#avatar-help

1 messages · Page 231 of 1

left gull
dreamy storm
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hm alr alr

left gull
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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

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you could also try generating an imposter of it on the website

forest portal
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okay

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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?

left gull
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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

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as for bugging it out if done correctly it shouldnt bug the character out

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they just might not be able to see all the toggles the PC version provides

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(( 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))

dreamy storm
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okay i got the animator

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it says its “not imported as a humanoid rig and will not play vrc’s provided animation set”

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how do i give it a humanoid rig

somber sequoia
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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.

dreamy storm
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alrighttt got that solved

somber sequoia
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While you're there, you may want to to unmap the jaw bone, if it has one

dreamy storm
dreamy storm
somber sequoia
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make sure the right bones are in the right places.

dreamy storm
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ohh alr alr

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okay it worked and uploaded

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and its pc only

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how do i make it work on quest?

forest portal
lethal aurora
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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

dreamy storm
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it wont let me select android and ios

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what do i do

somber sequoia
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install the build tools, I posted a link to this the other day, one sec

opal relic
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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?

hot hull
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can someone pls help me with uploading an avatar i keep trying to open a new project and it keeps saying error

balmy barn
opal relic
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Tryna wrap my head around what you're saying

opal relic
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It's not that I want the avatar to turn on its sabers every time it makes a fist

balmy barn
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GestureRight equal 1 , enable sword (many ways of toggling a object , scaling bones/uv shift/blendshapes < that order good to worst)

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but to force it always on id use a toggle so it never can change whatever gesture you might accidentally do

opal relic
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But I do have it on a toggle.

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I am 100% sure I am missing a step before exporting the fbx with the animation in Blender. I just cannot remember what.

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I've gotten animations to work before.

median moss
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no

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srry i was busy

gaunt knoll
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If you message in there I will help you as soon as I'm off the phone

median moss
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okk

opal relic
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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?

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I figured it out! I just had to configure the rig of the fbx I imported with the animations.

wheat helm
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does anyone have a good guide for physbones?

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when im manipulating the 3.0 vrch physbones nothing happens

sharp isle
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help

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I installed PCSS, but the eyes look dark and there's a shadow on the nose. Does anyone know how to fix it? Thanks.

dreamy storm
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tried to optimize for quest with questtools and all this popped up after tryna upload

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if anyone knows what any of this means

sterile swan
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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...

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im not sure whats causing this. my other avatars have never had this problem before xD

opal relic
sterile swan
sterile swan
opal relic
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Do so for the head then. All of the mesh should be parented to all of the armature.

sterile swan
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i belive the eye mesh is parented to the eye bone its just moving farther than it should be

opal relic
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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.

sterile swan
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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...

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ill try that

opal relic
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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?

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Unless anything should deform for the eye look up and down (i.e. eyelids), nothing should change.

sterile swan
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so eye tracking uses the shape keys only

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in vrc if your avi doesnt have FT the eye bones themsels actually move

opal relic
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OH

sterile swan
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makes me think both of these are happening at the same time

opal relic
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Maybe try deleting the eye look shape keys

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For the eye tracking

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Or just add the shape keys and leave nothing changed

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See what happens without eye tracking shape keys

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Unless it won't like that and does not work

barren slate
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Anyone know why this happened? No logging no nothing, just says it filed. No alerts that should restrict the upload

arctic laurel
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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

naive ridge
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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?

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And information ofc

orchid pollen
naive ridge
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Luckily I already paid for the model.

orchid pollen
naive ridge
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Real quick, do you need to be paid?

orchid pollen
naive ridge
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Alr, thank u so much. I really appreciate it

orchid pollen
opal relic
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Quick question

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In the VRChat avatar documentation, by physbone "transforms", does it mean individual physbone bones?

maiden saffron
opal relic
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So 3 physbones on an avatar, for example, equals 3 physbone transforms?

maiden saffron
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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.

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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.

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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.

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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.

somber sequoia
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there's no useful info there, unfortunately

frosty moss
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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

somber sequoia
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the animator is a component on the avatar root. usually not there if you didn't do a humanoid rig setup

echo linden
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can anyone help me upload an avatar or whatever!!

somber sequoia
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that's what the channel is for

echo linden
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i see

somber sequoia
frosty moss
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okay so this is how its been and it still says that i dont have an animator

somber sequoia
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probably some other error too

dreamy storm
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im def not fit to be a first resort tho

echo linden
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idm i js need help pls are u able to call

dreamy storm
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i am not

frosty moss
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its not giving me anymore errors except these

somber sequoia
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you're more likely to get help if you describe your problem in here

echo linden
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well i need LIKE FULL ON DETAIL HELP

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;c

somber sequoia
dreamy storm
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if you just need the files uploaded thats no issue

dreamy storm
echo linden
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sigh i need help with everything :c

dreamy storm
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like just straight up making an avatar?

dreamy storm
somber sequoia
# frosty moss

maybe show your whole screen, there's nothing useful there

echo linden
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i think its like sketch smtg

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i had saw

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bro please im a fein for some help

dreamy storm
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no clue

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bother kazin abt it

somber sequoia
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gee, thanks

echo linden
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LOL

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kazin can u help

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im begging uu

echo linden
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🥹

somber sequoia
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happy to answer questions.

echo linden
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im lowk slow and i watched yt and like they js yap

somber sequoia
frosty moss
dreamy storm
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yo kazin

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do yk what any of this means😭

somber sequoia
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I've never used vrc quest tools

dreamy storm
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what do you use to optimize for quest?

somber sequoia
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I don't

opal relic
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Is it possible to mirror a .anim animation in Unity?

dreamy storm
frosty moss
somber sequoia
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explain "it's still not working"

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we can't help without detail

frosty moss
somber sequoia
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show the avatar dsecriptor

frosty moss
somber sequoia
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you probably need to watch a tutorial

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wait

frosty moss
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on setting up the avatar descriptor?

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waiting

somber sequoia
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you put the descriptor on the camera?

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it should be on the avatar.

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so yeah, find a basic setup tutorial

frosty moss
somber sequoia
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ok well in the build window it seems you've selected the camera instead of the avatar

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probably remove that descriptor so it doesn't screw you up

inland seal
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How do I make Jewerly move

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Like I want it to move with Shape keys

ornate stump
somber sequoia
inland seal
inland seal
somber sequoia
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edit that object, make a new shape key, move it wherever you want

inland seal
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The problem is

somber sequoia
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the nose ring, I assume

inland seal
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that I want to parent the Jewerly to the Head so it will move with all my 100 shape keys

somber sequoia
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you could just join it to the head, that's what I usually do

inland seal
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I did try that

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Maybe Im doing something wrong?

somber sequoia
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you also have to edit the shape keys to make the jewelry move

inland seal
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So you want me to edit all my shape keys?

somber sequoia
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if you want that thing to move with each one, yep

inland seal
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🙏

somber sequoia
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it's fun

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by which I mean, it's not.

inland seal
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It works

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But it took a while

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🥲

sacred grove
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why cant we use every shader in the Vrchat/Mobile area? for quest

lilac musk
sacred grove
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even particles like alpha blend?

lilac musk
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IDK the specifics, but if it's not letting you upload it, then you can assume it's not for avatars

sacred grove
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💔 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.

heavy zephyr
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Glitter should just be baked into the original texture on quest

sacred grove
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pic 1 is how it supposed to look, Pic 2 is how it looks in game now

heavy zephyr
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You have the orange selection outline enabled, doesn't show much

sacred grove
sacred grove
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is there any text besides Toon lit or toon standard we can use for quest?

lilac musk
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text?

sacred grove
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i mean shader*

lilac musk
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standard lite

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matcap

gaunt knoll
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i think theres a list somewhere that lists them all

sacred grove
flat wraith
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does anyone know what this issue is

ornate stump
proven quail
flat wraith
flat wraith
proven quail
ornate stump
proven quail
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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

flat wraith
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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

proven quail
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There's more spots. Check all the vertex groups carefully

ornate stump
proven quail
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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

flat wraith
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i think i found it i just had to search more

balmy barn
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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 ratl

undone vapor
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can anyone help a dumbass like me out and tell me how to make my unity transfom tool look like this?

flat wraith
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it did work tysm guys

proven quail
undone vapor
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yes, but mine dont look like the one in the pic i posted, tryna figure out how to make my circle look like this

ornate stump
undone vapor
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my circle looks like this

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sorry, like i said, im a dumbass...

ornate stump
# undone vapor my circle looks like this

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.

undone vapor
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ummmm,,, how i do that?

ornate stump
undone vapor
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well.. i tried but still cant get the circle thing to look the same as my target, lol, thanks anyways

ornate stump
undone vapor
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i dont understand how theirs has an extra outer layer blue cross hair looking section...

ornate stump
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If you actually said "blue circle" we would have understand long ago. Saying just "This" is too vague.

undone vapor
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ah

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sorry...

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new question, um.. how come my blue circle is way bigger than how it looks in the pic im trying to emulate?

junior void
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the amount of nsfw stuff here is insane

ornate stump
undone vapor
ornate stump
undone vapor
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oh, um... so i just ramdomly experiment with the size of the radius until it looks right?

hollow maple
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Is there a way to check if an avi is quest compatible??

ornate stump
hollow maple
ornate stump
hollow maple
hollow maple
undone vapor
ruby summit
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yall i need help with something more unity-related rather than vrchat, can someone help me here or recommend me another server?

ornate stump
ruby summit
ornate stump
ruby summit
ornate stump
ruby summit
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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)

ruby summit
ornate stump
ruby summit
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and still doesnt work

ruby summit
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finally made it work, now i gotta see why my avatar is still at t-pose

left gull
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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

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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

near ice
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avatar disappears as i get closer to it

gaunt knoll
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turn off clipping

opaque thicket
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is there a way to make this fur copy the texture underneath?

keen minnow
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Can some uplode my blender to vrc

somber sequoia
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your blender?

keen minnow
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Yah unity being a bitch to me

sterile arrow
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Did you export it as a file unity can read?

keen minnow
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Yah avatar lodes but everthing is just gray

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If someone can ill dm for the info

gaunt knoll
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loads*

keen minnow
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Yah sorry

sterile arrow
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maybe you forgot to pack the model's textures before giving them to unity, file->external data->pack resources

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what file format did you use?

keen minnow
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Fbx

somber sequoia
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I don't see why you'd pack those textures, you want them unpacked in Unity anyway

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well assuming you actually have textures and not procedural materials

sterile arrow
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oh, i use a third-party plugin, nvm

somber sequoia
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so "loads but is just grey" almost always means you have to setup materials in Unity and apply them to the avatar.

keen minnow
gaunt knoll
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if you want the fbx to be include textures you have to press embed textures

somber sequoia
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I wouldn't embed them, but you do you.

near ice
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idk what happened to the avatar

gaunt knoll
somber sequoia
near ice
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ah i see

gaunt knoll
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Nvm it's Monday

keen minnow
gaunt knoll
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Yeah can you use the snipping tool

left gull
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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

gaunt knoll
somber sequoia
# keen minnow

not sure what you're trying to show, but it's totally unreadable

keen minnow
near ice
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what are the proper blender export settings?

timber wharf
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and inside aramature part uncheck leaf bones

somber sequoia
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you may still have to redo the rig setup

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the problem is not that you didn't use "proper" settings it's using different settings from previously used.

frosty moss
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how do i switch my shaders on my avatar to be compatible with quest instead of windows

somber sequoia
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top of the material has the shader, pick a different one

near ice
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im assuming this is just a bone issue?

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lol

shell zephyr
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Lmao

near ice
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fixed

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any fix to this?

somber sequoia
astral coral
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How do fix the lighting problem on the avatar 😭

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I’ve swapped head and body and now it’s like that lol

somber sequoia
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what is the problem?

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(we don't know how it's supposed to look)

astral coral
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Well how can I make my face skin or vise versa matches together

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They look off

somber sequoia
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use the same shader settings for both

astral coral
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How can I copy and paste that?

somber sequoia
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ideally the same shader too.

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3-dots menu at the top of any unity component has some stuff about copying and pasting

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also use the same object (I usually prefer the chest bone) in the "anchor override" slot in the Mesh Renderers

astral coral
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I don’t get it what that means 😭

somber sequoia
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Which part?

astral coral
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The last part I think

somber sequoia
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Do you know what a Mesh Renderer is?

astral coral
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Nope

somber sequoia
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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).

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"Anchor Override" is under the "Probes" dropdown.

near ice
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what are some other ways of reducing the memory? i already changed the quality of the textures

somber sequoia
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Mesh size. That's gonna be huge

errant comet
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That avatar needs work. Too much mesh, too much mesh renderers

shut oxide
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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

astral coral
somber sequoia
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No, I meant the thing under the Probes dropdown.

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But this Fury component should take care of it for you, I think. I don't use it.

astral coral
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OHHHh

somber sequoia
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though the error message there suggests it's in the wrong place

astral coral
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I did swap heads and body, is that the issue?

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I used the proper tool to attach the head and body together

somber sequoia
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I don't know, I'm just reading that error message.

astral coral
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But I did found the Probes setting ur talking about and they both uses the same settings

somber sequoia
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Okay good. Though I think that Fury component will override whatever you put in those.

astral coral
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I delete it, I wanna try to fix it without the Fury since it had an error

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How can I make the head reflects the same light in the world as the body? Is it in the Probes?

somber sequoia
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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.

astral coral
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I have and I made sure they both share the same settings in shading and what not and even use toon lit

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But it still does that issue where it doesn’t copy the same lighting on body and face

restive radish
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What website does anybody use that is free to start from scratch to make an avatar from

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For quest users

somber sequoia
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I suspect this is not the answer you want to hear though.

near ice
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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?

balmy barn
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pc yes (uvdiscard easy) , quest harder (either shrink bones outfit using or shapekeys)

near ice
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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)

barren slate
barren slate
near ice
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like when i joined the body and head together, the body disappears in unity

fresh ether
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little help..

loud cedar
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got a question on uploading avi's, think any1 would be down to walk me through me and help me out?

lilac musk
#

Just ask questions and people will try to help

onyx axle
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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

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[@ me if you can help]

barren slate
barren slate
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Either way poly count is your best way to redice file size

white pumice
#

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.

pallid drift
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trying to make it so only the person wearing the avatar can see the hud

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how can i do this?

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maybe a shader i have to download or something?

pallid drift
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for quest aswell

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im working on an alternitive solution rn but not sure if its gonna work

onyx axle
pallid drift
#

path

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obviously a rabid dog eating cookies

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thats path

onyx axle
#

Hey wait...

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You ain't Phoenix!

pallid drift
#

truth

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has been spoken

pallid drift
undone schooner
#

not too sure where to ask this but im looking for a na'vi 3d model to make an avatar , does anyone have one

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i have searched EVERYWHERE and can not find a single useable na'vi 3d model

pallid drift
undone schooner
#

theres one mod that uses the 2009 models but those are a mess in blender

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and so low poly its an eyesore

pallid drift
#

youtube is your best friend in this situation

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and chat gpt is that one friend you have to go to but you hate his personality

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mainly because he steals all our ram

plain lava
#

How do I make the face transparent correctly

left wren
#

What might be the cause of an avatars position being lowered drastically after you are done previewing an animation?

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figured it out, the armatures origin was offset.

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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.

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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.

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Oh! i figured out a fix for now I guess, disabling eyelook allows me to edit it again. weird...

oak raptor
#

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..

gaunt thunder
#

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

proper leaf
#

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 ?

left wren
#

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

left gull
left wren
#

is it possible to use more than one VRC Animator Tracking Controller in different layers of an animator?

drifting halo
#

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)

lunar ember
#

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

somber sequoia
#

I haven't used that section but I'm wondering what "matcap" in the UV dropdown does

lunar ember
#

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

somber sequoia
#

yeah I wouldn't use that backface section at all unless I really had to

devout elbow
#

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

somber sequoia
#

You'd have to look at that prop and see what's already on it, maybe its already setup right? maybe not?

devout elbow
#

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

somber sequoia
#

that ^ is probably a root object and there's stuff below it

#

since there's not even a mesh renderer there

devout elbow
#

theres also these things not sure it messing with theses would fix any of it

somber sequoia
#

those are just the parameters and menu items - nothing here tells how it works

#

I'd guess "pixaxe" enables it though

sand verge
#

I keep getting failed to upload file with literally nothing else attatched to it

#

I've uploaded it fine before too

#

Here

somber sequoia
#

that message is rarely useful, is it the only error?

dreamy storm
#

anyone got gogoloco files?

somber sequoia
dreamy storm
#

is that the one you use?

somber sequoia
#

I don't use it at all, but that's the creator's site and so the official source of it

dreamy storm
#

ohh alr alr thanks

#

just didnt wanna make an acc to download off booth

somber sequoia
#

it's on gumroad too, but yeah, just get it there

dreamy storm
#

alr

soft sentinel
#

anyone got that Pomni sexyback animation?

dreamy storm
#

????

#

the WHAT😭😭

slow briar
sand verge
sand verge
# slow briar

select all the hair mesh in edit mode then click select, normals, flip normals

slow briar
#

Kk Ty ^^

somber sequoia
dreamy storm
#

do i need to download and use vrcfury to use gglc?

somber sequoia
#

no, but it's way easier to install with fury. The gogo loco manual describes installation methods

sand verge
dreamy storm
#

ohhh ughhh

somber sequoia
sand verge
errant ledge
#

what are shaders i should get?..

#

i use manuka

oak raptor
#

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

somber sequoia
#

You'd need to show some detail as to how they are setup

sand verge
sand verge
oak raptor
errant ledge
sand verge
errant ledge
sand verge
#

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

cold otter
#

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.

sand verge
dreamy storm
#

can sm1 send the link for vrcfury?

somber sequoia
#

did you try a web search?

#

it's probably the very first hit

dreamy storm
#

weary but alr

somber sequoia
#

yep

sand verge
# errant ledge

OHHHHH drag the material itself with the face textures into those slots

west magnet
#

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

somber sequoia
#

Latest is 3.10.1

errant ledge
#

i think im too dumb to do this

proud dagger
#

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

somber sequoia
#

quest? are they being removed at build time because you have too many?

proud dagger
#

It doesnt say in the sdk

somber sequoia
#

yeah I think it'd say so

proud dagger
#

I looked it looks fine

gloomy wind
#

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?

somber sequoia
#

find that one shader that you missed

#

could be a material swap

#

or a particle system

gloomy wind
#

Alright thank you

gloomy wind
#

do I need to make these toon lit too? Because its still showing up

#

Like the "in packages" ones

ornate stump
gloomy wind
#

I found 3 of these but don't know how to extract them

ornate stump
gloomy wind
ornate stump
gloomy wind
#

and how do I replace them?

ornate stump
gloomy wind
unkempt sail
#

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

undone vapor
#

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

soft zodiac
#

also you should update to the newest poiyomi

undone vapor
#

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?

soft zodiac
undone vapor
#

? blender? i dont use bender

#

dont know nothing about blender

soft zodiac
#

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

undone vapor
#

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

soft zodiac
#

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

undone vapor
#

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

soft zodiac
#

shading and shader is 2 different things

undone vapor
#

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

clear bear
#

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?

somber sequoia
#

I don't think so, but it's probably something else though, any errors in the Rig tab before you click "configure"

clear bear
#

no errors

somber sequoia
#

Also make sure the bone hierarchy is actually correct - I can't read the names

clear bear
#

yeah the armature is actually correct

#

sdk is complaining about this too, but thats the hierarchy and not the definition

somber sequoia
#

oh - is that correct though?

#

hips -> spine -> chest -> (upper chest) -> neck -> head

clear bear
#

no, the sdk is poorly made. the part its complaining about is this, which is correct

somber sequoia
#

can't really tell what that is from there - the hierarchy is a better view of this

clear bear
#

oh upper chest sorry

somber sequoia
#

so the shoulder bones' parent is the upper chest bone, right?

clear bear
#

yep

somber sequoia
#

Also neck's parent?

clear bear
#

yep

somber sequoia
#

Seems correct then...

clear bear
#

here is translated hierarchy

#

this is all correct as well

somber sequoia
#

yeah that looks just fine

clear bear
#

oh could it be because i have a lower hip?

somber sequoia
#

that's fine - hip -> spine (lower spine) -> chest (middle spine) -> upper chest (upper spine)

clear bear
#

oh i assigned the lower hip and the sdk is not complaining, but now unity is

#

what an annoying sdk this is

somber sequoia
#

open that "import messages" in the right image

clear bear
#

complaining lower spine is not child of hip

somber sequoia
#

that'd be a problem if so

clear bear
#

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?

somber sequoia
#

yeah if you have two hip bones you might have to merge them or something

clear bear
#

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

stone gate
#

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 vrcTupCry

proven quail
#

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.

stiff kiln
#

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".

clear bear
#

renaming the bone fixed it

#

i hate these stupid sdk checks, let unity do the definition check!

ornate stump
clear bear
ornate stump
#

What you had in the scene doesn't match with the bone definition.

#

Usually because of you renamed bones in the scene.

clear bear
#

i didnt rename anything in unity though, only in blender

pine valley
#

(which Unity produces as it imports the model)

ornate stump
#

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.

clear bear
#

i deleted asset and then reimported it, so it recreated everything relating to it

pine valley
#

That would have (incidentally) fixed the humanoid avatar definition

clear bear
#

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

opaque thicket
#

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

balmy barn
#

has a bunch of options to see how it might look ingame if world using bloom/pp ect

opaque thicket
#

thanks

cobalt cloak
#

Both have the same settings, but why does the animation from the hoodstring work but not the one from the pull?

limpid shoal
#

Is anyone else experiencing this problem? It only happens ingame and no matter which way I turn or position myself, it never fixes.

balmy barn
#

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

stiff kiln
#

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.

timber wharf
#

@stiff kiln avatars can only use uimenu layer, while vrc ui uses now uiinternal

steel fossil
#

im making a avatar using a vriod studio base, how do i add clothes to it?

timber wharf
#

@stiff kiln ie your cube gets switched to player layer if youre using anything except uimenu layer

stiff kiln
#

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?

timber wharf
#

yes. tho why

stiff kiln
#

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.

timber wharf
#

i see, ye, should work

stiff kiln
#

I'll test once I get back home.

limpid shoal
smoky kite
#

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

somber sequoia
#

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.

grand scaffold
#

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.

somber sequoia
#

yeah that image is world-effects

smoky kite
#

Ok

plucky drum
#

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

smoky kite
#

I'm mainly wanting to do this for pc end of vrchat

smoky kite
somber sequoia
#

Bloom is world thing, you can't do that on an avatar.

grand scaffold
smoky kite
#

Ahhhh ok

somber sequoia
#

What does the animation do?

cobalt cloak
#

pull up the hood

somber sequoia
#

you have it running by default, is that what you want?

plucky drum
#

it has started spitting out this error

cobalt cloak
#

ye

cobalt cloak
somber sequoia
#

So you want it to run just once and stay that way?

cobalt cloak
#

no so i can pull it up and down

somber sequoia
#

How is the pulling part setup?

cobalt cloak
#

with a physbone

somber sequoia
#

well that animation layer is not going to do what you want, you need to have some conditional setup based on that physbone parameter

cobalt cloak
#

okay

somber sequoia
#

oh I see how you mean to do this

cobalt cloak
#

ye

somber sequoia
#

got those parameters created, as floats, in the animator?

cobalt cloak
#

yes

stiff kiln
cobalt cloak
#

thx

stiff kiln
#

I love novas ^w^

cobalt cloak
cobalt cloak
stiff kiln
#

☆w☆

somber sequoia
#

if I had any, I'd have said them.

cobalt cloak
#

oh

#

I don't know if that has any influence, but in play mode the blend shape is not displayed.

somber sequoia
#

probably that does

cobalt cloak
#

okay then how do i fix that

#

ohh wait i use the vrcfury bland shade optimaizer so the thing think i dont use it

long kraken
#

I wanted to edit the default robot and add things to him but

  1. i cant find the model

  2. idk where to find clothes for it or how i'd add the clothes without them looking stupid

This is for example

eager surge
#

why will it not let me edit

#

like it wont let me move the camera

long kraken
#

I think its because you're in game

#

so you're viewing things from the scene camera

eager surge
#

am i supposed to bve in simulator mode?

night ember
eager surge
#

it still wont let me move the camera

somber sequoia
#

how are you trying to move it though?

#

You move objects around in Scene mode

#

or by changing the values in their transform directly

night ember
#

you need to be in scene view

eager surge
#

i fixed the problem i just needed to reset the layout

#

do i replace the robot avatar with my own avatar?

somber sequoia
#

what robot? there's no robot in your scene

eager surge
#

i mean in the menu

somber sequoia
#

menu?

night ember
eager surge
#

idk what im doing this is my first time making an avatar

somber sequoia
#

have you watched a tutorial? Seems like you should

night ember
#

Im impressed you found the packages that have the dynamics sample

eager surge
#

ill try

night ember
#

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

long kraken
#

is there a version that comes without this stuff or is there a way i manually remove it

night ember
#

blender

night ember
#

if you are wanting to add clothes to it then youd also need blender anyways

long kraken
#

blowing up my pc fr

#

i have 0 clue how to seperate ts 💔

somber sequoia
#

blender skills can be learned

long kraken
#

i tried making an avi already but it was a bit different

night ember
#

edit mode
select hair
delete

long kraken
#

peak

long kraken
#

now i gotta figure out clothes and making them fit

night ember
#

sculpt mode is your best friend

#

transfer weights is a close second to being best friend

olive pelican
# long kraken

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.

desert flint
#

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

olive pelican
desert flint
#

😂 😂

olive pelican
#

Seriously, though, that's a weird one.

somber sequoia
#

haha

#

Never seen that one, I install UnityHub via the RPM repo but the editor via the hub

desert flint
#

Me too

#

But do you also have performance issues? For some reason it's really really slow on Linux

desert flint
desert flint
#

yes

somber sequoia
#

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.

modern gyro
#

SUPPPPERRR new to unity, confused on why this isnt uploading, any ideas?

desert flint
#

thank you for the feedback

somber sequoia
#

F42 on my laptop with an AMD GPU (bleh) works fine.

desert flint
#

how do I turn it into vulkan mode?

#

is there, like, a tutorial website?

somber sequoia
#

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

desert flint
#

ohh thank you

minor geode
#

how do i disable controller/hand tracking in my avatar? looked it up and got nothing relevant

somber sequoia
#

np - happy to help. I've been using it on Linux for quite a while now.

somber sequoia
minor geode
#

i just dont know how

somber sequoia
#

You can certainly use VRC Animator Tracking Control to disable IK moving the hands around, if that's what you're after

desert flint
somber sequoia
minor geode
#

what you're saying would make hand bone not follow controller

#

?

somber sequoia
#

it should

minor geode
#

okay is there a place where that's documented or a tutorial or sumn so i can go figure it out

gaunt knoll
modern gyro
gaunt knoll
#

back

minor geode
somber sequoia
modern gyro
minor geode
somber sequoia
# modern gyro

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

somber sequoia
modern gyro
#

i did add avatars 3.0 to the project tho

minor geode
#

like this

somber sequoia
#

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?

minor geode
#

i dont want anything tracked besides the head and eyes

somber sequoia
#

on a toggle, or like, permanently always?

minor geode
#

permanently

somber sequoia
#

I bet you could just set the rig to generic instead of humanoid

minor geode
#

i thought it had to be humanoid for it to work properly?

#

at least it always makes me set it to humanoid

somber sequoia
#

if you want VRChat to do all the humanoid animations and such, yes

#

but you seem to not want that?

minor geode
#

yea no i have custom idle, walk, prone etc. etc.

somber sequoia
#

then you could just replace the base locomotion animator with your own. Using that ^ component, yep.

eager surge
#

how do i make the textures for the face work?

night ember
#

did you actually import the textures?

olive pelican
eager surge
#

yeah

minor geode
#

(which also doesn't work on quest btw) (unless something changed recently in which case ignore me)

night ember
eager surge
#

so how do i get it to work on quest?

minor geode
#

Wow Ok.

night ember
eager surge
#

oh no

minor geode
#

isnt there that workaround w the particle material thingy?

night ember
#

convert whatever the texture is to an actual mesh

cedar bear
#

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?

night ember
night ember
#

well 5 cause the eye bone has a sender

cedar bear
#

any tutorials for that?

night ember
#

not really?

cedar bear
#

oh uh- mind explaining it then? :3

night ember
#

its just 4 receiver contacts that have a parameter each for up down left and right

#

and you just use those for the toggles

eager surge
cedar bear
#

maybe i could parent the contact sender to the eye bones?

night ember
#

I just said that

cedar bear
#

oh right lmao sorry

#

do the contacts actually interpolate or is it just full up, full down, full left or right?

night ember
#

if you want to make it interpolate

#

thatd require messing with floats

olive pelican
#

Oh, ye, I forgot you can use contact receivers to do that.

night ember
#

either use them as bools or make them floats and do math

ruby summit
#

could someone help me fix these issues please, ive been having problems with my save since some days ago

dense meadow
#

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.

night ember
ruby summit
night ember
#

are you on the correct version of unity

ruby summit
night ember
#

you cant just use any version of unity

#

you need to use 2022.3.22f1 for vrchat uploads

ruby summit
#

or unless, i wanna at least load my scenes, make sure they work fine and export them as prefabs to avoid this again

ruby summit
night ember
#

and?

ruby summit
#

so, i keep on that version or downgrade now?

night ember
#

you need 2022.3.22f1

ruby summit
#

I AM on that version right now

night ember
#

and you said you tried to change it

ruby summit
#

yeah, from an older to a newer (the actual one)

night ember
#

what sdk version

ruby summit
gaunt knoll
#

huh

night ember
#

thats not a version number

ruby summit
gaunt knoll
#

send a screenshot of your packages in cc

ruby summit
#

do i exit safe mode first? i havent touched anything jkust in case

gaunt knoll
#

in cc not unity

ruby summit
#

oh mb

ruby summit
#

should i try updating this ?

night ember
#

its probably corrupted

ruby summit
night ember
#

considering you apparently swapped unity versions on the project instead of making a backup to do it

ruby summit
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and last backup registered from my project was around june

night ember
#

a backup is just a duplicate of the project folder

ruby summit
#

im gonna check it anyway

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do u think if i load the backup and copy paste assets etc could work or get corrupted again?

night ember
#

🤷‍♂️

gaunt knoll
#

6 7

dreamy storm
#

anyone know what i did wrong?

ruby summit
#

WAIT

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i was so stressed and blind i didnt saw 3 backups

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@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???

night ember
#

open it like how you would any unity project

ruby summit
#

i have to open a .zip??

night ember
#

unzip it

left gull
dreamy storm
#

wheres weight at?

ruby summit
dreamy storm
#

wait i might got it

ruby summit
#

nvm its damaged

fiery tiger
#

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?

wind parrot
#

does the windows error thing mean i have to reinstall the unity versions with the correct packages?

fiery tiger
#

K so i figured outthe issue i just dont know how to fix it; the reciver is toggling itself off on load

drifting halo
#

could anyone help me with this please? or at least tell me if its possible

gaunt knoll
drifting halo
#

why is that? the reason its like that its to group various parts of it to turn it off and on

gaunt knoll
stiff kiln
#

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.)

unreal light
#

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

lilac musk
lone maple
#

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?

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or a pc only way if thats the only possible way ^^'

lilac musk
#

A particle maybe?

lone maple
#

possibly! how would it be possible?

lilac musk
#

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.

lone maple
#

ahh yeah, will give it a try ^^ thanks!

dark jay
#

is it possible to fix clipping with certain emotes or nah

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it doesnt clip otherwise

lilac musk
dark jay
unreal light
lilac musk
dark jay
#

Its only when i use 2 dances

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Im wondering if i should remove the dances entirely

lilac musk
dark jay
#

Should I record and show

lilac musk
# dark jay Doesnt happen with other outfits

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.

lilac musk
#

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

somber sequoia
#

ahh skirts.

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(grr, skirts.)

lilac musk
dark jay
#

Ive tested

lilac musk
#

But yea, as Kazin said, grr. They are a huge pain and I gave up trying to make them.

dark jay
#

Ill just deal with it

somber sequoia
#

there's some range of length where they're doable, outside of that its a pain

neat elk
#

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

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note: i believe it shows the phys here-

lilac musk
neat elk
#

Ohhh alright, I’ll check that.

lilac musk
#

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.

neat elk
#

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?

lilac musk
#

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.

neat elk
#

i know, i barley saw it to till i decided to wag the tail..

#

how would i enable it?

unreal light
neat elk
#

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

lilac musk
lilac musk
neat elk
lilac musk
# neat elk 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.

dreamy storm
#

can someone help

quick hare
#

When I try to fix my Vroid avatars I always get this I cant seem to remove

edgy brook
#

How do I log in? I should be able to upload as I'm a known user

unreal light
somber sequoia
dreamy storm
#

on the same material tho

somber sequoia
#

oh I see, vrc fury toggle. No idea, I don't use those, but there's a discord for fury also.

dreamy storm
#

ohhh alr

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do yk the link?

somber sequoia
#

I mean, no, I don't memorize discord invite URLs for tools I barely use

winged sandal
#

is there a way to check where my eyes are going to be in game, while making the avatar?

somber sequoia
brave viper
#

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

winged sandal
#

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

lilac musk
left gull
somber sequoia
brave viper
#

then why are there body hide shapekeys to begin with?

lilac musk
#

Left overs

somber sequoia
brave viper
somber sequoia
#

obviously without actually inspecting the project we are just guessing here

brave viper
#

right

lilac musk
unreal light
brave viper
#

i assumed Lapwing was mainstream enough that someone would know

somber sequoia
#

never heard of it, personally

brave viper
lilac musk
winged sandal
brave viper
#

i'm omega dumb. found what i'm looking for

winged sandal
#

they need to be aligned, and unfortunately they are not, though they should be

lilac musk
brave viper
#

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?

somber sequoia
#

I ask this often

lilac musk
#

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

brave viper
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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 😢

somber sequoia
#

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.

brave viper
#

would be life changing

edgy holly
#

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

lilac musk
left gull
lilac musk
#

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.

edgy holly
upbeat imp
#

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.

lilac musk
# edgy holly You know, I don't think this model was set up with textures, only materials. Sou...

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.

brave viper
#

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

lilac musk
brave viper
#

oh right packages exists lmaooo

are they easy to do?

somber sequoia
#

right click in the project, export, pick files, etc.

lilac musk
lilac musk
upbeat imp
#

Admittedly I'm really new to Unity.

edgy holly
lilac musk
# upbeat imp I'm not sure how to check bone rotation, but the avatar preview is missing eyes ...

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.

lilac musk
edgy holly
#

PNG

brave viper
#

cool cool tyty @lilac musk @somber sequoia 🙇

lilac musk
# edgy holly PNG

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

upbeat imp
#

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.

somber sequoia
lilac musk
somber sequoia
#

mm yeah might not be conclusive though, you'd want to setup a material specifically for that, rendering opaque

upbeat imp
#

Culling off did fix the issue. I guess I'd want frontface then or something? (it was set to back)

waxen jungle
#

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

lilac musk
upbeat imp
#

I may have accidentally clicked the default freakhound avatar instead of my control -- culling off doesn't seem to be working now.