#avatar-help
1 messages · Page 222 of 1
Did you headchop
yes
can somebody help me my balloon when I turn on world drop its sticking to my hand is the root bone the prob
Vrchat doesnt use it outside of mmd worlds using it so its not a requirement
i see
i can mess with that after i suppose
why is the headchop not working? did i maybe do something wrong?
nothing in here shows how you have the constraint setup, maybe show that?
huh
Is neck the duplicate bone or
neck is not the duplicate bone
Try global scale factor
setting it to 0?
Wheres the bone
Does building the avatar take a while? I’m just sitting watching a grey bar
which bone
still all black
For the balloon?
oh fury - no idea how that works, sorry. There is a vrcfury discord though
Go to the vrcfury discord
can u send link
it's probably on their website
Alr, still just on a grey bar
Hello I'm legally blind and I just finished making an avatar and a friend and some hurdles of unity with the octagons and I was wondering if I could have some help going through them due to my lack of vision if this is the wrong Channel I apologize
Just shoot me a DM
Just state your issues
No reason for dm
the viewport preview ball isnt displaying anymore
i tried reloading the sdk
and gizmo visiblity is on
Are you sure it is
Theres a dropdown
everything in the dropdown is toggled on
Are youediting the view point
yes
doesnt appear
i tried reloading unity as well
nvr mind i got
had to click on the model itself too
I can't see the issue i am legly blind there 15 stop signs and i have to fix them before i can upload them
I'd have to call
Wuh
Like move it to my desktop?
I can't read the errors. . .
@spark walrus unless youre missing auto fix button from panel being too narrow, you do need to fix em and address by one
and post some images while at it
I didn't the stuo fixes already but it still won't upload
some form of english pls
Yea
You can. Do both settings.json and the repos
If it doesn't work then idkkk
I'm sorry I can't see I'm a little frustrated and I've had a pretty bad day I've done that already but it still will not upload.
Now, would I only add back in the setting file or both?
Try the settings file
Hi all, is for anyone else the readyplayerme avatar creation with a photo not possible anymore?
Setting file worked!
Would I keep the repo file out or put it back?
Hang on let's try and reload it
If you open CC manage packages
Then there 3 dots
At the top
Ye
Press that button
trying to undo some of the stuff i tried, any idea what might be causing the neck to fold in on itself here
it's only doing it in the rigging (and vrc)
Yes
just reset the rig
reset it? how?
its a setting at the bottom where you enforce tpose
Done
Is has the Repos has that got stuff in it now?
Yeah
Now delete the old one and you back up
Tysm for the help!
Amazing
Sorry it took me a while but now at least someone who has this issue next time will be quick and easy
does anyone know how to handle rotation states for eyes on a prey eyed model
where the eyes are on the side of the head? mine keep going out of bounds and leaving him with herobrine stare despite it appearing fine in the unity editor
thanks! yea ill check that out!!
yea i get that, i only notice it when i sit down, then it starts to jitter, not the end of the world but illmess around and see
Also, why is it that when if my default eye position is "looking straight", putting 0 for all positional values in the rotations is not the same as the resting state?
looking for someone who can help me with a project in blender that require setting up the bones and the basic facial expressions with some blend shapes. I need assistance setting up the the blender model to show in vrchat/unity with proper rigging and physics and I wants to edit the expression in blender to be more vtuber like.
@arctic ginkgo i installed everything i need i start from the 3d model right?
@kindred hazel you dont want to mention money in this server and ignore scammers in your dms now. there is vrc traders server in #1204490664637890580 that has some checks and moderation
oh sorry abt that
just be aware if someone dms you promising anything👍
got ittt tysmmm btw 🤎
im confused about these phys bone sagain, I finalyl got them to be grabbable, and got everything set up for the pc version of the avatar, then I switched it to quest to make it quest comaptible, and everything works fine except the fact the physbones dont seem to be on the quest version, even though I have them present in unity?
here is one of them
hey for anyone who uses pumkins avi tools, does it still work for yall? cause it kinda just doesnt tranfer PhysBones for me and just gives this error
@mellow vigil were the limits not exceeded? show avatar stats
well it would tell you in upload stats
it just would go through still, just removing every component when exceeded their amount
like, some wont allow you to upload at all, some would change your rank and thats it, and some would in the end just be stripped off despite being uploaded
sounds like the bones have the wrong orientation or roll - you'd have to check in blender that they are perfectly vertical, with 0 roll.
i dont think it's this
i think something else is going on...
i just did
ok good.
one eye was very slightly off but that didnt fix it
there was a moment earlier when i was fiddling with the head stuff where it WAS the way it's supposed to be
Is there any way to change the font of the toggle menus?
I've been messing with color, I just want to see if there's any cooler fonts to use also.
Not to my knowledge. The font is baked into VRC.
You could leave them unlabeled and use the icon image to label them with text, technically.
Does anyone know where i can turn automatic footsteps off?
I'm having this problem but i'm unsure of how to properly slve it:
shoot. Thought I remembers seeing some eccentric E-boy avi's having that before. Perhaps I'm mis-remembering.
since idk where that auto steps is or what it does precisely
probabaly using unicode characters.
Same way as people have funni edgy names in discord.
Get some help
𝔉𝔬𝔯 𝔢𝔵𝔞𝔪𝔭𝔩𝔢, 𝔱𝔥𝔦𝔰 𝔱𝔢𝔵𝔱.
Ohhh bet, do you have a recommend website by chance?
I was able to upload a avatar but the colors won’t work? It’s the gooby gator. I can’t recolor the clothes nor the eyeshadow, or change the eye shapes.
And some clothes don’t work as well
how are these colors supposed to work?
anyone got any idea why this happens?
doesn't matter what project i use it just keeps doing this
Describe "this"
so bascially, the prepare your content is always blanked like it is there even with new projects or like a simple cube and it wont let me upload it will just tweak the ever living shit out and start flashing either with the accept thingy or like it will just ego me and not work
like i could remove the avatar id from the avi and even still giving it a new name icon and everything it still just does the same thing
Are you asking me or your own question?
ok well there's fury here and it says to look in the console for errors, but otherwise I'm not sure what the issue is
You - you say "the colors won't work" but don't explain what "the colors" means or how it's supposed to work. And you said "I can't recolor" - what method are you doing here?
ive removed the vrc fury components before to see how it'd react but its just the same reaction everytime
Okay so I uploaded the avatar to vrchat and logged in. The clothes and skin have different color options. They’re set color options tho, no color wheel. But whenever I select a new color, it’s just the default color
And whenever I select a new eye shape, nothing changes. Same with eyeshadow color
ok so you'll have to do some debugging, figure out what animation layer does the color changing and see what it's not doing
Yeah I have no clue how to do that ngl, I just got unity today
I ain’t even mess with anything it just came doing that
maybe contact the creator then, they might offer support
That means it’s a problem the creator made right?
Alr I will
ok so i never use vrc fury
this object turns on
but never turns off
why
(i recently turned some of my assets into vrcfury assets so they can be dragged onto the avatar and whasam they work)
but vrcfury tries to apply a fix write defaults
which breaks my assets
VRCfury has a discord server, ask them, as they developed the prefab/tech
Yeah if you don't use Write Defaults = on everywhere then Fury is likely to be a problem
Help I'm not sure how to apply textures to this model I have the texture sheet I don't know how to apply it :(
in Blender?
Yea
I'm working on another outfit for my avatar, but the outfit isn't the same offset from the ground (i.e. thinner shoe soles, no heels), so I'm having concerns about integrating it as part of an outfit change function I'm planning for my avatar.
How is this normally done for, let's say, going from flat shoes to heeled shoes? Or from one pair of shoes to a pair of boots with thicker soles?
go in the Shading tab and find the material you want to change, in the node editor is probably an Image Texture node - pick the right file
Thank youuu
Hello I'm currently trying to upload that Avatar and I was wondering if anybody would be able to help me I'm visually impaired so it's very difficult for me to see if anybody's willing to call for I can fix it just at me or DM me please
Does anyone know how i can fix this shader error?
why does ts look so cursed ?
poiyomi has a discord, but try unlocking the shader first
I have a problem. I want to set up avatar so when i activate toggle A (part of asset with internal controlls and build in animator) it activated Toggle B (the toggle on main FX layer of avatar).
I struggle to find a way to reference parameter from that controller
do you actually have a prop with its own animation controller and are not merging those via something like vrc fury?
How do I change textures in unity because it's not working :((
It already has a texture but I whant to replace that texture with a different texture
what isn't working?
You swap the textures in whatever material you're using...
How do I do that 😭
it merges on upload with VRCfury. i am simply trying to figure out how to code it so both animators parameters reference each other without me having to fully merge them before upload (i would have to fix a ton of animation from the asset if i did that)
Thank you for your advice!
Full Controller has an option somewhere to mark which parameters are "global"
find the appropriate texture slot in your material and drag a new texture in
- click on asset you want to swap texture in.
- in inspector find Skinned mesh render and material (material always at very bottom)
- open and optionally unlock the material
- 1st slot should be the texture (this can differ depending on shader)
- As Kazin said just drag new texture into that slot
that, do that
Is there some kind of trick for spring joints? No matter what I do, how many tutorials I follow, my shit does NOT move,
and it's as soon as i put in the rigid body into the connected rigid body area
shit just freezes
i was blind... indeed it is there... thanks maybe that will do it.
I rarely use fury but I think that's what you want
i was using fury for most part till i remembered how to fix animations ( i was merging outfits from multiple variants of foxipaws avis)
anyone see anything wrong w these settings?
I only use it for things I give/sell to others
rigid body is on the index finger, and springjoint is on my model i want to move around
uhh.. still cant reference it in main FX do i need to make a "copy" of in in main FX params?
Why are the physbones in my tail not moving except for one? And how can i fix this?
All bones are weight painted and rigged correctly
there is a "ignore other physbones" option
in there somewhere
on the physbone itself
disable that for all of em
it'll make the ones down the line not move
oh yeah - always add it to the animator, even if Fury does its magic later
fury will just merge the same-named ones if they are marked global
KAZIIIN do you know how springjoints work, and can you help me ;-;
i've spent 5 hours on this and i gave up trying by myself and watching tutorials
😭
I don't have that unity project open - finishing something right now, but I can probably look at it after
I just did that and it’s still the same
oh well then i got no idea!
if it's not on for ALL of the physbones, including the first one
idk whats wrong D;
that fixed it for me when working w em though
testing with gesture manager
I found the material but I'm so confused on what to do next
textures go in texture slots, such as "base color" or "albedo" or "main"
feel free to show us an image
reference screenshots
anyone know what to do about this? This comes up everytime I open my project (the scene is completely empty and it says unknown error when I try to open), this is a project ive been editing/working on for a week and everything is gone
explain what you mean by broken - won't open when you do what exactly?
I FIGURED IT OUT! I had to make “multi child type” to first
Thank you for the help!
its broken all of the blendshapes around the mouth, and distorted the texture into that creppy smile (which should be a stardard closed mouth.
I found it but now what
"Albedo" is the base color texture. What do you have as far as textures?
@somber sequoia IT WORKED YIPEEEE.
Thank you. May the divine reward you with good fortune and power to never fall to Spagethi-Code Moster
no idea what might have happened then, can you explain what you did?
i was clicking auto fix on some of the review alerts just before i could export the model
The untitled one is the one I want and the milky way one is the one which is being used
oh I've been doing this too long to spaghetti code anymore....... but the crap I was dealing with at work today.... ugh
try putting one in that albedo slot
its from autofixing the blendshapes normals from "calculate"
Oh! So find your model file, the actual .fbx, go in the inspector - that option is in the first tab there.
it's "legacy blendshape normals"
I don't know what your model requires though.
you almost never want "calculate" though
Is there anybody who's able to help me I'm visually impaired and cannot see well and I'm in the process of trying to upload my avatar and there's 15 errors and I physically cannot read them is there any way I could have some help a call please
FYI, it's rare that people do calls around here, but I hope you do find someone
That's the goal
.. (
I've been searching all day and online and I still can't figure it out
if you could post images of the errors, we might be able to help
looks like it lost the Blend Shape Normals setting. im comparing it to a different blender .fbx of the same model. how do i get that setting back on the avatar?
i was able to revert the mouth but the blendshapes are still messed up
that is the setting on the avatar though
I mean, unless you unpacked the avatar prefab............
(don't do this)
no, its not a prefab its a model i made from a base and imported from blender
not what I meant
when you drag the model into the scene it comes in as a prefab, and is blue-colored.
You can unpack this, which turns it white, but 99.999999% of the time should not.
yeah, i havent unpacked it.
k, then changing that value on the model file import settings would apply to an avatar using that model
It was that, I had 9 instead of the 8 limit by mistake, though I reuploaded it and quest users still cant see them despite me only having 3
my finger one, the mass is 0.1, otherwise same settings.
the poi ball rigid body I have drag at 1 and use gravity checked, otherwise same
not sure what you have here by my spring joint is this
wait you have gravity CHECKED? typically people have that turned off
it's a poi ball, I want it to hang
I don't know what thing you have
what's the rigid body on your finger lookin like?
I said
it's on the distal finger bone
proximal = close, near your hand. distal = far, the tip
(unity's rig setup uses these terms)
i see
Ok so I’ve run into a new issue…it wasn’t me doing anything with the tail i made sure…it’s definitely funny though
this is so weird cause
if yours is truly the same as mine
why the hell isn't it working when i play test?
play mode in unity is funky, don't trust stuff like this to work well - have you tried it in-game?
oh oh
also - is this disabled by default?
so the way i did it, is I used a empty game object, slapped the spring joint on that, and im disabling / enabling the actual visible model
instead of the springjoint
Good
I actually do disable the spring joint a few frames into the start of that animation layer, but have the mesh renderer off by default. Unity gets funny if you disable stuff like this by default. (See also VRC Stations)
mine is all on a single object
@somber sequoia okay so, i assume when you hit play
and move your character
it does move with your avatar, right?
mine just doesn't
doesn't move at all
I'd have to enable it first
hmm let me see if it works in play mode, I haven't actually tested that in like, a year
anyone know where to look for dragon scales assets to add to my avi?
Hmm dealing with unity being stupid on this project, stand by
oh right, the latest gesture manager is broken
still waiting for this to deal with updates. (Jeopardy music plays)
yep, works perfectly, even if the material is turned off
I'm annoyed that took so damn long to get going
i'll figure it out ;-;
haven't opened this project on my laptop in a while
my spring joint just doesn't work
very weird
an optimisation question if you will.
Is it more optimised to have a bool for each clothing piece (even if they would be exclusive to each other) or to have int values for the ones that are exclusive
aka:
- Pants (number x), tops (number x)
or - Sweat pants, jeans, shorts etc
Please don't ping me for new questions, anyone can answer you.
sorry i always forget to unsellect the ping on reply
But you can do the math here yourself - a bool is one bit, int is 8 bits.
that optimization is kinda irrelevant
so if i have more than 8 exclusive states it is better to use int
you should be considering draw calls (i.e. material slots) instead of parameters.
so long as you're under parameter 256 bits, it doesn't matter
i have massive amoung of assets and toggles and stuff so any parameter opti is welcome. expecially if i want to use facetracking aset
if all of your massive amount of assets each have a material slot, you have more important concerns than parameter size.
well it is mostly the toggles and animator states than materials
But yes, 8 bools = 1 int or float.
perfect. that actually makes it so ingle int cover all of the boos used for at least outfit part (pants)
thics would technically allow to set up so many outfit combos...
i play on PC (and PC vr) so i dont bother with quest opti
I don't do Quest either.
at least not for most avatars
How do I fix these massive bone radiuses? I updated a FBX file which is the same one on the scene but the colliders for physobes require me to place ridiculiously small values to make it fit the model (like 0.0005)
go to your FXB root. and scale it by 100
or go back to blender and scale it there in x/y/z by 100 before putting it back in
should fix it
no, neither of those
export from Blender with "Apply scalings" set to "FBX All"
then deal with that in Unity, probably by rescaling everything that got scaled weirdly
Oh Ok, I had it in All Local
that's why
How would I go about keeping my bullets and shoot sound from turning off when changing gestures but still can shoot it off afterwards?
Because this is what they are currently doing.
no matter what i do i cannot add a property to my animation clip
i'm trying to make an animation clip that swaps materials a bunch of times
is the animation on an animation controller that's in your avatar's animator component (which is on the root, next to the avatar descriptor)?
yes
the shoes are attached to the outfit and i cannot move them or scale them. how can i fix the shoes to fit the avatar properly?
weight painting
Often times, avatar comes with blendshapes for shoes like them. Look for high heels blendshapes from your avatar
so? animate that for the specific outfit that requires it
I didnt know I could do that
In that case you wanna make a toggle animation that toggles the outfit A AND the high heels blendshapes. And another toggle that toggles the outfit B and the high heels OFF blendshape
Oh shisse! Thanks!
i did nothing and it lets me now
i have literally no clue
this is why i hate unity
What would cause an animation property to simply revert any changes I make? I'm in the animation and recording, make some change to a rotation of a bone through any method (Gizmos, inspector, keyframe values directly). The values are shown in the keyframes. Then if I move the playhead at all, those values revert back to what they were initially, not allowing me to animate them.
It's like some script is overriding my changes or something, but what would do that? I don't have anything odd in the project, just fury and avatar manager 3.0
I could def use help
My physbones aren't working for the quest side of my avatar, am I missing something? I have 7, so the limit isn't over done.
Is the affected transform over the limit?
I have 63, whats the limit?
64, so you should be fine there. Interesting
yeah its not telling me its to high
Is this no limit for pc
the transformers were empty, would that be it?
What do you mean by empty?
posted this question in the vrcfury discord but i'll ask here too:
how do you add a full animation while talking, it only seems to play the first frame in the advanced visemes component
for reference, i'm creating the bfdi character puffball, who plays this looping rainbow color gif when she speaks
That can be left empty if the component is on the bone root itself
none of my bones are on the roots themsevles, but that wasnt an issue on the pc build?
If the component isn't on the root of the bones you want it to affect, and the transforms Root Transform isn't specified, then it wouldn't know what to do. So that might be your issue.
so for the root transform, I need to set it to the root of the bone its on?
No. The physbone component needs 1 of 2 things. Either the component is placed on the root of the bone you want it to affect, or give it the root transform in that field to tell it what one to affect. If neither of those are done, it will not do anything.
hi eevee is it stuck in this pose when you play vrchat aswell?
so for something like ears and hair, what would I put for the transform?
If the component isn't on the root, then give it the root. If it IS on the root, leave it blank.
Yes. It only doesn't if im using the animation tester thing. Manger thing
Like it works in vrc just fine but I cant add outfits with its pose. It seems to be just a unity thing
I'm not sure I'm understanding, I have the physbone on the second bone for the tail. would I give it the "tail root" bone? or the "Tail root.001" It wasn't named very well 😅
@mellow vigil physbones are funny that way, if root has only one child then root is also considered to be a physbone. if root has multiple children (2 ears, many hair strands etc), then root itself is ignored
Strange, when I was working on the pc build they all worked fine so I didnt't think about it 😅
this is normally due to incorrect rigging
but lets see if we can fix that pose
im guessing its the motorbike pose and something like it
@spice dome https://github.com/rurre/PumkinsAvatarTools
please use this tool to fix the avi
Did I mention they all work fine in the Unity play test as well?
Should I do a rebuild for PC, then do another for andriod after to see if that fixes it? or would that be a waste of time
Can anyone assist me in explaining how the rigging process works? I’ve followed 3 different tutorials but none explain in a good enough way when it comes to connecting everything, weight painting and rigging bones. im not just some dude asking you to hold my hand I just need a bit of explanation maybe.
I don’t wanna link videos cause i’m not sure if i’ll get in trouble but if anyone has maybe 5-10 minutes to hop on a call and explain I would be ETERNALLY GRATEFUL
in blender btw
What part are you not understanding? I can't get in a call, but I'm willing to help where I can here.
@mellow vigil should work separately, main issue you may see is desync for grabbing between the platforms
can someone help me with physbones? im trying to add it to a bear ears and tail i bought and its not working. on the page i bought it from it shows it has it but i feel like im 100% doin something wrong. thanks
I don’t know where i’m going wrong.
1.) the video i watched said to separate the head from the rest of the body (can’t really do that with this model) so i need to figure out how to make the head move by itself while still being a part of the same mesh
2.) how to paint through the mesh (Xray) I can’t find where to enable it for weigh painting.
3.) which bone structure can I use? does it HAVE TO BE name perfectly/ a certain way or can a import a standard humanoid rig?
the correct rig i’m using was following was by “Rainhet Chaneru 3D - Blender part 5: Rigging Basics” (She skipped over key steps
@quick sky if they short and have only one bone, make sure you have the endpoint set
@wheat pecan id suggest for normal humanoids always start with mixamo autorig then fix/add on top of it
That I could expect, but Im still at a lost. I just did another test making sure the Physbones and physbone transforms are under the limit. They work fine when I test it with the player for unity. but when I check on quest none of them activate
how?
thank you
i forgot about that website
i used to use it like 4 years ago forgot the name of it
are any of these bugged or something?
ima mess with that a little bit
@mellow vigil should be acceptable, just poor rating🤷♂️
@spice dome
i still need help
this is so strange
omg thank you
tho it doesnt look like that for me. i figured it out
yeah its old i could be asked to load up unity xD
thank you nether the less
Ok, I was avoiding doing another rebuild for PC cuz it took ages to get the shaders I wanted to look right, but I found out it auto saved all my adjustments so Im just gonna do a rebuild and see if its just an SDK bug
i rigged it up worked PERFECTLY thank you
question though
so i have to rename each bone? to a specific name?
or can i leave them like this?
and do i need to do weigh paint or is that already done
nvm weigh paint is done
my textures are like 5 megabytes total at max
i don't know where this is coming from and i've never had this issue before
nvm i accidentally made some textures 5k x 5k instead of my normal 500 x 500
this is not true by itself. This is a specific setting, and that's the default choice (multi-child behavior). The root is ignored for the physics, yes, but it still counts a physbone transform which can affect other things like performance ranking, compatibility with constraints, etc. You can also change this behavior to either "first" or "average" to make it move.
could that cause the issue Im having? because I just rebuilt the whole avatar and I still have the issue 😅
it looks like you're not over the limit though, so it should be working. The SDK control panel should be accurately reading the amount of physbone components and transforms that are on your avatar, but try getting a quest user to read the stats in-game and see if they are different
I checked my physbone transform is reading as 66 for some reason
That would probably do it 🤦♂️
After modelling should you rig first or texture first?
I'd rig it- wait no i'd texture first then rig, then you could fix any mistakes in the texture caused by rigging
I've been looking around and seen people say it both ways xP
Like, some people say they texture first so they can see and fix geometry issues before committing to a rig
And other people say they rig first so they can see how it poses before committing to a UV unwrap lol
I rig first because it makes it easier to make clothes
I make a nude mesh then rig it. Afterwards I can make clothes by duplicating and editing the base mesh and it retains the weight painting so it's much easier to just make minor adjustments and reduce clipping
hello, how can I make sure that my custom afk animation show the objects that spawn? i use gogo loco btw
nothing to do with gogo loco really, just set up a toggle in the FX layer using the "AFK" bool parameter
alright
do you have any videos you could send my way how to put gogo Loco on a avatar?
or a forum or a link or sum that worked for you
i just use vrcfury and drop the prefab on the avatar
ok i’ll look into those next
just published my first avi lfg
hella hours tryna figure it out myself shoulda just asked yall for help sooner
dl gogoloco, click on the unitypackage and import it all
phhh ahittttt
bet bet
is it the same process for other things like flying invisibility?
and emotes and shit
go here in your project's assets
it depends on whether you want to use all or beyond, beyond is the same thing just that it has flying
okay ima look more into all this i appreciate the help big time 🤘🏼🤘🏼
oh word that’s dumb easy
i can do that fs
gl
godspeed
anyone know why my viewpoint is off centered despite the X axis set to 0?
ik i could just shift it over, but i wanna know why its shifted just slightly. i assume maybe cuz of the head bone in its armature or something ?
could be that the rig is off-centered in rig configuration
How would I go about in fixing that?
I assume it’s just in the rig config on the FBX model
Does anyone know what does this mean? I uploaded the avatar fine before, but all of a sudden this pops up
send them all not just one
but what do you mean by sending them all?
yes, go in there and see if it's off-centered. It may be the hips or armature transform. You can set the coordinates in the transform component, so just set X to 0 if it isn't already
I've had a similar issue where my model was for some reason in the ground in the rig configuration which made my viewpoint go down into my chest
nvm, I have no clue what happened but it works now lol, didn't change anything so confused
Anyone know how to open a compressed archived folder? 
You rather mean zip file? Windows already have built-in zip file explorer. If you meant something else, you have to take screenshot of what you're talking about.
since a few days ago i haven't been able to upload anything on both platforms at once
every time i try it gives an error and the button locks up
it works fine when uploading individually
You have to provide the error you got.
i'll have to do it again give me a few
i just wanted to get an avatar out so i'm doing it individually rn
ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <27124aa0e30a41659b903b822b959bc7>:0)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.GetAvatarFromSceneIdentifier (System.String identifier) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:213)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.Initialize () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:96)
VRCSdkControlPanel+<>c__DisplayClass204_0.<ShowBuilders>b__1 () (at ./Packages/com.vrchat.base/Editor/VRCSDK/Dependencies/VRChat/ControlPanel/VRCSdkControlPanelBuilder.cs:762)
UnityEngine.UIElements.VisualElement+SimpleScheduledItem.PerformTimerUpdate (UnityEngine.UIElements.TimerState state) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.TimerEventScheduler.UpdateScheduledEvents () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.UpdateSchedulers () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.UIEventRegistration.UpdateSchedulers () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEditor.RetainedMode.UpdateSchedulers () (at <cc76bab7efe9480f901125fd04a708b6>:0)
Hi could someone maybe give me a quick rundown on what to do when transferring an addon object with its own animations and menus to the orignal avatar? i can either get it to track and not have animations or track but when grabbed it spawns away, tried a lot of stuff and tutorials and nothing has worked so far, and when i go to add the menu from the new object to the avatar using menu install it says my og avatar doesn't have any menus idk its hard to explain
How is it suppose to be?
Did you set emission rate?
Screenshot to confirm then.
once it uploads will do, tysm
lMAo idk how they went back to 0 that was it xD
thank you
so ive hit something unusual, for context i used to be able to activate visual effects ive set up for an emote via gogoloco, in this case its summoning a large object and throwing it, the object itself ive set up the timing for it in my FX layer and the animation for the body posing to throw the object in the action layer as you should but for some reason as of updating my SDK to 3.9 (that was the minimum i needed to upload and i was on 3.76 last time i checked), its stopped working when it did before and i cant figure out why, ive tried re-adjusting the paramaters, changed where the animation is located (which emote slot it was in) and so on and so forth but nothings worked, any ideas on what i can do?
like that
Did you actually fix it?
You rather have a different issue. Some mobile shaders are supposed to be used in world creation.
if i change,the eyes gonna again broke
id recommend creating a copy of the material then and test that
still not works
i mean so you have a backup
anyway by the looks of it the matirial is doing something odd with the UV mapping
tiling mabe
How is the original material setup?
my thoughts exactly, things like tiling settings are a good place to start
I'm asking for setup detail of original material.
i can't show cuz i deleted
Import it back then.
how
The same way as you import the model initially.
Is this original material that came with the model package?
the original has a poyomi shaders,and anyway i can't use it
i need to port to mobile
You can't use it but you can use it as a reference for how to setup the texture.
wym
Because if you can't make new material to make it work, you have to look back into how the original material setup and replicate it.
but how do i replicate it if it's not supported shaders and i can't use it for my avatar?
Because material properties still share same similar properties even it's a different shader.
You have 2 materials, both using different shader, you see how the first material set the texture, then do the same with the second material.
For the record, what the mobile shader you changed to?
toon standart
So you see how the poiyomi material set texture tiling and offset, and do the same with the toon standard.
Does it has 2 materials for the eyes?
yes
one is regular texture
two is refflection
The reflection relies on transparency which isn't supported on quest avatar. So you have to disable the second material, or find out if the model has blendshape to hide the reflection layer.
wym
how to disable
If the eyes only have 2 material slots, then you could change to 1 slot.
wait
ik the issue
the dev added a transparent object from eye
If the reflection layer is on a different object then just disable that object.
or better right click on mesh renderer header and remove
then it wont go into stats
ty for help tho
u too
guys,how to i can animate my avatar? im just speaking and not see any animations
Lipsync is not directly relate to animation. You have to set lipsync option in avatar descriptor.
ok
Why is it when you’re on Quest people on PC see completely different toggles, outfits, etc which you don’t even have on? Is there a way to sync them?
Ohhh
I can actually help you with that if you don't mind
Would love that tyty
random newbie offers to DM you to help - seems scammy to me.
Unless that is literally the only error, instead paste the first 2-3 with much more of the console so we can see the error count indicator also.
as it is, it's not a useful message.
Ah ah
Am not here to scam buddy
if you say so
first one is the issue - "missing script"
it means some component on your avatar requires an add-on package you didn't install
no idea - see the creator's documentation for clues
that'd work
I’d rather keep the discussion here. I don’t see the need to dm.
Okay
Can I see your reference image to examine
Reference image?
Then you need the requirement package, whatever it is won't work without that
vrcfury and poiynomi just kind of disappeared off my packages? I tried to start a new project and they're not options. the first image ('Kaiya') is an older project and the second image ('Prism quest') is the one I just tried to start
check your repositories list? I don't use VCC so not sure where that is
did they just,, uncheck themselves? I'm very confused
Again, I don't actually use VCC
Seems suspicious though.
well I checked both of those and they're showing up again? so 🤷
success!
anyone know why exporting my avatar from blender to unity is broken? basically, i edited the body mesh for optimisation, but when i put that mesh onto my body in blender it doesnt show? it just disapears
i edited the mesh for a different shorts asset on the avatar and that worked perfectly fine, so idk why the body will disappear, screenshot of my export settings btw
Looks good but if the same settings were not previously used, it could mess up the rig. Set the rig to generic, apply, then redo the humanoid setup.
OR..... if you unpacked your avatar prefab in the Unity scene, this won't work, you'll need to drag a new copy of the model in and copy stuff over.
but I'm not sure what "put the mesh onto my body in blender" means?
Heyyyy
oh oh i meant to say in "unity"
ok so i was recording an example to show you what i meant, and it litterally worked, what the scallop
What do you mean?? lol
haha awesome
i have no clue what went wrong..... ig now it should be fine???
Yes
The image of what you want
So I can proceed
proceed with what?
Proceed with his project
Definitely a scammer.
Why do you said that
You are so harsh
Am not here to scam anyone
nobody's asking you to do any work though
Are you the one I'm talking to????
why are you asking me who you are talking to?
Haha yeah, I think he didn’t know how to handle it 😏
my god you are dense
you dont even know who is talking about who
Frank, could you help me then?
what the scallop
Dude this frank guy has had his account since October 21 of last year-
and joined here 2 days ago, so?
oh it's quite sus
hi
hmm.. so update on that. I checked my rig but its all set to 0.
Hey, I have a problem. I bought an avatar on Booth, but when I upload it to Unity, it keeps loading forever and never finishes. Did I do something wrong? I’m using the correct version for everything.
Ahh, good laughh
hey guys, I'm stuck inspecting a specific material? no matter what I click on it doesn't change. I don't know if I'm allowed to send vids so hopefully that image shows what I mean
lock icon in the upper right of your inspector
oh my god I'm stupid 😅 thank you
happens to all of us
in the skinned mesh renderer
lets say
i want to tell it be a body mesh again
or i change it to refresh it
how do i tell that Body or mesh renderer
to use
this armature
as its weights
I'd do that in Blender
if you've already pulled apart the avatar prefab in Unity this isn't going to go well
ok
so
not what i meant
my friend
changed something in his hierarchy in blender, THEN reimported the new fbx and his body is now missing
I'm not sure what you meant then.
im trying to get it back
i know theres a way to do it with the skin mesh render
If you drag a new copy of the .fbx into the scene, does it work?
the new copy is fully functioning
its unity it fked up recognising the new hierarchy
wait, is that prefab unpacked? This isn't going to work. Use the new copy.
I lowkey might try making an avatar
Is a i5-7400 cpu, no gpu and 32gbs of ddr4 enough? (Not for running vrchat btw, just unity to make an avatar)
sure
yeh
its annoying as shit
but i swear to god
i rmember
you can use a skinned mesh renderer from the new one
then just
tell it to use the old hierarchy
Just use the new one, copy stuff over (pumkin's tools can help) and don't unpack next time.
but you can try to drag teh new mesh object into the old Mesh Renderer? I haven't really had luck doing any of these tricks
it seems nothings working for him
i have warned him so many times to make backups before ovverriding an old fbx TwT
he never listens
he had a back up he didnt tell me about TwT
how the hell do u do emissions on the newer unity it used to be so much more simpler to turn it on avatars on older now its confusing
unity never changed how material settings look?
thats always been based on the shader
no
theres a difference look
right is newer
left is older
the new one makes no damm sense and ont let me change it at all even if i type diffret numebrs
im not using poyomi either i dont want to use that
thats still based on the shader not unity
but im using the same shader?
if the shader updated then thats on the shader
a setting in the shader ig?
thats not a unity shader
are you on like different sdk version
its not the same exact shader then
vrchat updates their shaders
is there anyway to get shader to look like older cause the new emission shit is awful
it was nice to see ur model glow and tell
just darken the color
it only shows this
the strenght doesnt do anything
and there is no emission color with eyedropper sadly
it doesnt show up to me on this newer sdk
which is why im struggling with it
what unity version are you using
the full thing
sorry
ik
literally no emission color tab aside that stupid xyzw crap
that doesnt work
and what sdk version
creator companion
oh uh lemme chekc
3.10.1
yeah its the most recent for me
so idk whats wrong with my thing
?
weird that the interface is broken, but I bet "that xzyw crap" still works fine, it'd be RGBA values 0-255
download the android build
file > build settings
Thank uuuu
can someone help me with liltoon fallback shaders? i want to use a matcap, but when i set the fallback in liltoon to matcap, it doesn't use the matcap in-game
here's what it looks like in the inspector
It's not letting me upload because I have the wrong shaders but it won't let me change the shaders?
Actually I think I figured it by myself :333
Nvm I thought I fixed it but apparently I didn't and it keeps coming up with this message how do I fix it
i am using that
my versions been stuck like this
:C idk what else to do
since u cant use older versions now since most of my stuff was on there it sucks
the top color one works but emission colors for xyz doesnt work at all
what did you import into the project
i think i figured it out
just a few models from models resource
i did a few more and same result
standard lite is broken fro me but i think i found a alternative with other material
oddly enough i can see the thing when i do it on non mobile
but i dont use pc i use quest more
so its a problem for me
like if you created a brand new project with creator companion and without importing anything and made a material would it look like that
also just use toon standard
yeah thats what i learned ill try that later
thanks again for helping appericete it
How do I edit this? This is causing all my problems and I can't delete it or even edit it help????? 🙏🙏🙏🙏🙏🙏
if you can't edit it, it's the material embedded in your model, you'll need to replace it with a new material
How do I do that?
make a new material, drag it into the slot on the mesh renderer
Mesh renderer?
it's a component on your avatar's mesh objects, such as the body
How do I make audios louder? I have a button that says "Lizard" and it is like whisper queit even tho the volume on the audio source is set all the way up 😭
ah yes, the lizard button
I have one IRL so I HAD to put one on my personal haha anyways here is the settings I have on the audio source
it also has a spacial aduio source script, I saw a video where it said it should be set to the same settings as the min & Max distance
You gotta find all the materials, even the ones that only happen after a material swap animation.
Hello i am in need of some help please! I am trying to add an object to my avatar that spawns in the world and stays put and doesnt move with my avatar (just a minecraft sign). Trying to find a video on it but cant can anyone help?
Look into the VRChat parent constraint. It can constrain to world.
question
is there anyway to download the tutorial vrc avatars
cause they never show up when i do the creator companion or sdk anymore
evermid think i foud a soution
they may just be in a different location than youd expect
where? can u give some examples of locations for future help
The sdk has been moved into Packages folder, along with the tutorial avatar which inside of Sample folder..
guys how to do transparent material for mobile?
Im doing avatar for mobile and pc and i need transparent material
hi guysss sorry if im bad at explaining this, but i need to make my avatars leg bones straighter because it is affecting the way the legs stand in fbt, but every time i try straightening them by just moving the knee joint backwards a bit, in unity the legs bent in a weird way ?? i applied all transforms before exporting too
1st picture is how the bones were before attempting to straighten them
2nd pic is when i try to straighten the leg bones and export to unity (the legs are kindof bent forward)
Hi I have an FBX model I made and uploaded to VRChat and it's invisible, can anyone tell me what may have caused this? I exported this model from blender and this is the VRChat mobile toon lit atlas material
I use a VRC mobile particle shader like additive or multiply that's what I do for most of my Quest avatars that need transparency
OK, I tested to see if it was the toon lit mobile shader and I get this. A long time ago there used to be settings, a sphere, to set the eye line. IS that still a thing? I raise my arm slightly and I also get what is in the second picture. I think the eye tracking is rolled up to the ceiling
I raise my arm slightly
*erika starts playing in the background* 😹
Yeah the view point is still a thing, it's in your vrc descriptor
also, in the IK controls settings you can mess with arm to height ratio
my arm was maxxing out when i barely moved it off my chest, i tweaked the IK settings, and now it maxes out when my arm does
(click on your avatar, it'll be on the right)
i was not replying to you
sorry, my bad
anyone know how mikumùikudancestation work pls? the camera doesnt work for the avatar
Out of pure curiosity what furry avatar model should I buy? I want it to be a female and just look cool/pretty
the one you like best
Hmmmm. Well I don’t wanna be basic with a Rex. Or a nova. Although ghostly does make some really pretty sfw models
Does anyone know how to add a sfx to an avi whenever it gets interacted with? (for example getting pat, legit just curious lol)
toggle the sound source game object on or off based on whatever condition you like.
Or use one sound source and use VRC Animator Play Audio on a state in the animator to trigger the sounds when that state is active.
Thank you!
How do i fix this i updated but still cant upload my quest edit of my miku edit
how do i fix this part when i feel like im sure that i already have an animator bound to my avatar?
look on your avatar root, it probably doesn't have an animator component. That's probably because the rig is not setup as humanoid
i see, but how do i specify the bone parts to satisfy the requirements? like i do have them but im not sure how to specify them just so that the SDK can validate my avatar
do you have a humanoid armature?
yes
my rig is already set to humanoid but sdk says i havent specified parts for it
Be specific or show error messages.
Go into the rig setup and see which bones are in which slots. Put the correct ones where they go, if they are not.
i dont see any issues tho, the head, feet and upper arms are there
any error message in the rig window before you click "configure"?
there is a warning yes
okay....
i got this wall of text
this happened after i imported the animator component i think
that looks like it's a warning in the error console, which is not what I'm referring to
np
Hey guys, I want to add a GestureLeft Parameter to this animation clip under GestureRight, because this avatar has an animation that I only want to go off if both fists are closed. However, when I click the add button under GestureRight, I can't find any GestureLeft as an option. How do I add it to my avi and make it useable?
Ohhhh
This is what I can do for you perfectly
Do tell...
just add the parameters in your fx
The reason GestureLeft isn't showing up in the transition conditions is that it hasn't been added to the Animator's parameter list yet.
hmm i see
Okay, so I’m running into an error with an avatar
when it fails to build it tells me there’s no animation or something, but it has one
And I am new to this
Snip tool man your in windows 11 all you have to press is print screen
? , you need a descriptor if its ever going to do something for vrchat
There's a whole button just for screenshots
anyone know a fix i updated my sdk
Go to the Parameters tab (it’s in the top left of the Animator window, right next to the 'Layers' tab).
Click the + icon and select Int (Integer)
Name it exactly GestureLeft (case sensitive!)
Thank you I’ll see if I can figure out how to add a descriptor
How do i do that 💀
Good
But at least you people can DM me for the full details
What exactly do I need to type into? Add the descriptor.
I sent a message
how can i get avatar making permission
Add Component in the inspector
disc ? descriptor
anyone?
how can i get avatar making permission? pls help
What do you mean
Descriptor
ok thank you
@gaunt knoll
too new account - pay first time for a boost or spend time
Yep
What's up and people making a new account then goes straight into uploading an Avi
how long
its to avoid people making accounts for toxic spamming junk/other stuff wich they did before, if it was up to me it would be a one time payment
or you could never upload
can yuo stand stil
I believe so
yesss
agreed
oke 
if only there was a million public avatars available🤔
@dapper mulch show console. also win+shift+s
also no preview image but i assume you removed it
Can anyone tell me why my avatar appears in play mode but when I hit gesture manager it disappears?
magic
@south rain dissapears how, object gets disabled? errors in the console?
I'll send a recording
For some reason, it wants to freaking work out 😑
This is pissing me off
Why does unity hate me so much?
i actaully am so confused.
I’m just gonna close out of it and then we go into it
i updated my sdk and i still cant make avisquest comp
Looks like it didn’t work, so I’m closing the unity and I’m reopening the thing
sorry its an mkv
Copy ID go down here avatar detach paste attach
I’m trying to also copy the ID it let me upload it to windows finally it only took getting some help which I’m grateful for now. I’ve gotta try to upload it for android so it’s cross compatible.
Yeah, I just love new errors 😕
what sdk are you on
3.10
I have no idea
These are all the unity packages I’m using
Am I missing anything?
Does this mean? And how do I fix it for android so it’s cross compatible?
press upload again
yes
😕 o
alcom user
should i use vcc instead?
nooo alcom is better
ok.
if you convert it to .mp4 it'll embed
or other things, yeah. See one of the optimization channels for clues, such as #quest-optimization
(by "see" I mean read scrollback, this has been exhaustively discussed)
bro read
could be "the texture" isn't the thing taking up space
What could it be? What else takes up space when you’re making an avatar or fixing one?
a good portion could be unused blendshapes
can someone help? when im trying to upload the avatar the avatar just dissapears and it just removes everything
we'd need much more detail
one channel
ok
When uploading an avatar to Vrchat, it simply disappears and that's it.
that's really not a lot to go on.
Heyo, does anyone by chance have a link to the iOS thing for Unity? I'd like to make a custom fallback.
i fixed that
oh, what was it?
How come I can't automatically weight paint this hair?
got an armature modifier on it?
also automatic weight painting is okay at best, be prepared to do some manual work too
Initially no. Now it has because I parented but no weight was applied
the distance of some vertexes to bones is the same, blender cant decide where to add weight to
Yeah also that too
Mmmmh
you can make a tube object the same shape as this and let it auto weight, then transfer that
@opal relic #avatar-help message
but you will need to do some touch up
note that the parent/child relationship has nothing to do with this
seems pretty easy to do manually in this case though
Yeah but I get better results with automatic weight and then touching it up as needed
I guess I'll have to do that... u-u
it doesnt like unenclosed meshes or smth
or unconnected
I know I can install the iOS module through the Unity Hub. I have problems with that, so downloading directly from the site works best.
huh I've never thought that ever, but I'm glad it works for you 🙂
can someone help me out with uploading quest avatars?
basically whenever i upload an avatar it works out fine with pc but when i try to upload the quest version everything uploads just fine until i enter the game and then the avatar greys out and says 'security checks failed''. idk how to fix this
when i upload only the quest version to pc and quest it works just fine and this happens with every avatar which i try make quest complatible.
i have no idea what to do and im lowkey giving up as whatever i do it just seems to be the same outcome
if someone can pls lmk how to fix this or at least try help me out i would appreciate it sosososo much
the steps i go through:
upload avatar to pc
make new unity project and switch to android
import the quest version and then attach blueprint and upload
everything is uploaded
when going into game avatar is grey and says ''security checks failed''
(happens to ever
@main remnant ye i think seconds one. so you can split mesh and armatures to two halves then reconnect. but also gradient painting would be literally faster
in unity hub, go to installs, then "install editor" then the "archive" tab and there's a link there to the download archive which has those packages.
Still won't weight paint. I'll manually do this or die trying
@white bronze security check means while technically fitting limits sdk is imposing on upload, server-side check finds that avatar to be unacceptably bad for performance for whatever reason. you can share quest stats here
