#avatar-help

1 messages ยท Page 238 of 1

sage kelp
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seems to be working now, thank you so much for the help. would you happen to know anything about the other part i needed help with? with the boot. i showed a screenshot of what was going on with it if that helps any

proven quail
sage kelp
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im just putting them under the avatar in the hierarchy and vrc fury armature link

proven quail
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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?

sage kelp
#

this is the whole link. would it be align scale or something like that?

proven quail
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try unchecking these options, it looks like these might be the ones moving the bones around

sage kelp
#

alright cool, it works. thanks so much once again

proven quail
#

npnp, ur karin is cute I love the colors btw

sage kelp
#

thank you!!!

arctic ginkgo
#

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

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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

gentle iris
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hi, how can i do a texture swap for a model?

lilac musk
gentle iris
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a in game switch

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im working on a model i downloaded and want to change the red to blue

lilac musk
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Have you made toggles before?

gentle iris
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ye

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i use vrcfury for them

lilac musk
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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.

gentle iris
#

ok

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also how would i do a 2d mouth that works?

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i got each texture for it

lilac musk
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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.

gentle iris
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i also never done mouths before so this is new for me

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i found a video that might help me

brave void
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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?

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hope I'm making sense here I'm new to these stuff :>

arctic ginkgo
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also, nice to see fpe content still around!

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hi robby :D

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-# (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)

gentle iris
arctic ginkgo
gentle iris
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each one is a different object

mortal zinc
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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

gentle iris
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@arctic ginkgo each one is a different object, its how it was when i downloaded it

arctic ginkgo
gentle iris
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how would i do it with viseme blendshapes?

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i got the avatar descriptor up

arctic ginkgo
gentle iris
#

oh

arctic ginkgo
#

there's a number of ways to do this, that's just the method I usually use

rustic cedar
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setting up my model for the first time, what am i doing wrong? the bones in blender are missing in unity

arctic ginkgo
#

are you running into any issues with the rig not working when testing it in-game or using an emulator? (gesture manager, AV3 emulator)

somber sequoia
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I'd suggest you name them better though, for your own reference later.

rustic cedar
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when i use gesture manager its stuck at a T pose and wont move at all

left gull
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is the .fbx set to humanoid?

rustic cedar
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@arctic ginkgo

arctic ginkgo
rustic cedar
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it moves when i put it in the muscles and settings, but i ponder why it doesnt show anything in gesture manager

rustic cedar
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nvm i guess it was tweakin, though i got the thing backwards so hes being a little creepy

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not a fan of the arm not fully doing its thing but ill fix it

brave void
arctic ginkgo
brave void
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gonna give that a try! thanks!

turbid elm
arctic ginkgo
turbid elm
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I have absolutely no clue, I haven't uploaded in like a couple years.

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How do I tell?

arctic ginkgo
turbid elm
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Yee

arctic ginkgo
# turbid elm 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

turbid elm
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Rrrahhh so I have to start again.

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Imagine if it told me before I spend an hour with max CPU usage x.x

arctic ginkgo
#

you just upgrade the SDK and then upload

turbid elm
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Yeah it took like an hour after hitting 'Build'

arctic ginkgo
#

???

somber sequoia
#

possibly lots of shader compiling, which it likely won't have to do again

arctic ginkgo
#

your avatar must be extremely bloated ๐Ÿ˜ฌ

turbid elm
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Probably is, I don't try and play optimized ones XD

arctic ginkgo
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oh true!

arctic ginkgo
somber sequoia
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that's ok, it's what the auto-blocking options are for

turbid elm
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Welp probably do have to because I already closed the unity project without saving

arctic ginkgo
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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

turbid elm
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Why oh why couldn't it just tell me before opening that it's forcing an upgrade XD

somber sequoia
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it doesn't do any "on open" checks

arctic ginkgo
turbid elm
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VRCC should be like "Hey, this wont work with this outdated version" or something

somber sequoia
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ok that I can agree with, I'm really surprised it has no warning like that

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I wonder if there's a canny report for that

arctic ginkgo
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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

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I mean, it should know you're uploading, you pressed a button specifically for that lol

somber sequoia
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VCC checks for updates, it could likely put a big warning up

arctic ginkgo
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That would be nice

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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

somber sequoia
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exactly

turbid elm
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thankfully it did not have to build all the shader things again and it was quick

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thanks for the help

arctic ginkgo
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of course!

topaz thicket
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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.

queen sigil
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hi i have problem my avatar here but my old avatar didnt save ?

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doesnt show?

teal laurel
teal laurel
queen sigil
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ya

topaz thicket
queen sigil
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nothing.

teal laurel
teal laurel
queen sigil
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i didnt remember

teal laurel
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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

topaz thicket
# teal laurel If you have the avatar files in unity, sure

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.

queen sigil
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nvm updated

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lol

arctic ginkgo
teal laurel
mortal dagger
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Gocoloco refuses to be on my avatar

teal laurel
ornate stump
teal laurel
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If you want flight and dashing, remove gogoloco all

mortal dagger
teal laurel
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Only put 1

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๐Ÿ’€

ornate stump
mortal dagger
#

still not working in guesters

ornate stump
mortal dagger
teal laurel
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-# Hmm looks good from what i can see

mortal dagger
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ama try it again

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play mode i mesn

teal laurel
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While not in playmode

mortal dagger
#

YES

teal laurel
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Nice

mortal dagger
#

IT worls

ornate stump
mortal dagger
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I put beyond in the model

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didn't work for gogo all for somereason

ornate stump
teal laurel
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Ty mods

mortal dagger
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Probably not?

teal laurel
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๐Ÿ–ค

mortal dagger
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Oh because at first i tried using the normal gocoloco instead of vrcfury First... then i putted vrcfury on top of that

teal laurel
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Oh yea that will break :P

mortal dagger
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Oh and btw

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i use the Quest model for both pc and quest version

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how long until that backfires?

ornate stump
mortal dagger
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for example i will go for gogoloco fly only for quest

ornate stump
mortal dagger
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Oh because Vrcfury just gave me a warning thought it might be a thing that will backfire later

mortal dagger
ornate stump
mortal dagger
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they are the same version

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so no worries?

ornate stump
mortal dagger
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and for some reason it turns into all instead of beyond

ornate stump
mortal dagger
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My head hurts

gritty tree
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@covert coral

ornate stump
gritty tree
covert coral
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Are you trying to remove the bluepaint ID?

ornate stump
gritty tree
ornate stump
# gritty tree i did

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.

ornate stump
gritty tree
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i did 4 times

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๐Ÿ’”

ornate stump
gritty tree
ornate stump
gritty tree
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nope @ornate stump

ornate stump
# gritty tree

Then make sure that there is no blueprint ID in PipelineManager component. If it has, "Detach" it.

ornate stump
gritty tree
#

where do i click to find those-

ornate stump
covert coral
#

Are you using VRCFury?

gritty tree
gritty tree
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WHERE

#

do i click

ornate stump
# gritty tree

Just click on your avatar object in the scene and see in Inspector

gritty tree
ornate stump
gritty tree
#

oh-

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now i did

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haha

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๐Ÿ’”

gritty tree
ornate stump
covert coral
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Press Attach?

ornate stump
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Don't attach.

covert coral
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This is where the issue starts, If you put in a blueprint it messes up the errors

gritty tree
ornate stump
gritty tree
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i importated the avatar i bought

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clicked his name

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added gogo loco

covert coral
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what error are u getting now?

gritty tree
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same thing

covert coral
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Blueprint error?

gritty tree
ornate stump
gritty tree
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i added a pintrest image

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to that

covert coral
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let me ask my helper..

ornate stump
gritty tree
covert coral
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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."

gritty tree
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im confused this is the only one i got-

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i just started it

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and just bought it

covert coral
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Is there any Missing (Script)" with a yellow warning icon, right-click it and select Remove Component.

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Sometimes it's that

gritty tree
gritty tree
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and it all went away

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but i just bought the avi

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and its been doing this

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soon as i bought it

covert coral
gritty tree
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idk what wholesome lolipop is but apparently a issue

foggy wadi
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Thats huh... the adult stuff

ornate stump
gritty tree
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i might be 21 but i dont need that on a gaming platform T_T

ornate stump
gritty tree
gilded canopy
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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?

ornate stump
gilded canopy
# ornate stump Animation only controls bone movement. And finger should already move only fingl...

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

ornate stump
gilded canopy
ornate stump
gilded canopy
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Is the default layer inherently bad to have?

ornate stump
gilded canopy
ornate stump
gilded canopy
ornate stump
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Additive is for adding subtle movement to the model.

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And the default one is doing just that.

gilded canopy
ornate stump
gilded canopy
mortal dagger
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how do i edit the shader?

ornate stump
gilded canopy
mortal dagger
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create material present?

gilded canopy
gilded canopy
mortal dagger
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Thanks

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it worked

gilded canopy
mortal dagger
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And quick last question how can i make my character Grab the prop

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For an example this HOPE syringe its unsatisfactingly glued to my hand

ornate stump
mortal dagger
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it is not grabbing, my hand can move freely when the Prop is out

ornate stump
mortal dagger
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I dont know how do, do that

ornate stump
elfin lichen
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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?

gaunt knoll
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yes

gaunt knoll
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wait do you want it gone gone or just hiden there should be a blendshape for it

elfin lichen
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I guess hidden works. I just assumed I had to delete it to hide it.

gaunt knoll
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there should be a blend shape for it

elfin lichen
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Is this in blender or in unity?

gaunt knoll
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unity

elfin lichen
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I'm still fairly new. I'm not sure where to locate that.

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is it in the hair root?

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Wait, I think I found it

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Seems like if I turn these down, it shrinks it. That should be all I need to do right?

gaunt knoll
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yeah play around sometimes theres a hat opinion

elfin lichen
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sweet tyty

mortal dagger
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what do i do

ornate stump
mortal dagger
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Idk

ornate stump
mortal dagger
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After i added the Gocoloco beyond

ornate stump
mortal dagger
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its says assests/_poyiomishaders/scripts/thryeditor/editor/helpers/helper. cs

ornate stump
mortal dagger
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i never added that shader

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its only quest stuff

ornate stump
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Either it has to be added by you or it came with avatar package you imported.

mortal dagger
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i found it

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one of the models o downloaded accidentally came with unsupported assests

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yet even after deleting them the error remains

ornate stump
mortal dagger
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no cleared it

ornate stump
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The asset the being the problem.

mortal dagger
#

can you see it properly?

ornate stump
# mortal dagger

The time is still from 10 minutes ago. Are you sure you cleared it?

mortal dagger
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yes

ornate stump
mortal dagger
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Nope i am ganna do that now

ornate stump
mortal dagger
ornate stump
#

No commission advertising in this server.

deft atlas
ornate stump
pearl wolf
#

I'm getting bot vibes ๐Ÿ˜…

deft atlas
mortal dagger
stray trench
#

gesture expressions would live in the FX layer right?

mortal dagger
ornate stump
mortal dagger
#

Its telling me to just unable unsafe code

stray trench
ornate stump
ornate stump
pearl wolf
#

Why would a scammer delete their message here and instantly say hi in another channel to start the Cycle again ๐Ÿค”

mortal dagger
stray trench
ornate stump
mortal dagger
#

its different

ornate stump
ornate stump
stray trench
ornate stump
mortal dagger
ornate stump
left wharf
#

try taking a screenshot of whole screen using Win+Shift+S
it might be better than explaining it yourself

mortal dagger
mortal dagger
left wharf
#

ic

ornate stump
ornate stump
mortal dagger
serene wave
#

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?

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In Blender, the eyes are just looking forward, BTW, something about the Unity import changed that

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At least... I think

crimson rampart
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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 itโ€™s 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, Iโ€™d like to be able to toggle the PhysBone itself on/off, and also control the T-shirt entirely via the menu if I donโ€™t 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 doesnโ€™t conflict or revert unexpectedly.
already have a rough understanding of how to set up each part individually (PhysBones, menu toggles, FX layer animations), but Iโ€™m struggling with connecting them properly and handling the state logic without things snapping back or overriding each other.
At this point, Iโ€™m not even sure if what Iโ€™m trying to do is actually possible in VRChat.

gilded canopy
# crimson rampart hey can any one help me with this problem I have a T-shirt wat i want to take o...

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

gilded canopy
modern karma
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how does one add toggles for face expressions to the radial menu

gilded canopy
sturdy prawn
#

the face mirror wont show my avi and the personal mirror makes my eyes gone ad my avi look half visable

crimson rampart
arctic ginkgo
#

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

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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

crimson rampart
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would be fire idk much about vrc fury but i dont think that its that hart to use it

arctic ginkgo
#

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

crimson rampart
#

then ill probably stick to the animator

arctic ginkgo
#

sorry, unity is taking a while to open ๐Ÿ˜…

crimson rampart
#

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

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all good

true haven
arctic ginkgo
#

These are the animations:

Shirt On:

  • Shirt Enabled
  • Physbone Disabled

Shirt On Physbone:

  • Shirt Enabled
  • Physbone Enabled

Shirt Off:

  • Shirt Disabled
  • Physbone Disabled
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the 'shirt on physbone' one should also go in 'shirt on physbone (idle)

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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

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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

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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

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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

crimson rampart
#

thank you verry much ill try to do it in my project

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๐Ÿ™

arctic ginkgo
#

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

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of course!

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I love interactive items on avatars :D

crimson rampart
#

fair tho i hope that i can do this with my knowledge

serene wave
#

The materials seem to overlay each other with no way to disable any

arctic ginkgo
# serene wave Alright, bump I'm... kind of at a loss as per what to do

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?

balmy barn
#

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

serene wave
arctic ginkgo
serene wave
arctic ginkgo
#

and the eyes are not looking down in blender?

serene wave
#

Is the looking an innate MMD feature that got lost in translation between programs?

serene wave
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Also, just checked the mesh, when I press H, it's invisible from the outside, but visible from the inside

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Of the head, I mean

arctic ginkgo
# serene wave Nope. Straight ahead

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)

serene wave
#

Let me check

arctic ginkgo
serene wave
#

Alright, I'll redo that then

arctic ginkgo
#

These are all just guesses, but you kind of have to work through everything, it's process of elimination :P

serene wave
#

Yeah

serene wave
#

...aaaand boom! After changing all the eye materials to back culling, it looks MUCH better!
Thank you lots, Sunshine person of indeterminate gender!

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I... MAY be able to struggle through the rest of this without bothering you lot more

arctic ginkgo
#

of course! let me know if you need help with anything else :D

serene wave
turbid sable
#

does anyone know why this happens? same color, same shader, no lighting differences

ornate stump
crystal zephyr
#

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

crystal zephyr
#

Haiyaa rip, thank you !

turbid sable
ornate stump
turbid sable
#

i want the horns to match with the skull so they dont stick out

ornate stump
turbid sable
ornate stump
turbid sable
#

upper left corner

ornate stump
turbid sable
#

i drew over the Uv because its easier

#

one thing it could be, is that the base im using is old asf

ornate stump
#

It's just lighting different from the meshes not actually connected.

turbid sable
ornate stump
junior void
#

I'd rather just transfer mesh normals

turbid sable
#

alright, blender it is

crimson rampart
#

ill probably look in to it later again

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my brain is kinda fryed

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xddd

arctic ginkgo
crimson rampart
#

let me check

#

i have it like this

arctic ginkgo
# crimson rampart let me check

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

arctic ginkgo
crimson rampart
#

yes

#

huh when im just going in the playmode its on off

#

the toggle works

arctic ginkgo
crimson rampart
#

i have double checked everything with the screenshots u send also thios one seems fine

serene wave
#

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

junior void
#

Yes it's normal. However, record on a dupe of your avatar as it is common for em to get stuck in that pose

arctic ginkgo
#

on that note, if it gets stuck, you can always use Pumkin's Avatar Tools to reset the pose

lime hawk
#

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?

arctic ginkgo
lime hawk
#

nah i want the animation toggled by it to stay toggled

night ember
serene wave
lime hawk
#

im so dumb wtf

lime hawk
#

i always fuck up conditions on my more complexer projects lol

night ember
#

as long as it has something there its fine

lime hawk
night ember
#

just put a different condition?

lime hawk
#

yea but it just ends up looping instead of actaully staying toggled idk i cant seem too find my error

gentle iris
#

i added a item to my avatar but in game it doesnt stay connected, so when i move its floating behind

pale dew
#

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

lime hawk
pale dew
#

thats it thanks

lime hawk
#

np!

vernal timber
#

I keep getting this error on any model I put into unity

My models that were already in the project upload just fine

lime hawk
#

you should be able to update it in the VRC creator companion

vernal timber
ornate stump
# vernal timber

That's for updating vcc. Not the sdk. You have to update sdk in the Manage Project menu.

vernal timber
#

๐ŸŒš

#

Thanks Iโ€™m a lil dense

arctic ginkgo
lime hawk
#

just stay on untill i toggle it off with a toggle i added in the menu

arctic ginkgo
#

like just above the first time you asked

lime hawk
#

ya

arctic ginkgo
#

something similar to this should work

arctic ginkgo
lime hawk
#

just when i stretch it over 1

#

is enough

arctic ginkgo
#

this should work

wary wedge
#

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

arctic ginkgo
# arctic ginkgo

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

wary wedge
arctic ginkgo
#

you probably want that off

#

also try changing the backface culling settings

wary wedge
#

Where do i find all of that?

lime hawk
#

probably sounds dumb i just never used a fork to sync shit

neat coral
#

dose anyone know how to fix this, its only doing it on unity not blender

arctic ginkgo
# arctic ginkgo

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

wary wedge
arctic ginkgo
arctic ginkgo
arctic ginkgo
# wary wedge Is it this?

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

arctic ginkgo
wary wedge
#

No their both separate

arctic ginkgo
#

okay, make sure you apply or remove all modifiers (excep the Armature modifier)

arctic ginkgo
#

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

wary wedge
#

The eye texture is actually there but idk whats covering it

arctic ginkgo
wary wedge
#

I stretched the eye out of her head for that pic lol

arctic ginkgo
arctic ginkgo
neat coral
arctic ginkgo
# wary wedge Something like this?

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)

arctic ginkgo
neat coral
#

in blender all the keys are fine

junior void
#

Blendshape normals bug

arctic ginkgo
# neat coral yes

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"

neat coral
#

with no keys on

arctic ginkgo
neat coral
gentle iris
#

when i move around with the ears on they dont stay on the head and float behind when i move forwards

lime hawk
arctic ginkgo
gentle iris
lime hawk
#

i set it up but it seems broken?

#

i probably fucked up something

somber sequoia
gentle iris
lime hawk
gentle iris
#

i did the same with my other avatar and they worked normally

somber sequoia
#

I'm not assuming anything, and also that doesn't explain either.

lime hawk
#

and just attached via bone hierachy

junior void
#

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

lime hawk
gentle iris
#

the model i downloaded doesnt have a normal bone system but i think i found what it does have

arctic ginkgo
lime hawk
#

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

arctic ginkgo
gentle iris
#

got the ears working right

lime hawk
#

also quick question the sync can be a bool right?

gentle iris
#

how can i have the music work on the pc version of my avatar

somber sequoia
#

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.

modern karma
gentle iris
#

how would i do a lightsaber i can turn on and off?

gilded canopy
modern karma
#

also sorry for the late response, i had school stuff

gilded canopy
#

If you need more in-depth help, you're welcome to DM me

somber sequoia
tough marsh
#

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

gentle iris
somber sequoia
#

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.

gentle iris
#

i want to have the blade appear

somber sequoia
#

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

tough marsh
somber sequoia
#

And put weapon contacts on it for when you hit other people with it ๐Ÿ™‚

somber sequoia
dense meadow
#

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? :,)

floral fable
#

Anyone know how to add a sitting animation with VRCfury where you can still move your hands and head?

somber sequoia
dense meadow
#

.....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!

somber sequoia
#

It's an excellent product, even if unfortunately now owned by Adobe.

arctic ginkgo
dense meadow
#

i unfortunately am not anymore ๐Ÿ™ƒ o well, ill figure something out!

somber sequoia
#

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.

dense meadow
#

that would certainly be an option.... if i think i still had it. maybe i should look for it hmmmmm

somber sequoia
#

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.

dense meadow
#

mine most certainly isnt either lmao. do you need the id itself or does just a university email work?

somber sequoia
#

they asked for an ID when I tried it, I submitted a photo of it

hushed torrent
#

how do i add assests onto an exisitng avi

ornate stump
fathom basin
#

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

somber sequoia
#

where are you stuck?

fathom basin
#

Trying to figure out the toggles, mainly with using VRCFury, but making the hair and clothes assets toggleable in general

somber sequoia
#

I don't do Fury but it looks like those are game objects you could simply toggle on and off

fathom basin
#

It's my first time using this program lol

north stone
#

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.

naive mango
#

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

somber sequoia
#

or I guess they kinda do in IK, but either way - explain what is wrong here

north stone
somber sequoia
#

you could weight paint that part to the upper arm bone

north stone
#

ill give that a try, thank you ^.^

peak flare
#

any errors?

naive mango
hushed torrent
#

i need a Unlit fur shader, anyone have a link?

brisk wind
#

(NSFW WARNING) Iโ€™ve 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, itโ€™s just pure bright pink but perfectly fine on unity, (Iโ€™m on quest btw) does anybody have a way to fix this?

somber sequoia
#

Probably an animation is swapping that broken material in, you'd have to find the material used and see why it's broken.

brisk wind
#

Iโ€™ll let you know if I find a fix

somber sequoia
#

no need, just feel free to ask for further help if that's not it ๐Ÿ™‚

brisk wind
#

Itโ€™s not me uploading the avatar, itโ€™s my BF, mainly because I donโ€™t have a PC so he canโ€™t see the bug

somber sequoia
#

I don't do private help in DMs, that's what this channel is for

brisk wind
#

Hm ok then, I just didnโ€™t want to clutter the channel, but whatever floats your boat I guess

#

Iโ€™ll update you once we get to work on the avatar

somber sequoia
#

again, no need to update me on your progress.

brisk wind
#

Do you wanna help me or not?โ€ฆ..

#

Iโ€™m getting very confused

somber sequoia
#

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.

brisk wind
#

Ah ok, I get it now, forgive my confusion

somber sequoia
#

no worries

brisk wind
#

Tho I will be posting an update so hopefully I can get more help, I hope I didnโ€™t waste 30$

somber sequoia
#

oh surely it can be fixed

naive mango
#

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?

river patio
#

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.

naive mango
#

it was an issue where I opened the prefab instead of dragging said prefab into the scene itself

river patio
#

Aight

naive mango
#

go back to the original scene, and drag the prefab in

river patio
#

Appreciate it man.

naive mango
#

and it should work

#

i had an issue with mine aha

naive mango
opaque snow
#

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

river patio
teal laurel
north stone
#

@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

drowsy geyser
#

I just need help fixing this cuz idk how to make it not block most of my vision :โ€™) Iโ€™m on mobile btw

#

Iโ€™m new to vrchat as well so Iโ€™m just asking for help in case anyone knows how to fix this issue :โ€™)

tough marsh
#

is there a way to make the eyelashes show up through the hair?

ornate stump
ornate stump
drowsy geyser
tough marsh
sinful obsidian
#

is there a way to attach anim files to a .controller

ornate stump
sinful obsidian
#

got it

ornate stump
sinful obsidian
#

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

mortal dagger
#

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

mortal dagger
#

be in my hand

#

Yet its floating

#

this also happened to me twice

ornate stump
mortal dagger
#

No what is that?

mortal dagger
#

i also found this error

ornate stump
mortal dagger
#

Yes it works now

#

thanks

#

now how do i fix textures without putting out an ugly png looking thing

ornate stump
mortal dagger
#

yeah but last time i fixed it i ended up with a png shooter

ornate stump
mortal dagger
#

Like its just an animated black square png

ornate stump
mortal dagger
#

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

ornate stump
mortal dagger
#

yes

#

sorry english isnt my first language

ornate stump
mortal dagger
#

OHHHHH that's why it never worked

ornate stump
#

English isn't my first language either.

mortal dagger
#

is there a way to change a shader from a prefab package without doing it all manually

ornate stump
white topaz
#

Does anyone know how to seperate UV tile meshes in Blender? tryna make a questie version and trying to separate these meshes

teal laurel
#

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

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

balmy barn
#

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

neat elk
#

Hello! I do not know how to add blendshapes to my manuka avatar..this is what i see when i purchased the blendshapes

balmy barn
#

somehwere in fx controller (its for face im guessing)

neat elk
#

yes yes, its for the face- is it this?

balmy barn
#

thats where id put them

neat elk
#

ohhh alright!!!

white topaz
#

blender skill i've been needing but was to lazy to learn, thanks for the help

neat elk
#

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.

proven quail
teal laurel
wild star
#

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

wild star
ornate stump
wild star
ornate stump
wild star
#

well I'm only using unity for vrc avatars

ornate stump
wild star
ornate stump
wild star
#

I think
my memory is poorly

ornate stump
wild star
#

literally nothing

#

all it does is briefly flash a blue line at the bottom and nothing else

#

in the unity hub anyway

ornate stump
wild star
#

this is what happens when I try to do that

ornate stump
wild star
#

I do not, I uninstalled everything because I figured a fresh start would let me make new projects

#

it did not

junior void
#

well, you need unity

ornate stump
wild star
#

reinstalling it now

wild star
#

why tf did downloading a unity thing download this
feels very bloatware-y

ornate stump
wild star
#

no tf I ain't, how do I remove it

#

nvm found it

ornate stump
somber osprey
#

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

ornate stump
somber osprey
ornate stump
ornate stump
somber osprey
ornate stump
wary wedge
junior void
#

looks like an animation is moving them that infinitely just rolls

wary wedge
#

Yeah

#

The idle animation doesnt have them move either

somber osprey
junior void
#

so there is an animation setup

wary wedge
#

?

junior void
#

is there?

#

did you animate the wings

wary wedge
ornate stump
somber osprey
junior void
ornate stump
somber osprey
ornate stump
junior void
#

can you please not use your phone to take videos i cant see anything on

somber osprey
ornate stump
somber osprey
#

Oh...that's it?

last time I tried it, it didn't let me for some reason

ornate stump
#

Or misunderstanding something.

somber osprey
#

my unity being bugged could be one of them

even my VRChat build is really bugged

junior void
#

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?

somber osprey
ornate stump
somber osprey
ornate stump
somber osprey
#

maybe this can tell you something

wary wedge
ornate stump
somber osprey
#

only glitter / Sparkle is being used

ornate stump
somber osprey
#

the body of the avatar is using this

ornate stump
somber osprey
ornate stump
somber osprey
ornate stump
somber osprey
#

so I give the shirt the stencil or no?

ornate stump
somber osprey
#

actually the shirt has the same setting as the body

somber osprey
ornate stump
#

At least changing stencil compare to Always in heart material.

somber osprey
#

my goal is to prevent the heart from being see through everything

ornate stump
somber osprey
#

The heart right?
then after that upload the avi to test it?

ornate stump
somber osprey
#

okay I think that fixed it. thank you

somber osprey
#

why can't I press play or Preview the animation?

junior void
#

Likely the animation is not within a avatar context, just a standalone file

somber osprey
#

so how do I check its animation?

junior void
#

You should be able to drag it onto your avatar from assets folder

#

Then select Avi and the animation in the Avi context

somber osprey
junior void
#

You can drag the animation file onto your avatar

somber osprey
#

I dragged the Animation onto the avatar, and it just made this Shion thing in the animation folder

junior void
#

Or if you have the controller it was made with, you can use that too

somber osprey
junior void
#

Yes it will create a controller, that's normal

somber osprey
junior void
#

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

somber osprey
#

okay so if I wanna test the animation, I have to drag this animation into the avatar prefab?

junior void
#

Not always

#

See it made the shion controller

somber sequoia
#

Put the controller that animation is on into your avatar's Animator component, which is on the root

junior void
#

God this phone, stop auto correcting me lol

somber osprey
junior void
#

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

somber sequoia
somber osprey
junior void
#

The shion controller put the animation in avatar context if you will

#

Yes

somber sequoia
somber osprey
somber sequoia
#

If that's where the Avatar Descriptor is, and also the Animator component, then yes, that.

#

aaand there's the Animator component, yup.

somber osprey
#

I just clicked the shion in the bottom and it opened that up

junior void
#

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

somber osprey
somber sequoia
#

I'm not sure I understand that last sentence at all

junior void
#

An animation is a file that contains movement. You cannot view movement without a puppet

somber osprey
#

as in, unity doesn't know which model or assets uses these keyframes?

somber sequoia
#

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

somber osprey
#

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?

somber sequoia
#

a) removed mesh part how?
b) what do you mean not working?

somber osprey
somber sequoia
#

ok I'm not really sure what you did here, is that the same material?

somber osprey
#

does that help?

somber sequoia
#

not really

#

if the UV map is the same then the material should work the same

somber osprey
#

Then....hwo else could I explain this easier?

somber osprey
somber sequoia
#

looks like you didn't move any islands so I assume it would still work

somber osprey
#

oh I think I know why

#

the UV map is 2048, but the UV map that blender exported is 1024

is that why?

somber sequoia
#

UV maps have no real resolution

somber osprey
#

then is it a shader issue?

#

cause i don't wanna remake a shader from scratch

somber sequoia
#

Yeah I wouldn't expect you'd have to remake the shader

somber osprey
#

then any idea how to fix it?

there's no lilToon discord server that I can report my issue with

somber sequoia
#

I'm not really sure what's wrong from here, sorry

somber osprey
#

well I guess i have to remake the shader

but first thiing, why is the shader greyed out?

somber sequoia
#

because that material is the on embedded in the .fbx file, you can't edit it. You can replace it though.

somber sequoia
#

drag a new material into the slot on the mesh renderer object

somber osprey
somber sequoia
#

"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?

somber sequoia
#

okay. I don't use that shader so no idea otherwise.

somber osprey
#

Dang...wish there's a guide on this kind of stuff

somber sequoia
#

I'd expect there's documentation for it

ornate stump
#

Hidden/liltoon is just a liltoon with extra options enabled.

somber osprey
somber sequoia
#

... recreate the shader?

#

do you mean "material" here?

somber osprey
somber sequoia
#

oh okay

#

very different ๐Ÿ™‚

somber osprey
#

cause dragging an existing materal onto the pant doesn't work, so I might as well remake it

somber osprey
ornate stump
somber sequoia
#

np.

somber osprey
#

cause using an existing material breaks it

ornate stump
somber osprey
#

I have "OutlineOnly" which I don't think it uses

ornate stump
somber osprey
#

where do I find outline option?

Rendering Mode doesn't have it

somber osprey
#

Advanced -> Outline?

ornate stump
somber osprey
#

okay, making sure

#

Oh....

@somber sequoia that weird thing you're seeing?

that was the outline bug

somber sequoia
#

outline bug?

somber osprey
ornate stump
#

Outline width got scaled with object scale.

somber sequoia
#

ahhh

#

yeah I have no idea how that shader works, never used it.

somber osprey
ornate stump
somber sequoia
#

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.

somber osprey
#

I just dragged the fbx into the blender and click import

somber sequoia
#

And when you exported from blender?

somber osprey
#

so I guess I should export the fbx again?

somber sequoia
#

Yes - and look at the setting I just mentioned, in the FBX export dialog

somber sequoia
#

Yes, in there.

somber osprey
#

the scale is 1.0 by default

#

so...that shouldn't break it, right?

ornate stump
somber osprey
ornate stump
somber osprey
#

also what do you mean "FBX all?"

somber sequoia
#

It's literally in that image you just pasted, "apply scalings"

somber osprey
#

okay now I'm getting more confused

does that mean everything here is correct?

somber sequoia
#

no it does not

#

you didn't do what I said.

#

I'd also uncheck the one about leaf bones, near the bottom.

somber osprey
#

now its correct?

ornate stump
#

Should be.

somber sequoia
#

Yeah otherwise you don't need to change anything.

somber osprey
#

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?

somber sequoia
#

definitely be concerned about all of that

thin rivet
#

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?

somber osprey
#

by the way. How do I fix my character sitting too low on the seats?

balmy barn
#

stations always been jank ratl - get taller, some stations have might have a adjust (made a few of them on world and avatar)

somber osprey
#

but someone said its my avatar issue

night ember
#

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

somber osprey
#

I'm on non-vr so what should I do to fix this?

night ember
#

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

somber osprey
#

by station you mean the seat box?

#

would goco loco fix it?

idk how to implment it tho

junior void
#

What the...

#

How's one related to the other here

somber osprey
#

cause goco loco has like levitation thing

junior void
#

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

somber osprey
#

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

junior void
#

Seats are the most unpredictable thing in the sdk

arctic ginkgo
little pike
#

?? says i can only use shaders in the Vrchat/Mobile folder, i choose one of those appropriate for my mesh and it says this

night ember
little pike
#

then why is it not in the Vrchat/Mobile/WORLD folder ๐Ÿœ

#

oh no custom emojis here lmao

night ember
#

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

spiral jay
little pike
spiral jay
#

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???

spiral jay
ocean snow
#

how would i go about having shading like this with poiyomi? cause so far my pomni looks like this

thin rivet
thin rivet
#

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?

round prairie
#

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

somber sequoia
#

it's available in the gogo loco package

cobalt cloak
#

eny idea why the skelton is still visible even though the animation is supposed to turn off the game object

somber sequoia
#

probably we'd need some more context for that one

cobalt cloak
#

what do you need

somber sequoia
#

what is "the skeleton" here? and in what situation is this happening?

cobalt cloak
#

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.

somber sequoia
#

what is the skeleton though?

#

another mesh object?

cobalt cloak
#

a game objekt skeleton

#

wait i send screanshot

somber sequoia
#

that would probably help

#

But my next question is "becomes invisible how exactly?"

cobalt cloak
somber sequoia
#

ok so you're hiding the body and showing the skeleton - are you just enabling/disabling the game objects?

cobalt cloak
#

it shoud be invis wen the animation is not playing bc i have the skeletonOff animation were the gameobjekt gets turned off

somber sequoia
#

I don't see why it would be visible when off then.