#avatar-help
1 messages · Page 236 of 1
how do I do it properly
dont know what your blender looks like
why is it lying down in blender
where are the bones
why is there a light and camera in the hierarchy
make sure you watch a tutorial and follow it every step of the way
I see no bones at all
@rich cypresssaid he fixed it but went afk
did sheol make you pay them money
there are no bones I see in blender
where would I go to fix this though
actually fix it in blender
because I don't have the warnings I did before
what you have in blender is just a mesh with no bones
its lying down
the root is in the crotch not at the feet
you never deleted the camera or light from blender so they exported with it
I have him standing upright now in blender and got rid of the lights and camera
did you apply transforms
I scaled him larger
might just pay someone to do this it's taking too long
that server is dead
no its not xD
gogo loco documentation explains exactly how to replace its animations with your own, even has pictures
question I'm struggling with, how would I go about restraining both sides of a physbone chain to different body parts (In this case, head bone and chest bone)? I've seen a friend do it, but they said it was janky and had to sleep,, I know constraints and physbones don't mix well, but I at least know it's possible
Physbone can't be fixed on both end. The chain is rather a physbone that pivot at the middle between 2 ends with a constraint and the entire length of chain is weight painted to one bone.
how do i hide an object from my view? (aka make it invisible on my screen)
Look into HeadChop component.
thanks, i'll try
How do I make a two handed gun? Like, to be able to grab it with your other hand and aim it
Sorry for such a basic question, but someone on Fiver made me an avatar compatible with Quest and PC. For the Avatar to be viewable for both PC and Quest users, when I upload the avatar do I check BOTH the PC and Android boxes for the same upload or do I upload a PC version, then repeat it again for the Android version? The goal is to select one avatar and just have everyone be able to see it.
The second I fucking try my vr dies
You check both
If it was made directly with quest support you wont need anything else
okay thank you. Someone on Reddit said to do PC first, then re-upload with only Android checked which did not really make any sense.
Thats only if theres big differences like shaders
You'd upload pc first, modify whats needed to be modified
Then upload
you can have 2 avatars in scene, one for quest other for pc - we have multi upload option like this but its abit hidden
ios can just use whatever android using
Thank you I will try this too
does anyone know how to fix these into a t-psoe without having to pose manually
cats can sometime rotate them auto right way, but names must match ( it will yell at you if it isnt) otherwise you can use this way
Hey everyone! 👋
I’m a 3D artist specializing in VRChat avatars, modeling, optimization, and customization.
I enjoy collaborating with creators and helping players bring their avatar ideas to life.
Happy to connect, learn, and contribute to the community.
all the names match but cats isnt fixing
ughhh i gotta do it with hundreds of face bones too 😭
many facebones
yeahhh
you also need to make the shapekeys for it using those facebones
ive tried using facebons in visemes animating by detecting sound but it was alooot of work , jaw tend to be terrible flapping wierd
does anyone know why that can happen?
in blender separate command copies wireframe on all other geometry.
Viewing backface with culling on? Doubt there's no faces
I’m sorry for asking again but I didn’t get any response last time, does anyone have any suggestions on how to make the face topology of this character? Like I’m struggling it’s not a like an anime face or realistic like the tutorials… my goal is to have the ability to blink and have mouth movements when my character speaks.
It will probably become more clear to you once you create a side view
Not sure what you're struggling with. The head shape is a sphere. Eyes and mouth need edge loops like any humanoid.
The side veiw looks like this I should have added that mb. My issue is that the loops whenever I do it are very close and it like makes the mouth stretch or wrinkle not sure what the term is. Let me try it again and if I still have the issue I can better show it.
yeah I saw this question also and I'm not really sure what you're asking for. Maybe show the current topology in #3d-modeling ?
if the issue is that the bones are rotated wrongly, there's an FBX importer option to forcibly connect bones to their parents
oh I didn't realize that exists, very nice
hey so i used the animation tab bar thingy and after i was done testing my animations its been stuck like this any way to fix it
thanks for the idea I’ll try that
tried to make a toggle for gestures to turn one set of animations off and active another set but when the main set (fake index animations) are turned off, the hand just spases out and doesnt actually do gestures
Is there a way to apply the Gradient on each feather in the Substance Painter?
Because all the Feathers are rotated in other directions
I'd do it with a bunch of layers - select all the islands that face one way and gradient them, repeat for the other ones. Some might end up being kinda custom.
Pumkin's Tools has a resetter for this
I wonder if you could create a second UV set that's identical for every feather
I'm not sure how you'd use that in Substance Painter, though...
^That would be a lot more efficient, if possible.
a shader like Poiyomi Toon could use to apply a simple gradient texture to every feather
but it'd be ideal if you could just bake the gradient into that existing texture
I know the math you'd use, but I'm not sure you could actually do it in Substance Painter
(you'd basically just use the UV x or y coordinate to pick a grayscale color)
You could definitely do this in Blender and then bake a texture out
You'd have to use substance designer, not painter, but you could export your UV as a black & white image, white being islands. Then use a flood fill and flood fill to gradient node which should leave you with a texture you can export back into substance
Edit, when I say 'have to', I mean for this method, there's def other ways
thanks it worked
Ye I figured it out, But I dont have the designer downloaded
How'd you do it in the end?
?
How'd you end up making the gradients?
They're implemented into the Substance?
Atleast some
Not the actual gradient image but yknow, how you oriented the gradient per-feather
the question you had
ooh ok
Hiii. A friend of mine recently got marshmallow PB for their Ichigo model but everytime something interacts with them the boob physics just freak out. Does anyone know what could cause this and how do fix it? There hasn't been any other PB's on the model before.
...Physbones? Wait are people selling physbone setups?
Is there any way to make "fake blinking" using parameters? My avatar uses UV-moving for different expressions instead of blendshapes
Sure. Use a random time delay.
How would I go about doing that? I'm fairly inexperienced with slightly more in-depth avatar stuff
A friend of them told them to get marshmallow's. I know nothing about stuff like that cause I don't use a female model 
Enter>Blinkwait (empty 6 second animation set to have Multiplier at a float parameter named "BlinkMult") > BLINK (also sets parameter "Blinkmult" to random between .2 and 1)
Blink goes to exit
All transitions have 1 as their exit time and 0.1 as their transition time.
That will randomize the blink time from 1.2 to 6 seconds.
BLINK is the total blink animation, whatever that is.
You can also set an anystate interrupt for certain visemes, (F or P would be most common) to force a blink when using strong plosives by making it transition when Viseme is correct and Voice is .9 or higher.
Animation Controllers are magic.
I'm just staggered that people pay for a handful of settings.
They'll have to show what the settings actually are to get help fixing them.
Its more than just a singular physbone componeny
Its an overcomplicated mess
Hey. Does anyone here know how to import a roblox avatar in vrchat? I know the jist, im just struggling with bone modifications. If theres a base or something that people use, I wouldn't mind a blend file or something in dms or wtv
Do I wanna know how wackadoo it is, or will it make me very angery?
Give it humanoid bones. Humanoid bone list is on the VRC documentationw ebsite.
How can I test contacts using gesture manager? I want to place my hand on one and thats all I need to test, would it work?
Oh I cant, amazing
tested it again cause i rarely use gesturemanager, it works - so how are you testing it 
old av touch nose it blows up - using gesturemanager , 99.99% of the time i prefer av3
I was tryna move the hand
Found out I can use pose mode
Either my thing is shit or it doesn't work
omg bunny
Oh alright
Appreciate it
How do I do something based off the hand gesture? I mean it like, if I close my left hand, how do I trigger something?
Add the GestureLeft or GestureRight parameter to your animation controller, and when the appropriate value is changed to, transition to the animation.
More info here: https://creators.vrchat.com/avatars/animator-parameters/
It doesn't seem to be working tho, could it be because of me using gesture manager?
I hate you dyno
I don't know, I also do use gesture manager
lol that would probably be it
Hi, I have a problem with my VRChat avatar.
When I use it in-game, the clothes and hair stay in a T-pose and don’t move with the body.
They look stiff and not properly attached.
Unity looks fine, but in VRChat it’s broken.
Any help would be appreciated.
I'm kind of in the same situation but I know it is just a matter of setting up the armature correctly, in my case anyways. It may look normal in unity because both your avatar and the clothes are in T-pose.
check in play mode (with Gesture Manager or AV3 Emulator), see if it moves right. If not, it's not attached right.
What this expert said ^
it looks like the armatures haven't been linked.
also, you should downloading packages(e.g. lilToon) from vcc instead of using .unitypackage since they seem to be old.
Set the material's smoothness to 0, or roughness to 1, depending which one you have on your shader.
It looks kinda like your texture is also whiter thean the one in the below image
I am sorta new to unity where would I go for that
Double click the model in your scene view to select the mesh, then in the inspector you'll see a Meshrenderer comonent. Find where it says material and click on that
Are animated materials possible? I tried putting a gif on a material but it ended up just being a static image
animate offset / tiling on a spritesheet, any gif can be converted to one
If the shader supports it or if you manually animate a sprite sheet
Aight thanks
sure
can't think of what armature link would help with there though
@wheat gyro So since you seem to be active again, did you confirm it does not work in play mode, as I asked?
Alright.
I’m trying to make toggles for a spawnable prop but they don’t seem to work. It’s one that uses the world constraint so It would be stationary on the world but I’d like to have toggles to give it actions, I tried connecting a controller to it with the same parameters as my main avi.
im playing with raivo's particles. how do i make it so that particle stays still after its done playing? i dont wanna loop. just want the last frame to stay
just use your avatar's animation controller (likely FX)
Ok that what I thought I was doing wrong, I used a different one. Thanks for the confirmation I’ll try that!
Yeah thats complication that you really don't need
Sorry, I don’t understand you. I am new at unity and my English is 60%
With one of the add-ons I mentioned, you can hit the play button at the top of the unity editor and then see your avatar in the Game view as if it would be in vrchat. It's a great way to test without going through the trouble of uploading and then starting the game.
I suggest doing that first.
Otherwise, if you could explain in detail how you added the clothing, we might be able to figure out where you went wrong.
It say like that
When I hit the play button
Hi I need help with a general blender question.
I am trying to weight paint the leg that is greyed out.
Right now the bone that is selected is the root bone.
Whenever I try to alt click to the bone the greyed leg is on, it's not switching.
Am I missing something?
I already went to the edit > unchecked Lock Object Modes.. But it's still not working.
oh I have no idea what NDMF is
ndmf is non-destructive modular framework that many japanese non-destructive tools depend on
you might don't need merge skinned mesh component on the latest version
download latest aao
also you need to link the armature by using vrcfury or modular avatar to link clothes and body
is there any way to fix my wrist? cause while im in game and move my wrist it doesnt move at all and everything is rigged properly and idk what the problem could be. like my right wrist works but not my left
Question: I have two avatars, one for quests and one for PC, but both have the same outfit. Do the toggles still work, e.g. when I put on the hoodie, do the quest players in Dan also see it?
Anyone know if there is a avatar that looks like this?
if you use the same avatar parameters list, then yes.
its vrcfury
and i copy past its
oh then I think there's some tool for that they have
The clothes use VRFury toggles,
and I copied them from the main to the quest avatar with the appropriate shaders, but somehow the others cantsee the clothes
something is messing it up, would this look right for what im trying to do? making sure I placed it right
The Animator component doesn't really matter
oh, you added another animator component, right?
That sub-animator is not going to respond to your menus at all
VRCFury's Full Controller component can give you this kind of behavior
(it merges the controller into your FX layer)
dang
im trying to make a object im spawning in the world have toggles for it but all its doing is rotating my entire avatar
you should add them to your FX controller, and you should record the animations relative to the root of your avatar
so, plug the FX controller into your main animator
that will produce animations with the correct path
Yes, you put your FX controller in that slot while you are recording animations
If you use another animaotr, the paths will be wrong
assuming that's the one on your avatar root
(the main job of the Full Controller is to rewrite the paths)
just so im thinking right, i need to plug this into the animator while recording the animations for the object? if thats what you mean
In order to record animations, you must have the object with the animator component on it selected, and the animation controller containing the animation clip in question in the slot on the animator component.
For avatars, in 99% of cases this all happens on the avatar itself. I just mention objects because you can do similar for worlds where you might have various animation controllers around
i think i understand, ill try again and see if I can get it to work
looks like I got it to move, but still need to figure out why my avatar is leaning forward when these are active
thanks for the help on this! ill redo my anims and figure out why my avatar wants to be Michael Jackson 😭
Hello , got an issue that i never saw before. I have 2 bones for this cape. Both are parented to the Root and i applied all transformed. But in unity , the import window shows it completely flipped 90 degrees ! I checked and none of the bones of the cape is used in any of the mapping
try holding control and rotating the root bone of the cape thats messed up into the right spot
then test it in vrc, very weird its like that
it's not just weirdly rotated , its also scale up for no reason
I got a problem. I have a world drop for my avatar. when I toggle it on it stays in place like it should. but when I toggle it off it doesn't turn off-
I'm using VRCFury to do this, it worked before
ok so I sort of fixed it? I put the VRC component on the object itself and now it works, but breaks after a few times toggling it off and on
any idea on how to fix this??
"this"?
sorry the wrist isn’t working but if you look the chain it is moving with the wrist bone idk how to explain it
ahh, chain moving with wrist is probably a matter of weight painting.
no no that’s the thing the chain is supposed to move with the wrist
do you have hand gesture toggles on it
oh - so the chain is right and the wrist is not?
yes
if you have the tracking and animated on the hand it will lock the wrist
if you rotate the hand/wrist bone in the editor, not in play mode, does it move the mesh also?
(ctrl+z to undo afterwards)
gestures are on pretty sure
did you to these
i can move it fine
one sec lemme check rq
ok cool, then it's probably a runtime thing, like what the Dr. is suggesting
hmm ok ima test and see if what hes saying will work rq brb
how do i find this, sorry for asking allot of question i just started
that's a component added to an animation state, in the animation controller
should be where your gestures are
but if you dont have something to lock your hand in a animated position then its prob not it
yeah i dont think i have that the only things i have is the things for my eye movement gestures
yeah idk ive been looking to see if its any other problem and it hasnt been. and its killing me cause the right hand is perfectly fine
thanks for the help though both of you, now ik for the future what to look for.
wait no flipping way, i guess i had an accessorie abouve the left wrist and it was doing something to it idk but idk, but is fixed now
yay!
so tuffy thanks allot thought cya
how do i set up a bone to constantly copy another bone's rotation
the rotation constraint component doesn't seem to be working for me
ignore that the first is disabled rn, neither seems to be copying the rotation
the first one has same bones assigned so not surprised about that
upperarm_l is the one that i want copying, ArmUpper.L is the one to be copied
which should the copy be in?
Are you trying to add clothing like this?
duplicate arms/legs
i've done it before
don't remember how though and the file's inaccessible
well you need to use at least one axis as well
oh i see
i thought those checkmarks were to lock them and prevent movement
one moment
mixing unity and vrchat constraints there
thank you!!
we all good now
hey i uploaded my first avatar however there is something off with the eyes when i look up the eyes look down instead idk what is going on
please ping me if anyone have a fix i will appreciate it a lot
why dm for that
sure i'll do that thank you so much i can send a screenshot here tho
dont fill in these unless you plan on using eye tracking, in desktop looking up down eyes go all over the place , if you using a webcam / vr for eyetracking its handy
(up/down)
thats one of my webcam test av , eyes all over the place when moving
never really bother filling the eyelid type on my avatars before the whole desktop webcam face tracking 
Can someone help? I'm trying to add a hud to my avatar, but whenever I put the shader to Toon Standard, the back becomes black
hud probablyusing cutout/alpha , toon standard cannot
No bro im using mouse and keyboard
what is that lid up and lid down Im so confused
i don't have that in my end
If?
Had to figure it out myself, thanks anyways
i'll just make a quest version with the black background and a pc version without
I'll just make separate versions for quest/pc
vrchat mobile shaders get affected if you have vertex colors , newer quest shader you can just disable them if its that causing the color
old one dont have a option for it
Hello everyone!
So I've been customising my avatar for a bit and there's a thing I cannot resolve. In general, the chat box appears high, but when I use a Gogoloco sitting animation (or I guess anything that lowers the head...), it refuses to follow the head at all, staying at the same height. Anyone knows a solution?
so "forced" dosent let ppl see my avatar when getting close,
any way to fix this?
What
is it normal to have different rotations on bones in unity or will that cause problems with physbones
anyone know if its possible to make an asset thats not fit for the base im using fit on the avi anyway? [sorry if thats worded weird]
With a little work in blender, it should be possible
Anyone know how to make something stick to the camera? Having it linked to the head causes some bobbing (i'm trying to make a hud)
do i need to edit my avatars fbx or just the assets fbx?
You'd need both. The idea is to simply treat the asset as a newly modeled mesh and rig it to your base.
how do i do rigs? also i edited my avatar heavily but none of the things i added are apart of the fbx... and last time i edited the fbx everything broke when it updated and i had to redo literally everything... is there a way to do it so it doesnt break? or make the assets i created apart of the fbx?
.
your viewpoint isnt affected by locomotion animation so it just looks wierd having a object in headbone(linked to it) it wont follow and wobble , only way is to move viewpoint to a camera (dont in vr) then it will also have whatever object in face follow properly
this one uses a camera as viewpoint it will follow headbone in any animation , vr its super nausiating
When you want to get into that level of customization, you're going to have to use blender. If you're that new to blender, I'd recommend not overriding your current unity assets and make a new project for all of the blender stuff. As you'll probably make mistakes.
alright thanks ^w^
I'm masking a toggle to switch face mesh on my avatr and want both meshes to have visemes. How could I make that swicth through an animation?
id just use a blendtree and tell other meshes to do stuff based on currently used viseme
vrcfury have something something you can use for it too
How do I make something only show for the client?
Could use animation states with the IsLocal parameter
Is there any way to do it with vrcfury?
No idea, I don't really use fury much
Thanks anyways
anyone here good with animation in vr chat i have a question about something
You should just ask the question.
how do i add sit gesture the one when you press W i want to add a custom one for my custom avatar
could you tell me the steps i need to follow
You could use gogoloco. Otherwise you have to edit the layer. If you meant sitting on a seat, it's on Sitting layer. If cloaching or proning, you have to edit blendtree in Base layer.
can i show you an example just so you can get the point
one sec
for example i want to add this custom animation when i press W on my keyboard my character will perform that sitting animation
W is walking forward though.
ah you must have the english keyboard
Standard QWERTY keyboard rather.
I see well anyways for me Z is forward W is where i can sit
is this afk , sitting would be a toggle , just have to replace the afk (or station animation)
or the upright one, where you prone enough
There are 3 upright levels: standing, crouche, and prone.
So you have to change animation of either crouch or prone to be your sitting animation
all i have to do is replace the animation clip right ?
Yes.
Or you actually could just add gogoloco to your avatar. I believe it has a similar sitting animation to what you're showing.
prone one - id rather use a toggle tho
since you can trigger random ones in action controller with parameter driver
yeah i tried to install the package but its not working i will try to do something but thanks you guys for your help
You should just look into the reason why it isn't working. Because it usually should just work if you followed its instruction correctly.
hello im back
i fixed the issue and installed the package successfully i got to this part
Did we ever figure this out?
I really want to be able to use my audio link lights when i play music through my mic
You can't affect audio link from an avatar, the best you can do is either use the voice parameter to animate things based on volume
Or
Use OSC and an app to get data about the song you're playing and send parameters to your avatar so it can react to those
I use spotify. Would i be able to use osc with that?
Probably? You could look up if anyone made an app for that or code your own.
Your limitations would be what you can get through Spotify's app or API
Thank you!!
im not sure what causing this issue it shows up when i try to install gogo loco
I normally only get missing scripts if a dependency wasnt installed first
Like VRCFury or modular avatars
modular avatars ? is that also a must installed package
Only if you want to use it.
depends on what youre using. If its for go loco, I would say its just vrcfury. specifically if youre using the vrcfury prefab. if its installed, make sure its updated
nvm i fixed the problem
anyone know why this happens? i was adding shrink shapekeys to this avatars body, but when i export the body as an FBX into unity and use the new mesh, it goes invisible. when i put the body mesh into the hierarchy it shows it rotated wrong. ive had this happen before and i never found a fix, the last pic is my blender export settings btw
Have you checked the bone parentage in blender?
If the data on the mesh has changed, itll often freak out. Idk why. But i have found that you just have to reimport the model and add everything back onto it. Pumpkin avatar tools is pretty great for that. I also like to save a copy of my project directly into the unity project that way any time I save it, itll auto update in unity
Oh yeah I had that issue too, a real pain the ass to fix
I dont remember much but you need to use blender to reparent the bones and edit some stuff on the rig by clicking the prefab then edit the skeleton in unity to fix a few things
dose anyone know how to fix this it happen on all of the pants and shorts i weight paint
You could always shapekey the body mesh a bit
So when the shorts are on the parts that clip don’t show
Are you using yamu’s safety shorts?

no im not i dont remember what shorts im useing
Alrighty
but ive tired the thing with shape keys but it still isn't working
Do you use robust weight transfer to do the weightpainting?
Or are you doing it manually

transfer
You may need to tweak things manually. This is a decent tutorial to understand the basics from what I’ve seen
It isn’t a horribly long video and has positive feedback
oki thank you so much
No problem ^^
oh so reimport into unity or blender? i tried to put the FBX into unity twice on blender and then another time on an older blender version, and all times i had that issue...
Into unity you reimport
But dont overwrite the original fbx
Which is why they’re recommending pumkins
Is there a way to have physbones actually collide with a physbone collider?
I've added some new hair to my avatar, given it physics and i'm trying to prevent it from clipping into the face
You could also try adding an angle limiter to help with clipping if you haven’t yet
oh yeah good idea
that's the entire point of physbone colliders
Why does my crouching idle animation make the character go a bit below the floor when in utiny its the exact same level?
yes but i haven't actually gotten it to work
i'm asking how to get it to work since there's no actual documentation
bruh
well then explain what you have done and what isn't working
nevermind
you need to put the collider in the collider slot on the physbone, otherwise we'll need more detail.
I didn't see a slot for it, I figured it out though
does anyone know how to convert mmd to an animation file??
you can convert a vmd to anim in unity ( google vmd2anim ) , then grab shapekeys from blender merge anims or use layers in controller after
Anyone know how to merge two meshes together like merge to body bases into one base ?
put them in blender, select both mesh objects, ctrl+j to join, then it depends on what you want to do from there.
if they have armatures, you'll also need to join the armatures together
this will take some work if they have matching bone names
So for the one base I want to keep the everything except for the chest and butt area and go the other base I wanted to merge the first with the seconds base is chest and butt
Ohh ok
I'd probably delete what you don't want first, then merge them
Ok ill try that
Also looking for someone that does textures for face and body (both human and furry textures)
how can i make my avatar platform on android? because my friend can put windows and android at the same time but i can't for some reason
You need to install the android build target. Try going to file > build settings, and then select android to go to the download page
i don't see the android option
Ohhh
my bad
i'm so blind jesus
How would I remake gogo loco's fly, but upwards only? I'm trying to make a working portal elevator on my avatar
Just don't use a rotation constraint on the flying collider - theirs copies rotation from your head so it'll angle around.
(I haven't tested this)
I meant like
How do I do it?
Like
Actually move my avatar
Because I have no idea
well if you have gogo loco you can study their flying animations and controller
Thats what i've been trying
Or like, doing
But I asked here incase someone knew and said before I found myself
A question, so i found a holster on booth, can i use it with every pistol i find or does it have to be compactible in any ways
It's my first time in unity
There's no standards for props like that, so I wouldn't bet on it
?
can you set a physbone up without its children also becoming physbones?
If you use the "ignore transforms" slot, yes
I kinda dont understand it
ooh ok
so if i set it to 1 does that mean the first child and all its children are no longer affected?
Sorry, what? My English isnt that good
I meant that there's no standard "holster" prop, it's whatever someone made, so there's no guarantee it'll fit anything else, or act in the way some other gun needs it to.
nvm got it
hmmm
So its better to buy it from the same place
tail1 is the bone i want grabbable via physbone, and i don't want any of its children grabbable or anything; when i set Ignore Transforms to tail2, all the collision bounding boxes disappear but when it's set to tail3 there's a box around tail1 like i'm guessing there should be
does excluding a bone fully exclude both ends, meaning tail1 would be partially excluded so you'd only be able to grab the joint or something?
it treats the bones as the whole
so i should exclude tail2, not tail3?
Is anyone able to help me with resizing a set of clothing to a model through blender?
Best to just ask your specific questions
wdym?
What exactly do you need help with?
Could you help further? I cant seem to find any actual lead on what they're doing for the fly, closest I found was the vrcemote thing being set to 123
I don't have Unity open, and haven't dug in here in a while, but there's a layer that controls this in FX and the body motion stuff is in the base layer I think?
basically it bounces a collider up and down under your feet.
That is a pretty specific question, but it's Pyro Hyenid clothing but I'm assuming due to my Yeen's(Redux) body type it's too small so i need to resize it to fit her.
Right, so what help do you need?
I haven't been able to find any fx controller or whatever with anything useful
The only thing named collider is a station
ah yes, it uses a station now (which automatically gets a collider at runtime)
This
I haven't really looked at gogo loco in over a year
Damn
Right but that's a hugely vague question
My answer to it is: yes.
Your answer seems purposely sarcastic and not necessarily helpful. Thanks
there's flying stuff in at least the GoLocoFXBeyondWD and GoLocoBaseWD controllers
No it isn't - I'm trying to figure out what help you need, you haven't made that clear.
your not answering his questions how can he help you?
I alr looked, and cant find much at all
I'm not sure how i can be more specific with what I haven't given already
What all do you need me to give you to tell you what i need help with
Where in this process are you right now? Do you even have the models in Blender?
What does this means im dumb
Make sure you're using SDK 3.9.0 or newer. Ideally 3.10.1, since the previous ones are buggy.
I have very little to no experience in blender. So at most I have it open at best trying to get the models in.
Where do i download it?
Now we're getting somewhere. So, this is going to be nearly impossible without some blender knowledge, I'd suggest starting with some tutorials.
VCC or Alcom, if you use such.
oki
Aight fuck it, no flying
I might know how to make my avatar follow fully
Does anyone have any assets for the Mayu avatar base they could share?
Having problems with uploading this avatar. don't really know what the errors mean for this is my first avatar i try to upload
Cleared the consol and these are the errors that are popping up
huh, not sure what that first one is
I got same issues some days ago, but got it fixed earlier
I don't believe you can move your avatar with colliders, though I could be wrong. AFAIK colliders can only be used to modify movement, but you do have to input something in order to move (jump or moving with thumbstick).
yeah you'll still have to jump first
I might have found a way, it worked in gesture manager
I have a vtuber model, and I have the model converted to an fbx model, and I'm trying to add the materials included with it onto my model, but I can't seem to add them on
If it works i'm gonna cry of joy
Fuck you dyno
dude
Istfg
WHY do y'all have this
Deadass most annoying dyno feature
As I was saying
It worksn't
My avatar follows but not my camera
it works on screen
what is causing the necklace to be so bright? its poi shader and i have nothing enabled but the cubemap, if i disable the cubemap its just as bright
i tried fiddling with the max brightness, i put it to zero and nothing changed
im having issues with an avis shaders
describe your issue
OH I thought you meant moving the whole player. This looks like just moving the avatar up (your player collider still stays on the ground). This issue is that you aren't using temporary pose space
you need to spam transition between two states with it, that's what gogo loco does
Wdym?
Thats what I wanted at first, but what I have now is closest I got
Also it doesn't work better on screen, i thought it did but no
i recently uploaded my avi and now its pink and idk why, in unity
you dont have a shader selected on your materials
if i remember right
how do i do that?
Change shaders on the materials
I was having that issue with my portal 2 elevator and just had to change shaders to something else
What do u mean?
when you click on them youll see this in the corner
sorry, got busy for a sec
the orb is the material, and the little box to the right is what shader its using
yours probably says error
Oh its fine dw
writing an explanation now
you need to select a shader
Thanks a lot
how do i do that?
okay, so "temporary pose space" is an animation state behavior, so it's a type of script that triggers when the animation state is transitioned to. What it does is set your viewpoint's height to match the height of wherever the head is currently being animated to. It only does this on the frame it's transitioned to though, so in order to constantly change position, you need to spam transitions back and forth between two animation states that both have "temporary pose space" on it
?
read the rest of my explanation
this is how gogo loco does the hover radial thing
i gave you instructions for every step
Thanks a lot, i'll try
im dumb
I'm kinda confused (sorry, i'm still new to avatar making)
does anyone know how to make a glass material with liltoon? i don't want to download crystal shader this prefab depends on
i keep on having a issue with this animation in blender i already know how to import an animation from blender to unity but in blender it looks like the hips are stuck and everything else is messed up
I think I understand now
Okay I dont nevermind
Do I just spam an empty animation?
right
whichever shader you want to use
Having a texture issue
Added freckles to a face texture in blender, saved the image, image has the freckles. I add it in unity, freckles do not show up despite being on the texture. anybody know a fix or what the issue could be?
I have made sure that I:
- saved the edited image in blender so its an actual image that I can use in unity
- made sure I am using the exact same image in unity as I am in blender
- Made sure the image I am using actually has the freckles (it does)
either liltoon or poiyomi
maybe try to make a new layer and colour a large area of the texture then save it and see if it shows up in unity
it will let you pinpoint the problem
if it doesent show up you know its not saving changes
if it does you might have made the freckles too small or on the wrong area of the texture
I actually did try something similar and it didnt work
i know how to fix the arms, but everything else is just confusing, how do i even fix this???
The weird thing is, when I open the texture outside of blender or unity, I can see the freckles fine
huh
maybe the material has the wrong texture?
whaaa
also deleted all textures and re-imported it
thats wild
Yeah im goin mad
i can imagine
wow that's creepy
kinda looks like a bunch of things all weight painted really weirdly
could... it be because i took a head off one booth model, and put it on a diff model in blender and now its f**cked
no i did it in blender, cause its a workload to do that in unity
i've done it before with my own model, so i thought itd be fine with my bfs model 😭
you only have one set of bones there, right?
yes, i merged them
hmm yeah merging might be weird, I'd probably check over all of the weight painting.
what tf 😭
did you only select the toe bone?
hey. so how do i create a new texture for the chest piece?? im still trying to get use to blender.
no i didn't 😭
im not very experienced with blender but i believe you need to do something called UV Unwrapping
hmm ok so im assuming that would be in uv editing tab right?
Well that is only going to show you weight for one bone at a time
probably
basically it gets the polygons from the model and places it on a 2d texture you can edit
like i said im not experienced with 3d modelling so i cant tell you exactly how but ive picked up some things from others
Yes, but you'll probably want to mark seams before you just go unwrapping. Tutorials will help, as this is kinda visual
hmm alr thanks to the both of you 🫡
np :3
well as it says its missing a script
it might be the avatar you got or you could have deleted it by accident
also could be an old avatar with dynamic bones
hi. does anyone know how i could remove hand-based gestures from an avatar?
do you mean like expressions when you do a gesture?
said i have to add some quest thing but i didnt cause im uploading the pc ver. should i try that or..
yes
i know you can disable gestures, but that disables hand animations too. i just want the face to be static
it will be in the fx layer of your avatar
What a cutie little avi
assuming Miku_LP is the avatar click onto that
then in the panel that pops up there should be a component called VRC Avatar Desscriptor
youll find the fx layer in there
agree :3
Still adorbs i love sakura miku
this?
yep click on that then open it up
you should see a layer for right and left hand
you can then just delete the transitions to the gestures in those layers
but i want to still be able to use the gestures, just not have them change my expressions
yeah thats what i mean
hold on lemme see if i can show you
so here i should delete the grey boxes?
you can or you can just delete the arrows
just in case you want to use them again
lmfao
i already made a duplicate so i'll just delete them. i'm entering play mode now
oki
Boi...
seems to work. thank you!
the avatar base i use is named digi-el so it's quite funny seeing the first word as your name haha
np ^^
basically that layer is just different states your avatar can be in
when doing stuff manually theyll be in there usually
but now sometimes people use vrcfury components like this (my avi)
oh lol
so i assume i cant fix ts
sure you can - you just have to install whatever package is required, or remove that broken script.
you can if you change the material to poiyomi toon or smth
toon is free
FUCK the questies
ohh
quest tools is useful tho
gotta wait forf ths shitty ass website to load to accomodate them
makes making a quest avi take 2 mins and its non destructive
its n9ot quesst
im uploadin g
steelseries get out of my face
im uploading the pc version
yeah but installing the quest tools might fix your problem you dont have to use them
if it need something from there (which is weird anyway)
oh ok discord
i guess bro
REALLY
yk what fair
ok my other avi is nnow workig
tank god for toon, fuck pro
pro is the paid version toon is the free
pro is just a couple versions ahead of toon
very generous business model tbh
I hate patreon anything tbh
i mean its fair that they get compensated for their work
especially when they do continued development
i suppose
and they give a very featureful free version
the sims modders were vevry much entilted and thats what im used to
fair
"15 a month so you can download my shitty cc, or else i cant p;ay my bills" no one told you thnis had to be ur full time job yk, right?
im a hater, im a young ho
any easier ways to draw an symbol or a logo of sorts on to here
ive figured out how to add textures and all just don't know how to put logos on there easier
Unwrap the chest UV, draw on the texture where that UV island is.
Ive had this issues with blendshapes for months on my eyes i have no idea why they do this
girl chilllllllllllll
its kinda fye
wait
not the pupil right
the
nvm
yeah i js need them to looks right for upclose shots this is how its meant to look [this is an old screenshot but same concept]
do particle materials take up a material slot in the performance evaluation?
is this a uv?? srry im slow
that is a UV, correct
Looks like it
yea it it
those are the polygons on your model if you colour them in youll see that reflected on the model itself
so now i just draw orr.. cause im not the best at drawing so i have a image reference next to the model.
I need help finding a Avi
you can or you can use fill tools, copy and pase stuff, etc
i dont really draw for the stuff i do i tend to use krita and the fill tool, brush and lasso
layers are your friend btw
I'd probably find the logo I want as an existing texture, and in the node editor for the material, position it where it needs to be, then bake that to a texture for use in Unity.
i am also fairly sure blender has a feature where you can paint directly on the model but im not 100% sure
sure does, in the "texture paint" section
you can even make that better with some add-ons such as ucuPaint
hmm, so i have a existing texture with the logo i want, so i just go to node editor and do what uu said?
it may be harder than I'm making it seem if you've never done it, but yeah, that's what I would probably do
aha i was right! :3
well thanks ima go mess around 
np good luck!
anyone able 2 help?
what is "this" here?
So on my eye blendshapes they seem to bug out and only move at certain parts at the eye unlike in blender
are you testing by just changing the blendshape in the editor, not in play mode, and watching the effects there?
im doing a mix in vrc using gesture manager and js moving the slider
ok so in play mode, animations are active, so it might be a combination of things adding up
could it be smth like gogoloco or anything?
I don't think gogo loco would change eye blendshapes. Otherwise, no idea what's on your avatar - I'm suggesting you check the blendshape by itself, so you can confirm that works fine, then you'll know it's something to do with runtime animations
Agree
the blendshape by itself still looks off
Gogoloco shouldn't touch blend shapes like that
Okay so it's an issue with the blend shape itself then
Sounds like you might have to manually fix it in blender or something unless I'm silly and there's another way
Can you screenshot the eyes with the blendshape off, then also on so we can see the difference?
I'm not sure what it is we're looking at yet
.. and make sure we know which is which 🙂
are we looking at the eyelid?
yes
Looks like you need to fix that in blender
i assume the problem is the bit on the edge where it doesnt move?
that's what I'm assuming
does it look fine in blender too or just broken in unity
this is it in blender perfectly fine
in the fbx, if optimize mesh is set to everything, set it to nothing
ok it did nothing
apply and test blendshape again
nah same thing
hmm
i was messin around with the legacy blendshape thing turned it off set it to import but then my models would go low quality when using blendshapes
yeah idk whats going on then, afaik blendshape normals shouldnt affect that
ight
this is more of a SubstancePainter/Blender issue, but does anyone know why this might be happening? i blender, the UV maps and model look completely fine, but when I try and open the Mesh in SP, one part of the mesh is microscopic while the other is normal.
probably apply scale before export
in blender?
absolutely apply all transforms before export
should anything pop up when I hit scale, or does it just do it automatically?
it should apply automatically
I'll give this a try as well
Ayee you’re blue role’d. Dubs
I didn't do nothin'!
okay that completely fixed the issue! you guys have no idea how much of a headache this has been giving me 😭
much appreciation
excellent!
does anyone know how to make metal on quest look like this? its shiny and dark at the same time, on PC i use a cubemap but i have no clue how to get the same effect on quest
Yeah metal is going to be dark - try decreasing the metallic slider a little
i want it to look like this, im not used to quest upload and i wanna know what shader to use
oh, I don't know, I rarely make quest content
Just use matcap lit or toon standard and put a metal matcap in the matcap slot
I think that matcap in particular is just a poiyomi one
i ended up fixing it in unity cheers for yalls help
my vcc keep logging me out and wont load my vrc descriptor and wont fully load the vcc assets so i can update
(i have logged in 3 time atm)
my upload tab is staying like this
FYI, VCC has nothing to do with this, this is the VRChat SDK running in Unity.
ooh I wonder if the API errors are affecting you
I didn’t see the announcement until I posted this
me either
Just letting everyone know as of today CATS Plugin is no longer going to be maintained, so for future blender versions I do suggest finding alternatives or learning to fix stuff yourself
Unofficial CATS ?
Waittt I just looked. What a bummer
can someone help me with some sort of sahder thingy? i uploaded an avatar but 3 things are showing pink and it seems to be a pattern. 2 types of glasses and a watch is showing pink where it should be kind of see through? i tried going into the inspector and changing the shader but its just like a default grey color.
Its very disheartening but I understand considering how cruel this community can be
have you tried dragging and dropping a material over the spot instead of the inspector?
absolute masterclass 🙏 its been so long since ive messed with all of this i forgot everything thanks for the help
all good, unsure exactly what the issue is but if the materials in the inspector act odd than yeah sometimes drag and drop will help
Does someone know how to add textures to a model in unity??
lots of people here do. where are you stuck?
i imported my model and i dont know on where to start to add the textures
im watching a video rq to see if it helps
textures go into materials, materials go into material slots on mesh objects
okay, ill try it fr
Managed to add textures, but I can't ads gogo loco for some reason
Try avi search thing
is there a way i can make him use gestures to fire these weapons with vrcfury?
i also need it so that everyone can see it, not just me
100% possible, but I don't use Fury for this so can't help much more.
can you teach me your method?
because i know about something having to do with layers
@somber sequoia it wont let me submit a appeal and i got perma banned for chatbox abuse even though i got hacked and doxxed
why are you pinging me about this?
your a community helper
sorry to hear that bro
I don't work here, submit a support ticket or something
it says that i cant do tickets about moderation issues
do you know how to work with the animation controller?
nope, there are lots of tutorials for this.
most of the ones i find are for worlds, so they don't necessarily help
animators are the same
submit an appeal on the help desk site
oh ok
ok so in the tutorial i found he does his stuff in a udon graph script, is it basically the same as the animator on the avatar?
not at all
i cant my vrchat website just stays loading forever
Is that a new role Kazin? I don't think I've seen it before.
no idea, it happened today
yall wanna hear something funny? the video im watching, i followed these exact same steps the first time
but i think i realized my mistake:
i NEVER set the weights on the layer to 1 so it never did anything 😭
Interesting! You are probably one of the most helpful people on here, so it makes sense lol
I hope it doesn't get me pinged for silly things
😭 like 20 minutes ago
yep
ok so i followed the tutorial but when i run gesture manager and test to see if it worked
the gunshots play over and over
without my avatar even doing a fist
check the conditions on the transition from enter to the gunshot state
btw, for guns I like to have the "ready to shoot" gesture be the point gesture, and "fire" be fist - it feels most natural that way.
ill send ss of my conditions in a few i tried something ill see if it works
ill send if what i tried doesn't work
first is from off to on and 2nd is from on to off
so what do i do?
watch the animator when in play mode, see what it does
ok well i fixed the issue but now im just trying to get the effects to actually show
apparently from a quick search its saying i need to add another frame in the animation because it only toggles for 1 really quick frame
how do i make a sub emitter particle align with the normal of a mesh?
my parameters are linked to my menu, and both are linked to the avatar
the parameters file and the parameters in the Animator match exactly
the buttons in the menus are all set correctly
yet when i test, nothing happens
both ingame and with the gesture manager
send screenshots of one of the params that isnt working
the layer that uses the parameter has all of its transitions set correctly as well and the weight is set to 1
You can't connect a physbone chain on both ends.
could set a position or parent constraint on the final bone and lock it to something
only thing that comes to mind is that the animations arent working properly, a transition condition is wrong, or youre being tripped up by write defaults somewhere
write defaults?
setting that automatically resets the animator state to default for anything not animated in the state
its kinda hard to explain with words
well you have to work around it, the problem would probably be in your animations if write defaults is causing issues
oh i see what you mean, it's not something to be disabled
i'll look into it then
all animator states in a controller have to be Write Defaults on or off, you cant have a mix
i see
ohh found it
ok so write defaults just says whether it's persistent or not
yeah
i don't have it disabled anywhere
the example param i used is for the mouth opening and a light enabling, and vice versa
nothing happens when i toggle it, other than the spinning arrows to say the toggle's on
check to make sure the animation turns on the right gameobject or that no parent objects are off when theyre turned on
yeah
i'm pretty certain all the animations are set correctly
certainly looks that way
take a screenshot of the animator transition going between them
does off transition only to lightmouth-open or does it transition to other stuff too
oh well theres one problem
you cant animate the jaw in the fx layer
anything with bones goes in the additive layer
oh huh
is that only when transforming bones or does it include changing settings related to bones?
transforms
any humanoid bones
if it means anything i don't have the jaw set in the import settings
only in the vrc descriptor
i removed it when i noticed it wouldn't let me move it in an animation
lol
i do have another toggle that is just supposed to disable one object and enable another
and it doesn't seem to work either
am i cooked? i used the vrcfury fx thingy, menu, and parameters, but i don't think thats even close to right
because the gunshots still don't work
can someone send screenshots of a better setup in the animator for the toggles?
cuz i managed to get em to show up in the expressions menu, its just they don't do anything
menu sets parameters, use those parameters in the animator
ok watching it rq
if i want an animation looping should loop pose be enabled as well or just loop time?
Loop time. Loop pose is for blending motion between start and end of animation clip.
wonder if that's got anything to do with it then
doesn't seem like it
there's nothing wrong here right
Have bone like this. The middle bone is constraint in between 2 bones and the chain is weight paint to only middle bone.
define constraint here
can leap motion work consecutively w/ webcam? I can't find an option
i think i found the issue
it's on the wrong controller
knew it was something stupidly simple
Constraint means fixing transform to one or more locations.
so whenever i open the expression menu it sends me back to where i was after opening for a second, avatar isint uploaded and im using gesture manager
afaik theres no way to automatically change what menu youre in, so its likely either a bug in gesture manager or you're accidentally going back up a directory
i set it up like how he did in the video with only the addition of the gesture thingy in the conditions, and it doesn't even activate now
idk if i need to turn on the rate for the animation or the entire effect itself
Can you elaborate what you're trying to do?
ok so im using a custom layer to make it so that
when my character does a fist
these effects will play and shoot once the toggles for them are on
if it makes sense
basically im trying to setup a gesture particle kinda thing
Then you should be using particle burst and animate enabling emission.
how do i setup particle burst?
Rate over time is not for one time shooting particle.
It's call "Burst" right under the rate over time and distance.
How much you want to output per burst.
so the avatar has weaponized arms with 2 barrels on the guns each
so its 4 effects, 1 per nozzle
so for each effect every time it shoots
i just want one shot
per fire
It wasn't a question. You put the number of particle count you want to emit into the burst count.
Can someone help me with VCC and Unity? I can't figure ts out.
DM me if you can, I'mma need to share my screen for this.
anyone know how to turn a particle system off and on in an animation without it cutting off abruptly
You should try out and see the result.
dont i have to fix it in the animator?
how do i fix these?
i meant the animation tab?
That's what I meant by "animate enabling emission".
Make sure that you imported all the required packages.
Which Unity editor does VCC want me to pick? 😭
That's because it's wrong version.
What?
Literally wrong version. You installed 6000.3.7
So, 2022.3 LTS then?
2022.3.22 to be exact.
2022.3.22f1
So I have to search for a version that Unity doesn't show me? It shows me two releases of Unity 6 and then 2022.3 LTS.
You have to get it from unity archive website.
is there a way to match sub emitter particle rotation with the normal of the face the parent particle collided with?
It's better to install via unity hub link in the page above.
ok so i followed what u said but now when i run gesture emulator, it only shoots after it loads the test and never fires again
not even when i activate fists
What did you actually animate?
i animated in 2 seperate animations for turning on and off the emissions tab
set cycles to infinite, have the firing animation turn count to 1 for ~6 frames (depends on your interval) then turn it back to 0
ok
actually in your case have it be one frame
so frame one is count 1, frame 2 is count 0
that should probably work
for which anim? cuz for both sides i have the on and off
or should i follow the steps for all?
for the firing animation, exampe
oh ok
when i do it it refuses to play the entire clip like yours
it wont even switch the count in the next frame to 0
oh wait
i didn't set cycles to infnite
lemme try again
yeah
once i set one count to 1, it does it for both
and ontop of that the animation doesn't even get to the next frame
Wasn't there a way to show the full breakdown of the performance? I don't know why my avatar is only good on quest.
Also, WTH? It's a simple skinned mesh renderer and 2 physbones. How would that fail?
Oh, the physbones are causing the performance rank of good. I see now.
im at a loss its 3 in the morning bro
ive been trying to solve this issue since like 9 pm yesterday 😭
ngl im not getting this done
imma just publish it yet again without gunshot effects
cuz i did make many changes and stuff so i dont wanna have to start those again
How can i change hair color
change the color of the texture?
yea
change the color of the texture
or hue shift for lazy edit
anyone got any good info on how to do sprites that isnt 4 years old
how do i unpack a prefab instance
why do you need to
alr alr noted
find the fbx in your assets folder, not the one youre viewing in the scene. literally in files at the bottom

