#avatar-help
1 messages · Page 239 of 1
oh, well that you could test in play mode with a tool like AV3 emulator or gesture manager - do the toggle and watch the state of the animator, make sure it's actually running that animation
okay wait i send video
oh i see wen i go in to play mod the skeleton is not turned off
It only stops briefly and then starts again. Do I have to loop the animation?
I wouldn't expect so
no idea, I'd suggest watching the layer in the animation controller while you toggle that in play mode, so you can see what it's actually doing
FYI no need to zoom like that - you could just look at the state of the GameObject in the hierarchy, to see if it's on or off.
yep, definitely looks like it's on when it shouldn't be
its like the animation plays and just stap
does anyone know how to put cloths on a avi
Oh sure! Just parent it to a bone that's parented to the neck, and then you can use constraints on this bone however you'd like to follow the head
What's important is just that the rotation of the parent of the bone that actually moves the head matches the rotation of the actual head
Is there a way to change the default height my avatar is set to when I reset?
avatar looks like this and I want to add a detail normal
but when I do it does this
how do I go about fixing this? it's in poiyomi shader
I rerigged these ammo belts and wires and quickly figured out idk how to use rotation constraints. how could I get the wires and belts to move with the arm? blender or unity options are both helpful
My Blendshape parameters don't appear in Unity's Play mode the same as they are in Scene. Can't seem to find an answer to fix this. 
are you sure there aren't multiple active and possibly acting together?
hi! im new to both blender and unity and trying to add visemes to my avatar, but it seems like when i export the model from blender all my blend shapes are toggled at the same time... at least i can only assume its from how im exporting it because when i put the FBX back into blender it looked the same as it did in unity. ive tried a number of different settings and nothing changes. any idea whats going on?
probably set them all to 0 before exporting
but also, if you re-ordered any of the shape keys, unity will get confused, you may have to just revert them all in Unity too
ok that worked i think thank you!!
I love when it's an easy one
How do I keep the body texter on and edit the sweater texture?
are they separate materials/textures now? Or all the same?
I want to work on the sweater texture but keep the body texted on as well. It makes the body white when I switch to the sweater
are you in Blender's texture painting mode?
Yes
ah I'm not sure how to do that, I rarely use that mode
Ahh alright. I’m gonna google it then lol. I just wanted to see if anyone had a faster answer lol
not many easy one in here xD
it's true
My first thought is something in one of the display settings, the stuff in the upper right of the 3D view
I figured it out. You gotta go to the red ball and make it an image
fixed: Issue was that the blend shapes were animated. VRCfury baked my new parameters in for me after I deleted the animations.
ahh, yup, that'll do it
ooh - good to know, thanks for sharing!
hello i downloaded the avatar punk posse by saffron the bat and for some reason the eye toggles and color hue isnt working?
sorry for a slightly less easy fix, how do i test to make sure it is working?
hmm?
what should i do to make sure the visemes are working as they should?
you can test those in play mode with an emulator like AV3 emulator or gesture manager
ok thank you!
can someone help me dm me if you can
how would i go about making a projectile that bounces off walls?
difficult, rigid body physics on avatars are really janky. VRLabs has some stuff for throwables and physics objecs, you could try to start with one of those
Yeah, a particle could work too
can i make a particle appear whenever i want or does that only work "on wake"?
no, you can animate the emitter too
hmmm actually I think I may be thinking of worlds, that'd be something to try
what about making a mesh follow a particle
anybody?
you could always use the buffer particle trick (look it up) too spawn particles that don't go away when you toggle on/off the parent emitter
ooh ok
probably you won't get much with this but feel free to ask your questions publicly
is this something i could do?
i've got a grabbable object parented to an empty that i think would be entertaining to be able to launch with cartoon smoke particles trailing
you could spawn mesh particles but otherwise, I can't think of how you'd do that
it embarrassing so i guess ill ask somewhere else
I wish you luck
the particles were easy i'm just wondering about actually launching, whether i can send a particle with collision forward with that empty parented so the mesh and bones are carried by the empty
if that makes sense
basically can i parent or copy transform on an actual particle
oh I see. no, you can make mesh particles but you can't launch or spawn or attach any other real objects to a particle
yep, sub-emitters exist
I have an issue i tried putting Liindy's assests (a webslinger and an eclipse greatsword)
but weird enough when i put one they work but when i put them together in the same avatar they both break can someone explain?
It's better with the 0 offset but now instead of jerking around randomly, the head 180s at ~35 degrees on the X axis, even though the X axis isn't frozen
Maybe ran out of parameter space? At least that would be the first thing I would check
i only download prefabs there is a parameter space?
Cap of 256 synced bits, the prefabs usually say how much they use on their webpage
VRCFury has an 'unlimited parameters' feature built in, but I think due to how that works it isn't perfect
how do i check them?
Look for these in the asset browser
If you're using VRCFury it will merge the ones you're using when you upload the avatar
So vrcfury dosent allow me to see the maximum totally
Yeah not that I'm aware of
I searched it online if you do play mode it will show the tottal
while using gesture manager
Thank you! That's useful
For more context regarding my issue, the 180 flip happens at 30 degrees on X, if weight is set to 2 it happens at 50 degrees, at 1.1 weight it flips at ~80 degrees, etc
And this is the only active rotation constraint on the two bones
I feel like moving X for HeadTracking (which is the real head bone) shouldn't cause Y to move at all for Head (the weight painted bone)
can someone tell me the correct fbx import settings to use where my normals dont mess up and my face blendshapes dont break
Select your entire avi and Ctrl n re-calc normals in blender and see if that does the trick ig
just a guess, but since you mentioned normals thats why i said that
my normals are fine in blenderthats not the problem, look at the eyes
the verticies fuck up
If you use imported blendshape normals, you can try setting the export to 'face' instead of smoothing groups
Recent blender versions do some fuckery with blendshape normals on export
Depending on your settings, loading the fbx in unity might take way longer tho. It's 5 minutes for me for example
i bought a tattoo texture, how do i add it?????
Grab your texture, slap it on there, move to right position and done
Don't think they'd ask if 'slap it on' helped them
Also don't assume it's a decal, they may have a full body texture
do i change settings in unity or blender
Export of blender
okay
Alternatively, you can also try setting blendshape normals to calculate in unity
It depends what works best for you
So I vaguely remember something about objects not being able to be seen through transparent textures. Was there a workaround for that?
It’s supposed to have little eyes
(They’re on the same material so I’m not sure if it’s a render queue issue)
Make the eye as opaque or cutout material instead.
they need to be on different materials?
If it's on the same material then use Transparent instead of Transclipping
You should separate transparent material from opaque one.
turning culling from "off" to "back" is still bugged here
wrah, fair enough. muh draw calls
It isn't going to look right if you use transparent material on everything.
Never run into this issue b4, so idk what to do. it wont let me upload my model because of some "check"
scroll up, you showing 3 of 5 red ones
Im trying to give my character "magic" using particle systems, which has been going well, i've achieved the desired look i wanted, but the issue is, that in edit mode the particles show up just fine, but in play mode, when toggled on they're just... Gone?
Any good places to get decent normal maps? 
any website for pbr material.
anyone know how to fix this?
You might have to also explain how did you do it.
Just an aim constraint
Thought it was obvious
I'm trying smth rn
Editing the offset instead of aim vector
Oh yeah that seemingly fixed it
does anyone know if its possible to make an outline toggle with vrc fury? My avi has a blue outline normally but i wanna be able to switch back to "skin color" do i just need to make a body material swap or can i swap only outlines?
If your outlines are done via shader, then yes, it's likely a material swap
How would I make the gun go straight again? Tried using animations to reset the rotation but it didn't work
If this is avatar-related, make sure the avatar is Quest-compatible (no unsupported shaders, dynamic bones, constraints, or >10k polygons per mesh). Try switching to a default VRChat avatar to confirm.
I fixed it
Also
I meant the offset
Of the gun
If it was an avatar issue it wouldn't show the gun
I just used the robot thing to test since it's built into the sdk
I need help with this now tho
real quick, if i direct cloned my avatar project files and tried uploading that on a diff computer, that should be fine? tried earlier and it was all broken, had to do it because computer was corrupting
You could export it as a unity package if that isn’t what you did
try clone everything except Library folder
that should work
i cant clone it again- the entire drive died
i only was able to clone the project in the projects folder
i dont know if that was the right one
the name of the folder was the name of the project
oh
then try closing Unity and deleting Library folder in the Project
Library folder is a cache folder, so it should be recreated by opening Unity
ill have to try this when i get home
Ok so new question. I ended up editing hair in blender by merging the mesh and armature of two hairs.
It wont let me parent this new blended hair to the body on my avatar in blender. Im using 5.0.
I did try to use CATs but that didnt work either.
So my question is if I just export just the hair from blender. Armature and all. Can I use it in unity by linking it to the head? And will it be able to move if I copy over the physbones to it?
can just join them manually (align hair , join , parent hair root/ect)
1 mesh no wierd bounding box issues , where it vanish at certain angles
.
How do I bind a Slider to an animation speed?
Use the slider/radial to set a float parameter, add that parameter to the animator, use the parameter in the animation state
Hello
sup def not scam person
Sorry for testing your patience. But can I not put the animation in the parameter?
I'm used to using Toggles from VRCFury
"put the animation"?
that's an animation, yes
so how can I bind the animation file to that expression?
it wouldn't let me
that's not how it works, you have to setup a layer in an animation controller
that "expression" is asking for a parameter from the avatar parameters list
may you help me how?
I'd suggest watching a tutorial on how to use Unity's animation stuff, there are many, and Unity has decent documentation on this as well.
Dang. alright
cant fury just bind animation straight to toggle tho? no idea but sounds like the first thing to do
if youre developing fury
Yeah, I don't use Fury for this, so no idea
you can. but only the point in animation
you can't do it for animation speed
they said do it the normal way, VRCF can't do that
time to learn for real
this hasn't changed in many unity versions
the methods are, compared to one creator from another
ye any vrc av3 tutorial since 2020 should work
tail but its a radial and you just animate the state speed from 0 to 100 % ( see mulitiplier = float used in radial )
@balmy barn can we have your clips hosted and tagged somewhere, pain in ass to search for one through discord🤣
have 300 something, cause the same questions keep appearing , faster for me to use a video then text 
.
@solar warren need like a whole setup. normally you reset (or enable) alignment by animating constraint weight
Wdym
I use aim contraints
this keeps happening no matter what i do
i tried looking at the console but theres nothing that seems to explain it (atleast not that i can understand)
@solar warren again, idk your setup
to have two hand grab youre indeed supposed to use aim constraint. when grabbing you animate it to weght 1, when releasing to 0
I just disable to stop it
try reopening unity and upload again first
thank you!!
Can somebody please tell me how to fix this quickly I am in a rush
Likely a submenu item missing an actual menu reference
All right so how do I fix that?
find it and delete the menu item or put a submenu into it
uhhh
Those are menus looking for parameters not in your avatar parameters list.
So how do I fix that
add those parameters
how?
Having X and Y locked with a weight of 3 mostly works, though now I ran into an issue where the camera I'm attaching to the weight painted head bone "bounces back" after rotating ~90 degrees to the right or left
It's like it has a rotation angle cap, but I never gave it one
Speaking of camera, does anyone have established settings for matching the player's view? I'm using it with Stereocancer to "replace" what you can see, and 1920x1080 with dynamic resolution on the render texture was a bit pixelated
Hi everyone.
Got a question I had on my mind for a while, but had no idea where to even start when executing it.
How would one approach creating a toggle that would switch the avatar's mesh to a different mesh that's also animated?
Basically, I felt like busting a Maxwell the cat meme from time to time with my own little twist on it, but without making a whole separate avatar for it.
Is that even possible?
q2 had maxed out res for pixel perfect middle of the screen @ 5.4x3k or smth, idk whats meta value for q3 but vd godlike is like 6.4x3.2. god i hope its local only
@thin rivet
Thanks a bunch ima try this
Thank you! Yes it's local only, it's so that you can turn your head further than you actually can
How would I make the gun go back to how it was before being grabbed?
@solar warren ive told you
You haven't
Actually one additional question.
Since I had an opacity mask in the mask slot, do poi’s transparency options other than “cutout” ignore opacity masks?
@solar warren k🤷♂️
Do you mean alpha mask? It just alters alpha output on the surface. However the shader decide it to be transparent or just depends on the render preset or render settings.
Got it got it
I finally figured out what you meant i'm sorry
You should've phrased it better tho
Thanks a lot
ok so question i tried to parent the bones like you did in the video but its not giving that option. its only giving me this. im not sure if im doing something wrong here
there is a armature mode? i did ctrl+p
i apologize im confused 0-0
ok that worked but when you used CATs you did zero weight vertex on the head right?
its does the entire armature , since those weight already exsist ( head + head0 = head ) , just a way to cleanup uncessary bones
it wont mess up anything if i do it though right?
only if you must have end bones they usually not weighted , physbone can use them but endpoint setting on physbone does it too
alrighty sorry im new. it sounds like i might not wanna do that then. im not too sure what i got going on im just winging it for my first time XD
never seen a model that need empty bones
used them for physbones until we got endpoints (or ancient dynamic bones) cause it was easy to make things flow in that direction they point , pretty useless now
it for some reason still didnt work. not sure why this hair wont do right
the hair still isnt connecting with the head. the armature is but thats all
I'm still confused about the Animation speed toggle
I saw a Tutorial oh binding animation to radial puppet but radial controls the point in animation, not the speed
I googled everywhere but can't find anything directly I needed, could anyone help me?
Find your animation state in the animation controller. Click it. Look in the inspector for a speed parameter. Put a float variable into there.
I don't see speed anywhere in the Inspector
the one that has "0" in it?
I'm still struggling
I have no idea what you mean?
are you referring this as "state?"
apologies if I'm testing your patience
I looked everywhere online for this, But the tutorials I found just involved changing stuff through radial puppet. But nothing to do with animation speed
no, that is not a state, and you are still looking in the animation clip, not in the animation controller where you setup the logic to run this animation
oh this?
I just see that as "Animator" but I guess people call this "Animation Controller" as well?
The view is the animator
There - you see the speed slot now?
"multiplier" is probably what you want
Yes. But I wanna bind that to a radial puppet
did that help?
This has nothing to do with menus - you do that elsewhere.
Really?
Note that you've used the "motion time" slot - that's basically the point in time along the animation, probably not what you're looking for here, but I'm not entirely sure what the goal is
is it oaky if I can explain it to you in hopes of you understanding what my goal is?
Yes - Menus and such can set parameters. You can then use those parameters in the animator if you want.
feel free.
may i DM you?
I can't send attachments here
no, I don't do private help, and here others may join in.
Okay nvm I can send videos, discord was having issue
So here's the animation I made, it works without any issue
my goal is that I wanna control the speed of this on the fly, instead of in Editor
okay so remove that variable in the motion time slot, and instead add it to the multiplier slot.
and control that speed with this
where 0% lets say the animation speed is palying at 0.5x fast
where 100% would play the animation speed at 2x fast
hopefully that helped you understand my motive
Done. but should the naming matter?
Like the name of the animation and parameter must be the same?
if you want 100% to be 2x fast then probably set the speed variable to "2". Then have 50% be the default value.
you may have to do some math
I'm just saying as an example
anyway Multiplier has "para_BPM" and motion time is disabled, what's next?
do menu things now I guess - that should be all you need here
I'm still confused
in the Controls, Cause here its taking a parameter of BPM that I just created which is in 2nd picture
But I feel liek that parameter I created isn't related to the one in the animation controller
the parameter used by the menu option and the one in the animator must be the exact same parameter name.
okay named them all exactly the same. Doing play mode, I can't find that menu in the gesture radial menu
I'll share everything that's involved
keep the rotation, not the other
Anything else?
im using vrcplayaudio and when I use toggle it plays different audio to other people, is there a way to make it synced so everyone hears the same audio
so uh when i wanna sculp a mesh below another one (like a shirt below a jacket for example) and move the jacket out the way, sculpt the shirt and THEN the jacket doesnt fit anymore and nothing with scaling and stuff works
are there any shortcuts to make the mesh fit onto the one underneath?
idk if i explained this right
no real shortcuts. You can do a shape key to shrink the underneath stuff, or make the on-top stuff big enough to go over. or outright hide faces under if you want too, via various methods.
for context, I use the same audio source for my sounds but when I play one it plays something different for everyone, idk if theres a way to sync that. Not like its playing a different toggle or anything, but I could have a sound that says "what are you doing" but someone could hear "why dont you trust me"
alright ill try this out tommorrow ty
Show the whole thing not just this
ill show my vrcplayaudio, waiting for unity to load
heres one of them, all of them have the same issue
just dont know why different audio toggles play unless unique random is the issue
I suspect because that random is done on the client side
I think to fix it you'd have to generate a random number with VRC Avatar Parameter driver and store it as a synced variable, then use that to trigger a specific clip
ill see if I can figure that out, kinda sounds complex but ill try to look stuff up for it 😵💫
it's not very - the docs on Avatar Parameter Driver specifically mention this case
https://ask.vrchat.com/t/synced-randomizer-for-avatars/26426 would this be the right place to look?
ill look into those, thanks for the help!
thanks, ill use that!
notepad on new install of windows seemingly cant open xmls
is that the one that's a security risk?
okay named them all exactly the same. Doing play mode, I can't find that menu in the gesture radial menu
I'll share everything that's involved
only thing I've done is removing the parameter for the first one, leaving only rotation on
Do not put the same parameter in both parameter and rotation slots in the radial control.
Putting it in the "parameter" one means it's set to 1 when you open up the radial control to use it.
its currently this right now
Good, that is correct.
the current problem is that it doesn't appear in the Radial menu
so I didn't test if it works for not cause VRC radial menu can't find this
I'm not sure what that means?
Gesture manager I mean
is that menu on your avatar?
like that menu isn't here at all, checked all of them
You have to add this control to that ^ main menu, or add a submenu item for the new menu you created
Okay how exactly?
Doesn't this one allows me to put the controls in the radial menu
you seem to have put the control in a new sub-menu but not added that to the menus currently on the avatar.
those are parameters, not menu items.
how can you tell and how can I fix it?
Look in the avatar descriptor under "expressions" to find the main menu
Ohhh....this part is where the actual stuff you can control with?
That is a menu. I have no idea if it's the right one though.
If so you can add a sub-menu object then drag in that new menu, or just add the radial control there directly. Up to you.
okay something's going wrong
I can add it in that VRC Fury menu. But once I click the play mode, that Control disappears completely
I don't use Fury for this, so probably can't help here.
okay for some reason reason, the Menu in the expression tab changes between the normal Menu and the VRCFury when I press play mode
I got the menu part to show up, but its not doing anything at all
Same answer I just said.
I forgot to mention, this isn't under VRCFury
This is the default main menu. VRC fury isn't involved
okay well it looks correct, so if it isn't showing up in the game, maybe that's not the right menu file?
Could someone help me apply animations using VRCFury? It’s honestly pretty difficult now, I used to be able to do it pretty well.
I know that you can bind animation clip to VRCFury via toggle, that's all I know for now
the game you mean play mode? its there in radial menu
The game can see it! but that radial puppet isn't doing anything, so idk if I set it up correctly in parameter or animator
you'll have to debug then, see if the parameter is changing, see what the animator is doing, etc.
I don't even know how to check any of these while its running
you push play and then go observe things in the gesture manager component or in the animator itself
in the debug tab of Gesture manager. Its parameter is working cause I can see the float value changing in time
as for animator itself, I havce no idea how to check if something's working or not
still dont know if im doing it right, hoping something works where it will play the same sound when I activate the toggle instead of it being different on everyones end
I bet min/max of 1 means you'll always get exactly 1
Also read the warning text in the parameter driver
if i change it, it will play the other toggles
I don't know what else you have setup to use this variable so I definitely can't say it'll do anything
i have five other toggles using the same parameter, so idk if thats it
im trying to do it on one right now and if it works ill add it to the others 🤷♂️
how i do audio randomizers , it will never be 0 (thats resets for next audio since it cant switch to another sfx/audio without it)
synch wise no clue if it behaves, if it doesnt id use a randomizer
so for element 0 i should have that one empty too?
ill give it a try and hopefully the audio that plays is the same for everyone else
guys This is my first avatar and ai has not been much help, so im turning to the experts! so im trying to get my avatar to toggle between differnt models (they both are rigged through maximo.com) I simply dont know how to fix this and youtube tuttorials dont cover this as far as my research goes. (am using vcr fury)
I really suggest you just upload two avatars.
lol its that dificult?
Depends. If you're just swapping meshes, that's not too bad, though you have to animate visemes yourself.
If you want two armatures, yes, very - vrchat will only run one, you'd need to run rotation constraints to run a second one off the first.
Overall there's very little reason to try doing this - swapping avatars is pretty trivial.
ahh ok thats understandable ima js upload two it makes it easier anyways
yeah - two is easy 🙂
lol thanks man
I have a parent constraint question.
I have an object parented to my foot initially, when a toggle is used I want the object to be parented to my hand.
However, I do not wish the object to snap to my hand. I want the object to start following the hand from wherever it currently is, even if they are apart by some distance.
In a sense I need the parent constraint to recalculate the offset between the object and the hand and then lock it afterwards.
Is this possible, and if so how would I properly animate this.
tried doing this but its still not the same for others :/
parameter driver probably would be better for random audio if synch is off - but that means you dont setup as random but every state play one instead
like that except every ( afk ) has the playaudio and not random
audio is very low on things i do , my jukebox is synched cause its not random 
i may try this, i just have so many voicelines on my avi that I want to play the same for everyone :/
Hello. I keep seeing this despite me making sure everything is quest compatible and functional, it’s below 10 MB and everything, but it does this for multiple of my avatars. Does anyone know why?
hey dose anyone know whats happening everything was fine then i switched to quest and this is now filling my console
I have VRCfury toggle on an object and yet it does not work, any ideas?
Save then close and re-open unity
Probably happening if you deleted stuff to quest convert it
nvm figured it out
how do i stop Marycia from doing this, sos
Dont delete bones
Yeah, if you're trying to remove Physbones for performance reasons, click the 3 dots on the Component in the Inspector and "Remove Component" that way - you can't delete them from the hierarchy directly
i got it sorted out thanks
feet are kinda crooked in the play mode. whats going on?
legs in the scene - legs in play mode - legs in game
i cut off some parts of the mesh for optimization purposes and combined some materials in blender thats about it
The in-game screenshot looks fine, unless I'm missing something?
i cant even tell anymore. i think its fine? maybe just a bit crooked? but why is it wrong in the play mode
It might be the locomotion animations? But if it's okay in game then there's no issue right?
Hmm. Well like I said. Does the play mode state need to be fixed really? It seems to correct itself in-game
i just worry that if theres an issue it will show itself in the future
is there any way to make contact receivers and senders radius' to be like massive? or are they stuck at a max of 3?
last i tried they are just size limited, which makes sense
but you can move them with animations
okay ty!
i remember one time i made it bigger, but i dont remember what
oh figured it out
Does anyone know how to make a avatar w outlines on quest ?
Does anyone know any good avatar protection systems cuz I just had my personal model that I made. ripped and made public
there aren't any. There are a bunch of okay ones that can be defeated.
Oh okay sorry didn't know that💔
im making shape keys for my model for anti-clip purposes in the clothing and I just noticed that when I changed modes in blender- they have these weird cuts in them almost and the texture looked a little funny- did I click something on accident to do this and how can I fix it?
tested it in unity and put a texture on it- looks fine. . . so maybe its ok?
anyone know how to use vrcfury to gesture something but only when a certain object is toggled?
quick question fella's
is animating the root bone not possible?
im attempting to get a endorphin push animation working, but instead of going back, they just kinda.....f l o a t in the same place while it happens
the animation works fine in the previewer, its just in the actual avatar it decides it wants to stay in place
n e v e r m i n d i f i g u r e d i t o u t
Has there ever been any talk of increasing the ridiculous 70k poly limit? 🤔
set this in blender's FBX export
if that doesn't help then that's between you and god
Hey has anyone seen this error
A VisualElement must not allocate more than 65535 vertices.
UnityEngine.Logger:Log (UnityEngine.LogType,object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Trying to upload an avi and this error keeps popping up anyone got any ideas
So i bought a avi and the upload says theres 3 files Pc Quest and Opti what do i for the opti
Like
do i use the opti instead of the quest
No opti is for a separate avatar use the quest version for quest the opti will work for pc just be a green avi
so what do i do with the opti
Sometimes ill use easy quest switch and use the opti as the apple version but its not neccesary since the quest version will do just as well for the apple version
Upload it separately or dont use it
Its not necessary to use it and np
im new to uploading and eventually wanna make avis
i reset my playable layers to default and now my hand gestures dont move is there any specific thing i need to add back?
ive been trying to figure it out
i added the old gesture back into the gesture slot but nothing
Default gesture layer should already work as is.
If you manually move the finger bone in the scene, does the finger move?
during playmode or editing?
Editing
i can move it
Do you have something in FX layer?
no its ondefualt
How is the hand look like when testing?
oh huh it works without one of the prefabsi have now so i know where the issue is
I was told I needed FX_Layer for controlling Animation speed via Radial puppet
But idk what I need exactly and I can't find the tutorial exactly for my case
Hey guys i downloaded this Coat online but its a hassle to put it all together isnt there an automatic Binder that makes the coat work with the avatar?
VRCFury Armature Link
What do i set the amature link to?
I'm encountering a visual bug and I'm wondering if there's a trick to fixing it. The bug in question is where the avatar's right leg is a little more inward than the other, making the avatar asymmetrical from the waist down. Me and my avatar guy can't figure out any way to fix it but we did learn that it also effects some public avatars as well. If any one knows a workaround or a fix, I'd greatly appreciate it. The strange thing is that I think only I can see it. My friends say my avatars are perfect.
It looks like the armiture for the fingers are moved lol
why is it showing up like that?
I'm importing an fbx
What is wrong with it?
the model doesn't show up
Are you sure that you're exporting something in blender? Or had "Export Selected" set without select anything?
Oh I'm supposed to select the mesh and then export?
Only if you enabled "Selected Object" when exporting.
I selected the mesh and then export it
still nothing, here's my export settings
What do you have in the blender?
You have to also select Object Type Mesh.
If it also has armature then choose Object Type Armature too.
I don't wanna include the Armature in it
could I just delete the aramture in blender?
Sure.
do i just move body bones up to make my body not go up like this i want to be more like loaf form when crouching
no clue what im looking at, could be tracking control not set for all i know
quadrupe avatar
Looks pretty loaf-y to me
yea but like when crouching it gets weirdd like this
check your tracking control, should be set to animation or it will crunch up (head important)
prone uses upright parameter to check and set it for you
(debug ingame can tell you if its set to animation)
since thats not a humanoid take its generic wich is.. 'fun' 
Does anyone know how to fix this weird connection line? It appeared after I symmetrized the armature.
Anyone know what this means and how to get to these dependencies? How to fix as well?
you'd have to look at your physbones - I'm guessing this means you have a physbone chain with a collider on it that is used by that physbone
this is called a relationship line. they do what it sounds like - point to their relatives/parents
Thank you
I’m just unsure where to look at within the physbones
I’m a bit newish to unity
The "Colldiers" section has the colliders
Gotcha
I'm assuming there's a collider on some object in the physbone chain
Do you really not need colliders on avatar?
that's not at all what that means
I'm assuming that means that you should not have a physbone collider on the chain it's setup to collider with
Gotcha alright
tried making custom hand gestures for an avatar with three fingers, it works with index on my test avatar but not when I upload it
Why are you needing to make custom gestures?
the way one of the hands are does not work for a regular hand
How are the hands?
Use rotation constraints
it works fine with my index controllers when i upload as a test but for some reason just didnt work when I uploaded it fully
i mean, i guess
Did you do the whole tracking control
not sure if i know what part you mean, I just replaced the animations in the left hand gesture menu
So you didnt
Index controllers dont use the animations unless you specifically tell it to
ah ok, then ill figure that out, just weird it works on the test avatar 🤷♂️
Like test in game or in unity
may anyone tell me what am I doing wrong?
I'm trying to bind a Radial puppet to an animation speed
I've done a Debug, the parameter is working fine
idk how to debug an issue in the animator controller
has anyone had this issue with Separate -> By Selection
separates the selection
but also all of the other edges that I didn't have selected
how do i add this tattoo to my avatar without it turning the skin black? the background of the texture is black but idk how to make it transparent
What shader do you use
i got an error in unity while trying to upload an avi to vrc telling me to make sure i was using sdk 3.9.0 or above... how do i check that?
this looks like a emission map not for transparency
Where would I go to find avatars for pc?
as in buy them?
wait where do you see this
i think i found it in package manager actually? im on sdk 3.7.6
How would I make an asset always stay on the ground no matter what?
nuke ur local pedo
😭
The hell is going on here
select the tattoo's texture and enable Alpha Is Transparency in the Inspector
also consider Alpha Source: From Greyscale
can someone please help me upload a avatar i tried to upload it a month ago and haven’t tried again since
paypal me $5
welp i can’t cause my bank don’t allow me to do dat
try again ? , having someone upload on your account is a super bad idea
it works now its just barely visible
help me the compression size never changes no matter how much i delete or add stuff it won't budge
pretty sure you need to upload again for it to update
iirc it says last build
Okay
let me try although last time it didn't work
and it didn't work again
its says uncompressed sizs is too large
and its keeps giving me the same number
Question. What do I do if I've been waiting for over 3 hours and my avatar still isn't "being built"?
iirc it doesn't change in the SDK console display until you do a build
the size I mean
So how can i compress my avatar more
don't - instead remove extra parts or assets you don't need, decrease texture sizes, remove unneeded shape keys, etc.
if the uncompressed size is the issue, compressing isn't going to do anything
Eh i was aiming to get an amazing coat on my avi but its literally smaller then the coat
Anyone know how to find this so I can rename it
other than looking through each of the menu files... not really
Also if it's not obviously in one, it might be due to a 2-year-old bug that can hide parameters
ok
so im trying to make this work and anytime i try to parent them it does this and idk why
how can i add a working particle to my avatar?
thats very vague
ehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
you cant exactly do the whole 2 target thing with another avatar easily
particle system with trail enabled?
i think
or a line renderer
oh?
depends on what you mean by shoot
i want to down a gesture and just have the beam shoot
thats not what I asked
i cant really think of a better way to explain what i mean
you didnt explain what the beam would actually look like
oh, just like medic medi gun beam
could technically get away with using a trail on a particle system set to ribbon
how would i do that?
add a particle system
enable trail
set it to ribbon
fuck about with the emission settings and material till you get it how you want it
it's an option for particle trails
i see it
if you dont want the particles to get dragged along when you move the object set the simulation space to world
so i did the weight paint perfectly and everything, why is it still clipping?
you didnt do the weight paint correctly then
are you using auto normalize
Looks like the pants need to move more with the leg.
no? i use cats
what does cats have to do with weight painting?
what does cats have to do with the weights auto normalizing
it fixes the model and makes the avatar move w the pants / vise versa
its a program for 3.6
yeah it doesn't do any weight paint, you'll still have to do that
well even still
(also cats can run on 5.0, and also also it's being deprecated)
it still works
right, but it still doesn't do what you need done here.
but it doesnt weight paint
Sounds like you're confusing things here.
whyd you even use cats if you were weight painting it to the armature already
hold on
regardless of how you got here, the solution is to weight paint the pants better.
i followed this vid https://youtu.be/BjlJF-aGrlE?si=6nIZTxshgY7ZNV54
I don't even have to click play to know that the solution here is still to do better weight painting. Automated tools can only get you close in the best cases.
definitely enable auto-normalize, it makes things way easier.
where is that in blender
it's an option on the "Tool" tab once you get in weight painting mode
where "this" is what exactly?
shirt
And what about it needs fixing?
as you can see in the photo
Just making sure it's clear which problem you're asking about. Looks like an issue with armature link, but I've never seen those error messages before.
it wont lynk
ofc :3 and i have i just forgot how they fixed it
do i have to repaint it?
you might not have to entirely repaint, but you definitely need to do some painting if you want the pants to move more (which you probably do)
but is it actually rigged as humanoid
Just because it's set to humanoid doesn't mean it actually is correctly
rigging an fbx as humanoid in unity isnt a singular button click
you need to configure and actually check the bones are set correctly
how do i do that?
click configure in the rig tab
It worked! tysm!
wheres the rig tab?
click the fbx file
on unity or blender?
unity cause its the unity rig setting?
sorry im just confused
wheres that at?
there isnt any
wdym there isnt an fbx file
howd you get the model in unity then
How do I make an object always stay on the ground under my avatar
why are you looking in file explorer
whats in meshes
whichever one the avatar in scene uses
and what tab did I tell you earlier
and what did I tell you to click in this tab
mb i got dinner
Does the build window say anything
Thats not the build window
so idk if anyone would know how or if its possible,
but how exactly would i go about making it so other people can pull my robot arm off using physbones and constraints while still having the arm function normaly,
i dont wish to use anything like finalIK because i want it to be quest compatible
Just set the physbone to is animated and itll keep the tracking
Otherwise add an entire second arm as the humanoid rig and constrain the mesh's armature to it
okay act like idk where anything is cuz idk where anything is
The vrcsdk
Quick question for anyone who can help - I'm currently trying to upload an avatar for PC and Quest. It's working fine on the PC side but when I get on quest, it just shows the error robot. Is it because I uploaded it wrong?
what is said stats of the avatar
nevermind I just found out what the issue was. Thanks though!
?
thr vrcsdk window where you build the avatar
well never mind. Its not working on either side.
above the "build and publish" button
neither worked
Yes, so this entire window is "the build window" that Diven was referring to.
wdym neither worked
idk what to tell you, neither worked for letting me pull the arm off
I'd setup the arm with a separate set of bones, use rotation constraints from the main skeleton bones so they move normally, then treat the whole thing like a grabbable prop
constraints with local orientation ought to still work, if you want that. Or just disable them when the arm is removed
?
Can someone help me it says it's building the avi when I try to upload it but nothing is happening
if you say so
hopefully
why are you in prefab view
That's what they told me to do when uploading it
"they"
you dont upload while in prefab view
you drag the prefab into scene not open it
How do I get the avi from prefab into the normal mode ?
go back to scene view at the top
Is there anyone who can help me upload a avatar with a new asset, i don't know how to change my rig to humanoid in unity and am genuinely stressed, please someone help
rig tab on the actual fbx file
find your model file, click it, look in the Inspector window, select the "Rig" tab, it's there
(tutorial videos generally go over this too)
So, I already uploaded the avatar and it says it humanoid but when I go to add the asset it doesn't work
explain "doesn't work"?
Idk how to explain, I can't find or use the skeleton to it
I'm not sure what that means.
you havent even told us what the "asset" is
FYI, this is a personal here's a screenshot
whatever that object is, put it on your avatar. As the error says to do.
It keeps saying there is no skeleton
it says the word "skeleton"?
I'm really not sure what issue you are having here, sorry.
It says I need to drag something into the hierarchy what's that ?
the list of objects on the left
hey so i am new to vr chat modeling how should i rig this poncho
Okay, I somewhat figured smth out but, now it says I dont have a avatar descriptor
Nvm
I still can't figure out what to do cus am a dumbass
perhaps you could explain what you're trying to do?
The person who Gabe me this avi told me I needed to drag a specific prefab into the hierarchy and then upload it
nothing in this images is helpful, but that's ok - if you know where the file is in the "Project" window (bottom by default), you can drag it into the "Hierarchy" (left by default), somewhere under the main avatar object.
Huh... for some reason my shader is looking for audiolink in the wrong place. You have audiolink in your project right?
did the person that "gabe" you that model purchase it directly for you? that looks like flexuh's old sirai 2.0 model 
It is and am not sure if the did the send me the files and said they bought it for le so yeah
the only way you'd legitimately be able to use those files would be if they bought it as a gift for you, it'd send you and email with the files linked for most sites
Ooh okay
so them sending the files directly means you shouldnt be using them
Ooh okay
is there a way to do dissolve toggles in vrcfury? ive just been doing them manually. like, making an on and off animation then setting it up in the avatars FX layer and stuff, but i feel like maybe i could do it with vrcfury?
have you looked in the VRCFury discord yet? someone might've already asked/explained it there, or even in their docs
ill do that first!!
how do i fix this...? iv look at all the things that would be wrong I.E, the avatar rig, the Avatar discripter, and such but i still cant find where its getting this error from
find your model file, click it. In the inspector, in the rig tab, look for any errors at the top. If not, make sure the rig is set to humanoid, click configure, and make sure those ^ bones are mapped
its all maped properly, the only warning i have is with the blend shapes
did you look specifically where I said for any errors?
yes
ok, no idea then, with only that information.
I'd assume that something about the rig isn't right if it's still complaining.
i need some help setting up my avatar for eye tracking with vrcft
blinking was set to blendshape, so i set it to bones to have individual eye blinking, my avatar just happened to have individual eyelid bones
but now i can't blink fully anymore, my lower eyelid doesn't move and somehow my eyes are still linked together (tested with another avatar that is set up for vrcft, individual eye blinking worked fine on that)
huh I'm not sure I've heard of anyone using bones for that
twhen i click the preview on "closed" in the avatar descriptor it only moves the upper eyelid same as in game but i've checked in blender and the bones are definitely assigned correctly
you have to
vrc doesn't let you set individual blendshapes for left and right eye blink
oh I see
Im confused. How do I fix this?
All of those parameter errors, you have to add the missing parameters into your avatar parameters list.
what happened to jacob?
Cdarchives avatar, Its a refrence to the other character my friend made lol
ok, I will figure out how to do that lol. Thanks!
i think this is the issue
the bottom eyelids have no values filled in
but im not sure what to fill in
or if linked should be checked or unchecked
it doesn't have an editor for that so i can drag a marker around
Now I have this ;-; Im so stumped
Ive been told others are experiencing this but I will walk away from "uploading avatar" for an hour, come back, no changes.
I even tried to let it run for 8+ hours while i SLEPT and it was the same thing of no changes.
Is there any work around happening?
I am not banned, I am not suspended, I am stumped.
how's your internet?
at the max capacity. I played vrchat and unity ran at the same time when it was working
also, do you use vrcfury or modular avatar or anything like that? they apply during upload
I use vrcfury as people say its needed
it's not, i don't use it
idk i just put what people say i need
they slow down the upload too much, i prefer to just apply stuff to my avatar manually once, but thats personal preference
vrcfury makes it easier to update stuff
its never been an issue before 5 days ago so im lost @.@
might be random server issues, i think i had the same issue once
why are my programs closing themselves
oh, steamvr closed
i hope so. but again, others have experienced the same issues so im just wanting upload my 6 avis Ive got
?Tag scam
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
nobody does free commissions unless you know them well
read well, you get scammed.
you should expect to pay 50 bucks for a basic retexture, if you want something fully custom you better be rich (300++), they're a lot of work to make
how do i unlink my eyelids so they can close separately... it works with other avatars
instead of being able to control the eyelids separately, each eye controls half the eyelid movement of both eyes
so if i close one eye my eyes are half closed
apparently vrchat doesn't support this natively
Yeah
anyone who can help me figure out why cc wont let me change to the android and saying i need to select a cpu output despite it already being selected???
thats a scam
also im geninly about to throw cc if it keeps throwing these errors ive tried selectin just 1, then 2, then all and it keeps giving this
im just trying to make my most optimised avi quest friendly
I have no pictures but, what could be the cause of my model's heads getting bigger when I upload them to Android? I assumed it was a scaling issue, but it looks fine on pc?
thanks
is there any reason buttons would be buffering icons in the radial menu?
Hey, i'm looking for a plus size/"dad bod" male avatar base for a decent price. Anyone know of any?
sorry? i thought that was for avatars. i'm just looking for a base model.
base models are still in that category
no matter what i do, i can't edit the position or rotation of the eye bones even in the editor while the scene is running, but i can edit the scale
not even if i remove the eye bones from the avatar descriptor
and i can't even play the animation in the editor without the scene running, it doesn't work there either
recording an animation doesn't work either on the eye bones, it doesn't get added to the animator
this stuff is borked
and also it doesn't want to display the value i have it set to in the animator either, it just shows 0 when i select the animation from the avatar controller
i did
i also tried additive
Keep it in FX then. Your last screenshot showed it's in Gesture.
Did you make sure that eye bones aren't part of humanoid rig?
that's not possible
How is it not?
Just remove it.
why not?
Because vrchat doesn't utilize humanoid eye bones so you have to remove eye bone assignment from humanoid rig, this stop the property you pointed out from working.
but i can still use them
Waste of time.
i guess
if vrchat doesn't use it i'll just remove it
it might break some animations though
i mean, not the ones i have, but if i downloaded animations somewhere like dances and stuff
There only a few that has eyes animation. Most of the time it's just the avatar descriptor simulate eye look.
i think it works
only tested with av3 emulator
thanks for the tip
it's always minor things like this that break everything, and google is useless
hey, ive got some clothes on my avatar that im trying to scale to my model, but it wont let me scale or rotate the clothes to fit the model
trying to put the utility core clothes from pancake onto the stylized experiment by akittu
i uh, dont know what im doing lol 😭
so pls be kind to me
Are you doing this in unity or blender?
unity
Did you scale by bone?
uhh how would i check that
Then how did you scale?
it wont let me, thats the issue
Let me rephrase: What did you do to scale it?
On what object?
What object that you selected to scale?
i dont know what you mean by that
You have to at least realize what object you selected and that will be affected by tool you're working with.
im gonna wait for my friend to wake up so they can actually explain this in terms i can understand
hi and a question, is there important thing i missed? because the view isnt moved on Z axis but does moved on Y for some reason. because i dont know why this happen
i have made an avatar before and this is my 2nd :3
I want to create a toggle that would let me move a mask from the hip to the hand (by making the fist gesture when the hand is touching the mask at the hip) and then let me put it on the avatars face, and vice versa. Ideally, I'd also want this to be quest compatible. Anyone know how I'd be able to do this or have any good guides? I'm kinda lost with the tutorials I've found so far.
Contacts and parent constraints are what you'd wanna use for that
@maiden bane https://m.youtube.com/watch?v=Cp0ysawmizM just use vrc constraints ofc
Yeah vrc constraints are quest compatible 
I'll have a look at that, thank uu!
trying to upload to quest, what does this mean?
hey we're in the same boat
Hi I got a avi yesterday I really like the body it has but not the head so could anyone explain to me how to replace the head of A avi or send me a vid explaining it
helloo is it finne that i re ask?
Does anyone know how to add particles to gogo dash?
can someone help me with this error please
help me my animations don't work properly every single gesture is messed up
Define messed up, what exactly does not behave and what did it do instead?
i fixed it the avatar creator has mixed up the gestures and haven't even downloaded all off them into the avatar
so i downloaded the default gestures and replaced them with the broken ones
i am now confused on why the avatar is face looks like a racoon
this happened because of the textures
Btw if you are on windows you can use "Snipping tool" to create screenshots and post them here. If you don't have discord on pc, you can use your browser too.
or press print screen button (there no feedback, just press, the image will be in clipboard) and paste in discord
stuck in a upload loop
windows successfully upload
android version makes the windows upload go into "security checks failed"
Okay
but do you know how to fix the eye thing?
What eye thing? I don't really know how it should look
this
which thing exactly?
assuming this is using quest shaders?
Right, just making sure it's clear what the problem is. Looks like that texture probably uses alpha transparency? Or maybe the shader has vertex colors enabled
you'll have to edit the avatar a bit in blender to get rid of transparent areas of the mesh in that case
if it's for pc though just make sure your transparency setting is correct in the material
yes
and that "alpha is transparency" is enabled on the base color texture if that's where your transparency is
when i use alpha for some reason i get a bug
it wont allow me to upload the avi
yeah, quest doesn't support transparency. not a bug
so i am cooked?
you'll need to edit the mesh in blender like i said to remove transparent parts
Problem i cant use blender its too big for my laptop
make sure you re export it correctly once you're done as well
i mean laptop
if you can use unity you should be able to use blender?
definitely not
unity is usually more intensive for me
So i have NO IDEA how to use blender
ill see if i can find a good tutorial for this
can you tell me what to look for instead
this is the thing where you use the knife tool to cut out the mesh that's black and remove it, right?
knife tool can mess up blendshapes iirc
you should be deleting and sliding + merging
hmm, I suppose it could. I've never done this specific thing.
how do you make that the audio Spectrum only in the yellow part
i cant find any that use the blender method im talkin about, but look into vroid -> blender -> vrchat tutorials. i remember at least one talking about this
if/when you do completely ignore anything about CATS
make a mask for it, pretty sure that section supports a mask
were do i put a mask in the spectrum settings?
and what dose the UV Mode and UV setting do
It changes what and how UV map take from.
Do you understand "UV mapping" in general?
not full but a bit
It just change what kind of uv map to be used on that feature.
okay and how do i make difternt uvs
Blender (or similar)
so i coud make a UV1 and say only that part shoud be uset
I'm assuming we're talking Poiyomi here, and so it seems you mask in this section:
https://www.poiyomi.com/audio-link/spectrum#color--mask
but yeah now that I'm looking, this is done via UV map, not a traditional mask, interesting.
Okay so i downloaded blender and i don't know how to put my avatar straight to Blender
find the model file in your Unity project, then in Blender, file -> import -> import fbx
can i drag a prefab or dose it have to be a model?
ye ill try to do a new uv but first i need to look how
but thx
blender works on model files, not unity prefabs.
i know i have to use fbx
switched to a non beta sdk its still doing this
Can i use a Photo editor instead?
you cannot edit a 3D model with an image editor
how do i save the uv map as new one like i have UV annd UV1. UV is the holl wing and UV1 is the part for the audio link
It's part of the mesh object itself, you don't save it out. Re-export the model as .fbx.
assign?
only that part shoud be used by audiolink and not the whole wing
I haven't tried this personally, so I could only guess, but I bet you could ask this in the Poiyomi discord and get a quick answer
something wrong with the rigging i believe thatd be in the "Avatar" section on the right
noboy is helping in the pyo dic bu I've now managed to do something about UV1, but the tex is completely messed up
okay the wings are completely broken
Hello, ive been wanting to make an avatar but im just not skilled enough to make what I want. I also want to make sure it is quest playable so I was hoping to find someone who can help me either by just showing me the way to do what I want or even manually help me 🙏😭
Are you saying you want someone to do it for you for free
I know a guy, think his name's YouTube or something.
Dont you mean AiSlopTube?
Ah yes, I think thats it
YouTube can only do so much but it was worth a try
i need help, the avi i uploaded came with 4 prefabs in total, how do i mkae the toggles so i dont havet to upload all seperatly
me?
So question. If im adding a new tail in blender do I have to link the armature of the new tail to the body? I wanna make it toggleable between two different tails
why is it doing this?