#avatar-help
1 messages · Page 232 of 1
maybe
Ok, we're getting somewhere.....
This is the slot you want to add it to
Keep it up!
id reccomend switching the shaders to toon lit or toon standard at the very least for an easy quest upload
does anyone know if with physbones you can create a spring like effect, like if you have a spring tail or something could you make it so it squishes inward
idk how else to explain it 😭
Messing with the pull and spring sliders inside of the physbone settings should get you most of the way there
you can also test physbones if you position the camera in play mode
you can just click to grab them
icic.. ill see if i can get it to work when i make my friend's avatar
im thinking i should limit the like, cone or whatever it is maybe but i dont know if thatll work
im also thinking i might have to angle the bones for the tail in a weird way so the effect i want can work
oh actually theres stretch and squish settings but i think thats only for when youre grabbing it
Looks like a weight painting issue?
Hey, my friend is struggling with a nova beast- the goggles are all fucked, stretched out n stuff-
Eyes also stay white
He tried deleting them, hiding them etc, they just won’t go away
Anything helps
Might be a weight painting issue??
How would he go on about fixing that? I’m still pretty new to unity myself
Ohhhhh, I have 0 clue how to use blender and nor does he ;w; aghhh, any YouTube video you would have handy? And I believe they came with the model, it was just in the unity package
They are able to toggle tho, however toggle won’t work as well
Thank you so so so much
does anyone know how to make this particle go over every mesh infront of it? (to make a camera facing face censor effect)
For an effect like this you might want to use a cube and not a plane. Otherwise you'll have to play with render queues or stencils.
ahh since i want it to look like a flat plane instead of a cube
You're working in a 3D game, cube makes more sense, if you want a plane, don't make it face the camera. If you still want a plane facing the camera regardless, learn how stencils work or mess with render queues (wouldn't recommend that last option)
ahh alright, ty though!!
I guess you could also offset its position from it's center and have the center in the middle of the head (inside it). Would be jank but could work
can someone help me make a dustin avatar
How much help do you need?
like alot cuz im new to this
You might have to read this first. And you can ask some specific questions.
Im at a loss i cant figure out how to attach a dress to an avatar but also keep all of the bones on it... someone help please
either i get everything weightpainted correctly but no bones or i get nothing attached but working bones..
im trying to move a 2.0 avatar to 3.0 this is so hard 
Did you do it in blender or in unity?
What exactly do you need now?
Are you new to the server?
Yup
Oh I see
The avatar you're requesting for is it for vrchat or Roblox
sus
Definitely a scammer
Who's that
Im trying to upload smth but i don’t know how to remove or fix this
You have to create new material and replace it in the material slot.
I can’t click on it though
Too replace it
Emphasize on "create new material".
I did
Did you put it into the material slot in the renderer?
What you're trying to click here is texture. You have to understand the different between material and texture.
Yoo-Hoo! So I just purchased an avatar, and it says i need to get my license key and add it to a licenser, i have never done this before for an avatar ive purchased so im a wee bit lost here. I added all the addons it required like Poi, sps, vrcfury, Jerry's Ft. But when i go to "open me" to open the avatar it doesnt do anything so im not sure where i would put a license key in at. here are some photos of the assets thingy and what the "gonso license" has inside its folder
Hi! The licenser is in the top toolbar
🤦♀️ thank you, i feel dumb
No worries 
It’s definitely hard to navigate sometimes
haha a bit
Is there a way to prevent my avatar's view position from resetting when I upload? It's several inches away from my face when I need it to be between my eyes.
it looks fine in unity but it just moves back to where it used to be when I upload my avatar, and only reverts for the uploaded version.
that shouldn't happen, it should stay where you put it. Do you have another camera on the avatar maybe?
I dunno if I can ask avi questions here that involve blender, if not I can remove this. but I was wondering if anyone has tips on how to improve topology around the knees?
I usually follow the knee cap shape in the front and keep it looping in the back
yes, and there's also #3d-modeling
Ooh gotcha!
does anyone know how to fix the polygon overflow thing? it says my avatar has 2 billion-ish faces when it's much lower than that
there's a "autofix" about mesh read/write above this. Click it.
there's no auto fix that i can see. all the meshes are set to read/write tho
hello does anyone know how to export a model from roblox to vrchat?
one of them isn't if that message is present.
cant seem to find any tutorials
Literally discussed this morning - scroll up a bit here. I haven't done it but the suggestion was basically output a .obj, import into blender, fix/etc. and do the usual things from there.
no
oke
I have a few cameras from the IkeHud asset I added, would that break anything? It just puts an overlay over my vision so i can see the tris in the world and stuff like that
You shouldn't need a camera for that, that's just a shader.
But if those are disabled by default, I wouldn't think that would do it. I've heard having an active camera can confuse the viewpoint, but haven't actually tried this myself.
hmm
i'll test an upload without the hud, since i'm pretty sure that deleting those cameras would break the hud
likely.
Butt physbones do not work at all, the bones stay completely stiff
Same occurs with the ears
add endpoint if its only 1 bone
how do i fix this again pls
Not informed on how to do that yet
usually y
if you have a radius and nothing shows up, it will when it has more then 1 'bone'
r
add a VRC Avatar Descriptor to the root of your avatar.
Helloo, this might be long so sorry lol.
First time editing an avatar.
Its a deira neo base for a alien avatar. I painstakingly modified it to have 4 arms.
Both bottom arms are technically a clone of the (from the perspective in the image) left arm. I'm assuming this is where my problem is coming from.
I have fixed all the bones as well as the weight paints, everything can move indepndently so i don tthink thats the problem. The issue i'm having is with the shape keys. I'm assuming this is an artifact of the many times i have symmetrized the body.
The left side works perfectly all the shape keys do what they are supposed to do. Also I am not refering to the arm, i dont really care about that at the moment. I just want to get the rest of the body shape keys working. The entire right side of the body is all jank and messed up. I have tried looking for a solution but have found none.
The image above is an example of the deformation on the breast since its the most easy to see.
oh ok it's just a simple component, do i have to set it some way or just adding it is cool
Tricky. I'd probably make sure the body is symmetrical before setting up the shape keys, and make my left vs. right shape keys off one that does both sides, by duplicating it and removing the verts on the side that shouldn't move. If you already have one side right though you might have to try the "snap to symmetry" functions in blender
you should really watch a basic avatar setup tutorial, it will be explained.
Also read the docs: https://creators.vrchat.com/avatars/creating-your-first-avatar#step-5---adding-an-avatar-descriptor
well heres the thing, the body already have shape keys. This was an existing avatar that i modified. So all the shape keys should be correct on the working side. In the example the breast shape key is one that indeed does both sides, and the majority if not all of the shape keys are for both sides.
I think you may be right in that some of the geometry is not symmetrical.
Probably
no change, must have been a point I accidently grabbed at some point for that 1 pair
Were you trying that with a shape key active, or basis?
In play-mode with Gesture Manager, the avatar's one leg is slightly rotated/tilted outwards. There are no custom FX, Gesture, Action, Menu, Para, etc..
What's causing this?
I can't show the avatar.
bone roll not being 0 is my first guess
default locomotion
oh that
trying to make a ball. added to the avatar but it scales not from center. it does have armature. how do i fix it?
I'm trying to figure out how to activate haptic feedback on the controllers through contactors. I've found ways to do it from world objects, but not from the avatar
@timid kite ball what
@unkempt sail theres no such thing, only worlds have access to haptics
how did you add it? where did it come from?
i made it in blender and armature linked with vrcf
Where is the object's origin?
if not at the center point you want to scale from, fix that.
if its weighted to a bone just scale that
Hi everyone need help I'm trying to upload my lunabeast and I keep getting this error I've tried using an older sdk version and still nothing she'll work in playmode and I can build and test i just cant build and upload does anyone have any ideas on how I can get her uploaded?
have you looked at the 14 alerts? maybe one is relevant.
origin is at the bottom. then i press origin to geometry and now its in the center. then i apply transforms and its at the bottom again.
Yes, that's what apply transforms does
even if i dont apply transforms and import it into unity its still at the bottom. how do i cement the change of origin being at the center?
origin to geometry ought to do what you want here.
None are
oh well, I was hoping that'd be easy
okay the blender file was possessed by a demon or something
saved it over into a new file and that exported fine
Only 1 error and 1 alert thats it I'm only having trouble with this one every other uploads no problem
um hi i need help , the 2022 unity is stuck on downloading idk what to do
i tkeeps on getting stuck
;_;
it does this, and nothing else
I mean, there's OSC, and products like Gigglepuck that use it. It is a thing, just not a common thing. It's not part of UDON, but it can be done. I just need help setting it up for rumbling a controller.
skip the install
yeah thats false
but i mean i still have to install it
skip the install
oke im doing it
@gaunt knoll well, for osc and external app, anything doable, see hatptic vests. no vibration from generic sdk avatars
so pls clarify
while generic bundled udon can do it no prob
i have vive controllers the wand on my legs i use contact receiver when someone walking in me it sends a true value to my code using pythonosc and it vibrates my controller
if im adding wings to the lower back... do i add it to the spine or the hips?
I need help with a avi, I'm trying to do the lip-sync on my avi, but non of my blend shape keys are exporting, they only export when I remove the shade auto smooth modifier, but without it the avi looks really bad, I have no idea what is happening and i really need help
This is what I mean by looks bad
It has texture issues around the eye, and its glossy
heyyy, how would someone.. go about getting a certain job done.. trying to price how much something would be but pretty sure we cannot talk about it in this server but have absolutely no idea where to find people that do this certain type of work. iykyk. thanks ❤️ (not nsfw work -needed to clarify-)
why is it white?
because it doesnt have any materials applied to it yet
how do i apply them?
here
Assets->Create->Material then drag your texture into the albedo slot and drop onto the designated mesh
if im adding accessories like a tiara], do i need to attach it to the head armature or no
if you're adding it in unity then you might want to make a empty gameobject that's parented to the head armature and then add the tiara into the gameobject
oki
if you're doing it in blender then you'd weightpaint it to the head bone
i did it through unity, i also added the vrcfury toggle thing to it
Does anyone know how to fix this problem
My file is a vrm from vroid and whenever I put on toon lit or other shaders for quest it does this
Th suit does it too at the top
Does anyone have a solution
That just looks like it requires transparency and quest doesnt support transparency
so the quest shaders wont work
anyone know how to make custom tattoos for an avi...
take the base's skin texture to an image editor (or a duplicate of it) and draw whatever design you want overtop of it (if you need a 3d view of it then you could do this in blender to get an idea on where your lines sit or use a paid program like substance painter if blender's paint function isnt nice nuff)
what if i cant find the base texture...
gotta try harder to find it then? if the skin shows up in the unity editor then it exists in the files somewhere
oh skin texture i read something else, so sorry lol
how do i take it to an image editor?
open your desired image editor>go to file/open or whatever its called in the editor>find the texture and it'll open it
its just like opening up a normal file
do i export it from unity or...
the texture??
no
it can just be opened like a normal file with no exporting or anything
Can you explain base’s skin texture, he doesn’t understand and he won’t ask the question so I’m here to ask questions for him
It’s his first time trying to implement avatars and trying to make it quest compatible
i really dont think i can anymore then i already have
im using the most basic terms i can think of
Gotcha
open up the console and look for the 3 topmost red errors
that warning/error shows up everytime an avatar fails even if it's your own blueprint ID or there being none in the pipeline manager
oh yh mb didn't realise
does anyone have info on how the rig's bones are supposed to be named? i used a tutorial and it had the wrong names...
like a video or documentation or anything
bone names can be anything, just easier for unity to have them in english i guess (auto assign)
most basic one
(toes not needed)
hit the configure button and check that the correct bones are in the right slots
there might be some missing or in the wrong slots
oh thank you thats probably the issue
you're hitting open despite it already being open on the right, additionally you're meant to select the texture here
since you are using poi, learn decals - easy to place anywhere without editing base texture
its in poi shader setting
oki, how do i do that? just mess with it?
not sure if you got an answer, but yes, this is correct - you need to apply all modifiers (except armature) before exporting.
You can use this tool on a mesh with shape keys: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
don't have a mesh object the same name as a humanoid bone.
Head here.
is there a way to add more decals or is it only 3 thats allowed?
That depends on the shader you're using.
poiyomi
You can make a seperate UV set and have basically infinite decals that way
how do i do that?
This requires using....🅱️lender. DUN DUN DUNNN
Poi does 4 decals
impossible!!
theres no way of adding more? :(
when publishing an avatar the pixel light count resets back to 4.. is this normal? did i miss a save setting button somewhere?
4 is correct
the heck is that?
I cant apply it with the shape keys, blender just doesnt let me
oh i was just getting errors about it decreasing performance so i was worried itd be a problem but ty
That's why I suggested that tool
Ill try it next time im on
is there a way to add more decals to the shader or not!
Yes, though you'd have to code it yourself.
probably not but poiyomi has their own docs:https://www.poiyomi.com/intro and discord you could look/ask in
Anyone know how to achieve the water dripping on avatar?
the discord server is more dead than my grandma
That's done via shader, you'd need to find one that does it
a little while ago, i made a vrcfury toggle to toggle on and off the vrc.aa blendshape. ever since i did that, vrc.aa has not worked as a visem even when i remove the toggle
is there a way to fix that?
its selected as the aa visem
it just doesnt work when I make the aa sound in vrchat
the toggle works fine
@errant shore you might be better asking this in the fury discord
could you invite me?
I tried both
anyone know why unity keeps trying to remove my audio source for my avatar
is it a quest avatar? sound isn't allowed on those.
Yep, that's what it'll do if you're in quest build mode
how would i fix it where the avi is still quest compatible buit theaudio can play on pc
are you using the same avatar for both?
yes
ah. You probably need to use this or similar: https://creators.vrchat.com/avatars/per-platform-avatar-overrides
alright thank you!
So issue with this is that it DOESNT WORK, it still looks weird, and holy work if the moddifier hasn't been applied
I've had decent luck with that script, but it certainly doesn't work in all cases.
I’m not sure if this is a rigging issue or a weight paint issue so I’m coming here for help
weight paint.
Heads are generally not deformable, start by having uniform weight, tweak from there if needed.
Thank you!
I mean, I'm assuming that wasn't intended - you didn't say specifically. So if you wanted a head made out of marshmallow, definitely tell us 🙂
lol mb yeah no don’t want a marshmallow head
haha didn't think so 🙂
how do i make sure these attach together
they are not supposed to be split like that
merge vertices probably
help.. please...... every single time i select the mouth mesh it wont change and also i cant switch it from viseme blend shape- its just stuck like this
ive tried removing the component and pasting it back, ive tried restarting my sdk, everythings updated etc
you should be able to drag the mesh object into that slot, does that not work?
i lost this avatar anyone know the name of it? the 1 with the red
k
hihi can someone help? i added this outfit to the model and this keeps happening on this part only... jittering
Sorry for the @ but I’m gonna be so honest I have no clue what uniform weight is. I’m so sorry 😅
guess who's redoing their whole avatar project file again for the billionth time
just a quick question for now, for maximum image quality, what is the best texture compression format?
of these
Depends
You are in android build mode though it would seem so for normal color textures ASTC
Anyway.
PC: Color textures -> DXT1
Normal maps -> BC5
You got color textures with gradients -> BC7
(Forget when you want to use DXT5)
Android:
I think almost always ASTC because it is, as has been described, a complicated texture format that programmers tricked hardware engineers into putting into silicon.
4x4 is the highest quality one, but size is unimpressive, 6x6 or 8x8 if you need to compress it more (true compression, the actual size of the textures get smaller)
There is no one texture format you want to use
ASTC is the closest but only because it is behind the scenes several texture formats in a trenchcoat, but it doesn't work on PC.
i see
follow up question, do my normal maps need to be the same resolution as my textures
and like alpha maps etc
i assume yes but just wanna make sure
Nothing has to be the same resolution, just try it out and see how it looks.
A lot of masking textures can be waaaay smaller.
With good normal maps you can kind of lower the res of your body texture.
Or for example, 1k albedo (color) texture, or lower and 2k emission texture, or lower.
If your emissions are where the sharp lines of your albedo texture are then it will add the sharpness the albedo lacks.
As far as I can tell you should easily be able to preserve that fabric quality by just tiling the normal map, you do that in the material settings.
Every shader will change where those settings are though, but in standard unity it looks like this.
Poi has those settings in a drop down right next to the texture slot
And of course, uploaded for PC setting that tool to make everything ASTC is probably not doing anything, would assume it is just falling back to DXT1, since it is the standard and generally what you want to be using anyway.
-# I highly doubt the tool can cludge it in, but if it managed to force upload ASTC then your textures would not render on some people's computers.
Working on the quest version, and the hands look weird
Discoloured
Around that middle part
overall i got the avatar running and looking decent on quest so that is lovely
the hand thing is like ideally a fix but its not the end of the world if its just like that
Does it show the same when in unity?
No. looks totally fine there
w lighting on and off looking at the weird spot
Other strange issue I’m having
And video showcase of me testing avatar on quest and the weird hand thing
Is this showing the shader using on quest?
For the knee, you will have to check knee bend angle of the model. The knee in tpose should bend only forward and not having lateral angle.
yes, toon standard
Is it using normal map?
i believe so, let me double check
no, it is not
neither is the pc version
there is no normal map for the body
is that something i can do in unity or do i need to go to blender
Blender.
i see
Try moving some blendshape slider on the body and see the shade appear.
no dice alas
What does this mean?
I know but that is ambiguous for the answer for whether the problem is showing or not.
sorry, its just something i say when something doesn't work. ill avoid it here i guess
"doesn't work" also should be avoided as well. But instead more descriptive answer of what it does or what you see.
okay, none of the blendshape sliders changed the shade
Is the shader set shade type for flat or something else?
Screenshot it.
the base avatar has no normal map for the body or alpha or anything, just an outline mask
which i dont believe works on quest so i didn't add it
Try using flat shading and test in quest. If the shade doesn't show up, at least we know it's lighting problem.
will do
What lighting settings you have in the scene btw?
not sure, just the default i believe
tried on flat and still have the hand texture thing
new settings, same results
light settings
The scene light is in menu Window > Rendering > Lighting.
In Environment tab.
Change source to gradient and try changing to different color.
Also disable directional light in the scene.
im not seeing any changes in the lighting when changing colours
Can you screenshot the screen?
Also the scene view as well.
In the material change shading back to custom.
still looks the same
Strange. Try without rimlight and test it.
still none of the weird artifacts from the quest
I mean test in quest.
ah ill go do that
Does it show the same when test in PC?
hey, lads, quick question, I cannot remember what happened to my avatar but :
for some reason the outfits(all of them) are not linked with armature anymore, If I rotate leg, the pant wont move at all.
but in play mode and in VRChat they are fine and connected, is this normal?I could not remember
quest version still has it
pc version does not have it
however it does have the leg tilt but thats a problem for another day
Change shading to Realistic, and change sliders under there to be all zero. See if shade appear in unity.
It depends on what method you use for armature link. If using vrcfury or modular avatar then it's somewhat normal.
hm, still not seeing it
i also tried the other realistics
same result
Try with different light gradient as well.
Or if you already see some shadow, try to rotate the directional light.
i see shadows but none of the artifacting
Increase some the blendshape slider for the body and rotate the light again.
any of these in particular i should try? just gonna try them all for now
Just one of any of it.
Improper mesh import setting will make blendshape mess up the surface normal.
not seeing any changes on the palm area from any of these, or any of the artifacting
tbh i think ill just leave it as that for the time being. its getting late and its not a massive issue as the avatar otherwise looks great
ill be back probably over the weekend to try more troubleshooting as its a very odd issue
thank you for the help!
i hope you have a good day/night
I don't even know what the issue is after eliminating so many other factors.
what ill tyr next is joining a lobby w another person on quest and have them look at it. maybe its an issue with just my quest
i doubt it but its worth checking nonetheless
if not that, ill take another look at the texture for the body
and see if that has any oddities
Heres a quick video of when i checked how the pc version was, just in case that holds any clues. looked fine to me though but im no expert
tested in same world
alright off to bed goodnight
Does anyone know how to make Digitigrade Legs work on Quest? The SDK Gave me the error that the Rotation and Parent Constraints will be removed. my SDK is 3.10.1
oh. ok. I'll do that
Ok so it did work. but now I have a problem with Toes. they strech out for some reason
am I supposed to weight paint it to the Ankle part?
Have you checked the import settings rig setup?
no errors here
It's my first time with Digitigrade legs. and I followed a YT Tutorial so it should be fine
but it's not-
Hm well is that image in play mode or static?
Also when moving the Digi joints, does that look fine? As in it could be the constraints
I'm not sure how to check it correctly. as I said. it's my first time with those
default vrchat locomotion shuffle legs sideway abit and down
test in unity play mode see if you get same result as ingame
yo i need some help, i bought some clothes for a certain avi but the thing is the top clothes doesn't have any arm part i could link to the original avi's arms for example
these are the two tops u can see above
that's whats happening in game, is there any way i can add like arm part to link them to the avi so it sticks to the avi properly
Did you do armature link?
did but might have linked it to the wrong part
what would u link it to ?
If you think you're doing it wrong then you better have to post detail on how you did so we can spot what's wrong.
slided both of them into the avi root
should i link it to the hips instaed ?
The Link From should have been the avatar's armature object.
And the armature link component should have been put on the cloth's armature object.
that's the thing
it does not have an armature
How does the cloth move then?
that's what triggers me
plus everything's in japanese so yh i'm not helped but whatever
Without armature, object can't be deformed.
Where did you got "undershirt" object from then?
Yeah, its kind of like this. I've been searching high and low on the internet for a solution but couldn't find one. This isn't my picture but its the closest representation of the problem I could find.
Not what I meant.
was inside that initially
i'm looking in the PB thing if i can find an arm or anything but eh
Is it really? Did it came in as a prefab?
yup
You should never "Unpack Prefab".
If you did then put the new prefab in again.
alrrr then
do i just delete everything i got from there and put the prefab in again
Yes.
alr bet
And it only seems to be happening with my custom novabeasts. All other avatars are okay.
done
What are inside of the prefab? Do you see "Armature" object?
pantsbone is the armature
Put the vrcfury armature link there and choose Link from to the avatar armature.
oh yh let me just
Did you put the prefab as a part of avatar hierarchy?
yh i just did while reading the error srry for that
still have the yellow one though
Then follow it instruction.
done
Test it.
im trying to use multiply for a transparent quest material, it looks fine in unity but in game it glows white, anyone know the cause?
Can you screenshot from in game for reference?
i just made a completely new material and i redid it and it seemed to have worked, didnt think it would work
ummmmmmmmmm i think i did something wrong lol
Screenshot the armature link again.
yup, just a sec i'm reuploading to see if my fix worked
alr well i fixed it now everything's good
thx for the help again 🙏
Yes this is the current fix. For some reason, converting an old material to a quest particle shader can leave some override tags behind telling vrchat to override the shader. It's really dumb but the fix is to just make a fresh material
ohh okay! ty for explaining
i got a weird issue, anyone knows how to fix the belt lookin' laggy ? i can use the other model, that's the pc version
left is pc and right is quest
i didn't do anything that would mess it up as far as i'm aware
same fbx for both btw
Here is the bug report canny https://vrchat.canny.io/sdk-bug-reports/p/quest-particle-shader they are working on the issue
just duplicated the avi and the belt is for whatever reason linked to 0 0 0 even when im out of play mode and moving the avi
idk what's happenin'
i need help asap if possible plz
"Uniform" as in "all the same value"
fixed it, now i just need to fix the colliders and i'm done
does anyone have a prefab for seats i need them for a train avatar i made
why do you need a prefab? Just add the VRC Station component
Howdy!! I have a question- I have some of these clothing types set to default as I want this to be the outfit I want to spawn into but, for some reason the model is spawning with NOTHING on. . . is there something else I have to enable?
saved state overrides the default - did you set it naked before?
Are you talking about when you loading the Avi it's naked
im trying to make an avatar but for some reasom the file size of the model seems to get wayyyy bigger when i build
how do i make this into a vrcgat character
a got a avi and its saying that they dont own sum type of blue print .. how do i get rid of it? can anyone helps
Pipeline manager
but wa do i do? im new to uploading avis
Remove the id in it
where do i find it?
@night ember when your done helping her can you help me please cuz idk im new af
Blender?
?
Its on the root of the avatar
you think that would work? huh ok
You need to make a 3d model
idk what your talking about
okay, then the art i have can turn into 3d
What
idk man
Everything can be turned in to 3D of course.
you think you can help?
Its under where the avatar descriptor is
I don't help.
Download blender and start modeling
k
oh, okay
I can answer specific questions. But not for personal coaching through every step.
kk
yes, but I happened to figure it out- I did a silly and did the animations wrong. ..
Whyd you block out the name of the fbx?
I like the colors in this one
ty
i made it
my desine
but this is better tho same but full body
its just not working
Screenshot your console then
Asking chatgpt to make an ai image for you is not the same as you making it
referenced off this i just needed a full body that's all
Is Audio link Possible On Quest?
Not for avatars
no, but depending on what you're trying to do you might be able to fake it
Like, how?
for example, my partner wanted an avatar that has rainbow emissions (cycling through each color) and pulsed on/off to the beat. On Quest we just animated a looping animation for a toggle that pulsed at a common and easily divisible bpm. iirc we used 120 bpm
Oo thats so smart
it's not going to work for every use-case, but it worked well enough that it fooled a few people
if you turn it on when there's music playing, it almost always looked close-enough to the beat that some people thought it was actually audio link
Will remember this, if I ever wanted to give it a try.
Thanks.
Not one bit of that is the console
The console
Where it shows you the errors
this?
idk why i felt like it, its nothing bad xD
Yes but always scroll up to look at the first 2-3 messages first, that's usually where the root cause is.
that corrupt or missing prefab error suggests maybe you didn't install gogo loco?
as a package? i didddd
possibly it's looking for a different version, I'd update that and VRCFury if you haven't
oh also the error about Blender is because you have a .blend file it's trying to turn into a .fbx
idk how to do that
Did you import gogo loco?
yah i did
in VCC (or ALCOM)
oh?
yes?
i did not know i could do that ty
Any tuts for simple hue shift on pc and quest? 
Still inexperienced with some toggles
Needs a box collider set to istrigger
Animate the slider/color itself
idk how to do that
Its just adding the box collider component
what is that
A component the same way you added the vrc station one
Yes and just leave it on by default
You can animate it off after but it needs to be in by default or it breaks
not planing on animating ty you for you're help
Any idea on how one have the meshes from a avatar move with the armature?
Blenders automatic thing messes up meshes
Weight painting
Automatic weights are at best a starting point.
Tried that and it messed up the avatar pretty bad
obviously I have no idea what that could possibly mean
Feel free to provide detail though.
Kazin was saying it's not very good. At best, it will help you get started. Then you'll have to go in manually and fix the weights yourself
For example when i moved the arms parts of the wings got dragged with the arm lol (my bad im running on very little sleep)
Automatic weight in sections
Yes - this is why automatic weights is at best a place to start from. Personally I don't use it and don't recommend it in most cases.
If you understand what it does, it becomes obvious why it's not good at what you actually want.
RoyalSkiesLLC on youtube.
I took this model into blender and now the eyes are wobbly. I didn't mess with the face in blender at all, I just joined meshes together, then in unity it did this. Is there a way to fix it?
Avatar Descriptor, change the values for lookig ahead, left, and right in the eyelook area.
No I mean if you look at her eyes waterline/eye lashes they are wobbly looking and no longer crisp / straight
Oh. Probably a blend shape issue. Did you add anything, any modifiers, make any changes to the model besides joining meshes?
Nope, I just joined the meshes together and redid the armature so the outfits I put on her had the same bones.
Do the wibbles wobble if you move?
This is what they should look like.
No they dont move, they are just not cleaan lined anymore.
hm. ok, I'm guessing this model has a bout 13 billion adjustment blend shapes, yeah?
Yeah most likely. It was a Miltina base, but I changed the eye shapes in the blendshapes values
ding. there's yer issue. it didn't copy over consistently.
either the shapes themselves broke in the merge, or something somewhere is weird.
So i should do the blendshapes in blender first?
ye. check which blendshapes in the meshes you're merging might be the same name.
adjust them in blender, and make a new shape from current
that's your new "face/body set" shape.
Thank you I will try that
good luck
What causes my bottom teeth to pop out of my mouth when talking for my avatar
probably bad weight painting, but it's hard to tell from description
hello, how long do i have to wait before i can upload my avatar to vrchat? ,-,
it says "due to security reasons i cant upload yet" or smth
from unity
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Nothing to do with time, it's rank that matters. What rank are you?
probably 0
i accidentally xreated a different vrchat acc cuz i thought i didnt have any yet
then i found my old one
and having a 7 year badge looks cooler than 4 xd
so i just gotta play?
Rank. Read.
what does rank mean @lilac musk
Only happens with webcam tracking
Did you read?
yes ? ??
can you just answer my question ?? ß
no need to be like
rude
arrogant
Then what are you not understanding? It literally tells you. Rage bait?
Does anyone have some tips on modeling hair? I am trying to make Rose's hair but cant seem to get it right
-# sobs
ANY HELP APPRECIATED!!!
-# also I have tried curves but it didn't work out well
Hi i thought I might as well tell you /pos
Rank means like the trusted system, the more you interact on vrchat the higher your rank goes! Not playing or using vrchat will keep your rank stagnant
-# at least to my knowledge wehe!
Curves are pretty common to do hair. I'd suggest giving that another try. It would probably take a bit of practice, so don't get too discouraged if you don't get it exactly how you'd like right away
What causes teeth to pop out on model with webcam camera tracking on vrc
Not vr or desktop
You should ask in the blender discord, I'll send you an invite
The bot already responded with the proper info, don't know why they are having such trouble understanding it though
I have no idea how that works
thank you 🩷
if it makes you feel any better, I plan to model my persona and she's got a single braid bang braid that's wrapped around her head
that part is one of the few things Im probably going to be nervous about... 😅
Ah
TYSM!!
so uh whenever i use gogo, or something the avatar decides to stretch when I sit or even walk.
im having my avatar for testing only cuz i cant upload yet and when i look up the pupils look down, how can i fix that?
can sumne help me with my avi upload on call?
Hey! So i had a temporary public model open for testing, I got my account suspended for sexual content from the avi, but the avi wasnt nsfw. Is there something else that got my avi flagged?
Like just a list of things to look out for in the future so I dont have this issue again.
If the avatar has bits that are modeled or textured on then that still counts as nsfw, even if the avatar is fully clothed and cannot become nude normally.
VRChat is stricter when it comes to public avatars.
i'm not finding any errors n ive reset the project twice, what do i do?
they would be in the Console window
I can send you some video tutorials if you want they help with modeling i think hair is in there
Sobs
That would be amazing thank you!!
Want me to dm it to you?
can someone help me upload a avi?
How do I fix this???
#quest-optimization for clues - shrink stuff, possibly textures, possibly mesh size
Sure
I shrieked the texts like the everything but the face and skin are 64. How do I shrink a messier without messing it up??
I know nothing about your project, was just suggesting where to look for more help
this works better if you ask specific questions, or share error messages, etc.
Ohhhhh
Feel free to provide details in #quest-development and maybe we can provide more specific guidance.
I got itttt
i understand that i didnt know what to click and all that and yall just stoped replyin
okay but you didn't actually ask anything specific? you just asked for "help" a few times
Cause I don’t know what to ask again like this is like my first time I’ve ever had really problems with uploading an avi.. I have errors that I don’t know how to fix and it’s not letting me upload my avi..
Show us the errors.
We can't help without details about exactly what you have done and what the results were.
.
oh I answered what I thought that one was already. And told you to look at the first few errors.
Again, feel free to share error messages.
does it not show it....
Its a script error on a item i bet
yeah it's a weird prefab issue that's probably due to wrong versions
bruh okay?
what?
err...?...? No matter how much I resize it, it still says "needs to be 20cm tall" and yes I have reloaded the SDK multiple times
is it located at the origin (0,0,0)?
Yes
Does it need to be at (0,0,0) ?
that's ideal
Hm... Even when doing so, still says too short @.@
Raising the armature seemed to have fixed it
i need help from someone who knows their way around vriod models
Someone please tell me why I am missing toon standard with every new project file
Copy and pasting project folders don't work no more
The SDK just breaks
old SDK? Which version do you have?
3.7.6
thats why
3.9.0 and up
Duplicating project folders used to work okay
Yep, too old, just install 3.10.1
Doing that now, thank you
(3.9 is buggy)
I left it at 3.7.6 because it asked of me to use an older version of the sdk when I went to use a certain project package
Don't remember which
Ah well
Yippie, toon standard is back!
so right, im using vriod for my base but i wanted to add custom clothing models and stuff to it but no tutorial has told me how exactly to do it everywhere it says its super easy but like doesnt explain how to do it i dont want to use strictly vriod clothing for my models
Blender is my answer
use vroid to generate the base stuff, stick it in Blender and then do everything there.
Great
blender is hell for me cant figure it out for the life of me
I'm sure there are lots of ways to do things.
Unity seems to work for me for some clothes
if you don't have to reshape, it can work
even like attaching it to the avi itself?
hm?
i think only reshaping would be size
oh - yeah, I do the attaching in Blender too in most cases
i have no idea how to do that
there are like 100 videos out there for it
Hello!
I was working on my avi when I found that my avatar was stuck in the animation preview pose even when preview was disabled
I didn't think much of it, uploaded my avatar, and closed Unity
Coming back to it later, it seems that my avatar is very much broken and my avatar is still stuck in the preview pose and I can't get it out
Research online leads to 5 year old tutorials talking about a "AvatarControllerTPose" that I don't have
Does anybody know a solution or will it be necessary to remake my avi?
no need to remake - if it's like that by default, pumkin's tools has a reset thingy, start with that
That would be amazing!!
Cant dm you
can someone help me with this issue? idk why but when i play the avatar it sets my arms back a bit and messes up my cape rig and it pushes back the cape, and the models hands are off center
pls someone....
can you show the armature in blender?
looks pretty normal. Assuming bone roll is 0 for most of those humanoid bones, I'd say that's correct
i dont believe so
should i recalculate the rolls?
no need - it should be 0 for the major humanoid bones
fingers/toes do whatever is needed
you cannot visually see this, edit the armature, click a bone, look in the properties
so set every bone to 0?
Yes, that's what I said.
not saying this fixes it but it's definitely a problem if they aren't 0
im using gesture manager
what might cause contacts on hands to just not exist? I once had this issue a year ago but never figured out why and no one responded ever
the first image has contacts overlay on and there are no fingies, and the second shows the colliders are set in the avatar descriptor
at first I thought maybe there was a hard contact limit and I was exceeding it, but I found an avatar that had way more contacts than what I have so I don't think it's that
before when I had issues it just kinda magically fixed itself on it's own somehow and I didn't understand why
There's no limit to actual materials in VRChat right, just how many MB the textures take up?
yes. and material slots
Material slots?
I'm trying to upload an avatar but when I try to upload it it says the head, hands and feet are not mapped but on the rig settings they are
how do i fix my textures fucking up whenever i use toonlit
your mesh probably has black vertex colors. use the Toon Standard shader, it has an option to not use vertex colors
i have fur bits on my avatar that are toggleable and i also want them to turn off when clothes are put on. i thought i could just add the fur off animations to the clothes animations like this and it didnt work. the fur doesnt go away when the shirts put on. the fur is toggled with blend shapes and i tried to set the fur side blend shape to 1 when the shirt it put on in its animation but that doesnt work either. idk what to do :c
Are those three animation clips have both shirt and fur animation on each?
yeah :c
i dont know how to do this properly ive never tried to do like 2 different things happening with animations
It will be easier if you separate the 2 things into 2 layer.
i think i understand that but idk what exactly to do with it. do you know what i can search online so i can find a good tutorial or something? i fear i need so much more details than people wanna give me here but idk what to begin to search online
I don't. It's simply making another toggle layer.
like just keep toggling the clothes and fur separate? so like you gotta turn off the fur when you put the shirt on
bc i can easily do that but i wanted it to be easier for people
Yes. Just add extra transition condition to the fur state transition involving the shirt.
thats alot of words for elmo
Too bad it can't be less.
okay harsh im just saying i dont understand
Simply "if shirt off and fur on then enable fur" and "if shirt on or fur off then disable fur".
If you don't know, you can add multiple condition to a transition that make "and" keyword. Or you can make transition multiple between same 2 states and that make it "or" keyword.
i dont know all this stuff yet but its alright i got it
That sounds conflicting.
yeah
If don't get it just say so. Or you could even go to take a look and see what I meant. It's really obvious once you actually look at it.
i know i just have a hard time getting help in these servers i find people dont wanna explain things to me as much as i need them to so if i gotta ask for a deeper explanation i just gotta give up :c
Hi, so, ive been trying to figure out this issue for a few hours now but im not sure what's wrong. and far as i know, the null error means its an sdk issue or something and not my avatar. it doesn't have a blueprint id attached, ive tried reimporting packages in creator comp, i even tried making an entirely new unity instance. im not sure what's wrong...
clear the blueprint ID. it should be near the avatar descriptor
this often means there is an avatar uploaded with that ID number. So clear yours and reupload
there is no blueprint id to clear unless im missing something. this is my first time making a scratch avatar so im very lost
This is your error, or maybe one of multiple.
Blueprint ID error usually is side effect of avatar build failed due to other error.
Most of the time that is.
I sometimes upload a test version before handing the files to a client. If I dont clear the ID, they get an error like this
i thaught it was optional since it doesnt tell me theres a problem, and when i do add the chest bone the error is still there
but yea, I missed the obvious chest error... 2AM for me 😪
Chest bone isn't optional for VRChat. It's strictly requires one.
Did you assign chest bone and click Apply? Then configure again and chest bone is out?
i forgot that there was the apply button omg
it uploaded... Thank you for the help omg i feel so goofy
Does this channel also assist on making prefab assets not just specifically avatars?
Yes.
does anyone know what might cause contacts on hands to not exist? they're set up on unity
How did you test the contact?
I'm trying to create a radial texture shift using blendtrees, but my transitions fade in rather than change instantly, whats the best way to make it instantly swap?
What do you actually mean "texture shift"?
Texture offset?
I am bad at explaining
hello i am trying to make an imposter for my avi but it just keeps loading forever. tried that with a different one too still the same. and my internet is strong =w=
but I have 4 different animation clips of different color schemes and emission layers and I want to shift between them
does anyone know how tof fix that
You can't use blendtree for that. As the name implies, blendtree does "blend".
So it's going to output the blend value between animations.
Whats a different way of doing it?
I tried doing it through a single linear animation but the radial just broke whenever I tried to use it in vrc but worked fine in unity
Make individual state for each clip and transition between them.
individual state?
ahhh
I gotcha
I was considering that if the blendtree was a no-go
If it's a single clip then you have to set curve tangent to constant, and enable Motion Time for a state.
How do I set a curve tangent?
Right click the key frame in animation tab while in Curve tab.
curve tab?
In Animation panel.
oh
I've got it setup like this, do I make it instant?
set curve tangent to constant
where
found it
Now what should the animation layer look like
I go to move the slider in vrc, it doesnt go past 50% and the slider instaly kicks me out when I move it
you prob set parameter for both fields in radial menu setup, only rotation one should be set
oooooo
just a single state containing that animation clip.
i stripped down a rex to use as a fallback and in the sdk it says itl work as a fallback, but i dont see the use as fallback button on the site
nvm found it, the button is in the sdk
If you want fallbacks to stay, you can upvote this canny. They are trying to slowly get rid of them and replace them with the imposters https://vrchat.canny.io/feature-requests/p/fallbacks-should-stay
One of the submenus of my avatar is appearing like this/is not loading the options
i feel silly i dont know what im doing lol
im just making his procedural materials into textures first (this i know how to do) but after i need to establish shape keys for face tracking
do shape keys need to be named specific things?
is there a quick and dirty like 4 or 8 specific shapes one might need for simple phonemes and open close mouth?
That'd be just standard visemes (15 shapes)
Ft isn't meant to be quick and dirty but also you're not required to make all that are listed
i guess i just want his eyes to look around (simple) and then to have him able to blink and then open close mouth and maybe smile?
i dunno i never made a VRC before
i just dont want to overload myself with heaps of extras lol
also his rig is made with ARP with a couple of additional custom bones
so i guess in short: i dont need to bind myself to any specific number or configuration of shape keys?
yes .. lol
🍿
whenever i try editing a blendshape in the visimes thing it never changes its just stuck to the current ones
you can have as many shapekeys/blendshapes as you want but the more you have the larger your .FBX file becomes, ofc theres add-ons like VRCFury's blendshape optimizer that removes unused blendshapes which helps but only if they're not used in any animations
i also cannot change the mode as well
Sounds like your SDK is bugging out. Might want to reload it or close and reopen the project
i have tried that
i cant seem to figure out how to get a vrchat companion to work right and ngl ive been trying for 8 hours now
might wanna ask/look in #creator-companion for help
ok thank you
also describing what's wrong and what you've tried will help with others helping you
will do my best friend
oh I assumed "companion" was like a follower prop
generating imposter been loading for 4 hours. what do i do =w=
someone
not sure what the goal here is but you have to have a unique shape key for each of those slots
no i just cannot change any
i cant swap them at all
even the mode
first photo is the listing on jinxxy, 2nd is mine in my project. i cannot for the life of me get them to look the same. Not using standard due to the sleeves not showing up due to not having the culling off. using poi pro but have no idea where to put the metallic, roughness, or height pngs into poi to make it look the same as the photo. tried to ask in their dc server but they never replied to me in tickets so coming here hoping for help
Any idea as to why it says these blendshapes are clamped,. And not working in unity?
metallic/roughness/etc go in here: https://www.poiyomi.com/shading/reflections-and-specular
height is rarely used on an avatar, and I didn't think poi even used it
- Locate the roughness, metallic, and height images. Drag and drop these into your project.
- Choose your material
- Under "Colors and Normals", check 'Vertex Details" and put the height material where it says 'height". You can change how this looks by increasing the bar and numbers
- Under "Shading" enable "Reflections and Specular"
- Click on the arrow right NEXT to the open box where the words say "Packed maps [Expand]"
- Drag the "Metallic" texture where it says "Metallic map" and the toughness in the "Smoothness Map"
IMPORTANT: For roughness ONLY: Invert (There is an invert option across from where you put the texture" - Under "Rendering" put the "cull" to OFF - This will make it so that way your texture isn't see through in random places. Though you may need it to be on back or front depending on your mesh
Also make sure to know if you want your shader to render as "Opaque", "Cutout", "trans clipping" and so on
(didn't see you in their server either...)
Don't encourage turning off backface culling unless it's actually needed, it basically doubles the rendering cost
I just recently updated the SDK. I opened this project just fine yesterday. Now all of the packages seem to be broken.
Try to go back one version of gesture manager, I keep having to.
so does anyone know anything about why imposter generating not loading even after 4 hours..=w=
Sure thing, trying that now
I still need help. Disabling Blendshape clamping in my player settings did nothing
Unfortunately, nobody here has any insight into that, as it's server-side for vrchat. Maybe try a support ticket?
thank you for the help on the metallic, roughness and height maps. i put everything where it needs to be but still unable to get it to look the way it does in the initial photo. any ideas?
I suggest adding rim lighting, it can make your mesh POP with that extra bit of shading
Rim lighting is really useful when you want to make a normal map pop more, as it is kinda hard to see sometimes without the rim lighting
help its just stuck still
Does the visemes you are wanting to use already have an existing animation?
nope
On your avatar configuration, make sure "write defaults" is checked on. This may not fix it, but it could help. This ensures animations and other things on your model stay consitent
ookay
Inspector locked?
seemes to be unlocked, unless ur tlaknig abt somewhere else how do i check
its only the visimes i cant edit
upper right of the inspector is a lock icon
oh no its unlocked so its not that
Right mesh assigned?
yes
Tried re-adding descriptor?
the blink works and can be chnaged so i really dont get it
does that mean i have to redo everything on there
seems to but that means i have to resdo everything on the descriptor
Copy the descriptor values
broke it again
so when i exported his eyes rolled to the back
So you can read values one by one to figure it out
only the lipsyncs broken hm
Show your eye bones - they should be perfectly vertical, with 0 bone roll
I still need help
so they are supposed to point up?
ARP had them forward then i used CATS to force 0 roll but then they pointed up in rest pose which is what was exported
i see nothing odd
before Rest pose was forward eyes
For VRChat, yes.
thats silly
Bugs ain't always visible in settings
how do i check then\
if i enable the uninstalled things i get compile error
Didn't you say adding a new descriptor works
When changing bones, there's a good chance you need to set the rig to generic and back to humanoid
his eye bone does point up but the eye ball is itself looking up too
will this point forward when in VR?
It will point however it is in when the bone is facing up.
So you'd want to rotate the eyeball mesh to face forward in that case.
but it was forward in the ARP rig
i set its rol and such to 0
and now its looking up
the head should be the forward?
doesn't matter whatever you started with, this is how it must be in vrchat: bone pointing up, eye pointing forward.
hmm
You change this in blender by editing the armature, not posing it.
Vrč assumes bone point up be idle position
..
no like when i made the rig ARP rest pose points the bone forward head forward
when i used CATS to 0 out the roll it pointed that new rest pose to up
Then it's using old standards
I don't know what "rig ARP" is, just how it needs to be in VRChat. So if you have to fix it, that's how it is
yeah don't use cats for that
ARP is the best rigging thing for Blender animated characters
okay, never heard of it
tho last time i made a unity thing i used CATS
tho that was in 2019
or something
lol
hm
well if you ever animate a character in blender ARP is the best rigging tool out there to date
it is a paid addon
I just do my own rigging as I have more control and can meet the criteria VRC needs
i will edit the eye mesh so its forced forward
i never made a thing for VRC and i modeld and rigged my OC years before now lol
but am learning
makin my head do the thing
ayy i think i did the thing
now to make UNITY give him the materials and stuff lol
is 65 megs OK
lower is better, but that's not bad at all
awesome 🙂
now to do some alchemy in unity
woops
his hair has no bone weights
XD
Anyone know about this?
