i try putting a decal onto a avi using poiomi my game crashes. i press the checkmark on poimi and the unity client crashes
legitametly, i click the checkmark. unity freezes. then it crashes
Hello everyone am Here to Help and make a friends
what causes an object to dissapear when you get close to them in unity?
i cant remember
TwT
im using armature links n shit to try make my assets drag and drops using vrc fury
you are too close
not really from getting "too close", but if your bounding box is messed up then it can sometimes disappear when it's not supposed to
ah yes
boundign boxxes
ty
another thing
still new to vrc fury
trying to make my transforming spear i made in blender AGES ago a drag drop asset
it WAS
working
now it wont toggle on
the animations say their working
the transitions are all correc
can someone help please, i'm trying to get the pathing to work but it changes the color of what i set when i go into gesture manageer
well thats odd. using an in game test, it works fine. i guess guesture manager is just bugging the fuck out
Can you not animate vrchat constraints?
or is there a vrcfury constraint i can use??? im trying to make my assets automatically apply themselfs
xD
pretty sure you can animate them, dont remember if i got one that ever do anything but turning it off/on tho / or move stuff to other places
ok so got around it but now, my animations are just stopping instead of returning to the previous idle state???
im trying to make the spear spin
animations arent finishing themselfs
You can animate constraints, yes. Some properties are not animatable, IIRC, but most properties are.
VRCFury questions should be posted in the VRCFury discord.
Does anyone know how to add clothes to your avatar cause I wanna add some clothes to my avatar but idk how to make need help with this pls help
Just need to know how to add clothes or outfits on my avatar
Sure, go into blender, model some clothes, rig and texture them, and reimport the model.
Ah ok it might be better if you can show screenshots so I can have a better understanding on how to do it
I was -mostly- joking.
There are lots of videos how to put clothes of avis
Unless the body is built off of a common body base, you'll have to find clothes and edit the model in blender to make them fit.
Ye, the keywords you're looking for are "VRChat Blender Avatar Clothing"
Ah ok
Like a tool or for a tutorial on yt
Could you send some cause I have absolutely no idea what I’m doing
Blender is fairly easy. I was able to work out a decent chunk of it in about a month. there's youtube tutorials for basically everything, and while making clothes is sometimes hard, it's not horrible.
but accurate!
The best jokes are truths told in a mischevious way.
Wait so there’s a tutorial on how to make clothes on blender for vr chat
There's probably a few hundred of those, yes.
Of varying levels fo quality.
What kind of clothes do you want on this model?
Cause that will determine how hard the model is to make.
Probably like a school uniform or a hoodie
Hoodies are easy. Skirts are easy to model but rigging them well has always been annoying for me.
Well and perfomantly, rather.
ugh, yeah rigging skirts is annoying
I'm sure there's a trick to doing it reliably.
Maybe after I'm done with the Psycho Warrior model I'll learn skirts.
there are tricks, some work okay
The theoretically ideal way would be to have VRC allow us to have a control mesh
Then just use cloth and 2 colliders, max 50 verts.
or just to give us Magica Cloth 🙂
Yeah but control meshes would be beastly for tons of stuff.
NEver gonna happen tho
Magica is more likely.
and still pretty unlikely, they'd have to figure out how to make it work with physbones
yuh
when it works it's pretty fantastic though
does anyone know how to fix this? ive had this problem for a few days but found no help online, the avatar is from booth
It's fine.
Literally the warning is just a heads up.
"Hey, if you don't know why something is broken it's probably this. If it works, don't worry about it."
it wont let me upload the avatar to vrc though, theres nothing else telling me whats wrong, just the performance
Check your console.
alright hold on
Also you have 11 other alerts.
how do i do that? sorry
Avatar component, there will be a blueprint ID, reset that
If that doesn't work, double check that you have Avatar and Base components 3.10 or higher.
They changed how blueprint IDs work, recently, so you need to update to 3.10 or higher.
My wife had that issue a week back.
That one gives you a pretty clear error though
My memory of the ezxact error is vague and blurry, I was drunk when I fixed it last time.
hah
Most of the time I'm drunk when doing unity and blender best way for it
I wake up and I'm like awwww you shouldn't have
I document my changes better when I'm drunk, which annoys sober me deeply.
Humanoid bone config is wrong. Configure it correctly.
yeah wrong bones in the slots, click "Configure" and review what's there
Ah ok so I see what I’m missing it’s the upper chest
But I don’t have a bone or child bone for the upper chest
But I have one for the chest
you can skip upper chest
Oh ok
it's optional for vrchat
I also set jaw to none but I clicked on chest and set it to the chest bone
good
But um it still won’t let me config it tho
So um idk what I do
I have no idea what you're trying to do?
So I went and double check the avatar in avatar but I’m not sure if this will cause problems
Cause it says character not in t pose
below the bone list, there is a little "pose" dropdown with an enforce t-pose option
Ok did so so it’s not fixing anything it seems like I add the chest to chest I have upper chest and jaw set to none
Idk what it means by tie bone was found instead of chest
you'd have to show the error message
oh the one you showed before - it means Unity guessed which bone goes where, and got it wrong. If you've fixed it, that message should go away.
TieBone is likely the name of a bone in your armature
Does anyone know what causes the head to just hunch over like this?
In an older update, the avatar's legs would be behind until I overrid my idle
Now the head just hunches over.
It doesn't do this in gesture manager at all, only when ran in vrchat.
hows the spine looking, probably need to straighten it
Ah ok I think i see the problem after loading it in blender but have absolutely no idea how to fix wtv you wanna call this mess
not sure what mess you're referring to?
I mean for the armature
what about it though?
It’s a mess that might be why and it looks like some bones aren’t really connected
bones don't have to be connected
I am noticing that the green seems to cover where the hair front bones are, but I don't know how to remove this or if this is even a cause
Oh ok
Well cause this is what the armature looks like
the only thing that actually matters is if you have a humanoid rig
the humanoid bones look fine here. A few others point in odd ways but they could be for accessories or something, no idea from here.
all that matters for this part is as Diven said, the humanoid bones
Ah ok
So does anyone know could be causing this?
So then idk why the rig isn’t registering for it then
show the actual hierarchy
Did you save after you put the right bones in the right places? feel free to show us that list, and yeah, the bone hierarchy would help.
hips down to head, you can leave the legs and arms collapsed, just showing shoulder bones
prefer to see spine in blender, unity is 'eh' , but you want some slack on the neck and might be viewpoint too far out/in , been awhile since ive seen the hunchback on a avatar
I think I figured it out
Cause it worked and converted to humanoid
After I exported the blender one I edited a bit
And now I ran into a new problem but have no idea how to fix this
Cause I’m uploading this to pc first then quest
I recommend taking a look at the console for more details.
Also it says there are 4 alerts but none are shown, you'll want to look at those too
also you didn't name the avatar?
better weight painting
Does anyone know why when I click “Upload,” the interface turns gray and nothing happens?
I’ve already checked the SDK version and rebuilt multiple project files, but every time I click upload, the SDK just gets stuck.
Does anyone know what's causing either my legs to be behind, or my head forward? I tried moving the view position back and forward and it made no difference.
The spine is completely straight in both unity and blender, so the cause of it leaning forward is an absolute mystery
Viewpoint, maybe. Set it higher or lower, also expeirment with HIP/Head lock IK.
Where is the hip/head lock for this?
Also it only has this issue in game, gesture manager or regular play in unity doesn't cause it to lean forward
in VRC, use the search in settings for "Lock"
Oh then yeah probably viewpoint, since that links to your hmd
Ugh, the menu system for VRC is so ass. I'm not at my desk so I can't search it and specify, it might be only in the small settings menu?
Changed viewpoint to be 0 on the z axis, still no difference.
oh uh, maybe your humanoid has a weird tpose?
I have to override that stuff all the time.
Hm. Weird.
Is your avatar's root even at 0
The hip? As far as I’m aware yes. The lean doesn’t even occur using gesture manager or previewing in unity. Only in vrchat.
the actual root of the fbx itself
of course its not going to happen in unity
you dont have tracking or ik when previewing in unity
I was busy at the time but I can't find it so I'll dm you
is there a way to make a particle system that can interact with contacts? like lets say i wanna make grass that dissapears when the end of my sword touches it
Yes what diven said, you need to add a collider to your sword that will kill the particles (you can turn on collision in particle settings and change the behavior to kill the particles)
This will only work on PC though since you cannot add colliders to quest avatars
incorrect
stations exist on quest
Hopeful i wont get ignored this time but can someone help me with this
show the first 2-3 errors.
i did its this
there is nothing at all above that?
nope
well nothing there is of much use, sorry
can anyone else help been trying to get this avi to work for three days
can you screenshot the console again but don't crop so much, so we can see the error counts in the upper right?
7 errors but I only see 6. Perhaps clear and try again. Or see if there are any errors listed in teh build stats area of the build console
(the window where you click "build and publish")
yep, no idea what any of that might be referring to
is there a fix for when heels are under the floor without blender intervention?
My avatar was working fine, and now it's doing this ingame. It doesn't do it in the Avi Emulator. Does anyone know what's wrong?
Nvm fixed it!
I'm trying to replace and audio clip for an asset I bought and it's longer than the default one and it's getting cut off early, what do I need to change to get it to play the full length?
Maybe extend the animation, if it turns the player off after the sound.
good start, will try
don't really have a way to tell which animation or part of the FX controls the sound in question, of the things I tried they don't change anything
process of elimination - turn off all layers, turn on each one until you find it
(in play mode with an emulator, etc.)
oop, found it. my bad but thanks lol
nice
can someone explain to me like how in horror avatars if you do something (like with your hand or stuff like that) u can jumpscare people with SOUNDEFFECTS? like wth
contact receiver on your hand that triggers when contacting another user's sender, like their head
anyone else can help me ?
there's not enough information in these errors for anyone here to help, maybe there are other clues? Like the build stats? Restart Unity maybe?
crazy
what if i'm not close enough to touch them how can the jumpscare work?
like in other ways
bigger contact receiver?
ive tried it into two differnt projects the only thing that was showing in the build and punlish was a gestuer mask which i fixed i cant give anything else because there is nothing else
throwable object?
what exactly do you want to do to trigger the jumpscare?
do you mean like using gestures? For example, do a thumbs up and a jumpscare happens
menu toggle?
-# lunarix is typing
ts so hard
wait i mean like yk the youtubers lolathon or cyberchimp i watched it from them idk what they do but i don't think it's a menu toggle it is more of a gesture (OR SO I THINK)
i don't even know if i'm just yappin but yeah
if you can explain what you want, we might be able to help
yeah, if you can explain how you want it to function we can help with the technical details and getting it to work
sorry guys i'll try
it seems like what you're asking for are jumpscare animations + sound effects that play whenever you make a certain gesture. As for triggering something with a gesture, it's pretty simple. There's a parameter for each hand (GestureLeft and GestureRight) which give a number 0-7 based on what gesture you're making. You can just assign each jumpscare to the right number.
There's a lookup table for what gesture corresponds to what number in the creator docs: https://creators.vrchat.com/avatars/animator-parameters/#gestureleft-and-gestureright-values
so basically i want a way to trigger a jumpscare with sounds without having to use a menu toggle ye that
right so what do you want the trigger to be?
for the jumpscares themselves you may be able to find prefabs or pre-existing free sound effects, models, animations, etc, or you can create them yourself.
I'm not entirely sure what type of effects you want, but what I usually see are things like monster models jumping or running out with sting or screaming sound effects, screenspace shader animations, or something changing on the model (like the head rips open to reveal sharp teeth or something)
is there like a way to appear and then do the jumpscare?
like you want your avatar to be invisible and then only appear when you trigger the jumpscare?
like your invisible and u just pop out and jumpscare them?
YES
like i can appear and disappear?
why is ts so hard tho
why is what so hard?
oh yeah there's a few ways to do this. On PC you could probably use tranparency or UV tile discard? I would recommend against disabling all mesh renderers or hiding the model far away because those can cause a bug that makes you stay invisible for other players until you reset the avatar
you could try moving the model below the floor (but personal mirrors or skybox and player-only mirrors will give you away
I've got a disappearing thing on one avatar, it uses Poiyomi dissolve in cutout mode, works decently. Still can't hide your nametag though.
i mean just understanding everything about this
is there a way to even hide it?
eh.... I'm not going there.
if you move the avatar far away or scale it down that can sometimes hide it, but that usually causes issues. I also think that may be considered abusing unintended behavior, so the avatar could get taken down for that
if you're only using it around friends though then you should be fine
some people will just do that to like hide crashers and stuff. Also some people don't want to be jumpscared and it's hard to turn off your avatar if they can't see your nameplate
I think it's fine as long as you just don't hide your nameplate in public though
alr
Heya, im trying to join a 2 meshes together in blender and managed to merge them and recalculate all the normals but have a slighty obvious merge line that I dont know how to fix
i mean a nameplate cant be that much
face edit mode, select faces, in the menu: mesh -> normals -> reset vectors
assuming you don't have custom normals, this'll wreck them
you could try just using an additive animation on the base layer that moves the avatar a few meters below the ground
nah i'll just stick to the nameplate i don't wanna be a rude or smth
No I tried that but it didnt fix it
and i'm new too this so let's start slowly
are the vertices around this area actually joined?
Yes
not sure I get what's causing that then
if you want to hide it from mirrors you can also scale the avatar down or turn off the mesh. I would advise having at least one mesh visible at all times though to prevent any bugs. For scaling it down you could use a scale constraint on the hips
it's a bit zoomed in too, hard to see without some more context
i'll see
i still have to learn
One of my friends said it could be the normal mapping
hello, i just bought the vrc pcss addon from boothe and im struggling to get it to work. Is anyone able to help me? Im sure im just missing one thing to make it work.
Sure, if you have a normal map applied in the material
But go into studio mode rather than material mode, see if it shows up there
i gtg so i'll text you if i need help with smth
The lighting is on studio mode
I'd probably start with small functionalities and add more as you get more comfortable. Try adding a scale constraint to your avatar's hips, and set the target to an empty object on the armature. Press the "activate" button to lock and activate the constraint. Then you can make an animation for scaling the object to 1 and to 0. I would follow a tutorial for controlling facial expressions with gestures, but just replace the facial expression animations with these scaling animations.
well remove the normal map or set its strength to 0, see if that's it
this should let you hide and show your avatar with gestures, then you can add more functionality later like sound effects, animations, etc
It doesn't have a normal map attached
It's got to be the mesh itself then, maybe duplicate faces? I really can't tell from that image.
Whats weird is if I change the color to object its fine and not there
maybe enable face orientation, it could be a backface
i’ll try my best thanks for now
is this the result of a merged solidify modfier in blender? Can make it look like a single mesh even though theres a duplicated mesh inside thats merged. Best way to tell is to pull apart the mesh in edit mode. Just a thought.
yeah - it really looks like a duplicated face
does anyone know why my my phys bones cant be grabbed? I have the settings for grab and pose both set to true. am I missing something?
u need to set the radius
set the radius under collision to 0.01 and make it larger to your needs
thats in the phys bone settings btw
No i didnt use a solidify modifier
im 99.99% sure its a duplication or some sort of overlap. Is there a better angle you could show?
When I joined them I clicked the two vertices and selected merge at center
I dont know know unfortunately I saved over my previous save
might be more vertices than just that one
yes
perhaps u selected one behind by accident
would explain the overlap
cant really tell without a better image
No its still one vertices and its connected
would you be willing to share the blender file?
yeah that really looks like it's not joined
I cant sadly
select the area, mesh -> cleanup -> merge by distance
the tapology isundesired
thank you so much🙏
The clean up did nothing
im trying to make a radiant wheel for a thickness increase but the second it hits 100% it reverts itself to 0% even though its at 100%? any ideas?????
Turn off looping on your animation clip
that fixed it. thank you
You're welcome ^^
Hey I’m working on a fun avi and wanna give it some cool eye expressions does anyone know where I could get some cool eye textures??
You'll need textures that fit your personal UV layout
Guys help what does this error mean and how do I fix it?
it means your avatar failed to upload. This by itself is just telling you that, which I'm sure you already know.
the messages in the console appear in the order they happen, so scroll up and look for any other 🛑 errors to see what could have caused this
Avatar missing shape keys.
did you just export from blender? probably got a modifier on a mesh which can't auto-apply. Fix that.
i keep seeing the label "jex texture"
does jex mean anything special?
or is it just a label
How do people retopo toes? Image 1 is the topology of the Winterbold base and you can see some of the geometry of each toe is intersecting with another toe. Image 2 is my first attempt at making my own base. I started with some spheres for the toes (not the claws) but obviously this is a waste of tris and not great topology overall so I want to retopo them, but how would you even start that process? Do you retopo each individually as separate objects and only after that join them together?
This is my first time retopologizing and sculpting in general, and my first time making an avatar, so my b if it's a stupid question.
I do one inner toe separately, then mirror it so you have the two inner ones, then do the same with one outer toe. I also use an empty as my mirror object in the mirror modifier to make sure they don't intersect until I'm ready to stitch them together
wdym by inner and outer toes?
Inner as in, like, big toes?
Like what would be your thumb on your hands?
@junior void
Or by inner toes do you mean the big toes?
That's probably what you mean
that's how I'd read it
I wouldn't mirror them though, I'd make the first and third the same, second longer and 4th shorter
Neither here nor there since that's stylistic preference
yep
What I'm taking away from what Zero said is to retopo toes separately, basically
Makes sense
That was my intuition
yeah - not sure I'd take that approach but it makes sense
use subdivided cubes instead of uv spheres for better topology
Hindsight 20/20
Was expecting to retopo it anyway
But it stayed together much better than I expected
Now it is obvious, but it wasn't then
for those shapes id duplicate/scale subdiv cubes for all of them and then delete the back half of them, then fill in the bits between and the rest of the foot
This is not germane to what my question was tho
very vague but uuuh idfk how to explain stuff lol
it seems like that might be what your reference model did too, started with subdivided cubes for the toes and worked their way back to meet the leg topology
??? im lost
Probably one of many other issues.
ahhh
I'm getting this weird error where it says the bones are missing when I'm trying to animate them, but they're clearly not missing
also when I go to preview the animation it sets the bones at 0 0 0 for position
Apparently it was the names that were the issue, I renamed the bone the two other ones were attached to and it fixed it somehow
If it's saying missing it rather mean the animation path to the object had been changed.
thats the weird thing, I literally changed nothing and it starting saying its missing
This white stuff appears between my avatars legs everytime i look down and i have no idea how to get rid of it
Identify them what object it's from. You should try moving bones in unity and see what make it move.
my best possible guess is the root because it's inbetween the legs
You have to actually check, not just guess.
that's the opposite of where it would be though. If it was attached to the root, it wouldn't be moving so much, and wouldn't move when you moved your head. Most likely it's your head bone or a nearby one (like neck, chest, eyes, etc)
does anyone know how to preview .anim files like this:
You just select the animation clip file.
i did
Then what did you see?
Pull this up
Hey guys i have an Generic Avatar here and for some reason it does not work properly. I have three layers, and only the "Walking" layer seems to work fine but the "Talking" Layer doesnt do anything at all for some reason:
The only thing that is in the "Talking" layer is this one animation and the Motion Time for the Voice Parameter:
The only place where i have the Controller in is inside the Animator since that is the only thing that seems to work somewhat as of now:
this is why
it has no idea wich mesh to talk to
see this one have a mesh and menu appear, other dont
both generic
if you making a plane avatar, do it in blender so you have origin right and it will have a mesh as generic
OK so I have been working on this world for two months and I finally was confident enough to try something with udon for teleportation to another part Only problem is that then it did not work so I had to scrap that and now I am stuck with this error that I cannot get rid of and I have googled it and everything and honestly I'm getting very stressed out can somebody help me to fix this
hey, does anyone one know a reason why this could be happening to my avatar, when in T-Pose, the feet on the avatar are fully straight, but when entering Play mode and in game the feed just rotate to one side, and this rotation persist even when calibrating for fbt, my avatar doesn't have any special animations, not even gogo.
you might want to ask in #world-development
ok
its vrchat locomotion, it shifts legs
to my understanding this should not persist when calibrating for FBT, and last few avatars do not have this problem
most fbt tend to disable that in settings , mines off
aah how would i generate that?
I did make it in Blender. Do i need to change anything in the fbx settings?
Peak it did work! Thank you so much ❤️
Hey all, my avatar isn't letting me configure the rig. it's saying that i'm missing a bone, but i already have the bone in the model! if anyone could help me, that would be kickass.
if you reply, @ me
im a little confused as i keep getting this message. i made a new unity file and VRCFury adds just fine. it only does this with avatar 3.0 manager, Av3Emulator and i just installed a follower package and i not sure if that could be the possible cause or not
Hi can you screenshot the whole thing please It is a little hard to understand that
Can you screenshot the logs please
No that's amazing thank you
Nooo DW I'm on a jog
i also just seen this, dont know if its important
You have space in your C: drive right
Oh yeah plenty of room
thats what im confused with, i downlaoded 2 things to my VVC application as they were follower prefabs, then thats when the issue began
Yeah VRLabs had an issue
okay there are two things we can try first one
windows + r
%LocalAppData%\VRChatCreatorCompanion\
do you see the setting.json file?
Can you move that to your desktop or somewhere else
Okay when you load up cc now it should make a new one
are all my projest supposed to be gone or?..
Yes they aren't there but they are DW
Can you now delete the new one and more the old one back into the file
alright, done
Can you check cc see if you have the same error
That's annoying
could it be something with this or nah?
i removed the one
That's annoying as well it normally says that
so i remoed the one and i still seem to get the same error 😭
Broooo
I'm trying to make a texture on SP, but I want my teexture to only apply for a certain part of the UV map. Quick Mask is useless, and using normal black or white masks only dont do the job at all. I've tried using the setting that makes it so that painting doesn't bleed over to other islands, however that rarely ever actually works. Does anyone know a way that I can section off only a specific part of the mesh to paint on?
Does anyone know how to make corrective blend shapes look good ?
my problem is that when i rotate my arm it obviously changes where the Blendshape moves the vertices to. And it looks even worse in game, I have no idea how to approach this so it doesnt look awful.
I've tried this but didn't really come up with something that was noticable enough to be worth the hassle. I usually just use twist bones and call it a day.
Naaa man you just double joined everything looks fine
already have twist bones set up, and imo corrective blendshapes are noticeble enough for me to care. its just that it doesnt work off axis that bothers me.
I did try using an extra bone on the elbow constrained to the forearm to reduce some of the elbow movement... worked alright in one case.
Isn't that bad for fbt
I don't see why it would matter?
@vapid cosmos did you get it working
Back sorry I didn't see the earlier messages I've been modeling!
Aaa sorry 🤣
But no, I haven't. I'm just gonna result into finding the packages myself and importing them into my unity scene
I truly don't know the issue 😭
Idm at all
Oki can you move the settings.json back to the desktop
Done!
Can you now go to cc and make a new project
See if you can add that package to it
Just as a test
Hmm, strange it still doesn't work even with removing the setting file
You know I love cc sometimes but most of the time
I'm finna fight this application 😭
i dont know if this is useful but could it be related to this aswell??
As vrc fury adds fine, gesture manager is fine, it's mainly just avatars 3.0 manager, Av3Emulator
Yeah that's very strange you can add that settings.json back now
I'm going to see if I can replicate this error
Alright, it only started after I tried following a vrchat follower tutorial
Apologies
Naaa all good 🤣
Also that I could try doing is deleting the community repositories from the settings and reinstalling them to my creator companion
Tried it, that also failed
Nooooooooo
I'm now genuinely confused on what the issue even is
So im a little confused, I can update an avatar ive already uploaded (it uploads fine), but when I try uploading it as an entirely new avatar i get an "Avatar not found" error. Any ideas why?
can you show the actual error?
I suspect it's because you can't upload new avatars with SDK less than 3.9
(which you don't want as it's buggy, use 3.10.1)
I use Vrcfury to simplify my projects, which doesnt work with 3.10.1
however im using 3.9
sure it does.
well i'll try updating it and i'll see what happens
Works fine for me.
likewise
wasnt 3.9 still viable for a new uploads tho?
1.1278.0 and 1.1269.0 on 2 different projects.
k i updated to .10, uploading now to see if it works
i think i figured out the issue
It can, but it can break avatar for first upload if it failed.
Okay so when i updated it, it updated incorrectly
especially since the Avatar Descriptor looked REALLY off
unless thats just what it is now
Check console for errors.
its the same, and being off does mean it is died halfway
like being able to choose the animations is nice [male or female] but the rest was REALLY icky
i re-updated it and its fine now
probably from a failed update, since again, it's all good now
plus the avatar just uploaded
so we ball
Anyone know how to do something like this with menus?
anyone know how to fix physbones jittering when i sit down? so, my skirt physics jitter when i sit down, probobly becuase theyre colliding with the leg colliders?, idk much about skirt physics its just a booth outfit that came with the physics, i have another outfit that did this too! is it a common issue? or can i fix it? if it helps i can send screenshots
I believe colliders physics are always gonna be jittery. However I could be wrong. If I where you, id mess around with the phys bones collide radius, the radius of the actual collider and the gravity settings untill you find a nice balance where jitter is low. I don't think it's anything your gonna ever fully avoid. The best you can do is get it to a manageable state that doesn't bother you in game :). I could be wrong tho, I don't mess with colliders all to much.
Try using the "physbone as spheres" or similar checkbox on the leg physbone colliders
can somebody help me my balloon when I turn on world drop its sticking to my hand
Does anyone know how to handle tracking for a model with a long neck?
when i look up and down, my character starts to float or descend into the ground
Then you didnt do the cknatraint correctly
Or the animation
Either or
if your viewpoint moves too much, this is what happens
can we join a call so i can screen share
it's based on the viewpoint as opposed to a particular bone?
I believe the viewpoint is anchored to the head bone
Just send screenshots
Other way around
oh really
The head bone is forcefully ik tracked to the viewpoint
Its why when its too far forward your avatar shifts up and down
does the location of the view point
Or if you use hip instead of head lock
also affect where the legs try to go when on desktop / not full body?
Technically yes and no?
because i have an issue where my legs go far back, instead of remaining in place
In desktop the camera literally pans up and down to compensate
is it because its on hip
Mmmmmmmm fury
to compensate for what?
The offset?
If it just rotated the viewpoint without moving it up and down you would be dragging the avatar up and down
ah, which is why it only happens with tracking
it looks fine in desktop
but with tracking it has to correlate to where my literal head is
so it has to compensate
If the avatar moves up when you look down the view point is too far forward
is the root bone the prob
Well yea
that's fine - you just have a "humanoid" neck and head bone, and the viewpoint somewhere in the chest where your human view would be, and the rest of that neck you do via some bone chain with constraints or something
treat it like it's a costume your IRL self is inside
bone chain?
Youd want to have the viewpoint shifted forward equivalent to the vr headset irl compared to your face
a chain of bones going up the neck to move it however you want.
i can move the view point down towards the base of the neck
Overcomplicating it
Vrchat's ik already does the head tracking fine
okay
haven't done this myself, just talked to others than have, apparently differently
how exactly can you hook that up? afaik there's certain bones that need to be present, and anything else is kinda like, separate from a standard model
Well
right now the neck joint is somewhere in the middle of the neck, only one joint... it looks a bit awkward but could be worse
i tried messing wit hthe head/neck bone to fix the issue but based on what you're saying the viewport is the issue
For humanoid rigs for vrchat
Its just
Hip>spine>chest>neck>head
Hip>upper leg>lower leg>foot
Chest>shoulder>arm>elbow>hand
Viewpoint needs to be whwre your irl head would be not the avatar's
Well specifically the vr headset
As well as the controllers
Since the avatar just tries to move those 3 points of the avatar to your tracking
Its why the hands "wont go down"
ok i can adjust that
Just slap the view point in the neck and you are fine
Use a headchop component if it blocks your view
that's the bit that makes it so i can't see certain things nearby right?
parts of the model, that is
Well yesnt
On the local avatar when your view is close enough to it it scales the headbone to 0 by default on every avatar
Headchop is a component that lets you control this functionality by specifying the object you stuck it on's scaling when vrchat triggers this
So you could scale anything to whatever scale value between 0 and 1 of itself based on if the normal headchop is triggered
People use it to scale up hats n stuff so its still visible
Or in your case scale the neck to 0
Thatd work
Let me see how it is on desktop
The ik is indeed stupid
wont my perception be kinda weird since i won't be looking out the avatar's eyes?
If you find it weird then yes
You could add cameras to the eyes that take over your vision but I wouldnt recommend it
A what
the neck basically folded into itself
Oh
Odd behavior
i adjusted the bones to my pre-fiddling but all i did here was change the viewport and move it into the neck rather than be in the head
You might need to actually do the secondary bone thing then
yeah this is exactly why I said it
Shouldnt be moving the head like that
My only guess is its too far from the view point that the ik is trying to drag the head closer?
i think that's what's going on
yep, that's my assumption too
is there any guidance to follow on how to do this sort of thing then?
It normally shouldnt do that though
this is a pretty uncommon model type i imagine given the neck
Its just go into blender and duplicate the neck and head bone and use the duplicates in the humanoid rig
Then adding vrc rotation constraints to the original neck and head tracking the duplicated neck and head rotations
Though you might need to scale down the duplicate neck and head to fit humanoid proportions
uhhh
They dont need to be weight painted they just need to exist
Ok vrchat sdk just suddenly isn’t showing up
Need more info than that
On the top left where it was before, I made a new project and now it’s not showing up in unity
Or in any other project
I didn’t even do anything to make it go away
Well did you actually import it
I thought so? It was there once before but when I closed unity it went away
How do I import it again?
Using creator companion?
Check your console for script compile errors, one can break them all
ok gonna try what u suggested diven give me a bit to work thru
Do i need to duplicate the eye bones as well?
No
eye bones must be direct children of the head bone in that slot
Way cant i up dat th sdk any more i am on sdk3.8.1!!!!!!!!! help
because you have to be on 3.9+
so i just need to reparent them?
worth a try, but I suspect you'll need to duplicate them and use constraints
ok i will duplicate the eyes then
but how id dose not let me !
what, since when👀
it says so right in that error though
weird, why cant it be anywhere in hierarchy, not being humanoid bone
@dark cypress the what and some images pls
you cannot upload a new avatars on pre-3.9
I am not aveb to update the sdk in the VRCcreatat compionan like usaly thrue the Project mangment seting and the in the drop don menue. I am on the news version
if you are on 3.8 you are not on the latest version of the SDK.
the news versi0on of the creater compainan 2.4.5
thats not the english i learned
ok so i did the bone duplicating
i can't see now though...
i think my viewport isnt disabling the geometry around it
K got it, but now the avatar won’t load? The model I mean. The thumbnail loads but the avatar has a blue box next to it and every time I click it the background goes blue and the avatar comes, but then when I try to build the avatar it doesent build
