#avatar-help
1 messages · Page 234 of 1
if you do have some global proposal then https://feedback.vrchat.com/
if you want to report someone then #moderation-reports
we discuss avatar creation here nothing else
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?
on an avatar probably your only option is a screen-space shader, but doing this to unsuspecting people is kinda rude
Guys how do I equip an outfit from a code on quest
a code?
avatars can't have code
all logic in the avatar must be handled by animations
try doing one at a time
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?
It'll upload one side then I try n upload it the other way n it does the same thing but I'll try again rq
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?
Do I use "flip state" instead?
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.
Why not use a bone animation with a contact? There is a contact mode for proximity you might want to try out.
wouldnt that just play the animation when i contact it?
yes, but the distance to the contact's center is what makes the animation move.
It could also work with a blendshape
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
So either it can't be tested in unity or it isn't working
I am curious about this, so I will try something on my end. Though not right away.
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 
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.
You need to create a material, add the textures it needs, then drag it onto the avatar. (Either directly onto the mesh or through the mesh renderer component's material list)
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?
So that you only need ONE physbone component on said placeholder bone?
use vcc or alcom to get that instead
🫡
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.
Looking for asset is still fit for #1138520828556890214
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.
does anyone know how to change the p9ose for pc players when they press z and c
you can switch it in the gogo menu
thats sp olkd
?
sorry *that video ios so old
Did you try following it?
Everything is the same, except the unity version.
ooijkk
how do i do that that
GogoLoco will only overwrite it, if you have gogoloco.
first of you can already change what do z and c in gogo
Can someone help? I cant change the shader of a material
Create a new material and use it instead.
How? I'm new to this
Thanks
Thanks a lot, it worked
hey so like for avatars with jaw flap bones is it normal for the preview in unity to default to open and not closed?
Make sure to remove jaw bone assignment from rig configuration.
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?
my apologies i am a little confused. this is what youre referring to, yes?
No. The Rig configuration menu where you change rig type to Humanoid.
this thing?
Yes.
If the unity package has 2 avis inside of it, you shouldn't need to delete any of them and can indeed use that same project to upload both avatars
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?
Are you testing with gesture manager? With gesture it will be at closed state, without, it will be at rest.
yes im using gesture manager, and dispite that its not being at the closed state
Aren't closed and rest same rotation to begin with?
they arent. here is closed ,rest and open in order
I'm not sure about the effect where closed and rest aren't the same. You should test it in game as well.
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
Did you make sure that there is no other animation that's controlling the blendshape?
not totally sure how to check that, how do I go about this?
Just look into every layers in FX layer and see every state check whether any of it animating the blendshape.
😶
So my model didn’t have blendshapes ig and I wanna add facial expressions to the avatar so what should I do 😭
They appear here but not where they’re supposed to
unfortunately checked all layers and the ones of concern nothing seemed out of place. altering them broke up more stuff. I'll keep the breasts and other blends as is. thank ya for the assistance
Anyone have any idea what this issue could be? 
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
But when they go into playmode in unity the irises are floating
Could it be that the eyes need to be weighted to the head bone too? Because they werent — just the eye bones
Photo for context too
Turns out the issue was a vrcfury addon

i forget can someone tip for me
You haven't import some required package.
ok i done for pc but i turn Quest this not work
Do you have a different error?
no only this
any HAVE video i can followed
If you clear console, then build, does the error appear?
Did you import all the required package?
hello?
nvm i just deleted but it fixed
for Three missed but i deleted them it fixed for now lol
It's better to identify what they potentially are first. Removing blindly likely going to cause the avatar missing some feature or just broke.
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)
Pretty sure avatars with gogoloco allows you to lock your legs in place and turn your head around
Other than that no
what about up to torso?
Let me check rq
I dont play vrchat on desktop much so i dont know off the top of my head
I dont think there is a way aside from specific avatars having plugins to freeze your model, sorry.
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?
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.
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
most of that is stored in the scene file, so if you include that it'll be ready to go
As in the project file?
what is a "project file"?
The .unity file you create/write to when you press Ctrl + S
That's the scene file.
The project is the whole folder and can have multiple scenes.
damn my typing is much worse when my hands are cold
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]
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.
blender
im not tryna do all thatttttttttttttttt
okay, then don't do it
how do u import the avatar into blender?
find the .fbx file and in Blender, file -> import -> import fbx
alright thx
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.
I know my explanation is a little wordy, but trust me, it is easy.
I forgot you can use 'l' while hovering
As for the eyes, it appears to be a transparent PNG, which standalone doesn't support. At least not very well. I would recommend modeling the eyes. Just a simple oval shape it seems. Remember to weight paint this new mesh to the head bone!
It is a life saver
I usually do it after having selected something
@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!
That is precisely what I do with my Beat Saber avatars.
ive looked everywhere, cant find the fbx of my avi... any suggestions?
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
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.
got it, thanks ^^
@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
theres a massive box in blender covering the fbx, how do i delete it?
What is it? Mesh object?
i got it
good
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
it should affect the entire bone chain from the root bone where the physbone component is
ok so, i pressed l while hovering, nothing happens, the only thing that popped up is "select linked"
interesting, for me that selects mesh
and in the "select linked" box you can choose how the selection happens
is there a certain tool i need to have equipped?
in edit mode
if that still doesn't work openUser Preferences(Edit>>PreferencesorCtrl + Alt + U) and open the keymap
search forSelect LinkedusingBy Namein the search bar to find which key it's bound to (it should be somewhere under theMeshheader)
be in edit mode and probably in face-select mode
im lost...
ok i deleted the piercings in the armature but theyre still there.. just missing the texture?
You probably deleted the bone but not the mesh
im so lost....
Look for an object outside of the armature with the name of your piercings
We can hop on a Discord call while you stream if you want. I can walk you through it.
please-
so i exported the new fbx into the old one like i was told... broken...
Did you not unhide the armature?
Go back to object mode and use alt + H
Yeah!
i did that and reexported it, its still messed up
im gonna cry, i worked on this avatar for hours...
Is it in the correct spot or are just the materials messed up?
Strange, is there a backup of the original file of the avatar?
theres a massive blacj outline around my avatar i cant get rid of
yes but im gonna have to do everything over again
Import the original unaltered fbx of the base avatar into Blender
could we jump in call again before i crash out
Sure, one sec
when you export set "apply scalings" to "FBX All" and uncheck the option for leaf bones.
also I can't tell but if you unpacked your avatar prefab this won't work easily
how do i make a part of my avatar not affected by lights? is it the emission thing?
overall depends on the shader but ye
which do I use? i'm making the avatar mainly for quest
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
i got it working
i didn't use emmisions
i went into lighting then set to custom, put it all on lowest except min brightness and disabled limit brightness
the
everything is the wrong size (?)
issue is probably a unit conversion oopsie (highlight your model in theProject Explorer>> disableConvert Unitsor setScale Factorto0.1(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
😶
hi
Hi
@hazy quest avatars dont stand perfectly straight with their idle animation, thatd be unnatural #avatar-help message
@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
then your contact radius would be 0.05 not 0.0005
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
definitely weight painting
darn, thought I did it correctly, back to blender then ig
For some reason, the liltoon outline completely covers the left ear but not the right ear. (they are using the exact same material)
you'd have to check the UV map
anyone know why im getting this error in vrcfury? the toggle works completely fine so its just kinda confusting to me
they use the same UV
One UV applies to both ears
I'll assume you mean "UV Island" here.
And where are the ears on that? Maybe have that selected when you take the screenshot
and it's so frustrating that there is no tutorial on the page
im not sure what you mean
Where on that ^ UV map are the islands for the ears?
sorrry, I'm very new to UV so idk what an island is
could be inverted normals, that's my best guess
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.
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
I see it on ears, shoes, wings, etc. Anything that comes in a left/right pair.
got rid of the piercings, now its doing this...
Is an island a seperate part of the UV?
like, the bottom left coner part is an island?
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.
yes, each separated section on the UV is an island. I'm betting this is a normal issue though, and not a UV one
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
Ok. in that case, the islands are actually differrent parts of the ear
it was more that I was suggesting you check to be sure the left and right sides are at the same location, but check what Sunshine is suggesting first
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
help? i removed the piercings, everything was fine in unity, when i uploaded her she was like this... any suggestions?
explain "this" - we don't know what you're indicating
also explain what you just did to cause it
so how exactly do i do that. some of the language is a bit new to me
like idk what you mean by 'normals'
the camera.. look at the video... i removed them through blender...
what about the camera though?
do u not see the bright light and the camera angle?
Yes but without knowing that's what you're referring to, how would we know that's the problem?
i need help getting rid of whatever its doing...
did you just export from blender?
i dont think removing the piercings in blender messed it up
yes, i did everything like u states before
make sure you don't export any lights or cameras
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".
Get rid of any camera in unity
Had the same issue because a camera was inside my avatar thing
how do i do that?
don't export it from blender, that's likely what happened
there was no cameras in blender
Not in blender
In unity
Go into unity
I was guessing because they just exported from Blender, and it's not an uncommon mistake
Go to the avatar dropdown thingy to see the children or whatever
Then delete any camera
do you guys know how to make a animation on blendshapes and make it loopable for avatars?
there was one called main camera, and i deleted it
yep, exactly
oh wait, there should be one called that in your scene
and the layer is marked "main camera" - it's what Game view uses
oops
you want to check for cameras on your avatar, not simply in the scene.
Also a directional light
Again, that one is not on your avatar and thus not a problem
alright
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)
The piece in question
(probably something basic I've missed since it's my first time doing this stuff lol)
weight paint is per bone/vertex group
so that doesn't look weird.
..OOOH
ok, so i followed the instructions, but now the ear is invisible
haha now I see lmao
thanks dude
Knew it was something basic
Eugh, what a lot of work that's gotta be to do
yep
is there a way to copy the weight data from a piece to another btw?
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
is there a way to make blendshape animated on it own without toggles?
Should be enough then, just trying to understand this stuff before I get to the more complex stuff lol
Depends what you mean, but you don't actually need a "toggle" to activate an animation, just put it as the default state in its own layer in the animation controller
hey Kazin, do you know why the ear went invisible after I followed Sunshine's instructions?
ah thank you
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
how do i do that?
I suggest blender tutorials, but one of the view overlay options is "face orientation" - red = back face
i figured it out
Oh that's bizarre.. in blender there should be a drop down with two overlapping circles in the top right. If you open that, there's a checkbox to enable "backface culling". If the model looks inside-out with this enabled, then the normals are wrong, otherwise, you should be good
"the controls"?
Says I have no animator component and when I try to add sum to avatar it’s still broken
Really have no idea without you explaining how you set this up and what you are doing to test
hold on ill show you
something like this
not sure what you are showing here?
right but that doesn't tell us anything about how it's set up
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
I'm not aware of any export settings affecting weight paint
I mean, assuming you include the armature.
yeah armature's included ofc, though I did replace it with my own base's. Not sure if that caused any issues somehow
exported file (chest vertex shown) vs how it's moving in the editor
prolly not enough to tell so just ask if you need more info
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.
repeat for each
Thinks this looks decent, might've been the setup honestly, thanks dude!
hey that's much better
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 🙂
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
oh absolutely - it takes lots of practice
Hmm, well it's still moving weirdly in unity for some godsdarned reason
scratch that, forgot there was a "setup outfit" option in Modular Avatar that I so intelligently decided to try and setup myself
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?
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.
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.
oh that's good. possibly the thing blocking is another animation, ideally you only want one animation updating a blendshape at any time\
Is there any way to see which animations are using the blendshapes? Sorry, it’s my first time trying to make an avatar and I’m unfamiliar with many things.
I don't know of an easy way to do that
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?
example: Armature->Root->Hips->etc etc
if it is not ok, then, is it ok if i do an parent constraint on the hips?
anyone know why the eyes change spots when an animation is played, it works fine in blender
It probably should be the hips, curious if it's not. But what do you mean about parent constraints?
is that the head bone facing forward in the last image?
yes, i only weighted it to the eye bone not the head as well
it would suit my needs if i could animate a bone that moves the hips
i asked for parent constraints cuz i'd achieve the same results if i could parent the hips to some object i can move around
having your head not straight up is going to mess with the humanoid movements a lot, is this a generic rig?
You're trying to animate moving around the entire armature?
yes kinda
yea it hasnt affected anything else, I can change it. Do you think that is affecting the eyes?
eyes are generally children of the head, so yeah, likely
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.
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
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
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.
what does the stats look like in the upload panel
for quest-side
Let me get it open
I’m just unsure what may be the issue. As for booth avatar. They are pretty poor
Maybe the texture memory?
All I use is liltoon and VRCfury
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
this model is nowhere near optimized even for PC standards
Yikes
Any optimization tips?
I’m kinda new to it
All I know is lowering textures
that's a lot of bones
theres plenty in #avatar-optimization you'd just have to look through the chats there aswell as this: https://creators.vrchat.com/avatars/avatar-performance-ranking-system/
Thankyou!
It is indeed
id aim for poor rank at worst if possible
anyone know why grabbing physbones isint syncing between platforms?
like a quest user grabs the bone but it doesn sync to pc
sadly a lot of things can desync them
my guess is that its the contacts being different
im assuming they need to be identical
are you using vrcfury
yes
try "Force Off" for Write Defaults
didint work sadly
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?
Your head bone is scaled to 0 when in-game, for you only. use VRC Head Chop to disable that for this component.
what do i put the script onto? the root of my avatar or my head?
and for the transform, ill assume it's my head i put there?
doesn't matter, I usually put mine on the avatar root
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
so.. id want to put the gameobject with the shader in there?
I'd suggest reading the docs on the component. It says "a bone transform" there
it did seem to work though, thank you, i completely forgot vrchat does that
np
how do i get this to move with face tracking the pierceings on the lip
I fixed the rig but now the head does a 180 any idea how to fix?
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.
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
Create it in something like Blender
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
3d models have traditionally only ever been made that way. 3D software with artists building it out piece by piece. "Generating" one is getting possible now days with AI, but it's still very new tech and pretty bad on multiple fronts. Though you might not worry too much about perfection, so go ahead and look into it. Just be prepared for the AI pushback you'll get from people.
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.
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
Ok thanks
does anyone know why my head rotates like this when I play an animation in unity, it works fine in blender.
The unity rig ig?
not sure how to see the rig
Where you made the fbx humanoid
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.
Reset the rig
in unity? what button does that?
Its next to where you enforce tpose
it worked thank you 🙂 😄 😄 😄
I also just can't upload the avatar
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
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
You can't animate transforms the humanoid is in charge of (For whatever reason). Best to do the animations in blender, then import them into unity. Blender animation workflow is a little easier IMO anyway
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
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
vrcfury armature link or modular avatar should connect armatures up.
Does anyone here know how to make a prop/prefab/whatever stay in place like this chair?
https://pointlesscreations.gumroad.com/l/PlasticLawnChair
What I mean:
I wanna make my own version
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
use the newer quest shader wich can toggle vertex colors off or remove it in blender
toon standard
.
vrc parent constraint on a seperate mesh , then just toggle 'freeze to world'
it must have a source or it wont reset properly and you cannot sit in your own station if you are trying that
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?
When you swithc from any other fil back to the build window or restart the project, this didn't help?
💀💀 latest sdk version i am guessing?
I pressed it and now it's stuck
im trying to use 3.9.0 on beta 1
which version should i use
any recommendations?
anyone know how to fix this?
i am on 3.10.1 myself
I had this before, and tbh i just saved, closed, and re-opened the project an that fixed it
ive closed it and reopened it multiple times
I used to have that too
i just re-made the entire project
I did that and it still did it
check the console
I was using that but it gave me the same problem lol
but i cant go lower than sdk 3.7.0 cause the modular avatar breaks apart
ima try and update unity and see if it fixes im using unity 6 but there's a unity 6.3 LTS
I can upload and test tho but just that
That could work
go through each meshes material drop down in the inspector window till you find the sneaky material slot
you can only use 2022.3.22f1 tho
.
So my expressions aren’t working anymore and idek why bc they were like before and now they’re jst not working
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
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
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
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.
I bet your model includes vertex color data
(and that it's all black)
try using Toon Standard; it has an option to ignore vertex colors
I'm guessing the shader uses the current time to select which frame to display
It would need a way to manually pick which frame to show
it was some weird things in one of these
hm, no color attributes, though
yeah its fixed now
I tried a material property toggle that added the settings for the animation but it seemed to still play after being disabled while not having the settings for the animation which confuses me
what are the "settings for the animation"?
The FPS
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)
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
are you using an outline effect in your material?
you may have used the incorrect scaling mode when exporting the FBX
there's outline enabled, yeah
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
uno momento then
Yep that was it, always fun when it's an easy fix. Thanks dude!
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)
Yeahh I kinda assumed it was on by default at this point, but I suppose the saved settings were reset for some reason lmao
Blender will remember your FBX export settings until you close it; they aren't stored in the .blend file
i use https://github.com/Wildergames/blender-quick-exporter to deal with that
oooh yoink
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…)
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)
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
I thought that was Melanie Martinez
okay im throwing the model in the trash and starting over
it doesn't, just gotta fix the chin, maybe make it more square for the bottom jaw part more like an animals
im not quite sure what you mean
more like this and less in the creepy valley area
or try making the chin a little flatter
Id definitely push away from the humanoid head shape proportions
maybe find a reference you like with that deer mouth to get an idea of what you want it to look like in 3D
i still dont quite get it
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
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
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
Tail wag help ?
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
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
Dam it sonf have a PC i might just have or gift a. Avatar maker it and pray its bellow 70k😭
Also dyk the answer to this
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
Could I just clone the outfit off the person who made it for me
I have an old chrome book...
not sure what you mean, you want the outfit off another model on your model?
I nean like if I get some one to make the model into a vrc avatar for me to own it on vrc would I nedd to own a PC aswell or could I just clone it off them in game
oh yea if they upload it and set it to public but that would also mean anyone could use it
If rhey change it to private would it then be exclusive to me?
Or would it then take it from my account
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
Ah
youd have to trust them and change your password after
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
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
What's that
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
Change your real player height in your settings
Doesnt have to be fully accurate to your real height
Play with the settings
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?
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?
what does "stuck" mean?
literally just bound to 0,0,0
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
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?
sure - unity only uses the strongest 4 weights for a given vertex, any others are ignored
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
I think it's really large, if it exists
she's at 218, which isn't insane (not great tho)
oh yeah, I've seen over 500
Why can't people on pc see my items on my avatar that is pc
Parameters aren't synced, or they don't have your animations/avatar shown
Could someone help me whenever try to upload any avatar I get this error recently on VRCCC
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 ;-;
you can try using MA Blendshape Sync
edit: i thought usasaki needed Modular Avatar, but it doesn't actually use it lol
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
so.. should i still even try if it doesnt use MA? 💀 im messing around with it rn but its hard to know wtf im doing cause again everything is in japanese aaaaa
you can use MA without learning Japanese cause they have English documents ↓
https://modular-avatar.nadena.dev/docs/reference/blendshape-sync
Which layer does the animation goes to when you move props?
oh wait, I just found out that VRCFury has the same functionality
you could use Blendshape Link component but I'm not familiar with VRCFury, so sadly I can't support with it
I think it should be in FX Layers
tyty!
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
er i guess i thought it was the parent of the object with the constraint on it, like the freeze axes, But honestly the constrained object, parent object, or source object would all work instead, but I guess it's fine since there's a workaround that shouldn't impact performance or performance rank
does anyone know what this means...the upload goes as usual until the very last part of the upload (after it refreshes the data)
This message #avatar-help message
I fixed it...just needed to take a new picture
thank you
@granite scarab can you make my friend an avater jst trynna make him an avater but i dont know how too 😭
No chance
Does anyone know how to use bit action switch?
what is that?
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
I'm good
So I have an MMD Model for myself. How do I convert it into a VRC avatar?
Basically
Go into blender, import the model
Then go to export -> fbx
Then you go into unity and import the fbx model
which unity will I need?
Detailed on VRChat's documentation site: 2022.3.22f1
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
Sorry, accidental caps lock:
I was trying to import my mmd model, but the model looks different from the MMD program.
looks like just different textures
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.
This is still in Blender. I didn't make it into an FBX file yet
Sorry, then "input file" instead of ".fbx"
Would anyone here know how to make 2 vrcfury toggles be the same? Like, one toggle does 2 things (world drop + toggles a thing)
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.
Yeah but the tutorial I saw for world drop used fury
okay...
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
I suspect the documentation explains it
these are supposed to be transparent. I have the texture as transparent but I can't seem to figure out how to fix it
which shader are you using?
quest shaders don't do alpha transparency
sigh
so I checked the files and it seems like the textures are there as far as I can see.
that helps
What should be the bloom intensity in Unity?
Most accurate to Vrchat.
Do you mean bloom intensity or emission intensity? Bloom is meant for post processing in world creation.
I want to preview emission intensity and see how it would look like in VRChat.
Like, I don't want to set it too high or too low.
There is no standard for it or common value, that really depends on artistic style on each world. If you want emission then you should aim for color intensity to be around 2-3.
Okay
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
you have to set the view position in Unity
showing what you have might help here.
not sure what that last pic is meant to show
the view is stuck in the head
is it not supposed to be in the head?
or do you mean it's a problem that you can see the head mesh?
they moved the view position ball to the nose tip but it's still in the head
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.
the ball is placed outside the head
Again, show this
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.
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
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?
The view in the second pic is inside the head
Right but I mentioned why you can see the head mesh
which is not where they set the view point as
is there some other reason why you want to move it forward more?
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
not really. Depends on the face but you usually want it right between the eyes, partially or fully in the face.
Yeah but in this case the view position is stuck
They couldn't move it even by moving the ball
that seems quite strange
and the ball sets the Y axis but not the Z axis
Does avatar scale or anything rigging related could be messing with it?
iirc view point is independent of avatar scale
My FX layer is causing some wierd thing but it shouldnt...
sorry if I interrupt something but I have no idea why does my avatar just doing the michael jackson tilt on standing still
how would I make a flag with flag physics?
I also realized the gizmo of the view position ball seems to be off centered, could this be something that's causing the issue? (Moving so the gizmo but not the ball to where they want still doesn't change the view at all)
if it's off-center perhaps your avatar is off center?
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
The VRWorldToolkit suggests setting your bloom strength between 0 and 0.3
(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
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.
IMO import into blender, fix/cleanup/etc., then export as .fbx like any other model.
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.
Not sure what part you might be looking for, but here is the material for my avatar's chest.
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.
okie dokie. Here are my nodes.
Good to confirm it's not using embedded textures, those are actual texture files.
Well, I got it looking good in Blender now, but it looks like a giant snow pile in Unity
Yep, you now have to create materials which use those textures and apply them to the model in Unity.
Would you happen to have a tutorial on that?
I don't have links to any tutorials.
copy that. I'll try to find out how to do that then.
Is there any way to make the eyelids open? i'm trying to add the eye texture for shadow :c
If they use a shape key, set it to the open state
and where would I find that ? :3
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
just upload it and look on vrc
that requires a PC
aaaa didnt see that
uhh..i don't see it. idk where that is 😭
find that thing on your avatar which says "eyes", click it, look in the inspector
Isn't that like too low? With that, you'll have to set your emission strength very high like 5-15?
heavy depends on world , mine usually 0.3 / 0.5 , you can always make a radial and change the value ingame
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
these numbers don't really mean anything
you aren't emitting 100 nits (as you might use to measure the brightness of a computer screen)
it's just...7
can somebody help me/get in vc wih me and guide me to how to upload a avatar quest compatible?
there are lots of video tutorials - if you have followed one and got stuck maybe describe where you are.
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...
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)
I haven't added an animation to him, weirdly enough
Seriously tho, anybody...?
Should it work thoe
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
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.
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
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
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?
You mean it over allot power on it
@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
Can someone please dm me I have a question about my png avatar for quest
Check Dm @gray pecan
What do you mean "multiply your albedo texture to it in any editor"? I use gimp and substance painter btw.
Can someone please help me I think it’s an easy fix I just need quick help
did you even ask a real question?
Not yet but I have a real question I’ve asked multiple times and no one wandered
Awnsered
maybe nobody knows the answer
Feel free to link it again, otherwise, I guess all I can say is "good luck"
What's this avatar?
Wrong place, ask in #1138520828556890214
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
is the armature's origin the world origin? check this in Blender
What would it mean if it was?
it would be good
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"
I think it is
I do see it at the feet normally, so I'm not sure if that's it, but I can try
That's correct, then
(or is there something extra you need to check in Blender, as Kazin suggested?)
How do I set that?
position the armature so the avatar is standing on the floor, then apply all transforms
I believe ive done that, unfortunately I still got the floor legs
and also applied transforms...let me double check to be sure
UHM
um what?
lol i don't think it's supposed to do that. I applied all transforms and that happened
ive seen this happen before to other models, but I genuinely can't remember what prevents this
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
Does that mean I just select the meshes and apply all transforms?
10, but tbf its a Roblox creature, so fusing them together would look bizarre
is this for roblox or something?
For vrc, from Roblox
oh I'd just join it into one mesh object then
no need to cause 10+ draw calls when one is sufficient
Oh, I also applied all transforms to mesh objects, it seems fine so far
is that necessary for it to not sink into the floor, or is it just for optimization?
cuz I'm not too worried about optimization, these usually come in Good-Medium regardless lol
Can someone help me I’m having difficulties with my png avatars
It's optimization that is like 3 clicks. Just do it.
aight
it's poor optimization - there's basically no downside to doing it.
As I said before, this works best if you ask specific questions, don't ask to ask.
Oh it might've been this. Does this really effect your creation after being uploaded to vrc???
That has no effect
no that affects the pivot point of the controls in Unity
It'd just mess up the position of the handles
Oh...
which would make it hard to tell where the objects are actually located
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
but yeah, man's seems to be on the ground in Unity...must be Blender, right? (ignore the high viewpoint, im working on that)
can someone help me if you can help me can you dm me
ask your question
How do I put the model into a t pose so it works for vrchat if already has a custom pose
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
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
Uhhhhh, my avatar did this once I imported it from Blender into Unity and checked the rig.
blender export settings different than previous, probably. set "apply scalings" to "FBX All" unless you know for sure it should be something else.
going from FBX All -> All Local winds up making everything 100 times too small
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
you'd need to find what scripts are missing and install them
check the readme for the avatar base
but if you look in the console you might find an error that you can fix
it will tell you what you need to install
although, that does look like missing SDK components
probably something failed to compile and everything broke. Could reinstall the SDK and/or restart Unity - but best to see what it says first
uhhhh.. yahhhhh uhhhhh FBX usually works, and I had already used it before. I tried it again, and somehow it ended up getting stretched.
not sure what here is stretched or what that might mean
export settings look fine though
The body didn’t originally look like that, nor did it have those proportions it was a chibi.
possibly scaling not applied in blender? maybe scaling on the object in scene?
I have no idea... I made sure to apply all transforms in Blender, yet it still happened. It might be Unity, but why would it scale incorrectly in the rig?
no idea from here, I'm just throwing out ideas
I tried reinstalling the SDK but these errors still exist
Also I made the avatar so there's no readme
Yes
can someone tell me how to change my sound effects from global to local?
the slider that goes from 2d to 3d
wait, do you mean local as in only you the avatar wearer, can hear it?
i want others to hear it but only those in the audio's sphere/area of effect.
ok then yeah that slider I said, set it to 3D then play with the range
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?)
@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
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
def did earlier, maybe was fixed. theres no harm in setting a value in Idle state anyway
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
it should be standing on the origin
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?
same question I asked in #avatar-general
Can I get help uploading an avi?
you mean someone else do it for you?
I wanna learn how to upload my own avis :(
plases go back to english class
rude much
I can help you if you don't mind
Sorry it's me
?
Brah
well, go through the documentation, watch yt tuts?
there are 100's of videos out there go watch them
how fun
well it is unity
thats how we all learned
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?
why is m fingertakcing so bad in vrchat, it's not fluent
what headset do you have
I am wanting to add a rainbow splaah to the botom of these hair textures. What'a the best approach in Photoshop?
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!
How about brush tool?
Can someone help me with my png avatar on unity it’s straight up but on vr chat it’s on the floor
Sounds like transforms werent applied
@gray pecan how you made it? just unity?
With the creator companion with unity
How do I do that
can someone hop in a call with me and help with some animation stuff
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?
sorry, "appeared on" means what here? I'd think if you put clothes and hair on the avatar in Blender, they would be on...
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?
really depends on why they do that - are they rotating too far? changing material?
anyone willing to help me with vcc and unity im having issues
It doesn't matter the rotation. Even on looking straight they appear to be white. It is not changing materials or anything similar to that.
just ask your questions
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.
really no idea then, but it does sound like a material/shader issue
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
for VCC-specific issues, #creator-companion might be better.
For windows issues... someone that isn't me 🙂
i appreciate the guidance
@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
textures missing?
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?
physbones have a value for stretch, look at the bottom of the physbone component to set that
no no, the pupils go out of position completely when previewing the -15 +15 or even 0 0 0 positions.
in game there are no eye pupils*, it's blank
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
ahhh so in the animation, I make the skeleton visible and my body mesh invisible, but how do I do that with the max stretch value in the animator?
Have a condition that is true when the stretch value is greater than some threshold value
Okay, let's give it a try.
How does one go about making a toggle between two gesture layers/animation sets 🤔
I make my usual cat character wince if you grab and pull his ears
@still shuttle bool condition and twice as much gestures 🤷♂️
Could be sub-states too
of bool while being anystate? dont see it
i got a marvel rivals model off sketchfab and it wont upload. im only getting this error
Yeah I wouldn't do substates with AnyState.
Unless those are literally the only two errors, show the first 2-3, at the top of the console.
this is it but i dont think the grey ones are eroors
nope, errors are red.
how do i make the stretch a conditions
at the bottom of the physbone component you can setup a variable, add that to your animator and use it in a condition
you mean the parmeter?
yes
shoud i use that {parameter}_Stretch
Sounds right
thx
okay i have the animaton but its not doing it
eny ideas
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
Do you need anything else?
ah
so as of now proper name is Tail_Stretch_Stretch
The text below that field shows you what variable names that creates and their types
again, is it not the first layer of the FX animator?
what do you mean?
and do you even use gesturemanager/avataremulator
i use emulator
Definitely crop your images less. It's often very useful to see the area around
okay
well still not layers but ig from the amount of params its not the first one
sry
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
max stretch is 2
oh, you can select physbone in playmode and look at values while grabbing it
i hate animation they never work
animation is just a blendshape?
ye shoud be
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
well k its mesh, not a blendshape but whatever
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
that i do not know, sry. just a blender homie without vrcf. if it was a dedicated skeleton for that base then ig
okay
i will look but the other question what changes the time when I remain as a skeleton?
copypaste your 0 frame to somewhere like 60, now your anim is 1 second
thx
after that manipulate with exit time in animator ie 5=5 loops of animation=5 seconds
that did noting
has exit time checked ofc
yes
and first part needs to be done anyway
okay
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?
must match the animation bone name
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
As you say, what do I need to move to make it happen oh, and vrcfury has combined the armature, so it moves.
Can anyone help me with this?
generic error, you have others
@cobalt cloak show animation clip keyframes and state
Its the only errors that pop up when i upload
that
@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
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
okay
There is no more information we can find here. Perhaps look in the build window, where the stats are, above the "build and publish" button.
this is the only one thats not about optimization
that first one is a problem, you'll need to fix that.
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
alright one sec
(note that you cannot do this in Unity)
yea i got that
would i parent the shoulders to the highest spine bone?
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
turns out my config was wrong in unity. i needed spine 05 in the upper chest
thanks
ah that's easy, very good