#avatar-help
1 messages · Page 225 of 1
no i have a d drive too with 1 tb available
Where are your avis
It won't work your going to have to delete something on your C: drive
Move some photos or something to the other drive
the only thing on my c drive is windows and program files
ykw at this point i might just need a whole new pc lol
How do you fix visemes disabling themself whenever you put in the action layer
Are you on a pc or a laptop
pc
It's not hard to slap another SSD on it and download windows
this is true.,..
And cheaper than buying a whole new one
See what's in that layer
Something specific I need to look at/for?
okay so its definitely the sdk causing it. i just made a project with nothing in it in unity hub and it's fine
Probably things using visemes parameters or looking like visemes setup of sorts
Anything logically able to interfere
You redownload unity so it doesn't have anything cash you anything
It's a only a temporary solution to your problem
Not finding anything that uses visemes
In that case make 2-4 copies of this layer, delete half in one, a quarter in the next, three quarters in another
Eventually you'll delete what causes it
I can't suggest anything else without having it myself
Is there a chance the AFK animation I put in is causing it? If it is how would I know if its affecting visemes
Do you have Gogo added
Yes? Originally didn't but I wanted to see if it would work if I put it in the Gogo loco action layer instead and even then it still broke
Can't be the afk animation then gogo doesn't stop that from working
Really just read the message
Probably content the person who made the Avi then
Isolated the AFK for action layer and it might actually be the AFK ..? Still don't know how to resolve it either way though 
i want to make a particle beam where when it hits something in the world, it plays an explosion. ive never done particles so i dont know if the beam is even colliding because the beam is going through the cube as seen in the picture but the sub emitter shows it is. i have the sub emitter working and it plays the particle but the particle is at the beams particle orgin instead of where the collision is.'
does anyone here know rigging in blender?
Yes and no this isn't the correct channel #avatar-rigging
Also don't ask to ask
wdym
thank you!
Your asking to ask
What you should say is
does anyone here know rigging in blender? I'm having problems with rigging the head to the body something like that
Because it would be quicker you getting your answer to your question
i fixed it in the avatar rigging lol thank you
Amazing if I could hand out little golden stars I would
maybe show the rigging here
basically, there's two breast bones on the left and right, which are parented to a center root bone.
then there's 2 "fabric bones" between the 2 breasts that control the fabric on the edges. Those fabric bones are parented dynamically between the target bones and the breasts.
ah, missed that before, thanks. Do you actually need the extra bones here?
oh unzipped. Interesting.
yes.
- if the bodysuit is closed and weight painted, the fabric will clip into the body when it's left open
- if the bodysuit is open and weight painted, the fabric will bind to the breasts and ruin the "zipper seam" in the middle.
doing this method (which other creators have done) fixes this issue by dynamically parenting the "seam" to the breasts about halfway through the zipping animation to make sure it works in both situations
hmm are you saying the parent constraint causes physbones to not work?
no...?
ok then I'm not sure I understand what's not working, sorry
the system works fine. the fabric bones parent and de-parent themselves from the breasts fine.
what i was wnating to do was add an extra feature that rotates the fabric bones with the physbones of the breasts, so that they don't just look "static" in the middle of the chest.
So rotation constraints with the physbones as the source?
that was the plan yea
hey i made a particle effect and a shader for vrchat they work as intended when im the original size/scale. but if i use the ingame scale option they dont scale properly. does anyone know why that is ?
in the particle system, try setting scaling to "hierarchy"
ahhh makes sense. do you know about the shader effect ? its a fake bloom effect for the headlights. but if i scale they bug out
I saw this last night when i worked on the avatar, so just remove the sps and it should work
i removed the sps and when i got on and wore the avi my body was all kinds of messed up
scammer
(they gone)
What was messed up ? If you don’t mind me asking.
yea
oh
ummm delete everything then you can upload it
jk
read whats in here
lots of people have asked the same thing
New avatar new problems I guess but I can't for the life of me figure out why this isn't working :(
I fixed it and I don't even know how
gotta love those
Heyo im back i just got a new booth model (hanka) and the lighting on it is overly bright, how do i fix this?
Perhaps it's the scene light
yea it was i just fixed it lol
To anyone who does VRCFT with VRCFury on their avatars, can somebody explain to me how to get “disable face gestures” working?
It sets a variable which you then have to integrate into however you do face gestures on your avatar
I forget the variable name you can look at the menu item to find it
If anyone has an idea why the prefab just stopped working with meshes it'd be nice if you could tell me the fix for it
Could you explain more?
How would I integrate it?
put it as a condition for whatever transitions you use in your gesture layer
like where it checks which gesture number, add this parameter as a condition. I forget if it's an "enable" or a "disable" parameter, so you'd have to look at that
I don't have unity open at the moment
nevermind, managed to figure it out👌
amazing
twas a corrupted fbx as all i did was reopen a fresh blender file of it and now it works
ok so a new problem of mine my vrcsdk dont want to work and now askin for vrcavatar discriptor which i have
Very random question— say I enjoy one of the default avatars in VRChat. Like the teddy thing in the longsleeve tee or maybe the little chili pepper. Are these available themselves for purchase to acquire the model to edit at all or?
i believe they are
someone knows create a av?
many people know how to make avatars yes?
idk
u know?
why
then actually state the issue
"all" is in fact not an issue
its almost as if you actually went to the guide linked there it could help you
Hi again, still working on the quest verion of the avatar, and I noticed it has a material on the face called "face_transparent" does anyone know what this would do?
it has a seperate material loaded in but i see no difference
none of the shader settings on face_transparent affect anything on the avatar
for your different eye textures and expressions
Oh i see, i should keep that enabled then
could someone help me w setting up 2nd arms in unity? fully rigged n stuff, just got no idea how to sync em with the first set
yeee
in need if anyone can
The avatars my friend uploads act weird, Their legs dont animate when walking around irl but do when theyre using their joystick to move. Can someone help :(
#creator-companion probably
rotation constraints, one for each bone
how do i fix this? does its in gesture manager too but not the animation tab
can you posed this in #3d-modeling
what is "this"? what are we looking for?
in the animation the body jumps back
ingame it kinda just floats
in place
does it work in the game?
a lot of animations don't really show very well in unity's play mode
the first video is in the game and it wont actually jump back
why? it's a unity problem, nothing about 3d modeling...
oh I see
here is a better angle
can you try again but without gogo?
yea one sec
didnt work
i got it
i had to select some stuff
yea the arms wont work with rotation constraints herp
how did you set it up does the other set of arms have armature
you'd need to provide detail if you want help
looks good!
does anyone know why setting values to 0, 0 ,0 here doesn't put the pupil in the same as the base state?
what can cause this? Is it because my head bone isn't pointing straight up? could it be something else? I've been struggling getting the simulated eye looking to be proper
Are your eye bones perfectly straight up, and have 0 bone roll?
they're at the same angle as the head - so no
that ^ assumes they are
sorry, which is the eye bone?
the highlighted one
that's a strange place
it's SUPER far away because of how strange his eyes are
the consequences of prey eyes
the bone's head should be at the center of rotation - perhaps it is here, but it doesn't seem like that would be
that highlighted one controls the opposite eye, by the way
if i didn't do this, slight rotations would cause the pupil to clip into the eye
You may have to make proxy eye bones driven by VRChat and the IK, and use rotation constraints to drive your real ones off those.
even when i set the bones to be straight up (like so), 0,0,0 still has the eyes clip out
You didn't mention bone roll - have you verified that's 0 also?
it is
k, good, that's a thing that's commonly missed
is having the head bone not straight up an issue? It was a while since i set this model up. im trying to adjust it and clean it up now since i got a headset recently
so i forgot a lot of the reasons for certain things
I'm not sure, I don't think I've tried it
I would definitely have both your head and eye bones pointing straight up
yep, so would I
having this error everytime i try to upload my avi. ive uploaded several in the past and ive never had this issue before.
make sure you've logged in with the right account, maybe try restarting Unity
oh my fucking god im so stupid...
i was in gesture manager testing.. im so sorry 😂
its been a long day
How do people make tongues that can wiggle outside the mouth if they use blendshapes for lip sync? If I were to do that, the tongue would just clip through the chin while the mouth is open right?
I know how to rig physbones, how to toggle objects, I just don't know how to make the tongue thing compatible with lip sync :<
Yeah that's tricky to get right. The face tracking stuff might be a decent example of just how complicated stuff like this can be, stacking up a bunch of things that all affect the same area
I got working on a tongue piercing, and haven't quite got it right for similar reasons - a few of the face tracking shape keys stacked up together are really tricky to deal with
quick question about uv mapping for an avatar
my avatar is in ken mode, no nipples, which looks weird. but for the pc version if i add the texture under main 2 and switch to uv 2 they are there
how can i make it so they just appear on all uv layers
and are there by default
as its either that or i hand photoshop edit the texture the best I can (not well lol)
not sure what you mean - do you want to copy UV islands from one layer to another?
Or apply the second texture as an overlay?
yeah I don't have a clue what it is you're demoing there
ok photoshop it is then
im not sure how to describe it other than likle
my mesh only renders the nipples if its set to uv 2 or 3 on the liltoon shader settings
which the quest shader has no option for
Probably go into blender and see what's what on the UV map. Maybe those parts are there? Maybe they aren't but could be added? Maybe it requires a second material?
the uv map looks like this, its a bit strange
the nipples are not on the chest but above it
yeah that's fine, especially if they're intended to be a toggle
Probably it's overlayed mesh?
yeah
makes sense to me
that only seems to activate on uv layers 2 and 3
UV choice doesn't "activate" mesh
ah
im rather confused about how all of this works
I just want the texture to use them, but when i use the texture they don't show up
all the UV map does is map texture to 3D surface
maybe the texture you are using doesn't have that part?
it does, i exported a custom version
and it works on the pc version with the uv set to 2
ok well you can copy UV2 to UV0 if you want, or just re-order them
they only show up if i use uv2 on here on specifically main color 2nd
blender's tools for doing this kinda suck, I use add ons, but you can at least re-order them
oh I don't know how that shader works at all so can't help you there
no idea how that 2nd color part is used
to re order the mesh would i need to backport my avatar into blender and then set that up and re export it all
just slap them on for the quest
yeah i think i have to photoshop it, seems the easiest
yeah
just hope it looks normal lol
I am adding seats to my avi via game object (seat station) box colder set as trigger.
An I want to controle its rotation and positioning on all axis but when I try to use animations to do this I can only do position on 1 axis and rotation on 1 axis . Anyone know why this might be and what a good work around would be?
I make each axis controlled with its own animated Toggle btw
Seat works in general but it's impotent to me to have all options possible
in unity when i get my camera close it hides the avatar
can i change it so that doesn't happen
as i want to zoom in close to get the texture right in photoshop
Yeah you can at the top of the scene where the gimmicks toggle is there a camera recorder
Click that and turn off dynamic clipping
@clever cloak
Hey there, I'm having trouble making objects move alongside physbones I create.
For context, I have been making items in blender (with armatures attached to them) and it works fine (or so it seems) in blender. The object is parented to the armature. (File attached if you would like to look at it).
When I load it up in Unity and attach it to my character, after setting up the physbones (and checking in play mode it works), I find that the object itself doesn't move, but the physbone wiggles around as intended.
Thanks in advance.
I have asked the AI and watched tutorials on physbones but they don't seem to have a case of my exact scenario. I'm not sure how to both attach the item to a bodypart's movement while making it a physbone.
damn nvm
RIP
time for the least fun part
finding what the hell is taking up the space
my textures are 2mb
so it shouldn't be that
Too many vertices, mayhaps. May need to go through the meatgrinder of Blendr and smooth out some spots
i got polytool so ill use that
Ah.
this is without any assets on it at all so i gotta compress it as much as possible
as i wanna add the fishing rod and like coin flip on etc
id say nsfw but im no expert
oke ty
Imagine textures can have pixels count reduced. Helps significantly but looks worse
Click on image used for materials and ittle be shown in inspector. U can override this near the bottom
my textures take up a total of 2mb i already compress them a ton
im decimating rn
it is crazy how good polytool works for how quick it is
one of these has 100k less tris than the other
it can mess up some blendshapes tho, thats the downside
and obv its not as good as manually in blender
but idk blender and im lazy so this is perfect
ok 100k less tris and that only cut it by 1 mb lmao
seems its something else
this is the pc version for comparrison with the others
id say they all look close enough
Hi, help me, what should I do? I tried downloading an avatar for the first time and there's a problem: there are no bones.
highly suggest looking into Thry's avatar performance tool, its pretty good at tellin you whats taking up the most space
yea i use that as well
where'd you get the model
it alas doesn't work with the lac texture compressor i use, since that only activates at build
so it still shows the super high count
thats now how its supposed to look like, are u sure u got the original files?
yea thats not the original model
yikes
ah sketchfab moment
go get the real one, thats a leaked model
yeah
I downloaded from the first site
wow bold of them to post that on sketchfab
u beat me to it
and i work with manukas, damn
i use manuka alot so ive got it bookmarked heh
manuka also has mochifitter which is awesome
x2 but i dont have it bookmarked :p
if you find an avatar of that quality for free, like 90% chance its stolen lol
and then won't work properly
im currently reworking the public manuka i had, removing the pasties from selections
since its nsfw
if its a public then yea pasties is a bit risky id wager
i have no idea what the community at large consideres nsfw tho
none of my friends really interact with that side of the game at all
public manuka 
its been up for 3 years without issues, but since someone is spam reporting my avis lately, ive been getting banned for it tho it doesnt have nsfw textures, so im narrowing down the chances to the pasties or the menu button that said NSFW is for private only
you cant have manuka as public per its TOU
ah thatd be it lol
The new rules when it comes to public avis must not have anything nsfw in the mesh or textures
id assume most booth avatars dont allow publics, all the ones ive seen have it against the rules
yeah 99% of them dont
so yes its good to not have the nsfw, but that may not be the issue at large here
yea but since my avi didnt have textures im assuming its either the pasties or the menu button with that word even tho it was non functional
you're likely getting hit with spam reports since you're breaking the model's TOU
Just make sure that all of it is gone I don't think the pasties would matter
wouldnt be surprised if you get hit with DMCAs next
yea id guess its someone who works on manuka or that side of booth issuing the takedowns
i know they are pretty strict about it with booth avatars. a lot of the public ones ive seen or friends have used get sniped regularly
Yep they took down the whole community of rusks
All of them
Now you will barely see any in the wild
its not that tbh
its a personal "beef" with someone after i exposed him for doing things its not worth talking here
that's Komado applying DMCA to vrchat making all rusk, karin, mint, chocolats, chiffons etc being taken down from public
ok this is i think the one
sharing a public
prohibited
the prasing is a bit confusing
but i think thats what this means. uploading a public
bypassing a model's tou is gonna get your account in trouble even if the original reason they got removed by moderation was false
yeah
theres a ton of public rindo/manukas
yea and they keep getting taken down over time and new ones go up
JINGO (creator of selestia, rindo, manuka, etc) stated hes "fine" with it as long as people are not selling the modified base on booth or other sites, he is in his right to endorse DMCA any time but he doesnt really care or is too lazy to enforce it like komano (or whatever hes called), but of course he can do it any time and hes in his right
thats not what im seeing in the models direct terms of service
it says here pretty clearly no redistribution
of course not because thats a copy paste of tos that everyone uses on booth
ik jingo ive seen him in vrchat
and he was fine with me using the manuka i made public
so
if you legitimately bought that model and are actively breaking the TOU you agreed to you've forfeited your rights to and are commiting piracy, which is illegal and vrchat will ban you for doing
likeee
in that case id take it up with the official vrchat support. but you'd need it in legal writing from Jingo
otherwise it'll probably keep happening
the avi was taken down for nsfw not dmca
and again, jingo is aware of my avis lol
if anyone hes the one that should be taking them down for breaking tos, but he doesnt care
i guess if thats the case upload it without the pasties or menu stuff and see if it happens again
i feel like ive regularly seen crazier stuff than pasties but better safe than sorry
its been up for years, was taken down for nsfw, but the other versions are totally fine
pretty sure he's mentioned in the past that he wanted to step away from the avatar scene because of the fact so many people werent following rules
thats prolly why they told you they dont care
doesnt change any legal terms you agreed to
none of us here are either copyright/dmca experts or jingo himself so none of us can say for sure
he in person said he didnt care*
we can only advise you on the tos
im aware
thats why when i found him in a creator meetup and he was there in 2023 i aproached and asked
(with translator because japanesse)
i dont think vrchat (the moderation/platform) really cares if he just vocally said he doesn't mind. thats not exactly legally binding
i feel like a redditor answering like this lol
yea tbh lmao
and promoting or supporting avatar term breakage deff isnt something you should do in this server
pretty sure it breaks a #rules
sorry, i gotta say it since the official vrchat discord server isn't really the best place to talk about tos violations
It's a good place to discuss understanding the rules though
im neither for nor against publics of avatars, i used to use them before i knew you could buy them
yea, a server about booth or like an offshoot vrchat avatar creator server might be able to provide more specific help
tbh is it really a tos break if the author himself authorized me to do it in the 1st place :p
im not in any so i can't help with that though
ill just leave it there tbh no need to continue
unless you have that in full legal documentation yes it is
I'd suspect Grizzly's case wouldn't hold up in court... but if it were actually in court the copyright holder would be there and if they say fine, then it's fine
yeah
haha
tbh i came for a totally different topic
i wonder if vrchat has like
im not here to argue
flagged avatars
that if they see reports for avatars using this base etc, it prioritizes them
they do, komado did it
as i wouldnt be surprised if they had a system to automate reportings of public booth avatars
yeah
he did a dmca on vrchat and now if you upload one of his bases as a public avatar, it gets taken down really fast
oh i remember rusk, i saw that base wayy back in an old vket
yea, its a komado's base
i miss old vket worlds, i wish they were archived somewhere
anyway back to finding out what in my avatar is causing it to be 15mb
Thry's avatar tools is a good way to find out
yea, looks like its the meshes
damn that's a LOT of meshes.
shame as if i shrink the body and face meshes any more it breaks the blendshapes
unused blendshapes take up lots of space
on blender
yes but i do not know how to use blender, and don't have it in me to learn rn
also textures seems very expensive aswell
welcome to very poor land.
are u running 2K on everything?
the lac tool
for that u need to change resolutions
what resolution are your AO textures?
*lac
i always keep those at 512x512 since theyre not really used
Here goose
depends on the map
oh cool ill check that out
also masks
tbh im not sure, which ones are those again
i run all the textures through lac which takes care of all of them
the lac thing only applies at build so the textures still say they are large
ill disable lac and see the avatar size after
id rather use tools
at most i use modular for gimmicks/blendshape syncs and vrcfury for blendshape optimizer and param compressor
but other than that i do all by hand
doing it manully will give you more learning experience than just doing a tool u dont really know what its actually doing
and also will let you adjust stuff manually
easy to check all materials/texture change on a click
i do plan on learning it all eventually
but before that i gotta get working adhd meds
otherwise i just absorb none of the info i learn
ok yea with the tool disabled it goes from 15mb to 40
for example i try to keep highly detailed up to 2k and the rest 1k-512 depending on the level of detail
or the visibility of said texture
remember that compressed and uncompressed are different stats
some stuff i dont even use texture and just use material color itself
yea true
oh that one is actually download size, I misread
better
again, i will eventually but for now i will just use the tool
and have better control of what gets optimize and what doesnt
the tool works well enough for me
that red text says otherwise :p
it has options to filter that in the tool as well
yeah, the mesh is likely still too large
i do not believe the textures are what is causing it to go over
how many textures does your avi have?
you don't have to believe, you can to actually check 🙂
what res is your tool making the textures at?
Everyone rooting for goose 🤣 or yall are really passionate in optimism
im just gonna focus on the meshes
You can do it! Go goose!
1024 res textures are usually 1.3mb in vram per texture, compressed it depends on quality of compression it could go from 300kb to 1mb per texture
2k jumps up to 5.3mb per texture
i feel like a lets player having the comments constantly backseat their gameplay
i just like helping ppl out
I liked mine better
also before this tool existed its not like i didn't manually change my textures
its just having done both, i feel this tool does it well enough for my use case to not need to manually do it
ok mesh combiner added. time to figure out how that works
ok thats a lot of meshes lol
i guess ill just combine the clothes into their respective toggles and the body/face into one
oh and body and jewelry
wait will this impact my pc version, like do i need to do all this on the pc version first and then do it on quest
for sync issues
so much of the playerbase uses quest, i like when they can see me
its a shame
also i hate how poorly the game runs and wish people put more effort into making it run better for those on weaker pcs or quests. I don't want to be part of the problem
i dont mind if they see the impostor on me
either way
u should combine in groups i think
just less than all those meshes
Same sadly I'm getting a bit obsessed with osc coding so I don't really have the time to make them for the quests pls I'm normally in the pug
if i was you id separate the meshes into body - clothing - extras
and combine the corresponding ones into those groups
so later is easier for you to find the stuff u need
yeah thats the plan
not sure how to but ill figure it out
my next goal after i get this working is finding out a way for my pc to run this game in vr and record to obs at the same time, which will be fun
as currently this game uses like 1000000% of my gpu
and obs uses like 20%
i ususally use steam background recordings but those can't record multi track audio which is handy to have
okay im a tad confused on how to use this mesh combiner
is there a tutorial anywhere for it?
i combined i think all the parts on the base body (body,face, rings, piercings)
ok it melted my face
and legs lol
You know I think I may of gone them mixed up
polytool has an option to combine, ill try that
im gonna set the tri count to 20000 and see how fucked up it looks lol
damn
it'd run well tho at least
You know that's a lot of blend shapes
Do you have fury in this
Nice and the mmd one
Yes
ill turn it on
You need that on if your using blendshape optimizer
good to know
ill throw that on the pc version as well then
im not very experienced with vrcfury
i just use it for some assets that liindy makes, and the blendshape thing and fix write defaults
It's useful
im not sure which of these i should check lol
I mean lights colliders contacts if your on pc
Phys bones if you want this to be a husk of your Avi
yea i would like physbones, seeing as i only get to have 8 max as it is on quest
which i just used for as much as the hair as i could, since thats split into many
True and you have ears and a tail you would want that to move
yeah the ears for sure, the tail i just disable
i dont like the tail really, but do want it as an option
Yeah
so many tabs
there are quite a few bones i can delete as well that im not using
and are left over from the avatar's default outfit
so ill do that
i should do that on my pc version as well anyway
damn i got it from 260 to 116
nice
bones on the base avatar, that is
ok combined the mesh for the body and face and jewelry
now the clothes
and the hair
clock is ticking for me to get this done as i gotta be up for class in 12 hours lol
but i got tuesday wednesday off so ill probably just work on it tomorrow night
well then
Lol
WOAH what the hell happened to the vram
ah its the combined mesh
right
ill decimate it
okay what
crazy
looks like messed up weight paint
its a shame as i gotta shrink my face mesh but doing so makes it look a fair bit worse
and it breaks some blendshapes
if i decimate the body mesh a spike comes out the back lol
when i have the shrink chest thing on for my jacket to not clip
this does get it down though
better
avatar still looks solid as well
the face up close has taken some hits though lol
but tbh i can live with that
for blendshape changes, would it make more sense just to delete them? or is that a permanent thing
like if i choose to delete it will it come back when the toggle is off
I think I broke a couple toggles on my Chibigen model in Unity after a created some new blendshapes for a new facial expresion in blender and imported the FBX file...
Anyone perhaps willing to help me figure it out? ;w;
If you provided more detail, some people maybe can help you.
perfect, delete sounds ideal
i should do that on my pc version as well
ill do that all later though. when i start adding to it
for now, i believe the quest version is done
build and publish time, lets hope its small enough
fuck
all that for 1mb less
i halved the mesh size
do you have like, 12 outfits on there or something?
no
its just my avatar, a hoodie prefab, a shoe prefab, a pair of pants, and some hair material swaps
one outfit
does anyone know how to fix this
So basically there is supposed to be a cube trail enabled that'll follow the hands, but it along with a piece of cheese and a orb I can place down aren't appearing anymore after I imported the edited FBX file
There's also all this and idk what it all means
How many material swap? You should reduce texture maxsize as well.
6, ill lessen that
even tho i want them all ):
changed it to just 2
so 3 total including default
You can't have multiple Armature on a single FBX file.
I don't see another armature. That is how the Blender file came and it has worked all the way up until now when I added blendshapes to the face and exported it back into unity
2 armatures.
I’m the goat
gotta fix this before i celebrate too much
and actually boot up my quest and test it out
i usually play pc but i just use vd, so i can hop on quest to test how the quest version works manually
whats a good texture compressor for android
format, that is
Ah, I see. I just don't get why it was working before then. I just hid it and reexported it but it didn't fix...
astc 4x4
thanks
I just saw your trail object is not a part of avatar fbx, and is unpacked. You should never unpack FBX file is you're going to update it. Because that will cut the data link between fbx file and object in the scene and it can't get it updated correctly.
can you check avatar stats from the website or do i need to log in to the game to see those
Well shoot. I didn't know that ;w; Is there any way to fix it or is it broke for good?
In website it show only Perf rank. Stats details only show in game.
Drag a new copy into the scene and copy things over to it
they should let you check stats on the site, that'd be helpful
Broke for good. Unless you know deeper how skinned mesh renderer work to resolve it. Or just put the new file into the scene and never unpack it.
does anyone know how to fix this
Damn... I don't want to redo all my work. I made a backup but idk how to get to it. I'll see what I can do, thanks for the help ;w;
Download size is 5mb
That’s so much headroom
However, it doesn’t look great rn. The face and neck are weird
So I’ll use some of that headroom to increase the quality
I am pleased with these stats
I will tweak more later though
This is decent to start with
messed around more and got it a bit better but now its 9mb and somehow texture memory went way up
confusing
i tried changing a lot of textures manually and that seemed to mess up the tool i was using, so idk
weird
gonna work on it tomorrow, done for the night
We are still here 👀
Worry not, we are slowly rising back to old glory
Is it under permission from the creator ?
Ok soooooooo I’m not new to unity but I still don’t know how to fix this issue without fucking up my model, but I updated my fbx for my avatar and now in unity her head only is invisible, how do I fix that?
That's because you use "Unpack Prefab" which likely will break model in the scene when you edit its fbx file.
Shit ok, so do I just need to reimport the fbx now?
You have to put the fbx into the scene again and start from there.
Ok thank you
Permission to get popular again? I dunno if that needs permission but yea we sure are returning slowly but surely Rusk community grows again
Permission to publish the creator avatars as public avatars.
anone know what this means never had this pop up before so
Check sdk version in vcc.
i updated it is that the reason?
Did you update both base sdk and avatar sdk?
i believe so
Screenshot to confirm.
Try restarting as well.
yah lemme do so
That's not what I meant. I meant the reversal of the communities current regression by means of keeping remaining rusk users united and expanding by telling others of the rusk, showing off unique personal rusks and hanging out with each other hopefully climbing the latter again to be on the top of VRC once more
The regression part was from use of the public Rusk avatar right? Then what left are the legit user which should not be affected by DMCA.
anyone know how to add accessory from an other avatar to an avatar im trying to use 💔 (sorry if i interupted yall)
Everyone has legitimacy, even the souls who were using any of the many public models. It was a lawful happening but one that has forever ruined a big part of VRC and resulted in not only people giving up on a popular model but also the closing of the biggest active Rusk group there was. It is good that there are still many who own personal Rusks but the damage this all did left even most of them scattered and may result in us becoming the next ukon if we don't manage to bounce back in time
I don't see the effect cause to other community models like Milk, Karin, etc. Why it's only Rusk?
Depends what you got. Is it an fbx? Does it have an armature? How is that armature structured? Is it using vrcfury for installation?
Fixed it thank ya!
Still stuck with this if anyone can help
2 gameobjects then station, you can rotate those objects up/down , left/right ect if you need more
got one av somewhere with stuff like that since small av's sink wierdly easier to just adjust them up
So I just have the seat game object parrentes to another game object? Would I animate the parent or child game object in this?
Would it just be 2 animations per game object? Each linked till all rotation axis and position axis are covered?
It has an armature its all set up i have vrc fury too
I bought the avatar and its all ready to be uploaded but im tryna get this accessory to this avtar
soo if i just copy and paste it to the avatar im using currently it doesnt show up or anything
also i gotta somehow make the toggle works.. the accessory im trying to add was supposed to be added by default but the person who made the avatar made a mistake and i have to put it on manually which means the toggles and sliders are all set up and i somehow gotta connect them
you cant just copy paste from one project to another if thats what youre doing
it would help if you posted images of what the asset is and how/what youre doing
i would but lowk i do not wanna get banned in this server and all i can do is explain
Yeahh i have found.. so im trying to find a tutorial for it but i see absolutely none
why would you get banned
its kinda nsfw but not against the tos
then just draw a black line over exposed parts?
ill just hide it and rename the object into smth else
idk how to take a screen shot of this-
actually nvm i just tested with it and i think i got grip with it
yeah actually now its going south
Can someone help make me my own custom avatar
I think I understand what ur getting at
I'll try later today
👍 that has 3 ways to move/rotate its using motion time tho, can shove it in a blendtree but it will require more animations to be made
this does the same thing, just blendtree bit more setup but you can cram alot in one
Ok I want him to have a blue hoodie and black pants His eyes should match with the Hoodie his hoodie needs to be the one he Has his second style will have a brown jacket black pants and a green tank top he needs a nose bandage his eyes should have it with a white pupil and the jacket has the gay flag on the torso as a patch and back should have the words scrap endos Eye can have a slider to change it and his pink scar on his other cheek a staff bot arm toggle to have it on or have be his normal
ion think this is a place where you request someone to make an avatar just letting yk no offense ofc
Oh sorry
go to VRCTraders (Link in #1204490664637890580 ) and get a verified commissioner, you're about to get major scammer/bots in your DMs with a message like that here + its not allowed :P
It was most widespread, easily associated with VRChat itself. A cornerstone of the game
I already had
so the arms have their own bones which are all weight painted properly, and a bone inbetween spine and chest
i put rotation constraints on each and set as active but the arms are still stuck in T Pose
So someone called badmos0979_61170 is a scammer
callouts are against the #rules even if they're a scammer sadly so id delete ur message but make a ticket in https://discord.com/channels/189511567539306508/1136424661274599444 to get em kicked out
There not in the server
Theres a single face on my avatar thats invisible and im not sure how to fix it? i tried flipping the normals already and it didnt work ?
rather than trying to flip them randomly, you can enable "face orientation" in the view overlays in Blender so it'll show you clearly.
Open in blender, show face orientation. It may be something weird there, or it's an issue with your UVs.
Damnit Kazin you type too fast
Lmao
I did try that and it all showed blue ! Nothing weird there
haha, sometimes I do
Might be an alpha thing. Check the texture/UV
Ah good - then maybe it's UVs - that face could be on a part of the textures that's transparent
I dont think so but I will check T-T
yeah it the expressions texture
Expressions texture?
the uvs are fine ! Im rlly confused T-T
can you send screenshots of it in unity
this is in unity, looks the same as in VRC
hello
hallo
i'm new to vrchat sooo
???
????
Welcome to hell. Remember, don't play games with your own identity unless you're ready for the damage it does, never date someone without meeting them IRL first, and if the avatar has lights on it, don't wear it in public.
k
This is good advice.
wild
Still struggling with simulated eye movement. I think I figured out a couple things but im still confused. My eyes appear to look in directions that don't quite align with where im actually looking. on top of this, they randomly will reset to other positions and I'm not sure why
Sounds about right. It tries to guess where to look, and sometimes that's kinda funny.
Are you sure? I thought it was supposed to track somewhat, but it appears to be really random
track what?
like, if i look in a mirror, my eyes should look towards my character, right?
im using that to try to determine if i set things up right
but the eyes seem to jitter and if i rotate my head, the eyes dont always moothly follow
and it seems to never really do it
i can take a video if that helps
iirc it tries to guess what you're looking at, such as another player close to you
yes i read that
It explains there ^
Keyword "simulated". It doesn't actually know what you're looking at.
Right
perhaps im thinking about it toohard then
i'll just move on and keep an eye out (lol) if others i play with notice anything weird
i have a more complicated question now though
oh fun
does anybody here know how to do special rigging for a model with odd proportions?
my character's neck is long, so when i look up or down or side to side the rest of his body goes flying to try to compensate with where my ACTUAL head is
really vague question, maybe good for #avatar-rigging , but probably "yes" and you should be more specific
ahh
Yeah so for a disporportionally long neck you might want to rig a separate set of bones for that and use rotation constraints to try to copy the rotation that VRChat detects from what you do
I'm unsure on how to do that or how to set that up
if you get too far from what you, the human, are shaped like, you have to do funny tricks
is there any sort of guide or reading with more detail on how to do that?
I don't have one, but wouldn't be surprised if something exists
i'm just unsure of how to add bones that depend on how the other bones are moving if that makes sense
like i have bones for things that arent part of a human (wings) and they're attached to the proper spot and all that
it's really as simple as making the armature match a human, then adding extra bones for the avatar's long neck, and using a VRC Rotation Constraint to copy rotation from the humanoid bones to the non-human bones
but it isnt like moving my hand moves the wings
it probably could if you want it to
hmm
so right now i have 1 neck and 1 head bone
with them stretched to fit out
so i should move them around, resize them, and add more neck bones
now, when i move my head, only the neck bone would move? or only the head bone moves?
That's what I'd probably try doing, yep, though I'd probably create new bones to be the humanoid ones, leaving what you already have to drive the mesh.
both move
so would the other neck bones be moving based on how the main neck bone moves
and then the rotation constraints just dont allow it to deviate super hard?
no
VRChat drives the humanoid armature based on what your headset/FBT/etc. tell it that you do.
You can then use constraints to copy those rotations to other bones, wherever they are.
with a human-looking avatar, you don't need to do this. If you deviate far from the shape that you are IRL, it gets weird, and having a separate set of bones to drive the mesh can be a decent technique.
neck sound like a nightmere to use constraints on since it would need to be a seperate mesh
head is easy
I haven't tried, so I don't know the full details of how people have done it for long-neck things. But I have made two-headed avatars, which works similarly.
I fixed it by deleting that face and re-making it 😭
hah, I suppose that works 🙂
yeah... i was triyng to find an example to use as a reference but couldnt find anything
seprate neck probably could do with chest / neck / head bones , head is easy since it only need to follow the rotation of headbone , definatly not a thing ive tried
I've actually seen something like this, witha kizuna Ai model
the head model is constrained to rotate inline with EyeR and eyeR has max confidence and can rotate 360 degrees.
So the head hard tracks you.
Intensely amusing effect.
Since simulated eyes are clientside, it just [wet crunching noise] all the way around.
there's also an avatar that has heads on the hands... kinda disturbing 🙂
fwiw the issue isnt that like
the neck rotates badly as is
its that the rest of the model goes flying if i move my actual head
Some notes on simulated eye movement; it is simulated clientside, so what you see in the mirror is not what others see
starts floating
i have one neck joint
oh I keep forgetting this
and for what i can rotate, it's mostly fine. not perfect but certainly good
the issue is on a vr headset, looking around makes the model go crazy and float or contort
You have boneitis. There's likely an issue with your bone heirarchy or humanoid that is causing it to break.
Yeah, it's -likely- you have a humanoid bone issue.
what is the issue exactly?
be sure that there are the full humanoid bone se,t that the pose in the humanoid import is a tpose, and that the humanoid rig has the right bones in the right places.
oh that guy again
I've seen Unity assign some WILD stuff before.
yeah I think I'd rig that one differently
hmm i dont think that's what it is
i think what it is is if i move my head
based on how the bones are, it's moving everything else to compensate
since a head movement would result in my head moving much more in game than it did irl
That's possible, but that just menas you're running into the limit of what humanoid can handle.
i can tell you the rigging is fine on desktop
i can try adjusting the length of the neck by moving it up?
the other issue i had was my hands dont move right
You're likely goignt o have to dos ome ghost rigging.
ghost rigging?
the thing I've been suggesting
ghost rigging is a paaaaaaain
I'd avoid it if I could additively animate on tracked humanoid bones.
yeah it'd be nice if we could get rotation values of bones in the animator
i still dont understand how to ghost rig
is there any information or guide on ghost rigging at all
ye, youtube has tuts.
do you have one i can follow
moment
Well bolt me to the wall and call me a PowerEdge 2420, there really isn't a good tutorial for this.
:L
Congrats, you've joined the Edge Case Club!
We have tshirts and a bake sale every third month.
I suspect you'd need to find something on advanced rigging that isn't vrchat-specific
indeed
The best bet you have is to start with finding out what parts of the rig are too far past human shaped, make human shaped ones for actual IK/VR control, and then use rotation constraints or FinalIK (buy it on sale) to control the bigger parts.
Think of it like puppeteering.
oh that's a great way to put it
uhh
i get the idea of a rig for the human and a rig for the model itself
but what does rotation constraints have to do with that
all those do is prevent certain bones from rotating past a certain point
i dont see how that in and of itself is what solves this issue
Rotation constraints don't prevent movement, they copy it.
indeed.
we actually can't use any sort of limiters in vrchat, except for physbones.
oh
so is the idea thenn to uhhh
two rigs - humanoid, and the actual model
copy the humanoid ones to the actual rigging
Yes, this is what I've been suggesting
using extra bones on the actual rigging attached to different pieces of the humanoid rigging
what is IK exactly
Inverse Kinematics - probably best to look that up
even if i do all this, wouldn't my actual head position end up desyncing from my vr head position?
well, yeah, but the point is to be immersed
need to be able to pretend to some degree that i am
yep, I know, but still - you are not a dinosaur, so you might have to compromise a little so it looks right to others and in a mirror 🙂
probably you can get really close though
i'll give it a shot but its gonna take me a while to piece it together in my head a bit more
so i need a new skeleton that resembles a proper humanoid figure that is what i the person control, that maps the actual movements then onto the rig
you may not need the whole skeleton, just the bones that deviate from "normal humanoid", such as the neck
But yes, that's the concept here.
Is there a way to change the parenting of a object mid animation or as a Toggle
No, but you could use a parent constraint to move the object around
can i put like... a belt for egirl base on a fit base avatar
and it wont clip a ton
you can put anything on anything, if you're determined
i have limited knowledge i can basically sculp it on blender and then add it to the armature like i would clothes that fit a specific base
like i can shape it to fit
Yep, that'll work
ok yippe nice
Also would have to do some weight painting
You might have to touch it up a bit, and maybe change vertex group names to match the bone names of the avatar you're attaching to. Shouldn't be too bad.
Question kazin when it comes to clothes on avis whats stopping people from applying the shrink rap modifier if it's something like leggings
If ya only want leggings u can just duplicate the leg lower body mesh an separate by selected. Then extrude along normals
Instant pants
No weight painting needed
Or leggings/ shirt
Also u won't need to uv unwrap it for texturework
Just change material
Nothing, but it's easier to just make a new mesh from the skin and push it out a bit using solidify.
I will say, you should bridge parts which would stretch over the skin in areas like buttocks or chest.
and ideally have a weight paint or bone setup that doesn't make them move apart.
anybody here good with blender? i have all these meshes that are all different parts of the model, but how can i combine it into one so i can start on rigging the model?
Select them all in object mode, right click the viewport window, select join
ty
so you know that white dot that helps you set the pove for an avatar?
Mine's not showing up
nothing, if that works for you. I've used it, but don't find it's all that great for clothing unless you're actually doing skin-tight stuff.
make sure you have gizmos enabled - upper- right icon in the Scene view, looks like a globe
thank you
Gizmo is such a funny word.
Imagine an alternate world where it's called a doohickey.
both work 🙂
is there any reason for the avi creator of the avi i am redoing to have a param called "HasLoaded" that is turned on only when "IsLocal" is true and have all the toggles have "HasLoaded" set to true as a requirement?
huh, I wonder why they did that
the name is pretty self explanatory
IsLocal when worn
and a parameter named HasLoaded
like loaded the avatar
ya i guessed that it just made sure nothing happed until the avi loaded on the local side, couldn't tell if there was a actual reason for it act like that or it was just something the creator wanted to do
syncing probably
oh - is that a synced parameter? That would kinda make sense,yeah
when I set up anim layers for complex props that need state control, I use something similar to prevent confusion.
So I have a Prop Control Int that's synced, and the whole control animation drives that param instead of doing things itself. means states are always synced and always sync when state changes.
Also makes multi-layer/multi animc stuff easier.
ah ok, think i can get away with this then? unless there is a way to have more then one requirement on blend trees
still trying to learn how to use blendtrees. optimization goes brrrrr
Technically I think you can use an arbitrary amount btu it depends on use case.
you dont have to do the whole has loaded
i dont understand, could you elaborate?
you dont have to set it up specifically how the guy that made the avatar set it up
blend trees are fun, usually most of what I have in animators is in a big direct blend tree
from what i have been told, more animator layers means more lag and blend trees are a way to combine layers. (75 layers down to 13 and im not even done yet :P)
Looks good! And yeah, there are fun tradeoffs but that's a good one. You can also easily do some kinda complicated things too
how much would you price a basic asset like this whole thing is 3.2k polys
4$ is what i was thinking?
That's a good price, for sure.
thats good to hear, i looked at one guide and then have basically been winging it but it seems pretty easy so far
I assume it's the one from JustSleightly? That's a great intro, yeah.
the vrc.school site
that's the one
thats good to hear
Seventy FIVE layers?!
yes
thats just default Shoggoth
well with the gf addon
oh
it has facetracking
I've no context to FT, so I can't judge it (for now?
But that's so many layer, holy moly
face tracking adds a LOT
it's not that many layers but the blend trees are complex
I imagine there's a layer per side and per major aspect of the face, yeah?
Left, right face, left right eye
Or is it way messier than that
Whhhhh
ok now I'm going to look, hang on.
can send the animator if yall want
I can just ask my wife, she's got all that stuff.
yeah I'm opening Unity with one of my avatars now
There a gotta be a way to cramp that down
I'm so glad there's not a reliable cheap face tracking hardware option for VR rn
Or I'd have to learn it
Looks like 3 layers for this one
Guessing eyes, face, and a control layer for mixing with Audio Visemes?
ok its 65 for the sfw version
yeah this one has all three types, each is just 3 layers
Based on Jerry's templates.
Oh, that's even simpler.
So like, one for ARKit, one for Universal, one for whatever else there is?
SRanipal