#avatar-help

1 messages · Page 234 of 1

unborn herald
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my bad, just saw "help" and executed

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so where should I complain?

timber wharf
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we discuss avatar creation here nothing else

timid kite
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how do i create an effect that will make screen brightness lower for everybody in the room me included? shaders. particles? and if so how do i create them?

somber sequoia
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on an avatar probably your only option is a screen-space shader, but doing this to unsuspecting people is kinda rude

gaunt thunder
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Guys how do I equip an outfit from a code on quest

somber sequoia
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a code?

left wharf
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avatars can't have code
all logic in the avatar must be handled by animations

gaunt thunder
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Like search it by a code

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Idk

civic sinew
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is my unity just buns?

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been tryna upload ts n it js WONT work

gaunt knoll
plucky drum
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i have a shotgun pump that id like to be able to grab and move, tried following a tutorial but upon testing it in unity it doesnt slide at all and was wondering if anyone knew how to make this work?

civic sinew
opal relic
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A client would like the option to turn off a sound effect for an emote, but Unity is screaming at me. How would I go about this?

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Do I use "flip state" instead?

distant trout
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What is happening with the transparency? My textures have alpha is transparency enabled and input texture alpha. Funnily enough, the second image is how the object looks when selected. I'm not sure if it's related, but i also get a material slot alert (34) when my model only has 4 materials. I'm using toon standard.

bronze niche
plucky drum
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wouldnt that just play the animation when i contact it?

bronze niche
plucky drum
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I don't want the slide to move from an animation is the problem. I keep being told a simple phys bone is all I need with some changes made to it but trying to test it in unity I get nothing

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So either it can't be tested in unity or it isn't working

bronze niche
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I am curious about this, so I will try something on my end. Though not right away.

grizzled sundial
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Hi! So I have been trying to upload a model. But whenever I import it into Unity ALL of the materials are grey, how do I fix this?
-# I export as fbx, I have followed almost EVERY YouTube tut, idk what im doing & on the verge of tears vrcTupCry

ocean sail
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I'm going to be 100% with you guys, I feel like a boomer who's lost and struggling every time I have to go looking for the download button for the Latest vrchat avatar SDK. Anyone have a direct link to download it, or have a package to use? Cause vrchat gives everything but the actual thing you want.

lilac musk
vapid oar
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For a lot of physbones on the head, should you have a placeholder bone thats parented directly to the head bone, and then parent the physbone bones to that placeholder bone?

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So that you only need ONE physbone component on said placeholder bone?

somber sequoia
ocean sail
mortal raven
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Not an avi search but does anyone have good jester and/or clown accessories and stuff that they use? I've been looking but I can't find much good.

hazy quest
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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?
My other projects are also messed up.

I can't show the avatar.

errant ledge
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does anyone know how to change the p9ose for pc players when they press z and c

gaunt knoll
errant ledge
hazy quest
errant ledge
hazy quest
gaunt knoll
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gogo would override this

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you would have to add to the poses in there

errant ledge
hazy quest
gaunt knoll
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first of you can already change what do z and c in gogo

solar warren
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Can someone help? I cant change the shader of a material

ornate stump
solar warren
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How? I'm new to this

solar warren
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Thanks

solar warren
fiery tiger
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hey so like for avatars with jaw flap bones is it normal for the preview in unity to default to open and not closed?

ornate stump
chilly depot
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i wanna ask if i had a unity package and it had two avis inside. ofc i remove one and upload the other one. can i use the same project to upload the other avi or do i have to make a new one?

fiery tiger
ornate stump
ornate stump
still shuttle
fiery tiger
# ornate stump Yes.

Ok so its no longer setting itself to open in play mode! Its now in its resting state. Thats good, yes? Or should it be in its closed state when in play mode?

ornate stump
fiery tiger
ornate stump
fiery tiger
ornate stump
marsh geyser
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heyo I have an issue with my blendshapes not saving upon play mode or uploading into vrc and playing there. installed vrc fury to attempt what seems to be the cause (write defaults?) but the problem still persists! 😾 the last remaining state reported by fury is either invisible or hiding itself, can't find it! otherwise I'm not sure what the issue is

ornate stump
marsh geyser
ornate stump
river moat
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So my model didn’t have blendshapes ig and I wanna add facial expressions to the avatar so what should I do 😭

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They appear here but not where they’re supposed to

marsh geyser
round comet
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Anyone have any idea what this issue could be? peak

In another server I’m in someone’s having an issue where the eyes aren’t attached to the head while in playmode in unity. Every bone is in its proper place and the irises are weight painted to each eye bone respectively

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But when they go into playmode in unity the irises are floating

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Could it be that the eyes need to be weighted to the head bone too? Because they werent — just the eye bones

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Photo for context too

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Turns out the issue was a vrcfury addon

limpid sleet
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i forget can someone tip for me

ornate stump
limpid sleet
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ok i done for pc but i turn Quest this not work

ornate stump
limpid sleet
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any HAVE video i can followed

ornate stump
limpid sleet
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ok i clear

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i will tell u

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still same

ornate stump
limpid sleet
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well i go check again for now

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i check all fine buch

limpid sleet
ornate stump
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Or modular avatar?

limpid sleet
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nvm i just deleted but it fixed

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for Three missed but i deleted them it fixed for now lol

ornate stump
somber osprey
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Just wanna know something

Is there a method where only your head/neck moves around where you look instead of the whole body? (in Non-vr)

river blaze
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Pretty sure avatars with gogoloco allows you to lock your legs in place and turn your head around

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Other than that no

river blaze
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Let me check rq

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I dont play vrchat on desktop much so i dont know off the top of my head

somber osprey
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well I mostly play non-vr. can't do vr

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give me a ping if you found something

river blaze
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Im just gonna put this here for the smarter individuals than me, Im trying to import a character from blender to unity, but all of his textures keep getting obliterated, whats going on?

opal relic
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Question, when I export a unity package of an avatar for someone, when they unpack it into their own project, does it include visemes, eye look, toggles, physbones, and other components or would they have to set those up themselves? I assume the latter.

balmy barn
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if you use vcc backup, it just a unzip and add to vcc as exsisting project no setup or import needed (quite abit larger then a package would be tho) - wich i use for some friends who know nothing about unity

somber sequoia
somber sequoia
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what is a "project file"?

opal relic
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The .unity file you create/write to when you press Ctrl + S

somber sequoia
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That's the scene file.

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The project is the whole folder and can have multiple scenes.

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damn my typing is much worse when my hands are cold

vapid slate
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anyone know how to remove piercings from an avatar even though they arent a toggleable feature? [like you cant take them off or delete them in unity]

opal relic
# river blaze Im just gonna put this here for the smarter individuals than me, Im trying to im...

All of the texture files are usually saved externally. Create a new material. Change material from the default to "toon standard" under VRChat -> Mobile. Find where your texture files for the model are saved. Otherwise, unpack external files of the Blender project. Drag and drop the image files into your project folder. Drag and drop the textures to the appropriate albedo slot. Repeat for any emission masks, normals, AOs, etc. Drag and drop your new material onto your character. If parts of it is uncolored, that means it has more than one material slots. Simply make another material. Adjust the material settings to your liking as well.

vapid slate
somber sequoia
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okay, then don't do it

vapid slate
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how do u import the avatar into blender?

somber sequoia
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find the .fbx file and in Blender, file -> import -> import fbx

vapid slate
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alright thx

opal relic
# vapid slate how do u import the avatar into blender?

It's simple. Select "FBX" under import, select your mesh, tab into edit mode, hover over the piercing you want gone, press the L key to select that part of the mesh, hit the delete key, then select "faces". Export the FBX back into your assets folder under the same file name. Unity will automatically update the file without you having to reopen the project.

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I know my explanation is a little wordy, but trust me, it is easy.

somber sequoia
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I forgot you can use 'l' while hovering

opal relic
opal relic
somber sequoia
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I usually do it after having selected something

opal relic
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@river blaze The good thing about modeling such things rather than having a static transparent PNG is it allows you to play with blend shapes for expressions far more easily! They're quite simple and fun to make!

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That is precisely what I do with my Beat Saber avatars.

vapid slate
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ive looked everywhere, cant find the fbx of my avi... any suggestions?

somber sequoia
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weird. I wonder what you have then.
Usually you can find the model if you click on the avatar root in the scene, and in the inspector, in the "Animator" component, click on the object in the "avatar" slot. It should take you whatever file that's in, in the "Project" window

hushed coral
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What am I doing wrong here? Ive tried several times to upload this avatar. Ive asked tge creator and they said i should keep trying.

timber wharf
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@hushed coral scroll down to the bottom of the error. but probly AWS problem, they sometime block some ips temporarily (and sdk doesnt have away to show you captcha), you can try rebooting your router, enabling some vpn or using mobile data

vapid slate
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theres a massive box in blender covering the fbx, how do i delete it?

somber sequoia
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What is it? Mesh object?

vapid slate
somber sequoia
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good

shadow agate
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does VRCPhysBone.IsAnimated specifically only affect children of the physbone and not also the object it's attached to
struggling to animate physbones and I don't know if it's because you just can't or something else

somber sequoia
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it should affect the entire bone chain from the root bone where the physbone component is

vapid slate
somber sequoia
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interesting, for me that selects mesh

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and in the "select linked" box you can choose how the selection happens

vapid slate
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is there a certain tool i need to have equipped?

shadow agate
somber sequoia
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be in edit mode and probably in face-select mode

vapid slate
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im lost...

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ok i deleted the piercings in the armature but theyre still there.. just missing the texture?

heavy zephyr
vapid slate
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im so lost....

heavy zephyr
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Look for an object outside of the armature with the name of your piercings

opal relic
vapid slate
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please-

vapid slate
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so i exported the new fbx into the old one like i was told... broken...

opal relic
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Go back to object mode and use alt + H

vapid slate
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so the bones appear?

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its still messed up

opal relic
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Yeah!

vapid slate
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i did that and reexported it, its still messed up

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im gonna cry, i worked on this avatar for hours...

opal relic
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Is it in the correct spot or are just the materials messed up?

vapid slate
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everything is messed up

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the face is caved in/transparent and metallicy

opal relic
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Strange, is there a backup of the original file of the avatar?

vapid slate
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theres a massive blacj outline around my avatar i cant get rid of

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yes but im gonna have to do everything over again

opal relic
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Import the original unaltered fbx of the base avatar into Blender

vapid slate
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could we jump in call again before i crash out

opal relic
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Sure, one sec

somber sequoia
# vapid slate

when you export set "apply scalings" to "FBX All" and uncheck the option for leaf bones.

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also I can't tell but if you unpacked your avatar prefab this won't work easily

solar warren
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how do i make a part of my avatar not affected by lights? is it the emission thing?

timber wharf
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overall depends on the shader but ye

solar warren
timber wharf
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well idk much bout how new toon standard works, but for quest's standard lite emission layer literally just adds pixels on top unafftaced by lighting ye

solar warren
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i got it working

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i didn't use emmisions

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i went into lighting then set to custom, put it all on lowest except min brightness and disabled limit brightness

shadow agate
# vapid slate

the

everything is the wrong size (?)
issue is probably a unit conversion oopsie (highlight your model in the Project Explorer >> disable Convert Units or set Scale Factor to 0.1 (or 0.01, mess with it until it works))
unity does this by default and it can throw a lot of things off like that

vocal osprey
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hi

hazy quest
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Hi

timber wharf
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@hazy quest avatars dont stand perfectly straight with their idle animation, thatd be unnatural #avatar-help message

timber wharf
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@gusty bridge you have wrong fbx scale of your model so your float values are tiny and suffer from floating point precision. make sure you export your model with "fbx all" scaling in blender so your rig doesnt have a 100 scale

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then your contact radius would be 0.05 not 0.0005

bleak fractal
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Trying to fit this Bikini meant for another base on mine, is the issue here with the weight painting? can't quite get it to follow. Ignore the material lol

somber sequoia
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definitely weight painting

bleak fractal
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darn, thought I did it correctly, back to blender then ig

mighty basin
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For some reason, the liltoon outline completely covers the left ear but not the right ear. (they are using the exact same material)

somber sequoia
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you'd have to check the UV map

waxen jungle
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anyone know why im getting this error in vrcfury? the toggle works completely fine so its just kinda confusting to me

mighty basin
somber sequoia
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You mean the ears are at the same location in the UV map?

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very weird then.

mighty basin
somber sequoia
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I'll assume you mean "UV Island" here.

mighty basin
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this is what the uv is like

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i am using the MOFU ears annd tail from Booth

somber sequoia
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And where are the ears on that? Maybe have that selected when you take the screenshot

mighty basin
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and it's so frustrating that there is no tutorial on the page

somber sequoia
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Where on that ^ UV map are the islands for the ears?

mighty basin
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sorrry, I'm very new to UV so idk what an island is

arctic ginkgo
somber sequoia
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ok well it looks like the UV islands for the ears might be in different locations on the UV map. Just guessing since I can't tel from what you've shown so far.
Could also be inverted normals. Could be one ear has vertex colors.

arctic ginkgo
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inverted normal issues are common on symmetrical objects, people often flip them in blender by scaling them negative on the X axis, not realizing that inverts the normals

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I see it on ears, shoes, wings, etc. Anything that comes in a left/right pair.

vapid slate
mighty basin
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like, the bottom left coner part is an island?

somber sequoia
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I suggest a tutorial about what the UV map is. Areas on there are called "islands" since they look like an island in a body of water.

arctic ginkgo
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Try flipping the normals of the left ear (the one that's all black) in blender and export the FBX to the same location in your unity project

mighty basin
somber sequoia
mighty basin
#

oki

arctic ginkgo
# mighty basin oki

Make sure to use the same scaling settings based on what you see in Unity. Check the "model" section of the inspector with the FBX selected to figure out which "apply scalings" export setting to use when exporting from Blender:

  • 1m (file) to 1m (Unity)⁩ = ⁨FBX All
  • 1cm (file) to 0.01m (Unity)⁩ = ⁨All Local
vapid slate
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help? i removed the piercings, everything was fine in unity, when i uploaded her she was like this... any suggestions?

somber sequoia
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also explain what you just did to cause it

mighty basin
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like idk what you mean by 'normals'

vapid slate
somber sequoia
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what about the camera though?

vapid slate
somber sequoia
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Yes but without knowing that's what you're referring to, how would we know that's the problem?

vapid slate
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i need help getting rid of whatever its doing...

somber sequoia
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did you just export from blender?

vapid slate
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i dont think removing the piercings in blender messed it up

vapid slate
somber sequoia
arctic ginkgo
# mighty basin like idk what you mean by 'normals'

normals are the direction that each triangle faces. I believe the ones on the left ear are inside-out. In blender, select the left ear, and press Tab to go into edit mode. Then press "a" to select everything.

If this selects both ears, you can press Z and then click on "Wireframe". Then just drag a box over the left ear.

Now press alt+N, and select "Flip".

Next you can export by going to the top left and selecting File > Export > FBX. Make sure to select the file path and name of the FBX file in your Unity project, set the scaling settings accordingly, and under the "Armature" section in the settings, disable "Add leaf bones".

solar warren
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Had the same issue because a camera was inside my avatar thing

vapid slate
somber sequoia
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don't export it from blender, that's likely what happened

vapid slate
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there was no cameras in blender

solar warren
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In unity

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Go into unity

somber sequoia
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I was guessing because they just exported from Blender, and it's not an uncommon mistake

solar warren
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Go to the avatar dropdown thingy to see the children or whatever

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Then delete any camera

supple cloud
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do you guys know how to make a animation on blendshapes and make it loopable for avatars?

vapid slate
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there was one called main camera, and i deleted it

somber sequoia
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yep, exactly

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oh wait, there should be one called that in your scene

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and the layer is marked "main camera" - it's what Game view uses

vapid slate
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oops

somber sequoia
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you want to check for cameras on your avatar, not simply in the scene.
Also a directional light

vapid slate
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it was at the top and greyed out

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so i deleted it

somber sequoia
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Again, that one is not on your avatar and thus not a problem

vapid slate
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alright

bleak fractal
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so quick question, I'm not sure if this is the clothing piece itself or something with blender/unity, but I'm trying to fit a piece to my base, though the weightpainting seems to be screwed, I'm trying to see the original weightpaint but exporting the fbx from unity to blender causes it to look off. (pic related is all I see on it)

bleak fractal
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The piece in question

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(probably something basic I've missed since it's my first time doing this stuff lol)

somber sequoia
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so that doesn't look weird.

bleak fractal
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..OOOH

mighty basin
bleak fractal
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haha now I see lmao

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thanks dude

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Knew it was something basic

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Eugh, what a lot of work that's gotta be to do

somber sequoia
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yep

bleak fractal
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is there a way to copy the weight data from a piece to another btw?

somber sequoia
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yeah, the best way is usually a plugin called Robust Weight Transfer. But note that it's not perfect, it'll get you pretty close though

supple cloud
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is there a way to make blendshape animated on it own without toggles?

bleak fractal
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Should be enough then, just trying to understand this stuff before I get to the more complex stuff lol

somber sequoia
mighty basin
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hey Kazin, do you know why the ear went invisible after I followed Sunshine's instructions?

somber sequoia
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I don't have a clue what you are doing there, maybe flipping the normals was incorrect? You'd have to check face orientation in Blender

mighty basin
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how do i do that?

somber sequoia
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I suggest blender tutorials, but one of the view overlay options is "face orientation" - red = back face

arctic ginkgo
supple cloud
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is that normal?

somber sequoia
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"the controls"?

supple cloud
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the animation stops when i use it

river moat
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Says I have no animator component and when I try to add sum to avatar it’s still broken

somber sequoia
somber sequoia
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not sure what you are showing here?

supple cloud
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her head thing

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it has it own animation

somber sequoia
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right but that doesn't tell us anything about how it's set up

bleak fractal
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is there a proper way to export the .fbx from blender into unity for weightpaints to follow? just want to check before I start fault checking in blender

somber sequoia
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I'm not aware of any export settings affecting weight paint

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I mean, assuming you include the armature.

bleak fractal
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yeah armature's included ofc, though I did replace it with my own base's. Not sure if that caused any issues somehow

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prolly not enough to tell so just ask if you need more info

somber sequoia
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What I'd do here is have the body visible, and go into weight paint for the clothing, rotate a bone (say, chest) in a natural humanoid way, and weight paint the clothing so it moves properly with the body.

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repeat for each

bleak fractal
somber sequoia
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hey that's much better

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On the bottom of the sides it looks like it moves a bit too much though. I've spent a lot more time watching clothing move IRL since starting to weight paint 🙂

bleak fractal
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hah! One step at a time, just getting this thing to work ingame is enough for me for now. Never tried weightmapping in blender before so this is a great way to learn

somber sequoia
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oh absolutely - it takes lots of practice

bleak fractal
#

Hmm, well it's still moving weirdly in unity for some godsdarned reason

bleak fractal
#

scratch that, forgot there was a "setup outfit" option in Modular Avatar that I so intelligently decided to try and setup myself

daring plume
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Hi, I’m new to avatar creation and I don’t understand many things yet. I recently bought the avatar “Maon”, and the trial version has expressions in MMD worlds, but the full version doesn’t have MMD expressions. Does anyone know how to fix this?

somber sequoia
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you'd need to see what's missing. I'd guess maybe the blendshapes, which you'd have to create on the model if missing.

daring plume
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The blendshapes do appear in Unity, but it seems like something is blocking their movement when testing them with a dance. However, the expressions do work outside of MMD.

somber sequoia
daring plume
somber sequoia
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I don't know of an easy way to do that

regal jay
#

hey babes i got a quick question,pls ping if anyone knwos the asnwer:
is it ok if the first bone in a regular model isn the hips?

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example: Armature->Root->Hips->etc etc

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if it is not ok, then, is it ok if i do an parent constraint on the hips?

undone oracle
#

anyone know why the eyes change spots when an animation is played, it works fine in blender

somber sequoia
somber sequoia
undone oracle
regal jay
somber sequoia
somber sequoia
regal jay
#

yes kinda

undone oracle
somber sequoia
ember escarp
#

Anybody know a solution for transparency sorting? Clipping or cutout get rid of the soft edges i want to keep so im hoping theres some workaround im missing.
First image is in blender, how i want it to look, second is unity while i set up the shaders. The eyes are just two transparent planes on top of eachother.

shy pagoda
#

does anyone know how to make a modular avatar prefab be off by default and still work? i have a weapon on my avatar thats enabled on upload and on the imposter which i dont want

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because of this the weapon turns on even if disabled in the menu when the MMD toggles are on, which i dont want and is frankly kind of annoying in MMD worlds

brazen peak
#

Anyone know why my avatar may be having security checks failed?

Pc uploads just fine but when I upload quest side it uploads but end up showing security checks failed with only pc there.

left gull
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for quest-side

brazen peak
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Let me get it open

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I’m just unsure what may be the issue. As for booth avatar. They are pretty poor

brazen peak
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Maybe the texture memory?

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All I use is liltoon and VRCfury

left gull
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if youre adding things during upload it wont count in your stats sadly but that ontop of what you already have is likely the issue

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this model is nowhere near optimized even for PC standards

brazen peak
#

Yikes

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Any optimization tips?

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I’m kinda new to it

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All I know is lowering textures

somber sequoia
#

that's a lot of bones

left gull
brazen peak
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Thankyou!

brazen peak
left gull
#

id aim for poor rank at worst if possible

waxen jungle
#

anyone know why grabbing physbones isint syncing between platforms?

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like a quest user grabs the bone but it doesn sync to pc

gaunt knoll
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sadly a lot of things can desync them

waxen jungle
#

my guess is that its the contacts being different

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im assuming they need to be identical

gaunt knoll
#

are you using vrcfury

waxen jungle
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yes

gaunt knoll
#

try "Force Off" for Write Defaults

waxen jungle
#

didint work sadly

main fiber
#

I am using Leviant's UberShader to try and project a small shader right on my viewpoint that will only affect me. Works just fine in unity if i place a camera where my eyes are, it had worked when i linked it to my chest accidentally using vrcfury, but now it work show for me but will show for others when it is linked to my head. Im not sure why others can see it but i cannot. can i get a few ideas as to why so i can test them out?

somber sequoia
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Your head bone is scaled to 0 when in-game, for you only. use VRC Head Chop to disable that for this component.

main fiber
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what do i put the script onto? the root of my avatar or my head?

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and for the transform, ill assume it's my head i put there?

somber sequoia
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doesn't matter, I usually put mine on the avatar root

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if you put the head bone then the head bone will not be scaled, and you'll end up looking through it - not what you want

main fiber
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so.. id want to put the gameobject with the shader in there?

somber sequoia
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I'd suggest reading the docs on the component. It says "a bone transform" there

main fiber
somber sequoia
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np

severe crown
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how do i get this to move with face tracking the pierceings on the lip

undone oracle
lilac musk
# severe crown how do i get this to move with face tracking the pierceings on the lip

Faces move with a thing called Blendshapes/shapekeys. You make them in 3d modeling software like blender. However you could also simply animate the movement of them if you make your own viseme controller (That's assuming they are each individual objects). Each approach is fairly involved and will take some learning. So I'd suggest looking into both before you commit to one and go from there.

livid vortex
#

I need help with generating a custom avatar

#

I'm trying to do bobi the vtuber but I need to figure out how to generate it cuz it is no in the 3D model

lilac musk
livid vortex
#

The problem is I don't really know how to do that I'm already going to have problems rigging it up I just am trying to have it something generate the model for me

#

And then I rig it up

lilac musk
#

There are also things like VRoid. It's a modeling system that does a lot of the heavy lifting for you, though it's got it's own quirks you'll have to deal with.

stoic bobcat
#

when i try to make custom gestures for my hands when i have a prop toggle, it forces both my hands to not be able to move, not sure why

livid vortex
#

Ok thanks

undone oracle
#

does anyone know why my head rotates like this when I play an animation in unity, it works fine in blender.

night ember
#

The unity rig ig?

undone oracle
night ember
#

Where you made the fbx humanoid

undone oracle
lilac musk
#

I'm not 100% sure, but maybe the head is exporting like that? Make sure all the meshes have applied all transforms before you export.

night ember
undone oracle
night ember
#

Its next to where you enforce tpose

undone oracle
frank spruce
#

I also just can't upload the avatar

undone oracle
#

I want add a bone rotation property into the layers (like the one I did down the bottom) but it wont let me change the rotation any idea how to add it so it does?

#

i can change it but when i press play it goes back to what it was

dense raptor
#

so, I'm having an odd issue here. I'm using the Vrchat Toon Standard Shader. The body and the body suit are the same object in the avatar, but have different materials. The faces of the stomach are flipped so that the lava parts can show though, with the bodysuit mesh sitting on the top of it all.

That's all for context. Here's the issue:

This avatar has a texture swap that changes the material the body and the clothes are. Nothing else about the model changes with this toggle. When making the PC version of this avatar, i didnt face any issues ( I jsut used poiyomi's disolve feature and kept the material the same) and hte effect happened. But when the materials themselves are swapping, the back of the bodysuit shows though the stomach. I have checked the presets for both the clothing and body material (still the same as the og mats) and made sure there where no blendshape changes i wasnt aware of (there are none) yet, in VRC, the error occurs. The thing that boggles my mind is the fact that it doesnt happen in Gesture Manager. The first image is how it should look (via gesture manager) and the 2nd is how this toggle translates into VRC. What could be causing this issue? And what could i do to solve it?

TLDR; I'm having a shader error that doesn't show up in Gesture manager but does show up in VRC, and i cant figure out the cause of it.
-# If i manage to solve this issue on my own, i will reply to this stating what happened and what i did to fix it ^^ as of now though I'm frankly stumped

lilac musk
junior void
#

Animating in blender won't fix the root issue

#

From what I remember, you gotta set up tracking control to set the bones to be animated instead of tracked in order to animate humanoid bones

spring moth
#

im having alot of trouble putting Archanist's Binds (an asset made by GmsBoxVr onto an avi of mine, the rig perfectly matches the asset and wtv i just dont know how to sitck it to the avi

proven quail
solar warren
#

What I mean:

#

I wanna make my own version

river moat
#

How to get rid of pink tint when using mobile shader (toonlit)

#

It doesn’t have the tint on the pc shaders its jst mobile

balmy barn
#

use the newer quest shader wich can toggle vertex colors off or remove it in blender

#

toon standard

balmy barn
#

vrc parent constraint on a seperate mesh , then just toggle 'freeze to world'

whole creek
#

i need help with the sdk

#

it's been like this for 30 minutes

#

i tried changing from an sdk version to another but it doesn't work

#

can anyone help?

teal laurel
whole creek
#

nope

#

i tried reloading the sdk and it works now, but it won't upload now JAJAJA

teal laurel
#

💀💀 latest sdk version i am guessing?

whole creek
#

I pressed it and now it's stuck

whole creek
#

which version should i use

#

any recommendations?

wide prairie
#

anyone know how to fix this?

teal laurel
teal laurel
wide prairie
#

ive closed it and reopened it multiple times

whole creek
#

i just re-made the entire project

wide prairie
#

I did that and it still did it

whole creek
#

check the console

whole creek
#

but i cant go lower than sdk 3.7.0 cause the modular avatar breaks apart

wide prairie
#

ima try and update unity and see if it fixes im using unity 6 but there's a unity 6.3 LTS

whole creek
#

I can upload and test tho but just that

river moat
#

The Sdk says I have standard shaders but I don’t see any

#

What does one do

left gull
timber wharf
river moat
#

So my expressions aren’t working anymore and idek why bc they were like before and now they’re jst not working

tacit radish
#

Do someone know how to fix animation clipping hands when using clapping default anim and other my hands clip through head of avatar and standing still my hands clip through body I try changing muscle settings but I broke

pale ridge
#

didnt know where else to ask this, so ima ask it here. i want to make a pose for my vrchat avatar for the preview but have no clue how to do the humanoid animations. ive tried making it in blender before by posing the armature and exporting with animation but the animation is empty when imported into unity

dreamy herald
#

does anyone know how to fix this, it just keeps turning fully black aside from some things when I change the shader to standard lite but fine when on standard

torn vector
#

Anyone know how to stop animations on liltoon playing while the object the material is on is hidden? I want the gif/animation to play alongside the audio so it syncs but the animation loops even when the object isnt enabled.

pine valley
#

(and that it's all black)

#

try using Toon Standard; it has an option to ignore vertex colors

pine valley
#

It would need a way to manually pick which frame to show

dreamy herald
pine valley
#

hm, no color attributes, though

dreamy herald
#

yeah its fixed now

torn vector
pine valley
#

what are the "settings for the animation"?

torn vector
pine valley
#

Shaders don't have any memory – they can't remember which frame they're on

#

the shader is just multiplying the current time by the framerate

#

setting the framerate to zero just means that it shows the first frame all the time (because anything times zero is zero)

bleak fractal
#

Speaking of shaders!

#

Anyone got any idea of why the material's completely messed up now? did some reshaping in blender but that's really it

pine valley
#

are you using an outline effect in your material?

#

you may have used the incorrect scaling mode when exporting the FBX

bleak fractal
#

there's outline enabled, yeah

pine valley
#

there are two options, "All Local" (the default, which makes the model 100 times smaller and gives you an armature with a scale of 100) and "FBX All" (which gives you a scale of 1)

#

If the model is suddenly getting scaled up by 100x, the outline effect will also be 100 times too large

bleak fractal
#

uno momento then

bleak fractal
pine valley
#

you can figure out which one to use by looking at the original model's Armature scale

#

I like to use FBX All because it avoids wonky scaling for anything attached to the model

#

(e.g. a contact sender suddenly needs a radius of 0.003 because it's getting scaled up 100 times)

bleak fractal
#

Yeahh I kinda assumed it was on by default at this point, but I suppose the saved settings were reset for some reason lmao

pine valley
#

Blender will remember your FBX export settings until you close it; they aren't stored in the .blend file

bleak fractal
#

oooh yoink

floral token
#

Mainly a question for Hoyo creators who use Hoyo2VRC but does anyone know why when I use it to fix my model it makes the entire armature mess up?- like gimmie a sec and I can send a ss of what I mean

#

(Nvm found a fix…)

pearl furnace
#

Anyone know how to fix this problem?, I did the same setup as i did with my other projects. but on this project the animation is running but not working (maxwell is suppose to spin)

river moat
#

Chat so my model the texture her eyes are gone and the texture is right so idk.. in blender it works but in unity not so much and its the fixed version and the other one also has the issue so idk

icy dew
#

yall does this suck or nah

river moat
icy dew
#

okay im throwing the model in the trash and starting over

undone oracle
icy dew
#

im not quite sure what you mean

undone oracle
#

more like this and less in the creepy valley area

undone oracle
night ember
#

Id definitely push away from the humanoid head shape proportions

undone oracle
#

maybe find a reference you like with that deer mouth to get an idea of what you want it to look like in 3D

icy dew
#

i still dont quite get it

gaunt thunder
#

Guys do u Need a PC to get an avatar you've bought on to your account

#

Does anyone know how may triangles this has

undone oracle
#

that looks better if you want a more human look you could look up faun or deer cosplayers and how they facepaint a node and spots on

icy dew
#

the character isnt a deer though

#

its partially inspired by deer

#

i intended the ears to be more invocative of a fennec fox

#

then theres cat influences

icy badger
#

Tail wag help ?

undone oracle
#

I think the top half is fine, if you wanted to make the bottom half more human you could use these as referce for the nose/mouth/chin area if you liked any

gaunt thunder
undone oracle
# gaunt thunder Any 1 know

you can find out in blender by turning on statistics and will tell you on the side how many there are in the project

gaunt thunder
gaunt thunder
undone oracle
#

i think you do I dont know of a way without it

#

you can buy on in vrchat itself

#

i mean if you have a mac you can still dowload unity i think

gaunt thunder
#

I have an old chrome book...

undone oracle
#

not sure what you mean, you want the outfit off another model on your model?

gaunt thunder
undone oracle
#

oh yea if they upload it and set it to public but that would also mean anyone could use it

gaunt thunder
#

If rhey change it to private would it then be exclusive to me?

#

Or would it then take it from my account

undone oracle
#

never tried it but i imagine it would go

#

they could log into your account and upload it for you on their pc but that would mean giving them acess to your account

gaunt thunder
#

Ah

undone oracle
#

youd have to trust them and change your password after

gaunt thunder
#

I dont even remember my vrc details

#

I think i clicked login with quest...

#

I dont wanna give people acsesssz to my meta account

#

That seems dodgy

undone oracle
#

yea, i dont reccomend

#

you could always download creator companion and unity to see whether it might fit

#

but you would still need your login details to upload it

undone oracle
gaunt thunder
#

Ok ty for ur help ina go to bed bc im tired

#

😭

severe crown
#

i dont think i deleted anything all i did

#

was make toggles

muted arrow
#

anyone know how to fix this bend in the arm

#

or what causes it

#

im thinking of shortening the arms but im not sure that would work

#

IRL my arms are straight down

vapid oar
#

Doesnt have to be fully accurate to your real height

#

Play with the settings

old zealot
#

so ive been trying to add rotation constraints to the arms of this avatar because there so long and they work but there's now a strange wobble and jitter on it?

whole sigil
#

I've got someone who every time they export their avi one bone gets stuck to 0, 0, 0 in unity, but which bone gets stuck is not the same each time. Anyone experienced with w/e this is?

somber sequoia
#

what does "stuck" mean?

whole sigil
#

but it's fine locally with me, it's something with their scene

#

like I can take that model and run it locally in my scene and no issue

somber sequoia
#

looks like an un-weighted vertex?

#

definitely no idea what it is from here

whole sigil
#

it only seems to be unweighted on her side, the exact same fbx works fine locally @_@

#

is there something that can cause bones to lose weighting on unity import?

somber sequoia
#

sure - unity only uses the strongest 4 weights for a given vertex, any others are ignored

whole sigil
#

nothing being affected should be being painted to more than one or two bones tops, it's a robot 🤔

#

does unity have a bone limit, they've let leaf bones get out of hand but also claim that when they remove them it doesn't fix the issue

somber sequoia
#

I think it's really large, if it exists

whole sigil
#

she's at 218, which isn't insane (not great tho)

somber sequoia
#

oh yeah, I've seen over 500

smoky kite
#

Why can't people on pc see my items on my avatar that is pc

lilac musk
crisp patrol
#

Could someone help me whenever try to upload any avatar I get this error recently on VRCCC

oak raptor
#

ok i need help. trynna add teeth model to my usasaki avi but idk how to like animate the blendshapes with the avis mouth and everythings in japanese

#

someone plz help me this is so hard ;-;

left wharf
wind pelican
# muted arrow IRL my arms are straight down

this happens when your avatars arms are longer than your real ones. adjust your height in calibration settings and find a good middle ground between your arms/knees bending and feet floating

oak raptor
left wharf
pearl furnace
#

Which layer does the animation goes to when you move props?

left wharf
left wharf
pearl furnace
arctic ginkgo
#

do parent constraint offsets apply in world space? I'm having an issue with a quadrupedal avatar i'm working on. The "Quad" hips are parent constrained to an empty on the Humanoid rig, but when I scale the avatar up, the hips move closer to this empty (in local space at least), but they appear to have the same offset in world space.

#

I thought the offset was relative to the object the constraint was on, but that doesn't seem to be the case

#

I am just scaling up the avatar root gameobject (the one with the descriptor on it)

#

i guess i can just move the empty to the location of the hips or add a child empty and move that (and use it as the source target)

#

just a little annoying

arctic ginkgo
candid quiver
#

does anyone know what this means...the upload goes as usual until the very last part of the upload (after it refreshes the data)

candid quiver
#

thank you

dim pecan
#

@granite scarab can you make my friend an avater jst trynna make him an avater but i dont know how too 😭

vapid oar
#

No chance

void mango
#

Does anyone know how to use bit action switch?

somber sequoia
#

what is that?

balmy barn
#

googgled its ancient, might wnat to try something newer

#

*It is possible to switch the state of a large number of objects at the same time with few parameters. ,, so just a parameter driver

sleek idol
#

So I have an MMD Model for myself. How do I convert it into a VRC avatar?

void mango
#

Go into blender, import the model

#

Then go to export -> fbx

#

Then you go into unity and import the fbx model

sleek idol
#

which unity will I need?

void mango
#

I don't really know tbh, sorry

#

I never check my unity version 😭

somber sequoia
tiny spear
#

ok so none of my experiments are working lmao might as well ask here

is there any way to set something up like a chain or something for quest using constraints?

im trying to make a rain world iterator avatar and i want to give it the arm thing that holds them but i cant figure out how to make something like that work

sleek idol
#

Sorry, accidental caps lock:
I was trying to import my mmd model, but the model looks different from the MMD program.

somber sequoia
#

possibly what's embedded in the .fbx is not the same as the other thing uses, and you'll need to find and apply the texture files to the materials.

sleek idol
somber sequoia
#

Sorry, then "input file" instead of ".fbx"

solar warren
#

Would anyone here know how to make 2 vrcfury toggles be the same? Like, one toggle does 2 things (world drop + toggles a thing)

somber sequoia
#

use the same avatar parameter?

#

oh that does the menu item and all that included, doesn't it. No idea then, it's easy without fury.

solar warren
somber sequoia
#

okay...

solar warren
#

I think I remember seeing a + icon somewhere on the toggle componant, so if I remember to i'll see if i'm just schizo or remember correctly

#

Either it was that or the selection thing

somber sequoia
#

I suspect the documentation explains it

sullen hull
#

these are supposed to be transparent. I have the texture as transparent but I can't seem to figure out how to fix it

somber sequoia
#

which shader are you using?

sullen hull
#

toon lit

#

what am I supposed to use

somber sequoia
#

quest shaders don't do alpha transparency

sullen hull
#

sigh

sleek idol
somber sequoia
#

that helps

hazy quest
#

What should be the bloom intensity in Unity?
Most accurate to Vrchat.

ornate stump
hazy quest
ornate stump
jade marsh
#

Hello, my friend is trying to upload a avatar they modeled in blender, it's a generic rig avatar, but the view position is wrong when they upload it
The Y position is fine but the Z position doesn't change so the view is stuck in the head

somber sequoia
#

you have to set the view position in Unity

#

showing what you have might help here.

jade marsh
somber sequoia
#

not sure what that last pic is meant to show

jade marsh
#

the view is stuck in the head

somber sequoia
#

is it not supposed to be in the head?

#

or do you mean it's a problem that you can see the head mesh?

jade marsh
#

they moved the view position ball to the nose tip but it's still in the head

somber sequoia
#

Explain what you mean by "still in the head" here, 'cause if the ball is placed within the head intentionally, I'm going to say that seems right to me.

jade marsh
#

the ball is placed outside the head

somber sequoia
#

Again, show this

jade marsh
#

first pic

#

it's on the nose tip

somber sequoia
#

Oh that's the view ball, I thought you'd selected it

#

Well either way, with a generic avatar I suspect you don't get the automatic head chop, which would make the head mesh visible. So if what you actually mean is that you can see the head mesh and you don't want to, then use a VRC Head Chop component to hide that.
If that's not what you feel is the problem, please explain further.

jade marsh
#

The problem is that they want the view point to be further toward the nose, but placing the view position ball there doesn't change the view point

somber sequoia
#

I'm not sure why it wouldn't, but I haven't tried this on generic avatars.

#

I can't see what that second photo is to indicate - like how are you judging whether this is "far enough" or not?

jade marsh
#

The view in the second pic is inside the head

somber sequoia
#

Right but I mentioned why you can see the head mesh

jade marsh
#

which is not where they set the view point as

somber sequoia
#

is there some other reason why you want to move it forward more?

jade marsh
#

becuase you generally see from there??? you put the view point ball outside your avatar's eyes so you see outside?? not inside your head

somber sequoia
#

not really. Depends on the face but you usually want it right between the eyes, partially or fully in the face.

jade marsh
#

Yeah but in this case the view position is stuck
They couldn't move it even by moving the ball

somber sequoia
#

that seems quite strange

jade marsh
#

and the ball sets the Y axis but not the Z axis

#

Does avatar scale or anything rigging related could be messing with it?

somber sequoia
#

iirc view point is independent of avatar scale

queen spruce
#

My FX layer is causing some wierd thing but it shouldnt...

unreal reef
#

sorry if I interrupt something but I have no idea why does my avatar just doing the michael jackson tilt on standing still

solar warren
#

how would I make a flag with flag physics?

jade marsh
somber sequoia
#

if it's off-center perhaps your avatar is off center?

jade marsh
#

nvm the ball gizmo is centered again

we decided to upload a different avatar for now, thanks for the help, will try to figure this out later

pine valley
#

(and a threshold between 0 and 1, with 0 being the most physically correct choice)

#

I use a strength of 0.3 and a threshold of 0 when eyeballing bloom

#

It's a good idea to add a menu control to adjust your emission intensity

sleek idol
#

does anyone know of a good video that explains hot to export an mmd model to vrc? I have been trying for a while, but I can't seem to get it to look right.

somber sequoia
#

IMO import into blender, fix/cleanup/etc., then export as .fbx like any other model.

sleek idol
#

I have been trying to, but I have no idea how to fix it. I have been trying to fix up the materials looking weird on Blender for a few hours now, but I can't seem to find any info on how to fix it.

somber sequoia
#

show us one of the materials

#

the setup I mean, not the images of the model

sleek idol
#

Not sure what part you might be looking for, but here is the material for my avatar's chest.

somber sequoia
#

I meant in the "Shading" tab in Blender, in the node editor

#

but still, you can see the texture images used there, make sure those are the ones that should be used for this material.

sleek idol
#

okie dokie. Here are my nodes.

somber sequoia
#

Good to confirm it's not using embedded textures, those are actual texture files.

sleek idol
#

Well, I got it looking good in Blender now, but it looks like a giant snow pile in Unity

somber sequoia
#

Yep, you now have to create materials which use those textures and apply them to the model in Unity.

sleek idol
#

Would you happen to have a tutorial on that?

somber sequoia
#

I don't have links to any tutorials.

sleek idol
#

copy that. I'll try to find out how to do that then.

trail parcel
#

Is there any way to make the eyelids open? i'm trying to add the eye texture for shadow :c

somber sequoia
#

If they use a shape key, set it to the open state

trail parcel
#

and where would I find that ? :3

somber sequoia
#

in the inspector for the mesh object where the eyes are

#

under "Blendshapes"

gaunt thunder
#

Can anyone download a model for me and put into blender so ik how many triangles it has

#

I dont have a PC so I cant do it myself

somber sequoia
#

that requires a PC

gaunt knoll
#

aaaa didnt see that

trail parcel
somber sequoia
#

find that thing on your avatar which says "eyes", click it, look in the inspector

hazy quest
balmy barn
#

heavy depends on world , mine usually 0.3 / 0.5 , you can always make a radial and change the value ingame

ripe wigeon
#

Small issue with my avatar. I set the gestures and expressions up in Unity, but in VRChat upon testing, the expressions don't switch or turn off

#

They are all additive with no way of switching them off. It's definitely something I need to check in Unity, I just dk what

pine valley
#

you aren't emitting 100 nits (as you might use to measure the brightness of a computer screen)

#

it's just...7

quasi holly
#

can somebody help me/get in vc wih me and guide me to how to upload a avatar quest compatible?

somber sequoia
#

there are lots of video tutorials - if you have followed one and got stuck maybe describe where you are.

glass condor
#

Hey yall, my avi is clipping through its bounding box into the floor in gsme. It's like my rig is stuck higher up than the model. How do i fix? I know it's not the Viewpoint in Unity, it might be a Blender issue...

pine valley
#

that kinda looks like what happens if you upload the avatar while previewing an animation

#

(does that still cause a problem? been a hot minute since I did it)

glass condor
glass condor
#

Seriously tho, anybody...?

gaunt thunder
#

Guys is ana avatar with 58k triangles fine for quest

#

Bc i thought it was

somber sequoia
#

depends on your definition of "fine"

#

that's Very Poor at the least.

gaunt thunder
#

Should it work thoe

vagrant crater
#

making a blood toggle like i do all of the time using the decal and changing the alpha from 0 to 1 however for some reason the animation will not for the like of it record any of my values

somber sequoia
# gaunt thunder Should it work thoe

Yes, it can work, assuming everything else about it is reasonably efficient, and you and the people around you don't have too many avatars shown, and everyone clicks and enables your avatar every time they see you, since it'll be hidden by default.

tropic obsidian
#

is there a good way of rigging robot hands and stuff in vrchat
it looks fine in blender but unitys humanoid hand stuff messes is up a lot in a way i cant revert with the humanoid settings

gray pecan
#

I am currently making a PNG avatar of my friend and I uploaded it to quest and it works just fine except on my unity. It is standing straight up and when I put it on my quest and I wear it on my VR chat on my quest, it pretty much is straight flat on the floor. Can someone explain why that is and how to fix it

quasi trail
#

I create occlusion maps for my avatars in substance painters, but a lot of the time the occlusions get overpowered hard by the way some worlds do their lighting, especially realtime lights, are there any shaders that would work on PC and Quest that would allow my occlusions to function normally regardless of world lighting or no?

odd dove
timber wharf
#

@quasi trail uh if you just mean static ambient occlusion, then uh, just multiply your albedo texture to it in any editor? AO is a separate map exactly so it can be overpowered

gray pecan
#

Can someone please dm me I have a question about my png avatar for quest

quasi trail
gray pecan
#

Can someone please help me I think it’s an easy fix I just need quick help

somber sequoia
#

did you even ask a real question?

gray pecan
#

Not yet but I have a real question I’ve asked multiple times and no one wandered

#

Awnsered

somber sequoia
#

maybe nobody knows the answer

#

Feel free to link it again, otherwise, I guess all I can say is "good luck"

sweet plover
#

What's this avatar?

glass condor
#

Hey yall, posting this again: my avi is clipping through its bounding box into the floor in gsme. It's like my rig is stuck higher up than the model. How do i fix? I know it's not the Viewpoint in Unity, it might be a Blender issue...

I'm still stuck lol

somber sequoia
glass condor
somber sequoia
#

it would be good

pine valley
#

basically, you want to see this when you click on your "Armature" object

#

rather than this

#

make sure your scene view is set to "Pivot", not "Center"

glass condor
glass condor
pine valley
#

That's correct, then

#

(or is there something extra you need to check in Blender, as Kazin suggested?)

somber sequoia
#

position the armature so the avatar is standing on the floor, then apply all transforms

glass condor
#

and also applied transforms...let me double check to be sure

somber sequoia
#

um what?

glass condor
#

lol i don't think it's supposed to do that. I applied all transforms and that happened

glass condor
somber sequoia
#

Looking at the first image, whatever object you had selected has a non-1 scale value too

#

you should probably already have applied all transforms for all objects first

glass condor
somber sequoia
#

yes

#

hmm, how many meshes is this?

#

it's not like, one per body part, is it?

glass condor
somber sequoia
#

is this for roblox or something?

glass condor
#

For vrc, from Roblox

somber sequoia
#

oh I'd just join it into one mesh object then

#

no need to cause 10+ draw calls when one is sufficient

glass condor
#

Oh, I also applied all transforms to mesh objects, it seems fine so far

glass condor
#

cuz I'm not too worried about optimization, these usually come in Good-Medium regardless lol

gray pecan
#

Can someone help me I’m having difficulties with my png avatars

lilac musk
somber sequoia
somber sequoia
glass condor
pine valley
#

That has no effect

somber sequoia
#

no that affects the pivot point of the controls in Unity

pine valley
#

It'd just mess up the position of the handles

glass condor
#

Oh...

pine valley
#

which would make it hard to tell where the objects are actually located

somber sequoia
#

but can be a way to tell where the object's origin point is

#

but there's no real need to check in Unity if you've done that in Blender

glass condor
hearty finch
#

can someone help me if you can help me can you dm me

pine valley
#

ask your question

hearty finch
umbral sapphire
#

Does anyone know if you can delete items from your payhip? I have a bunch of old and useless avatars and I like to keep things organized

#

like dynamic bones old xP

somber sequoia
#

Blender, you can pose the armature and then either apply the modifiers to the mesh objects, or possibly use the cats plugin feature to make that pose the new rest pose

warm tide
#

Uhhhhh, my avatar did this once I imported it from Blender into Unity and checked the rig.

somber sequoia
pine valley
#

going from FBX All -> All Local winds up making everything 100 times too small

earnest bloom
#

Can anyone help me with this situation? Its missing scripts and other vrchat related options on the toolbar

#

Think the SDK broke too, I dont know

somber sequoia
#

you'd need to find what scripts are missing and install them

pine valley
#

check the readme for the avatar base

somber sequoia
#

but if you look in the console you might find an error that you can fix

pine valley
#

it will tell you what you need to install

#

although, that does look like missing SDK components

somber sequoia
#

probably something failed to compile and everything broke. Could reinstall the SDK and/or restart Unity - but best to see what it says first

warm tide
somber sequoia
#

not sure what here is stretched or what that might mean

#

export settings look fine though

warm tide
somber sequoia
#

possibly scaling not applied in blender? maybe scaling on the object in scene?

warm tide
somber sequoia
#

no idea from here, I'm just throwing out ideas

earnest bloom
#

Also I made the avatar so there's no readme

somber sequoia
#

did you restart unity?

#

it is Unity 2022.3.22f1, right?

earnest bloom
#

Yes

surreal sandal
#

can someone tell me how to change my sound effects from global to local?

somber sequoia
#

the slider that goes from 2d to 3d

#

wait, do you mean local as in only you the avatar wearer, can hear it?

surreal sandal
somber sequoia
#

ok then yeah that slider I said, set it to 3D then play with the range

orchid spade
#

while we're on the topic of audio, does anyone know how i could play a random audio clip that's the same across all clients? (is there a way to easily test if it does play correctly?)

timber wharf
#

@orchid spade you need generate synced int parameter via parameter driver behaviour first. to avoid latency/desync id suggest doing it beforehand

#

then use parameter instead of random for play audio behaviour

orchid spade
#

ah, does changing a synced parameter too fast cause desyncs?

#

i've been generating a random parameter on the fly for my avatar; it works perfectly fine locally, but desyncs for others

timber wharf
#

def did earlier, maybe was fixed. theres no harm in setting a value in Idle state anyway

halcyon igloo
#

hello everyone im sorry to be a bother but i need an avatar put into vrchat all the limbs are modeled and textured but its a robot so the model its self isnt rigged. the idea is that i would go into the toggle menu and activate upper torso for instance and it would be visible so it would kinda be like a clothing toggle but for a limb instead. thanks for reading and please help me because i literally cant use unity because im using bazzite.

#

heres the avi for ref

somber sequoia
#

it should be standing on the origin

halcyon igloo
#

its just the model

#

the peices are separate

wide canyon
#

A friend sent me their full Unity project folder rather than a "unityproject" file for it, and for some reason, I'm getting a ton of these errors when I open it. I tried deleting the Library folder but the issue persists. Anyone here know how to resolve these errors?

somber sequoia
viral lark
mystic mountain
#

Can I get help uploading an avi?

junior void
#

you mean someone else do it for you?

vocal pagoda
#

fingertrakcnig is bad in vrchat why?

#

uit's not fluent

mystic mountain
gaunt knoll
junior void
#

rude much

gaunt knoll
#

oi block me

#

how dare you unblock me xD

random ember
junior void
#

^typical scammer msg and sent me a friend request without prompt

#

do not trust

gaunt knoll
#

?

mystic mountain
#

Brah

junior void
#

well, go through the documentation, watch yt tuts?

gaunt knoll
mystic mountain
#

how fun

gaunt knoll
#

well it is unity

junior void
#

thats how we all learned

untold quail
#

okay so im making an avatar quest, and i removed a few things which are defaults on pc. is there any way i can make it so that a pc user sees that the quest user has the said toggles "off" on the avatar?

vocal pagoda
#

why is m fingertakcing so bad in vrchat, it's not fluent

gaunt knoll
meager quest
#

I am wanting to add a rainbow splaah to the botom of these hair textures. What'a the best approach in Photoshop?

signal spire
#

I'm not sure if this is a rigging issue for blender or if this is a unity issue, but the knees bend backwards in FBT Only, not in Half-body. It's not my trackers because every other Avatar moves fine that I tested in. Secondly, the arms bend abnormally, shown a bit in the video attached.

Something I didn't fully show off was the wrists moving the forearms in a wonky way, I do have a photo of it. Essentially, when I twist my wrists, the forearms bend irregularly. This didn't happen to the person who provided me the original Armor Model, and none of the irregularities happen to me in Blender, at least when I was testing.

Has this happened to anyone else? If so, how would I go about fixing this? Thank you for the assistance!

gray pecan
#

Can someone help me with my png avatar on unity it’s straight up but on vr chat it’s on the floor

junior void
#

Sounds like transforms werent applied

timber wharf
#

@gray pecan how you made it? just unity?

gray pecan
#

With the creator companion with unity

gray pecan
wanton tundra
#

can someone hop in a call with me and help with some animation stuff

warm junco
#

I have a quick question so i recently had an avatar where I edited I put clothes and a hair on when I went to export the fbx to the unity project the pants and hair appeared on but when I do that with other Avis it doesn’t i gotta ass the new fbx I would need to re do the avatar in unity add all the phys bones mats ect is there a way I can change that so I don’t gotta do the whole thing anymore?

somber sequoia
#

sorry, "appeared on" means what here? I'd think if you put clothes and hair on the avatar in Blender, they would be on...

dusk pulsar
#

I completely forgot on how to fix the issue where eyes go white no matter if they are looking straight / down / up / to sides inside preview. How can I deal with it?

somber sequoia
#

really depends on why they do that - are they rotating too far? changing material?

wise river
#

anyone willing to help me with vcc and unity im having issues

dusk pulsar
somber sequoia
dusk pulsar
#

My friend said he fixed the issue only in Blender, which I could look into, although in Blender it seems to be normal when moving them around.

somber sequoia
wise river
#

okay so i reinstalled unity and vcc, since i was having this issue

#

after doing those steps I attempt to open any existing or new projects on vcc and then instead of opening up unity to begin my work, it just opens my file explorer, with this message "Unity path was not set, found it at D:\Program Files\Unity Hub\Unity Hub.exe, saving to settings."

#

im not sure what else to do

#

pc is updated, drivers and graphics are updated as well

#

i dont think my pc is old to not run unity since its from 2020 highest specs for that time

somber sequoia
#

For windows issues... someone that isn't me 🙂

wise river
#

i appreciate the guidance

timber wharf
#

@dusk pulsar if your eyebones are perfectly vertical in blender then may be uuuuh an extra material for reflections used in some eyes not set to some transparent mode thus obscuring the whole eye

cobalt cloak
#

How do I make it so that when someone pulls my tail too far, my body mesh changes to the skeleton mesh and then changes back again after a while?

somber sequoia
#

physbones have a value for stretch, look at the bottom of the physbone component to set that

dusk pulsar
#

in game there are no eye pupils*, it's blank

somber sequoia
#

so when that stretch value = some threshold, do some animation, then use a timed animation or exit time or something to then run the "change back" state

cobalt cloak
somber sequoia
#

Have a condition that is true when the stretch value is greater than some threshold value

cobalt cloak
#

Okay, let's give it a try.

still shuttle
#

How does one go about making a toggle between two gesture layers/animation sets 🤔

somber sequoia
timber wharf
#

@still shuttle bool condition and twice as much gestures 🤷‍♂️

somber sequoia
#

Could be sub-states too

timber wharf
#

of bool while being anystate? dont see it

dusty monolith
#

i got a marvel rivals model off sketchfab and it wont upload. im only getting this error

somber sequoia
#

Yeah I wouldn't do substates with AnyState.

somber sequoia
dusty monolith
#

this is it but i dont think the grey ones are eroors

somber sequoia
#

nope, errors are red.

cobalt cloak
somber sequoia
#

at the bottom of the physbone component you can setup a variable, add that to your animator and use it in a condition

cobalt cloak
#

you mean the parmeter?

somber sequoia
#

yes

cobalt cloak
#

shoud i use that {parameter}_Stretch

timber wharf
#

yes, float

somber sequoia
cobalt cloak
#

okay i have the animaton but its not doing it

timber wharf
#

show some pics

#

looks fine, is it fx layer and not the first layer in it? did you set layer's weight to one? show that part of physbone too

cobalt cloak
#

Do you need anything else?

timber wharf
#

@cobalt cloak in physbone name is just Tail

#

*_Stretch etc added automatically

cobalt cloak
#

ah

timber wharf
#

so as of now proper name is Tail_Stretch_Stretch

somber sequoia
#

The text below that field shows you what variable names that creates and their types

cobalt cloak
#

ahhh

#

okay know its only tail

#

still nothing

timber wharf
#

again, is it not the first layer of the FX animator?

cobalt cloak
#

what do you mean?

timber wharf
#

and do you even use gesturemanager/avataremulator

cobalt cloak
somber sequoia
#

Definitely crop your images less. It's often very useful to see the area around

cobalt cloak
timber wharf
#

well still not layers but ig from the amount of params its not the first one

cobalt cloak
timber wharf
#

idk🤷‍♂️ what is your max stretch value? idk if parameter gets evaluated from og size or max length

#

ie maybe even 0.2 is too much

cobalt cloak
#

max stretch is 2

timber wharf
#

oh, you can select physbone in playmode and look at values while grabbing it

timber wharf
#

ye looks fine🤷‍♂️ 🤷‍♂️ 🤷‍♂️

#

no idea tbh, looked over and it kinda should work?

cobalt cloak
#

i hate animation they never work

timber wharf
#

animation is just a blendshape?

cobalt cloak
#

ye shoud be

timber wharf
#

dont youve any vrcfury or smth that may add fx layers after that one?

#

animating that blendshape i mean

#

ie nothing else can activate it but tail

cobalt cloak
timber wharf
#

well k its mesh, not a blendshape but whatever

cobalt cloak
#

eyy know it works idk why but it It works. but the seketon is stiff do i have to use vrc fury to connect the armature

timber wharf
#

that i do not know, sry. just a blender homie without vrcf. if it was a dedicated skeleton for that base then ig

cobalt cloak
#

okay

#

i will look but the other question what changes the time when I remain as a skeleton?

timber wharf
#

copypaste your 0 frame to somewhere like 60, now your anim is 1 second

timber wharf
#

after that manipulate with exit time in animator ie 5=5 loops of animation=5 seconds

timber wharf
#

has exit time checked ofc

cobalt cloak
#

yes

timber wharf
#

and first part needs to be done anyway

cobalt cloak
#

okay

south light
#

Anyone knows what are the requirements for MMD worlds tracking the eye movement?

#

I have everything setted up properly but eyes aren't moving with the animation, the bones needs to have an specific name too?

balmy barn
#

must match the animation bone name

south light
#

yikes

#

I hope it's eye.L and eye.R, otherwise I have 0 idea

balmy barn
#

youd never know unless you look at the animation if its translated or not

#

got a few animations that probably control eyebones, never looked at it much

cobalt cloak
balmy barn
#

generic error, you have others

timber wharf
#

@cobalt cloak show animation clip keyframes and state

dusty monolith
#

Its the only errors that pop up when i upload

timber wharf
#

@cobalt cloak again, copypaste your keyframes to like 60 position. so your toggle is not one-frame but 60 frames (ie 1s) long. then enable hasexit time and set exit time to required seconds to your taste

balmy barn
# south light yikes

id ignore the eye bones in animation since vrchat prefers them a really different way (rotated up) then any pmx/mmd would like not sure id ever notice

somber sequoia
dusty monolith
somber sequoia
#

that first one is a problem, you'll need to fix that.

dusty monolith
#

how do i fix that?

#

renaming bones?

somber sequoia
#

edit the armature and re-parent the shoulders and/or neck

#

renaming will have no effect, Unity doesn't care about the names of bones at all

dusty monolith
#

alright one sec

somber sequoia
#

(note that you cannot do this in Unity)

dusty monolith
#

would i parent the shoulders to the highest spine bone?

somber sequoia
#

The higher of chest or upper chest

#

same as the whatever is the parent of the neck bone

#

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

dusty monolith
#

turns out my config was wrong in unity. i needed spine 05 in the upper chest

#

thanks

somber sequoia
#

ah that's easy, very good