#avatar-help
1 messages · Page 237 of 1
then in the inspector youll find a rig tab where you can configure the rig and see if the assigned slots are correct. sometimes unity doesnt fill them right
you will see the slots be green but you have to apply your own logic here
hmm
even if a slot shows green, it may not have the correct bone in it
for example i had neck be in spine slot earlier and the same issue because of that
so like all the names seem correct though
a lot of it is translated from japanese so its kinda guessing
if the assignments are correct, then the actual rig isnt. on the left in the config screen youll see the avatars hierarchy. now youll have to look whether your shoulders and neck bone all originate from the chest or upper chest if set
hmmm
if this is a bought avatar, thats pretty uncommon
not bought(thankfully)
free download model off deviantart
okay wait i mightve gotten it
You should take screenshot for us to confirm it's actually correct.
hang on
Take a picture of the whole window so we can see the bones on the left too
just to confirm
Obviously expand the hierarchy so we actually see the neck xD
wdym
hang on
this work?
I see "Shoulder_L" be in the shoulder slot but the shoulder bones next to neck on the left are named differently
yeap
can i upload 2 avatars on the same project?
So i just select diffrent Avatar on Control panel and publish them?
zero quick question, if the model had a bunch of extra bones named “dummy-(insert bone type)” or “shadow-(same again)” is that like blender posing stuff? cuz anytime i messed with them nothing happened lol
yea
I have no idea and would have to look at that myself. Some avatars use constraints and stuff, for example furries for their digi legs
ohh alr alr
Since its a free download, it could also be that the avi was made with a different game in mind that requires that?
i ignored em for now, they didnt rlly do anything and everything on rig says its fine
mmd
so maybe
i believe its a model created FOR mmd
are there vertex groups for those bones?
no clue
they may otherwise be just driver bones
keep in mind that bone count affects your performance rating
true
as shit as it is, dont keep useless crap on an avi
later you add a tshirt and boom, suddenly youre over every limit and wonder why lol
exactly
i had that happen in the beginning
im testing it rn, ill see if anythings up
in blender you can see vertex groups easily if you want to look at that
my hands are so fucked up oml
hm alr alr
whatever fucked up means lmao
beautiful
so the fingertips curl backwards, and that first bend in the arm is where my wrist is
perfect condition smh
this calls for you needing to inspect this in blender really
do you know blender at all
no tbh
if wou want ill have a look
like the model?
i dont wanna ask you to do it all for me
yeah no ofc not
ill dm you
what's the simplest way to set up a multi-gesture trigger? like thumbs up/hand open alternating twice in a row or something to activate a toggle
mention reply if anyone has anything, otherwise i'll ask again later today
also can gestures be used to change the value of a parameter, like toggling true/false
that'd be ideal
so i bought the ToN emote bundle, i also been following the steps exactly how you did it in your tut video, but when i copy the ToN parameters it says its not used in any animation, and when i use the gesture manager the emote slot where you adjust the volume and speed isnt there? did i do something wrong
and i already had the emote manager installed as well
im bout to go to bed so ill respond later if anyone got an answer for this
That's a job for ParameterDriver.
You could make multiple animation state and transition through them in sequence, and use ParameterDriver to set another parameter on the final state, then exit.
ive been struggling with an issue where certain verticies on my models shirt are pointing to the world origin. in editor it looks fine until i move the model in play mode.
thing is i have a previous fbx model where the mesh is similar (i think all that changed were uv layouts and deleting a mesh i no longer wanted) and it works, but only if i take the mesh from the old fbx. if i take said mesh and export it as part of my new fbx, it breaks again. i thought it may have to do with weight paints and i accidentally messed them up without noticing, but the weight paints look fine to me.
solution somehow: #avatar-help message
left is what its doing and right is how it should look
ive tried looking up anything related to models pointing to the world origin and couldnt find anything. in both screenshots the model is moved Z:-5
if i place the armature at z:+5 it would point backwards instead
Does putting a new model into the scene work fine?
like dragging my fbx in?
it doesnt have the armature deform on it, unsure if that would change the pointing to world origin thing ill try it
Shouldn't your model has armature deform already?
when i drag the model in its in tpose and doesnt animate if i hit play, im unfamiliar with making models from scratch only editing the one i bought, manually replacing the mesh within the skinned mesh renderer
Manually replacing mesh slot is something you must not do unless you exactly know how it works.
i mean ive been doing it forever and never had issues until now
and its only with this shirt mesh specifically, none of the other meshes are doing this
That's exactly why you should not do. Doing it without knowledge is just relying on pure luck.
anyone know why my avatar says avatar not found when i try to upload i upgraded my sdk i cannot get it to upload for the life of me
im not really sure what to say, ive had many iterations of fbx where it hasnt broken anything before, im doing the same process, i doubt that that specifically is the issue
there is no blueprint id attached
also it wasnt saying avatar not found like 20 minutes ago 20 mins ago it was a space issue so i optimized textures
anyone got any ideas
Are there only 2 errors? Does it have more when you scroll console up?
Look for red errors.
Updating fbx itself is fine. But you must have the model from fbx file in the scene without unpacking, and not replacing any of skinned mesh renderer mesh slot.
Did you check blueprint ID in the pipeline manager component?
Does it allow you to put the avatar name in and a picture in the sdk before you uploading it?
You might have to try using image from scene first.
ill try that
For that, restart unity once.
whenever i try this it never animates, the model just stays stuck in tpose even when i update the root bone to the one the rest of the model uses.
unity crashed randomly lol
It's just going to restart itself then.
Ignore it and see what error come up when unity openned.
i downloaded the software for it but it wont let me upload to vrc
Root bone only affects mesh bounding box. It doesn't move skeleton bone to other set of armature.
Update the sdk and make sure that avatar and base sdk package are the same version.
that is confusing lol, how would i tell the model to animate then?
Check error on the console.
Setting the model import to Humanoid rig should make it already animatable.
Should be fine.
Im making a model that doesnt need shoulder bones (it has ball joints) What should I do so that the shoulders dont actually affect the body? (all weights are off in blender for them but they still affect things)
It does come with clothes that would need them. When rotated it does this and Im not sure if thats right. This is my first big project
ill try it now and see if anything comes up
You should make shoulder bones start from the joint center pivot.
well this is new, this doesnt happen with the old fbx but also the body mesh of the fbx this is happening with animates fine when animation type is set to generic
forgot to send the image lol
does that mean reverse it? unsure what that means
No. Starting point is at center of joint pivot, then the end still connect to the upper arm bones.
Still confused sorry, I really dont know understand
Just move only the head of the shoulder bone to make it shorter.
Move it away from the model center.
I see, thank you for clarifying
so im a bit scared tho so it uploaded but somethings off to me rn because the file was 700 i compressed it down to 650 last time i made sure all my textures were then mip map and i made sure to go through and lower most textures and somehow its down to 350 what the avatar regularly is. should i be concerned?
a bit scared maybe.
do you think maybe there was something wrong via the sdk version?
Is this even okay though for vrc use?
Probably good enough.
renfrew do you know if having different sdk's effect the size of textures / files?
ooo prolly not whoops, I might have to find another way
It doesn't.
should i be concerned about the fact it was 700-800 mbs uncompressed i compressed it down to 650 and now somehow its down to 360 what it standardly is?
Move the shoulder bone closer to the arm bone then.
everything works in play mode..
If you go public regularly then you should be concerned.
wdym i was meaning the fact that 30 minutes ago before all the errors the file size was 650 uncompressed
and now magically its 360 uncompressed
yep got it, models are weird
which when i started editing the avatar it was 340 uncompressed
i just was meaning should i be worried about the random jump back down when ive added quite a bit of stuff
It's often the shader that get compiled into different size each time.
ah so thats probably why. so did i get lucky on this upload or it probably just built up over that time LMAO
Can anyone help me find out how to have both good Shoulders with the outfit but also my balljoint shoulders?
dont want any part of the shoulder weighted to arms
Just move the shoulder bone even closer to the head of upper arm bone.
it still looks bad, maybe giving the jacket its own rig might be better
Im trying to make my own avatar but this keeps happening... any reason why?
looks like either a scale and/or viewpoint issue
How do I fix that?
Looks more like an extra camera on the avatar model.
Is that a unity thing?
Your model thing.
could be that too yea
Where do I fix it? Unity or blender?
Unity is sufficient.
The camera is included from blender. But you could just remove it in unity.
Okay. Ill try that and hopefully it works
figured it out, it was the weight painting for the jacket not the bones
ok the solution to this for me was downloading the original model, getting the armature from the fbx and importing that into my updated fbx (making sure to reassign all my meshes to the new armature) and then importing that and replacing the mesh in the skinned mesh renderer.
if i had to guess why this was happening, maybe i accidentally moved/deleted some bones in blender and some sort of armature desync between unity and blender was causing it. why it only affected the shirt only god knows because every other top uses the same bones
okay so i downloaded vrc creator companion and it wont let me upload to vrc till, i checked the consle and it doest show errors
In VCC, click "manage project" on your project and make sure you have the avatars SDK installed into it
it doesent look like you have the vrc sdk installed
i installed it tho
right?
yeah see
thats the creator companion
yeah thats it
no
i clicked install
the sdk is different
did you launch the creator companion?
Open VCC itself, and do what I said here: #avatar-help message
yeah
so you want to add your project to it
i inmstalled this
i did
yeah thats it
ohhh okay
Anyone able to help? I saw someone talk about "temporary pose space" but couldn't figure it out
I dont care if the camera moves with it too, I just want my avatar going up
is that all?
Excellent, then when you open Unity, if the VRChat SDK menu doesn't show, there will be an error.
yeah now you can go back to unity
and the vrc sdk should show at the top
if i have unity open, do i gotta close then reopen
?
idk you might
just check
you should see it here
you should open it through VCC
makes it easier
Yes, you should, but who knows what things people do 🙂
indeed xP
Please be specific and say the actual version number.
you need to get the right version then
you must be using 2022.3.22f1
VCC will tell you the exact version
this one yeah
it works so im not touching it
that loading doesn't mean it's the right unity - again, please answer my question.
idk how to look at the version
it's in the title bar of the window
?
Is that the version I said?
.
no idea man
I literally said it like 2 minutes ago
i dont really know much but maybe look at gogo loco since it does something similar?
alr tried
i believe it means migrating your unity version from the one you currently have is not supported
that IS the official version supported
it says recommended
oh so it's already installed, that's nice
(I don't use VCC, not familiar with this part)
yeah i use ALCOM but its similar i think?
usually you just make it in the right version 😭
i changed versions
alr good
Yep, but I don't install Unity with it, so haven't really looked at that part
that's just one button click though
ah ic
yeah i use unity hub didnt know you could install unity with that
that's Unity's way to do it, yeah. Which is what you have to use on Linux
fellow linux user omg :0
for some reason i cant drag and drop from other windows to unity its so annoying 😭
like i can in unity itself tho
I've never done that on Linux so no idea there
ah
its not the end of the world anyway
i jusst copy and paste from the file explorer
everything else works
it says i couldnt use that version
again why i said i shouldnt touch it
cuz it worked
before i did
You really need to show us error messages if you have them, without context we have no idea what this might be from or saying
you need to use the correct version
i did what?
also agree please show us what you are seeing
i alr closed it
I guess we can't help with it then.
-w-
its most likely because you wwent from the wrong version to the right one
something must have messed up in that process
That seems perfectly reasonable.
what do you think the next step is
did you read the error
So what I'd suggest here is closing Unity, and deleting the Library folder in your project, then opening the project in Unity 2022.3.22f1.
switching versions often makes a mess of things
or if your project isnt big just remake it in the right version
in my files or the vrc cc
true
If you find a way to delete that folder in VCC I'll be impressed.
ive only changed the shaders
then id just make a new project with VCC
i somehow deleted the vr cc
it makes it quite easy
oh wait i have 2 of them?
howw
dont tell me your launching the installer 😭
84x one and the none 84x one
i did that yesterday
like 5 times
cuz it wouldnt show up before
just search for it in your windows search bar
wth does this mean..?
For avatars, probably not anything useful, unfortunately
this is an issue with your sdk pretty sure
try reinstalling
cause thats a programming error not an avatar error
just nuke unbitys servers
thats what id do
doesent let you?
doesn't let me
hmm
it just keeps saying "failed"
make a copy before you do this
but go inside the file explorer and delete the vrchat sdk folder
then try reinstall
but make a backup
oki
dont mess with any of the files
Unity says my Humanoid doesnt have the head, hands or feet bones mapped but they clearly are and can even be grabbed and moved with the body moving with them
its happening because im changing the rig name
is there a way to change the name of the rig without it breaking like this?
maybe check if the avatar section of the vrc avatar descriptor is still pointing to the right file when you change its name
You have to rename rig in blender. Otherwise you should not rename anything in the model.
i have these controllers right, I wanna organise them into the 1 new controller called Yeen_Menu
How would 1 do this, cuz the vrc fury way kinda messy for my liking
how do i set constraints for my eye movement? they seem to not be applying at all
Create new control in the Yeen Menu and choose control type Submenu.
right ok
You have to change eye look in avatar descriptor.
rotation states?
Is the the component enabled?
where do i check that?
Yes. You have to proper set rotation states.
right ok
You can't disable avatar descriptor component so that doesn't make sense to enable it.
Eye tracking 🙄
i dont have eye tracking
that fixed it, ty
got this weird error just as my avatar was about to finish uploading. not seeing any errors that i think could cause this in the build menu tho
VRLabs Avatars 3.0 Manager has a tool to merge animation controllers
Oh menus
sorry
nvm, forgot to drag one thing into the mesh renderer
yea its menus
just gonna do it the vr fury way with emptys
you said "controller" and I didn't actually look close
,
anyone perhaps have a shapekey guide for the base Vrchat blendshapes needed?
yes, here:
(this space intentionally left blank - there are no "needed" blendshapes)
I mean like previews for sil, pp, ff, th, etc.
im not into the real human previews
"im not into the real human previews "
I'm not sure what that means?
the previews are all a human beings face doing the faces
Im looking for something more like an anime model preview
ahh
The human being ones are kinda hard to read for a cartoon model im making
that I don't know of, but I think I've seen one somewhere
If you can't interpret the human example, you might have to come up with the shape yourself if your style is too specific for your model.
would be mentioning an ai be my final mistake?
just odd there isnt an anime reference considering beginning of vrc was filled with alot of TDA models
Because human reference usually is enough for that.
now when i tihnk bout it i used meta official one and it was so unexpressive ass that i had to bring a mirror and act🤔 and it still ended up kinda deadfish
Yes. After that it's just "artistic exaggeration" to make it more expressive.
It really depends on art style.
'a' viseme
That for example.
ehhh not for most stylized stuff nowadays, Oh faces are different on a human than a cartoon character
there's one made by vrchat a LONG time ago, but it's actually pretty useful because it describes things like tongue position, jaw position, etc
i'm going to link it i just need to find it real quick
If you can't interpret the human example, you might have to come up with the shape yourself if your style is too specific for your model.
here this should be a little easier to follow
a lot of the technical information is outdated, so don't bother with that. Just look at the actual descriptions of the viseme shapes
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
Found this one thats a good inbetween
oh lol
jinx
i already reimported it into unity 2 times but nothing has changed >_<
im just clicking "export fbx" in blender then importing it into unity from there
How do I stop the idle blinks from over extending from the face gestures? I used animator tracking control and its not working
Make sure you set "apply scalings" to "FBX All" in the Blender export dialogue. And uncheck the option about leaf bones.
Hey.. Ehhh, would anyone possibly be able to help me get my OC made as an avatar?
Probably, what kind of help do you need?
Anyone have any tutorials on how to make a avatar that allows them to have a duplicate head that still talks and emotes while you hold it?
yea i did that, still not working tho >_<
Basically te reall head would shrink down super small and the prop one would just appear in the avatars head
You'll need to explain what "not working" means here then
in my original post it shows pictures of how its broke
Literally just duplicate the head mesh
this one
oh thanks, I was looking
I know that but I still want the Prop head to emote and talk
Was this a reimport or the initial import?
re import
Ok so if you want it to be a separate mesh object you'll need to fully animate the viseme blendshapes
ok the rotation wrong is likely transforms not applied in Blender or it's facing wrong in Blender. Invisible could be many many things, shaders even. Can't really tell what it is from those images
I've tried the boneconstraints route but it can only bee seen on PC
why? VRC constraints work on quest just fine
I'm a Stupid and complicated person
we can help with specific questions, what do you need?
oh yea, idk if its shaders. but im just switching the body mesh to the new one, where it says "mesh" i just drag in the new body mesh
Well I was wondering if anyone could help me make my OC an avatar tbh, if you want I’ll send it in DMs
ohhhh. Yeah this is not a thing you should be doing in most cases, I'm not surprised it isn't working.
whaa fr? i never knew... ive been doing for a while >_<
did you want someone to do work for you? If so you should go over to the VRC Traders discord to commission people, you'll get scammers here.
Could you invite me?
weird. I just overwrite the .fbx previously used. Doing what you're doing certainly won't have armature updates
link is in #1204490664637890580
like what does this mean
if you want someone to do everything for you you need to pay them money
almost anyone that does stuff for free is either learning themselves or has ulterior motives
if you want help with unity and doing it yourself you can ask a question here and someone will answer
idk what armeture updates are hehe, ig i can try over write the original FBX, could make a backup of the fbx? usually i just copy past it, idk if thats ideal :3
oh i mean, copy paste it in the same place but title it "backup"
definitely make a backup!
yea truee, rn i dont have any for this project or my other cuz it wouldnt let me upload them to my home server for some reason.... once i figure that out ill back up all my projects tho :3
oki yea exporting over the main fbx like you said works!!!! yipeee
excellent!
Did you also test in play mode or use gesture manager to test in unity?
Is it like, very, VERY poor?
Can you screenshot what you have in unity?
You should post in here.
I can't help in that case then.
It's going to be against game ToS too so I can't help with that.
hey, I have problem with avi upload, I did everything by instructions, but yet I got these errors, can someone help ? 😄
show the top-most 3 red errors, they usually list the reasons
these are only red errors i have 😄
how do i make it so these ears lock onto the nardo?
then its likely the 2nd error, is the selected model in the SDK upload panel turned on in the scene?
attach the bones in the armature
how does one do that?
yes it is
this isnt an avatar problem more like shader or unity problem, i cant seem to preview normal maps when i apply it to my texture, can i have some help 🙏
Can I do 2D Visemes that's only change a texture ?
id try saving>closing>reopening the scene, it might be unity bugging out
that avatar disabled in scene is a problem
alr, let me try
you can but with 2d viesemes its better to do a UV tile sheet for the faces
in your avatar hierarchy open up the armature of your model and find where you want to attach them to (probably the head bone)
then drag the bones of the ears onto the armature
you could also use vrcfury for this if you want to structure your project a little better but i prefer the other way
Is there a tutorial for that ???
uhhh its been talked about a few times in this channel/server though i dont know of a good video tutorial to recommend
i could try to find an old avatar i made and you could look through the animations to get an idea
Oh don't worry you are not obligated to do that
I guess I'll just try to find where I can do this
upper right of Unity's scene view, the gizmos icon, you can scale down the 3D icon size there
Don't just blindly remove stuff x.x
alright tried few things and now I have only 1 error
check in the build window above the build and publish button, there may be something that must be fixed
The quickest rough idea i can give you on how it works is selecting your desired mesh>create your animation>add property>open meshname dropdown>skinned mesh renderer>Material._Main Tex_ST and mess with the X-Y-Z-W settings to make it scroll across the tilesheet. make sure your image is an even size or it'll have issues with blurryness and sizing (i use this image when making my tile sheet faces to make sure everything is evenly spaced and such)
alright, let me check, I fixed 3 errors by putting both SDK's from 3.8 to 3.9. so I hope I find it quickly 😄
I suggest 3.10.1, previous ones have significant bugs
3.10.1 you say ? alright! thank you very much
Trying to edit a friend's avatar.
The attached image is the prefab. I Overwritten the FBX in Unity.
Now the model(Prefab) is all messed up. How do I fix this?
export from Blender with the same settings as previously used. Usually it's "apply scalings", which should be "FBX All" unless you know for sure it should be otherwise.
Also make sure the avatar prefab is not unpacked in the scene
Not Unpacked. Apply scaling is set to FBX All.
well, it is worse i think xD
I am starting to be clueless
also check if the avatar is a FBX Prefab or a Variant of FBX Prefab.
using the Original Prefab leads to the same issue as an unpacked one.
you may have to set the rig to generic, apply, then redo the humanoid setup
Already done
Scroll that list on the right up so you can look at the top items
"look at that list" really means "look at the entirety of that list"
Can you elaborate?
double click the arrow point multiple times until you see the FBX Prefab icon
if the root prefab isn't FBX Prefab, you have an Original Prefab
After clicking the prefab in the inspector tab, it takes me to the prefab it self. Not the FBX.
But changing the FBX affects the Prafab in the scene?
It won't affect the Prefab in the scene
but the Prefab refers the FBX meshes, bones, and others
that's the issue
yo yo anyone know if its possible to have the same animation that i trigger by pyhsbone_is grabbed be affected by a toggle?
i dont understand this
There's some package that is required, but you didn't install yet
what package?
look at the avatar creator's documentation for clues as to what it is
okay
it's not clear from there, but make sure your VRChat SDK is up to date (i.e. 3.9 or newer) while you're at it
decrease other things - could be remove extra stuff you don't need, reduce mesh size, remove unused blendshapes
Thrys avatar performance tool is good for finding out what's taking up the most space on your model 
top menu, under Thry
oml i didn't see that 😭
also, that is last build size
try rebuild the avatar
okay
i looked and idk what its missing, says nothing about missing scripts
is there something like "Requirements" ? if so, that's the requirements
feel free to link the avatar store page
i dont have vrcfury
that makes sense
Yes, that's what I meant by requirements
it says i cant download it
🙏
i need help, im trying to upload an avatar and when i export it from blender and put it in unity all of sudden the armature is rotated, when everything is fine in blender
okay it works now
all transforms applied in Blender?
yeah, i figured it out, i forgot to post here, it turned out the exporting was on -Z foward and not Z foward which was weird since i never touch that.
weird!
why isn't there a material slot for the trail?
you don't have the android build tools installed
how do i do that?
What it mean if a texture doesn't load on the model on my PC but it does on someone elses?
Hey to anyone who cares enough to read this. i need help making an avatar (if im in the right place)
Does anyone know how to set up sound for locomotion? Like jumping and walking.
definitely the right place
i just found out my gestures dont work somehow
i can press buttons and my hand makes a fist, or finger guns, but if i enable the hud to show when gestures are triggered, it never shows anything
learned this by buying an asset based on gestures and cant get it to work on vr
Thanks
my avi's legs keep crossing
when?
anyone know how to make hair not clip through the body?
a combination of physbone angle limiters and colliders
is there a vid for that?
dunno, probably
hey would anyone be willing to do me a quick favor
I need help changing the skin on my avatar
I need to change it from #2 to #1
looking a little bit too shiny
select the mesh>open material dropdown in its inspector window (On the right)>find material used>select the material>drag texture into it's albedo slot
I did just that but it's not working
what shader does it use ?
there might be multiple slots that need their textures changed from 2 to 1
I need someone to tutor me through blender
Blender guru donut tutorial
Very good
Hey guys what is this message
i tried looking up discord but it felt like this
you can only do "build and test" for android avatars with an active Android emulator or device plugged in
you probably meant to click build and publish
but when i do Build and publish it dosent give me the option to name it or give it a pfp
that's in the window above the build and publish button though
not sure what you're showing - type the name in there?
it doesnt let me
you can't type in it?
yes
weird.
okay never mind the problem that i had sens morning fixed it self randomly
hi, I'm new to making my own vrchat avatars.
And I need some help making it quest compatible
I am also have no Idea what I am doing I am also perfectly fine colabing with someone as well to help me.
Also please dm if interested
wow that bounding box is huge
Yea need help with it even if it's physically collabing with smo
is your avatar scaled up huge or something?
No its at the #1
huge props? why is that so big?
There are no props.
Do they have bones?
Cant really see much of anything from the image other than it being a mesh
still not really helpful - do they have an armature?
there we go. that armature link is how you attach it
That still really doesnt show if it actually has an armature or not
how do i know if it does?
Oh my god why the hell is the avatar so big in game i made sure the scale is set to 1
oh its the bounding box
what the actual AUDIO JUNGLE is a binding box
Is there actual bones that move the mesh
help???
Is vrchat racist to 2d avatars why are they so hard to make?
they are?
I give up, ive been trying for a while but i dont know what im doing, how should i rig/cloth sim the tube so that it confrorms to the head moving and is still linked to both the mask and the backpack while having jiggle
idk how to see if there is
Look at the hierarchy
How do you give a 2d avatar toggles?
same as any other avatar?
Then my thing just fucked up
hihi i was creating a vrc model through SDK and the only way i truly would play is if i was able to have my own model, but its saying that i'd have to play more to be able to upload an avatar? i'd really like to know if theres a way to bypass this as again, the only way id rather play is if i have my own model nd i dont wanna have to wait to even do that if i already have it yknow? i'd love some help
Sure, pay for a month of VRC+
;-; thats the only way to bypass it? thats not bad ig but kinda iffy lol, ty for telling me
yep
i'm very new to making avatars, recently purchased a prefab and i just cannot figure out how to do what it wants me to do here?
find the model file, click it, look in the inspector, rig tab, "configure" button, make sure all the right bones are in the right places
i mapped the chest but it still gives me the error
oh wait i didnt click apply lol
thanks
anyone know how to fix this (pls ping)
I'd do what it says, and make sure my avatar descriptor does not have gogo loco animation controllers in it
(also there's a vrcfury discord)
oooo can you send link?
also cant find any where look😭
Where / what did you look for?
a go go loco controller In my avatar descriptor
Can you show your avatar descriptor where tzw FX layers are?
uhh what is tzw fx layers?
It should say something like FX, gestures and stuff in your descriptor somewhere. I forgot where exactly it is, i am at work rn ao i can't show a screenshot
Playable layers
OK So what do I do with that?
Can you show whats in there?
Just now looking at your profile picture and Oh my God I love it
There you have the issue
So do I just reset to default?
Remove the acrion, additice and base layer
ok
pfp
Thanks 💜🖤
I think I understand what you're saying
I think my avatar only has
FX
And Gesture.
It is getting past the last Upload number so it might work
Nice
hell yea
Otherwise try in play mode with Guesture Manager (can be added in vcc)
Then you don't need to build it or upload it for vrchat and can test it within the editor
uhhh
Can you show the errors in the log?
i hate unit logs lol, i feel like i can't read ahkt there
So the problem is is it didn't let me 'cause it crashed
A
So this might take a minute to open back up I apologize
I hope you saved
It should have
my laptop has Personalized beef with me😭😭😭😭😭😭
so i'm gonna restart this project give me a few seconds
Take your time man
I do apologize for the inconvenience though
No worries man, just soldering a bit
https://blackwolfwoof.com/s/4kZgyPpMG4xEt6w/preview :3
do i not have embed perms? a
So funny he he ha ha story is he uploaded
It only took my entire computer crashing to do so
Well regardless thank you so much for the help I would have never figured that out
Don't be like me and try updating your avatar while being on PCVR.
If i upload and build my avatar while playing vrchat my pc just goes 💥
And unity crashes
oh my
hey so it worked For PC but now it's giving all of these errors on quest
What the fuck did you do xd
Nothing but for some reason it's giving the errors but I uploaded it anyway and it all works This don't make sense😭😭😭😭😭
gad dam 21 alerts
😭😭😭😭😭😭😭😭
hey so im working on this my hero avatar on vrchat and i need help adding the eye motion
the eyes just go white when i uploaded it
You have to properly set eye rotation states.
damn it sounds like such a hassle
It's only just 5 states.
hit preview on the first , if they turn white you have rotation wrong or the wrong eyebones if it has multiple
eyebones should be up in blender
Hi everyone
so i did what i was supposed to and its still not locking it onto the avi
can someone call and help me with this?
did what?
show the armature of the ears
wheres that at?
its... part of the ears in the hierarchy...
expand it
sorry that was mean
We expect you to ask further if you don't know it.
so the first uppermost bone that the ears include is the head
yeah
that means the armature link component should merge the armature at "head" not neck
this is concerning
im unsure if this is referring to the asset or to your base but you can look at the avatar descriptor
its the big script on your root object
The object wasn't inside of avatar object hierarchy.
unity is confusing
good catch
ohhhhhhhh
wait huh?
you only have the asset next to the avi
It's written in the red border box.
better
you can test this in unity using gesture manager
much easier than having to upload a million times
how do i do that?
add gesture manager thru vcc to your project
then add a gesture manager object to your scene and go into play mode
from there, you can move your avi around and all physics are there as if ingame
ye
please dont crop so much
this seems like an error of sorts
idk tho
if you get out of play mode, it should be back
did you go into play mode using gesture manager? or just the play button at the top
anything useful in the console? errors?
ITS
BACK
w nardo
the error was with an object i had on my avi
gotta remove it
ig
i pressed play
idk what to do now
go to scene window
click the gesture manager object. then drag the arrows on it around which will move the avi
It's missing from the above image.
:D
whats that do?
it gives you arrows that you can use to move things around
like jiggle the avi around to test physics and if things are sticking
click the gesture manager object
then scroll out to see your avi in full size
it should have arrows at the bottom of its feet
im starting to question my sanity
ohhhhh
i found it
its how you move the avi normally
thanks
:3
uhhh
my krita is glitched
Hii, I have a question, I have a plane with the same texture as the head that's placed on top of it (this plane is for the face)
Problem is, that the original UV is very messed up, and for drawing a face, it's pretty difficult. So is it possible to take the UV from the Head Texture, and create a new Texture with the same UV as the plane (Project from View) and still have the texture correctly put on it ??
if you change the uv, the texture will no longer fit
Yeah I know, that's the thing that bother me, I tried Bake and stuff but yeah It's no use
deadass a genius
whats the problem with re-unwrapping the head and adjusting the painting?
The thing is that it's need to be exactly in the same spot
I guess I could do that, that just bother me to redo all of the head texture, just for this stupid problem, but I guess it's the right option
the other option is paint on the model in 3d space
Hmm, okay then, well thanks
what did i do to you?
how do i change the texture of my avi?
i have krita but now idk how to change the texture
save the image, drag the image into your assets into unity
then you need to apply the texture to the material that is assigned to the avatars body
ik there was a button i could click that could auto drag it into krita and let me auto save it from there
no idea, ive long abandoned krita for clip studio plus i never use flat texturing
isn't that just an OS thing? If you setup krita to be the default app for opening files of that type, double-clicking it in the Unity project window should open in that app, right?
oh hey thanks
hello
dang, since when does discord actually flag and hide spammer messages lol
oh neat
it happens sometimes
can someone maybe help me with my avatar?
For some reason the imposter looks like this, i'm not sure what to do to fix it...
it happens regardless what outfit i use
it's kinda hard to tell what's going on there, but imposters usually use the default state of your avatar, without the animator running.
it look normal, it's only the imposter that looks like that
weird i love it when people do stuff they have no idea how they did it
Hello I have absolutely zero experience and knowledge making avatars + no experience with 3D animation software and have foolishly decided to make one out of a barely rigged ripped PS2 model (It’s Lucia from Devil May Cry 2 specifically). I have (attempted) to give her a humanoid rig and have placed the camera properly but that’s it. Idk what to do from here or even if I can do anything from here because she doesn’t have hip bones apparently. I also want to add some toggles that changes her model and textures, a toggle that lets her hold the weapons on her waist, Gogo loco, and some music toggles. Probably too daring for my skill level but whatever. Please explain it to me as you would a child since I don’t know what anything on the software really does.
Is it that bad
Yeah I’m here
that is unusable
also ripped meshes are against TOS/Copyright law
@ocean galleon almost any humanoid can use mixamo autorig as a starting point
tho ive no idea what im looking at and if its supposed to look like this
Ok I need sum advice
I wanna optimize my avi more but I don’t wanna delete the body mesh in case I wanna put more outfits on her in the future.
Should I make an extra save of the blendfile so I can have one to edit later and one to optimize more by deleting parts of the body? :o
I’m leaning toward yes but opinions are always fun
You can duplicate objects in the same blend file. Lots of mine have stuff named Source.ObjectName next to ObjectName, or in a collection of source objects
ye just duplicate it to a different collection so it doesnt get exported
Oo ok, thanks guys
Yeah I have my defaults set to export only visible objects
(operator preset in the FBX export dialog, upper right)
I’ll give that a go 
is there a way to make physbones collide with the world
no
what do you mean?
sure, not very reliable vs a angle limit
like having physbones collide with my avatar
physbones collide with physbone colliders only
so put colliders wherever you want
ah right, now you can collide with 'global colliders in the world' but that's up to the world creator
So im rather new to making toggles; ive added an outfit to an avatar and im trying to preserve the original outfit aswell, basically make the new set be another set of toggles for it; the issue im running into is the jacket of the new outfit seems linked to the toggle of the old jacket, as they both turn on at the same time // also I cant seem to get the glasses toggle to work. Im using MA for both
Ew modular avatar
I myself use vrcfury over modular avatar but i see nothing wrong with modular avatar
not a fan of it, people who use shortcuts dont really know what happen if something break, learning basic is handy 
im just following the documentation of the outfit since it came with MA on it :v
also this might be a good question to ask the avatar creator
we dont know what the project looks like
theres not a lot to work off of
could be difficult since i got these off booth from a japanese creator
Is there any way to fix my avatar's hands not lining up with my controllers while in VR?
The avatar has a big head if that could have anything to do with it.
When avatars have proportions that are fairly different, it starts to do strange things like that. Common issue with big heads is their eye position is so high, it makes the arms feel very short. You can make this a bit better by simply making the POV down further. Though that comes with it's own issues.
Make sure the viewpoint is set properly. There's also a handy prefab called "avatar limb scaling" that might help you in this situation
whenever i Upload a Avatar doing the Multi upload for PC and Quest it would run thought, and Finish Pc, but then enter not responding, when it trys to switch and upload to quest. and i tried waiting it out but it doesnt fix and just gets stuck. is there a way to fix this?
I feel you, this happens to me basically every time. I never touch multi upload because of that
does anyone have the new sdk for unity?
Use VCC to get the latest SDK
it happens with avatars at one point, if i upload a brand new avatar, it Doesnt do it, but at some point down the line it will.
im new to avatar making and im already trying to do next level stuff at beginner level 😭
i have a scythe i bought from booth i tried to follow youtube videos but its not the same because it has effects and sound, spin animations and im so lost
i call voodoo shenanigans xd
You're stating everything except what you need help with
does anyone here use the undertale mmd models for the avatars im having trubble keeping there eyes closed
can anyone help my avatars eyes keep going white when I put it into gesture manger playmode and I have no idea why and I couldn't find any results online
i have this but the eyes are open when im in the game
try 1 texture swaping , try 2 placing the eyes on a amature again
I have tried changing the texture but it did the same thing and the eyes are connected to the face
ok try this click on the eye model in the hiarcy and then copy and paste it
ok I fixed it but also didnt so I found out I was using the wrong animator but now its using a random texture for the eyes instead :(
fixed it :>
what does this mean?
it failed to upload
How do I rotate this mesh in the renderer 90 degrees?
has anyone used these models before what im i doing wrong it looks the way i want with the eyes in unity but for some reason i can't set the default as the blink WHAT im i doing wrong
how would i convert real height into xyz for avatar sizing?
Length unity in unity is in meter.
Is there any way to have multiple UV's on one mesh without Poiyomi?
I wanted to keep my avatar as optimized as I can, but my current setup relies on multiple meshes
my avatars hair keeps going sideways despite the settings being on default and having no collider, other parts of the avi move fine, what can cause this? i already treid just dragging it on instead of armature link and that fixed nothing
u can already do that in blender to be able to put multiple materials onto an avatar or do you mean something else?
does anyone know why my vrcfury dosent pop up after reopenign your unity project and then the poyomi dosent work anymore when its clearly in my vrcc
Showing the errors in the Unity console would be more helpful. The top most error after clearing would be what is most likely to be what the issue is
theyre litteraly default and its happening anyone knows what can cause this?
how do i fix that
upload the desktop version first
are htey in the same location in the hierarchy
yes
Both versions must share the exact same blueprint ID, if you forgott to do that
Fix it by uploading the PC version, copying its blueprint ID, pasting it into the Quest avatar, then uploading Quest again!!
i cant find any info on how to fix this anywhere
The hair root transform is probably rotated or scaled weirdly, so the PhysBone thinks “sideways"' is forward
This often comes from the model import or from applying armature changes in Blender (if you used that)(
Fix is to check the hair root rotation and scale, reset it to clean values, or re export with applied transforms
Also make sure the PhysBone root is the actual hair root, not a parent that’s rotated
its a booth model i added and it doesnt seem to have any weird rotation and scale
Then it’s almost certainly bone orientation, not transform values.
Unity probably cant fix that (I don't know much)
My guess is that the only fix is reorienting the hair bones in Blender, or replacing the PhysBone root with a child bone that points the right way
ill try the root thing
didnt seem to work
Naw
sorry mate
My knowledge didn't go far
Sorry that it didn't work for ya, can't help you more((
is there a way to check the UV map of the model?
to see which part of the texture is where?
so im working on an avatar for a friend and my material has the texture in the right slot. but everytime i set it to standard lite it goes completely black but if i have it on standard its perfectly fine. this friend is a quest user so i need it to be standered lite. does anyone know how i can fix this
Don't know of a way in Unity, but you can in blender since it's kind of for that
Mesh has vertex colors, would need to remove them in blender or use VRCQuestTools on the model
thanks
Im currently working on my Karin avatar, and it seems that the expressions are using the actual face texture (pictures below for reference). My friend showed me that their avatar has 2 materials going, but mine only has one. There is a texture called Karin_Alpha not being used and it looks like it could be whats supposed to be used, but i have no clue what to do with it, nor how to fix this at all. I also have boots from a set i bought that dont seem to be cooperating and looks like they get crunched(?), is there any way to fix this too?
as the mentioned friend here's mine
not the same model but works the same as any one i've worked with previously
i'm trying to retexture this avatar i've bought but somehow i broke one of the materials and i can't get it back? what exactly am i doing wrong here? this is my first time doing an avatar like this lol
so i recently uploaded an avatar that used jerrys face tracking template and when i went in game to test the tracking when i look up my eyes will roll back into my head is there any fixrs to this?
wdym you broke it?
you can do control + z to undo
if that doesent work you can make a new material
i tried to but that didn't seem to fix it
alr so right click in the directory thingy at the bottom -> new -> material
I was trying to rename the texture to what i thought was its mapping but that just made it white
so the material is still there?
yeah
click onto the mesh of your avatar and check the materials section
see if its still there
if its not then just drag it back on to the right place
ohh you know what i had to drag it onto the model
thats why it wasnt doing anything lol
this has been very much a learning process for me lol
weve all been there lol
how do I import this to blender easily?
cause I only have the package
hello, i'm having issues where my avatar or shaders arent making normal maps visible, anybody help?
grab the fbx then drag and drop it in blender
The unitypackage gets imported into Unity, then you take the FBX in your unity project into Blender
also the texture itself should have the uv wrap, just remove the texture on the png but the fastest way is with Blender
ok another issue now, no physbones are working and im not sure which package i need for the right expressions menu
Click the arrow drop down next to 'materials'. You might have replaced the alpha material with the body material.
i cant help with an issue this vague
i need screenshots and a better explanation
oops sorry
can i get some help please, i've been at this for 2 days now 😭
Do you have any shadow or shading settings? Shading matcaps? Rimshade? Flat shading will not have normal values appear because there is no shadows or highlights to show them.
so i'm comparing it to a free public avatar of the same kind, its expressions menu has options such as first picture. i don't see those on the avatar i just uploaded, just the default emotes that vrchat puts in.
another thing with the one i just uploaded is there doesn't seem to be any movement on the ears or tail like so assuming these are physbones (pic 2). on the av i just did everything is just stiff
that's all i have on
Yeah flat shading won't have any shadows or highlights. That's the problem. Add shadows, or rim shade, or just something to make the normal values show
wont i need a shadow map
were those features advertised to be on the avatar base? your comparing it to someone elses avatar that theyve uploaded and added things to. Youll most likely have to add those things yourself
Nah, you can use the default shading settings. Like toon, realistic, cloth, skin, etc.
Those are some of poi's shading modes if I remember correctly
they do seem to be included in the package i bought, this is the dontjinxit furgon
awesome, thanks g works now just gotta adjust the tilting lol
well either way its specific to the avatar. Check if the fx layer is properly set up for the expressions menu, or if you need vrcfury or some other package as well.
configuring the avatar worked !!
kewl
do you mean these right here? would i just throw in the Karin_Alpha in there?
no, here
a mesh can have more than one material slot
oh i see, theres an element one and 2, do i keep one as the face texture and the other as the alpha one?
sorry im a big noob to all this lmfao
yeah, one of the elements is the face material, and the other is the alpha material. When you switch one, make sure the face looks okay, because it might not be obvious if the alpha is supposed to be element 0 or element 1.
if you switch the wrong one, you can just put the face material back and then put the alpha material in the other slot