#avatar-help
1 messages · Page 231 of 1
hm alr alr
you've gotta upload a version to android, if the model is optimized well then it should be as simple as swapping platforms (File>Build Settings>Android since swapping through the SDK panel can be buggy) if its not optimized though then i suggest reading through the chats in #avatar-optimization to get some ideas on how to get it within the set limitations for that platform
you could also try generating an imposter of it on the website
Oouu uhhh
okay
I'm super duper new to this so I have 0 idea what I'd be getting into. Would that be something I should pay someone to do? LOL.
It says, "This avatar does not have an overall rating of good or better, so it can not be used as a custom fallback. See the link below for details on the avatar optimization"
Which, technically if I optimize it, it'll bug out the character, right?
yeah that message is a bit dated at this point, fallbacks arent possible anymore to my knowledge and imposters are supposed to be the quick replacement for them. id say if you've got the money to 1. purchase all assets and base model for your editor and 2. cover their (imo) insane work-charge fees then go for it! but learning how to do stuff like this yourself is far more cheap and valuable if you plan on playing the game longterm
as for bugging it out if done correctly it shouldnt bug the character out
they just might not be able to see all the toggles the PC version provides
(( if you do end up going the commission route go to VRCTraders, theres a link in #1204490664637890580 its the safest place to commission work as long as you make sure the user has a verified role. lots of bots and scammers lurk in this server so you'll prolly get unsolicited DMs if you try lookin in here))
okay i got the animator
it says its “not imported as a humanoid rig and will not play vrc’s provided animation set”
how do i give it a humanoid rig
find the .fbx file, click it, look in the inspector, go to the rig tab, set it to humanoid, configure...etc. For visuals,watch a basic avatar setup tutorial, this is usually detailed there.
alrighttt got that solved
While you're there, you may want to to unmap the jaw bone, if it has one
after i go to configure what do i do?
alrr
like what do i need to configure*
make sure the right bones are in the right places.
ohh alr alr
okay it worked and uploaded
and its pc only
how do i make it work on quest?
Yeah I think I got one tbh
the center of the head is kinda hollow. making up walls on the sides. I dont want it to make walls i want the structure to be consistent across
I am trying to add an animation of a fist kept closed when a saber toggle is enabled. When I tested it out, the hand pose did not change. In the animation preview, it is just a bicycle pose. In Blender, I keyframed only the bones that are affected. I made sure to keyframe it twice on the timeline. Have I saved the animation wrong or exported something incorrectly?
can someone pls help me with uploading an avatar i keep trying to open a new project and it keeps saying error
does unity load
you can use the gesture controller and add another for your toggle/fist animation there , want to tweak it , duplicate the animation rename it and edit its values 
Wait, in other words, recycle VRChat's fist animation for the toggle?
Tryna wrap my head around what you're saying
?
It's not that I want the avatar to turn on its sabers every time it makes a fist
GestureRight equal 1 , enable sword (many ways of toggling a object , scaling bones/uv shift/blendshapes < that order good to worst)
but to force it always on id use a toggle so it never can change whatever gesture you might accidentally do
But I do have it on a toggle.
I am 100% sure I am missing a step before exporting the fbx with the animation in Blender. I just cannot remember what.
I've gotten animations to work before.
All good #creator-companion
If you message in there I will help you as soon as I'm off the phone
okk
I did manage to figure out the actions thing in the non-linear animation menu. I exported the fbx into my Unity project and the animation preview is still that bicycle pose. My only guess is that there is bone data missing in the .anim file since I did not keyframe anything else. Could that be the problem?
I figured it out! I just had to configure the rig of the fbx I imported with the animations.
does anyone have a good guide for physbones?
when im manipulating the 3.0 vrch physbones nothing happens
help
I installed PCSS, but the eyes look dark and there's a shadow on the nose. Does anyone know how to fix it? Thanks.
tried to optimize for quest with questtools and all this popped up after tryna upload
if anyone knows what any of this means
does anyone with eye tracking experience know why an avatars eye bones would wander farther than they are supposed to? my face tracking works really well but the eye bones are going so far to the side they clip outside the avatars head because theres no limits.
i set my eye look limits but that doesnt seem to do anything...
im not sure whats causing this. my other avatars have never had this problem before xD
I don't have experience in that department. My only idea is to weight paint the irises a little bit for the head. Say, 20%. Be sure to turn on auto normalize.
thats a great idea let me check that
just checked blender. they do not appear to have any data pulling on them other than the eye bones themsels
Do so for the head then. All of the mesh should be parented to all of the armature.
i belive the eye mesh is parented to the eye bone its just moving farther than it should be
Hide all of the mesh in edit mode except for the irises, object mode, select the armature, shift select the mesh, weight paint mode, and alt click the head bone. Paint over the irises with a weight of 0.2.
the eye bone is free to move more than its animation limit... now that i think about it...it shouldnt be moving outside of the shape keys. and the shapekeys dont go that far...
ill try that
Oh, the eye look is done by shape keys for the eye tracking? Or are you just referring to the look up and look down?
Unless anything should deform for the eye look up and down (i.e. eyelids), nothing should change.
so eye tracking uses the shape keys only
in vrc if your avi doesnt have FT the eye bones themsels actually move
OH
makes me think both of these are happening at the same time
Maybe try deleting the eye look shape keys
For the eye tracking
Or just add the shape keys and leave nothing changed
See what happens without eye tracking shape keys
Unless it won't like that and does not work
Anyone know why this happened? No logging no nothing, just says it filed. No alerts that should restrict the upload
i dont know why but it seems i cant figure out where these textures go in the materials for this outfit i got for my avi
sm1
Okay, I need real information here. So I payed for an avatar off payhip but I need help uploading it to my account. Thing is, I don't have a pc so I need someone who does. Unfortunately, almost all the way through a transfer of information a person that was helping me upload said avatar then told me I also needed to pay to upload it to (which I didn't know at all before hand) I'm going to have to do alot more research, so may I please have some tips?
And information ofc
I would say, see if the creator does uploads, if not find someone that you can trust to upload it! (They have to have the files as well, DO NOT SHARE FILES.)
I have, the people I trust want to be paid but I just don't have the money. Also, the creator of the avatar hasn't responded for 4 days now. I sent 1 message to ask if they do/aking for help.
Luckily I already paid for the model.
DM rq and we can figure out something, ok?
Real quick, do you need to be paid?
No no lol!
Alr, thank u so much. I really appreciate it
Yes ofc
Quick question
In the VRChat avatar documentation, by physbone "transforms", does it mean individual physbone bones?
Basically yes. Transforms are the rotations and movements of your model that are defined by the bones.
So 3 physbones on an avatar, for example, equals 3 physbone transforms?
Depends what you mean by the first Physbones.
When you add a Physbones Component to a bone, any bones attached to that one down the hierarchy also become a physbone.
So, say you have a strand of hair. If you add the Physbones Component to it, that bone plus every bone in the strand going down is 1 physbone transform each. You used one 'component', but the end result is however many bones are down from what you put the component on.
In this example, I have a disgusting amount of bones in the chain of Ahoge. Each of the bones is a transform, and I put a Physbone Component on Ahoge. However, this turns both itself, and Ahoge.001, Ahoge.002, Ahoge.003 etc, all into a physbone transform, because by default, each bone under the first one inherit the physbone settings. So this would be 13 physbone transforms.
There's ways to reduce the number though. You'll notice the screenshot has an 'ignore Transforms' dropdown, that lets you choose to say, exclude Ahoge.011_end because it's not technically a real bone and only exists to mark the end of the chain. And that allows you to reduce the count to 12, even though you still have 13 real bones.
That's more of an advanced semantic edge case though. In general, one component for Physbones means your Physbone transform count is itself plus everything beneath it.
Is anyone able to help?
there's no useful info there, unfortunately
im looking for someone to help me upload my avatar,i bought one off of jinxxy and have unity and sdk downloaded and pulled up, sdk says the verification of the avatar cant happen because it does not have an animator but when i look at the model it does have one thats active
the animator is a component on the avatar root. usually not there if you didn't do a humanoid rig setup
can anyone help me upload an avatar or whatever!!
that's what the channel is for
in this case is it not this?
i see
yep, that looks right
okay so this is how its been and it still says that i dont have an animator
probably some other error too
i maybe might be able to, that is if nobody else can help
im def not fit to be a first resort tho
idm i js need help pls are u able to call
i am not
its not giving me anymore errors except these
you're more likely to get help if you describe your problem in here
yeah probably
are those the first errors? Nothing above?
if you just need the files uploaded thats no issue
whats the model/whered ya get it?
sigh i need help with everything :c
like just straight up making an avatar?
do you have files of a model to upload?
maybe show your whole screen, there's nothing useful there
gee, thanks
🥹
happy to answer questions.
im lowk slow and i watched yt and like they js yap
oh, you have no avatar descriptor
explain?
I've never used vrc quest tools
what do you use to optimize for quest?
I don't
Is it possible to mirror a .anim animation in Unity?
😭
okay its added, the view is set behind the eyes and i followed everything else in the link and its still not working
stillsaying its not valid, current error codes
show the avatar dsecriptor
you put the descriptor on the camera?
it should be on the avatar.
so yeah, find a basic setup tutorial
there is one on the avatar as well, i dont really know why the camera has one..
ok well in the build window it seems you've selected the camera instead of the avatar
probably remove that descriptor so it doesn't screw you up
Move as in moving with physic?
edit it in blender
Shape keys
How
edit that object, make a new shape key, move it wherever you want
what object and I already have shape keys
The problem is
the nose ring, I assume
that I want to parent the Jewerly to the Head so it will move with all my 100 shape keys
you could just join it to the head, that's what I usually do
you also have to edit the shape keys to make the jewelry move
So you want me to edit all my shape keys?
if you want that thing to move with each one, yep
🙏
After 10 minutes
It works
But it took a while
🥲
why cant we use every shader in the Vrchat/Mobile area? for quest
Some are for worlds, not avatars.
even particles like alpha blend?
IDK the specifics, but if it's not letting you upload it, then you can assume it's not for avatars
💔 Im trying to find a shader that allows me to put this glitter effect on my characters face. I used to be able to use Alpha blend or Spirits diffuse but ever since the new update those are not an option anymore . I tried using Vrchat/Mobile/Multiply or Additive but the texture wont look static or glitter in game it just looks like white dots on the face.
Glitter should just be baked into the original texture on quest
pic 1 is how it supposed to look, Pic 2 is how it looks in game now
You have the orange selection outline enabled, doesn't show much
I found a work around to this, I would put face stickers on the face then use a glitter texture i found and it used to work
i was trying to highlight what it should look like
is there any text besides Toon lit or toon standard we can use for quest?
text?
i mean shader*
i think theres a list somewhere that lists them all
if you find plss send 🙏🚨
does anyone know what this issue is
You might have to explain what you did.
Weight paint
i used the knife tool to cut out the pieces in the mask so it looks good on pc and quest
thats what i also thought im not very good at weight painting and i tried something with weight painting
Yeah that will fuck with the weight paint. Check that and just fix all the spots that turned blue
If you use knife and it create new vertices that isn't on existing edge, there will be no vertex data on those new vertices, including the vertex weight.
I'd imaging the whole thing is weighted to the head? Or its own bone? Either way shouldn't be too complicated just make all the blue spots match their surroundings
okay thats good to know but also i looked through the vertex groups and found blue spots on the mask and fixed it and it still looks like that
There's more spots. Check all the vertex groups carefully
You could assign the whole thing to head bone.
If it's all weighted the same value, you can go to edit mode and click a to select all vertexes, and apply the weight value there
i think i found it i just had to search more
if you use knife tool, you have to be careful about not creating new verticies they will have no weight paint , for that one just weightpaint it to headbone or another bone and then parent it to headbones 
can anyone help a dumbass like me out and tell me how to make my unity transfom tool look like this?
it did work tysm guys
I think it's this tool, I'm not in unity rn so can't confirm if it's there by default.
yes, but mine dont look like the one in the pic i posted, tryna figure out how to make my circle look like this
How is "this" exactly? Do you mean looking from the side view?
That depends on your view port angle relative to the object rotation. You could switch tool anchor space between Global and Local and see how you can rotate the object.
ummmm,,, how i do that?
well.. i tried but still cant get the circle thing to look the same as my target, lol, thanks anyways
It also depends on view angle as I mention before. Click on the compass gizmo center and this will set view to isometric, click on axis to align view along with the axis, and change anchor to Global.
i dont understand how theirs has an extra outer layer blue cross hair looking section...
The cyan circle is showing contact reciever, not relate to transform tool.
If you actually said "blue circle" we would have understand long ago. Saying just "This" is too vague.
ah
sorry...
new question, um.. how come my blue circle is way bigger than how it looks in the pic im trying to emulate?
the amount of nsfw stuff here is insane
Because the object scale isn't right. And you haven't actually put the object into your avatar.
s-shhh!
how do i fix scale issue
Just set radius in the contact reciever.
oh, um... so i just ramdomly experiment with the size of the radius until it looks right?
Yes.
Is there a way to check if an avi is quest compatible??
Are you buying avatar or you meant public avatar in game?
I want to check if the one I'm currently using can be used in vr bc I'm buying a headset today
It's will have an Android Logo on the avatar thumbnail image. The Windows is the blue one. Also that's for when playing in Quest standalone, not when connecting Quest to PC.
Okay so it has both android and windows, so i'm good?
Yes.
Oki tysm!
thank u for your help, i think i fixed it
yall i need help with something more unity-related rather than vrchat, can someone help me here or recommend me another server?
Is it unity in process of making avatar? You could just post the question so we actually know what you talked about.
kind off, it is unity in process of converting my vrc avatar into a warudo avatar, but i think im gonna open a new scene and try it there
And what issue you're having with?
i cant see the package on the window even tho i installed it
If it's specific to Warudo then you have to kind the contact for Warudo as ask the question there.
i tried before on another instance and it appaered on the window tab, but the warudo app gave me an error bc the unity version i sued, so i went to a 2021 one (recommended by other one)
i did but no one's replying :c
You just have to wait. The issue doesn't relate to unity either so even unity discord can't help.
okay nvm found a readme but cant find the window i need
and still doesnt work
finally made it work, now i gotta see why my avatar is still at t-pose
How would i make a avatar mask for non-main rig bones? im trying to setup an idle for a set of proxy arms but since theyre not the main arms i cant do it through the humanoid section and i couldnt find a good tutorial on how the Transform part of avatar mask creation works figured it out
additonally can i use both the humanoid section and transform on the same mask or does it need to be seperate masks for each section? you can
avatar disappears as i get closer to it
is there a way to make this fur copy the texture underneath?
Can some uplode my blender to vrc
your blender?
Yah unity being a bitch to me
Did you export it as a file unity can read?
loads*
Yah sorry
maybe you forgot to pack the model's textures before giving them to unity, file->external data->pack resources
what file format did you use?
Fbx
I don't see why you'd pack those textures, you want them unpacked in Unity anyway
well assuming you actually have textures and not procedural materials
oh, i use a third-party plugin, nvm
so "loads but is just grey" almost always means you have to setup materials in Unity and apply them to the avatar.
kazin's point hasn't changed
if you want the fbx to be include textures you have to press embed textures
I wouldn't embed them, but you do you.
idk what happened to the avatar
Agreed not recommended
exported with different scaling settings from the previous time, or drastically rarranged the armature.
ah i see
There's a lot of that this week
Nvm it's Monday
Yeah can you use the snipping tool
if this isnt your own file id delete that linked unitypackage but liindy has a pretty quick guide on how to setup something like that as long as you have a blendshape/shapekey on the hoodie for the up or down motion
thx i will try it
you still need to delete it before you get banned
not sure what you're trying to show, but it's totally unreadable
what are the proper blender export settings?
erm lol
you may still have to redo the rig setup
the problem is not that you didn't use "proper" settings it's using different settings from previously used.
how do i switch my shaders on my avatar to be compatible with quest instead of windows
top of the material has the shader, pick a different one
Lmao
explain "this"
How do fix the lighting problem on the avatar 😭
I’ve swapped head and body and now it’s like that lol
use the same shader settings for both
How can I copy and paste that?
ideally the same shader too.
3-dots menu at the top of any unity component has some stuff about copying and pasting
also use the same object (I usually prefer the chest bone) in the "anchor override" slot in the Mesh Renderers
I don’t get it what that means 😭
Which part?
Do you know what a Mesh Renderer is?
Nope
it's a component on one of the mesh objects on your avatar, like the body or head. If you go click on one, you'll find it (named "Skinned mesh renderer" in this case).
"Anchor Override" is under the "Probes" dropdown.
what are some other ways of reducing the memory? i already changed the quality of the textures
Mesh size. That's gonna be huge
That avatar needs work. Too much mesh, too much mesh renderers
I made a different skirt for an avatar and had to change the original collider parameters to match the new skirt how can i export that kind of change
Im using modular avatar
U mean this?? I really don’t get it sorry, I never work on Avis a lot
No, I meant the thing under the Probes dropdown.
But this Fury component should take care of it for you, I think. I don't use it.
OHHHh
though the error message there suggests it's in the wrong place
I did swap heads and body, is that the issue?
I used the proper tool to attach the head and body together
I don't know, I'm just reading that error message.
But I did found the Probes setting ur talking about and they both uses the same settings
Okay good. Though I think that Fury component will override whatever you put in those.
I delete it, I wanna try to fix it without the Fury since it had an error
How can I make the head reflects the same light in the world as the body? Is it in the Probes?
The anchor override makes sure both objects use the same point for the light source, but you'll still have to compare shaders and material properties.
I have and I made sure they both share the same settings in shading and what not and even use toon lit
But it still does that issue where it doesn’t copy the same lighting on body and face
What website does anybody use that is free to start from scratch to make an avatar from
For quest users
https://creators.vrchat.com/sdk/ is where I'd start...
I suspect this is not the answer you want to hear though.
question bc im confused, by combing clothing and body to make one skin mesh, do i still have the option to disable the clothing or how does it work?
pc yes (uvdiscard easy) , quest harder (either shrink bones outfit using or shapekeys)
Is anyone able to help?
this is where im at rn, i've already lowered the texture quality by a lot, i dont care about making it as optimized as possibl, i just want bare minimum (the original creator for the avi didnt optimize it)
Thats what I mean, its liek what am I supposed to do cause its not giving any info. Could it be in the yellow errors? I've not personally ever seen that but could that be why?
Lower poly count or material counts or mesh counts (requires blender)
when i join meshes together, they just disappear
like when i joined the body and head together, the body disappears in unity
got a question on uploading avi's, think any1 would be down to walk me through me and help me out?
Just ask questions and people will try to help
Im having issues with uploading my avatar due to it saying that I need to install the quest unity module, although I already have it installed
Im unsure of what to do
[@ me if you can help]
Is abd.exe in PATH?
Need to see all red errors after hitting upload
#avatar-help message
Not sure why. Do you have all blend shapes off before merging?
Either way poly count is your best way to redice file size
So, I'm using the Kikyo booth model, what would be the best way to change the eye texture to a gif? The eye texture is a part of the face material.
trying to make it so only the person wearing the avatar can see the hud
how can i do this?
maybe a shader i have to download or something?
all i really need for this i think is a one sided transparency shader
for quest aswell
im working on an alternitive solution rn but not sure if its gonna work
What is PATH?
im just gonna give the helmet an interior
not too sure where to ask this but im looking for a na'vi 3d model to make an avatar , does anyone have one
i have searched EVERYWHERE and can not find a single useable na'vi 3d model
have you tried the garrys mod workshop?
i cant find any on there either
theres one mod that uses the 2009 models but those are a mess in blender
and so low poly its an eyesore
youtube is your best friend in this situation
and chat gpt is that one friend you have to go to but you hate his personality
mainly because he steals all our ram
How do I make the face transparent correctly
What might be the cause of an avatars position being lowered drastically after you are done previewing an animation?
figured it out, the armatures origin was offset.
Another thing worthy of note however is that every time I seem to split the eye rotations up and edit them It locks up the entire avatar descriptor and no longer lets me edit anything on it.
idk if thats a bug but it most certainly wasnt happening a couple of months ago. Its been causing roadblocks everytime i need to edit something or remake an avatar due to a blender issue or whatnot.
Oh! i figured out a fix for now I guess, disabling eyelook allows me to edit it again. weird...
where do most people go to get free chain necklaces for their avis? i see them on a lot of avatars im sure theyre getting them from somewhere..
Guys i took a break from this game for ages but I swear i remember klee from genshin in a MAGA hat hust so yk i hate trynp and do not suport him as a person i just thought it was a funny avatar if anyone has it let me know
im uploading a pc avatar rn and its saying that it is too large and that i need to lower the resolution of the largest textures in the texture import settings but i have no idea what that is and how to fix it can someone kindly help me ?
find your textures in your assets and select one of them at a time. At the bottom of the inspector change the resolution then hit apply
this video by liindy shows the basics of lower texture resolution and how-to if your struggling to find where to do stuff
is it possible to use more than one VRC Animator Tracking Controller in different layers of an animator?
thank youuu
thank youuuu
sure
Hi, I want to make a radial in the menu to change each one of these, how do I go about it? (Im only using modular avatar and have little to no unity knowledge)
How can I set my own materials to Matcap in the uv section like this avi's materials are set?
Trying to do achieve the effect of being able to get close without seeing through me
and I think that's the key to it
And this is what I see if I try and copy the back face section over
This is the effect I'm trying to achieve
I haven't used that section but I'm wondering what "matcap" in the UV dropdown does
It seems to be the only thing on that material that's different from mine outside of base textures and normals and such, and it seems to be what is causing the visuals that you can see in that clip
yeah I wouldn't use that backface section at all unless I really had to
this avatar i bought has a pickaxe and when i finished uploading it the toggle for it was broken and it was floating right next to me instead of being attached to the hand and being able to be toggled on and off does anyone know how to easily explain how to fix that at all? i have no clue if its the same on the quest version but i want to at least be able to fix it
You'd have to look at that prop and see what's already on it, maybe its already setup right? maybe not?
i clicked on it and this came up on the side is there anything specific id need to add to make it work properly?
ive never really dealt with broken toggles before so this is very confusing tbh
that ^ is probably a root object and there's stuff below it
since there's not even a mesh renderer there
theres also these things not sure it messing with theses would fix any of it
those are just the parameters and menu items - nothing here tells how it works
I'd guess "pixaxe" enables it though
I keep getting failed to upload file with literally nothing else attatched to it
I've uploaded it fine before too
Here
that message is rarely useful, is it the only error?
anyone got gogoloco files?
is that the one you use?
I don't use it at all, but that's the creator's site and so the official source of it
it's on gumroad too, but yeah, just get it there
alr
anyone got that Pomni sexyback animation?
There was something else about GoGoLoco and my Goo shader
select all the hair mesh in edit mode then click select, normals, flip normals
Kk Ty ^^
post the first 2-3 errors then.
do i need to download and use vrcfury to use gglc?
no, but it's way easier to install with fury. The gogo loco manual describes installation methods
Here they are
ohhh ughhh
yellow = warning, not error
Yep then the only error is the one I provided
ok i need serious help with toggles rn >.< i tried to make a toggle that turns off my paws and fixes my fingers and adjusts my wristbands. i want it so my paws are on by default and it looks like the button has been added on the menu but its default off and i cant turn them on when i try to test my avi. help
in play mode everything looks good i just cant figure out why i cant turn my paws back on
You'd need to show some detail as to how they are setup
liltoon!!!
Could it be a bug with vrc ?
ts is so confusing man
i did but this si my avi atm
Go to your material and place the texture with the skin in "main color"
sorry im new wher is that
If you click on the head and find "materials" on the right side, you can examine the material (which will also appear on the right). From there find the tab with "main color", open it, and drag and drop the texture into the little square
Hey Hey, so this is the first time I am making a character of any kind, and I would like some advice. So I can't quite get the fluff in the ears and on the cheeks to look right, I'm not sure on my approach. I would eventually love to have this model in VR chat, but I don't know the requirments and limitations, if anyone could help me figure that out, I would appreciate it. And the last thing, I have included pictures of me trying to bake a high polly to a low polly, and there are places on the model that didn't bake right, I can't for the life of me figure out what it is I am doing wrong. I would appreciate any and all feedback.
im cryingh all I had to do was reattach the blueprint 😭
can sm1 send the link for vrcfury?
yep
OHHHHH drag the material itself with the face textures into those slots
Im trying to upload a avatar, but its giving me this error and there's no updates available, its latest version is 3.8.2
Latest is 3.10.1
what
i think im too dumb to do this
screenshot your CC
The avatar im working on it has physbones when it moves in play mode but not in vrc i can do a video call to make it easier but i just want this avatar done
quest? are they being removed at build time because you have too many?
It doesnt say in the sdk
yeah I think it'd say so
I looked it looks fine
Anyone know how to fix the fact when uploading an avatar its telling me unsupported shaders are being used when everything in my project is toon lit?
find that one shader that you missed
could be a material swap
or a particle system
Alright thank you
do I need to make these toon lit too? Because its still showing up
Like the "in packages" ones
No. It's always something that's inside avatar. You have to look through all your avatar object in the scene.
I found 3 of these but don't know how to extract them
You have to create new material and replace it in the renderer.
I sort of forgot how to do that- still a bit new to unity
Assets -> Create -> Material
and how do I replace them?
Drag and drop the material file into the material slot in renderer.
Thank you! That fixed it ^^
I have a werid problem. My textures work fine in the Scene display. I've uploaded the avatar before. I've now made some edits to unrelated parts of this avatar, and am trying to upload. When I switch the the SDK to upload, part of the hair turns pink/missing material. this material is used in other parts of the hair, and that all works fine. just this one part. when I try to add the material back, it stays just fine, untill I open the SDK screen again. then it just goes poof
so i have somehow managed to f up my body material, everything is washed out now, and i dont know how to fix it, any help would be greatly appreciated. spoiler tag due to adult themes
did u touch the shading?
also you should update to the newest poiyomi
this is an old avatar, and as far as i know the materials arent compatible with the latest poiyomi, and i deleted a texture and then replaced it and that is what caused the issue, buy i do beleive the issu is shader related, is there a way to recompile/ regenerate poiyomi?
maybe you could try to rename the mesh in blender and reinport?
that's a reply to another person... if its a old model shader doesnt matter as long as you have the textures you can remake the material
oh ok, so i did create a new material in unity and then i applied the body texture to it and that fixed the issue, however im concerned about the material settings not being the same as the orriginal and that effing up something
well it could be possible if you have things such as tattoos or spefic things like wet body texture or somthing along those lines or even the color of your nails or somthing
but your orginial material the shading looks only wrong.
you can try to swap that
ive already tried swapping shaders, but when swapping to a different poiyomi shader it still looks messed up
ive decided to delete my projects library folder and then reopen the project and see if that fixes it
ok, so i managed to figutre out that disabling the emmisions option on my body material seems to fix the issue, but now im gonna open an old backup of my project and compare the two to see why the emmisions broke
shading and shader is 2 different things
ok, i figured out and fixed my issue, i had to replace the texture that got deleted, onto the emissions component on the body material
getting some interesting errors. sdk is complaining that i dont have things assigned, despite it all being correctly rigged and functional in a unity game. any way i can bypass this broken check?
I don't think so, but it's probably something else though, any errors in the Rig tab before you click "configure"
no errors
Also make sure the bone hierarchy is actually correct - I can't read the names
yeah the armature is actually correct
sdk is complaining about this too, but thats the hierarchy and not the definition
oh - is that correct though?
hips -> spine -> chest -> (upper chest) -> neck -> head
no, the sdk is poorly made. the part its complaining about is this, which is correct
can't really tell what that is from there - the hierarchy is a better view of this
oh upper chest sorry
so the shoulder bones' parent is the upper chest bone, right?
yep
Also neck's parent?
yep
Seems correct then...
yeah that looks just fine
oh could it be because i have a lower hip?
that's fine - hip -> spine (lower spine) -> chest (middle spine) -> upper chest (upper spine)
oh i assigned the lower hip and the sdk is not complaining, but now unity is
what an annoying sdk this is
open that "import messages" in the right image
that'd be a problem if so
ugh why cant vrchat just use unitys system
this is so frustrating
so it seems this rig just isnt compatible with vrchat then, since vrchat doesnt like the lower hip existing and being between the legs, and unity doesnt like the lower hip being assigned as hip because now there is an unassigned root hip
rerigging this part does not fix it?
but the ik system works! why cant i just upload this?
yeah if you have two hip bones you might have to merge them or something
yeah ive rerigged it, unity is happy, but vrchat is not
i cant figure out why
im so very confused, is vrchat sdk not checking if the rig is valid in unity but is instead trying to do its own incorrect checks?
its still complaining about this, despite the rig being totally ok!
seemingly no matter what i do with the spine rig it wants to complain
I want to make like animated textures/and or MatCaps for quest
I'm trying to get like a...vhs effect if that makes sense
I just don't know how to go about that 
so you would need an animation to swap mats probably to have different 'frames' of the effect for quest. you want to reduce the amount of frames to be as simplistic as possible to reduce the amount of materials and textures.
if the effect needs to just scroll, you can do an animation changing the offset of the texture to make it move. That can also be kept on a loop.
Does anyone know how to make a specific game object not visible by a camera? Because Right now, it doesn't seem to work despite the screen's layer being set to "InternalUI".
Thank you!
figured out what was wrong, the sdk does not know how to handle unicode i guess?????
renaming the bone fixed it
i hate these stupid sdk checks, let unity do the definition check!
It's unity check. The error was from the animator unable to match with existing bones.
i dont believe this, because it was animating just fine in a game project
What you had in the scene doesn't match with the bone definition.
Usually because of you renamed bones in the scene.
i didnt rename anything in unity though, only in blender
the humanoid avatar definition may have gotten messed up by this
(which Unity produces as it imports the model)
Did you renamed after the changing rig to humanoid? That would still refers to old bone name until you have to reconfigure the bone map again.
i deleted asset and then reimported it, so it recreated everything relating to it
That would have (incidentally) fixed the humanoid avatar definition
i reimported every time i did something
i dont think simply reimporting was the fix, because the definition was never broken unless i intentionally broke it
idk if this is the right place to ask this but is there any sort of plugin that would help me view the emissions in unity
bc rn im just constantly reuploading the avi im working on and testing the ingame
thanks
Both have the same settings, but why does the animation from the hoodstring work but not the one from the pull?
Is anyone else experiencing this problem? It only happens ingame and no matter which way I turn or position myself, it never fixes.
yes ive experienced standing ?, what am i looking for thats not right here
if you mean it sinks into ground, vrchat default locomotion does that with feet
So... I found something weird. When I add a Camera Component to my avatar, if I modify the Culling to hide the VRChat UI and a GameObject set to the same layer (aka a screen), while the UI will be hidden by the camera, the GameObject won't. Idk what to do.
@stiff kiln avatars can only use uimenu layer, while vrc ui uses now uiinternal
im making a avatar using a vriod studio base, how do i add clothes to it?
@stiff kiln ie your cube gets switched to player layer if youre using anything except uimenu layer
Oh...
So if I set my screen's layer to "UIMenu" and uncheck that to the camera's culling, it should be hiding my screen?
yes. tho why
I made an avatar with a detachable camera, and the screen is a plane attached to the player's head. But I dont want the player's screen to be visible by the camera.
i see, ye, should work
I'll test once I get back home.
No, I mean one of my legs is further in than the other, making the avatar uneven.
So I wanted to try and figure out to do an effect like this on pc end of vrchat, and I was wondering if I do bloom effects or do I do a light point in the item?
I want to do a glow effect in vrchat make it glow
Going for the same effect like this image
Bloom is done via world post-processing. You can do emission on an avatar easily, beyond that... well there's realtime lights, but that's expensive for rendering, for everyone who sees it.
For that specific prop in the screenshot, it looks like it's using an emissive map + realtime shadow casting point light. Very expensive to render though.
The bloom will depend on if the world supports & how emissive the material is.
yeah that image is world-effects
Ok
crunched the hell out of my model to make a quest version. got it down to the same tri count as the other model i did the same thing with. but it keeps failing to build and spitting out these errors that i flat out do not know how to read
I'm mainly wanting to do this for pc end of vrchat
So both bloom and emissions with real-time shadow? Because this is an item attached to a Halo avatar
Bloom is world thing, you can't do that on an avatar.
Bloom is something world side, I can't see much of it, if any, in this screenshot.
Emission is what makes it look like the mesh itself is glowing, the realtime shadow casting light is what's causing the walls to go blue and the shadows to be made around the shelves
Ahhhh ok
Does anyone have time?
What does the animation do?
pull up the hood
you have it running by default, is that what you want?
it has started spitting out this error
ye
and the stirngs to
So you want it to run just once and stay that way?
no so i can pull it up and down
How is the pulling part setup?
well that animation layer is not going to do what you want, you need to have some conditional setup based on that physbone parameter
oh I see how you mean to do this
ye
got those parameters created, as floats, in the animator?
gasp
Fluffy nova! ☆w☆
thx
I love novas ^w^
idk if im alow to post that here, however
.
☆w☆
other ideas
if I had any, I'd have said them.
oh
I don't know if that has any influence, but in play mode the blend shape is not displayed.
probably that does
okay then how do i fix that
ohh wait i use the vrcfury bland shade optimaizer so the thing think i dont use it
I wanted to edit the default robot and add things to him but
-
i cant find the model
-
idk where to find clothes for it or how i'd add the clothes without them looking stupid
This is for example
am i supposed to bve in simulator mode?
You are given it in both the avatar and world sdk
it still wont work even in simulator mode
it still wont let me move the camera
how are you trying to move it though?
You move objects around in Scene mode
or by changing the values in their transform directly
but like
you literally havent scripted any camera controls
you need to be in scene view
i fixed the problem i just needed to reset the layout
do i replace the robot avatar with my own avatar?
what robot? there's no robot in your scene
i mean in the menu
menu?
why are you even looking at the packages to begin with
idk what im doing this is my first time making an avatar
have you watched a tutorial? Seems like you should
Im impressed you found the packages that have the dynamics sample
ill try
you just import whatever assets the avatar needs like fbx and textures
then drag in that fbx
but if its a bought base
it should have a prefab or scene for you to drag in/open
is there a version that comes without this stuff or is there a way i manually remove it
blender
you have to remove them
if you are wanting to add clothes to it then youd also need blender anyways
blender skills can be learned
i tried making an avi already but it was a bit different
edit mode
select hair
delete
peak
now i gotta figure out clothes and making them fit
sculpt mode is your best friend
transfer weights is a close second to being best friend
If you need help with some tutorials, my reccomendation is Flipped Normals for basics, and Royal skies LLC for avatar specific stuff.
I genuinely wish you luck, and I promise it's WAY easier than it looks.
You just have to get used to how the program works, after that it's gravy.
So I am using Unity on Linux and installed it via the official unity.rpm package
I was running unity in the background for a while and uhm for some reason it opened this window? what is that? I mean the "Are you online" window (nevermind the black screen, I minimized unity and it caused the ui to glitch out)
If I close it, it just reopens immediately
Only could close Unity via task manager
You're currently being haunted by a rogue AI. Light some incense and recite the Omnissiah's 13th Canticle.
😂 😂
Seriously, though, that's a weird one.
haha
Never seen that one, I install UnityHub via the RPM repo but the editor via the hub
Me too
But do you also have performance issues? For some reason it's really really slow on Linux
mine runs fine
this one actually creeped me out
Nvidia?
yes
I've had some issues with using Fedora 43, it's got a very new glibc that not everything supports properly yet, including some of the cuda libraries. So I've been running the Unity editor in Vulkan mode, and it's been great.
Previous to 43 zero issues at all.
SUPPPPERRR new to unity, confused on why this isnt uploading, any ideas?
ohhhh I see
thank you for the feedback
F42 on my laptop with an AMD GPU (bleh) works fine.
I run it from ALCOM with command-line arguments, since you can't get those to work via Unity Hub, looks like you need -force-vulkan -force gfx-direct -force-vulkan-layers
ohh thank you
how do i disable controller/hand tracking in my avatar? looked it up and got nothing relevant
np - happy to help. I've been using it on Linux for quite a while now.
I'd think that's a runtime game setting, not an avatar build time thing?
you're definitely able to disable hand movement in avatars cuz ive had one before
i just dont know how
You can certainly use VRC Animator Tracking Control to disable IK moving the hands around, if that's what you're after
is this the way to do it?
Yep, that's where
im not the best with the actual terms
what you're saying would make hand bone not follow controller
?
it should
okay is there a place where that's documented or a tutorial or sumn so i can go figure it out
press that send another screenshot
the plus or the back button?
back
where's the menu it shows? doesn't show up as a component when i search
you add it to an animator state
i do not know what that means 😭
you'll want to add those missing parameters - but with the 0 added I'd bet you used avatars 3.0 manager to merge animators at some point
Look up tutorials on using the Unity animator
i just bought the avatar, just trying to upload it idk
i did add avatars 3.0 to the project tho
i add the behavior to the locomotion layer overall i assume?
like this
without knowing anything about your avatar or how you want to actually do this, I'd probably consider this in its own layer in Gesture... but looking at that image I guess you're trying to completely immobilize the avatar?
i dont want anything tracked besides the head and eyes
on a toggle, or like, permanently always?
permanently
I bet you could just set the rig to generic instead of humanoid
i thought it had to be humanoid for it to work properly?
at least it always makes me set it to humanoid
if you want VRChat to do all the humanoid animations and such, yes
but you seem to not want that?
yea no i have custom idle, walk, prone etc. etc.
then you could just replace the base locomotion animator with your own. Using that ^ component, yep.
how do i make the textures for the face work?
did you actually import the textures?
I find using a hammer helps.
yeah
looks like 2D textures which would mean you have to enable transparency in your material
(which also doesn't work on quest btw) (unless something changed recently in which case ignore me)
quest doesnt use alpha based transparency
so how do i get it to work on quest?
umm actually
jk
Wow Ok.
changing how the avatar works entirely in blender
oh no
isnt there that workaround w the particle material thingy?
convert whatever the texture is to an actual mesh
Is there any way to make texture driven eye look using UV Offset inside a material? Maybe drive the offset by bone rotation or something?
its not the intended behavior for the shaders so not recommended
I did it before by having an empty object act as both eyes and then just had 4 contacts
well 5 cause the eye bone has a sender
any tutorials for that?
not really?
oh uh- mind explaining it then? :3
its just 4 receiver contacts that have a parameter each for up down left and right
and you just use those for the toggles
in blender or unity?
i was looking for that automatic eye look VRChat provides with the Avatar Descriptor, no toggles
maybe i could parent the contact sender to the eye bones?
I just said that
oh right lmao sorry
do the contacts actually interpolate or is it just full up, full down, full left or right?
Oh, ye, I forgot you can use contact receivers to do that.
could someone help me fix these issues please, ive been having problems with my save since some days ago
why. why do my shoes keep doing this in play mode. i have at this point completely rerigged them. and still. they fucking phase through the floor. im going to eat a baby.
you got a vrcsdk folder in the assets folder?
Nope, idk why
are you on the correct version of unity
i tried to change it trying to do a warudo avatar, do u think if i go back to the original version it might get fixed?
you cant just use any version of unity
you need to use 2022.3.22f1 for vrchat uploads
or unless, i wanna at least load my scenes, make sure they work fine and export them as prefabs to avoid this again
yeah but my project wasnt updated yet
and?
so, i keep on that version or downgrade now?
you need 2022.3.22f1
and you said you tried to change it
yeah, from an older to a newer (the actual one)
what sdk version
maybe 3.0? cant remember
huh
thats not a version number
then how can i see it? so i exit safe mode?
send a screenshot of your packages in cc
do i exit safe mode first? i havent touched anything jkust in case
in cc not unity
oh mb
its probably corrupted
😭
considering you apparently swapped unity versions on the project instead of making a backup to do it
i tried making a backup but for some reason it didnt worked
and last backup registered from my project was around june
a backup is just a duplicate of the project folder
i know but it didnt completed
im gonna check it anyway
do u think if i load the backup and copy paste assets etc could work or get corrupted again?
🤷♂️
6 7
anyone know what i did wrong?
WAIT
i was so stressed and blind i didnt saw 3 backups
@night ember srry for the tag but u were the one helping, i found a backup from today before the disaster and from some days ago before all the drama, how do i load them, do i just ovewrite the folder or???
open it like how you would any unity project
i have to open a .zip??
unzip it
pretty sure the 2nd error is what's causing the issues go/viseme/weight check if its in your parameter list
wheres weight at?
i normally open them thru cc
wait i might got it
nvm its damaged
So im trying to test a contact sender/reciever. I've done the whole "make an object with the sender on it and make it touch the reciever" thing but it doesnt appear to be working at all. I've done all the necessary steps; making sure the parameter is named the same in both the fx layer and the contact reciever. but when i check the parameter in gesture manager it never displays as "true". What are some things i can troubleshoot?
does the windows error thing mean i have to reinstall the unity versions with the correct packages?
K so i figured outthe issue i just dont know how to fix it; the reciver is toggling itself off on load
could anyone help me with this please? or at least tell me if its possible
you shouldn't unpacked your avi
why is that? the reason its like that its to group various parts of it to turn it off and on
it can break the avi, it makes it harder to update in the future
So, I tried setting my screen to the UiMenu layer and uncheck that layer for the camera on my avatar, but the screen still shows. Idk what to do anymore.
Does anyone have an idea on how to make a specific GameObject not appear on an avatar's camera?
(Not the normal player view, a seperate camera component on the avatar itself.)
does anyone have an idea of why this would be happening?? whenever i set blendshapes in the editor it looks fine, but when i enter playmode it suddenly has gaps
i should also say i have been messing around with merging meshes and doing atlas stuff, but I havent noticed this in previous versions
It's probably just the armature deforming the mesh as it should, but because of slight precession rounding differences between them, it causes gaps. I'd just merge the vertices together, should fix it
does anyone know a quest friendly way where i could make a 2D plane in front of my character's face to always face the viewpoint of anyone?
or a pc only way if thats the only possible way ^^'
A particle maybe?
possibly! how would it be possible?
Well particles are planes that just face the camera, so just have one emitted at all times? I would think that would work, but haven't done it personally.
ahh yeah, will give it a try ^^ thanks!
Like multiple blendshapes going at once causing things to clip?
emotes like dances parts of the body clip through the skirt but when not usingcertain emotes it doesnt clip
when you say merge vertices together, how would i go about that? cause in blender I cant go into edit mode with the shape key active, and it doesnt even have the clipping issue there either
So just general rig clipping then. Best solution is to remove the mesh under the top one. Can't clip if it doesn't exist. Another option is to create blenshapes that shrink the under mesh as close to the bone transform as possible. This should help clipping a lot, but isn't perfect and is more computationally heavy vs just deleting the mesh like the previous suggestion.
Doesnt happen with other outfits
Its only when i use 2 dances
Im wondering if i should remove the dances entirely
If your mesh is doing as I suspected, then it isn't about the blendshapes/shapkeys. It's just that the mesh is pulling apart from the bones moving. You just need to find the areas that are splitting apart and merge the vertices so that the mesh essentially becomes whole. Not separate pieces or full of holes.
Should I record and show
Thoes other outfits are probably a bit better fit to the model. This could be because of better topology, weight painting, both of those, or just baggy. You could fix the problematic outfit by trying to improve the weights, but it is a bit more involved.
here
Ah, skirts. Those require a specific kind of approach. You can either constrain them to the upper leg a bit, or just forget physbones altogether and weight them to the leg. There is a reason you don't see too many skirts on avatars. They are a bit of a pain.
There is a video out there showing a good way to set them up for constraints, but I don't remember the name of it or by who. I'll do a quick search though
Yea i did that the rotation constraints it doesn't clip unless i only use those 2 dances
Ive tested
But yea, as Kazin said, grr. They are a huge pain and I gave up trying to make them.
Ill just deal with it
there's some range of length where they're doable, outside of that its a pain
Hello! I have a issue with a tail i purchased for the mamehinata avatar..its MADE for the avatar and uses MA. The problem is that it has phys-bones with the animation in gesture manager but not in vrchat.the tail is stiff but the wag animation works..Is there anyone that can help with this? the link to the asset is here: https://rokushini.booth.pm/items/7492373
note: i believe it shows the phys here-
Sounds like either the physbones are being disabled by an animation or removed on upload. Can test if they are being removed by simply looking at your avatar with the physbone overlay thingy on in game
Is that the tail and it's physbones? If so, then it looks like it's on and so if it's not moving, probably being disabled or something.
when it wags it shows both the dog tail moving and seal tail moving but the seal tail phys are sorta grey? is that normal?
Oh it was so feint I didn't see it. Yea I'd assume then that the seal tail physbone is disabled. I don't think I've actually looked at a disabled physbone through that before, but that would make sense.
I think i understand what your saying, however, blender is like black magic to me lmao. when you say merge them, should i do something like this? ive tried all the merge options and none of them worked, so i fear i might not be getting what youre saying
also, wanted to note: there doesnt show any phys bones on the base of the tail.001 but does tail.002
these is the list on tail.002 physbones
The easiest way would be merge by distance. In edit mode, select the problem vertices and then press M > by distance
If the creator placed it on tail.002, it might be intentional. To answer your previous question, if it's being disabled, it's by an animation. You'd need to figure out what animation and fix it.
stupid question but how would i go about doing that? (so so sorry)
You'd probably want to look up basic Unity animation stuff as I don't have your project in front of me to walk you through it. In the end, it's possible this still isn't the issue as you have things like MA in your project that might be interfering, and I don't know much about that system to guide you any further. Might be worth looking into how that system works as well.
When I try to fix my Vroid avatars I always get this I cant seem to remove
How do I log in? I should be able to upload as I'm a known user
ok so i think i did it, but nothing has changed. it says removed 0 vertices in blender
explain what you are trying to do
texture swap
on the same material tho
oh I see, vrc fury toggle. No idea, I don't use those, but there's a discord for fury also.
is there a way to check where my eyes are going to be in game, while making the avatar?
that's what the viewpoint in the avatar descriptor is for
hey so i'm working on a custom clothes fit for a friend's Lapwing, and the fbx doesn't have her body parts for some reason? The body hiding shapekeys are set to 0 so i don't understand
ive tried to align stuff to that, and accounted for IPD, but theres some misalignment, so im trying to figure out how to ensure the secondary camera on my avatar and the camera im looking through in game are aligned
When you do 'by distance', it will also ask for an amount. Start making that ammount bigger until it does something. You could also manually stitch two vertices at a time by selecting them, then doing M > center. Little time consuming is all.
in the SDK upload panel, make sure your account is a VRChat account and not a meta quest/steam account
common practice to not have mesh under clothing if you'll never see it
then why are there body hide shapekeys to begin with?
Left overs
not sure what IPD has to do with that..... except you said second camera, that can be tricky - maybe provide more detail here
then why does her booth page suggest that the core body mesh does exist?
obviously without actually inspecting the project we are just guessing here
right
Oh by your previous message, I was under the impression this was a modified avatar. Is this straight from the original creator? If so, there might be a different base that has everything and this one is specifically been removed.
the distance doesnt pop up with anything, and the stitching 2 vertices ends up breaking the entire shape key and i lose the torso i want
i assumed Lapwing was mainstream enough that someone would know
never heard of it, personally
yeah these are the source files from the booth store, walked my friend through everything on what to send and such
First, DON'T be editing the shape key at all. This isn't shape key work and so you shouldn't have it selected. Second, the reason the "by distance" thing might not be showing up is that your not in vertex mode. Switch to that and give it a try.
i have a 2nd camera for the sake of pulling a depth mask from, and doing maths against that in a shader, and comparing it against the depthmask from the right eye
i'm omega dumb. found what i'm looking for
they need to be aligned, and unfortunately they are not, though they should be
naw, it's part of learning
yeye
but imagine this
i got swerved
you'd think, you could source the body mesh with the first file and just hide all the clothes meshes, right?
but look there's lapwingbody LOL
as an aside, why do some modelers work with A pose instead of T pose?
I ask this often
Yea one of the downsides to working with other peoples stuff, is dealing with strange naming conventions. Just have to poke at things till you have an idea what that person was thinking lol
Same with the A vs T pose, just mixing conventions
because yeah i like an outfit that was made for Lap so I wanna modify it to fit for my avatar, but they A posed it 😢
Yeah I have one of those right now - a thing I made in T-pose but the avatar I want it on is A pose. one of these days I'll get around to tackling that.
would be life changing
I'm trying to import a Blender model I commissioned to Unity, but the materials won't show the UV map.
Exported as .fbx from Blender 3.3.21, to Unity 2022.3.22f1
So I'm going to make an assumption you mean the textures are not showing on your model? Probably you need to import them into your project and set up your materials with them. I say this as you mention UV map, but you don't really touch UV's in Unity.
iirc its because a-pose is easier for clothing in most cases and t-pose is good for bodies when modeling
I think a lot of it is what you'd consider a "rest" or "neutral" pose. You model the object in the most neutral pose possible as there is less likely to have strange deformation when the armature starts to change that pose. One reason A pose would be good is if your model will never be moving their arms way above their head, so it probably wouldn't be worth modeling it for such a drastic range. Though T pose is giving the animators as much range as possble. So it's probably pretty specific to the base model creator and their needs.
You know, I don't think this model was set up with textures, only materials.
Sounds like by the way you talk about it, the model won't show up the way it looks like in Blender as-is
Hey, really odd issue, I can't upload eyes?
This is the default freakhound. I bought it, imported it, and installed Mochie's Shaders, and LTCGI into my Unity project, then hit the upload button. I made no other changes to the model and everything else seems okay?
The eyes appear correctly in Unity but not in the game. The rotation previews also look good in Unity.
In you're previous photos of the avatar, it looked like it had textures it was pulling from. I'd suggest you open the file directly in your file manager and see if you can't find them. That or go ahead and go to your texture paint tab and save them out to files and then do the same. The whole not looking like blender is for sure a thing. Blender's rendering is different from Unity, but you should be able to get it at least most of the way there.
ok so after I finish working on blender, how do i package this avatar for my friend as painlessly as possible? they have 0 knowledge of working with VRCCC/SDK/Unity
do i just have to handhold them through the re-texturing and shading and uploading and all that
how much can I do on my end to reduce the friction on my friend's end
You can get everything done yourself and then export the whole scene or avatar itself as a .unitypackage. They will only need to open it up and upload
oh right packages exists lmaooo
are they easy to do?
right click in the project, export, pick files, etc.
All you have to do is right click the asset, click export, then select everything you do/don't need, then export. Easy pz
Seems like you checked all the common issues. Only thing I can think of is to double check things like shader back face culling, animation toggling them off, or bone rotation is just doing something weird. Strange though.
I'm not sure how to check bone rotation, but the avatar preview is missing eyes as well. Would that be a good way to check animations and back face culling?
Admittedly I'm really new to Unity.
So confusing lol
I have the image files that are used, the problem I think maybe is that they are used to map to materials in Blender, they are not set up as textures?
Backface culling is a shader setting. With mesh faces, there is a front and a back. Having no culling would mean the game renders both. Most shaders by default have backface culling on as it's more performant. Then there is frontface culling. All could be options on your shaders or none of them. It just depends on the creator of the shader and their wants. Just look around in the material properties for any of those and play with it.
Are they image files? Like .png or .jpg?
PNG
cool cool tyty @lilac musk @somber sequoia 🙇
Then they are textures. The UV maps are information the game will use to place the textures in the correct places. Just drag those images into Unity and add them to your materials texture slots
image files are textures
Looks like it's definitely the shader. Swapping it to a different shader makes the eyes start rendering. Testing with culling off on the original shader right now.
Hm. Culling off still causes the eyes to not render. That's so bizarre.
you can check both in blender. in unity you could check face orientation with a shader that lets you pick which face it culls
That is indeed strange
mm yeah might not be conclusive though, you'd want to setup a material specifically for that, rendering opaque
Disregard, I just didn't wait long enough for VRC to register that I uploaded a new model
Culling off did fix the issue. I guess I'd want frontface then or something? (it was set to back)
anyone know why sometimes decreasing the size of a texture will wildly inflate its size? currently trying to do a quest upload and decreasing the size of a texture seems to have the opposite effect
Yea do whatever works, but it would seem front culling would be what you want
I may have accidentally clicked the default freakhound avatar instead of my control -- culling off doesn't seem to be working now.
