#avatar-help
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If I had to guess, something with the bones or weight paint? How are you attaching the clothes to the avatar?
im just putting them under the avatar in the hierarchy and vrc fury armature link
So, sometimes vrcfury armature link wants to move around and resize bones to match the avatar bones, and this can mess up the clothes. I think the armature link should have a checkbox or option not to do this? What does the link component look like?
this is the whole link. would it be align scale or something like that?
try unchecking these options, it looks like these might be the ones moving the bones around
alright cool, it works. thanks so much once again
npnp, ur karin is cute I love the colors btw
thank you!!!
You need to create an expressions menu asset in Unity. Right click on the assets section and select Create > VRChat > Avatars > Expression Menu. Then you can add toggles, submenus, puppets, and buttons. You'll need to also create an expressions parameter asset, and link that to your menu by dragging it into the parameters slot of the menu asset.
Make sure to drag your expression parameters asset and your main expression menu asset into the appropriate spots on the avatar descriptor under the 'Expressions' section to add them to your avatar
Submenus are links to other menus, kind of like a folder, which can house more toggles or submenus.
Toggles, Buttons, and Puppets, are methods of controlling parameters. Those parameters in turn can be used to animate things on your avatar. If you would like working options on your avatar, you will need to set up animation controllers that animate your avatar accordingly.
For example, a "hat" toggle will change a parameter named "hat" to true or false. Then in your FX layer animator, you have and animation for "hat on" and "hat off" that will play based on the value of the "hat" parameter
hi, how can i do a texture swap for a model?
As in a toggle that you switch in game or a simple change and reupload?
a in game switch
im working on a model i downloaded and want to change the red to blue
Have you made toggles before?
Oh, I don't use fury, so I couldn't say to their workflow. Though the standard way is the same as any other toggle, but with a material swap. Make a new material with all the settings/looks you'd need, then animate the original and the new materials being applied. Everything else is the same.
I've done 2d stuff but with 3d models. What I did was make blendshapes that pulled out a quad from behind the original face, creating a new mouth shape via a texture. However this has it's limitations.
i also never done mouths before so this is new for me
i found a video that might help me
Hi! I added visemes and face toggles (both are parameters)to an avatar I'm currently working on, but when testing, the visemes and face expressions overlap each other. I tried looking up a solution online, but couldn't find one. Does anyone know how to fix this problem?
hope I'm making sense here I'm new to these stuff :>
My solution to this is to separate the mouth blendshapes into their own. That way you can animate the mouth expressions to disable whenever the visemes are greater than 0
also, nice to see fpe content still around!
hi robby :D
-# (i'm actually working on an fpe world, if you'd be interested in seeing my test world as I update it I can send you a link :3)
couldnt understand the video
well how do you have the textures set up? are they decals? separate meshes? activated by blendshapes? etc
each one is a different object
So I am having an issue with avatar audio atm
I added a heartbeat toggle to my avatar (a game object with an audio source and the vrc source audio component added to it). When I emulate it in unity it works fine and when I am on vrc I can hear it (I increased the range big enough so I could just to be sure) but for some reason no one else can hear it. I feel like ive tried everything I can think of at this point. I even had a friend go step by step with me doing the same thing with their own avatar. I could hear their audio, they couldn't hear mine still.
Just for added tech support questions I reset my avatar after switching back to it after updating it, all of their audio settings are set up correctly, all of my stuff is up to date, and I did try turning off the write defaults just to make sure those weren't affecting it either
@arctic ginkgo each one is a different object, its how it was when i downloaded it
alright, what I would advise then, is to shrink them inside the head, then create blendshapes that bring them back out. Then you can join them to the head in Blender. Then once in Unity, you can create animations of them being brought out, or you can just directly use them as the viseme blendshapes in the avatar descriptor
well like I said, you would need to create the blendshapes in Blender
oh
there's a number of ways to do this, that's just the method I usually use
setting up my model for the first time, what am i doing wrong? the bones in blender are missing in unity
I'm not seeing any missing bones. Everything looks good to me
are you running into any issues with the rig not working when testing it in-game or using an emulator? (gesture manager, AV3 emulator)
I'd suggest you name them better though, for your own reference later.
when i use gesture manager its stuck at a T pose and wont move at all
is the .fbx set to humanoid?
@arctic ginkgo
alright, check the rig section of the FBX import settings. There is likely an error dropdown menu. Let me know if you see any errors there and what they say
it moves when i put it in the muscles and settings, but i ponder why it doesnt show anything in gesture manager
alright!
nvm i guess it was tweakin, though i got the thing backwards so hes being a little creepy
not a fan of the arm not fully doing its thing but ill fix it
already have the mouth blendshapes separated unless I'm misunderstanding something here :<
oh awesome! so now you need to have them toggle separately. You can copy the logic from the face expressions into a new layer, and then add logic that disables all mouth expressions when the Viseme parameter is above 0. Then you'll just need to have separate animations for the mouth expressions and facial expressions to go in the respective layers
gonna give that a try! thanks!
So I just spent an hour uploading an avi and got this https://i.imgur.com/rJ7M8d3.png
are you useing SDK 3.9.0 or newer?
are you using the VRChat Creator Companion? (VCC)
Yee
if you select "manage project" in VCC, you can see the version of your SDK and press the + button to upgrade to the newest version
Rrrahhh so I have to start again.
Imagine if it told me before I spend an hour with max CPU usage x.x
no?
you just upgrade the SDK and then upload
Yeah it took like an hour after hitting 'Build'
???
possibly lots of shader compiling, which it likely won't have to do again
your avatar must be extremely bloated ๐ฌ
Probably is, I don't try and play optimized ones XD
oh true!
many people sadly don't ๐
that's ok, it's what the auto-blocking options are for
Welp probably do have to because I already closed the unity project without saving
what really gets me is that people selling avatars often don't try to optimize. It wouldn't be such a big issue if these avatars weren't everywhere
Why oh why couldn't it just tell me before opening that it's forcing an upgrade XD
it doesn't do any "on open" checks
Well you only need to upgrade in order to upload. Everything else should work fine
VRCC should be like "Hey, this wont work with this outdated version" or something
ok that I can agree with, I'm really surprised it has no warning like that
I wonder if there's a canny report for that
It does warn you when you go to upload, but it would be nice if the warning happened before the build, so you don't have to wait
I mean, it should know you're uploading, you pressed a button specifically for that lol
VCC checks for updates, it could likely put a big warning up
That would be nice
not everyone actively reads dev updates, sdk changelogs, and the discord announments. It can be pretty easy to miss if you only upload avatars occasionally
exactly
thankfully it did not have to build all the shader things again and it was quick
thanks for the help
of course!
Hi! I have a quick question: Does anyone here know any way to convert a PC avatar to a Quest avatar? I tried doing it, but the face ends up going black/invisible, and I don't know how to fix it.
You'd have to use a shader that is supported on mobile, such as toon standard.
Duplicate your materials and then assign the new materials to the quest avi.
Transparency will not really be possible. Particles do work, and do support transparency that way but yea, avoid using them if. not necessary
What vrc sdk version are you on?
And clicking fetch doea nothing i reckon?
ya
Would I still be able to do this even if it's a paid avatar?
nothing.
If you have the avatar files in unity, sure
ya
What is your sdk version?
If you click manage project in your vrchat creator companion, you can see if any updates are available. If yes, make sure everything is up to date, and try again
Okay, I will try and see if I can do that. I have tried looking up videos to help solve it, but nothing is helping. I tried converting it, and I set each one to VRChat/mobile/toon, but it still doesn't work. Do you have any video guides?
Also, thank you so much for helping! This is honestly my first time doing any of this.
black, probably issue with vertex colors
invisible, probably an issue with normals
if you use "toon standard" as the shader, both of these issues can be fixed in the settings:
- Use vertex colors = False
- Backface culling = False
https://youtu.be/MPkMX74Hqfs i don't know how good this tutorial ia, but ir mentions VRCQuestTools which ain't bad
Gocoloco refuses to be on my avatar
You have two gogolocos
You should not have 2 gogoloco on your avatar.
If you want flight and dashing, remove gogoloco all
I putted like 3 and its still not working
Don't you think it's going to cause conflict? If it doesn't work, check up yourself whether you had imported vrcfury.
still not working in guesters
i did
Exit play mode and screenshot the inspector when you select the GogoLoco Beyond object.
-# Hmm looks good from what i can see
YES
Nice
IT worls
What did you do differently?
Is it rather because you put both in it?
Ty mods
Probably not?
๐ค
Oh because at first i tried using the normal gocoloco instead of vrcfury First... then i putted vrcfury on top of that
Oh yea that will break :P
Oh and btw
i use the Quest model for both pc and quest version
how long until that backfires?
What supposed to be backfires?
Making the model mainly for quest and not caring about the desktop version
for example i will go for gogoloco fly only for quest
Quest version is much lighter than desktop so I shouldn't even be a problem for desktop.
Oh because Vrcfury just gave me a warning thought it might be a thing that will backfire later
What the is actual warning?
Why don't you put the same version for both?
Same as in you use gogoloco beyond for both?
yes
and for some reason it turns into all instead of beyond
It doesn't do that by itself.
My head hurts
Look for more error above that.
Are you trying to remove the bluepaint ID?
You haven't import GogoLoco.
Check in other avatar too if you had multiple in the same scene. Make sure that there is no red text on any of them.
theres no red text for me
Clear Console then start build again. See if any error still came up.
Did you clear console each time?
its doing it now
Is it uploading now?
Then make sure that there is no blueprint ID in PipelineManager component. If it has, "Detach" it.
wheres pipelinemanager
Right around AvatarDescriptor component.
where do i click to find those-
Your avatar object.
Are you using VRCFury?
yes
Just click on your avatar object in the scene and see in Inspector
Did you click on your avatar?
Is it blank like that or did you just detach it?
blank
Press Attach?
Don't attach.
This is where the issue starts, If you put in a blueprint it messes up the errors
its talking abt blue print id but there is none
When building, did you select the avatar image?
i havent touched anything besides adding the gogoloco
i importated the avatar i bought
clicked his name
added gogo loco
what error are u getting now?
same thing
Blueprint error?
Did you select image here?
let me ask my helper..
Select the second error and take its detail below.
Step 2: Refresh the VRChat SDK Control Panel
Sometimes the "NullReference" error persists even after detaching because the Control Panel is stuck in an error state.
Close the VRChat SDK Control Panel window.
In the top Unity menu, go to VRChat SDK > Show Control Panel.
Sign in again if prompted.
Go to the Builder tab. The error should be gone, and you should now see the option to "Build & Publish."
huh
im confused this is the only one i got-
i just started it
and just bought it
Is there any Missing (Script)" with a yellow warning icon, right-click it and select Remove Component.
Sometimes it's that
you deleted too quick
and it all went away
but i just bought the avi
and its been doing this
soon as i bought it
It's a VRCFury issue.
the other stuff went away now its this
idk what wholesome lolipop is but apparently a issue
Thats huh... the adult stuff
It's nsfw stuff.
so if i delete that entirely it should fix it ?
i might be 21 but i dont need that on a gaming platform T_T
Should just delete it.
i did im retrying it now
I did some more research on the issue I'm having, and it might be that the VRChat avatar fingers animation seems to be affecting the arms as a whole. How could I fix it so that VRChat understands not to put the finger idle animation onto the arms?
Animation only controls bone movement. And finger should already move only fingler bone. Your problem is more likely because the arm is weight painted to finger bone so finger movement deform the arm mesh.
The mesh itself doesn't necessarily "deform". It seems like the bones of the fingers that should have some mild movement seemingly also affect the arms? I see this behavior in half the avatars on VRChat, whilst other half don't do this. I struggle to pinpoint the cause. (mind you I'm referring to on PC/Keyboard). I did record a clip for reference within VRC.
Accidentally uploaded the raw mkv
It rather looks like the movement is from additive layer.
Any clue what might be causing this? Whether from within VCC addons, Blender, or Unity?
It's the default additive layer in avatar descriptor.
Is the default layer inherently bad to have?
Usually no.
Well, the thing is that I have the additive as default already. Nothing that I'm aware of is affecting it
That's what I said. It's the default additive that make that movement.
I still wonder why the default additive is seemingly affecting the arms though 
Making arm sway to mimic real human arm.
Additive is for adding subtle movement to the model.
And the default one is doing just that.
I'd prefer the arms to be static, and have just the fingers move. The movement it's currently adding is jittery and stands out terribly
Then just create a new additive layer controller with nothing in it.
I'll give it a shot! I'm thankful to get any help I can at this point, given the amount of headache it's been causing me
how do i edit the shader?
Create a new material and replace it in the particle system renderer.
Little > arrow to the left of the shader, or if it's grayed out, you'll have to make a new material via right click, and then drag it onto whatever you're replacing
create material present?
Something also worth noting is that, although the arms are supposed to move smoothly, for some avatars it seems to move much more intensely than it should, with jitters and stiff movement
On the bottom of your screen, you'll see a category labelled "Project", where you have all your assets. Right click there>Create>Material
Sorry for all the replies, but I just want to inform you that just making an empty controller for the additive layer fixed it completely. A huge thank you for the support!
And quick last question how can i make my character Grab the prop
For an example this HOPE syringe its unsatisfactingly glued to my hand
Is it not grabbing or you want to make some improvement?
it is not grabbing, my hand can move freely when the Prop is out
Did you edit the constraints like it said so?
I dont know how do, do that
Put the hand bone as source of the constraint and Activate the constraint.
So I want to remove this hair from this model. Is my only option to remove it in blender or is there a way I can do it in unity?
yes
hang on a secound i have to find the tool
wait do you want it gone gone or just hiden there should be a blendshape for it
I guess hidden works. I just assumed I had to delete it to hide it.
there should be a blend shape for it
Is this in blender or in unity?
unity
I'm still fairly new. I'm not sure where to locate that.
is it in the hair root?
Wait, I think I found it
Seems like if I turn these down, it shrinks it. That should be all I need to do right?
yeah play around sometimes theres a hat opinion
sweet tyty
What did you do?
Idk
When did it first appear?
After i added the Gocoloco beyond
Gogoloco shouldn't have any script on it. Unless you got it from untrusted source.
its says assests/_poyiomishaders/scripts/thryeditor/editor/helpers/helper. cs
i got it from gumroad
That rather is after you added poiyomi shader. So try removing it first.
It's in your project nontheless.
Either it has to be added by you or it came with avatar package you imported.
i found it
one of the models o downloaded accidentally came with unsupported assests
yet even after deleting them the error remains
Make sure that it wasn't old error. Clear console first.
no cleared it
The time is still from 10 minutes ago. Are you sure you cleared it?
yes
Did you completely delete PoiyomiShader folder?
Nope i am ganna do that now
What did you do earlier when you said you removed it?
removed extra packages that appeared with the problem
No commission advertising in this server.
Ohh okay
Are you going to remove the message?
I'm getting bot vibes ๐
Done
gesture expressions would live in the FX layer right?
How in the fish tank
If you need help, you have to screenshot a few topmost error.
Yes.
Its telling me to just unable unsafe code
im trying to delete the gesture expressions, am i looking in the right place?
Are you sure it wasn't the same error from poiyomi?
If you don't want gesture expression, you could just remove the entire layer from the layer list.
Why would a scammer delete their message here and instantly say hi in another channel to start the Cycle again ๐ค
it is but when i delete poiyomi i got the 43 complie error
the FX layer isnt responsible for anything else? i have face tracking and i thought it used it
Make sure that the timestamp in the error wasn't the same as before.
its different
FX is for animating everything else that isn't humanoid bone.
What is it now?
so then yes it is used by my face tracking
Yes.
16:10:50
Screenshot the error instead.
try taking a screenshot of whole screen using Win+Shift+S
it might be better than explaining it yourself
its my mother's laptop she wouldn't allow me to log in discord
ic
Did you actually remove completely remove the poiyomi shader?
Idid it now i am waiting for results
IT GOT Fixed
What are you doing why it's removing 3 times now?
did we ever tell you how goated you are?
So, I'm converting an MMD model to VRC
And I'm having some issue with eye movements. They seem to operate on blendshapes, but I can't find them
On top of them being stuck in the "look down" position, they seem to be overlapping with another material used for eyes with no way to swap them. Anyone know what I could do to resolve this?
In Blender, the eyes are just looking forward, BTW, something about the Unity import changed that
At least... I think
hey can any one help me with this problem
I have a T-shirt wat i want to take of by a PhysBone interaction (pulling it), and once itโs removed, it should stay off permanently.
The shirt should not snap back when I stop grabbing the PhysBone, even though the PhysBone itself returns to its original state. To wear it again, it should only be re-enabled via an expression menu toggle.
Additionally, Iโd like to be able to toggle the PhysBone itself on/off, and also control the T-shirt entirely via the menu if I donโt want to use the PhysBone interaction at all.
Ideally, both systems would be linked in a clean way (or synced if possible), so the state doesnโt conflict or revert unexpectedly.
already have a rough understanding of how to set up each part individually (PhysBones, menu toggles, FX layer animations), but Iโm struggling with connecting them properly and handling the state logic without things snapping back or overriding each other.
At this point, Iโm not even sure if what Iโm trying to do is actually possible in VRChat.
I'm a bit too tired to think the whole process through, but I believe you could potentially do something with contact senders/receivers. If you pull the shirt close enough to the receiver, then it'll toggle a parameter linked to vrcfury(?)'s toggle, using a global parameter and thus disabling the T-Shirt
Do keep in mind, I'm not at all an expert with these things. I'm still learning stuff as I go
If the global parameter doesn't disable the T-shirt, you could piggyback off another toggle, where the parameter goes instead, and using an exclusive tag to turn it off
how does one add toggles for face expressions to the radial menu
The expressions would have to be animation files to control all the blendshapes. Are you planning on making custom faces, or did you get a preset from somewhere?
the face mirror wont show my avi and the personal mirror makes my eyes gone ad my avi look half visable
thank you ima go try it later
Anything pretty much is possible if every state is acheivable (shirt on, shirt off), and all required data can be read/written to as needed
I'm going to open unity and set up some logic for it and send screenshots, but this will take me a few minutes, just want to let you know that's what I'm working on
I would honestly advise against using VRCFury to set up the logic. Using it to add this system to your avatar non-destructively, sure, but for logical sequences like this it's usually best to set it up manually
would be fire idk much about vrc fury but i dont think that its that hart to use it
ehh I tend to steer away from it other than using it for scripts like global colliders, and creating/adding systems non-destructively. For basic toggles I'm sure it's fine, but it's not really a tool built for making complex systems, and it's honestly more work to use it for that than to just set up the animator logic yourself
then ill probably stick to the animator
sorry, unity is taking a while to open ๐
i mean i know hot to do the toggle with the physbone but if i try to toggle it after it i cant get it to work
all good
yo just saying holy shit I've been looking for a fix for like weeks straight, thank you for figuring this out!! My avi doesnt look like it has parkisons anymore.
@crimson rampart
These are the animations:
Shirt On:
- Shirt Enabled
- Physbone Disabled
Shirt On Physbone:
- Shirt Enabled
- Physbone Enabled
Shirt Off:
- Shirt Disabled
- Physbone Disabled
the 'shirt on physbone' one should also go in 'shirt on physbone (idle)
the idea here is that you can turn the physbone on/off with the interaction toggle, which when the shirt is on will switch between actually turning off the physbone. When the shirt is off, there's no need to have the physbone on though, so that's just always disabled when the shirt is off
Then when you grab the physbone, it goes to an "idle" state, that waits until you let go. Based on how far stretched the physbone is, it will either go back to the shirt being on, or will take the shirt off
the 'shirt off' state also disables the parameter for toggling the shirt, which means you can easly turn the shirt on/off with the toggle even if the physbone is on. Though you can still toggle the physbone off with a separate toggle
so the physbone doesn't just control the state, it also forces the toggle off, which means you use the same toggle to turn the shirt back on :D
the idle state also has a transition back to "shirt on" just in case you turn off the interactions while in the middle of grabbing the shirt. It's unlikely that you'd do that, but I wouldn't want your shirt to get 'softlocked' until you turn the interactions back on
of course!
I love interactive items on avatars :D
fair tho i hope that i can do this with my knowledge
Alright, bump
I'm... kind of at a loss as per what to do
The materials seem to overlay each other with no way to disable any
honestly, I'm not sure anyone else would know without looking at the model. I'm guessing these issues are in Unity, not Blender? For the material issue, I would check in Blender what materials and meshes exist on the model in the eye area.
For meshes, you can click on the area, then press H to hide the selection. If you keep doing this and find an extra mesh, then that may be the issue. If there are no extra meshes, select the eye mesh and go to the materials tab. You can use a similar process to find duplicate areas: click on one of the materials and press "select" to select the tris that use this material. You can hide these with H, and see if you find any duplicate areas.
As for the eyes looking down issue, I'd need a little more context; Is this happening in-game? using emulation tools (gesture manager, AV3 emulator), in the editor outside of playmode, etc?
remove mesh thats too close or create shapekeys to hide them (some dont and it will z fight) - rare cases they exsist aleady and have to be 100 to be hidden
Hm, I'll check the meshes for sure (Well, MESH, there's only one with all the materials)
As per the eyes looking down, it happens both in editor outside of play mode and using emulation tools. This leads me to assume it'll happen ingame as well
alright, so if the eye looking is done using blendshapes, have you checked that all blendshapes are set to 0 in Unity?
Yup, they are all set to 0 and there are no blendshapes of the "lookleft" or "lookup" variety
and the eyes are not looking down in blender?
Is the looking an innate MMD feature that got lost in translation between programs?
Nope. Straight ahead
Also, just checked the mesh, when I press H, it's invisible from the outside, but visible from the inside
Of the head, I mean
Sometimes blendshapes get "stuck" when not exported correctly, but afaik they should all still appear in Unity, even if they don't do anything. My next guess would be that the eyes are in fact weight painted to a bone, which might have imported with incorrect rotations? In Blender if you select a vertex on the eye and press N, then select the 'item' tab, you should be able to see what vertex groups it's assigned to (which correspond to bone names)
Hm
They don't seem to have any bones around them. The only bones in the head aside from the head itself are for some animu-style expression icons
Let me check
This could be the back of the eye then. It's probably intended to be used with backface culling, but your shader in Unity might not have backface culling enabled. If you don't think it's necessary you can always delete the back side of the eye.
Oooh darn, I may have changed backface culling
Alright, I'll redo that then
These are all just guesses, but you kind of have to work through everything, it's process of elimination :P
Yeah
...the kind of thing that happens when you follow a tutorial without fully understanding the process
...aaaand boom! After changing all the eye materials to back culling, it looks MUCH better!
Thank you lots, Sunshine person of indeterminate gender!
I... MAY be able to struggle through the rest of this without bothering you lot more
of course! let me know if you need help with anything else :D
I'll make sure to! Thanks again!
does anyone know why this happens? same color, same shader, no lighting differences
Is it even the same material? What are we looking at?
Hi question, is it possible to attach a contact sender to a particle and have the contact move with a particle ? Or is this not possible with unity particles at all ? Couldnt find an answer on that
for example a contact sender on gun bullet particles
Not possible.
Haiyaa rip, thank you !
the skull part color is FFFFFF(full white). but the horns are different from the skull
It's rather the texture is slightly darker?
they are the same
i want the horns to match with the skull so they dont stick out
Can you circle the skull part on the texture?
i dont quite understand?
This is the texture. Where is the skull on that texture?
upper left corner
Now screenshot the horn texture as well.
i drew over the Uv because its easier
one thing it could be, is that the base im using is old asf
It's just lighting different from the meshes not actually connected.
how may i connect them so its basically seamless or merging?
That's the job for blender.
I'd rather just transfer mesh normals
alright, blender it is
.
idk what im doing wrong but it wont go in the idle so the physbone is turned off all the time
ill probably look in to it later again
my brain is kinda fryed
xddd
If you have the shirt interaction parameter set to true, then it should transition to Shirt on Physbone. I would check the transitions between Shirt On and Shirt on Physbone, as that is supposed to work like a regular toggle using the shirt interaction parameter
that should work fine if you have shirt interaction set to false, but in the image you sent earlier, it looked like it was playing 'shirt on', so maybe you didn't have the parameter set correctly. I would also advise to disable Has Exit Time and set the transition durations all to 0
those are the other ones
yeah that all looks right to me. Are you testing with Gesture Manager?
Did you ensure the 'shirt interaction' parameter was set to true?
i have double checked everything with the screenshots u send also thios one seems fine
Okay, question for later: When I go to animate expressions, as soon as I start the animation, the character goes into a sort of... half-kneeling pose with arms outstretched
Is this normal? I've already deleted the emulator
Yes it's normal. However, record on a dupe of your avatar as it is common for em to get stuck in that pose
on that note, if it gets stuck, you can always use Pumkin's Avatar Tools to reset the pose
Okay this may sound really dumb but like whats the setup for a pyhsbone grab and make it stay in that state till toggled off by a menu toggle or button i got the pull itself set up with on and off stuff but when i let go it just turns back off?
You want the physbone to stay in place when you grab it?
nah i want the animation toggled by it to stay toggled
just dont use the condition of physbone grabbed in the off transition
Yeah, tis what I'm doing. Thank you!
Thats it ๐ญ
im so dumb wtf
wait but woudnt it be stuck in the state then because i would need another condition to make it work?
i always fuck up conditions on my more complexer projects lol
as long as it has something there its fine
.
im sorry but my ass is slightly confused because idk if for the toggle "on state" do i gotta add like a wait state or nah?
just put a different condition?
yea but it just ends up looping instead of actaully staying toggled idk i cant seem too find my error
i added a item to my avatar but in game it doesnt stay connected, so when i move its floating behind
dumb question its been a while why tf does my model have giant colliders or limit gizmos at then end of the bones i know its a simple fix but i cant remember what to do
the endpoint position on the Y axis is set to 0.06 which i assume is that big for your current Amature
thats it thanks
np!
I keep getting this error on any model I put into unity
My models that were already in the project upload just fine
It seems like your SDK is out of date
you should be able to update it in the VRC creator companion
That's for updating vcc. Not the sdk. You have to update sdk in the Manage Project menu.
Try explaining exactly how you want it to work. I'm guessing you want to pull the cord and have the cutter start, but then what? should it turn off ever? how is it supposed to turn off? anything else you have in mind for how it should work
just stay on untill i toggle it off with a toggle i added in the menu
okay, you basically are asking for a simplified version of what was asked earlier
like just above the first time you asked
ya
do you want the grass cutter to only start when you let go of the pullcord? or should it start without letting go, you just have to pull it far enough?
How do i fix a texture not appearing correctly
First pic is how it looks in the unity project
Second is what its supposed to look like
you can also have it turn off the parameter and use "true" instead of "false", which could let you use a button, but then I'd make sure that you sync the state to remote side with a fork since buttons don't always sync properly on their own
what shader are you using?
Toon standard outline
Do you have 'use vertex colors' enabled?
you probably want that off
also try changing the backface culling settings
Where do i find all of that?
can you show me how that would work by any chance?
probably sounds dumb i just never used a fork to sync shit
dose anyone know how to fix this, its only doing it on unity not blender
You use the IsLocal parameter to switch between either the local side or remote side. The local side does the logic, and uses parameter drivers to change the value of a synced parameter. The remote side changes only based on the synced parameter
what is "this"?
Is it this?
make sure when you export from blender that all your blendshapes are set to 0, and that you have the 'Basis' blendshape selected
If i'm understanding the issue correctly at least. It looks like the hat is not being affected by the blendshape?
yes. The backface culling and vertex color settings look fine here, but try changing backface culling to "front" just to see what happens
this may mess up the rest of the model, but if this makes the eye texture appear, then you'll have found the issue
It does this
are the eyes and the face on the same material slot?
No their both separate
okay, make sure you apply or remove all modifiers (excep the Armature modifier)
these are the materials. The material slot is the section of the model that lets you drag a material onto it.
It looks like in that video, that the eyes and head have the same material slot (they changed at the same time when you dragged the material onto it) but I wasn't 100% sure
The eye texture is actually there but idk whats covering it
I'm confused what this is, where did the head go?
I stretched the eye out of her head for that pic lol
ohh okay. The white part may be intended for something like transparent gloss or reflections. That's not something you can really do on quest though, so you should be able to just delete this section in Blender
only got the armature
just to double check, the issue is that the hat is not being affected by the blendshape?
Something like this?
no any blend shape is making it do that but only in unity
oh yep! that seems to be exactly what it was. If you want to recreate this effect on Quest, you can use the additive shader, or you can use this texture as a matcap texture for the eye (this will have a slightly different effect, where it follows the camera)
the shading issue around the lips?
yes
in blender all the keys are fine
Blendshape normals bug
Okay, in your FBX import settings (Unity) under the mesh tab, try setting the normals to "calculate". If they're already set to calculate, try setting them to "import"
that made it do it
with no keys on
alright, try setting both to "import" then
yess that worked tyyy
when i move around with the ears on they dont stay on the head and float behind when i move forwards
How did you attach them?
if i want it globally synced would just use the remote side correct?
I'm not sure what you mean?
i made them a toggle and put them in the hair dropdown
That doesn't explain how they are attached to the avatar.
i assume as a unity prefab
i did the same with my other avatar and they worked normally
I'm not assuming anything, and also that doesn't explain either.
and just attached via bone hierachy
You need to attach the ears to the head bone
They're likely on the avatar but only the root object
If you want them to follow the head, attach to head bone
i set up the states n stuff but it seems broken?
the model i downloaded doesnt have a normal bone system but i think i found what it does have
what's broken about it?
when i try to pull the cord or toggle it only shows up for a second and just untoggles again
im super sure i did sum wrong
make sure the condition on the transition from On -> Off is correct. It should be the opposite of the value set in the parameter driver
got the ears working right
also quick question the sync can be a bool right?
how can i have the music work on the pc version of my avatar
Please don't.
But if you must, use an AudioSource with the audio file in it. Or you can use VRC Animator Play Audio to pick which file gets played.
yes
ok
preset, blendshapes already included in the base model
how would i do a lightsaber i can turn on and off?
Then you'd need to use the animations (holding the combination of blendshapes that make up the various expressions) and set them up with toggles for each face you wish to use
thx
also sorry for the late response, i had school stuff
If you need more in-depth help, you're welcome to DM me
do you already have a light saber prop?
would it be possible to show these eyelashes through the hair?? I just dont want to have to deform them over the hair because it ends up looking really weird for a side profile
ye, kylo rens downloaded from vrcmods
Well if you just mean to enable/disable, that's just a simple toggle and there are tutorials to do that in many ways.
If you mean the light, you'd have to figure out how it lights up - probably it's material emission, so you would turn that on or off.
i want to have the blade appear
Again depends on how it's built - maybe there's a bone to scale to extend the light blade?
that's how I'd build it
use blendshapes and create an animation in unity? perchance
And put weapon contacts on it for when you hit other people with it ๐
yep, a blendshape would work too
this might be a bit of a dumb question, but, i see asset creators talk about surface painter often, and when i go to look it up i find a bunch of different things........ which one is it? :,)
Anyone know how to add a sitting animation with VRCfury where you can still move your hands and head?
Do you mean Substance Painter, the Adobe 3D painting application?
.....well that would probably be why i was so confused lmao. looked up surface painter, substance painter looks right. and also an adobe product. ew. well, thanks for pointing me in the right direction!
It's an excellent product, even if unfortunately now owned by Adobe.
if you happen to be a university student, you should be able to apply to get it for free
i unfortunately am not anymore ๐ o well, ill figure something out!
Perhaps you are lucky and your student ID has no date on it. Like mine.
but that doesn't get you the Linux version, should you need that - that comes from Steam now only.
that would certainly be an option.... if i think i still had it. maybe i should look for it hmmmmm
yeah I'm a little surprised I still have mine, it... er, wasn't recent. But it did work, at least before the full Adobe takeover.
mine most certainly isnt either lmao. do you need the id itself or does just a university email work?
they asked for an ID when I tried it, I submitted a photo of it
how do i add assests onto an exisitng avi
Is it the avatar you uploaded?
Anyone able to help? Im trying to figure out how to make toggles for clothes and hair and colours and such but I feel like I need a bit of help after 4 or so hours lol
where are you stuck?
Trying to figure out the toggles, mainly with using VRCFury, but making the hair and clothes assets toggleable in general
I don't do Fury but it looks like those are game objects you could simply toggle on and off
It's my first time using this program lol
Hello, I'm making my first model/avatar but the shoulders are not following the upper arms, anyone know how I can fix this?
The armature if needed to help.
hey guys need some help, i try to upload an avatar but once it says "building" it then just breaks, i can move inside the scene but i can't actually upload the avatar, i've let it run for a bit but no luck
shoulders don't "follow" upper arms, what about these images do you feel is incorrect?
or I guess they kinda do in IK, but either way - explain what is wrong here
I want the semi sphere shoulder to follow the upper tube arms when going from reaching up or to the sides
you could weight paint that part to the upper arm bone
ill give that a try, thank you ^.^
i cant help with this little information
any errors?
turns out im just stupid
yes
i need a Unlit fur shader, anyone have a link?
(NSFW WARNING) Iโve been encountering issues with a model I bought from a creator Called Mayosplash, it was his Cerberus model, every time I load into a game, itโs just pure bright pink but perfectly fine on unity, (Iโm on quest btw) does anybody have a way to fix this?
Probably an animation is swapping that broken material in, you'd have to find the material used and see why it's broken.
Got it, thank you for the info
Iโll let you know if I find a fix
no need, just feel free to ask for further help if that's not it ๐
Oh, may I DM you?
Itโs not me uploading the avatar, itโs my BF, mainly because I donโt have a PC so he canโt see the bug
I don't do private help in DMs, that's what this channel is for
Hm ok then, I just didnโt want to clutter the channel, but whatever floats your boat I guess
Iโll update you once we get to work on the avatar
again, no need to update me on your progress.
Uhโฆ..You said to ask for further help?
Do you wanna help me or not?โฆ..
Iโm getting very confused
Feel free to ask for help in this channel, it's what it's for. Lots of people in here are helpful.
I'm not personally committing to anything.
Ah ok, I get it now, forgive my confusion
no worries
Tho I will be posting an update so hopefully I can get more help, I hope I didnโt waste 30$
oh surely it can be fixed
Hi guys, had a quick issue i need some help with, I've tried messing around and can't find it. These straps don't seem to have any sort of gravity or bones or whatever the term is called. The rest of the model seems fine however can't see to get these to actually flow correctly. Any ideas?
The model is bought from booth. I did set up the model. Shaders. Rig and selected the mesh. And everything. But it's stuck to this. I feel like it's a project issue (I plan on trying to export it to VRChat through a different project). But is there a fix for this?
This is like the second or third Avi I've uploaded, so please excuse my dumbness.
I had this issue earlier, are you able to move in the scene?
it was an issue where I opened the prefab instead of dragging said prefab into the scene itself
Yes.
I can.
this is your fix then
Aight
go back to the original scene, and drag the prefab in
Appreciate it man.
^^any help with mine would be greatly appreciated guys
trying to add gogoloco
I have vrc fury on the project and then also dragged the gogoloco prefab on the model and now its not working
when i go into play mode the avatar just vanishes
Hey dude. I tried what you said and it didn't work. You think it could be something else?
Did you drag in the vrcfury gogoloco? Or the none vrcfury gogoloco
@somber sequoia Thank you for the help, weight paint was one of the major issues but did rerig and now it works aside from fingers being all weird XD
I just need help fixing this cuz idk how to make it not block most of my vision :โ) Iโm on mobile btw
Iโm new to vrchat as well so Iโm just asking for help in case anyone knows how to fix this issue :โ)
forwarding this because nobody managed to give a solution, anyone got any ideas?
is there a way to make the eyelashes show up through the hair?
Do you mean face mirror? You can adjust size in the radial menu > Options.
Imma check ๐ค
It's shader stencil. The shader is unity part.
It worked! Thank ye friend! :D. idk if youโd like me to call you that but if you donโt then my bad-
so just to check it would be possible yes? (apologies if this is a stupid question)
is there a way to attach anim files to a .controller
There're plenty of avatar that has done it.
oh it's that easy
got it
Took me some time to think what you actually meant because it's really that easy.
lol
i'd always assumed that if for whatever reason the anims got disconnected it was just over
but you just drag them into the base layer
can someone PLEASE explain why this isnt working?
when i use game mode the textures are missing(easy fix) But why the thing is floating next to my shoulders
iused Vrcfury
What is it supposed to do?
Did you do vrcfury armature link?
No what is that?
i also found this error
Does it work when testing?
Yes it works now
thanks
now how do i fix textures without putting out an ugly png looking thing
Didn't you say it's easy fix?
yeah but last time i fixed it i ended up with a png shooter
What even you meant by png?
Like its just an animated black square png
png is an image format. You probably can't use it to describe something here.
well the texture of a particle Bubble around that bubble arent air its a black edges that makes it looks like a Gif the one you upload
You rather mean the particle is opaque square then?
You have to change render mode in the material.
OHHHHH that's why it never worked
English isn't my first language either.
is there a way to change a shader from a prefab package without doing it all manually
You could do multiselect all the material from project panel and change all at once.
Does anyone know how to seperate UV tile meshes in Blender? tryna make a questie version and trying to separate these meshes
You can go into object mode, click the avi, go to edit mode, click what you want to aeperate CTRL + L and that should select the entire object
Then you can split it apart
@white topaz
this just selects little pieces at at time
it's hard to differentiate pieces of hair from each other due to multiple hairs being combined
seperate by material , if you are lucky hair is its own material otherwise you can select from uv view
select by uv if avatar is using atlas/baked texture for the entire thing - might be abit of a guesswork
Hello! I do not know how to add blendshapes to my manuka avatar..this is what i see when i purchased the blendshapes
somehwere in fx controller (its for face im guessing)
yes yes, its for the face- is it this?
thats where id put them
ohhh alright!!!
tysm!
blender skill i've been needing but was to lazy to learn, thanks for the help
So, for the blendshapes, it does show the gestures working but the default face shows when not doing any motion in gesture manager, would this be the same when i load into vrchat?
basically the blendshapes i have change the face shape and not just the eyes.
Put the default face you want in Idle on both hands
Ooo nice atlas and UV, i like it
been stuck with this for ages now
why won't it let me in? I updated unity and lost so many of my projects bc my laptop is a labrynth and it still won't let me in
also how do I back-download older unity versions because aaaaaaaaaaaaaa this new version sucks
kino thank you
but will probably stick with the new one purely bc I feel like I'll end up using the VCC instead
VCC and Unity are completely 2 different app for different purpose. It isn't that you can use one in place of another.
Well that sucks then because unity refuses to let me make or open projects
VCC is for creating and manage unity project for vrc. And unity is for working and editing on unity project.
well I'm only using unity for vrc avatars
THen how did you create a project?
I made it like 7 months ago
guess they finally decided to say "no fuck you" to me .w.
I'm asking for "how" not "when" though.
in the vcc o-o
I think
my memory is poorly
What does it said when you're trying to open your project now?
literally nothing
all it does is briefly flash a blue line at the bottom and nothing else
in the unity hub anyway
You should open project via VCC.
this is what happens when I try to do that
If you already have that version installed then you have to set unity path in the VCC settings.
I do not, I uninstalled everything because I figured a fresh start would let me make new projects
it did not
well, you need unity
Then you have to install unity.
why tf did downloading a unity thing download this
feels very bloatware-y
Because you tell it to also download visual studio.
When before downloading, there is a checkbox to download it.
how do I prevent this heart from disappearing when someone grts too close?
this is using Poiyomi shaders
I was told to replace Skinned mesh renderer with default renderer + mesh filter but it doesn't work
Do you see its bounds box in the scene?
yes. the bounds is big enough that the avatar and the heart itself is in it
Can you screenshot unity screen without cropping to confirm?
You should have only one renderer component on it though.
I forgot I left it there
but even with only one renderer component (Skinned Mesh renderer only present), it still happens
Make sure that you revert the mesh and root bone slot too.
How do i fix this?
The wings move even without the toggle being on
The first pic is what it should be like in its idle state
looks like an animation is moving them that infinitely just rolls
that didn't fix it
I only done revert root bone cause revery mesh will change its shape to the one i don't like
so there is an animation setup
?
Only for the wings animation
Do you actually have to replace the mesh? You should better put the whole fbx file containing that mesh, instead of just replacing only mesh slot.
I imported the fbx to get its mesh
idk how else to replace the model with something else
right so then how did you set up the toggle/logic for this
You just drag that into the scene.
yeah but it won't have the see through shaders that this one uses, that's the problem
Then you just have to change material after you put it in the scene like you did before.
can you please not use your phone to take videos i cant see anything on
then is there a way to Copy the Material to that one?
cause I don't wanna do it manually
You don't have to create new material. You already have the material so put that material into another mesh.
Oh...that's it?
last time I tried it, it didn't let me for some reason
You likely did something incorrectly.
Or misunderstanding something.
my unity being bugged could be one of them
even my VRChat build is really bugged
have you tried going into play mode using gesture manager and having a look at how this animation and the parameter for it behave live while using it?
I accidentally left 2 heart models on , but that issue still happens on both cases
Does it actually gradually fade away or abruptly disappear?
abruptly disappear
Does the material shader use fade from distance or similar?
I don't know how to check that
maybe this can tell you something
Do i look in debug or tools for that?
It's in Special FX section.
only glitter / Sparkle is being used
You're using stencil, what does other material that does writing to stencil look like?
the body of the avatar is using this
And its render queue?
2000
So the body is in same queue number as the shirt?
the shirt doesn't have stencil
should I do that as well?
That mean the heart disappear because some time shirt got rendered before the body. When that happen, stencil will not get written, making the heart dissapears.
so I give the shirt the stencil or no?
That one of the option.
actually the shirt has the same setting as the body
so I'm not sure what to fix
Then don't use stencil on the heart first to verify it's whether the stencil problem or not.
At least changing stencil compare to Always in heart material.
Removing the stencils got rid of the problem. So stencils is an issue
so how do I properly set it up?
my goal is to prevent the heart from being see through everything
Try changing outline stencil Pass to Replace too.
The heart right?
then after that upload the avi to test it?
The shirt and body
okay I think that fixed it. thank you
Sorry dude no idea then
why can't I press play or Preview the animation?
Likely the animation is not within a avatar context, just a standalone file
so how do I check its animation?
You should be able to drag it onto your avatar from assets folder
Then select Avi and the animation in the Avi context
Drag...what to where?
this animation is being used
You can drag the animation file onto your avatar
I dragged the Animation onto the avatar, and it just made this Shion thing in the animation folder
Or if you have the controller it was made with, you can use that too
its tied to AFK animation
Yes it will create a controller, that's normal
so seeing "Body" and "shion" is normal?
so after that...how can I check it in the scene menu (not through play mode)
Select your avatar and go to animation window
See if you now can select animations from the drop-down close to the record button
The animation you dragged on should be in said list
okay so if I wanna test the animation, I have to drag this animation into the avatar prefab?
Put the controller that animation is on into your avatar's Animator component, which is on the root
God this phone, stop auto correcting me lol
Yeah but I'm still confused
The Root as in...?
Animations are made on controllers. The shion controller appeared because you dragged the animation onto your avatar
The root object is your topmost avatar object
Where your avatar descriptor is on
At the top of that descriptor is animator component. In there, the shion controller will be now
root = top-level object in a tree. The hierarchy view is a tree view.
so in this case, Shion?
Looks like it, but you did crop that so I can't actually see the top of that hierarchy.
If that's where the Avatar Descriptor is, and also the Animator component, then yes, that.
aaand there's the Animator component, yup.
I just clicked the shion in the bottom and it opened that up
Think about it this way
If you have an animation, how will you preview it? Well, first of all, how would unity magically know with what avatar you want to see it? That's why you need the animation to literally be tied to the avatar, thru the animator
so in other words I have the keyframes of the animation
but unity doesn't know which keyframes do these belong to?
I'm not sure I understand that last sentence at all
An animation is a file that contains movement. You cannot view movement without a puppet
as in, unity doesn't know which model or assets uses these keyframes?
but that information is what's in the .anim file
the first field in each line is the path to the object it's animating
alright, well now working more on this. I have new problem
I took the existing clothing mesh and removed some part of it, basically getting the "pants" part out of it. The model and the rig works
but its texture doesn't. I'm using the same full clothing texture it came with, is there a way I can fix this via masking or anything else?
a) removed mesh part how?
b) what do you mean not working?
a) Blender
b) this is what the model looks like without any textures
and this is what the original model I took the part out looks like with its textures it came with
ok I'm not really sure what you did here, is that the same material?
the material you see in the 2nd pic, is what I applied that same material over this shorts model
which ended up looking like this
does that help?
Then....hwo else could I explain this easier?
idk if they're same or not
This is the original UV map it came with, the 2nd pic is the UV map after I deledted part of the model in blender
looks like you didn't move any islands so I assume it would still work
oh I think I know why
the UV map is 2048, but the UV map that blender exported is 1024
is that why?
UV maps have no real resolution
Yeah I wouldn't expect you'd have to remake the shader
then any idea how to fix it?
there's no lilToon discord server that I can report my issue with
I'm not really sure what's wrong from here, sorry
well I guess i have to remake the shader
but first thiing, why is the shader greyed out?
because that material is the on embedded in the .fbx file, you can't edit it. You can replace it though.
may you tell me how?
drag a new material into the slot on the mesh renderer object
Okay, now why can't I find this shader name in unity?
when I type in Hidden or liltoon, its not the one that this one is using
"hidden" is probably because that's locked, but I don't know how that shader works so that's all I know there.
Otherwise, if you can't find a shader, perhaps you didn't install it?
it is installed
okay. I don't use that shader so no idea otherwise.
Dang...wish there's a guide on this kind of stuff
I'd expect there's documentation for it
Hidden/liltoon is just a liltoon with extra options enabled.
does that mean I can get it?
cause I'm trying to recreate the shader from scratch
yeah that sorry
cause dragging an existing materal onto the pant doesn't work, so I might as well remake it
I'm new to this, sorry
recreate the shader from scratch
That is an entirely different topic.
np.
sorry I mean recreate the material that uses Liltoon
cause using an existing material breaks it
If it's outline, you likely just have to change the outline width by dividing it by 100.
it is outline but I don't have the exact one for it
I have "OutlineOnly" which I don't think it uses
Just select a regular liltoon and enable outline option.
where do I find outline option?
Rendering Mode doesn't have it
Scroll down.
Advanced -> Outline?
Obviously.
okay, making sure
Oh....
@somber sequoia that weird thing you're seeing?
that was the outline bug
outline bug?
look, its the same issue again with a Default liltoon
Outline width got scaled with object scale.
which....also gets affected if I edited its mesh?
It's more because of improper scale settings when exporting fbx.
oh was this recently re-exported from blender with different scaling settings?
make sure you set "apply scalings" to "FBX All" unless you know it should be otherwise, in which case make sure it's set to that.
yes but I didn't touch the scaling settings
I just dragged the fbx into the blender and click import
And when you exported from blender?
I just did export mesh and armature, that's it
so I guess I should export the fbx again?
Yes - and look at the setting I just mentioned, in the FBX export dialog
Yes, in there.
make sure you set "apply scalings" to "FBX All" unless you know it should be otherwise, in which case make sure it's set to that.
in Import or export?
or should I retry this whole thing?
It's more because of improper scale settings when exporting fbx.
also what do you mean "FBX all?"
It's literally in that image you just pasted, "apply scalings"
okay now I'm getting more confused
does that mean everything here is correct?
no it does not
you didn't do what I said.
I'd also uncheck the one about leaf bones, near the bottom.
Should be.
Yeah otherwise you don't need to change anything.
Oh that fixed it.
okay thank you
also one more thing
I wanna import like a cloth from a different game onto this character (in blender)
is there anything I should be concern about to make the merge or rigging be correct? like vertex group, weight paints, anything?
definitely be concerned about all of that
Hi everyone,
I have a crazy idea to have a character's head able to turn like an owl (left and right rotation amplified by 3x, rest unaffected)
I have a head bone with nothing rigged to act as the actual head bone, and then a dummy one in the same location, and the dummy one has a zeroed position and scale constraint
And then I have 2 rotation constraints-
One where only the Y axis is frozen, local space, and a weight of 3
Another with the X and Z axes frozen, local space, with a weight of 1
It works when only rotating the head to the side, but it freaks out and bends in random directions if you look up or down
Any ideas on how to fix that?
by the way. How do I fix my character sitting too low on the seats?
stations always been jank
- get taller, some stations have might have a adjust (made a few of them on world and avatar)
but someone said its my avatar issue
you are sat based entirely on the root of your avatar
which should be at the feet
after that you are just slapped into a sitting pose or if you have fbt and have it specifically let you use fbt
whatever pose you are physically in
I'm on non-vr so what should I do to fix this?
theres not much to fix other than the person moving the station
the placement is entirely based on the root of your avatar which is fucked if you arent the specific height the person is needing
by station you mean the seat box?
would goco loco fix it?
idk how to implment it tho
cause goco loco has like levitation thing
I don't think that works when in a seat
I could be wrong
Regardless, gogo is a drag n drop prefab so ez to install
oh. so only way to fix that is changing your avi height while seated?
what about editing the gogo loco?
cause I wanna do one thing but idk if its possible
Seats are the most unpredictable thing in the sdk
This is because the "freeze axes" setting is based on the axes of the parent object. You should have the weight painted bone parented to the head bone, then only freeze the Y axis and enable "solve in local space"
?? says i can only use shaders in the Vrchat/Mobile folder, i choose one of those appropriate for my mesh and it says this
Alpha blended is a world shader
then why is it not in the Vrchat/Mobile/WORLD folder ๐
oh no custom emojis here lmao
Because every shader is packaged together
And its a particle shader
Quest avatars dont support alpha transparency at all because of how shit it is for performance
I used addictive. It works well for my stuff
on avatars?
Also I have a question. So I uploaded the quest version of my avatar and everything looks fine. The boobs,thighs,hair,and butt phys work. The texture are a okay too but for some reason no matter what I do the view position is always on the top of the head despite it being inside the head in unity???
Yes. I just retexture the transparent to a different color and it works well.
how would i go about having shading like this with poiyomi? cause so far my pomni looks like this
Thank you! Will try that when I'm able, they currently share a parent (the neck)
Though, is there a different way? I was hoping that the head bone could move independently of the weighted head so that they can "cast" their voice
edit:
Maybe another weightless bone in the same spot that they're both parented to?
i have a question, does anyone have a gogo loco prefab for vrcfury? I don't know how to fix this, its my first time making an avatar T-T
it's available in the gogo loco package
https://gogoloco.net/ - likely click "download (using VCC)"
eny idea why the skelton is still visible even though the animation is supposed to turn off the game object
probably we'd need some more context for that one
what do you need
what is "the skeleton" here? and in what situation is this happening?
I have an animation/toggle where my mesh becomes invisible and the skeleton shows when someone pulls my tail or I activate the toggle. The thing is, the skeleton is not invisible when the toggle is inactive. I can see it.
that would probably help
But my next question is "becomes invisible how exactly?"
ok so you're hiding the body and showing the skeleton - are you just enabling/disabling the game objects?
it shoud be invis wen the animation is not playing bc i have the skeletonOff animation were the gameobjekt gets turned off
yes
I don't see why it would be visible when off then.

