#avatar-help
1 messages · Page 230 of 1
"it" being what here?
Vrchat creator companion
I don't use VCC so can't really help with it, but #creator-companion exists.
I do know you have to pick the proper unity version for each project before you open it.
Probs gonna take a break since the unity version Im downloading takes 3 hours to download
wow thats a long time
So I’m making tongues for this and it’s going to have 3 long ones. I’ve never had to make a tongue before so I’m a bit confused on how to rig it
do you need to?
Considering it’s basically the defining thing about this character, yes.
I probably should have clarified this isn’t like a weird thing, this is an alien from Ben10 who can eat anything and turn it into a bomb inside its stomach, I found a very basic model of him floating around so I’m adding features and making it my own.
yeah without context I have no idea what you want here
but still
do you need to? I mean, what are they supposed to do?
hello chat, need some help with something. i'm not new to blender but i haven't touched vrc model creation in a few years, so most of the tools are outdated.
Does anyone know the best way to make a texture atlas? i tried to use the material combiner addon that's part of CATS (the newest forked version) but i'm having some issues with it. the documentation doesn't really seem to be very clear about some information
I mean basically I do want them to like be able to sit comfortably in the mouth and also stick out, just wondering if it’d be easier to do that with bones or shapekeys
Yeah that thing is super limited, last I looked it only did albedo textures - I generally don't use it. If I actually need an atlas I'd probably use ImageMagic to do the textures, but I usually would rework my UV maps and bake to the new layout.
That doesn't really tell me much - I think what I want to ask is: why do you think they need to be rigged? Do you intend to animate them using bones, or make them have physbones?
If not, no need to rig them.
there's an option for the other textures too (like roughness and normal maps) but it's just not working for me. assuming we're both talking about the one by grim-es. i kinda don't wanna manually rearrange my uv maps considering they're not all the same resolution
yeah we are - but I haven't looked at it for real in like 2 years
I do think they should have physbones, I think I’m just confused what the resting position should be. Like should I make them by default sticking out or resting in the mouth?
oh, can't really comment on that, it's an aesthetic thing so up to you
basically what happens when i combine them (only two meshes, but four materials) is that it only creates an atlas with only one of the textures, and the UV maps on the other meshes get destroyed.
the readme has this line but i can't really figure out what it means.
huh interesting
it just exports as fbx
the python script has this but i don't know much about python so i can't really tell if this means all of the image texture nodes need to be named image texture??? i'm just using the default principled bsdf with an albedo, roughness, and normal map. the different types properly convert into the atlas, but it's still only for that one material.
nvm me stupid
and the images for that material aren't named "image texture"
Ah
oddly, the normal map properly "converts" into the atlas as well, even though there is nothing about normal in the script
those seem like the usual suspects, including the MMD stuff
wdym
I mean the names of those shader types and image nodes are what I'd expect a thing like this to do
huh. anyway... do you know of a better tool for making atlases
I do not
if anyone else has an answer i would appreciate it
(only vrchat user to care about avatar optimization)
being silly
Python data structures related to the shaders its nothing but a snippet of the code
which is why i'm confused that it's what was linked in the readme for the issue
the link here links directly to that block of code
because the other things listed here don't apply
all the textures are sourced from a folder on my computer, my blender has always been in english and all of the names are in english, the objects do not share the same materials
hi! im trying to remove the jacket from this model to make it toggle, and i want to seperate it with the armature. so its already rigged, i used to know how i just forgot. thank you!
there's probably a better way to do it than this but this is how i would do it:
select the jacket by hovering over it and clicking L (and all the separate pieces that are part of it, if there are any) mesh > separate > selection
do the same with the bones in the armature. then parent the jacket object to the separated armature
is this a separate object already?
it looks like it's all one mesh judging by the outline
no, i have to do it
you might be able to select by material before you hit 'p' to "part" out the selected faces.
i would advise not separating the armature though considering they share bones
just separate the mesh and make that togglable
yeah no need for that unless you actually want to have a package you can share or something
doesnt it need an armature?
what do you want to do here?
to parent the bones in unity
multiple objects can use the sme armature
i want to make the jacket a toggle
if you separate the jacket as an object, it'll still be parented to the armature, you'll just be able to toggle the object itself
Oh then one way is to just separate the mesh into its own object, then just export he FBX.
Zero need to separate the armature and make it into something you have to deal with merging back in in complicated ways in Unity
yeah plus they share bones (arm bones for example) so if you "separated" it, you would need to duplicate every bone it was attached to. so you would have double for evbery arm and chest bone
Personally I'd probably use UV tile discarding, but maybe that won't work for you.
no, you just export the jacket mesh with the avatar's armature and use a thing like Fury's armature link in Unity. But why, there's no point here.
that's what im saying 😭
im just adding onto what you said
okay.
is there a way you can simplfy what you're saying? im sorry its been a minute since ive done this 😅
Select all the mesh you want to be a separate part, and hit 'p' to turn it into its own mesh object.
Then re-export the avatar
you dont need to separate the armature, just the mesh which is the part of the model into a separate object. everything in unity that you can select is an "object", and toggles work by toggling that object. so you can toggle the jacket if it's separate from the body
if you're doing a quest avatar, note that doing this means an additional Mesh Renderer and that counts against you.
yes, idealy you want the least mesh objects possible. there is a way to hide it using shape keys (by scaling it down) but that's rather complicated
i imported in unity and the jacket doesnt show up
wait
nvm!
thank you!!!
I have a question, how do I export a fbx to blender and then back to unity. I needed to fix the weight paint of a asset I bought but idk how to export it back into unity without it imploding on itself, i swear it used to be way easier than this
just import the .fbx that's already in your project into Blender.
When exporting back to Unity, make sure you set "Apply Scalings" to whatever it was previously.... or just FBX All as a good assumption.
Also make sure you didn't unpack the avatar prefab in Unity
nope didnt work
works for me, every time.
You may have to redo the rig setup if the settings aren't the same as before
just to be sure can you check this
the only things I suggest changing for most people are "Apply Scalings" and then unchecking "Add Leaf Bones"
But if that isn't what was used last time... it'll be a mismatch that might result in weird things.
no, I mean the line which literally says "apply scalings"
yeah i have both those options the way you said there
ok that's how I suggest doing it. If that doesn't work perhaps the last time it was export to that .fbx file, different settings were used
damn used to not be this hard back in the day
this hasn't really changed since at least when Blender 2.9 was popular
i changed one weight so no idea why it isnt working
what exactly is happening?
I bought an asset and whoever made it accidentally rigged part of a backpack strap to the neck so the vertex gets thrown out in game
ooh that's annoying
yeah
but I mean when you exported and it didn't work - exactly how didn't it work?
cant put it back in unity without it disappearing pretty much
and you didn't unpack the model prefab, right?
nope didnt touch it
ok well you could try redoing the rig setup, or drag a new copy into the scene and copying everything over (perhaps with Pumkin's tools)
I get pretty confused with pumkins tools
i usually just give up and do it all manually lol
yeah I don't even have it installed, haven't needed it in years
last time i tried using it it just broke my model and dont really know what i should or shouldnt have checked so i gave up
what does local only do in vrc avatar parameter driver
iirc sets it in the local animator only, doesn't make it sync
so if i turn it off then everyone will see it?
I believe so
alright
I'm a little stumped on this and finally decided to ask for help so I've been making an avatar and I've been kinda stuck on how I should go about the eye and well any facial features for it to move correctly whenever I make the blendshapes this what I have
For someone with little knowledge with making avatars/optimizing what tools could I use to help optimize an asset?
Blender.
I have a problem with the vr I can't move at all like the joysticks I just can't move I can look around and look at the menu and such but I just can't move like it's stuck I tried to factory reset the headset but it just won't work someone please help
Can you change avatar?
Yeah I think I haven't checked rn it's charging
Try changing avatar first. If it you're using something sketchy, it might locked you.
Wdym sketchy?
Something that isn't made by you. Something that's isn't well known in public. Something that's made to be malicious.
How are those 2D South Park avatars made 
I can go check rn
It has to be intentional.
Some avatars have locking features where the entire avatar is locked and it prevents you from moving

Probably png avatar but with animated spritesheet.
Where do I find that
I tried looking for tutorials and no help
"Where" in what sense?
YouTube Google
Animated sprite sheets
I don't know any tutorial that can help you.
Sorry I thought you were asking something else
This seems like it should work. I found it within 10 seconds of searching on YouTube
https://youtu.be/N-oRlEv36E0
In summary, it's using material with animated textures offset. The texture consist of many image of a character animated. You could just google to see what "spritesheet" is because it's common in game and cg.
A basic overview as well would be:
You basically make a long image (tilesheet) where, say, if you had 256x256 tiles, with 8 tiles, it'd be 256x2048. You can animate the X axis in your material/shader using blend trees/FX layers, based on whatever you want. A popular one would be doing viseme-based.
Now I just need to find South Park sprite sheets that got the show uses a style that is simple to rig
Avatar can't use sprite renderer, that's only for world.
I’m mainly trying to make South Park characters that haven’t gotten a avatar yet
I can't change my avi since I factory reset the vr it removed all the ones I saved and when I go to a room I can't move at all its like in stuck with the avi I have rn it started since I put that avi on
😭
Favourite avatars are cloud saved. Factory reset shouldn't remove it.
I don't have the Avis I put on and saved
Have you never favorite any avatar at all?
I have
Those should be still in your favorite avatar list.
I didn't see em
There should be some public avatar that you can use in avatar menu. Or you could even use some avatar sample from marketplace menu.
But you have to buy em?
Juse Preview it.
Oh ok ill try that
The public ones are totally free.
It doesn't show me that at all just the ones you buy
Don't you ever scroll the menu down?
I do
Look for the Public category.
Anyone knows how to fix this problem?
The package is asking for ShaderOptimizer which likely is the one from poiyomi shader.
And how do I get it
It should be the first thing show up when searching in google.
I already have it installed on unity
Is it really? Can you screenshot where you had it in unity?
Clear console and see whether the error show up again.
So that mean the package require some specific version of poiyomi shader. Maybe older one because the script namespace had been changed since poiyomi 9.
Not really
All my other materials are on the same version and they work just fine and I could publish the model before
Do you know what AvaCrypt does?
yes
Why do I need that?
If you mean that it's invasive
It's not
Just checking if you added this by you intentionally.
Does it cause the issue once you added this package?
no
I have been using it for weeks and it started only today
Did you did something like importing other package or update something between that time?
no
Let me try something, I'll check the code
Does the package say it requires specific version of poiyomi?
I found the problem
The script itself had wrong version set so I just changed it inside the script configuration
now it works
Is it possible to make an avatar contactor trigger with a particle?
how can I make a plane invisible while keeping the gif on it visible?
im using poiyomi for shaders
try alpha on material setting , if texture has any parts will be transparent
is there a specific setting where I can turn the alpha up without turning the flipbook component invisible aswell?
This is so annoying, How do I make it smooth instead of being like this
Subdivide.
Its 2 differend models Joined together
Also subdivision wont work
Why not?
Did you smooth out the faces after that?
yes
Are the edges connected?
yes
How the topology looks like?
I'll just send this
That's really bad.
Idk blender
You need at least evenly space out vertices.
This makes face corners too sharp and cause interpolation off as the result you see.
nvm
It was this button
Clear Custom Split Normals Data
Much better
But thx for help
I'll clean the vertices
Is this good enough now?
Good enough
i positioned my particles what do i do next? I want them to shoot when i have the gun toggle on and when i press fist
Togglegun bool? = true and GestureRight = 1 > trigger stuff ( or left) , can add multiple conditions in transitions
if u dont mind can u show me how through like call or something? sorry im new to all of this
ok thanks for this but how do i get to that again? I've been so used to using vrcfury i kind of forgot the other method of setting this stuff up
this would be a layer in an animator controller
thanks i found it
i've decided to do my gun toggle without vrcfury and go the animation route so i can properly use the layers
you can also select the faces, then in the menu: mesh -> normals -> reset vectors
how do i fix paramater does not exist in controller
Add the parameter to the controller
how?
there's a plus button in the animation controller's parameter list
screenshot?
I don't have Unity open. Just find your animation controller, click on it, then in the Animator window (not Animation), there's a parameters tab.
ok i see it
Type the parameter name exactly.
im trying to replicate this
from a guide im watching
i figured it out
does anyone know the hand gesture id's?
nvm i found em
they're liste- k.
you don't, the floor is at 0,0,0. If your avatar isn't, put it there.... which likely means doing so in blender (or similar).
ok
yeah i tried to change it but i keep getting this when i re import it
change it how?
idk i just put the model at 0,0,0 in blender'
Did you apply all transforms after doing that? If not, do so.
if you made a fallback version of your avatar and a regular version with more features
will people see you use the toggle on your fallback if both versions have it?
it doesn't really matter what the file type is, the only way to upload an avatar is to use Unity. I'm guessing you're converting a vtuber avatar to a vrchat avatar?
I don't believe parameters sync to the fallback, but I'm not 100% sure
that's my own question not connected to yours
Oh sorry
mb
this was a question separate from yours, they were asking if fallback toggles will sync when you wear an avatar with the same parameters
Yeah, gotcha my bad
fallbacks are simplified versions of avatars displayed to others when your avatar is performance blocked, though they are being depricated in favor of impostors
Hyper optmized not simplified
As long as it fits good quality on android you are fine
I don't believe you can change your fallback anymore without VRCX, and if your avatar has an impostor (most do because they are automatically generated now) then the fallback won't show, the impostor will
no you can do it on the actual unity file for your avatar
oh really? I didn't think the SDK let you set your fallback still
iirc you can't change it in game anymore though
tbh
i think vrchat should let us upload impostor versions of avatars
to the same avatar file
like avatar-specific fallbacks
Make a canny for it
?
it's the service VRChat uses for their bug/suggestion site
ohhh
Good afternoon everyone. Can anyone help me? I'm trying to create a skin to use in VRchat, but it's not showing up in the SDK. Can anyone help me?
I need help so badly as well, I'm trying to fix my avatar where it's stuck in a pose on PC.
On PC, all the gestures work, but the model doesnt move at all
On Quest, the model moves, almost all the toggles work, but none of the gogo poses work.
You will have to acquire 3D model to use as avatar from other place. Otherwise, there only is a sample robot model which you can't really edit it.
On PC, it what does it actually do if it doesn't move?
It's stuck in a motorcycle pose, then when I have it move, it goes through the floor
I've tried the YT tutorials, but it still does it
Did you make sure that you have something assigned in Playable Layers section for the Base layer?
Would you be able to show me where that is..? I've only been using Unity for a couple of days
It's in avatar descriptor. If you had watched some tutorial, you should have been on it at least once.
Can you help me with this call, please?
No.
To begin with, you should read this post first #1139228456090087495 message
I downloaded the 3D avatar model, but this screen doesn't appear:
@ornate stump
This screen is from a video.This photo I took is from a video.
Do you see the "VRChat SDK" menu on the topbar menu?
No
There will be something like "Show SDK panel" button in it.
Can you screenshot your unity then?
I'll open the project again and then I'll send it.
do you think I should add this as an image alongside the feedback? would this help explain it?
if you want to
@ornate stump
Did you click on "Open Project" to open unity?
Yes.
Strange that it opened with admin privilege.
not sure id ever put a project in appdata
tend to put stuff on other drives if you have more , easier to nuke os drive
When I downloaded Unity, I set it up for all users, and then it was run as administrator.
That's pretty much exposed security hole on your pc. But that should be unrelated reason.
Will I need to reinstall?
You should. I might also as well resolve the issue.
Like this?
This?
No. I made typo
It might also as well resolve the issue.
Reinstalling I mean.
Where do I get the VRChat runtime?
just X that unless you have something to add into there.
Also don't put base in additive if it's already in base, x that one too
Okay, should I reinstall only Unity, or the VRChat Creator Companion as well?
Just Unity.
Hit the X button on Additive and Action.
Is there anything else? It's still doing it
What do you have on the playable layers now?
yeah it's still not working
Try with default Gesture too.
Hey folks, i'm trying to remove a tail from an avatar, i successfully loaded the model in blender and deleted it, and patched over the hole. There appears to be a wierd shadow/lighting effect that is occuring and I'm not sure what it is. Someone suggested normals weren't good, but I recalculated normals and nothing changed.
Goal is to get a smooth surface matching the rest of the surface.
I'm super new to blender so go easy on me 🙂
cats blender plugin only works with 3.5 or lower right?
it could be an issue with a normal map, or with custom normals. You can try removing custom normals in the vertex data tab under "geometry" (at the bottom). If it's a normal map, you'll need to make sure the patch is UV mapped correctly and you may be able to use photo editing or drawing software to correct it
It definitely is an issue with normals, but normals can be affected by multiple things
cats work up to blender 5 , use the unoffical one , im on 4.5 cause its lts
lts?
some addons i have probably will hate 5
had to mess with some to get it work on 4.5 , lts - long term support , blender like to change stuff too much , lts wont
its done , so just minor changes
Omg! Ty so so much!
So that mean your gesture layer is invalid somehow. Did you create it yourself?
No, It's an avatar I bought
You might have to contact the author to resolve the issue.
I joined their discord and attempted to contact, but since its an old avatar, they didn't reply
What an irresponsible author.
@arctic ginkgo WTF, i followed your steps, and clear normals data was there, i cleared it and now it's perfect. I definitely tried to clear this last night, couldn't find it on the F3 fast search menu, so assumed there was no custom data. Wild. Thank you so much.
Now I just have to suck less at the rest of blender. See y'all in 800 years
I know but the avatar is to die for so ❤️
But bless you, you've helped me when ppl wouldn't unless I paid!
You're a lifesaver!
thats a bit of an optimistic time frame tbh
Gotta stay positive in these trying times
there is no way to not suck at blender lmao
haha
honestly im surprised i got this far, the last time i installed blender i stared at it for 5 minutes, got a migraine and uninstalled it
mood
haha yeah
helps to have a blender knowing waifu, I recommend one of those
fr i do my hubbys all the time
is it possible for a shader to get the value of a parameter?
No, but you could use that parameter to drive animation that sets a material property
how do i make eyes not move when toggling a specific toggle
Add a VRCAnimatorTrackingControl i think it has one for the eyes
i thought disabling the eye bones might but ill try that
where do i add that
the vrcanimatortracking control
im trying to work with poiyomi shaders dissolve and im currently making the toggle for a harness that has two materials- the leather and the metal but when I go to record the dissolve on the metal, its blue as in "already animated" but like, it only dissolves the leather not the metal-
how do I get it to affect the other attached material as well?
"attached" material?
by default, that ^ affects all materials on that MeshRenderer.
OH I didnt have the second material on cutout- nvm x. x thank you
ahhh, that'll do it
ye usually its the other way around and you use rename on lock for poi so all the materials are not affected by animation meant only for one
got itt thank you guys! ❤️
Can I join shape keys?
Because I got a problem that every shape key makes my tail break
So I want to take the old shape keys
Before Shape keys is used:
After:
And it also breaks the face itself
Mostly whole model
im sorry to ping, I thought you might help me again- when I set this material to cut out- the whole thing went invisible but it has a texture? When I click the reset button it removes the texture and the normal map but it works, which means is there a setting I have on here enabled?
@inland seal goto edit mode, select whatever shapekey verticies and reference state is, find 'propagate to shapekeys' in upper menus
ie select shapekey with a proper tail state, select tail only, propagate it to other shapekeys
cutout discards pixels with alpha below that alpha cutoff threshold. Dunno what your textures look like.
Also not sure if this applies to you but I usually have issues enabling too many poi features at once, it'll just break unless locked.
ALso also - that poi is way old, why not upgrade to the latest? It supports Light Volumes 🙂
well, im editing an avatar I have and it uses that so I didnt want to break anything by updating it- and with animating I cant edit locked materials so- I wouldnt know how to do the toggle like that
Is there a simo hayha Avatar if not can someone make one
I meant that if you lock it and it shows up, then this is the issue, too many features enabled. You can work around that.
#1138520828556890214 maybe
ok I see- I did lock it and test but no that didn't work.. ill probably just have to click the reset and re-apply those textures tedious- but itll work lol
yeah not sure what would be causing that then, nothing I see in that image.
I'll try that tmr, gtg sleep
Could someone upload an avitar for me? I can’t figure out unity for the life of me…
why is this happening when i use gesture manager?? she has a neck bone and it's properly mapped
alright im losin it. trying to set up an avatar and for whatever reason the finger bones keep messing up weirdly when imported to unity. ive tried and checked everything ive seen from looking it up: ensuring its named correctly, ensuring things are configured correctly in unity, bones are parented correctly in blender, exported using fbx settings, weightpainting is correct in blender, im just sort of at a loss. blender vs unity pictures
have you tried checking bone roll in blender? done wonders for me with issues like this
iiiii have not as i have no idea what that is! how do you do that?
select a bone in edit mode, select tool and replace whatever number is on 'roll' to 0 ^_^
for a brief moment i thought we were onto something cause the funky bones all had funky numbers, but fixed it and still nope :,)
ill also add that for whatever reason, it automatically assigns the chest bone as the spine in unity? which is easy enough to change but i wonder if that might have something to do with it somehow??
Unity guesses... sometimes right, sometimes wrong. If you know better than it, correct it.
my main avatar it gets the legs entirely wrong, 'cause I have a complicated digitgrade thing going on. Just part of the joy of setup 🙂
yea, thats not a big deal, easy to change. just wonderin if that guessing is whats making the fingers go all wonky lol
its just so weird
hard to say from there, I'd check them in Blender, make sure they move right in pose mode.
they do :,) further messing about makes me think its something going wonky with t pose mode. cause when i try to move the avatars finger bones to the right position, it says its not in t pose
it does have very particular ideas of what t-pose means
does it matter if it considers it in t pose?
yes and no
what unity believes to be in tpose no
the actual model visually being in tpose in the rig window yes
thats what it animates off of
alr im done im redownloaidng the base and resetting it up, im just gonna assume mine was broken somehow lmao
got a weird question, first time ever doing stuff in blender
got everything set up to my model, but when trying to put it into unity there are no shaders nor can i put any on-
how do i go bout fixing that
hiii! so im using unity and substance painter for literally the first time ever - how does one perchance import a model from unity to substance painter?
I'm assuming you mean it is greyed out in unity, detaching the materials from the prefab seemed to work for me but I'm a complete noob too so dont quote me on that one.
Detaching materials-? Where would that button be at?
Huh, at the bottom where the assets are and all that, find your prefab and click the little arrow, it should expand and show you the materials, right click those and there should be an option to detach those.
Gotcha, I’ll try that
Just export the textures
Wait nvm
I read that backwards lmao
SOBS im trying so hard
my partner wants me to make them an avatar while knowing i have NOOOO knowledge and im trying really hard using a base ;^;
realized all my work with unity was useless bc i need the quest avatar so now i have to use blender.... sigh
so, im making the quest version of my model and for it i needed to make a quest version of the gun. problem is the animations are made in unitys animator for the PC Version, the rigs are identical but it looks like i cant just use the PCs animations for the Quest versions, is there any way to take the animation from 1 rig and put it on another identical rig?
remove 'QUEST' from the name. Thats why your animations can't find the stuff.
oh alr, fixed 2 out of 3 of em
the third I am not sure, I am taking a closer look now
can I see the hierarchy better? its cut off
looks like it wants Rig/whatever not Pilot Rig Sub/..
change that, but that could break other things. You could duplicate the animation and edit it via f4 i believe it is
the PC versions were done ages ago so i def fucked up and have diff rig names for the pilots
that key allows you to edit the reference names in animations
can i just copy the keyframes from one anim to the other?
ctrl + d on the animation in assets, and edit the duplicated animation
the keybind is f2, not f4
just replace 'Rig' with 'Pilot Rig Sub' in all the references in the animation
i did, and it fixed part of the error
now all thats left is this
the weird part is that exact path is present
I connected the bones. parented this hand to another body but it does this when i move arm in pose mode how do I fix this?
that is strange. im looking closely to see if there is any extra spaces or some misspelling. the computers are very picky and case sensitive with animation references
i see what part of the animation clip is broken. idm just redoing that part its super simple so u can focus on other ppl who need help lol
its just the micro movement adjustments to keep the gun spinning around the finger, nothin too bad
it got the complex animations like the reloading working fine thankfully
weight paint. the vertexes not moving with the gloves might have been weight painted to the lowerArm of the last model and not your current one, now they don't have any weight paint there
ah i see
so this outfit for some reason does this when i load into play mode through gesture manager, how do i fix this?
it's only the shoulders, legs are fine
the outfit is changing the blend shapes on the shoulders to 100, i know that much i just don't know why
Hi I want to have an avatar commission that will have a cowboy hat and a eyepatch but I want to have it removable and stuff looking for the right person
An animation is changing it. Gotta find the animation and change/remove it
You'll want to go to #1204490664637890580 and find VRCTraders. Only people you'll get here are scammers.
thanks
Oh dang fr? Okay thanks
what causes physbones to jitter
no one really knows
my only guess would be float point precision overcompensating cause if you set the momentum higher it jitters less
Guys I need like help bro before i cry (out of anger) over this stupid blender issue
..I try and merge my bones on my model and they wont connect with the bones on the body and it does this for all of my clothes
wdym connect
mergeing
that doesnt answer my question
well is the correct armature selected
yes
I figured it out
update for anyone wondering- i must have done something weird at some point because its working perfectly fine now lmao
How can a check an asset size in my unity to know what size it is taking up
Helloooo! I needed some help here. I don't have a pc but I bought a quest compatible avatar from payhip. Could someone help me download it to my account?
Btw, if this is not how it works I apologize
What type of avatar is it if u have the link?
it's not how it works - you need a PC to build and upload avatars.
Strange....may I get some help on how to do things like this?
that's what this channel is for
Prefect, my question is....how will I do this on mobile? I'm on my phone and all. I'll send you an image of where im at rn
Again, you don't - you need a PC: https://creators.vrchat.com/sdk/
I can help upload and u can show me do and u can ask questions only if i have your consent
Ofc
I'd love the help, im new to this.
ofc let me no when u r ready
All ready
so i bought a model that has a bunch of preset toggles i can add but i cant figure out how to add them T_T is anyone able to help this is my first time trying to upload a avatar
thats pretty vague
what avatar is it
like specific name or type? cause name wise its kanata bluestella and type its part human part furry idk its actual name
can you link it
should just already have the toggles set up
🤦♂️ i feel so dumb now LMAO i went through so much trouble trying to get everything in there not realizing they had a file for the entire thing
thank you for your help diven
Im gonna assume people here should have good experience with Unity.. WHAT DOES THIS MEAN?? Unity is not telling me what the source of the problem is and Im super duper annoyed
See like THIS is fine other stuff is too Im so confused?
cuh
yup lemme say it monotonely
or however you spell it
what the freak is an index woohhoo im so robotic /nm
Its one am dude Ive been trying to fix this since 11 pm
😐
Have you tried restarting unity?
Oohh maybe..
how am i getting this error when there was never an ID in the slot to begin with?
the error is a symptom of another issue and the message itself couldnt be more misleading
what is the other issue?
could be a plethora of things. do you not have more errors above that one?
the shader warnings are something i always get and have had no issues uploading with
telling me build successfull, but never actually adds the avatar to my content manager
Maybe it's due to the maximum height
That's "Build & Test" so it's only for local testing.
do i have to fix that
vrcfury have their own discord use that
ah okay thx
Why any gesture (even blinking) do this to my avi
Theres no visible issues in blender, only Unity does this
The problem is that the lighting and the model bends and breaks
Have you enabled "Legacy Blendshape Normals"?
Where
In the model import settings. Or you could even look into the sdk build panel and it shows the Autofix button for it.
Ill try
Bruh
I did Auto Fix on everything else btw
Where is this located?
The Rig tab in your model import settings.
Found it?
Yes. Map it.
About that
I dont have a Spine bone existing
I mean
I can just get my old model and apply the bones from it
You have to add spine bone then.
;D
Do you mean it existed before or you are trying to get bone from other model?
Interesting to know even the most optimised Quest prefab with more optimization isn't enough for the crappy 10mb limit 😭
its not possible to lower this
I think I removed it by accident
Not a big deal
I'll fix it
It's reporting the size of previous build which may be PC build.
Its the same quest one I tried to upload before
Keyword quest prefab
Also
Another version I tried had broken texture memory
The textures are compressed in unity and are 500kb outside of it
Strange bug for sure as no other textures exist
Use Thry's Avatar Performance tool to inspect the excessive size.
Does it identify what is taking it up
Most of the time yes.
wie mache ich das wen ich den hoody greife im vrchat ich ihn runterziehen kann so wie im video
you'll probably want a bone, weightpaint the hood to it and then use a grabbable physbone to be able to move it i'd assume
so one bone for the hood
not sure on the specifics, I haven't done that myself before, but probably?
there's probably tutorials out there
Hey guys. Recently, I adapted my character for VRChat, but I’m not really happy with the result. I have a question: how can I achieve proper PBR reflections for the material shown in the screenshot? I know it depends on the instance lighting\HDR, but let's assume we are in a well-lit world. Do you know any shaders or have any tips on how to improve the look?
I recommend poiyomi for PC
Looks like a game rip. probably not a huge problem, but it's not that much work to edit the rig and snap the bone tails to the child bone's head.
i still dont know how i shoud do that with the hood so i fix that later
I reamade the whole model and made it more easy to use and after uploading all the problem faded
Only the textures are broken a little but its an easy fix
Thx for help
I really like my work I did
Would anyone be able to help me with a situation?
Currently on my outfit, i made it where there's a physical zipper you can pull.
- The "heart" zipper follows a track of 5 points, each of which are "vrc parent constrained" to the body at different amounts to prevent clipping.
- The zipper animates down the path by changing the weights in its own vrc parent constraint
- I use blend trees to offset the points by adusting their "offset" from various bones in the constraints (this is to match body augments done, like body thickness or breast size)
3 main problem points:
- when scaling the model in unity or vrchat, the points disconnect from the body, due to those offsets from the constraints
- fixing it would require the offsets to be set to 0 for all those constraints, which isn't fesable for the body, due to how it needs to bend at different rates
- making animations to protect against these is very time-consuming
I need to find a fix or new solution that:
- still allows for the zipper pathing visually
- allows for body customization like breast size and thickness
- doesn't break during avatar scaling
oh, one more problem, why does the head tilt like that in play mode?
Anyone have any ideas why my avatar would be by default partially into the floor? Afaik the white line is supposed to signify the ground and the avatar's relation to it, yet my avatar still sinks a little into the ground across every world I've tested it in
Scale is 1, 1, 1 and position is 0, 0, 0
Possible that the origin is not actually at 0, can check in blender
It is, I checked that too
I need help. I'm trying to upload an avatar I bought, and I'm having trouble uploading it for both pc and quest. The pc version has shaders and the instructions it came with tell me to have the pc and quest builds in their own individual project files
base locomotion it will sink slightly into ground
turn it off and notice it doesnt do that (fbt toggle)
It became even worse
Atleast now the Textures are fixed
Sorry to ask but I've been using VRCQuestTools for awhile but now it won't even convert stuff anymore, of course I can do it all manually which isn't horrible but what is going on here?
try unlocking that shader first
why is the right foot collider all the way over there? even if i reset it to defaults it's over there. the bone is correctly mapped
why???
if i set it to automatic, the right one's in the correct position but they're too close together
alright aparently it was because my avatar was moved away from the center of the scene. oddly it didn't do this with the other colliders, they were properly mirrored.
Ok yeah, Liltoon gave me the same error
hey so... taught my friend how to upload but this error keeps popping up even though everything is already updated?
Time to do it manually-
your sdk is not updated
it is but it keeps saying it...
proof?
Still asking
check the head bone position and bone roll, redo rig setup if you changed something since a previous import
Resetting the humanoid rig should do the trick
the exact 90 degree error makes me think you adjusted a bone orientation in Blender
which is fine, but Unity still thinks the bone should point another way
Yep, probably that's it, but of course, we don't actually know
the humanoid animation system knows that a bone is "neutral" when it's in a certain orientation
and if that orientation is very goofy, then...
stares at the floor
the avatar is just shy
oke
I did rotate it a little
XD
Uh, how do I redo the Rig?
Also its in blender?
or unity
check/fix bone roll in blender, redo the rig in unity by setting it to generic, apply, then doing the standard humanoid rig setup process
ok
gotta check your sdks
im updating the quest versions of mine and a friends avatars to add a weapon system i made. the one on my pc and quest avatar works but when copy pasting the system over to the other avatar in the scene upon trying to upload it spits out this error. the 2 models and their rigs and set ups are identical, the only differences being the friends model has another item toggle and different emmissions
Does anyone know how to make bendy arms? I've seen a jester with long arms but both reddit and chat gpt have been no help, I have fake arm bones that follow the default structure and the chain of deforming bones (that have been moved down) that actually deform the arm. How to I make it follow the hand using vrc bone constraints?
hello i was wondering if i could get some help with this?
robot hand has a constraint with the VRChat IK-driven hand bone as the source. Repeat for all bones.
Must have a chest bone between spine bone and neck.
Does vrc have IK? I've never been able to find it... Also sorry toyLindsey I don't mean to crowd the chat:(
It does but it's not something that you can do anything with. Though you can use some FinalIK components if you want to.
from my pov that IS mapped but idk what im missing
In the inspector in the rig tab right before you click "configure" to go to that ^ view, is there a warning message?
i can literally trace and look at where its saying this toggle doesnt exist and see that it exists aswell as seing an identical model uploading just fine without this same error
do you mean the console?
No there is no warning message it actually sends me to a completely different part of the inspector
I'd have said so if I did.
But ok - often right there is a message suggesting you look in a dropdown in that same tab
you mean the auto mapping?\
?
Had to switch to my phone
much clearer way to taking a screen shot, just paste into discord after
also if i hit select this where it takes me for the error
I'm not sure why you're pointing this out
idk either...
i gave him new eyes, to try and fix his cross-eyed look in unity:\
i dunno what to do
check bone roll for the eye bones probably.
setting on bones that changes which angle it is basically. You can check it in Blender
this roll at the bottom?
i just made it zero
yep, that roll. Eyes should be 0, and they should be perfectly straight up and down Those look like the head & tails are at slightly different X,Y
Anyone have any ideas how i can make a effect like the right
Update, despite changing nothing it's now broken for both avatars.
Image 1 is the toggle for the PC avi
Image 2 is the toggle for the Quest Avi
I can actually see where the toggle is and that it has the same name and identical position in the hierarchy
Yet I keep getting this error
PC avis hierarchy
quest Avis Hierarchy
the names of the 2p ackages are different, 1 is G2A2 while the other is Quest Shit2 but ive already accounted for that
i need some help, for some rason any time i try and use the toon lit shader it turns everything red
Likely because of vertex color. You could use Toon Standard shader instead.
how do i fix the vertex color?
Remove vertex color attribute by using blender.
the hierarchy's are identical i dont know why its saying some toggles arent present on the PC version im literally looking at them in the position its saying they arent present
thanks
how does one do a headswap?
Ok so I plan on making an avi from scratch for myself. What programs do I use to make the body and clothes and everything.
blender
Hello! I just got a Vrchat model and i was trying to upload it but was told i couldt because of security reasons. how long would i need to wait till i can upload set avatar on my Vrchat Account?
need a lil help. i made a tummy rub using vrcfury. i tried to add a purr to it using a audio source. this is all under 1 contact. the animations work. however the purr starts before i use the contact to touch the tummy to make the contact work. this is all in play mode. how would i fix this issue? i want it to play on contact not continuously.
head disappears when i get too close
What app is that
I want to make my own avatars
that's probably the mesh bounds, try making them bigger
it's unity
Ok thnx
I have this toggled object I added with vrcfury, I wanna add a particle beam and a gesture that allows that it to fire, how would I do that? I've looked in the particle package and there's no fx
I was curious on how people make these type of normal maps that look like clothes
Also this,
Substance painter has a pretty good crease alpha, if not you can find some free ones online if you search
How do I yoink an animation from an fbx file from Blender? Do I need to export it in a certain way?
export the fbx with the animations attached
import fbx with animations
one method is having a very high poly mesh and baking the normals of it to a lower poly mesh
Alr
what about the 2nd image?
How they make so realistic clothes
Got it! Except for one thing
Am I supposed to keyframe all of the bones?
I'm trying to set the hand to a certain pose when the saber prop is on.
checkbox is animated in the physbone like it tells you
That fixed it, thank you!
programs like substance painter offer realistic textures for different materials so alot of vrchat creators use some form of it but you could search something like "jeans texture" on google you could find some free material sheets
I mean
The images I took are from Substance Painter (My Substance)
I just never saw that
but thx anyway :D
can i get some help my avis eyes arenot lining up correctly
well is the avatar root correct
wdym by lining up
ile show u
Everything else seems to work, but when I go to put the eye texture, it’s not showing up. It’s just messing up, but everything else is fine. I’ve even tried different eyes.
that still doesnt show me what the problem is
The problem is is the eyes aren’t showing up at all the eye texture in there, but the eyes themselves don’t show up as if there’s eyes in there
The main texture is in the eye. It’s just the eyes on the avatar don’t show that it has eyes.
I dont remember if the rex has a transparent eye reflection mesh or not
could I be using the wrong eyes then?
not what I said
gotto remove that mesh for the quest
And followed the other steps
Can you explain what you mean?
quest doesnt have transparency so you need to delete the transparent parts of the mesh
its a material over the eyes that wants alpha
So I could be using the wrong eye texture
literally not what we said
I don’t understand what you said
delete the mesh thats covering the eye that is used for reflections cause it uses transparency which you dont have
Ok
it has 2 materials on the eye, one is for alpha other opaque , you dont need the alpha one 
My avatar balls into the ground despite everything being mapped properly. Any ideas what's wrong?
explain "balls into the ground"
please
I said "explain", what am I looking at here.
Is it not lighting up with the avatar
My avatar scrunched into a ball on the floor
Does it do this in play mode in Unity when using an emulator tool like gesture manager or AV3 emulator?
yes
maybe contact godfall about this he has a discord
This is through my own trials and tribulations. I had swapped a face tracking version onto the green (opti) avatar so I could have an optimized version with FT
it's set to humnoid
hmmm but warnings. go look where it says to look
?
How do I change these to let me edit them before I accidentally screw one of them up by having it changed to avatar to one texture again
the greyed out ones are materials embedded then the model file, they can't be changed. You'll need to make new materials and drag them to the appropriate slots.
Ok
(the Materials dropdown in that image contains the list)
So basically copy the names of them and then go from there
names are not relevant
That's why - you re-exported from Blender with different scaling settings, right?
(yes)
Probably. Sorry, I'm nowhere near as good with Blender as I am with Unity.
You should export from blender with "Apply scalings" set to "FBX All" unless you know for sure it should be something else.
If that doesn't fix it, in Unity you'll need to set the armature to generic, apply, then redo the humanoid setup.
The second part fixed it. Thank you so much!
hooray!
i'm trying to use xiexe's fur shader on my avatar however it renders super weirdly (i dont really know how to describe it, picture does more explaining lmao..second pic is what it's supposed to look like with the shader.) - i dont really know what i did that caused this, although i know my installation of the shader does this by default in my project (this project had a previous installation which i replaced the files for the shader, still yielding the same results)..i did move OS from windows to linux and i just noticed this happening (could be a unity linux/version thing?), anyone familiar with using xiexe's shaders knows what's going on here?
I haven't noticed any issues like this with Linux that I could actually blame on Linux.
Haven't used that shader either, I've only tried out Warren's
mm, alright, was only thinking about that since it never did this when i had the project on windows
I suppose it could happen - I haven't tried this shader
when trying to select what platform to upload to all 3 options are Grayed out and are not selectable
How do i fix this?
Another question if anyone knows
you have to install the android build tools... though I'm not sure how you managed to get none of those installed. how did you install Unity? Is it even the right version?
Is there a way for me to find the best settings for the textures on my avatar that’d work for PC, Quest and mobile?
"best" is vague - it depends on what you have and what you're doing with it
Is it grabbing the wrong Version of Unity from here?
Is it like this cause I’m on mobile?
2022.3.22f1 is correct
was that from my link? interesting... maybe this?
https://docs.unity3d.com/2022.3/Documentation/Manual/class-TextureImporterOverride.html
yes, and the project is using 2022.3.22f1
Ive also created another fresh brand new Avatar Project where the same issiue is happening
This link works! Thanks!
you still have to install the build support for your target platforms. I'm not sure where that link is, hang on
hanging on 👍
hmm how did you install unity? I thought VCC did all that right
a friend told me to try ALCOM cause its faster, its honestly given me more heaches setting up all the packages
If the solution is just go back to Creator Companion ill get started on that
yeah I can't find the link - I do it differently than one would in Windows, via unity hub
looks like docs have a circular path of links that don't actually tell you how to get those packages anymore, very weird.
huh strange
Giving this a shot, thanks for the help mate 🧡
would anyone have any idea why some of my physbones dont work with mmd world motions? but only some, and i cant tell what the difference is between the ones that work and the ones that dont :s
Thank you that fixed my issiue 🧡
nice!
I'm having a problem where I have 61 physbone transforms count but it is saying I have 70, Upload issue on the Quest platform
So What does it count as Transforms??
Because it isn't making sense to me
all children of the physbone component parent
trying to troubleshoot why my mouth visemes arent working. its a vroid imported into unity, A E I O and U are bound to their menu's, and when i test build and equip, it doesnt move with my voice input. anyone understand whats happening here?
When going through the bones do you have a jaw bone selected?
you need a unique blendshape for each one of these
(also make sure the jawbone is not mapped)
i openened the avi up in blender and it appeared that there was in fact blendshapes already generated from when it was made in Vroid for those 5, and i was under the impression those were the only ones neccissary, it would just lack more accurate mouth shapes for animating
how would i check if the jawbone is selected/mapped?
find your .fbx file in the project window, select it, and in the inspector, in the "rig" tab, click configure. It's in the head tab there
I fixed this issue
its not an fbx, it was imported using UniVRM and is in my assets as a .prefab
oh you went that way... huh... well good luck.
But still somewhere is your model file where you do the whole humanoid rig setup
i do have a version of the model that i dropped into blender and turned into an FBX. the body is different, but the face is the same. could i pull it out of that and replace the one in this avatar?
or is this just a hard-baked f-up?
I don't do this, but if I did I'd import stuff into Blender and clean it up there, then treat it like any other avatar.
okay, so the pipeline should be Vroid to Blender and then Unity? probably screwed myself over hard by avoiding blender at first
that's the way I would do it.
how would others do it?
I can't speak for others
why is my multiplatform build and publish greyed out
most likely you don't have android sdk installed
I do ive been publishing avatars to android for over a year plus this is a windows publish
i already tried closing and reopening unity
Fixed i think
@median moss #creator-companion
#creator-companion - but I had issues logging into my account via the SDK before dinner - haven't checked since though
so i noticed its only physbones connected to the body mesh... they all work just fine in every other context but go still when doing mmd motions wtf
does anyone know what Ushanka hat model this is and where i can buy it??
Is it possible to use a constraint to make a part of a players avatar look at another player continuously?
oh you put this in two places.
I've been trying to figure out why this booth avatar's face has been appearing weirdly in game. The first image is what it looks like and the second is what its supposed to look like.. it appears normal in testing.
I made the pants from the model but in pose mode when moving the leg how do i stop it from messing with the other pants leg?
better weight painting, looks like some vertices moving with the wrong leg
weight paint it to not do that
Does anyone know why the soldify of the ears and legs does not work in unity? 
hi did you fix this issue
trying to figure out a build error for a friend. builds fine for me but gives them this error. the error doesn't say anything specific about what's wrong so wondering if anyone has any idea
did you put a name?
yes they did this happened during upload
well nothing in those images is of use, unfortunately
yeah they claim no other errors
Maybe have then send the unity log file
ill check with them
ah i see.
Can someone help me with this problem? When I test the toggles in Unity, everything works as it should, but when I do it within VRChat, as you can see in the video, everything redirects to the swimsuit menu.
whats this its lagging me so bad
Happens sometime after exiting play mode. Just restart unity.
You had multiple message across multiple channels so go remove them before the mod see you.
So I am still having this issue, I try to upload my avatar and it says I need the thumbnail but I already have a thumbnail it just says there isn't one and I don't know how to fix this ;-;
Try a updating the sdk.
Oki
Having some trouble fixing my avatar for VrChat, been stuck on dealing with null error for a while now
This is the problem
Ah ok, this is like the current set up of my rig, this is all new to me so I kinda don't know what I'm doing
Also screenshot bone hierarchy on the left panel to show the part around the chest bone.
Alrighty, this is what I got
Then check for neck bone assignment.
That seemed to do the trick!! Many thanks for the help! I just gotta test my man now
A random "failed to upload avatar" without any other clear errors is internet, right?
It does this with the test robot too, so I assume so but I want to know for sure
Welp, I tried a few more times and it worked, so I got my answer, nvm lol.
flight hat by beckenzi
Does anyone know how when using custom locomotion animations to make it so the player head isnt locked with the animation while moving, only fix I know of is using full gogoloco but then I have to set up the locomotion manually
does anyone know any good creators to buy avatars from like booth, kofi ?
Depends on what you want
anything masked, knight/ medieval like, solemn lament from limbus/LOB, cool looking features and/or abilities
full masked military with working guns and abilities
Turn on "API Logging Enabled" in the control panel's "Settings" section and try again
you should at least get more errors
(they may be non-helpful)
I've seen a few people having this issue recently
Hi everyone!
Does anyone know how to fix this? I don't even have the shrink clothes blendshape on
The clothes also don't change any of the blendshape
In gesture manager it causes the body to look like this as default:
How do I fix this
These are the default blendshapes when I am using the gesture manager, is there a way to change them?
some in your fx controlling them
Why everytime I upload the quest version it breaks the pc one
Both PC and quest upload just fine
Like when I upload it only on pc it works fine
but when I try to upload on quest it breaks
nvm, I fixed it after 100 times of uploading and fixing
Avatar permanently squinting, doesn’t appear this way in unity or Gameplay test
For avatars should I be using unity 2022.3.6 or 2022.3.22 or is either one fine?
@strong dragon you cannot upload new avatars with anything but a couple prev sdks and those work on 22f1 only
so as long as its not maintenance of old stuff were talking, use the latest of everything
Note: miminimum SDK version bumped to .9.xx by now.
3.9*
yeah it was just the editor rendering weirdly, this is a local build of the avatar i just did
I’ll go update it then I just wanted to make sure I wasn’t using one that wasn’t good or anything lol
Also completely forgot to add the f1 at then end whoops
https://warrenwolfy.gumroad.com/l/atntv try that fur shader, xie is ancient
has way more options like drawing directly on avatar
how to fix this?
Are the ear bones attached under the head bone in the armature?
any idea how to fix it after exporting it?
dont unpack avatar ever and keep same scale if you export from blender over a fbx already in scene
i attached them to the head, added physbones the the head and pt the rest in "ignore transforms"
Can you show what settings you used maybe? 
yeah, could i dm them to u or no..
My dms are closed at the moment. If you send them here you’re honestly more likely to get help since there’s more people

dont put physbone on head , use a gameobject then drop ears in that
it will acts as root instead then add endpoint
(if it doesnt have 2 bones pr ear)
gameobject..?
just be sure the gameobject actually in head not somewhere else
alright, i dragged it ontop of the head
[in hierarchy]
i want the ears to jiggle tho...
You aren’t just applying the phys to each ear bone? :o
oh oki
So instead of moving separately it seems you attached the phys to the root? Maybe that’s it
Apply them to the left and right ear bone of the ears respectively
...so like
If the are the bones, yes. See if those are the ones for the ears
it is
Alrighty, then select the left and right ear bones and apply them there. I’d assume it’d be Ear and Ear_004 by the looks of it
i also looked up 'left ear' in the hieracrchy
Some bones are just named funky I think
I wouldn’t worry about that
ok
do i do the same thing for tails?
yea
You’ll need to make sure to drag them into your main armature (on the avatar)
The ears prefab can go under the head bone and the tails prefab can go under the hips bone (if you haven’t already)
oki
You also don’t need to unpack the prefabs btw. I noticed they were unpacked ^o^
sweet! makes my life easier
if the horn asset only has one material slot then you'd need to seperate the chain mesh and horn mesh from each other in blender>remove the chains material and give it a new one>join meshes back together (and before joining you might want to invert the normals of the horns if they're flipped? it kinda looks like they are)
i want to put this guy in unity, but when i do, the material that has the fresnel on it doesnt show up
been years since i uploaded an avatar, i got super rusty
are you talking about the black parts?
no, the shoulderpads and the rings on the arms and waist are wonk when i put them in unity
Is there a solution to transparency in personal mirrors. If the grabpass or transparent backround is not the avatar the object is clear.
even the head- which doesnt even use the fresnel
its just a series of normal materials
but then again, that might be the shape key talking
i made it so the materials get brighter when the key is toggled
look ive tried everything, can anyone give me any tips on how to potentially fix this? im using the parameter driver btw (this is now void)
why are these boxes semi transparent? i do see my avatar in the scene and checkbox is ticked
if u cant see the difference look at gesturemanager color and then aneessa
the colored parts, for some reason they appear white in unity
Entirely blue box means that it is a prefab (a Unity game object saved as an asset below), the partial blue boxes are some variant of prefabs (one being edited and one being a saved Prefab Variant, basically a saved edited prefab.) and the hollow cubes just mean game object.
ty
Anyone know how to fix this in unity? Please @torn remnant if you know
yall know what this means?
first ever avatar
“object reference not set to an instance of an object”
pretty sure none of those errors actually mean anything they just kinda say it failed, is there any other red errors and can you screenshot the SDK upload panel?
how do i make it so these chains move? i cant seem to find a yt video on it
yeah hang on
check that your model's .FBX is humanoid if it is and for some reason didnt provide a animator add it to the root of your model where the avatar descriptor script is located
ive had this issue before! i had to download "missing script cleaner V2.0.0" and import it into the file, i could send it to you if you want
add the physbones script to it, but if the chains dont have any bones then you'd need to add some and weightpaint them to said bones in blender
im extreamly new to unity, im not really sure what a physbone script looks like, but it does look like each chain is seperate if that makes sense at all
This video should show you how to add the script and mess with its setting pretty well: https://www.youtube.com/watch?v=PTTnWUkswkU
hmm alr ill try
new to unity as well
id imagine you can use "Horns Chained Root" for the parent bone you're putting the script on and would only need to add each chain's parent (L1Chain,L2Chain etc not any of the children in their dropdowns) if the root is too wonky movement wise
also highly reccomend watching some basic tutorials or reading any of the doc's out there on avatar setup so you atleast know the terms and where stuff is meant to be added
https://discord.com/channels/189511567539306508/1139228456090087495 has some good starter stuff
thank you (:
what does an animator look like
uhh
like whats the icon for it
i dont know off the top of my head tbh, you should be able to just use the search bar when hitting the button to add scripts and search animator
theres only one script named it so it should be the only one to show up
whats the button to add scripts
Hii,
I'm using an avatar (Lumin) that works great in VRC! The only issue is that android/headset people can't see my skin. I don't care if it's a dumbed down version of it, but I want them to at least be able to see it, not a dinosaur! LOL!
I'm 100% lost when it comes to this kind of thing, so if you guys know how I would LOVE help
Thank youuuu :D
the "add component" button, if you havent made an avatar before i suggest you read the docs that go over the basics like adding a script: https://creators.vrchat.com/avatars/creating-your-first-avatar
