#avatar-help
1 messages ยท Page 233 of 1
textures not texturing
why cant it just take the materials i baked into the blender file and just understand that X texture is assigned to Y material
It'll do that but you really want to setup your materials in Unity. If you use the embedded stuff you're stuck with a read-only material with the Standard shader.
Anyone know where I can find the default backflip animation, I wanna slightly edit it. But can't seem to find it anywhere?
it shouldnt do the read only tho? weird ... i would think it would know better than to do read only?
Materials embedded in the .fbx are read-only. If you want to edit them, copy them out or make new ones. It probably can still use the embedded texture? I think?
I don't think we get those, but you could grab one from Mixamo and use that instead
ah I see, thank you
well i just know each material is set to a set of polygons so i have control in Blender
mixamo probably have the entire backflip animations since most what vrchat use is from it
is there a means to force Unity to accept the reality that i should be able to modify the existing materials
As I said, you either copy the embedded one out of the FBX, or make a new one in Unity.
i cant edit them and i dont know what you mean copy because they exist but refuse to let me edit them this kind of software wall is absurd
That's not the material. That's a shader.
either way i cant edit them when i should be able to
last tab in the inspector for the model file lists materials and has an extract button, or you can click the little arrow on the icon for the model file to expand it and ctrl+d to duplicate one of the materials in there
you should not be able to edit the embedded ones, not sure why you're trying to insist on this
vrchat uses mixamo animations for stuff, they cant link it directly but can be grabbed from mixamo
because i set them up in Blender and Unity refuses to read a simple diffuse material properly and i want to apply the textures to each materail
is anyone familar with converting to vrm?
whatever you setup in blender material dont carry over
No idea what "refuses to read material properly" could mean.
Hello!, so i have a novabeast base file to make my own avi and i have unity, vcc and blender installed. So im wondering where i go from there
does he look correct to you?
I don't know what "correct" is for your model
okay
So setup your materials in Unity.
they are set to specific polygons
yes, and?
IDK why you just don't do what is the norm for Unity. Setup your materials and apply them.
unity doesnt have poly editor?
That's a matter of having materials applied to faces, and the UV map. Which you do in Blender anyway.
and the UV maps would overlap if i just bind them all to one material and the texture would need to be 8k
if i was to not allow overlap
If you have procedural materials in blender you'll have to do something like bake them to textures for use in Unity.
i baked them
xwear packager can convert any fbx in unity thats also using vrchat physbone to a vrm ( offical vroid download )
there's no need for that model to use 8k textures
no
he uses 2k
but many materials with UVs that would overlap if i made it one material
Nobody said to make it one material.
how would i assign polygons to specific materials then ? why cant it just take the material data from blender and let me edit what it has
in unity
nothing there ^ is anything weird
In Edit mode, you select faces, then in the properties on teh side, where the materials are, you assign the material to those faces.
Unity is not a 3D modeling too, no matter how much you want it to be.
oh shoot can you send me that
https://vroid.pixiv.help/hc/en-us/articles/38903414455449-How-to-install-the-XWear-Packager << better link , its has a vcc repository
not saying that and i did all this assigning in blender
well, I wouldnt' have that UV map overlap like that.
so why cant it just take that data and let me edit the materials in UNITY
then I don't know what it is you want to do from there
... how is it not clear?
the material slots exist in unity and it refuses to let me edit them
if you've assigned materials to faces in blender, that should be sufficient?
You can drag new materials into the slots in Unity, that works fine.
i drag the textures in and it doesnt do anything?
I said materials, not textures.
materials go in material slots.
Textures go into material properties
3d modeler ? guess its first time in unity
Its still an issue
it should just let me apply the textures to the material like ... it should just be the same as when i drag and drop the FBX into unity?
the material properties refuese to be edited
see its greyed out
this is his kilt
you seem to not be listening - I told you why you can't edit those embedded materials and what to do about it.
twice.
did you actually make one or still trying to edit one embedded
now you can edit the body mat
Went to upload a avatar and i get this error
if i made a new material it would not be assigned to the same polygons
show/look at the first few errors
Yes it would, because that assignment is on the slot, not the material
why isnt there a clear cut tutorial on this?
False. This isn't blender.
mesh can have multiple materials
dunno, I didn't think it was too complex.
it really should be tho .. ...?
There are TONS of tutorials on how to set up stuff in Unity.
yell at unity it wont let you do that
Game engine should be the same as a 3d modeling and animation program? WTF?
no just this one thing
i just want to edit the embedded materials
but insisting on this does not make it so ๐
well if enough people insist on it then it will be so as they will fix it
Make your own game engine then. This is how it is, and compaining wont change that.
"fix"
then tell Unity

if we all tell then it will work one person wont fix many people can
all people need to understand is that this program doesnt make sense ... if an object has materials why would anyone not want to edit the embedded materials?
I wouldn't tell them anything, cause I can click a couple buttons and create whole new materials.
i just extract materials and texture from a fbx, its in import
what buttons then?
They have told you multiple times.
no they just said to make new materials
not how
and i have the textures baked
they are Jpegs
you probably want to be using PNG here.
none have transparency? i just want to give the model his textures so i can work on getting the VR part working
Go to your import settings of your model, go to materials, click extract.
Another way would be go to the model in your assets and just simply duplicate the ones that are embedded.
it's due to how the texture reading and compression stuff works internally in Unity, use png if possible. But that's a minor point anyway.
what i use when i dont feel like finding the textures, sometime it fails to embed one tho not a big deal 
this is the third time it's been said in this discussion ๐
all of his textures and materials are broken in unity
Oh I know, I'm just making sure its said AGAIN.
i cant see wherre to click to extract
In Thulen's last image ^
A basic Unity tutorial might be needed here.
i followed one to export him from Blender to Unity and i wound up with broken materials ...
so ... i dunno i would like a play by play or a live stream so people can go "look there or here"
i just know that this material thing makes no sense ... why would it need to be extracted or duplicated when its right there ..?
i have the direct files on my PC as i baked them manually
because it's not an editable material file.
why tho .. that doesnt make sense to me ... all materials should be able to be edited
sighs
well im trying to understand
Tried looking it up nothing made sense
Unity isn't a 3d modeling software...
it just doesnt make sense
Unity cannot edit/write .FBX files. That should be sufficient for you.
it uses materials one can have embedded
there are very few people here who'd do something like a call, have you tried watching/reading the stuff in https://discord.com/channels/189511567539306508/1139228456090087495 ? theres likely a good in-depth doc/tutorial that'll help with all your confusion
works for me
Just click it, it will take you to the proper channel
many channels here says # uknown for me too
highly suggest using the screenshot tool to make your screenies easier to read, are those the top-most 3 red errors that show up in your console?
if you could post the whole list of errors as a screenshot rather than photo, with the entire console window including error counts shown, that may be helpful.
Also make sure there are no blocking errors in the build stats window
uhm....
Yup give me a bit for unity to load and to connect my wifi to my mobile hotspot
i dunno .. i just know that if it can duplicate the material and make the dupe editable then the base material it copied from should also be editable ..
will keep poking it to see what happens
I still can't get it figured out
managed to cut out the parameter missing
Sorry, read that - so these menu parameters being missing is a problem. Add them to your parameter list if you want to use them
How would I do that?
i cant get the dupe material to accept the texture
i mean it let me pick the texture but it wont apply to my OC
what does that mean?
standard is pretty limited, but it looks like the texture is in there
did you drag this material into the material slot on the mesh renderer?
did you watch any basic tutorials?
i watched the one on importing a character from Blender to unity and for him it just worked with diffuse materials all embedded all textures working
if i set it in Blender to use just a color texture on a diffuse shader unity should know what that is
would anyone know how to fix the white ball issue.....
outline probably massive
again unity dont care about that
You can from here either: drag the material into the slot in the Materials tab in the inspector for the model file, and apply:
Drag the material into the right slot in the mesh object it should be applied to.
if it could read basic shaders with no procedural bits from Blender it would speed up things a great deal
from where ..
sorry, what do you mean?
i mean to put it plainly ... there is material slots but unity is refusing to let me use them
i made a duplicate and then was able to apply a texture to it but now that new dupe material is just there
I have no idea what "refusing to let you use them" might mean here.
What parameters work for items? Like a phone?
parameters are used in the animator
see here is the proper material in its proper slot but this material refuses to let me do anything
no, that's still an embedded material.
why would duplicating it work
that implies that the original can work
all i want is to put a texture in the albedo channel
Duplicating it creates a new material and then you have to put that new material into the slot on the model file and apply, or into the slot in a mesh renderer.
tip - learn to merge meshes and bake textures you will have one material/mesh for the entire thing - right now you need to put a material on every mesh (and more if its has multiple materials slot)
The amount of arguing you are doing about this is frustrating.
because it doesnt make sense for it to be designed like this
that's just unity for you ๐คทโโ๏ธ
i cant understand why it cant just let me use and modify the embedded materials as they clearly do something in the viewport
and yet, here it is, and this is how it works. Complaining about that here is a waste of time. if you want help working with what we have, this is the place.
which means i should be able to do simple changes like apply a texture to a channel
you are getting annoying
If you just want to keep complaining, I'll just do something else.
im sorry that having autism and a few gaps in my education along with needing visual information on what you mean makes it hard
๐ข
thats fine but we cant change unity its just how it is
If you want a picture for a specific thing, then ask for it.
i would need a play by play on how to get the materials to work as i said before with the best way being a stream call or the other way a few images
if you're looking for hand-hold teaching then you should look for a discord dedicated to 1on1 avatar teaching (theres likely a few in #1204490664637890580 ) but victimizing yourself in here really isnt gonna do you any good, it'll just put people off from wanting to help and converse with you
i am not vicitmizing myself i am responding to people who think i am being deliberately obtuse when that is not the case
i am trying to understand what is happening and why it doesnt make sense
^^^ this is self-victimization after being told that what you're wanting just isnt possible and consistently bringing it up is becoming an annoyance
it is a fact that i have autism and i am irritated and am working hard at not being excessively irrassible
i am simply just trying to get something to work that is proving to be designed coutner intuitively
If you could accept that this thing is the way it is, you'd be in a better position to accomplish your goal.
i am trying ...
you said to drag to the material slots but i cant seem to get that panel to appear tho i did see it once
find model file. Click model file. Look in inspector window. Select materials tab. Observe slots.
....
the layout is ... not exactly clear on where "model file" is
tho i dont really know where to look
it's your .fbx file, you find it in the Project window, as that is where the files available to your project are displayed.
You have clicked on your avatar I think?
"project" window is the one at the bottom labeled "project"
back in a bit - lunch.
Ye
my head is starting to do a different thing ...
but ye
the little target thingy seems to hold some materials?
Messed up files
OH
eyebrows
yey
now for the rest ... and coffeee
bleeee head hurty
and ibprofen
dialup brain
I mean, how would I get an item to work.
Because I have items and outfits, but they're not appearing
You need to make parameters, use them exactly there but also make the logic for them in the animator
For a simple toggle, you want to use bool
Stationary? or?
What
No. You do not want to use parameters that control gogo loco for anything else
You want to create your very own and once you do, they will appear in that list, too
I suggest a toggle creation tutorial that does not use vrcfury or modular avatar - the good old manual way
Oh sorry, I purchased this avatar.
And it was working, but for some reason the toggles don't work anymore.
I don't use Unity, so this is all new to me
I see where the animations are in the folders, but I don't understand how they got detached from their toggle, nor how to readd them.
Aha that changes everything
There is a chance that the parameters file was accidentally removed from the avatar descriptor.
Maybe load the original in a new project and compare things assigned in it
I'm a noob when it comes to substance painter, are there folks here that could help me with a small problem involving my avatar I'm working on? I feel like there's an easy fix to it, I just don't know the technology yet so I'm pretty lost.
maybe? what's the problem?
I'm trying to paint on one of the texture sets but unlike the others, this one won't let me put down paint. I have a paint layer, I've made sure said paint layer is in the correct place in the hierarchy, reset my brushes, all the stuff google told me. The only thing different about this texture set is that the texture is above the Grey Box of Mystery (I don't know what this does/is called) and not in it. I think that's the problem but I have no idea how to fix. That is how the UVs want the texture to be positioned so it looks right on the model.
The model came programmed that way
Oh interesting. Weird that the texture is up one like that
probably if you go into the UV editor in Blender, you'll see it's moved up one tile - could just select all the UV islands and move them Y - 1
but that's definitely a guess.
ohhh ok I have to fix it in blender, I will try that. I had a feeling it would be a blender fix but without specific instructions I'd just as likely destroy the model in my attempts to fix it. Blender scares me. I will carefully try what you've suggested on a copy of the model
Bonus points for making backups ๐
I have learned the hard way, as many do
yup.
g, y, -1
There's so many goddamn modes in Blender I swear. Edit, object, sculpt, vertex, weight, paint, pastrami sandwich, taffeta, ffs
'g' is for "grab and move"
pastrami sandwich? where is that one, I want that right now...
ok, I never use the keyboard shortcuts so this sounds like black magic but I'll try it.
I never click on any of the tools in the 't' popup sidebar on the left
like, ever.
"wizard" is just an word for "someone with slightly more experience than you" ๐
Fair. I am really good at irl crafts and people often say they don't know how I learned how to do so many kinds. This is just that but digital
Y'all are artists, I commend your skill
Alright so one more problem
How do I replace the current mesh in substance with the new one?
in the project settings is a place to swap out the model file
Note that if it's not export exactly the same way, it might try to recalculate all your layers, or just ditch them.
ahhhh it worked! Now to see if I can paint finally
oh I got in trouble with the bot
too over-exuberant
It worked yay
Tysm again for the help!
excellent!
but!
before you paint: one very good practice is to use a Fill layer instead of a paint layer, then paint on a black mask instead, that way you can later change the color/material used by that layer and not have to re-paint
yep, same
painting just color is fine, but you can get really nice results if you're also generating normals/smoothness/etc. data
I tried to upload an avatar using VCC. im using the lates supported 2022.3.22f1 Unity. What should i do, because this is the only error im getting?
That one unfortunately doesn't tell us much ๐
nothing as far as I've seen, often that seems like networking issues
it cant be network tho, because i get the same result on LAN, Wi-fi, even on Hotspot.
and it cant be the model either, because i cant upload even a cube.
it could be network issues outside your own network
and as I said, that's what it "seems like" to me
i imported an fbx file in unity and did a ton of work on it in-scene, then realised i forgot to set the rig type to humanoid and changing the asset's rig type doesnt affect the in-scene version, any way to fix it without redoing all my work?
Unless you unpacked your .fbx file in the scene, changes to it will apply to the model in the scene
if you did unpack... don't do that.
Just because you set it to be humanoid doesn't make it actually a valid humanoid armature, there may be errors
ah! there are errors
left image, see that notice? Do what it says
that error is unrelated i had it in other situations and it didnt affect whether or not it was humanoid
I'll assume it's directly related until you show it.
โจAmbiguous Transform 'neck' and 'rig/root/spine1/spine2/chest/neck' found in hierarchy for human bone 'Neck'. Transform name mapped to a human bone must be unique.โฉ
mk how do i fix that then
basically you cannot have an object with the same name as a humanoid bone
so rename one of those things named neck
so my neck cant be called neck thats stupid ๐
you have a neck bone and a neck mesh , unity hates it
I'm slightly curious why you have an actual separate mesh object for the neck.
yeah always best to join them
i have resolved that error but the issue persists
you may have to set it to generic and apply, then redo the humanoid setup
still nope
possibly there are other issues?
nothing in the console so no idea
I just reopened it and it has the same problem
They DID work during playmode, but when I go to upload the avatar, it doesn't end up working
Has anyone else messed with this avatar before? I just need it figured out ๐
well that error is easy - add that parameter to the parameters list used in the avatar descriptor
With the drop down? Do I drag anything anywhere?
you go find the avatar parameters list and add that variable, exactly as it is named.
is that graveteeth's verosika?
I... found the animations for the toggle?
It is! I bought it last week
that model should work out of box so if it isnt you should contact them about something being broken
just so they know for other customers + they might already have a fix for it that you can just swap out to upload
well, It said on their description that they wouldn't be helping since it's a old model and that I'd either have to figure it out myself or have someone who knows
I assumed it was just going to be ready out of the box, but I've been having a few errors here and there
my avater crashes me when i go on vrchat any ideas to help?
reset avatar on webpage or hold ?? buttons to force reset it when vrchat start
( never remember the buttons )
ill try it
Omg it worked...
I feel... really stupid rn, I'm so sorry.
https://help.vrchat.com/hc/en-us/articles/360060847634-Unable-to-switch-out-of-an-avatar found it, yeh some avatars can do that, made one by accident once it was corrupted or something and instantly crashed me
(sub 70k tris)
Hey, my avatar is slightly in the ground, does anyone know why it might be doing that and how to fix it?
It looks fine both in unity and blender
what does this mean
something looking for a file that doesn't exist... did you just try to build your avatar?
mhm
do you have enough disk space available?
yuh?
how much storage do you have in your C: drive
0- i physically cant delete stuff
?
Anyone know about this?
...why?
and my pc is too outdated to fix
no
7 errors, please show more.
It's about the parameters, but they work in playmode
yeah and miens been factory reset 12 times
cheap ahh pc
...I reformat my PC once every 12 months.
windows 10 isnt broken
but seem as you have less then 20 GB you cant do anything to do with unity or anything else
i suggest using https://www.revouninstaller.com/
The other errors with 'parameter not defined' are the problem
Add those parameters to your avatar parameters list
Also use WinDirstat to see what's taking up space.
Wait...actually maybe don't do that you will probabaly delete a system file or something >.>
i can onlu delete 2 things and i need both
7 zip and my main browser
...How-you know what, what's the capacity of your harddrive
um
ohboyherewego
Wh.
well windows 10 is only 20 GB so you must have stuff you can delete
no everytime i try this comes up
these are menus, not parameter lists.
can i ask someone to assist me in understanding how to add an outfit, and edit a skin on a model i got from booth? I've tried watching videos on you tube, and followed their guide on the websites given but...im so lost DX
ffff-
Ha, haha, One Drive.
Google that error number 0x8007016A, it will show you how to fix it.
Ok?
That's the point of it giving you the error, by the way, it's so you can look it up and find the fix.
...I cannot comprehend that on a fundamnetal level.
That's my expertise bias showing, so pardon my shock.
is it this? sorry if I'm being difficult, I'm brand new to all of this
It says find one drive but uh-
I cant find it-
ok, so the file is trying to talk to a thing that doesn't exist. Which happens.
Wait, onedrive onyl syncs youe documents, usually.
No, that is the list of parameters in your animator. docs are here, but the link to find the parameter list is in your Avatar Descriptor, under Expressions
https://creators.vrchat.com/avatars/expression-menu-and-controls
Do you have 80gb of files in your documents folder?
And i cant delete them bc of no onedrive
Idfk
That ontpp of the main system stuff
20gb for main system stuff.
I'm guessing you also have, yanno, games on here, yeah?
m.
I need AlexJonesrubbinFace.gif rn.
You can commandline delete them, but that might be more danger than it's worth.
Idek what that means
Check if you have onedrive installed on your PC, in Add/Remove programs.
Oh! I belive its this?
ok, do so, run it, see if it fixes it.
That's it
I'm trying to recall if I lobotomized that in MY PC or if it just isn't on LTSC by default.
They look like they're all there.
The only things I see in the toggles are the hair, glasses, outfits and items. And they're on the list already
It worked omg
hands don't interact with physbones, so I check contact overlay and the hands aren't visible in the contact overlay
After 6 years
I'm not sure why you got that message then.
Nice.
That's my good deed done for the day, I can go back to being a jerk now.
Windirstat is next
1.22 GN
Eh?
Would there be anything else to do with them being "defined"?
Windirstat is a tool that shows you where your data is and what's taking up space
But Be Careful
Do NOT delete anything unless you know exactly what it is.
how does one turn this into a proper outfit?
If they are in the parameter list your avatar is using, exactly as written, case and all, then this should work. But I see one parameter with no name, you should probably delete that.
I have bricked my PC before because I deleted the wrong thing, lmao.
what is a "proper outfit"?
With the addition of pantaloons, a purse, and a hat.
so, the outfit in questions is meshing with the original outfit of the base model
the original in question
"meshing"?
i dont know DX im new to this stuff and ive tried following guides but i just have a headache
okay but you said the word, I'm asking what it means to you
oh..idk how to put the new clothes onto the character, ina way i can change it out within the game itself
i was told to use dressing tool but i think im not "getting" the process
Okay - a number of ways, you could toggle the clothing game objects on and off, you could shrink the mesh, you could use UV tile discarding... If they're separate objects the first is the easiest.
There should be tutorials, though they may not match exactly to what you have.
turning them off, as in making them invisible with the eye icon on the left?
no, that's only for the view in Unity. Use the checkbox in the upper-left of the inspector when you've clicked on an object.
I'm not working on your project, just offering basic advice: that is how you toggle an object on and off.
Try animating that, see if it does what you want it to do.
...animating?
that's how you activate this when a menu item changes, unless you're using fury or modular or something like that.
i dont think so? wheres the button
button?
oh, i assumed thats what animating was
AlexJonesRubbingFace.gif
No, no, yeah that's valid.
Look up Sippbox's tutorials on toggling avatar props/meshes, that will teach you what you need to do.
thank you c:
Now these are problems
turns out something was broken in my fx layer i deleted some things and now none of my toggles work and i have this error
yellow errors rarely matter and this is a av3 derpyness
you can get those easy in play mode
I tried but this is avter i deleted all the vrfury stuff in the fx
This is what i got before
i have my model set to increase the emission strength when i talk and it works wonderfully. but after im done talking instead of resetting to the emission strengths base value of 7 it resets it to 0 before then a second later resetting back to its base value of 7 and im not sure what i can do to fix this
it works when set to instant mode but that looks really boring
if you're doing toggles through purely VRCFury you might have better luck getting help in the VRCFury's discord, there might even be an answer already there too
im looking for manuka socks and or shoes that look at least somewhat similar to this (maybe shoes a bit closer to slippers?) if anyone can help me out
if you scroll down a bit on this page it'll show all Manuka compatible items available on booth (and it has its own little search bar so you could search slippers or kneehigh socks or sumn) :https://boothplorer.com/avatar/5058077
anyone know good outfits for a non furry avatar for free? im working on an avatar and cant find any
and i want a sfw one
hey so can someone help me i cant upload a avatar to vrchat on quest it wont give the option for android
How do I get PC to see the PC version of this avatar and for quest to see the quest variant with different toggles?
As long as the parameter lists are the exact same, the FX controllers should behave correctly.
What is the parameter list?
i can feel its going to be a long day
Oh I assumed you knew enough about animations and toggles. I'd suggest you learn about them as it is basically impossible to get it setup correctly without. Especially when your quest avatar is vastly different than your pc
I would have assumed and been told by others I just copy the blue print ID onto the other avatar
But that has not been working
Wait, you talked about toggles, but now you're talking about something else. Are you not able to get both quest and pc to see the avatar at all or are you saying they are seeing them with the wrong toggles?
I am unable to get PC to see the shiny version and the quest to see the one with the text on the bra
Are those toggles?
I have been told by others who do it that it's a simple proces by copy and pasting the blue print ID onto the quest
No, two different avatars
I want quest to see something different than adeliade
Well if you copied the ID the quest version, then it should work. Does your avatar show that its quest and pc compatible?
No it only uploads as PC and breaks
I tried moving the ID from quest and it broke the phys bones on the PC, I tried copying the ID from the PC to the quest and it broke the shaders
If you upload an avatar on quest version with the same ID as the one on the PC version, then it will show that avatar for quest and all vice versa for PC
So I should upload the quest version as android and the PC version as PC?
instead of upload ing one as PC and quest?
well you should upload the pc as pc and the quest as quest
Using the PC blueprint ID?
yes?
pc first then copy the pc
id into the quest pipeline
switch platform to quest
upload
so im having an issue. in blender all of my blendshapes are there but in unity their not. iv had this issue in the past but cant remember what to do to fix it.
make sure your mesh objects don't have any un-applied modifiers
Im making an avatar for one of my buddies, heโs obsessed with Star Wars and he wants a toggle that has an ship fly in the sky and crash into the ground truly I use VRCFury for my toggles but idk how to incorporate that.
your a life saver Lol
i didnt know there were modifiers on my model
just been there, done that ๐
yup
It uploaded just fine but now with the blueprint ID being changed it's 3mb over the limit?
From what I know of Fury, it's not really going to be able to accomplish this. You'd need to do a more typical Unity animation approach. This is the downside to systems like Fury. They do a lot for you, but it doesn't teach you anything. Leaving you without a solution to the complex animation stuff that avatars can do.
why do my submenues look like this and how do i fix it?
I beleive this is all set up correct
Restart unity once. If if doesn't fix, that means some of playable layers in avatar descriptor is corrupted.
any idea how to fix this?
Do you have Animator component on the avatar object? Avatar object is the one you added avatar descriptor component.
Is t ok if i dm you?
No.
um ok
If you have a next question, ask in this channel.
It's in avatar descriptor.
One of those is corrupted. If you reset one to default and it no longer show error, it's the one.
"Review Any Alerts" first.
"Auto Fix"
It's a component. Just click on "Add Component" button.
And if it doesn't have animator to begin with, make sure that you watch and follow the video. https://www.youtube.com/watch?v=rRAnDMUbWt8
i know i was slow on the uptake earlir but thank you for helping me sort out how to assign materials ๐
i already uploaded avis before
does anyone know why the material for his Kilt is refusing to show up? i did his kilt like i did his hair (albedo and normal map)
the preview window shows his low resolution snapshot but that one looks like it works
the main real time viewport seems to refuse to show the right materials?
at least his mouth looks good more or less
That's because all the preview has a standard shader you need to select a shader
but the kilt ... ?... the rest of him looks like he works? all of him uses standard shader with some using normal maps
i am confused again
his kilt uses this materials hader tho i might make it rougher so its less shiney but the kilt has a UV map
i am confused because the rest of him is basically the same shader too?
his body uses basically the same
It likely because the model in the scene is unpacked or has been override which stop it from updating data with the model file.
but why would it let me update the skin eyes mouth and hair but not the kilt which is also part of the same mesh as his body hair nad horn
hair works (if you wanna see)
i basically do this:
create new material
assign albedo
assign normal(if needed) and label texture as normal
click a different thing
get prompted to save fbx
updated model with new thing shown in viewport
Overriding can be done on some material slot. If you had ever change or put material into model in the scene, that material slot is overrided and will stop updating with the model. So the model you had in the scene is using some material different from what you set in model import.
thats every working material tho?
his skin and the rest of him was material broken and then i created new materials for each broken material (which was all of them) and then overwrote the slot with the new made material
the only thing that is refusing to work is the kilt now but the rest of him works
tail (currently broken)
new material made
It's better to change material in the model in the scene instead of from model import. Because that will definitely be the final result.
And what I talked is about assigning material onto the model. Not changing material settings.
thats what i am doing i make a new material (this is his new tail material)
then apply it to this
Did you assigned the material onto the model in the scene?
That's what I talk about material in import settings. The model in the scene will ignore those if you change material assignment on the scene.
i am confused .. i just know when i set a new material to the thing i get this
if i click "save" the change is seen on model
see now his tail works
but the same thing doesnt seem to work for his kilt
If you meant some material. Because those material assignment haven't been overrided so it update with the model import. But you had changed the the material on the knitted object in the scene, that has been overrided and will not take material from import settings.
Because those material assignment haven't been overrided so it update with the model import. But you had changed the the material on the kilt object in the scene, that has been overrided and will not take material from import settings.
so making a new material and slotting it in that slot wont do anything for the kilt..?
No. You had changed material in the model from the scene.
i had to change them by making new materials as the base import was broken no textures just base colors or base white
Once you change something in model in the scene, that's called override and that part will stop updating with the model import settings.
which is why i am confused because the model now has textures as i replaced the materials it had with the ones i made in unity
and the ones i made in unity show working (exception kilt)
in the mini window he looks correct tho very low res
Of course that's because that's how the model original is.
fixed my issue if you need help just type in animations
No.. when i first imported him he looked like the main viewport all shades of yellow and white
mainly white with a yellow orange kilt
I meant that's the model after import settings is applied.
Once you change something in model in the scene, that's called override and that part will stop updating with the model import settings.
Be noted I clearly distinguish between model in the scene and model import settings.
the mini window rotates :3
the vrc robot didnt let me show excitement
but anyways ye
hm
so how do i get model in the scene to match the mini window
If you recalled any thing you had change on the model, right click on the property you had changed, and use "Revert"
but the mini window ... the original import before i changed things in unity was broken
i need to keep the changes and have them equal on all fronts as the changes are the correct result
i dont want to lose his textures or materials as the mini window shows the now corrected version
the main viewport doesnt
I mean you "Revert" what changes you had done to the model existing in the scene.
the only thing i did was replace the broken non textured materials with textured materials i want the textures to show in all things...
This will stop the change you override in the scene and will take data from model import settings.
You can stop arguing and start trying to do what I said and see the result. If it doesn't do what you want you can start arguing later.
i am not arguing ... i am simply trying to understand
why do people presume i am argujng
i am not .. i want to understand and i still dont ... can you show me what you mean
I have already explained in like 10 messages and you still keep asking the same question.
because i cant see what you mean
i look at this and i cant see how to do what you say
clicking the lists in the right open a new window to save things
from how i understand things the model should look like the mini window one in both
You're still looking in the model import settings. The model in the scene Is the model in Scene view so you have to click on the model on the scene and make change from there.
is "scene view" the main window with the not quite sky texture?
It's written Scene on the tab header.
game mode and scene mode dont seem to be too different with the exception of moving the camera to a default positon ... ... ... ...
i think i get it hm ... let me see
You have to click on the kilt in the scene and see materials onn the renderer.
Keep clicking on it will select different object on the model. Click until it select the kilt object.
this seems to be the correct one tho the purple pink color makes seeing the outline a little hard
AHH
hes good
thanks ๐
The Material is written in bold means it's overrided. So reverting will stop overriding and will take data from import.
this feels like driving a high low for the first time after spending years driving a 5 speed
i almost quite get it but not quite lol
does he have to be humanoid or can it be something else?
its inside your belly it seems
moving that moves the whole avatar
its not moving a ball
in this video its clearly a ball that spawns in but i dont see any ball spawn in and clicking edit view position results in the whole avatar moving
do you have gizmos enabled
is that not hwat the arrows are?
is there some different one?... i am confused
the thing that i can choose to rotate or move only moves him
i dont see a button to enable or disable gizmos
you have a two-line symbol at the top right
perhaps its collapsed under it
try to click/drag that down?
clickng what?
this only moves like a little box it doesnt hide or show anything
there is no button for gizmos to hide or show ... i would think that clicking edit view point would force it to work
Hit the ` key while cursor on Scene view and it will show option to show the tool settings.
why would the default be to not have gizmos enabled?
It should already be default.
i had to open unity myself to see how to respawn the gizmo controls lol
opening a new scene window does it too
well i enabled every option in the ` thing but now i am left wondering what these capsules are and where his view point is?
clicking edit view point still doesnt move the mover gizmoe or spawn a ball thingy
the capsules are colliders automatically generated
You should also set model object location to be (0,0,0).
they only show up when you have the section of it in the descriptor expanded
it is ....
clicking it and unclicking it (it being the edit views) does nothing but make that button green or grey
Location is position.
that doesnt help me tho ...
i need to see it
i dont have a reference for anything in this for how big he is ... for all i know he could be 2 inches or 2 miles in size
It moved in the world so you just have to reposition the camera to look at it.
i need to see the view ball thingy
oh
its ..
why cant adding a model to the scene put it in the center of the world like Blender
it does if you drag the model to the hierarchy window
it doesnt if you drag it to the scene window
hmm this program is weird lol (its so .. i dunno it feels wrong sometimes)
If you drag into the scene view, it will drop on where your cursor is on the scene.
view ball not at gizmo location?
Is the model already at exacly 0,0,0 position?
no
how do i make hoim zero out position
him"
ooh wait
neat
how do i make capsule different size?
what capsule
the hand ones
edit them in the descriptor
i sent the whole descriptor i dont see anything about colliders
wait
brain slow
thanks ๐
Hello and good morning. I have been attempting to retexture something for the past several hours and I cannot get it to work. I made the texture in Substance painter, exported it correctly, i have Poiyomi toon that iโm using, which the base creater says should work, but everything Iโm trying leads to the main texture showing up as bright red.
i cant send screenshots cause iโm borrowing a computer thats much more powerful than mine, but i can take pictures and send em. I have googled everything and i cant seem to find what iโm doing wrong, iโve followed every step by step i found and still nothing is working
same sdk version, different project, similar issue. rig is again all correct but sdk is insistent its not
the program says my avatar is 57k polies when it wants 32k ...
It's a recommended number. Not the hard limit.
cool
Things to check for when bones missing/ aren't specified:
- Animator component has avatar slot assigned correctly with avatar asset of the model.
- All bone name and hierarchy must not been changed in either the scene or rig configuration.
- If problem persisted, try set animator's avatar slot to None, and choose the correct avatar asset again.
but how am i to test it offline if i cant build it
i dont want to play VRC if i cant use my own character :<
no dice, same error
Can you screenshot model hierarchy from the scene compare to the rig configuration menu?
how do i do the thing so i can test it locally on my PC so i can see how he works?
Also the hierarchy that's shown in rig configuration menu.
The Armature object name doesn't match.
renaming the armature name to remove the .002 doesnt fix it
annoyingly, everything animates in play mode
its just the sdk being stupid
After renaming, you might have to reassign the avatar slot to refresh it.
You shouldn't be renaming anything within the object prefab.
where is the place it saves them after it builds?
renaming in blender is the same issue
What "place"?
im so close to giving up with vrchat again because of this sdk bro. this issue didnt exist before they forced the new update
i dunno where does it save the built avatars for local testing ....
That isn't how it works.
well it has to save them somwhere
because when i click build and it does its building then the result should be somewhere
i want to know where
You should keep do newly build everytime any way, so there is no point of saving "built avatar".
That isn't how it works like I said before.
errors print into the console tab, next to the project tab
then explain please because its not obvious at all
your build mode is set to publish online, not test locally
i did publish locally the second time
if you dont have new user or above in trust rank you cant upload content online
i dont care about online i ran it again and did local
so where is it saved so i can put the avatar on my VR ready PC
Testing in game locally would require New User trust rank as well.
oh in-game its in the other category in the avatar menu
how am i supposed to test it if i cant use it or find it after its been built
i should be able to run a local offline world and mess about in a closed system to learn about it
in unity
There are Gesture Manager and AV3 Emulator package for testing within unity.
because running game mode in unity is entirely useless ...
i could not get the program to work or compile with those enabled
i just want to know where it saved my vrchat avatar so i can put him on my other PC and run an offline world in vrchat to learn about how well or poorly i did
disabling a different scene fixed it????
this new sdk update is so buggy
It has always been like that. It's the unity issue, not sdk.
this is the only time ive had another scene interfere like this
the sdk should start referencing the object guids not the hierarchy
so i want to know where the file is saved after it builds locally because it doesnt give me a directory to save it to
That would only cause the animator to refresh avatar rig so the sdk stop complaining about missing bones. I've got this issue since 3 years ago.
It just refuses to build if you don't have sufficient trust rank.
i wish these stupid armature checks could be disabled, i dont really care if it was hidden away in a script somewhere to prevent normal users disabling it
it literally built when i did "test locally"
but these checks just dont work
it literally built it when i did local only
If it's built, then you should open in game and it will show in the list of "SDK" avatar.
how .. i want to move the built avatar onto a USB device and onto my VR ready PC
this PC i am using currently is for work not for games
i have the game installed on the other PC .... not this one
i want to move it onto the other pc with the game installed so where is the file saved
C:\Users\yourusernamehere\AppData\LocalLow\VRChat\VRChat\Avatars , any offline one is saved there
thank you
was a time you could put someone else avatar from cache in there and wear it offline 
anyone that knows how to properly setup gunshot effects without vrcfury, dm me.
Does anyone know how to import your own avatar from Vrchat to Unity if the project is lost?
you cant
so i put it on my VR PC and could not get the program to let me load SDK avatars
so where do i place my locally saved VRC avatar that i transfered from my other PC so the game sees it?
how do i do an offline local world to test the avatars in VRC
by the avatars i mean the ones i make
i dont want to upload yet i just want to test locally first in a closed world
how do i do that
the game only launches in an online instance and doesnt seem to have an offline mode?
well it would be nice to know ... there doesnt seem to be a place to put avatars to test offline?
wait it loaded a different format for the localLow appdata folder lemme try again will let you know how it goes
Test was functional
Only issues was a horrifying comical hand curling lol
I know now how to fix :>
How exactly would I go about replicating the trails for the sabers from Beat Saber? I know I am to use the trail component. What should the settings be set to?
You can also use particle systems with the trail module on, that would give you even more options
Does anyone know if Layer culling works on objects for avatars? I have an avatar with a Camera component and im trying to hide an object for it, but it only seem to work in Unity, not in-game.
all you get is ui menu
I tried applying that layer to my screen, and it still shows up to the camera in-game.
This is what I see in Unity (it works fine).
But in game, the screen still shows up.
just did thanks, i really dont like the imposters i wish i could disable seeing them locally lmao
Idk how to hide the screen anymore.
I tried everything, but the screen doesn't seem to be hidden. It stays visible to the camera for some reason.
Can someone tell me what this means? I've spent the last hour trying to fix it ๐
either something in vcc was corrupted, or its the recent windows bug that breaks localhost, try updating windows
alright, I've tried to reinstall already so I guess updating is the only option then
Your settings.json has been corrupted
and how would I fix that?
go to โจC:\Users\YOURUSER\AppData\Local\VRChatCreatorCompanionโฉ and rename โจsettings.jsonโฉ to โจsettings.json.oldโฉ
Alright give me a minute
you can also try going to http://localhost:5476 and see if the ui shows up fine in your browser
It worked
thanks for the help
How can I make it so that I can put a 3D object on, for example a hat, and then put it on my head?
thank this person lol i didnt know this could cause that
I was thanking both of you, but anyway thank you both.
Haven't found the exact problem that makes it happen but he's probably the 100th person who has had this happen this month and ask for help
unity or blender?
in unity
Have you imported your object?
so i want that i still can muve it around but put it on
Like it off of your head and put it on your hand
You would need to use colliders it trigger when your hand is near your head
Unless there's an easier way someone knows
Sorry a contact
You would need to use a Contact receiver
So, I give the 3D object a collider and my head, and how do I make them connect?
ha so my head gets a receiver and the objekt a collider
Okay so your have two hats one on your head the other in your hand
When your hand goes to the contact receiver turns one on and turns the other off
exporting a model with physbones to another unity project resulted its raduis to increase massively even though the values on the phys components are still the same
anyone know why and how to fix it?
Does anyone know a shader or something that could make that screen invisible to it's own camera? I starting to feel desperate...
Can I make it react to the 3D object and not to my hand with VRCFury?
(Dont mind the smaller square, I had 2 screens)
some test ago, detect head/either hand , if hand + fist is used it will grab it, no fist drops it - same thing with a hat/other stuff can be used
vrcfury is super basic 
I don't think you can do it with fury
okay
so i have to use that
someone forcing you to use it? 
no but It looks like it's working.
Wish you luck it's been something I wanted to do but never found a hat I like ๐คฃ
thx
Create a new layer, set the display to render on that layer, then make the camera not render that layer
If that makes sense
so how did you do that and is the animation in the objekt
Hello! I am having parameter problems- I have specific clothing set to default in unity on a new model I am editing but the previous clothes that were the default are still on and I can't seem to figure out how to fix it and turn the previous clothes off- if anyone could help that'd be great
I tried. I made a custom layer called ScreenLayer, and set the camera to not see it. Yet, it still shows up in-game.
or can you send me the unity pack so i can copy it
I feel like an idiot...
No matter what I do, the screen in Unity is correctly hidden while in-game, it stays fully visible and blocks the view.
?
So... after some test, it appears that for some reason, even tho I put my screen in the custom layer I made, the game considers it to be part of the PlayerLocal layer, which includes everything else on my avatar. So I can't just hide the screen itself and leave the avatar visible, its all or nothing...
Idk what to do.
Add 2 zeros after the decimal point .1 > .001
-- Female Chest -- (NSFW parts covered by blocks)
WHY- Please help. I want the TRANSPARENT material to actually stay transparent. I change it to transclipping- BROKEN, fade- BROKEN, Transparent- BROKEN, Cutout? BROKEN.
Every single thing I do to this material breaks. I have created countless new materials, tried everything with the alphas. WHAT IS FREAKING GOING ON MAN?!? It was JUST working on my other model
I love the censoring ๐ค
Everytime I try to update my avi i get this ;; im so confused
Objects on avatar are restricted to the "PlayerLocal" layer for you and "Player" for anyone viewing you. You can use "UIMenu" as well but that's it.
If you want your camera to not see your screen, use stencils. Put a stencil cube around your camera and set it to discard anything pixels of your screen.
I... have no clue how to do that.
You need to learn about stencils, look it up
Alright
I only find things on how to show things through a plane, but nothing about how to hide an object from a camera.
Like, the tutorials I find show stuff like "how to make a sphere invisible unless you look through a plane", which is the exact opposite of what I want.
Stencils allow you to pair 2 or more materials through a reference ID. Then, when they match, to apply an effect based on if they succeed or fail the Z test. You can choose to make one discard every pixels of the other regardless of success and achieve what you want
So... with this small bit of code, I should be able to make the screen invisible to my camera, but still visible to the player?
Okay, so now the shader seems to work. Now I need to figure out how to invert this...
(Right now, the plane is only visible when viewed through the mask. I want to do the opposite.)
is there a website or smth with trusted people to upload avatars for me ts is pissing me off
People often do it for $5-$10
okay but like where can i find these said people
I totally could, also, there's a server called VRC Traders
intresting
if its a P2U avatar ask in the creator's discord and you wont have to purchase a version for your uploader aswell
they likely have people on staff or something that'll do cheap/free uploads
Is there a way to make it where I can link the game camera to an avatar bone? Kinda like mounting to an invisible selfie stick?
(Please ping me if you reply to this message)
seriously why do my sub menues look like this
whare is everything at?
i've misconfigured my mmenues before but i've never seen this
and i've also checked in unity and i don't know what i did wrong
and those arn't actually loading animations it's just a stagnent icon
i tried making the menue from scratch and it's still the same
even if i put as the main menue
but this menue is fine
untill i open the sub menue
i can't tell what i've done diffrently between these menues
and i don't think the animations are messed up bacuse the menue should still be showing up if the animations were broken
nvm i had it set to button not toggle
what is the right unity version?
Could anyone help me add parameters to my avatar? I'm new to this.
I'm just trying to toggle on/off a prefab or whatever
Install the VRChat Creator Companion app, it'll install it for you + other stuff
oki
im the old man who has been using only unity since avatar 2.0 and fears the creator companion for no reason
The only issue I ever had with it was crashing when installing the unity ver, but pressing the button at the bottom fast enough stops the crash
I can imagine your face when you finally say "why didnt I do this before?"
eh, importing the avatar sdk is two clicks, i simply never used the creator companion because i see no way it could possably improve things
i don't think its bad, i just don't understand the point of using it outisde of it automatically updating things
.
there are plenty of videos out there
this is one of my favorites https://www.youtube.com/watch?v=XqtSg6_W07Y
So say I wanted to add a toggle to my avatar, how would I do it (so my avatar has two diff body types bc two diff outfits) so how would I make it to where when pressing the toggle both bodyโs still function
Thanks
One of the bodyโs is doing the T pose but itโs rigged
it's concise, explains thing for befinners, and shows multiple methods
wait, like you have a whole sepreate mesh for the second body type?
Only in using it will you get it, I guess? I tend to resist things as well, though not for years. VCC saves time and file sizes to an extent - you only save whats needed for the avatar to work. I resisted VRC fury as well for a time.
I tried to do it like an outfit toggle but it didnโt work
i tried vrc furry and that one i actually don't like because it fucks with my toggles and limits your options. it does make things easier, but in the process of simplafying certian things get cut out.
i mean if it's a sepreat mesh render just make animations that dissable hides one of the mesh renders at a time
or is you're issue that after doing the animatin one of the modles is stuck in t pose? because if that's the case it would likely be an issue with weight painting
though saving space is actually a pretty good feature especally when it comes to unity
Worksn't
The toggle is always on and cant be disable, and object doesn't appear
Fixed it
Thanks a lot
so im having an issue
i just uploaded a avatar today and was trying to upload a second avatar when this pops up
the ID section is blank and i did nothing different from the first one i uploaded
i am running on the latest version of the SDK so i dont know why its having issues
After 1h I have sucessfuly added a 2nd parameter
Hi @somber sequoia, sorry for the random ping, I just wanted to say that my avatars textures are fixed, and all I did was change it into a humanoid, I frankly do not even know how that fixed it, but its a win to me
How do you add mmd blendshapes to a avatar? I still havent figured it out and the tutorials ive used broke my avi XD
The same way any kind of blendshapes are added to an avatar, they just have specific names.
I tried doing it to where I make a copy of them and renaming them but it doesnt seem to work vary well
which sdk version are you using?
can you take a screenshot of the whole (including top bar) unity and vcc (manage project) window?
im using the creator companion and i would presume it should be up to date to the latest version
one sec while i launch the program
and vcc window?
oh great
thats not the sdk
that's the VCC version
ah
ok found it
looks like i do need to update but thats weird because i had just uploaded/updated a avatar no less than 30 minuets before this happened
is it because i was updating an avatar?
old sdk can't make a new avatar, but still be able to upload an existing avatar
ah i see
ok
so what is the VRchat crew gonna do about the pedo's? we just gotta keep running into them to get rid of them?
ye prob verified 18+ access only would be good, dont want any kids in my vrc. anyway, wrong channel