#avatar-help
1 messages · Page 228 of 1
My eyes won't move, despite tracking is on (they worked earlier but something went vrong)
(i mean automatic movement)
with the vrcfury toggle, create an animation. Make that animation set the blendshape values you want and then set every other face blendshape to 0 (leave the vismes alone)
this will override the facial expressions because you are setting the blendshapes to 0
I found an easier way but thank you ^^ u just create a blendshape toggle with the closed eyes and then add "disable gestures" toggle under it
I'm trying to figure out stupid skirt physics again with colliders and I am having issues
yep, it's difficult.
It seems like sometimes the phy colliders dont work
same here!! trying to figure out how to get them to stop clipping through the thigh when the leg is raised past 45 degrees lol
For some reason, in unity the bone weights I painted are acting differently than in blender. On the left, the arm can clip into the torso slightly, but in Unity, the torso crumples inward creating a gap. Does anyone know what might cause this? I assumed it was unity and blender processing weights differently, but IDK where to go from there...
unity strips vertives to 4 bone weights
in blender, go to weight -> limit total -> set to 4
🫡 thank you king, will do.
Hey yall I am new to all this shit and I am trying to upload a vrchat model to unity so I can put it in vr would anyone be able to help me it’s when ever I try to drag and drop it won’t import it
? How do I do that?
drag from where, drop to where?
and what is the type of file you are using?
Definitely follow a basic tutorial if you have't.
From files to unity I got the avi from a vr model store
vr model?
okay so ripped/stolen content. You won't get help for that here, pay artists for their work.
Is it ripped? I just want a good avi 😭😭
Idk how any of this shit works
if it's from that store, almost certainly.
Damn ok if I go buy one how would I do it then?
Also what store would be the best to buy from?
again, follow basic tutorials.
The best store is the one which has the content you want and has not stolen that from the artist who made it.
Dude idk where that is
well we don't either
Damn ok
jinxxy? gumroad? booth?
I've noticed some things about most prefabs that rely on vrcfury: they usually have something set to the avatar's fingers.
I'm bringing this up because im trying to add Ike HUD to a roblox avi, but it lacks fingers, and I think thats causing an in-game issue that's making the HUD toggles not work. (Putting on any of the filters doesn't work)
I think you can Edit in Prefab to change the finger contacts to other bones, but anytime I change it, it says "not found, rig is not set to humanoid" even though it is. Any tips?
ike hub is supported in his discord server and hes really good at helping with this
(there's a manual installation if you dont want to use fury in the prefab)
Hmm tru on both, I'll try the manual install and if that fails, I'll go to their server!
Currently making an avatar without a humanoid rig. I’m trying to add toggles to it, and they work fine in the unity engine, but when I upload it to vrc the menu doesn’t show up. Any fixes, or is it just not possible?
huh, humanoid rig should have nothing to do with menus working
I unsure tbh. I’ve had similar problems with avatars that have no rigs either. 😔
Hey yall I am new to all this shit and I am trying to upload a vrchat model to unity so I can put it in vr would anyone be able to help me it’s when ever I try to drag and drop it won’t import it I just got the avi and its quest
Genuinely curious how you knew that so quickly
Wait, where's the manual installation instructions?
They were here earlier,
look up in the chat
Naw I bought one off a buddy of mine
still ripped
what do you mean how
still ripped
What kind of file do you have?
Unity
"unity" is not a file type
It says unity package file
ok that's a unitypackage.
Ok ok I am new to pc shit
I am downloading unity 2022.3.62f3
Are you using the creator companion?
probably start here: https://creators.vrchat.com/sdk/
Yeah
the "getting started" docs.
Wait does it matter if I have it all installed oh a usb stick?
the docs no
I can't answer any questions about installing software on Windows
K
you downloaded the docs
yes it does matter that you have unity installed on a ubs stick
The unity hub is on the pc the unity 2022.3.22f1 is on the stick
yes it does matter that you have unity installed on a ubs stick
that mean you have the portable version
which isnt supported by CC
Damn ok so I have to movie it back to my pc
What version do I need?
Of unity
Does the hub also have to be on the main pc?
Fix?
not a useful message, unfortunately.
The pc also comes with a screenshot tool by default
How about now ?
All those are telling you that it failed
I don’t how to fix it
I tried uploading different avatars. It’s been giving me the same error.
It’s something to do with the SDK 3.0
Did you look for problems in the SDK build window?
Yes I did I tried searching it up on Google. Nothing helped. I’ve even tried using my own AI to help with it. Nothing helped.
That’s why I came here to ask to see if anyone else is having the same problem
Ever since I updated my SDK it’s been acting like this for the past couple days
I was about to upload one of my avatars just now and yesterday and the day before
That's not a problem that others would have, it's local to you. But those messages don't provide enough detail, unfortunately.
3.0
3.0 is not a SDK version.
I have an idea that my help it
well it is but not one that's usable right now, you need 3.9+
Sdk3
...
again, not what they are asking. specific version.
Just send a screenshot of your packages in CC
You can find this in VCC or Alcom
I’m out of my computer right now. I’m on my phone, but I will send a screenshot when I get to my computer.
always fascinates me when people ask questions but aren't prepared for follow-up questions asking for more detail. Why not just wait until you are ready?
You think it would be rare for people to do
no, I know better than to think such silly things 🙂
It’s just a human thing
I will always find this kind of interaction a bit dumb
shows something
"thats not what I asked"
shows same thing again like itd change anything
We’re not perfect
I was just showing you the version I was using that I was using
that doesn't show the actual full version number though, which is what was being asked.
when is the new one coming out next year?
Nvm
I’m already preparing to do a factory reset but has anyone else gotten this error? I’ve tried everything both I can think of and what others have suggested.
When I try to upload an avi since yesterday I get these errors in the picture. It then puts a prefab of the avatar in the assets below.
I’ve tried uninstalling and reinstalling unity, vcc, and even unity hub. I’m not sure what’s going on
so this "object reference not set to an instance of an object" is not really useful for debugging an avatar, unfortunately.
no matter how many different times you share that one, the answer is going to be the same, "that probably isn't the root cause error"
Like bro i tried every thing your no help
is there a way i can make a texture holographic?
i'm trying to make the avatar's hair holographic
You can add chromatic abberation, layers and glitter through poiyomi for example
lol guess what
We're no help because there's no advice we can give you based on the info we have - we suggested a few things to look at, I'm just saying that message tells us nothing. I wish it did.
any help with this texture problem?, the body skin should match the face skin, i've also been getting invalid subscript shader errors but i wanna fix this problem first
I haven't seen a full picture of your console to see if there are other errors, but if you have a list of errors, post the first few errors, ideally with the error counter shown so we can see how many there are.
same or different materials?
here's all the errors i just got when i tried uploading
always look at the top ones first, that's where the root cause error will be.
But I'd probably unlock and maybe upgrade those Poiyomi materials.
I can't find the arrows on where I'm supposed to use to move the Avatar descriptor I'm clicking at it but there's no new arrows and I don't see the small thing anywhere what do I do
move the avatar descriptor? Do you maybe mean the viewpoint?
make sure gizmos are enabled - upper-right icon in the Scene view, looks like a sphere
You know how certain avatars have moving hair how do I test that the things that I've done work in unity I'm trying to get a skirt to work and the bones are already there
I meant to say phsbones speech to text is a dumb
Physbones. Go into play mode with an emulator installed (gesture manager, av3 emulator) and grab the model and move it around
np, just making sure I know what you're asking 🙂
I didn't think I added an emulator and I still don't know what play mode is oh well I got the viewpoint good so even if it doesn't work correctly I don't care
well reinstalling poiyomi didn't fix the problem and now i got these errors too
you'd have to go look at whatever material that refers to, no idea what's going on there
those are shader properties, but I don't know what is happening there
sounds like a question for a different channel, this is about avatar creation
i don't know where that map is either, is there a way to make it take me to that by clicking on the error or something?
I guess you can try it? not sure, I haven't seen this before
clicking on it opens a web browser with a bunch of lines of code, tried searching for it in the assets window search bar and nothing
haha that's not helpful
Is there a way for me to change how much I'm moving things or rotating it like is there a way for me to change it from 1 inch into 0.1 cuz I'm trying to make this certain floor for a toggle but I can't have it above the feet since it's a floor but every time I go below it goes underneath the entire project
in Unity?
Yes
you could type actual numbers into the object's Transform component, sometimes that's helpful
wanna see the code it brings up?
not sure where to ask this.. does anyone know if the VRCTraders group has a ban appeal site or something? my old discord got hacked and they IP banned me i think? i cant reconnect on my new account with a new email.
anyone know how to fix this error?
has anyone else done anything with symlinking for project packages?
i have dozens of avatar projects and they all use roughly the same packages; and it'd be neat to have a single physical instance of each package and then a symlink to them for the projects (i tried to do it manually and i've saved over 10GB of space by symlinking) but i dont know why the VCC is complaining about the packages not being resolved, any ideas?
did you update the various manifest json files in the Packages directory too? I haven't tried this but that might be why.
ah, seems like it doesnt like the version of the package changing without the manifest updating; but im not sure how i could maintain both (given that not every project is making use of the same exact set of packages)
yeah that makes sense. I think you'd have to do some manual merging of those files
too bad the version files arent just dynamically taken from within the package folders themselves
hmmm actually - this might be a neat feature for Alcom, to have it use a centralized place to store those and just symlink them into each project and deal with the manifest files properly
you could message him or do it yourself and send him the code
yeah I'd do it myself if I wanted it enough
I know this is totally off the topic but I wonder if you can give a screenshot of all packages requirements and use ocr to put all of the packages in the project
hah, that's an amusing way to do it
would indeed be neat, if i can get this to work nicely and not have issues loading and resolving them then i'd be able to save quite a lot of storage space
Hi everyone I'm a vocal performer on desktop trying to swap some gogoloco emotes on this avatar I purchased but I am totally stumped and needing help ... is anyone available to help with this? I've been trying to figure this out for like 3 days and I'm at my wit's end I fear
Im really willing to even pay for help with this
how i do fix the shader on the moblie version
hey so i deleted the json file in the creator companion and now all my projects are gone from the list any help?
gogoloco iirc has their own discord, i'd ask there
make a mobile/particles/additive material and put there, or iirc the blendshape to remove the eye sphere can work
either ctrl+z, find it in the recycle bin and restore, or just manually re-add your projects
if you select multiple folders it'll add each valid project folder until it errors on an invalid directory
anyone know how to transfer mesh weight data to a new object?
making some cloths that arent simple enouph to just dupe from the body mesh
okay It's better, but now they're so red and extremely pixelated.
try the blendshape to remove the outer eye sphere and then use regular mobile toon lit probably
also on quest its going to be pixelated in most cases - the platform doesnt like high res
thing is i deleted the file cause it might have been what was causing compilation errors so what if it was?
Okay, never mind.
that file has nothing to do with unity, only the VCC, so you wouldnt have to delete it
okay they're back, now how do i fix the compilation error? i haven't even opened the project yet and it's already giving me this BS
i wouldnt know without seeing what you're seeing, and even then i might not know
i get this after trying to open the project i just created
enter safe mode see whats up i guess
i usually ignore
sounds like typical av3 emulator being weird; i think last time i just deleted the package from the folder and reinstalled in the vcc?
will just removing it from the packages list also work?
delete the package itself
where should it be?
project/packages/av3whateveritscalled
compilation errors are fixed but poiyomi isn't showing up in the new project even though i have it added in the package settings
I find I have to use one-version-back of Gesture manager, but I also use AV3 emulator and Linux, so maybe current ones work for others.
how to I open the "unity package" of an avatar
and how do I use this avatar in game
both comes with vcc from vrc home download page
import it into the unity editor. to use in game, probably watch one of the many many basic avatar setup tutorials - feel free to ask questions here if you get stuck
the thing i dont understand
where do i import this?
i need to create a new project?
in the menu: assets -> import package -> custom packge
yeah if you don't already have a project, make a new one
i see
again, there are lots of tutorials on the basics
yay, found it
thanks

np
I'm not sure any of that makes sense
bring your friend here
...btw, why did you ping the bot?
What do i need to do to this for it to stop appearing as black in the render and shader tab? Im trying to bake the nodes into the image texture
my FBX is in perfect tpose but for some reason it imports like this. (yes I applied all transforms)
its what i was given by the modeler
set it to "all" and see if it works
so does anyone here know how to fix invalid subscript shader errors? starting a fresh project didn't work
It works good enough, thanks
nice
Hey, so I made a parent constraint system on a hat (so I can pick it up and move it and stuff) it works, but it is in the wrong location for the head in game. Basically in unity the hat is on top of the head, but in vrchat the hat is lower, making it so that my eyes are inside the hat and I cannot see! what can be causing that? it works fine in my hands when I pick it up
the problem is I don't know if that would make it able to be a quest feature, but I just checked with my friend who's on quest rn, and apparently he can see it too
particle probably
wait lemme check with them and see whether they see a wireframe or normal at prismic's
okay, apparently the normals and wireframe are still there?
hmm
OH
nvm
it is a particle
a mesh particle
i MIGHT be stupid
and I didn't realize I could just look at the avatar details
and see the statistics
aaa why is it in wrong spot ingame...
I think I figured it out
it was using the wrong animator
wait, it might be worse.
So, it is putting the hat in the right spot, but it is somehow changing my view to be inside the hat?
I was trying to set up eye look but came into an issue when attempting to rotate the eyes. This model is really set up for the irises to translate and not rotate. There already are existing blendshapes for vertical and horizontal eye movement, but I don't know what to do with them
Pls help me im trying to upload my avi and it says "Failed to upload file". I work on this avi literally last night and it was still uploading fine but today this suddenly happens. I checked the console but I couldn't find anything that stands out for me. I tried making new project and the same problem appears when I try to upload. I don't have a VPN on and I even tried Cloudfare warp, still nothing.
is there a way to make a toggle to change this back to hips once the avatar is rendered in game
it changes to another bone and I dont know what changes it
havnt been able to figure it out for months and atp I just want to work around it
once it is changed back to hips in game, the avatar is fixed ( no longer disapears )
It's probably that for your own view, vrchat will shrink your head to 0 so you don't see it. However because it's done that, a constrained object will look like it's at your neck position. You'd probably want to set it to a different location locally so that it doesn't obstruct your view.
ohh... how do I do that?
ill see what happens when I put it on the head bone
it broke something, i cant grab it now
but i can see now!
I don't think this works, no
it works when I manually change it back, but if you meant that its not possible then yehh I guess im grasping at straws
I need help with this comission some of the textures arent working
Btw it isnt the avi with the wings, its from the same person tho
But imvu doesnt have nsfw so doubt its from there
At least i dont think it does
how do I set it to a different location locally?
moving it to the head bone breaks the parent constraints (stops it from working)
Ik the hair isnt from
Imvu
yeah I need help figuring out how to move an object somewhere else locally, I am at a loss
Have 2 animations, on that is one your head and the other that is somewhere else. Transition to the regular one when IsLocal is false and the other animation when IsLocal is true
Hey does anyone know if its possible to use pngs as faces with being able to use hand gestures for expressions?
I have a question so I have a model that i kinda broke the body a little then I decided to delete the body in blender and re inport it and delete everything but the body and used armature link to link it and it worked, but was wondering if its better to armature link something like that or combine it in blender then have the body be a separate mesh in blender so in unity i can have outfit swaps?
Hey!, Im also a umamusume avi creator! The thing about umamusume models ive figured is after u make eye bones at least for me I generally push the left eye bone and right eye bone back a little bit and the white eye part i would extrude it by normals and move it just a little so you have it adjusted behind the eye and that it will be bigger then the original eye white a little bit (we want it a little bit bigger so the iris doesnt clip) then we delete the old eye white (at this point u will notice the old eye white is smaller) i like to seperate by section after i extrude it so i can delete the old eye whites easier then I would join the 2 objects/meshes back together
Oh are u moving l eye and r eye? I noticed for a lot of models they arent supposed to be eye rotation bones but more of eye weight bones so u need to make eye movement bones, I use cats to make them
how do i make my avatar's audio scale with avatar size?
I see. I'm not great at blender (more of a CAD person when it comes to 3D software packages) but that makes sense.
These are existing blendshapes I found while looking for the correct ones to use for mouth visemes
I could animate it in unity but its better to make proper eye bones and fix up the model
Im splicing a head on a model and was wondering if theres a way for me to delete all shapekeys at once on the body not the head instead of clicking the - sign until its gone in blender
blender 5 lets you select them all then - them
How do I make new eye bones? Or do I take the existing ones and move them?
You'd do that in blender. Look up rigging tutorials. You'd just make a couple bones pointing straight up, behind your eyeballs. Parented to the head. Weight the eyes 100% to them and 0 on everything else.
Wait, do u have cats? In my cats if u enable show avatar 2.0 tools it will popup with a tab to make eye movement bones
Pls help me im trying to upload my avi and it says "Failed to upload file". I work on this avi literally last night and it was still uploading fine but today this suddenly happens. I checked the console but I couldn't find anything that stands out for me. I tried making new project and the same problem appears when I try to upload. I don't have a VPN on and I even tried Cloudfare warp, still nothing.
can someone help me with texture issue?
Can you point out what issue you're referring to? Because it seem to have multiple issues from your image.
my friend had the same issue a few days ago
we got the same set of errors that you have here
I never definitely solved it, because recompiling scripts fixed it
oh ok ill try that thank u
Try hitting the "Reload SDK" button in the VRChat Toolkit menu
I had a theory that there was a useful error message in the inner exception for one of those errors
but the SDK only logs the outer exception, which just says "uhhh didn't work"
i tried that a few times it didnt do anything
but ill try recompiling scripts when i get home
thank u
Restart the editor as well, just to be sure
If it's still busted, I have some ideas for how to debug this
I do have cats, it's the unofficial version for blender 5.0
can someone explain how to add tooglable voice lines to an avatar
i made this springbonnie avatar that i want to add tooglable blood particles and voice lines
couldnt find a tutorial anywhere
guys why is lip sync is not working?
Does anyone have experience with Modular Avatar? I've been troubleshooting a problem for a while now, looking for documentation or tutorials that might cover this, sifting through their official discord for other ppl with same problem, but I am kinda stuck
wow so great on giving us the info that we need
yeah still
we cant help with that one piece information
did you make this avi
Hey didja manage to get it working
I’m having the same problem with all of my projects and its driving me insane
Hello!! I have a question. So I just bought this j avatar and am unsure of how to upload it for both pc and quest, as in upload both textures to their respective platforms. I’ve tried finding a video on it but I can’t find anything. Please help if possible, thank you!!
getting some avatar from discord dont really sound suss at all
Can you show the hierarchy of scenes where he has both avatars ?
yeah not to mention a discord server that probably has it own help channel for their avis
does someone know how to fix this?
You'd need to explain what you think is wrong with this.
so, when i try adding an matcap to my baldi model the matcap looks like that
but when i try adding an matcap to another model it works fine
the matcap only works if the model doesnt have bones
I can't imagine what bones have to do with the materials
Bro does Anyone else's SDK fail on the PC side?
almost certainly this is going to be a local problem - perhaps explain what "fail" means here.
It just fails no reason
okay, probably we can't help with that then.
Alrighty
I was just wondering if I was the only one having that problem
why is it doing this
what is "this"?
swapped in a broken material?
well idk i didnt make it
My avatar keeps saying Failed to upload even when it's next to the wifi I'm geeking bro
Can you share the error message(s)?
whats the best way to get a ps1 style for my avatar in vrchat? i tried using the "vertex rounding" in poi yomi but it doesnt realy look right, should i just try make a low poly 3d model and put my avatars textures on that? or is there some shader that can make it look ps1 style?
ye i tried recompiling script and reloading sdk and restarting editor but it still doesnt work
no i still cant upload
still same error
Looks like a DNS lookup error, judging from that last message in the console. Fix yer networking.
(no I have no idea anything about Windows networking)
@trim prism pc1 look def includes very lowpoly models that take way more than a few pixels per polygon, think like thousand polygons for a humanoid top. and lowres unfiltered textures. poi implementation is quite usable, if you have the right model, but making a lowres model from a highres is not that simple
yea i get that, ig ill try make a low poly model then!
should i just try make a model from scratch, and try make it look like my current one then?
@trim prism honestly idk, never tried to downshift to ps1 look, only did it from scratch (for simplicity ye). id try making lowpoly model and projection baking (aka rebaking) textures to it probably. but same as decimating models and pixel art go, just lowering the texture res automatically is bound to look not too great compared to a manual approach
maybe youd be fine with the most of the model and fixing just the face a bit
idk what projection baking is but ill look into that! i thinkk first ill try make a low poly body and head!!!
Yeah, retopoing it might be the best bet. You can create a low poly version and bake the textures to a low-res texture
Vertex rounding helps with the jittery look from the way the ps1 rendered its 3D graphics
retopologising? idk much about that really but ill try look into it!!
can someone help me
When I crouch with my avatar on the legs bend outwards.. I've tried some of the solutions i've seen from people previously having this problem but havent gotten anything to work yet, I did turn off bone roll as well, any suggestions?
If your legs have a wide stance you need to close them so they are straight (in rig configure)
worked! Thank you ^-^
Having trouble fitting a wrap to her body- I did scale n what not = uneven and a little messy. Moved onto inflating n sculpting n it kinda distorts the top- The front is good but I cant get the back to form right- Tips?
I meant the pink lashes and white eyes but fix all
hello i was needing help. i bought 2 avatars from booth but for the life of me i can not seem to understand how to get the uploaded in vrchat i downloaded vvc and unity but it does not evidently click with me, can anyone help?
have you watched tutorial videos?
yes, i just get more confused this is my first attempt at this
maybe you can explain what you're stuck on?
to start off with i get to the package section and the file "liltoon" that is needed for my avatar does not show up at all. the lil toon file i downloaded from booth came with the unity file but it does not show. that is as far as i have got
i think i am still at the begining
I don't know liltoon for sure but probably that should be installed via Creator Companion
can also be grabbed from it's booth page>https://booth.pm/en/items/3087170
one in the package might be buggy or broken if it's really just the shader package
i did download it but no idea how to get in in the creator companion not to good with the whole computer programing thing
it's a .unitypackage it doesnt get installed in the companion app
it gets put in your unity project's assets folder
i do apologize for being daft, i been fighting to figure this out for almost 6 hours now and i still have no idea what i am doing even with the tutorial videos, figured some one in here could help me understand better
i get the feeling you havent been looking at good tutorials then if you've been stuck for 6hours without even making a project, have you tried looking at the stuff in https://discord.com/channels/189511567539306508/1139228456090087495 yet
i shall go check these out and see if they help.
Anyone knows how to texture eyes? Ive used the Texture Paint but nothing shows up
also things disappear when i enter texture paint
that pink suggests a broken material, missing color texture maybe?
lemme try that rq
I figured it out!! Found a tutorial lol
i added it but the eyes dont show up
no idea what that means?
like u see in the second img that the eyes are hollowed out
im tryna make it appear and texture it
ah I really don't use the texture paint mode much. But you'd have to make sure you've selected the material you want to work on
yea i selected it it still doesnt work 😭
quick question i was following along on the video and the guy was talking about how he needed liltoon as well and it showed him downloading it then it appeared in the inventory list in unity do i need to do some thing to get it to show up?
inventory list?
if he installed an older unitypackage you'll see a liltoon folder in the Assets folder in the project window. If you do that via Creator Companion, it won't be there, it'll be under Packages somewhere - this is the more modern way to do things.
This area
Ok yeah, that's the "project window", as in "files in your project". So not a bad name for it!
I have the file re-download from git hub but it is not showing and he kind of skips over that so I'm confused as you can see I have the model (I belive show up) but liltoons is nowhere to be found
I'd install liltoon via creator companion, no matter what any tutorial tells you to do, as that's the modern way - you can do that by clicking the "VCC" button on this page: https://lilxyzw.github.io/lilToon/
I downloaded it but I am not sure what to do next. Sorry for being a pain.
dont see liltoon in the list
Yea it not showing up so I am lost
downloading the file does not add it to VCC - that button I mentioned should.
This is what I have downloaded
I clicked on the vcc button that why I'm confused unless I'm not understanding properly
oh okay. I don't actually use VCC so I was assuming that would work
@eternal aurora youre not supposed to download anything, you're supposed to add vcc link provided by liltoon docs to vcc app
oh I thought that happened automatically if you clicked that link
if your browser doesnt propmpt you to "open this with an external app" then you messed up your security settings and should copy link with a right click or smth
Ok I think I got it right now it is showing up
I know that it is jumping the gun but is this where you add in the dancing and emotes as well?
really depends on what kind of package you have for that
Why does it look like this
you'd need to not crop out most of the UI for us to get an idea of what you're doing. And try to screenshot instead of photo
ok
Thanks - at the top there: Scale is 5x, that just zooms in the view in play mode. Put that back to 1x, and if you want to get closer, reposition the camera instead.
But probably you'd want to be working in the Scene view anyway - Game view is only really useful while testing in play mode
ok that helped i going to continue with the video
this might be obvious but should i also add all the other png files at this time?
we're not watching your tutorial and don't know what png files you might mean.
the body hair that is shown next to the model in the assests
there is more of those kind of files for this avatar
really no idea what you might be referring to
so it said that the avatar was built in sdk and it would be found in the others page in my avatars. does this mean that i need to start up vrchat or is it somewhere else?
if you clicked "build and publish" it's in the game
ok so just load up vr and i should find it in there then. sorry for being daft this has been a pain to do
it gets much easier!
so if it works and say down the line i want to add say dancing emotes i just load the file and add them or do i need to complete do it over again?
just make changes and hit the build button again
ok i noticed an issue what do i need to do to get the avatar from just t posing everywhere?
depends on why it's t-posing
did you do the humanoid rig setup?
I don't know if you had to with whatever package you got
it keep telling me that i needed to assign legs ,head , and hands when in human so i put it in generic
generic means it'll T-pose unless you have created all of the locomotion animations yourself
so yeah, that's the problem. You want to set that to humanoid.
depends on why there are errors
says they are not assigned
click the "configure" button near where you set the armature type and see what's not assigned
you talking about this
Map head, hands, and feet in that rigging setup
does anyone know how to make clothes and add on to a model in blender im looking for someone to do that for me and yes im willing to pay but not alot
Head to the VRC Traders discord if you want to commission someone, you'll just get scammers in your DMs around here.
No? 😔
May i have that too?
i am still getting these errors am i doing something wrong. i mapped everything
have what, the link? it's in #1204490664637890580 somewhere
show the rig setup window with the bones listed. And in another pic, your avatar's bone hierarchy from the root bone (hips) down to the head bone.
sorta assumed this would have been done by the creator of the avatar, but hey, who knows.
is this what your were wanting?
ideally with Chest open so I can see the shoulders and as I said, down to the head bone
but that t-pose thing is something you can fix, in the "pose" dropdown under the bone list in the right of that pic is an enforce t-pose function.
The armature looks correct.
the sample that they had in the booth cafe seemed to work fine when i went to buy it it seems to have been nothing but issues.unless i been doing it wrong this entire time
i just dont know what i am suppose to do
Hi ive been having a problem, my avatar looked fine until I followed a tutorial to add some animation thing to change the hair texture, the problem I have now i that after I was done doing that my avatar now has a bent arm and I have 0 idea how to fix it, i am not that familiar with unity I have like no experience-
ive triede some things i found online like enforcing t pose, but the avatar is already in T pose aparently maybe im doing it in the wrong place or something?
if you're using Modular Avatar, try "Setup Outfit"
if you're using VRCFury, try to use armature link
both of these have official tutorials
MA tutorial: https://modular-avatar.nadena.dev/docs/tutorials/clothing
VRCFury tutorial: https://vrcfury.com/tutorials/linking-clothes
setup outfit did this
hmm, that's weird
can you show me the hierarchy?
expand all bones of avatar and clothes
also expand clothes' bones, please
hey so I'm trying to add an asset to my existing avatar I'm following the guide that came with the asset but i don't understand what to do for this step "Merge the animations into your avatar's FX controller"
note I am working with a very nothing knowledge base sorry.
ya, that's ok
but ahh... that's too complex bone hierarchy for VRChat i think
the avatar was looking just fine right before adding the animation
thank you for your help
ill see what else i can do
Avatars 3.0 manager can do this. The new package has some animations in a controller, but you need to merge that controller with your avatar's FX controller. It does assume you know some stuff about animation controllers
Anyone know how to fix this error? I'm trying to use a png as a face for my avatar
You can't use that shader on quest avatars
So I can't make my avatars faces pngs for quest?
sure, you can use PNGs, you just can't use alpha transparency
Whats other ways could I do it? Like what can I use?
I don't really do quest stuff, but we have channels for specifically for this, I'd go dig through the scrollback there
Ohh okay so ask in the "avatar quest" section?
not what I said, but I suppose that could work.
Ah I didn't understand what you were trying to tell me mb
no worries
how do i make my avatar's audio scale with avatar size?
Thats the neat part
You dont
could use a flipbook builder with multiple game objects tied to it applying each dependant on being applied by the radial togle
have the audio radious get bigger as u swap to the next
toon standard detail mask just doesnt work. trying to apply it only in the grey areas n its just not
😭 jus want a normal map in the select areas on quest bruh
The mask is using alpha channel of texture to mask the detail. Does the texture has alpha channel?
basically more audio sources and make them bigger and able to be toggled off
nah I dont think so, how can I check?
Inspect your texture.
Do you see A button in preview below?
Hello! I'm unable to create new projects because of this error... I found some info online but it wasnt overly helpful.
yeah, what do i need to do with it?
Click on it and see if the preview is a single color or has texture on.
And you must consider lowering texture Max Size. Using 4096 is too excessive.
yeah i know, im just trying to get details down before I downscale everything
not sure what I was supposed to click but I tried everything
having these errors in my vcc when trying to add packages into the project
I was only referring to "A" button. But that does it. You see the texture is just white when previewing A channel? That means as the mask for Toon Standard detail use A channel to mask, this texture just doesn't mask out anything.
Okay, I gotcha gng, how could I make the texture use the A channel? I got photoshop just in case I need to mess with it there
That's one way. Another way is doing Swizzle in the Advanced settings in the texture. And choose the A channel to use any of RGB channel instead of A itself.
Yeah, no matter what channel I change A to, its all the same, blank white in the A channel
Then change Alpha Source to Greyscale first.
This should make A channel available.
ayyyy, that worked! thank ya kindly dude
so i'd have to mess with toggles when i make my avatar bigger to scale the audio?
not scale, just swap to another audio source
point is i can't make it swap automatically when i make the avi bigger right?
with a flipbook builder maybe
what's that?
its a vrcfury thing
usually used for setting up material swaps or changing material propperty
neither of those show how to make audio scale with size @surreal salmon
all you got is this
ye that isnt what i was suggesting
vertex colors?
you can paint colors into the actual vertices in blender or similar, lots of the basic shaders use those and multiply the color by the vertex color value. You can remove them in Blender
or use a shader that lets you toggle that
mk ill try that
what do u mean?
thats all you get for tracking scale
so that means i can only make the audio twice as loud when scaling to a certain size threshold right?
🤷♂️
i'm just gonna forget about trying to make it scale then, though i did make my avatar's audio really quite even at it's smallest, any help with that?
no i mean the problem is when i was testing it i couldn't hear it at all at default avatar size, shrinking my avatar made it louder but even when i shrunk down as much as possible it was still very quiet, so not only does the loudness not scale with size, it's also too quiet in the first place
This actually sounds like you didn't properly set range for the souce. You have to add VRCSpatialAudioSource component to the same object as audio source and set range from there.
i did
How you set its range?
Gain affact the volume 1 is too low. Normally it's 10. And also consider increase Near range. Don't use Audio Curve.
gain effect the volume 1? what?
Gain affacts the volume. 1 is too low. .
before i change some settings i should clarify i want a realistic volume drop-off instead of something that plays at the same volume no matter how far away a player is from it
u know that right?
Far and near only affect dropoff. Gain affacts volume.
You only heard the sound when you're small because small avatar compress all the object location which cause your audio source and camera to be closer together, makes the sound with low volume audible.
okay so for realistic audio i should uncheck use audio source volume curve, set gain to 10, and what should i set the near range to?
If you want to heard the audio yourself then set the near range to be furthest range between you head and the source.
just to clarify the min and max distance in the audio source doesn't matter cause i unchecked that right?
Doesn't matter.
ah ok, so now set the near range to the distance between my head and the source right?
Yes.
thanks, now what would u say is a realistic far setting for a handful of mud splattering on the ground sound? assuming the source is where the mud lands of course
"Realistic" is too subjective. Most people can't distinguish the realistic sound range. Realistically, the audio would travels indefinitely with inverse square drop off. But avatar has maximum Far limit at 40 meters.
i don't know how to do any of this except step 1, any help?
#2 means literally adding that parameter to your animation controller.
Did you ask AI? I had no answer whether the component can be animated or not.
no i'm just wondering if u could help with scailing to since it seems u can do that
Do you know how to record animation?
so even though it's an animation it'll still scale the audio automatically when i change my avi height right?
If it can be animated and applied then yes.
Just so you know, every avatar logic is based on animation.
and how do i get that parameter? i've never messed with animations before
Is the problem with unity or is it just me my project was corrupted and I tried to get rid of it and it just won't delete and tried force deleting it but still won't work and in another project it take forever when I click on a certain menu on an avatar and get a loading screen that says inspector.InitOrRebuild waiting for unity's code to finish executing is there a way to fix these both problems I have
Any built-in parameter you could just add the parameter into animator parameter list.
and how do i do that lol
Do you have FX animator controller at all?
yup
Can you take a look in the parameter list in that animator controller?
how do i open that list? highlighting it in the project tab isn't showing anything
From the top menu Window > Animations > Animator
ah ok it's showing those connected state boxes now
I don't have an Index myself, but as an avatar creator, I'm wondering if there's a way for Index users to use gesture animations instead of finger tracking or if I should add a toggle onto the avatar to do that for custom hand animations based on gestures, like for holding objects a specific way, spreading or crossing fingers, using sign language, etc
like is there a setting in VRC or steam or elsewhere that they can use to override their finger tracking with the gesture animations that are on the avatar's gesture layer (like how Quest controllers work), or is that something the avatar would have to do with animator tracking control?
I'm making an interactive telekinesis system based on the Absolute Solver from Murder Drones and I want it to be compatible with basically any setup (Gesture controls, Index finger tracking, Quest hand tracking, Desktop, etc) and intuitive to use while remaining immersive as an option (so you don't have to rely on menu toggles to change options, move things around, etc)
so when they move their fingers they follow the animations in the gesture layer? because I thought they had finger tracking that activates the gesture layer, but overrides the gesture animations for the hand (since the fingers are tracked) if you don't use animator tracking control to set the fingers to "animation"
I think you may not be understanding my question
Quest users move their fingers:
- gesture parameter changes
- fingers move according to animation because there is not tracking
- anything else gesture-driven works correctly (like facial expressions)
Index users move their fingers:
- gesture parameter changes
- fingers move according to tracking
- fingers do not move according to animation (because of the tracking)
- anything else gesture-driven works correctly (like facial expressions)
I'm wanting Index users to be able to have the same experience with my avatars as Quest users would have, but I'd like to it to be optional.
I can change this with the Animator Tracking Control state behavior by setting fingers to Animation instead of Tracking.
The issue with this is that there is no way (afaik) to distinguish between someone using Quest hand tracking and Index finger tracking automatically, and Quest hand tracking (afaik) does not trigger gestures in any scenario while Index finger tracking does.
This means if you enable this option while using Quest hand tracking, your hands will just freeze, which is not ideal. I'd like to trust people to not be dumb and not turn it on if they aren't using Index controllers, but I'd much prefer to design my avatars to be as seamless and intuitive to use as possible.
So what I'm looking to understand is if there is a way for Index users to change this themselves with a setting (in VRC, SteamVR, etc), and if not, I'd like to know if there is a way to automatically detect if someone is using an Index or Quest that isn't too convoluted (and basing it off of platform AKA Quest vs PC wont' work because you can use Quest hand tracking by connecting a Quest headset to PC).
If not, that's okay, I'll just put (Index ONLY) on the name of the toggle and hope it's not too confusing 😅
The reason I'm wanting to do this btw is because index finger tracking is more limited than Quest hand tracking in the ways you can move your fingers. Most importantly, you cannot splay them. The system I'm trying to recreate is from a show where they use specific hand gestures to control a telekinesis power — iconically with their thumb, index, and middle finger splayed, and doing things like pinching and spinning their fingers to move and rotate objects with precision. These aren't really actions that are supported by Index finger tracking though.
I have friends that use Index, and so I will have them test it for functionality, intuitiveness, etc, but my plan is to adapt comfortable gesture-based controls for Index and Quest controllers that will optionally animate the fingers to match what the characters in the show would do, even if you aren't mimicking those exact movements. For example, making a peace sign to splay your first three fingers, or making a fist to pinch them together.
the first like 4 seconds of this video shows a character using the ability, see how she moves her hands and fingers to control the knives.
i just would like to know if it's possible to use gesture animations with an index (without modifying the avatar to do this) or if there's a not super convoluted way for avatars to detect if someone is on index. sorry for the long explanation, I was hoping it would provide clarity 😅
I think I'll just go with trying to clearly label the toggle (which disables finger tracking to enable custom gesture animations) as INDEX ONLY so quest finger tracking users don't get confused
like i said the index can use gesture yes it its very weird sometimes but we can do face expression and stuff that triggers it
and some gesture can be harder to hit lets say rock n roll thats harder to hit then the sign
Can annyone help me, i cant seem to upload avatars to android, its greyed out for some reason and i dont know how to fix it
install the android build tools.
https://creators.vrchat.com/platforms/android/build-test-mobile#set-up-unity-android-tools
How can I fix the hair doing this? It seems when I move closer to the world spawn point, it becomes less and less prominent and vice versa for going farther.
closer to spawn
nvm seemed to be a world issue
I can't seem to find the reason for this
Blendshapes was completely fine but when i test the avatar using gesture manager or even in VRchat my Shoulder and Upper arm are set to off by themself. any suggestion?
An animation must be causing that
what, the color?
show your material settings
what haooened to her neck aaaa
I can't seem to find the troublemaker for this, anything especially
i have to look for?
I usually disable all layers then enable each one to find out which causes it
.
I don't really use standard lite and don't see anything very weird as far as color settings here, maybe play with the metallic setting? Not sure what you're using occlusion for and that looks like a normal map in the slot, which is probably not what you're going for... unless maybe you are?
yeah the normal map works good as an occlusion
okay, never tried that.
it seems to be some sort of specular issue, i removed the detail normals for more clarity and when turning off specular lightprobe hack it stops being an issue, but then it doesnt look as good
okay it seems to be a specular issue involving the directional light, as using a point light does not recreate the issue
I'm trying to upload a model but it has errors that require the auto fix feature but I can't see them on this drop down
that's some weird shit
Ikr it’s only happening with the one model and idk why
huh
try to look for mistakes in ur avatar
maybe some problems with gestures
mb w bones
idk
copypaste what it writes in console
Second one, the one about read/write meshes.
probably fix the second one also
How??
checkbox in the first tab in the inspector when you click on the model file
this
that
ok i checked the boxes
Hello all im currently working of my first rex avatar, im using the base rex model. after exporting it into unity and seting up the materials with their textures and matching them to the appropriate parts i cant get the fluff_head_ears one to take the texture properly. It either shows up all black, or all black with the emission blue tips. Does anyone know what im doing wrong?
mb wrong textures?
how do i fix the choker not being on the neck
i'm using vrcfury to link it to the neck bone
i dont believe so all the others worked perfectly
you need to move fbx to ur neck
just put the mesh on the neck bone, no need for vrcfury link or better weightpaint it to the neckbone
i still dunno how to fix the other stuff manually since the auto thing still won't show
that blendshape normals one is in the same place as the one you just fixed
can someone help me with this
what about it, exactly?
i cant upload it and idk why
there are 23 errors - see the red indicator above the console. Inspect the first few of those.
okay what am i meant to change 😭
wait
It tells you what to change though
i just saw
"missing script" means you didn't install some package that's required by components on your avatar.
so how do i fix that
Install the missing package.
No idea what it is from the message though, check the creator's documentation
i did and it says the poyomi the avi and the fury one witch the fury one is automaic and i have added the other 2
yeah Fury is usually a good guess
it does say to detach the pipeline thing but there is none
no that's a side-effect of the other errors.
oh so i downloaded a avi that i can even use? bc that is the one the creator gave me for the avi
You can't use it until you fix that error, nope.
but if i cant find the error
you can always just remove the scripts, though that might break something
contact the creator u purchased from about it, might be a common issue with that model
Hello! I dunno if any of you can help me but I need someone who makes avatars at a pretty advanced level. Does anyone know how people shrink mesh to hide the body under clothes? I'm wracking my head! I'm wanting to do it with blendshape where I hide the body under the skin to minimize clipping. :3 I tried googling and couldn't find anything so I figured if anyone could help me its vrchat avi creators haha ^^
look up how to do shapekeys,thats what most do if your planning on keeping the mesh underneath the clothes for later usage
id just use a matswap if its that close to your skin anyway
I don't know why it wasn't mentioned, but you are also inside of a prefab, you won't be able to upload regardless of fixing the errors until you go back to the scene
@proud vessel youre looking for shrink-fatten operation btw, its literally called that. and shapekeys yes
Is there anyway to get rid of the fanning lines?
It doesn't look like your bones are parented at all
try applying all transforms in blender too
Is there anything else or is that it?
these shoes come in a pair but i can't seem to get them to fit right... any fix?
this is a problem i need help
This is how I do it but go into edit mode and select that entire shoe and just move it slightly
they are both connected so i can't
if i move one the other moves
how do i separate them
Hold on just sec i didn’t think of that
Help me please
anyone still wanna help with this?
can someone help my friend is trying to figure out why it keeps failing to validate for android?
uhh
Honestly those are some questionable looking toggles
it broken 🙁
you cant add sps on quest
Check each MenuExpression for the missing parameters reference (could be a toggle, redialpuppet, ect...)
How come people can see quest sps?
A quest user can enable it but cant see it
😮
Also what causes this see through issue?
flipped normals in blender
in viewport overlays, check off face orientation, slect any faces that are red that shouldint be, press alt + n, flip normals
Ohhh alr
yeah it can happen in blender when you mirror or duplicate an object sometimes
you can also turn off backface culling in your shader which would also fix the issue but it will decrease preformance
I don’t think it will matter much actually the black hides it pretty well
yeah it can probably wait, but I would suggest fixing it as it will appear in other projects as well
I make sure to always have face orientation on inside of blender to prevent it from happening
Is it possible it make it so a avatar has a music player that only plays music to the person wearing it not to others?
I think it should work if you add an IsLocal condition to the toggle? Correct me if I'm wrong
are you making a wearable pair of headphones? pretty cool idea but I dont know how to use the animator that much
but I would assume its possible
It still bugging me when i uploading the safe for work one 🙁
You have SPS somewhere on the avatar and that won't work on quest. If you want it sfw in the first place you can just ignore that popup
how?
Click Ok on the bottom right
usually there might be an sps prefab or something
yep ^
idk where it would be in your exact avatar
texture on the back of my wings broke again when converting it to matcap lit material for questies. is there a way to fix this or just have to deal with it?
like maybe i could just set it to a different material thats compatible for quest?
try toon standard and turn off backface culling
toon standard? that works for quest users?
Yes
awesome thanks!
i want people to see the music player just not hear the music
ok so im completely confused on the process of making ur avatar quest compatible.. i just made a completely separate duplicate of my original pc avatar and changed all the textures to be mobile friendly, but when i upload it is it gonna overwrite the one with the pc textures??
nope, as long as you set it to android only
oh hm.. but my other avi is set to both android and pc. should i change that?
as long as toggle names are identical there shouldint be any issues
if it uses android textures on the pc version, it should be fine to do a multi upload
I personally have issues with multi uploads no matter what though
usually its best to just do it one at a time
ah ok so my main one should just be set to pc only and then i upload my quest as quest only?
yeah, just make sure they have the same upload id
ok that helps a lot thank u so much ^W^
crazy how much ive learned about all this within like a week lmao
thanks! next up is toggles 🙃
ive literally fixed like all my main issues tho so thats awesome
ok have another question, trynna set the material of the lens of my glasses quest friendly too, how do i set transparency?
you can use the additive/multiply shaders in Vrchat/Mobile/Particles!
one of them is completely solid and the other one is completely invisible 😭 i have no idea how to do this
getting this now too, any fix?
I usually upload for windows first. Swap to android, close unity. Then upload for android
Sometimes unity messes up between uploads an closing it gets rid of some errors
Close all open programs and restart your computer
How I fixed it :3
It's been happening to me more often, unfortunately-
Try a flat grey texture for the glass, that should work pretty well. You can adjust from there!
that helps, thank you! 😄
Making this, the eyes and texture is a placeholder for now but I wanna make the eyes textures but don’t know how to do that in a way where they can actually move and blink. I’m also looking to make clothes a overlay of some kind so I don’t need to worry about clipping, if that’s possible
ok so i added physbones to the jiggly parts of my avatar and it just like did not do anything?? not sure if im doing something wrong
nvm im dumb i added it to the wrong thing lmao
ok cool so now my jiggly parts are like way too light and go crazy when i move around xd
ig imma have to goto youtube for this
Try tweaking the immobile setting :)
#avatar-showcase message thought id post here too, need opinions
so im sketching out my model. I want the ears and two piercings to jiggle. How would this even set up- this is my first time ever making a model
jiggling can be done with physbones in Unity. For the rest, standard modeling
i plan on adding a mane but i would like it to be a bit see through with a tint, how would i approach that?
if not quest, alpha transparency
would i make that a seperate layer or combine that with the model??
what's a "layer" here?
I seen this tutorial video where they combined things so there wasnt collision. Something about the mesh not intertwining and removing that wall
no idea what a layer means in that case either.
I'm not really sure what you're trying to indicate here - it's two spheres?
the boolean marker
marker?
That's a modifier. It's useful for combining meshes in various ways.
yes that
do i have to do that with the mane and the body. if so, how do i make sure the whole thing isnt transparrent
you don't have to do anything, but it could be a useful tool. I'm not sure how useful it is for hair, but hey, model however you want.
As for transparency, that's a matter of material properties.
This is my first time. I had to scrap the model like 5 times because i messed something up
oh - maybe I see what you're asking about - Modifiers in blender should all be applied before you export a .fbx file into Unity. They won't show up in unity or be used at runtime, they're really just modeling tools
ohh okok
i just cant get the head right at all
is there any tricks or tips to sculpting something so that you dont mess one side up when you do the other
sure, you could hide the half you don't want to affect
or just cut it in half, use a mirror modifier so you only have to do one side
i have no idea how to use these tools
good thing we have tutorials and manuals 🙂
where
the manual is at blender.org
as for tutorials, I don't tend to keep links to tutorials on subjects I already know
thank you
just wanted to thank you for the help it final clicked and i managed to get my avatar fix and downloaded
how do i stop this with the mirror tool?? or how can i fix it??
bikini kuikomi keeps resetting when going into game mode, how do i stop it from going back to 100, ive removed the ma shape change, and removed any kuikomi breast blendshape in all the clothes i added. it resets to 100 during game mode/gesture manager - bikini kuikomi makes the boob have an indent
It's because it gets animated in FX layer. You have to remove its animation from fx layer.
What isn't supposed to happen?
Where can I find the FX layer?
Look for in from avatar descriptor.
Got it thanks :3
I am still having this issue I thought they fixed this
I haven't been able to use for 2 or 3 days now
Does anyone know why the SDK is telling me I cant use vrchat/mobile/particles/additive, even tho it should be good for quest?
Can someone help me out with this
You might have to ask in #creator-companion
Are you sure it's Additive shader? It's usally AlphaBlend shader that isn't permitted for use.
ah no I still don't think you're understanding my question. I understand that index controllers can trigger gestures that control things like facial expressions. What I'm asking is if there's a way to turn off finger tracking and just do the basic hand animations.
I know you can do this on the avatar itself, but if you do, it breaks Quest hand tracking, and since this will be a public avatar, I don't want someone to mistake this setting (which is specifically for Index users) as something for Quest and then freeze their hands and get all confused why their hands are "broken"
but I think I might just label it something like:
Force Gesture Animations
(INDEX ONLY)
So im having a problem with a avatar the Avatar has a Logo on its shirt i want to swap it out im assuming its baked on the shirt of the avatar but im completely lost on what to do 😅
If it's on a texture, you could use image editor app to erase the logo and overlay a new one on.
^
Does it show any where in the material preview below?
You can bake texture onto model vertex color. But this doesn't look like it's baked vertex color because texture quality is too good to be vertex color.
I believe so
And mmm
Can you confirm it instead of just believe? Also screenshot it.
Ok
It does show
Its the pumpkin by the way
I only asked for if you can see the skull logo in this material preview for that material.
Ohh then no i dont
Then the logo is on another material.
anyone know how to make the audio my avatar plays scale with avatar height?
Then it's some of the material feature that has the skull texture on it. You have to be thorough and check on every texture on that material.
Didn't you ask the same question yesterday, but stuck on making animation for it?
So i just still use the image editor to remove then slap a logo on it
Did you find the texture that has the skull logo? If the logo is on the texture by itself, you could just swap it with your logo.
It has 2
Texture 2D array
Texture 2d import
Is it on flipbook?
Assuming 1 for image and 1 for animation
Can you screenshot where you find the texture on the material instead?
yup that's where i got stuck, still wanna help me with that? i'm in the animation tab that shows those connected boxes now
You're showing texture settings. Not the material section I asked for. And that isn't the skull logo that's on the shirt.
https://www.youtube.com/watch?v=XqtSg6_W07Y See this video for how to make animation in general first.
mind just walking me through how to do what i'm trying to do? i doubt i'm ever gonna make animations for an avatar again after this
Try to follow the video first until you get to the part where you can hit the record button.
when it says to create a new expressions parameters and menu object, what do i do if i use vrcfury?
You don't use VRCFury for this.
and it won't conflict with anything else that's activated by vrcfury?
No.
specifically a vrcfury thing that's turned on in the expressions menu?
And you have to skip expression parameter and menu.
No.
oh so i don't have to add those?
No.
so where in the video do i skip ahead to?
You add only the EyeHeightAsPercent in the parameter inside of animator controller parameter list.
The making animation.
i don't know where to start in that part cause he's toggling a prop but i'm doing something different, do i start following when he gets to the opening the FX controller part?
Yes. The main part is getting the record available.
so now i click on the plus sighn at the top of the parameter's list and look for that then select it?
Look for what?
EyeHeightAsPercent
There isn't anywhere to look for. You have to type it in as parameter name.
oh i see, so which of the 4 types do i select first?
Float
then name it EyeHeightAsPercent?
Of course.
now what?
Continue until you get to the part where you get to record.
he doesn't get to the recording after that part
Continue watching what he does to get to the recording.
like i said he's animating a prop toggle so i don't know what to do differently for my audio
You have to slide the slider Audio far range when in recording mode.
i set the far range of the audio to the highest vrc will allow so do i need to do something a little differently?
Whatever range you deem reasonable and not exceed the vrc limit.
let me clarify on my avatar before hand not when recording
so i'm assuming past a certain size my avatar's audio won't get any louder which i'm fine with
You will have to record 2 keyframes: one is minimum range when avatar is at smallest (0.2meter), and second is maximum range when avatar is at tallest(5meter).
yeah that video isn't helping so u mind just telling me what to do step by step after adding the EyeHeightAsPercent to the parameters? it's kinda what you've been doing already anyway lol
Adding parameter is at the later part of the video.
You will have to record animation also.
well that's all i've done so far so now what?
If you had done it why would you still ask me to tell you to add the parameter?
i didn't?
not before i asked u how to do that
So you had the parameter, and the animation file now? Can you screenshot what you had in the animation file?
Also screenshot where you added the parameter.
no all i have is the parameter added to the list
Where did you stuck on recording animation?
u asking where i got stuck on the video?
Yes. Did you create animation file yet?
no, how do i do that for my audio?
Just do the same way as showing in the video. Follow until you get to the part where it's recording animation.
Because you're going to record a different thing from the video.
he's doing stuff with a prop before he get's to the recording animation, don't i have to do something different?
You could do that as well. It isn't going to affect your goal.
so just ignore all the stuff leading up to the recording part?
No. Some part is essential for recording, some aren't. If you're confused, you could do everything that the video say.
i'm not trying to toggle any props or anything, i'm trying to do a specific thing which u know is scaling my avatar's audio (plays when i make a fist with my right hand) with sound and i'm not learning how avatar animations work just to do that
i just want a step by step explanation
Your goal can only be archive by making animation, recording animation is a part of of that video which so you have to see how to record animation.
Because every avatar logic is made by animation and animator state logic. The animation is made to animate audio range.
yes i know but that video isn't specific enough for what i'm trying to do so just please tell me how to get this done step by step
The current task is getting animation recorded. You have to create animation clip and add to the FX controller.
okay so first i create a new animation in assets right?
Yes.
k now what?
add to the FX controller.
how do i do that?
Create new layer in FX animator controller and drag the animation clip in the new layer.
how do i do that?
Do what part?
so with the FX selected just go to layers then select the plus sign right?
Yes. See you could just try to figure out something trivial.
k now waht?
and drag the animation clip in the new layer.
how do i do that? put it in the mask box?
The layer content is shown in the grid window at the right side.
oh just drag it in there right? also recording the animation will come later right?
wow
Yes. This is shown in the video if you actually watch it.
now what?
Can you click on the record button now?
don't see a record button anywhere
You should at least watch the video as a whole once and see its process. The point even is for making toggle but the majority is for making animation and animator logic that you could use some knowledge to applied to your audio scaling.
And keep in mind I don't have time all day to coach you through every step possible.
i'm most likely not gonna use that knowledge in the future and this isn't every step possible it's very specific steps
That implies my help won't be any help in the future.
think i'm doing something right, am i?
Yes.
that's the animation clip i just created
k now what?
Now add the FX animator controller to the avatar Animator component.
under playable layers in the vrc avatar descriptor? cause it's already in the fx slot in that section
I'm referring to a component, the Animator Component.
where's that?
Scroll around the inspector where you see the object that has avatar descriptor.
wait should i have started recording for the animation here before adding to the component?
No. You can't record without having it in the animator component.
here?
There isn't avatar descriptor anywhere on that.
oh duh u meant this sorry, yeah it's already in there
Then select the audio source from the scene and you should be able to record.
select the audio source from the scene?
how do i do that?
do you not know where the audio source is located
oh on my avatar?
Of course.
...from the scene...
beautiful voice
looks like i can record now, now to make sure i don't mess anything up it should look like this right? also the audio source is under a box with the little green plus sign, by default it's unchecked and is meant to "play on awake" when activated by a gesture, do i need to do anything differently then normal because of how i have it set up or nah?
Make sure you change the Fist animation to the animation you created before recording.
I'm not good at modelling
that won't change how to audio is activated right?
It changes the animation you're going to work on.
but it won't prevent it from playing when making the fist gesture right?
-# i suggest to start from creating simple toggle animation first if you haven't created one
No.
wait how do i do that?
Before you ask "how do i do that", try having 5 minutes try to figure out first.
i just realized i should have the box with my actual audio source selected right?
Of course.
just to clarify by that i mean the box with the audio source component in it cuase i'm ussuming it'll auto find it right?
What will "auto find" it?
i mean i should have the box that has the audio source component under it in the inspector selected right?
That's what I meant by selecting the audio source, whether it's a box or any other shape doesn't matter.
