#avatar-help
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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).
to clarify what i mean is if i do all this and get the audio to scale in game but it's far setting ends up being too high for me at the avatar's default size and i want to change it from 40 to 20 for example will it then auto recalibrate and scale the audio with the new settings without me having to go back and redo all this animation stuff?
To adjust you have to only do the recording part again.
If someone DM you and offer avatar service, that's definitely a scammer.
alright then i'm just gonna make it 40 at 5 meters and 1.6 at 0.2 meters, so i'm assuming i just hit record to add a keyframe but i'm ussuming i have to actually scale my avatar to 0.2 meters and 5 meters for the min and max range right? also i just realized the near setting would also have to change with avatar scale so how do i do that as well?
You don't have to scale your avatar to record. And you do recording the same way for Near.
ah ok, well since i currently have the far setting at 40 at my avatar's default size i'm assuming i'll need to find out my avatar's default height (is there a way to quickly check that in unity?) then do some math to find out what the far setting should be for default height right?
Avatar default size doesn't matter. What only matter is the range when the avatar is at minimum size, and maximum size.
Hence I said: 2 keyframes: when at minimum, and when at maximum.
oh so it just automatically set's it to 40 at 5m and 1.6 at 0.2m?
It will do that when setting up for the logic in the next part.
ah ok, now u said the near setting will be recorded the same way but i set it's sphere to reach the ground cause my audio is a sound that's suppose to come from a spot on my avatar and the ground but only has a single source so what about that?
You just record the same audio source into the same animation clip.
k now before i start recording should i have my audio source prefab checked? what about it's parent?
Doestn't matter.
Can you see other people's favourite avatars?
No.
k now how do i actually do this lol
Take some 5 minutes to try first, or watch the video.
i mean i'm assuming i obviously hit the record button but how do i get that height info in?
You don't get the height. I only told to record the range at minimum and maximum.
and how do i do that?
Take some 5 minutes to try first.
i have no idea where to look for "minimum and maximum"
You should be asking more descriptive question just like this. Not the "how do I do that". Hit record, see animation timeline to be the first frame, make change to range slider that will be the at the minimum range, move timeline to next keyframe, record slider that will be at the maximum range.
Animation work is both easier and harder to deal with than you'd think
oh u mean the far setting for the audio?
Of course whatever you want to record.
and i'm assuming this is where i make the far setting 1.6? can i also set the near setting to it's minimum so both settings are recorded in same keyframe?
You could just proceed without asking me the confirmation question. That only slow down your progress and we already had been 4 hours just for this single animation clip.
what do u mean by "see animation timeline to be the first frame"?
Timeline at the top. The white line is current playing/recording time.
Move white line to change where the keyframe will be record.
Question: I have a sound and animation that plays when you touch the avatar and it works fine in unity but when I upload it to VRchat the sound doesn't play anymore but the animation does - anyone knows why? 
You have to add the spatial audio source component and set the values from there.
i just realized, could i just use the gain and near settings for the min and max keyframes? cause if the loudness falloff is always inverse square then wouldn't it be best to keep the far setting as high as possible to keep it from getting unrealistically cut off?
This is your own judgement so try it out.
i just want to confirm that the far setting just instantly cuts off the audio to 0 once outside it
Audio volume is interpolated between near range and far range where near will be at full volume and gradually drop to zero at far range.
no what i'm asking is if my vrc audio source uses inverse square falloff then wouldn't the far setting just instantly drop it to zero outside it? cause if it gradually dropped it to zero then it wouldn't be inverse square falloff, would it?
It likely is inverse square but I don't confirm it's the case.
is that different from this?
It isn't audio source. VRC Spatial Audio Source component has to be added to the same object as audio source.
ohhhh wait i totally get what you mean now! I completely forgot about that ^^
thank you i think i can work from there
okay i think i got the keyframes with the min and max audio settings, does it matter that there's only 9 spaces between them?, can i increase the distance to make it smoother if i need to?
Distance doesn't matter.
k, so what do i do now?, but before i go further i need to ask: when the gain decreases as i get smaller it should still be just as loud from my perspective no matter what size i am right?
It get changed depends on your height. Then perceived volume is entirely depends on the settings of you recorded.
Can you screenshot what you had recorded into the clip?
Morning all. Does anyone have any resources or examples on how to rig long skirts and dresses; specifically ones that go all the way down to the ankles?
I was following Airbee's "how to deal with skirts in VRChat" video but it seems to break down once the garment in question goes past the knees. The colliders become a lot more spread out and you end up with those bone chains basically slipping off of your legs and clipping.
don't worry i think i figured it out, so what do i do now?
That's about the best one out there, beyond that, you're in the same situation the rest of us are in, trying to figure out what works best for our specific project
Back to the animator controller, find the state you added for the clip, enable Motion Time for that state and choose EyeHeightAsPercent for its parameter.
Hm, gotcha. I guess I can continue to experiment with this mock model.
I've got something that's somewhat "okay", which started from that video but then I did a bunch of things differently. I don't have any video or documentation on it though.
If it's an avatar model I can examine in game or if you can grab screenshots or something from the Unity project that'd work too!
I'm not sure how useful an image is going to be though, it's more of the way I did some of the weight paint and used rotation constraints more than colliders.
I should probably revisit that project, I keep putting it down, annoyed that I can't just use Magica Cloth ๐
so can i just exit the anamation tab i made the keyframes on or is there a way i have to save them?
heavens that'd be nice wouldn't it
You may keep them docked somewhere or just close it.
I did hear about using rotation constraints. I think the video tutorial goes into those briefly with some basic values but yeah, it kind of falls apart for anything longer than one's knees
i have no idea where to find those states
Do you remember where you drag the animation clip into the animator controller?
Yeah it really does - above the knee you can do pretty okay, but I was going for a kilt, which should be below, and the best I got was "okay if I mostly stand still and don't move much"
huge mood
oh the grid
Once you dragged the clip in, it became a state that contains your animation clip.
so now i click on it in the grid?
You could ask less about confirmation. Take some action first until you done or get stuck.
done. now what?
Make sure that layer weight is set to 1.
My current thought is maybe the upper legs (referred to as "thighs" in my rigging system) should be weight painted directly to those bones, similar to just doing a normal pair of trousers; then it's rigged with physbones using the skirt technique from the knees down.
The two challenges there seem to be would be figuring 1. how to rig the back to work with the roll of the hips/butt when one bends their thighs forward to e.g. sit; and 2. ensuring the lower half physbones are positioned correctly
of the new layer i created in the layers tab right?
Yeah - what I did was is use rotation constraints to move the thigh area of the skirt along with the leg bones, so I could also put physbones on that with a little bit of movement, so it looks a bit more natural.
guess that's today's experiment
good luck! I put it down out of frustration ๐
Yes.
here be my hubris, an avatar with the two most difficult things to rig in VRChat without exploding everyone's computers: robots and draping clothing
so for some reason, I just can't upload to quest like at all, anyone know anything to fix this?
done now what
install the android build tools
Screenshot what you have right now to confirm that you had everything correct.
discussed in here over and over:
#avatar-help message
Is it possible to make SFX quest compatible
any specific windows?
- The state you set Motion Time
- Layer weight
- Assignment in FX layer in avatar descriptor
if you mean "sound effects" then no - no sound on quest avatars.
for the fx layer u mean in the playable layers or in the anamator?
Assignment in FX layer in avatar descriptor
You will need something in the Expression slots below, so create some of the files assign to those.
what files?
What file kind is written in the slot.
what slot?
Didn't you see the image I post above?
waht need to go in those?
I linked you to the documentation on it, please read that.
You should take some time to process the answer before right immedietely ask next question.
so just create a new expressions menu and new expression parameters where i created the animation clip?
why don't you try that and see if it works.
Location of where you create it doesn't matter.
Also less confirmation question, that's very inefficient.
k created those now put them in those 2 boxes in the descriptor?
hello, for some reasons all my upload fails, i tried on 2 different avis. any idea what wrong? pls
There's not any useful information in that log message. Is that the only error in the console? And there are no errors in the build windows (above where you click "build and publish"?)
nothing ver revelant either i think
that's a lot of texture memory - and yes, that prefab error is the actual problem.
wait, don't put gesture manager on your avatar.
it belongs in the scene, not on your avatar.
its in the scene
It's rather the scene had the gesture manager but the project didn't have it.
delete that or install the gesture manager package
sorry, since i'm adding this audio scaling to 2 avatars that are the exact same except for a single prefab on one of the bones i should add those menus to the other avi's descriptor right?
you'll need to install Gesture Manager in the companion
If another avatar already had something in expressions slot then you don't have to do anything.
ok ty, bc its not part of the avi i didnt think it was important to add it back
well a prefab that's activated with vrcfury to be precise
#avatar-help message Read this message.
Doesn't matter.
Gesture Manager is useful for testing the avatar in Play mode in Unity without having to open up VRChat. But if you're not worried about that then you can just delete the missing object in the hierarchy
do i need to delete the missing sps sfx too? or no
sorry im confused
We don't know what's wrong with that one, but that certainly is an option.
Confuse about what?
k those menus are in now what?
the message u told me to read
Test the avatar.
What about it is confused?
maybe coz my english isnt very good but that message made no sense to me
- Change your avatar image.
- Change your internet.
Simple as that.
upload and test it in game?
Not sure about that. But did you try re-uploading again after deleting the missing gesture manager/installing the gesture manager package?
However you can test the avatar either in game or unity gesture manager.
ok it was sending me to a totally different message for some reason, ty
It's just discord thing.
yup i tried, instant error, even after removing the missing fx
I'm assuming this is an avatar base or something you got online; were there instructions with it?
You would of course have to provide the error message if you want help with it.
'cause every avatar thing can be different and it'd be hard for any of us to help with how a creator set things up with any specific asset
the basics instruction
Open a fresh Unity 2022 project, ADD SPS & VRCFURY TO PROJECT
Import Poi Shaders
Import avatar package
Upload
im trying with a different thumbnail
the audio gets louder when i increase my height and quieter when i decrease it, are those settings for the audio source suppose to revert back to what i set them to before making the keyframes? is it cause i didn't close that keyframe window?
The values is reverted because that is what is was before recording.
Which doesn't matter since it's going to take value from animation when testing or when in game.
is there a way to limit how far a vrc rotation constraint follows?
unfortunately no, we have no limiters, just the weights
darn
I really want limiters.
wouldn't that be nice for this skirt/dress nonsense...
ah ok, so u think only setting min and max for the near setting in the audio source will fix it? if so how do i edit those keyframes i made?
... and magica cloth ๐
And Magica Cloth
You have to edit the keyframe in the animation.
watch a tutorial on using the unity animator - move the play head to the keyframe and simply change the values there, or do whatever you want.
dude fr because if there were thresholds i could have it so my avatar's chosen eye bones can go 180 and look any direction while the rigged/"puppet" eyes which are constrained to the eye bones could only go up to 24, which would make it better for when i turn on my toggle that makes the "puppet" head of my model follow the angles of the actual eye bones and turn any particular way
basically
owl type head movement would be cool
though
i could go out of my way to use that eye movement blendtree that was made
that could also work
I wish that Unity (and so by extension VRChat's) constraints system was as robust as Blender's; it's soooo much easier to do complex motions without having a bunch of extra dummy bones and solvers for aiming and orientation
yep, sure is
just having an equivalent to the Transformation constraint would be such a huge time save. take any transform value (pos, rot, scale) and map it to whatever other transform value you want, completely arbitrarily, no holds barred
still the same error
i tried changing thumbnail
i don't know how i could change my internet tho, my pc cant use wifi, im linked through ethernet, and i have fiber connection, still the uploadd is very slow and gets an error around 50%
You cropped it so we can't see the error count, is this the only error?
yup the only one
that's frustrating.
well 17 yellow but 1 red
okay so i just did some testing in game and the audio is just as loud to me whether i'm at max or minimum height but the volume in every height in between is very inconsistent, any idea what's causing that?
That's because the your range settings is not collate with avatar height. I can't continue with that, you will have to figure out how much range collate to avatar height.
collate?
English isn't their first language. "related to" perhaps works there?
Also when editing keyframe, see the Curve tab in the animation panel. Click on it, and select all keyframe line, right click open its menu, and make tangent Linear
u talking about those 9 steps the keyframes move in i was talking about?
What 9 steps?
What should i be looking for?
The skull texture that is in your material.
the keyframes i made only move in 9 steps between each other
Can you screenshot what you have for that? I don't even know what 9 step you're referring to.
It's just a blank space.
I didn't say anything closely relate to the blank space.
then what do u mean by this?
what range?
Your number doesn't scale right with the avatar height.
And you have to change keyframe curve tangent first
Also when editing keyframe, see the Curve tab in the animation panel. Click on it, and select all keyframe line, right click open its menu, and make tangent Linear
i don't see a curve tab in the animation panel
Maybe take time too look.
Actually I doubt that the bottom of your animation panel is out of the screen.
Heyo, I am trying to make this happen for an avatar: Object 1 and Object 2 are off by default. When Object 1 is toggled on and the user goes to turn on Object 2, Object 1 is to be turned off and vice versa. I started setting it up only for Unity to say something about exclusive tags, which I am unfamiliar with.
found it something was obstructing it lol, don't see the other settings you're talking about though
You'll want to type in the name of a tag like "sabre" or whatever into that Exclusive Tags field.
When you go to toggle something with the "sabre" tag, it'll then check for any other toggles with that same "sabre" tag and turns them off for you, so that only one item with the "sabre" tag is visible at once.
So in the exclusive tag, I am to enter the name of the object I want off for when that toggle is on?
The text of the tag can be anything, just so long as they match across all the objects you want to group together
So the name of the object or the name of the other toggle?
it can be anything. it doesn't point to anything.
hmm
you just have to pick a tag or keyword to use consistently
But the rest I did correctly?
see this example on my avatar. If I'm in game and enable "casual outfit", then it'll toggle the "casual outfit (shoes)" off because they share the same exclusive tag.
Ohh, I think I am getting it
This'll also work across objects, so there are other clothes I have in my Unity scene with the "Clothing" tag and this'll work across all of them
In other words, toggles with the same exclusive tag tell the game "only one of these toggles with this exclusive tag can be on at one time".
correct
๐ก
refer to the docs if you're ever stuck https://vrcfury.com/components/toggle
If multiple toggles contain the same Exclusive Tag, only one can be active at a time. For example, if you have multiple sets of clothing which interfere with each other, you can define an exclusive tag
clothing. When one is enabled, all other toggles with the same tag will be disabled.Multiple tags can be given, separated by commas.
Correct
still helping?
and select all keyframe line, right click open its menu, and make tangent Linear
Thank you so much Kavaeric!
I think so anyway, I usually use animation clips for this sort of thing--but I don't see why it would need the "off"
Yeah, me neither
just give it a spin and see what happens
where though, what window, what setting? the blue and green lines in the animation tab? clicking those doesn't do anything
Yeah, if you use a WriteDefaults on workflow, those usually aren't needed.
Left click the dot at start and end of the line to select, right click to open menu.
hello kazin can you tell I'm procrastinating on figuring out this kilt/skirt rigging lol
hahah, so you're where I am
Is rigging a skirt really that complex?
If it's not just a teeny mini-skirt that barely moves, yep.
no, if you have the right tools like Magica Cloth
(which we don't)
however, we don't
hey
lol
unlike trousers, they don't have legs/sleeves that can just be weight painted to the legs
and usually they're drapey in a way you want to have physbones to simulate them flowing and stuff
Why not just set collisions?
Because that only sorta works, and you need a lot of bones
k i clicked on both dots and went both tangents > linear for both, that right?
More action, less question.
Y'all are giving me an idea
but that's effectively a bruteforcing solution; the avatars I've seen that do this have like, loads of these and basically rocket to Poor or Very Poor even before anything else
What's the solution then?
ok now i have no idea how i got the scaling wrong
here's one I found in SurRoom that was successful; there's like 8 bones in each chain and like 12 chains. 96 bones in the skirt alone, times the 4 colliders for the legs you're looking at 384 collision checks which is an immediate Poor rating.
Had the curves got straighten now?
Wowwie
Now I am second guessing making my own dress; let alone making it Quest compatible.
not sure
Hit A key to zoom focus.
depends on the way the dress is. If it's like knee length the problem is a lot less, er, problematic. Airbee's youtube turorial is still the best on the subject
you can also just weight paint it to the legs like a normal pair of trousers too if you don't mind not having the simulated cloth physics
and if it's a something like a big puffy ball gown then you basically won't see the legs at all and won't have to worry about most of that
Shouldn't be too bad. It'll be relatively low poly.
I'm putting it on a Beat Saber avatar.
yeah it also gets a lot easier if you're only ever needing to rig it for standing
Oh Lord, yeah, I can't imagine how messy it would be if I decide to add floor collision.
Do change tangent on the dot again.
Found it
That should do to. Test the sound and it should be more consistent. If it's still not good then you have to edit the range
yup that's a sure improvement, though it does seem to get a tiny bit quieter the smaller the size
That's where you have to figture out yourself what your good number is for you.
on the animation curve graph?
The curve is done. you have to change number on the keyframes.
well i didn't get my math wrong when setting the min and max near settings so i don't know what to do
Bit of an odd one, but does anyone know why these physbones are so intent on sticking to the floor when in play mode?
Even if I delete the physbone components within unity this still happens, which is even weirder still.
Object is extremely heavy or you accidentally superglued it to the floor. Happens to me all the time.
In reality, check how that object is parented to your hierarchy, if it is at all
It'a just trial and error now.
Thanks! Not sure how it happened really, it's just part of a sweater and hasn't been touched throughout the entire project. The base model I started with doesn't have the issue so it's definitely something I've done. Time shall tell!
k, thanks for spending so much time helping me!
Yeah, it just looks like it's been parented directly to the avatar root or even sits outside of ther avatar (though I imaigne other things will break). Could also be that pickup script thing that's been set to be locked to world space
brain not understanding a single thing but still a fan of vrchat even tho i cant download it on anything i have
did you change something in hierarchy? i think that happen when u delete bones by accident
Unless it was parented to the avatar's hair somehow then I don't think it should be something I've deleted. I have imported a good few things through Modular Avatar over time, however, so I wouldn't be surprised if one of those shifted something and I didn't notice until it was too late.
I'd just check the hierarchy. If the hierarchy is fine, check if there are any scripts/components that are improperly configuring that object's position
Sounds like a plan. Thanks for the assist, both!
I fixed it thanks for your help and patients ๐
@vivid temple Like I mentioned, I did indeed draw inspiration from the convo and came up with this dress design!
Bottom-right may be the final design. I just have no clue how I am going to rig this thing.
I want the dress to bend as expected when seated. Doesn't have to warp like if there were actual legs underneath the dress.
My only idea is to make custom poses since I use Standable.
Perhaps I could use certain constraint components where the bones of the leg part of the dress follow the rotation of the leg bones 50/50.
since the legs aren't actually visible you could probably get away with basically rigging it like a mermaid tail
I would, but that would make the avatar feel less grounded.
Well, you have all that cloth sitting on the ground plane, right?
Yes, which I plan on adding a physbone component to.
I'll see whether or not my idea will actually work once I cross that bridge.
@somber sequoia proof of concept working surprisingly well so far. sitting on a chair; sitting cross-legged; lying with one leg over.
the cross leg pose is the most impressive
Waaait, how'd you do that exactly? Is that weighted to the legs at all? Hella impressive.
issue of course with rigging the phys stuff from the knees down means for poses where the legs cross at the thighs, you run into the typical issue of the bottom of the dress/skirt separating into two halves
but perhaps that just means doing a clever thigh rig for these to resolve the crossover stuff. hm
Can I do that? When I activate the audio link, will my body color change?
if the shader supports that?
its poiyomi
promising start!
Hey yall when uploading an aviator for quest when you select the platform it goes to should I only select android?
if you only want to upload that version of the avatar to quest
Well if I pick android will pc user still be able to see it?
if you also upload a version of the avatar under the same id to pc
Ohhh ok ok I want both to see it thatโs why I am asking
uploading both at the same time technically saves time but if you have pc only features like shaders then youd need to upload the pc version separately
Ohh I am so confused lmao but I think I get it
pls how fix ts
pc and android avatars are entirely independent
the only thing connecting them is the blueprint id
if it has the id itll upload to that specific avatar
go ask in the vrcfury discord
ok
The answer seems kinda clear though - don't do both of those things.
Oh ok
Should I use both then is what u are saying?
if you want to upload that specific version of the avatar in scene to both
what are theese warnings? when i open the content manager in the sdk it spams theese warnings
SDK 3.10.1
is someything wronng with my project?
Ok im trying to retexture hair for my avatar in substance painter but when i export it and apply the texture in unity it shows all jumbled up, ive even tried to only use one layer with no emissions, metallic, or rough but it will not export correctly, does anyone know what im doing wrong?
easy fix, click here and pretend you didn't see anything
Does anyone make demon slayer oc avatar tutorials?
I think there would be a way to resolve the thigh rigging issue if there was some way to like, measure or animate the top skirt bones based on the pure distance the legs were from each other
so it could expand if one spreads their legs (e.g. when sitting cross-legged) and avoids the crossover rig issue
you could use contacts for that, as annoying as that sounds.
Nvm i was hitting the wrong button lol
i need help with these
nothing in the video is useful - show the rig setup
that the thing i click configure for the rig and that pops up
should i re import the modle
Does it even have an armature?
mayble click this tab?
๐
what do i do then
3 dots menu at the top right of the inspector, switch it off debug
ah, select "normal"
thank you
it's the upper of the 3 dots menus actually
what's in there looks reasonable
you could try to switch the rig to another type, then switch back to humanoid to configure again a new one: manually drag and drop bones from armature or double check that all bones on the right spot (dont forget to check hands and head, and remove the jaw bone) and apply
Prolly not gonna work but worth a try.... maybe
yeah worth a try going generic and back
thats very hyper specific
Haiiii Need some help with my avatar!
Just bought an avatar for the first time but I donโt own a pc to upload it.
Can I possibly get help for that. Will pay.
Dm me!
My friends, I have a question. I have some posts on my profile or account, but I don't have the files on my computer because I formatted it. Is there a way to download them?
you cant download avatars
Why? I already own it, but I can't contact the VR chat service, and that's why.
uploaded files are not smth to be reuploaded. if you lost your source project, that vrc servers dont get ever, then its over.
see if the creator of the avatar does uploads or has a trusted uploader first. If not, ask a trusted friend. The uploader will need your login cridentials so it's kind of a big deal. Also, the uploader would need the files, which can be file leaking/sharing, according to most creators. (if your friend deletes the files after upload no foul play is going on, but creators generally don't want file sharing to snip out the possibility that the uploader might keep and leak the files anyways)
the compiled file vrchat saves of an avatar is a really uneditable thing. Even if vrchat went through the trouble of distributing these files to their owners upon request (they will never), they are mostly useless unless you use some shady ripper software to reconfigure them. Even then, I don't believe the final output files are very good either.
[ Technical issue with Rig/Scaling ]
Got an issue with being unable to accurately interact with my avatars body.
EG: I cant touch my avatar's Stomach with my hands ingame. There is quite a bit of distance between where my IRL body is and my ingame one. This is the same for most avatars (Hour glass figure and cartoon meme avatar alike)
Calibration is in the correct place. Tracker balls are in the same spots on the avatar as irl.
Viewpoint has been moved both forward and back, did not resolve the issue.
Arms and legs bones have been stretched or shrunk to various degrees. Neither seemed to resolve the issue.
If anyone has any other ideas on how to resolve the issue lmk. Struggling to find any info online.
funnily enough I was learning about contacts
so I've heard that proximity contact type + capsule contact shape are broken in game, known, and not yet fixed
so it could be that? No idea though
I literally just checked in to bug someone if that's true or not
This isnt a contact mechanic issue. Its a full body issue being physically unable to make contact between my hand and body.
oh I see, sorry, misread
np
Thank you so much!
is there a setting in vrcufry to disable visemes for spesific gesture expressions?
I got physbone jitter on the sleeves of my shirt even though there are no physbone colliders? No double physbones components, nothin, just 1 on the root of the bone chain, yet its jittering very badly, this is only seen in vrchat and not in unity. Excuse the camera view I dont have the sprout plug in
is there a way to use vrcfury to make it so that when i toggle the guns on this avatar and make the fist gesture these shot affects can fire?
Im putting my logo for quest is there a way for that or do i still need to use a image editor for the logo
what do you mean "putting my logo"?
I have a logo im putting on a shirt for my avatar
yeah I'd edit the texture for the shirt and put the logo onto it
since you don't get decals in quest shaders
Yes and no this isn't the discord they have their own
idk how to un squash her. i export the fbx out of blender as fbx all and apply transformation (1.00 scale)
i made the shots a toggle instead, but when i test it the texture is missing, what do i do
anyone can help me or know of a tutorial to set up the rexouium 1.7 hd rig? i cant get the damn tail or any other physbones to work
usually happens if you unpacked your prefab and then made changes to the armature afaik :/ you can use pumkins avatar tools to transfer most stuff over to a fresh version of the avatar
i didnt touch the armature is the thing. usually i just have to fix a value
Does anybody know how I could do a floor contact? I want to make it when my axe hits the ground it'll play an animation, I thought there might be a better way then just making one big contact under me
not really, make one big contact under you.
yo guys how do i make it so t hat my shoot gesture for my weapons only toggles if my guns are on?
add the "weapon on" condition into the transition goes to the shooting state
where do i add conditions again? im using vrcfury
oh, no idea how to do that with fury, sorry
i joined their server and asked the same thing, also its fine
trying to upload my avatar with its quest compatible version but its uploading as 2 separate avatars
did you use the blueprint ID from one for both of them?
yup, just figured it out, i didnt copy the entirety of the first ID when doing so, missed 1 letter at the start. all fixed now
Arrrrggghhhh I still don't get it. Even using a premade skeleton I STILL have that issue where the character steps back into a weird position every time
Without FBT? yeah that seems to be normal.
That's not a bug, it just happens?
as far as I'm aware. I asked about it at one point, and that seemed to be the consensus
I uploaded avatars and it wont load in the vrc page like I can click it but it wont fully load the page
everything is mapped correctly but im still getting these errors ๐ญ
is the configuration file assigned to the avatar?
believe*
you check in the animator component on the root of your avatar
yeah everything is literaly fine ๐
did you edit the avatar in blender and re-export it to unity?
yeah
did you maybe cause the armature to change name?
if you have multiple in blender, it will rename to "Armature.001" etc
you can drag and drop them into unity, however unity has no idea where to assign them
so you have to then in unity assign the images to materials on your avatar
are image files supported?
uncompress the file then drag the file its self into unity
ฤฑ did that ฮฑnd it doesnโt let แe
ฤฑ drag ฮฑnd drop ฮฑnd it has the x ฤฑ canโt
are you trying to drag them onto the material orb?
It's inside of compressed folder. You have to extract the file to somewhere else first before drag into unity.
I'm looking for help. Does anyone know how to edit models or VRChat avatars from the texture in Blender? Specifically, how to draw on the model itself so that it's transferred to the 1:1 texture image and then save the texture image?
texture paint tab , then save it after , rare i use it but its handy for basic things like emissions/masks stuff 
Yeah sure I can help you on that lol if you don't mind?
Scammer.
Hey why did you call me scammer
Did you ever scammed you or did I talk to you
Am new here just trying to share some experiences
- Joined today.
- Offer help while the poster need is Q&A.
- Account is less than a month old.
- No profile/bio.
Then just share it here.
Ohh now I can understand what you mean
Yea I just heard discord month ago from a friend that's why I open and think of making some friends
I hope you understand the situation
What do you know about "3d modeling"?
I do make 3d models
What a very much coincident joined today just to offering some help to a random person.
The person is asking for instruction on how to do texture painting in blender. If you know that you should just post it here. There is no need for "i can help if you like".
I don't know much about this server and I just joined so I don't know how you do your things here
My bad for that
Instead of sorrying, just post the essential information to prove yourself.
Alright
What shader you're using?
First step
Open Model โ Make sure it has a UV-mapped material.
Switch Mode โ Select the model โ Texture Paint.
Select Image Texture โ In Shader Editor, make sure your image texture node is active (this is where you paint).
Paint โ Use the brush directly on the model.
Save Texture โ In Image Editor โ Image โ Save Asโฆ โ .png or .jpg.
I hope you could understand this step but if you don't get it let me know
It has some flaw but Ok. And I'm not the one who asked the question.
What did you mean
If you're competent enough you should know.
Did you mean I give her the wrong process
A few yes.
With my experience I so e how hard to explain it but if am the one making it myself I will found it easier
That isn't a shader.
its a texture\
I'm asking what shader you are using for the face material.
One of the flaws: JPG should never be used for image format for a texture.
It's obvious for its reason.
yh idk im new i think liltoon
Can you screenshot to comfirm the material settings instead?
ok
The material is from the original package, or you created yourself?
Try to look for Vertex Color option in the material and disable it.
huh
Can you take a look in the material at all?
Can someone help me with this, or is this a scam? I don't know, I'm just waiting for an answer so I can continue. I can keep searching if no one knows.? ๐ฅ
is what a scam?
Is Vrchat a scam yes
haha
I don't know how you are refering to blender being a scam
or maybe this channel
Maybe but your here your worth a visit every now and then
You already have got answered right below your original message.
heya, i've noticed that when scaling an avatar, parent constraints don't follow the avatar properly (objects will separate from the model). is there a way to fix that?
They should, can you show how you have one setup?
ye, gimme like 2-5 mins to open the project
it's this zipper on the chest. It's parented to one of 5 points along the body to allow for a smooth zipping animation, but those points separate from the body.
that's an interesting way to do this
it's the only way i could really think of...
Ohhhh your the person that was having trouble with weight painting
k, not what I thought you meant by the behavior, I thought it wasn't following with the body, not that it's just not following your path
the points aren't following the body. that's themian issue....
here's a visual of the points as reference. It looks like while the position does change, and the scale changes, the relative positions don't.
Unfortunately, it doesn't update.
Anyone know why the eyes are gone? looks good in unity, and works in a MMD world just fine
check roation values, first one should have none
if there is some your eyebones not right
how do i fix this?
I need to fix this anyone know what it means at all?
is that the only error?
its tricky bc i had old ones pop up that ik r irrelevant
let me try to clear it and retry so i get them
im close to finally finnish,but this happend XD
second image isn't useful - first one is, assuming those are the first errors listed.
It looks like that Marker package might be out of date, or your SDK is not one compatible with it.
these two are the only ones u need to care about the old one does not matter
i can just remove that then ig
was there anything else that i could take action with>
?
got this after removing the markers and trying again
nothing of use in those messages - again, always look at the very first errors.
Think this would be right
Looks like the same error as before.
ok then same thing I said earlier is my best guess
see
i removed the marker but im still getting the issues
removing the object doesnt' fix it, the package has a compile error.
either remove the marker package or work out the version dependency issues
I haven't used that package myself
that script messing up , you can just move the folder out of unity to test
ah i confused myself with where i was targeting thanks It should be good
how do i fix that
Can someone help me make a gif is there a tutorial to turn this into a gif
Bc i want them as gifs on vrchat but it wont upload as gifs or videos
to a gif ? or a tilesheet
you can easy animate a tilesheet just by changing offset and size
Idk what a tilesheet is i just want them uploaded as gifs on my vrc account not as an image
Idk how to that
I want them as animated emojis on vrc
But idk how
So I need a tutorial
Why isn't the prefab staying in one spot and keeps moving where my model is?
You'd have to anchor it to the world with a constraint if you want that
How do I do that?
parent or position constraint, "freeze to world" checkbox
well I guess other types too
Didn't work, it's still moving around with my view
How did you set constraint?
no, wrong constraint - you see it doesn't have the option I said
you want a VRC position constraint
You have to use the constraint from VRC one.
So like this?
that's the one
It's still moving
dont leave this empty , it must exsist even if none
none = grabs whatever its on
empty = world drop wont work , doesnt go back to where it started
exsample if you dont enable it
So like this instead?
yup, try now
Still moving
never had one fail so you need to check your toggle/parameter there
My bad, I had to preview the animation and it's seems to work now
It works now, thank you for the help.
hello im trying to link this text to my forearm instead of the the chest and having the rotation locked
its a prefab
this is rex text?
no KAT
aaa that was it
and no matter what i move the text stays at the same spot idk why
i tried and that doesnt work
if thats the case you can set the attachment point to none and try putting the whole thing it self on your arm
still and still not rotating
Hi im trying to add a texture to this model i applied to the model and its showing in the inspector tab that it has been applied but when i entire playmode it shows the default textuire
figured it out nevermind
can you show the inspector when you select that prefab? are there vrcfury components on it?
How can i put a logo on the center of a shirt on unity Android i did it for pc but its a bit different for quest without decals etc
Does anyone know how to fix the lighting
delete the light source or move
I tried deleting the light from blender and unity it still doesnโt work ๐ฅบ
ok then! maybe try preventing them from being imported?
(you can do this by clicking your model, and in the inspector view that appears, uncheck "Import Lights" and "Import Cameras"
I need help
can someone help me rq
you'd need to explain
can someone help me configure the character for android and computer
when i upload my avatar it's like this. why?
this kind of thing can happen if you exported a new FBX from Blender with the wrong "Apply Scalings" setting
basically, the default ("All Local") makes the model 100 times smaller than normal
this means everything gets scaled up by a factor of 100 in Unity
how would i fix that?
if this scaling factor changes, it's possible for the humaniod avatar (which is how Unity understands where your bones belong) to get screwed up
try selecting the model asset in the Project window, going to the Rig tab, and hitting "Configure"
over in Unity
(this is not a humanoid model; i just grabbed a random model to show you)
then, at the bottom, do Pose > Reset
you may need to hit "Enforce T-Pose" as well
This will make Unity figure out where your belongs belong again
Alternatively
It would probably be easier to just export with the right scaling mode
that'll make sure other stuff does not break
sorry its been a minute since ive used unity where do you find this
..
if your model broke after re-exporting the FBX, you probably just need to switch this back to "FBX All" and export again
where do i find this
before you do anything: did this problem start after updating the FBX?
okay, then I'd suggest checking this first
You probaly left Blender's FBX exporter set to "All Local"
that's the default
if this is the problem, then switching it to "FBX All" will make it match the size of the original model
It will look fine outside of Play Mode, but the animator will behave very weirdly
okay thank you!
I'd also test this in Play Mode before uploading; the problem should appear there as well
ideally, use the Gesture Manager package to test the animations you'll see in-game
in unity?
yep
play mode?
you can enter Play Mode to preview your avatar
yeah i did that for the pys and it was fine
hello!!
I use index controllers
and I realised a few days ago why my fist gesture wasn't working
turns out I have to hold down my triggers for it to register
I know a few things about gestures and the animator
but I'm not sure how to make the trigger input into a touch input
thatd not really be an avatar thing
all pressing the trigger does it manipulate the gestureweight float
it doesnt really control if you are making a fist or not
so its not just my avatar?
its a system thing
your bindings or controller itself is fucked
it has to be the binding
I have rebinded recently
probably came from that
thank you for your insight ๐
So question i wanna do a tail sway toggle on a avatar but I suck at animations. Does vrcfury have an option where I can possibly do that?
I know you can do other stuff like make contacts
Also how do I use vrcfury to add audio to a contact headpat?
it can definitely do both things
Do you know how i can do that or a tutorial that shows how?
I don't really use Fury, sorry. But there's some docs on the website and a discord for it too.
heya, i've noticed that when scaling an avatar, parent constraints don't follow the avatar properly (objects will separate from the model). is there a way to fix that?
for my outfit that i'm making, there's points that are a zipper path, when scaling the avatar those points misalin from the body (smaller = further out, bigger = clip into body)
Do you happen to possibly have a link to the discord so I can ask them about it please?
I imagine it's listed on the website
I found it
You should throw in a scale constraint as well. Parent constraints don't respect scale.
Alternatively: add an empty object where the zipper point should be
parent that to the body, and then target the new object with your parent constraint
The former will scale the object that the parent constraint is on. The latter will not
you shouldn't use "fix model" unless you've got exactly the thing it's designed for, which I believe is MMD stuff.
Otherwise, in Blender, check the bone roll values for all the main humanoid bones, it should be 0.
avatars fingers keep bending weird at the tips when the hand is flat and idk why
it looks fine in every other position, its just like this that it breaks
oh also your hip bone should be pointing up
that's what the zipper points are. they're parented to the body with vrc parent constraints already.
though i could try the scale constraints.
the weird thing is the parent object the zipper points are on scale properly.
the empty object would be parented directly to the body
not using a constraint
so like direct-bone parents?
Correct.
something like
- Hips
- Spine
- Chest
- Target
- Chest
- Spine
you can then constrain something to follow Target
this will give you the correct position as the avatar changes size
so the issue with that is the points around the spine (under the breasts) need 50% weight paint between the chest and spine to bend properly
if i just set it to one bone, the points will clip into the mesh
one of your images has it pointing down
oh, hm, i thought i tested this and got the expected result, but trying again, the scale constraint doesn't make the object move around as the source object changes size
oh perhaps that's another bone in the way
now that I look at it
(it's a small and low-quality image up there)
hmmm.....
yea it's a really annoying issue...
This should be the way to go
ok - it's facing -Y with +Z up, in Blender, right?
the avatar, I mean.
You can use multiple "target" objects in a single parent constraint
This will give you exactly the right position
right...that's what im already doing
by "targets", I mean empty objects parented to specific bones
and positioned where the point should be
These targets will correctly move as your avatar is rescaled
in that case it's about the same thing. i'm parenting the zipper points to bones that are then armature linked to the model with vrcfury
Okay. Last thing I can think of is to (in Unity) switch to generic rig then redo the rig setup.
yes
okay, I guess I don't know what else to look at.
look at your model in play mode โ how are these targets attached to your body after VRCFury runs?
I don't remember if it uses parent constraints or directly parents the objects
(re: this)
in vrcfury they directly parent the bones to the model. They then use vrcparent constraints as-is to attach to those parented bones
doing what you've described works fine for me
I have a "Chest Target" and a "Neck Target", which are armature-linked onto the chest and neck
The cube is parent-constrained to follow both targets
hi, im still haveing the problem. where do you find this in uinty
so you've exported the model from Blender with "FBX All" scaling?
im pretty sure
find your .fbx file, click it, look in the inspector. "Rig" tab.
no
what did you do, exactly?
redo rig setup
i did the fbx in blender and it still doesnt work
"did the fbx" - it'd help if you explained more precisely
"did the fbx in blender" is pretty vague. you need to have a very clear idea of what you're actually doing
this
if you're still having rig issues, then you should go ahead and do this:
did you redo the rig setup?
no, the only thing i did was edit the mesh
ah. So go redo the rig setup in Unity.
set it to generic, apply. then set to humanoid, the usual
if they are wrong, you should make them right.
okay
(chest is missing)
i added it
im testing and seeing if it fixed
it still not working ]
๐
i have no clue whyy
have you checked export settings?
in blender, export settings, Apply Scaling to FBX All
i did yeah
oh i haven't read before mb
is it parent constraint or vrcparentconstraint?
I am using the VRC constraints
interesting...i'm not sure why mine isn't working then....
you can try my setup out
yea...here's what mine is setup as
the zipper is the one on the left. it's a bone that's parented to the points. and the point is parented to varoius bones
i'll take a loot at yours tho
You're missing a step
what's that?
ZipperPos1 should be parent-constrained to another object
(and that object should be armature-linked to your chest)
That's why scaling your avatar isn't making the points move correctly
see my prefab for an example
(or is Chest armature-linked?)
atm it's parentled to a chest bone that will armature link to the avatar
it's on an outfit
yea
How can I attach seats that also work on quest?
the Chest bone should be offset from your actual chest bone
the constraint should have no offset at all
ah....hmm.....
that's...a problem.
gotcha. i was using skinned mesh constraint from hai to make sure the points stay on the top of the mesh
and i was modifying the position offsets so that they move with body modifications like breast size
i saw them developing that a little while ago
i haven't tried the technique out yet myself
yea, normally with vrc parent constraints or with that tool it automatically makes offsets on the constraints
the issue is that the parent constraint won't increase/decrease the offset as the target object is scaled up or down
yea....
I have a question. I took the FBX file for my avatar, the one that comes in the Unity project folder, and modified my necklace. Now, how can I get it to use the new FBX file? Do I have to add all the textures to the FBX file in Blender before exporting it? Is there a tutorial on how to do this?
i'm not really sure what to do in that case.
No need to do anything with textures. You simply export the FBX file with the proper settings, overwriting the one in your Unity project, and if you didn't drastically change the armature, it should Just Workโข
.... unless you unpacked the model prefab in the scene. Don't do that.
wait, what if you turn on "Solve in Local Space"?
one effect of this is that it'll respect the scale of the sources
scaling something up means that 1 unit of local-space is now a longer world-space distance
The problem is that when I export it from Blender and add it to the Unity project's FBX folder, it doesn't appear with the textures, but it does appear with all the clothes already placed. It doesn't appear like when I load the project without modifications. I don't know if I'm explaining myself clearly
I always take the fbx file from the assets > fbx folder and put it in Blender, but for days now it hasn't been displaying correctly in Unity, like the original project.
then they move based on their offset to the origin of the parent object, which is 0, 0, rather than parenting to the body
Yes, you need to setup materials in Unity, blender stuff isn't going to carry over
could you make a prefab that's just the constraints? I'd like to see how this is set up
i don't need the actual model assets/etc.
(i'm getting off for the tonight but i can try it out tomorrow)
Is it normal that the original project only shows one item of clothing from each part, and when I add my FBX file, all the clothes appear?
That's why I was asking if there was a tutorial; it's the first time I've modified one
I have no idea what is in your project or model files
Is there a tutorial that teaches you how to do it? or how to add it as an accessory, like a new necklace that appears in the radial menu
sure, there are lots of tutorials for adding items
Do you have any recommendations?
nope
this creator has some good stuff: https://www.youtube.com/@SippsAvatarBox/videos
I don't exactly keep a list of tutorials around though.
sure
Thank you so much for your help ๐
so unfortunately not really. they're sorta baked into the prefab, including the armature.
I'd be down to give yu the unitypackage to take a look at
it's a rar file. open it in file explorer, extrac thte contents.
yeah tnx that was the next thing i tried haent uploaded smthin in a while xd
sry to bother again can someone help me with these errors
Tried to add assets utilising vrcfury. my model already has gesture toggles and it worked in play mode but for some reason it won't upload? I do want to specify I bought these off booth so I do own these assets but its saying I don't for some reason???
i got a problem i keep getting this basically when i click on a menu it did this infinite loop and is there a way to get rid of it or make it stop doing this or fix this so i wont encounter this problem ever again
may i have some help in unity please
i have a VRoid rig in unity and when i try to add clothes to it the sleeves stay T-posed when i hit play
i have VRCFury armature link enabled and have watched many videos but nothing i do seams to work, any advice?
Are the bones named the same?
no but when i started messing with the names more things semed to break so i stopped messing with that, should i rename all of the bones to match?
id do that in blender (easy just join mesh) but i can see you converted the vrm in unity wich is abit of a mess with that old converter
Am I able to make it a toggle in blender?
how id do it - pc shader uv discard, quest keep it as seperate mesh and toggle it (unity) , but i always convert vrms in blender or add things there you dont end up with huge amount of meshes/materials
Ok thanks! Iโll try that out
hi id like to double check something! my avatar's front should be viewable from -y in blender right? so when i export it in unity it wont be rotated wrong?
+Y is forward +Z is Up
unless you changed them in your settings but default is +Y
ok!!! just wanted to check
That just means someone left an id in the Avi or something, or you've logged into another account in the project. Before, you would get an upload error because the avatar id would be linked to another account. Now the SDK automatically clears them for you as soon as you are logged in and it detects IDs linked to other accounts.
There is nothing wrong. The SDK is just making sure your content is upload ready
Ok
The other errors you got are very generic, just try uploading again
how do you fix this
Does anyone know where i can find the derp asset?
Photo reference donโt mind the gun
there is a asset to move eye bones?
whats the fastest way to find a missing script and delete it
build see path to object when it fail to find the script
yeah idk what u just said ๐ im new to Unity
anyone having issues Uploading avatars
yeah sadly
its weird that haven't said anything about it
i said whats the fastest way to delete scripts i need to delete 3 of them to i think finish uploading
Wym?
cant find these ones
the numbers are the location?
Its telling you Assets/FindMissingScripts Those are the Locations
of the ones giving you errors
i felt so dumb that the file was in front of me tnx
probs fury
where is your chest bone and shoulder bones? Unity and VRChat need them for the humanoid rig.
a bit late but that version of miko ooka was only shared around on ripper/pirater sites a long time ago, so you cant get it looking like that legally
there is a free model on booth iirc that's just the normal miko ooka though
Damn
found it: https://booth.pm/en/items/2861557
So why are the eyes like that then
because it was an edit of the model linked
Huh well that sucks i love those avis well damn thank you
i used to be a big user of miko ooka/"derp-chan" edits b4 i learned about where they're from/their usage permissions so i love helping people get their hands on their own :)
https://bowlroll.net/file/29215 it there, had it a very long time, pw not hard to figure out
I am happy to receive any help I can get. @dreamy depot
Private chat
Iโm struggling with a avatar that Iโve made and I would love it if someone could help me
that's what this channel is for.
Feel free to post here about the issues you are having. We cant help if we dont know whats wrong
Thank you both firstly I appreciate that
so yeah i had gotten a free avi then free cloths and such but i cant seam to add anything else like gogo loco and the clothing of my choice. And seeing as how I dont want it to be over the top im keeping it simple. But now im noticing I made it for PC and Quest users cant see me.
pretty much im brand new to this and im super lost
take one problem at a time and explain what you were doing, and what the result was
sorry yes
Treid to put in gogo loco just to sit down in game lol. after putting that over i thought I had done it i uploaded it to vrc and when i got there it was no where to be seen in the little hud
how do i get gogoloco if the avi didnt come with one
just downloaded it on a website?
did you use the VRCFury prefab for gogo? If so, do you have VRCFury installed in the project?
you have unity installed and the creator companion and all that?
ohhh, you want someone to do it for you
go to VRCTraders discord and commission someone
So basically I put in myself gogoloco but its not showing up in game do I need to put it in unity before the avatar or what im bit confused
explain exactly what you did, perhaps we can spot an issue
So basically when I uploaded the avi theres no gogoloco then I deleted the avi from vrchat website and tried putting in gogoloco myself and it still didnt show up
I mean explain "putting in gogoloco myself" here
The unity package file in the unity
That is all?
Where the avi Files are
Just adding the package to the project is not enough
All that does is make the contents of the package available for use in the project.
Does anyone know why this happens? The View Position in the editor is correct, in game it's quite far off.
whatever the rig menu shows
what you upload in scene isnt necessarily the actual height
also if you have a long neck you dont actually want the view point to be that high up
it fucks with the tracking of the hands
Hand tracking is fine, but it's hard to place the viewpoint when you're not setting it where the eyes are.
can someone drop me vrcfury file ๐
Just type vrcfury on the internet
yeah but im confused on the websites it isnt clear to just press download
source codes etc overwhelming
there's literally a "download VRCFury" link right on the homepage though
and then a page that describes how to do that
Did you need help with some part of that?
i need the unity file but not that it adds it to creator companion
because if i do it manually through creator companion it doesnt work when i inster gogoloco \
that is not the reason. How you install this package does not change how it works.
Assuming you don't have like, multiple versions of this installed somehow
I would install the latest one, yes.
the avatar descriptor isnt showing up in unity
any compile errors in the conosle? Fix those first.
not sure how we'll be able to help then, sorry
also
is vcc supposed to open unity hub when u click on open project then i have to open the unity project in unity hub or is it not supposed to do that
I don't use VCC or Windows, but I believe it should open the Unity editor, and that will cause Hub to open if it's not already open.
it opens just unity hub and not the editor
perhaps the wrong path is in VCC? I'm not sure if that's a thing there, perhaps ask in #creator-companion
I know in Alcom you can specify the path to the Unity editor.
alcom?
like VCC but third-party, runs on all platforms, and is claimed to be less buggy.
I use it because it runs on Linux.
The path can be set in CC
ah, thanks, good to know.
hi friends, my tail wag anim isnt working for some reason? ive never had a problem with these. i did add a speed slider which ive never done before, maybe thats why? any thoughts?
Probably the only thing CC and alcom has in common
Got looping enabled on the clip?
indeed
also thats better to be off on toggles that dont loop at all right?
so what exactly happens when you say it "doesn't work"?
I'd think a wagging animation would loop, but it's entirely up to you.
when i go into play mode and turn it on, it just doesnt play
i also enabled is animated on the physbone
Have you watched the animator while testing in play mode? Which state is active at the time?
how do i do that? in play mode the animator doesnt show anything
are you using an emulator like Avatar 3.0 emulator or gesture manager?
gesture manager
okay then you should be able to watch the animator in playmode.
:c
oh yeah i have a model i made in blender, what file type should i export it as
nono, not the animation window, the animation controller view
OHHH
FBX
ok
i dont know what im looking for tho here
what about the textures cause it makes it have wierd textures
set "apply scalings" to "FBX All" in the export dialog. And uncheck the option about leaf bones.
watch which state is active while you change the menu items
ok i see
im sorry i dont understand, you gotta be more specific :c
do i export textures seperatly into like a folder or something
I'd suggest finding a video about debugging. You watch the animation controller respond to the actions you're taking in the game, to see what it does, and why it isn't doing what you want.
Definitely have textures as separate files, so you can use them in materials in Unity. Where you do that is up to you.
i see
the wierd thing is the textutres in unity look like the textures of the model in blender specifically when i go to the animation tab
of blender
I'm not really sure what you mean or are asking about?
sorry, i usually word stuff weird
imma ask another question
so
how do i select what texture goes where
in unity
textures go into materials, materials go into material slots. In blender you specific which faces those materials are applied to.
i see
okay i figured out my tail wag anim problem i set up the speed slider wrong so i gotta learn how to do that, but now my chest size slider also does my fur and ear size slider and i literally dont know why, none of them are correlated in anyway
Not sure if i can use this channel for this, but does anyone know where i could possibly find this hair? (i've seen it on some avatars and couldn't find anything on boothplorer)
i need help making avatars can someone help
You have to elaborate the help you need.
what program do i need to use ig
If you have to ask that question then it's more worthy for you to read this post #1139228456090087495 message
oh mb... thank you
Why does it not show the vrchat SDK and how do i make arm_l2 an ancestor of arm_l1
is that a mii
Wrong unity version. VRChat uses 2022.3.22
Check the rig settings by hitting the configure button
2022.3.22f1
Can you log into the VRChat website with the same credentials?
if i try to paste in gogoloco unity package its not letting me do it whats the problem like the avi is all good but doesnt have gogoloco
and have one error Missing Prefab Asset Gesture Manager does it have to do with anything
Add the Gesture Manager package via VCC
it's very useful for testing.
No idea what is going on with gogo loco or why you won't just install it via VCC
Blender, if it's actually not rigged properly.
i installed it through vcc still nothing
Doesn't mean it's on your avatar though. Is it?
doesnt have files for gogoloco on the avi can i maybe screenshare becasue ive been messing with it way to long
feel free to post images
But if you don't have a gogo loco prefab on the avatar in the hierarchy, it's not going to do anything
ive made a quest compatible avatar. its performance is poor but it works but upon adding a bottle with 900 triangles to it, it updates to say quest users will by default have it blocked. the error message only appears when the bottle is on the model. is there anything i can realistically do to improve or fix this?
Yeah
add fewer triangles
(it'd help to see the actual number, there's no need to crop your images so much)
the actual number is in the top left
no I meant the avatar, you already said how many the bottle has
when i drag the gogoloco it wont let me drag it in
again, why are you trying to drag in a unity package?
oh avatar is 18000
this is the number with the bottle enabled
but installing it through vcc isnt working i got vcfurry and i need the gogoloco files to be imported
If you already installed gogo loco via VCC then it's already in your project and you don't need to install another unitypackage.
i know it says no more than 10000 but that simply isnt possible for the model ive already crunched it down so much
And again "isn't working" - explain what you mean by this. As I said, just having the package in your project does not mean it's on the avatar itself.
how can i check where the gogoloco is located because i tested the avi by uploading it and it wont show up
Expand the avatar in the hierarchy on the left and see if the prefab is on there somewhere. If not, add it (see the gogo loco instructions for full details)
bruh i need someone to help me while i screenshare this is to confusing ๐ฅฒ
Fuuujin usually has good ones: https://www.youtube.com/watch?v=INsbWTHx050
its not even showing up in tools vrcfury is but gogoloco no sign of it
ive crunched the bottle way down to 148 triangles and im still being told that somehow pushes it over the limit. ive had prior version of the model push an extra 1k tris from where it currently is so i dont think its tri count thats the issue
Did you enable read/write on the model file?
yea i forgot to scale it down
still really big
yea its down to the right size now
How do I change the version and make arm_l2 a ancestor of arm_l1
I answered for the latter - go into Blender and reset up the rigging.
As for Unity, VRChat has docs on that, you'll need to remove that one and install the proper version. You can just have VCC install it, if you use that.
dont have the file to drag on my avatr for gogoloco
look in prefabs maybe? I know it's a prefab you want
how do i fix this
See #quest-optimization for clues on how to decrease the size of your avatar. Often you can decrease texture size, or remove unused blendshapes.
oki
blender keeps crashing when merging armatures ??