#avatar-help
1 messages · Page 240 of 1
what do i need?
vrcfury
oh
lmao
tells you in the name of it and on the goloco page
mb i thought my friend alr had it
usually assets will tell you requirements
id parent tail to avatar , to hide just set its bone to 0 and disable physbone 
Ok I know how to do the first part. Where would I be able to do the second part?
unity
Ah gotcha
why cant i upload to android?
@sturdy prawn #avatar-help message
what could be causing this wrist bend? i'm using Chocolat as base
i am using twist bones, but i dont know if that is the cause, simply because the other wrist is fine.
fixed: twist bone wasnt locked to Y axis
that didnt work
but thats literally how you download the android build sdk
reset your pc this happened to me
idk whats going on with my modal-
in blender all the bones are correct and attached to each other in the right way
when i try to configure it tells me the modle isint in a T pose so i unforce the T pose and still nothing works,animations wont work on the modal
My texture won't work is that bad?
Anyone good with unity issues, I used to be able to upload Avis with no issues then this problem kept appearing and I can’t do any sort of unity things
Why is there no texture?
I exported as fbx
you didnt export it with the texture
not really recommended that you do that tho.
better off just downloading the textures from blender and putting them on
I didn't see any texture options in the export settings
its called path mode and chance it to copy
okay anytime i look up anyhing about downloading the android support it says unity hub not vcc
yes you can download it from unity hub or unity doesnt really matter
i need it on vcc
sorry but you seem to think that where trying to tell you how to download something.
and you think its not going to work with vrc sdk?
CC is just a place for the sdk's as android support isnt frp, sdk but its from core unity
it IS not working with the vrc sdk
...
as there is not way to add it to the sdk
if you have it downloaded you need to restart your pc
Perhaps the android module isn’t installed in the unity version.
this happened to me the other month
I’ve been having unity issues. A lot
Did you restart your pc like i said
then open up unity via CC not unity hub and give it a go
Also if you don't use unity other then vrchat avatars uninstall unity 6
if it still doesnt work
windows + R
%LocalAppData%\Unity\cache
press ok delete everything in that file
just did again
So you did all of that
Quick question. I have an animation that makes the avatar's mouth move, but it uses blendshapes that are under a different name on my specific avatar, otherwise they're marked as missing. Is there any convenient way to link/translate the blendshapes to control the appropriate ones on my avatar?
did you do everything i said
you can use blendshape linker from vrcfury but i dont know if it works with animations
done
now what?
did you try it
im trying to make a custom shader that goes on an object. when i load in game other people see the object in different positions in each eye, its in the right spot in the left eye, but to the left of the model in the right eye. as they move closer to me the object to the left of the model moves closer until it is in the correct position. when i look at my model in the camera or a mirror it looks correct, the only way i can see the bugged version is in the avatar preview when selecting the avatar. when i turned off the shader and just used the face texture on the object the bug didnt happen anymore so im pretty sure the shader is the problem.
Does anyone here know how to make a png avatar that supports quest and pc that is well lit? Since quest doesnt natively support transparency making a 2d png avi becomes a pain in the ass as someone who has no idea what they are doing, can anyone help with this?
Is it done via making a mesh that perfectly matches the pngs texture like a cutout? If so how does it achieve the flip direction thing that only pngs usally ahieve(it looks the saame on both sides)?
I'm a bit stupid so if its obvious I do apologize.
If this is ShaderGraph, you need to use Z3i's fork of that for VRChat, you can't use the one in Unity itself. https://github.com/z3y/ShaderGraphVRC
Also note that #shaders exists too
ok thank you, i didnt spot the shaders channel, ill post in there if i have any further issues
Help 🙏
cut out the actual mesh.
dunno, this isn't a thing I actually do, but the best I can say is if you have transparent parts, don't have mesh there. Blender is probably the right tool.
Alright
delete unity 2022.3.22f1 and redownload it
Might have it downlpaded multiple times
getting stuck on 15% avatar upload
i keep getting avatar validation failed
are those the only four error messages? if not, look above at the first 2-3.
oops
that second one.
there's an auto-fix button above the "build and publish" button in the SDK build window
is that it?
review other errors there as well
i normally auto fix that i just missed it this time
I can't tell you if that's it without seeing that window, but that's definitely an issue.
tried uploading last night and it gave me the same error
i'm trying again now
it worked that time
i'm starting to think my unity file is just getting too big
i'm having issues like that constantly
that wasn't a unity issue, that was a "you didn't do a required step" issue
Does anyone know how to fix creator companion from stalling or just not uploading ?Whenever I click build and publish it’ll just freeze on the building avatar but it’s not actually doing it n I can click everything I’ve tried uninstalling and reinstalling trying a different build n it just not working
its been working then randomly did this
cc doesnt upload anything, just installs packages in your unity, its vrc sdk. red errors?
doesnt it uplaod avis to your acc? and heres the red errors but its doiing this for every project it try
No - that's Unity you are using there.
wdym?
Please always show the first 2-3 errors.
VCC is a package management tool which also launches the Unity editor. That screenshot is Unity, not VCC.
thats all the error on the screen
I can see the scroll bar there, but if you say there is none, above, good.
those are the first 2-3 errors yeah is there anyway how to fix it? so i can upload ?
it does this for different projects too
first is at the top, but okay, fair enough. None of the show errors are of any help here, unfortunately.
not just this one
oops didnt see it was a the bottom heres the top
that last one is interesting but I don't know what it means
Anyone know exactly how to pose arms for T-pose? I'm making an avatar from scratch and can't figure out if the elbows/forearm should be facing up(like elbow up) or backwards(elbow towards the back of the avatar).
palms should face down
I am aware, but I'm asking how the forearm should be positioned.
right but I think it just positions naturally if you stand like that
I usually just stand in that pose and observe my own body
Rotating on one axis causes it to rotate on another? I dont really know much about animation and stuff so some help would be much appreciated
zero the axis you don't want to rotate?
I think the issue is probably that I have to move it locally in order for it to move correctly
I’ll try that though
So, I'm trying to get a VRC Parent Constraint working where the small bunny tail can be "extended" from a much bigger dragon tail, and the animation looks fine. However, when I test the avi, the re-parenting does not work whatsoever.
yeah, still not working, at this point im not even sure if its possible to fix...
you're just setting the end rotation, not the path it takes; I'd make a parent bone so that the rotation of the actual weighted bone is 0,0,0 at the starting rotation you want
then you can rotate one axis
so, this
can someone help me upload an avatar
try restarting unity
is that a bug?
yea, it might be a bug (vrcsdk sometimes fail to build with the message like that)
okay thx it workt holy
great!
have a good night
yeee, good night :3
helloo, i think ima ask this one again..
why this view orb thing doesnt work fully? 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
Is your avatar at 0,0,0?
i need help 😭 i dont understand how to uhm. apply the textures in seperate places on the uv map? theyre 2 different textures but when i edit one in uv map they both move
maybe im selecting something wrong but im genuinely confused
seperate the outline mesh from the shirt mesh or just select only the outline's mesh, you're selecting the whole shirt in this clip
the model i downloaded has mouths as different objects, how would i make it work? each one is a 2d image
merge them in blender and make a shapekey/blendshape for each mouth
i shrink them inside the head when not activated and animate them to overlap the resting mouth on activation
in unity they are layered on top of each other
would it be the same for eyes?
if the eyes are also seperate 2d image meshes then yeah
ok
mhmmm its at 0, 0, 0 in blender
and then i exported and it still at 0,0,0 at unity
Asking about in your unity scene
i think its at 0, 0, 0, i didnt move it after import
(psst please do tag me when responding)
(im somewhat busy ;w; its annoying asking help anywhere and when somebody does respond, im busy, so i might not respond for hours)
Hey all, I'm new here and also brand new to editing avatars (just for personal).
My avi is all uploaded for both PC and Quest but I need to go back to Blender to sculpt and fix some clipping on my jeans but when using CATS plugin "fix model" she kind of breaks. First pic is how she looked the first time (hair not visible and bomber jacket different color, all cats plugin boxes UNchecked) and second pic is after "fixing model" after re-importing to Blender. Are there certain check-boxes I need on or off? What am I doing wrong?
(Please tag me with replies, THANK YOU!!)
i figured out how to add sound to my toggle but i wanna make it so that when i run gesture emulator at first, the sound wont play automatically
its just that, because otherwise, enabling and disabling the toggle is fine
fix model button should only ever be used for game ports and even then its really meant for just MMD, you shouldnt really be using that button at all.
why were you pressing the fix model button in the first place? like what's the outcome you were trying to get cause theres likely a better manual way to do it
@left gull
I was following this tutorial:
https://youtu.be/bz6JVFaNHmE?si=Ne3T8H09ZyDnmiQM
And fix model was used after each clothing piece data transfer modifier to make sure it moved with the model in pose mode. There was never any problems before
so how do i prevent my toggle sound from playing directly as i start the gesture emulator?
anyone 😭
im using audio sources for the sounds
You put it on a toggle or button instead
Otherwise it will always play the second load you load into the avatar
how can i have 2 FX layers?
You can merge them with something like VRCFury and a Full Controller
That way, you can import stuff for clothing for example, and if you no longer need it you can remove the prefab from your avatar and it will no longer load the FX for the clothing into your main FX
ah nice, no embed perms
just open the screenshot in web i guess
im trying to do 2d mouth and apparently i need to use FX
oh wait
you mean layers
my bad
you can click the + in the Animation Controller (FX)
there you can add a second layer
@prisma monolith uh, disable play on enable or whatever its called on audio source?
i have it on a toggle, so all i needa do is just turn play on awake off?
Try and see, depends on how you toggle it (if you toggle the audio or the entire object)
well for reference this is for a transformers bumblebee avatar
and im making it so that when the transform toggle is enabled
the sound plays
using audio sources
and after that initial error of the sound playing the moment gesture emulator is activated, everything functions as normal
okay so im no longer busy, yes its at 0, 0, 0
so i just uploaded my avatar to vrchat that i edited in blender. i added clothes and upscaled the legs. i did nothing else to the body. i used pumkin to pull over everything from my previous model and now its T posing in game. im not sure how to stop this
would this possibly cause the issue?
what does this mean?
all the objects are where they are meant to be
it fixed itself?
and now its doing it again
ok so about my transformer avatar
when it transforms, the base arms for the guns toggle still are visible
kinda like this (not in playmode but for reference)
Anyone know the max amount of triangles a quest compatable avi can have? I am reading it is 20,000 or so, but I've seen quest compatable avis with like 100,000 or so triangles. Sorry if random. Just workin on an avi I am doin from scratch and slightly worried about the triangles limit(cuz I wanna have enough room for my avatar's main outfit and maybe an alt outfit).
There is no hard limit, other than it could make your avatar exceeding size limit.
And security check failed could depend on many other factors.
Mk. So I am fine as long as it ain't over 10 MB and only have a couple physbones?
Most of the time yes. You could still upload with excessive physbone, they're just going to be disabled in game.
Mk, thanks.
Could someone help me with the physbones on my avatar? I'm quite new, and don't know how to exactly do them on this type of avatar.
"Do them" - be more specific, what do you have trouble with?
I don't really know how to do it.
I've done it before, but it was on simpler avatars.
This is a import from a source mdl. file, and it has this "physics" object to it. But no matter what I do, to the bones in the armature or to the object in specific, it doesn't do anything
I could show you if that'd help
Physbones are a script that you add. Youre not meant to mess with bones, youre meant to hit "add component" and select physbone script (either directly on a bone you want affected or on some other object and drag the bone you want affected into the root transform box of the script)
this is likely not made for vrchat
i moreso want the physbones to be on these
then add the script to them in the inspector
i ported it from blender and then onto unity
uh, i just wanna ask -- what do the bones on the chest usually look like
i think the bones on my model are a little funny
Hey guys so im making my first avatar and hes kinda round so the default idle isnt a great position for his arms. Ive animated my own idle in blender and set up the controllers and blendtrees in unity and replaced the proxy_stand_still, but when i load the model into vr chat my idle defaults instead to the base humanoid pose
Ive tried to find help online but it seems like this is a unique issue for me atleast from what ive seen so im coming here to ask if anyone knows how to fix this
Looks fine here
but in game his legs are bent and arms are out kina flailing
looks more like a falling animation now that im thinking abt it
Hey guys quick question if i get a prop to add as a piece of clothing like a mask or a handwatch but i only get the 3d model what do i have to do to make it a unity prefab
The 3d model itself already is a prefab.
where do i find the vrcchair default prefab?
?
Hi im extremely new to vrchat and models. I recently got a model from booth and i made toggles using VRC fury to turn on and off their clothes but the default emote/dance option is now gone. Any idea on how to get it to be back?
Someone on #creator-companion asking for help to upload a pirated avatar basically
If you add stuff to the menu, you lose the default menu. I think you can find it in the SDK examples though, and can add that as a submenu. Haven't really looked though.
Will there be an update to the SDK to show the correct performance rating? It says "Poor" and then you get it all uploaded and in game it says "Very Poor"
Just as I wrote that it dawned on me that it could be a VRCFury thing. Although that normally improves performance on the optimisation bit.
you are using vrcfury
Yeah that SDK thing can't take into account anything VRCFury does at build time
Classic case of working out the problem just as you type the question 😅
haha I love those
That said, I thought building a VRCF Test Copy and showing that to the SDK would do it but it still considers it only "Poor"
From what I could see, the in-game texture memory usage was the stat pushing it over
Yeah so the texture memory limit is 150MB, SDK sees 120MB and the game, ehh I think it said 162MB or so.
I seem to recall one of the texture compression options being like a "zip" that gets past upload limitations put pushes it over when it's "unzipped" into memory, maybe something like that
E: crunch compression
hi and good evening/morning guys, is possible to ask kindly to be helped regarding a project i would like to realize on unity ? it regards my avatar, im unfortunately not good with unity and im not truly familiar with the program itself, i hope to not disturb anyone with my request ^^
that's what this channel is for. Explain where you are, what you've done, what you need help with.
Measuring texture memory is apparently not easy, the vrc client, vrc sdk and other tools for measuring all disagree.
And crunch compression only affects download size, it has no effect on texture memory.
Yeah figures...
I'm just going through tweaking texture settings manually. Asked in the optimisation thread but I'm thinking at least things like emission maps could actually be a much smaller res than the albedo
Still need help with this if anyone is able to help me possibly
i dont know why but my toggles switching through each other even though I don't have them on and this is only on Quest it's happening I don't know how to fix it (sorry if the audio was loud)
Grr all that effort got it down to 102MB in the SDK and... 154MB in game, still too high xD
@sacred aspen funny thing is that vrc sdk doesnt supply default menu, afaik. so while recreatable, its not smth you can copy and edit
whoa thanks discord for totally loading recent messages
it does that to me too 🙁
omg haha. So Thry's Avatar VRAM Calculator run on a VRCFury test copy is helping a lot.
I have this fart asset that puts out a little cloud. Turns out the texture for it is set to 4K by default with crunch compression. What shows 1.6MB in the inspector is 16MB by the time it's in the avatar.
A 16MB fart. Whoops.
Hay guys this mask keeps clipping weirdly into my character and moves weirdly although i assigned it to The head with amature link it dosent work plus i personally placed it under the head higharchy
If you use armature link there's no need to place the object anywhere specific
so progress. not stuck in T-Pose anymore. but new issue. there's no gestures and the gogo isn't working and is throwing me this error. I'm editing on the lychee yeen. it only throws this error when i add gogoloco. im not sure how to fix this
If you're using the VRCFury gogo loco prefab, you should not be using the gogo loco animation controllers in the layers in your avatar descriptor.
I've seen this issue beforehand it was out of date vrcfury
It was hilarious when it was happening to my friend he would change clothes and how fat he was every 1 minute
Where can I find that?
Avatar descriptor on the root object
it looks like this currently
Scroll to playable layers
That looks like this
Have you gotten it fixed Rn?
Any other objects that merge controllers onto the avatar maybe?
"playable layers"
oh you only have FX, I wonder if it's detecting something in that. I have no idea how that actually works, maybe check the VRCFury docs or their discord.
You can try temporarily removing FX to confirm it's not that
Dang it. Alright ill ask and see if they know why its kicking it back
Ok ill try that. But don't I need the FX to make the model work?
Yesnt
is there any way that i can make this lettering a metal/metallic ??
Depends on your shader
im using poi
this is just to test
You can probably get away with using a copy of the base color texture as mask to turn up metallic
Alright ill see
Make a mask where white = the text, black = not the text (base color might be good for this), then use that in this section as your metallic map, play with the metal settings.
Or you could use that mask to apply a matcap.
https://www.poiyomi.com/shading/reflections-and-specular
now its giving me this
I don't use VRC Fury much, really can't help much more than basic advice here.
Understood thank you for the help
how do i fix this
NullReferenceException: Object reference not set to an instance of an object
nadena.dev.ndmf.preview.VRCSDKBug_AssemblyGetNameExceptionHandling.Patch (HarmonyLib.Harmony h) (at ./Packages/nadena.dev.ndmf/Editor/Harmony/VRCSDKBug_AssemblyGetNameExceptionHandling.cs:12)
nadena.dev.ndmf.preview.PatchLoader.ApplyPatches () (at ./Packages/nadena.dev.ndmf/Editor/Harmony/Patcher.cs:33)
UnityEngine.Debug:LogException(Exception)
nadena.dev.ndmf.preview.PatchLoader:ApplyPatches() (at ./Packages/nadena.dev.ndmf/Editor/Harmony/Patcher.cs:37)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes()
or do i not need to fix happened after the hole lost my license in unity i think
nvm everything seems to be fine
how do i fix this?, I am on the latest SDK version, so im confused why its giving me this
You are not on the latest SDK version if it's saying that
well how do i get the newest one? Ive tried looking up but google doesnt seem to help :p
vcc or alcom
manage your project, then there should be a way to upgrade packages in it
uh okay, what specifically do i upgrade/update in the mange project in vcc
the VRChat SDKs
Sdk base and avatar
OHHH i see it now, thank you
Nah I haven’t
The only thing I can figure at this point is that there’s something wrong with the animation itself but I have no idea what that would even be
Let me guess it's like the head is locked in place
Nope
I bought the voice constraint and voice muffler to add to my avatar. I drag and dropped one of the prefabs onto my avatar only to realize these won't work without a couple of dependencies (modular avatar and the modular framework). So I deleted the prefab and the folder. Now it won't let me upload to Android because of some text material attached to some part of my avatar. The "select" button only selects my avatar rather than where the problem is exactly.
Upon upload, it gave me this:
you'll need to find the problem materials. If you can't, maybe they're swapped on via animation at runtime?
ohhhh I found the problem materials
They were under PCS which is odd
Wait- I forgot one crucial step
The prefab I have censored is a PC only thing
I forgot I got to detach it from the avatar to upload it for Android. It's been almost a month since I have updated this avatar.
Yay, it uploaded!
Is there a way I make it so one particle emits when making a gesture?
I've done it before but the issue is I either have to settle for it sometimes doing 2 instead of 1 or something not doing one at all due to the animation timing.
For the record I mean the particle emitter itself doesnt turn off and on, so and previously summoned particle can finish its animation even when the gesture is stopped.
I’m new to this
I think you want to look up 'buffer particles'
Hiii, quick question about blender, how do i/ whats the easiest/best way to make visemes, blendshapes, etc?
im having a bunch of trouble D:
also, is there a way to "copy" blendshapes? ie. how would i make clothing that has the same blendshapes as the mesh underneath? (ie. for a body or something)
You can't copy shape keys between different meshes
usually what I do for that is enable the body shape key, then on the clothing item, create a new one and reshape to fit.
thought so, but i just wanted to ask because remaking shapekeys for clothing im adding to an avatar is REAALLYY tedious D:
yep, sure is
This Unity is not for VRChat, you want to have version 2022.3.22f1
Ohh okk where do I get that mb I js got confused like I said I’m new to this
Ok
yo fsr my particles arent colliding with stuff even though collisions are on anyone know any fixes?
seriously no better way? i cant keep doing this i dont have the patience to do this for like 80 pieces of clothing with like 10 blendshapes each 😭😭
Show the component
k 1 sec
I mean, there are lots of blender modeling tricks, maybe something like shrinkwrap works for you? I've not found anything I really liked for this other than just plain modeling
usually scaling with proportional editing from the 3D cursor at various points
from 3d cursor? cant you just proportionally edit from a selected vertex
im asking because maybe your ways better, who knows lol
really depends on what you're doing, I find working off the 3D cursor is really useful in some cases.
here's as much of the useful info i can get into 1 screenshot
whats the radius of the particles like
uhhh where do i see that
any reason why you picked Planes vs. World?
im so sorry i havent touched particlesystems for like a year now, id have to look thru it myself
didnt know i had to pick world
I think if you use planes you have to actually setup some planes
also that lol
probably not what you want on an avatar in most cases
pretty sure thats what the table is for, to add the planes to actually collide with
yep
yes it is
ok i have made it collide with world and now its ricocheting off walls what
sounds about right.
yup
somone reply to this ccomment if you can help me make a oc avatar and help me
You'll probably want to use the option to dampen the velocity when it collides
comment 😭 we aint in yt shorts yo
feel free to ask questions in the channel, you're way less likely to get someone to help privately
ok just set that to 1?
I didn't say that at all.
!this
or add a subparticle that emits when the parent particle dies to collision
that way you can do impact effects or something like that
Sure, if that's what you want. I suggest reading the docs on those options.
already doing impact effects im just confused about why its bouncing off shite
see "Lifetime loss" if you want it to die on collision
yea its already on the max
though its already at 1, so im also kinda confused
average scam post
Fr
yes that is unity
Now I’m js confused
why thats unity
It’s not that it’s the creating an avi that looks like me I’m new to creating shit
You need blender to model an avatar
🤦🤦
yeah
Unity is for the technical stuff
blender next
Blender 3d?
In this case, Unity is for turning a 3D model into a VRChat avatar. You still need the model.
I’m slow
if you say so
I recommend looking up a YouTube tutorial as they can be super helpful for starting in blender
Ok
I also am guessing no one knows the solution to my problem which is
well it makes me want to rip my hair out
that's frustrating
I mean I don’t know if that’s the case but considering it’s continually ignored
I’m assuming no one knows
that's my guess
i know this is dumb have you added gogo to it
gogo has its own animations might be worth a look at
I’m not entirely sure that’s my issue
yay, blender cube
Ok
I have to think my issue is a weird override that vrchat is doing
Or that something is just wrong with my animation because I’ve looked at everything a thousand times and it’s all good
But it just won’t work
And it’s replacing it with either the default humanoid rig pose or some other thing
bones are completely stiff despite being under the counts for quest what else can break it
if you install gogo loco, in game you will have an option for widening your idle arm stance from 3 to choose from (it's kinda hidden in the menus so not a lot of people see it) but im not sure the widest one will work for you
Maybe! I can try. My guy is pretty wide though
this is a commision please help if you can i have never had this issue before
making spawnable cutouts for people to press, i want to make sure I do it right, i know ill need a contact receiver but for it to be pressed down would that just need a physbone with colliders?
it could need bones
it does
just never do stuff like this so idk if it needs physbones to be pressable and actually move or some collider
you can do it like that guess if you want it to be quest compatible probs best to use a blendshape instead as you only get 8
does anyone know why my avatar's eye shrink on vrchat when theyre fine on unity?
im scared
id check > check eye rotation, be sure they arent assigned to jaw and no physbone that affect them
(go into playmode)
does anyone know how to fix this im using vrc fury and ive never had this happen before
might be shapekeys , looks smaller
the eye rotation seems fine, there arent no jaw bones or eye bones connected to the head, theres no physbones on them and the model doesnt have shape keys
Does anyone know why adding more than 6 toggles (via Ints for my parameter) isn't working for my VRChat avatar?
Plus, I don't know why the "New Toggle" is there, even though I didn't add one to my avatar.
You should try using a hue shift
There's some tutorials on youtube
I'm not sure how I can do that when using a Beat Saber-specific shader for this avatar.
Oh
Are you using vrcfury?
I have it installed.
Mainly because it is required to use Bruce's Shareable Props that I bought last summer.
Did you use it for the toggles?
Well, no.
I'll probably have to look into it.
Uhhh
Check the weight in the animation controller
I had it happen multiple times where I forgot to set the weight
Or the parameter name
Parameter name maybe?
Same thing.
You should use gesture manager or however its called to test without uploading
Check the animation
🤷♂️
Maybe I'll try swapping out the animations in the controller on certain occasions, like swapping out the light blue color to green.
We'll see how it goes.
It's working now!
I just forgot to change the parameter of the green animation from "FaceInt" to "ColorInt".
Man, my auADHD brain can't concentrate very well, huh?
Having trouble with my expression toggles. This is my first time importing an original model like this, but none of my toggles seem to be working. I'm new to this but I seemingly followed the tutorials correctly
please help :,)) just trying to upload my avi, it creates clones for uploading but doesn't upload, and the actual alerts won't open. I've tried reloading SDK, restarting pc, closing and opening unity multiple times, and switching to other versions of the SDK
maybe my project is just broken but I have no clue
whats the sdk on now
can you press reload sdk
yeah ill try it again
did it, it's still doing the same thing
not... wide enough....
thats the WIDEST.. one...
does this only happen in this project?
let me check another real quick
yeah its only with that one
looks like there was a package in there that i couldnt reinstall
no clue what that means
let me try opening it again
its still doing the same thing
i would get everything out of that project and move it to another one something in there isnt right
yeah i would move everything to a new one
sounds good thank you
i have been modeling this on blender and when i imported it to unity to make it an avatar this hapened
your normals are not correct. In blender, select everything in edit mode and press shift+N
ty
exporting from blender, overwriting your .fbx, but with different/wrong export settings than previously used
ah fuck
try setting "apply scalings" to "FBX All" unless you know it should be otherwise
if not that, try setting the rig to generic then do the humanoid setup again
if not that, drag a new copy of the model into the scene and transfer stuff over
it's usually the scaling thing though
im amking this guy and i gave him 17 string bones that i want to trail along with physics aand be grabbable and can be pulled by other players. how can i go about doing that?
physbone component on that String.001 bone
ok thanks
I genuinley don't understand wha'ts wrong here. I've done everything every tutorial has said to do, it's just not working.
do your transitions have "can transition to self" enabled? they usually shouldn't, if you're using anystate
should i do physbone root or just physbone
what is "physbone root"?
where do I find that option?
huh, what is that
i have no clue bit the defaut physbone worked
in the state transition. those lines between states
This is all I see
oh I meant the ones from AnyState. Though I'm kinda confused as to how this all works, if you're using AnyState why do you need all those extra transitions?
I'm not sure what AnyState is
I also jsut noticed this error message, I have no clue what is "destoryed" or how to fix it
that blue state on the image you posted which says "AnyState"
oohhhh sorry, I was told to connect the expressions to Basis as a return for turning them off
it's a reasonable technique but I'd not think to do that when using AnyState like that. Weird tutorial.
should I have no retuning transitions then?
could the issue be that this avi doesnt have its own avatar thingy?
anyway. If you use a tool like GestureManager or AV3 Emulator, you could go into play mode in the Unity editor and have a tab open to watch what the animator does when you activate the various menu items. You'll basically have to debug what's going on.
"avatar thingy"?
this whole thing
that looks like the rig setup proccess
When I do that using the Emulator addon, it shows this and completely gets rid of the other layers.
is there a way to make bones parented to the head bone that can be seen by the wearer of the avatar?
because it always hides the mesh from the player pov when wearing it
Yes, by default they show the base layer, you'll have to pick the one you want to debug. It's an option in there somewhere (I don't have Unity open)
this is what the VRC Head Chop component is for
oh ok thank you
but it's not even the "base layer" it's something called "locomotive"
that is the base layer
oh - layer here I meant the animator as listed under "playable layers" in your avatar descriptor, not the layer within the FX animator
sooo.. this? What do I do to it?
nothing?
it's the testing tool that is showing you the base layer instead of the one you want to test
I'm trying to upload a novabeast model, but it keeps getting stuck on the uploading file phase and then spits out this error:
unfortunately, that message does not provide any useful information.
can sm1 help, my avi is the size of an ant, like so so small you can barely see it yet the view point its like way above it
Found the fix.... Restarting my pc.
haha of course
I am uploading to Quest. I am aware it has audio. Usually it removes the audio on its own. I also recently added a voice muffler prefab I bought today.
Before I added that prefab, it had audio in other places and it uploads just fine. I just don't want to go through the headache of re-adding audio stuff every time.
you can use EasyQuestSwitch to remove the components, or just duplicate the avatar and remove the audio components
K, is that the only thing keeping me from uploading this to Quest? I'm still confused.
That's the only error that shows up right now, so hopefully that should be all
It does show in the console that it was the issue that stopped the upload
can i edit bone positions and bones in unity or do i have to do it in blender
do you mean edit them without effecting the mesh?
out of place and need to add another bone on each finger
I took out the voice muffler and yeah, that is the one thing that is keeping it from being Quest compatible.
if you are editing the armature you need to do it in Blender, not Unity
also wait the original model i exported from blender has the missing bones tf?
I can still maybe add just the voice constraint for Quest. I read this prefab is Quest compatible minus the audio.
yeah, EasyQuestSwitch should remove/add the audio components for you automatically per-platform
can i export just the armature/bones from blender?
you need to export everything that was in the original FBX
okay pain but i dont get why the bones werent exported with it originally
probably "Armature" wasn't selected at export time
You may be misunderstanding how bones work in Unity V.S. Blender. In Blender, they have a "head" and "tail". This gives each bone a length. In Unity, bones are just coordinates with rotation and scale. There is no end, just the start. This can make it appear as if bones are missing when they are not. The bones in Unity are the balls, not the lines between them
is there a way i can add eye tracking, the model doesnt have eye bones
Is there a way to edit the default idle animation so the character's arms don't clip into their hips?
I don't think you can get the actual default animation but you could certainly make your own
hey could someone help me with uploading an avatar? i rcently bought one and followed the steps but just getting a failed message whenever i try and publish it
Okay so I got the shapekeys with toggles working but I have another question relating to it. Is there a way so when it switches to the shape key I toggled, it wont be influenced by any other shape keys such as lip sync, or just the mouth being closed from the "Silence" shapekey? Sorry if I worded that wrong.
share the error message
no, you'd have to work out the animation logic to do that yourself. You can disable the mouth via VRC Animator Tracking Control though.
i closed the project, pretty much the description of the avatar tells you what to do in order, it says, vrcfury, liltoon and pio toon which are both included in the package, then it says -Import the avatar unity package, -Click the scene or drag it into the hierarchy, i get the avatr in the project with the shaders working and everything but as soon as i push publish it says avatar failed
well without seeing the actual error message there's nothing I can really suggest
im re doing the steps, if i get it again ill show you
what does this mean, Click the scene or drag it into the hierarchy
probably means to click the scene file
SORRY BUT I cant seem to like upload the vr avatar
and?
i am trying but it only want to work on pc
like the actual avatar file
it says "click the scene", not avatar, so that's why it was my guess.
Please stop pinging me.
well i need help
that's what this channel is for
i been spending hour trying to uplod and avatar
it this
i got the files
it only want to work on windows
idk why
help
Define 'only work on Windows'
yeah none of this stuff works for me i have no clue what im doing, i bought the avatar today and chose the option that said plus upload thinking they would upload it for me, someone please help im so lost
i made a quest version for a pc avatar and this is whats happening when a quest user sees the pc quest fall back. it seems to be cycling through the toggles and im not sure whats going on. i just redid the quest conversion and didnt touch the menus or parameters at all this time and its still doing it any ideas?
Only way to debug this is by using gesture manager in unity and looking through animators and parameters
could anyone please help, ive been at this for 4 hours and im not getting anywhere
You'd need to explain what you have done, and what isn't working
You're not really stating the issue
'nothing works' doesn't tell us what you're stuck with, what you're seeing, what you're trying
Screenshots help a lot in many cases
gang help
\
i been trying
for 5 hours
fucking hell
it been hell
help with what
I get you're frustrated but please don't cuss at me. Take a break instead
i am tweaking
i am not cussing at you
i am insane now
it been 5 hours of hell
my brain hurts
help
i mean help
if you want to you can do it for me
pls
i am tweaking
i cried idk how anymore
Spamming won't help, describe your issue better, show us pictures, tell us what you expect in terms of your avatar that doesn't fulfill your expectations
if i could call i would i exlpain better by talking
sorry guys, ill ss as i go along, ive created a new avatar project, the avatar i bought came with 4 files, quest ver, pc ver, lil toon, and poi toon. they said to upload it in a specific order ( vrcfury, liltoon and poi toon, upload avi and drag it to the hierarchy ) after ive done all of that and everything looks good and the shaders work fine then i go to upload and it says publish failed or avatar failed, ill get an ss of it because im gonna try again now
I'm at work rn so no bueno
can you help me sir
pls
i deadass need help too stop tweakin
Ok that's good first info. Keep in mind most useful errors will be at console top, not bottom
Please take a break
ahh okay, they were all at the bottom of the list, red and yellow warnings and errors
i get this done
i need it done
if anyone want to upload it for me i dont midn
mind
i need help
someone help\
Look for the first 3-5 red ones :)
ykw ill send you an ss when i get the error again, thanks for helping
can you help
pls
i am being dead ass
can you pls help me
in that it works fine its only when a quest players see a pc player using the pc/quest
Are you using the beta/dev version of the sdk maybe?
What about the in-game debug menu, do parameters tweak there?
Also what if you only upload the quest kind without PC?
when a quuest player sees another quest player it works perfectly fine but i will have to check the in game debug menu
@junior void here's what i see after uploading everything it said in order
anyone know where I can ask for help on pcvr problems. im having trouble looking for the channel >.>
I don't see anything out of the ordinary here
probably something like #1138891887374237706
ill show you
Ok
what should i click??
I recommend yes
surprising you didn't get that before
Yea
yeah 🥹 🙏
I can only imagine you forgot a dependency
bruh i forgot to enable vrcfury for the project
thanks so much for the help and patience
Sometimes taking a step back is better than brute forging it :)
wise words Zero
THANKS
never do contacts like this but im trying to make spawnable objects that will play an animation when pressed, i tested it with a sender and it just wont play
Did you confirm that parameter changed or animator state changed?
doesnt seem like it is for whatever reason
i put the fx on the prop and animated it while it was there so the animation should still work
You don't see parameter change? Does the contact has have correct tag set?
yup, i have the receiver set to hand,foot and head same with the sender, the parameter is set correctly too
Did you test with gesture manager?
i did something similar with my footsteps but maybe because its a seperate object it just doesnt want to work
its part of the fx but i dont have the spawning in animation made yet, ill see if that changes anything though
did gesture manager, doesnt seem to find it still
wait
is there a way i can make the eyes work? they dont have bones
Seem to find?
i may have forgotten to add it to my parameter list 😭
let me try again
You shouldn't add dynamic paramater to parameter list.
ah
It's written right under the contact receiver.
If you tested with gesture manager then you have to see in its debug tab whether the parameter changed or animator state changed or not.
ill check that
ill see if I can find videos on it, just doesnt seem to want to work
Do you see parameter change?
nope :/
Can you screenshot where you looked at?
i think i was looking at the debug of the receiver
Just screenshot where you look at.
anyone able to help?
Not the inspector in debug mode. I mean the Gesture Manager in its Debug tab.
They don't have bone? Do they have blendshape?
i think i would need to make it a blendshape
help! for some reason the body clipped the outfit? i edited the body and sculpted it to fit but fdor some reason it did this and the waist blenshape did this too, it wont go back to how i had it in blender 🙁
You should make bones since avatar descriptor requires bones for eye look.
i cant find that, im pretty stupid but i checked this, it is sending it, just not playing the animation for some reason
i downloaded the model from sketchfab and it doesnt have a typical rig set up
Do you really have gesture manager?
Screenshot where you look in the gesture manager.
Of course you will have to make some change to the model.
ah ok
nvm found the tab, thought it was in the actual radial menu
Hence I said "tab".
Take a look in animator states as well.
i has a gesture based toggle, is there a way to have it set to a alt hand?
What alt hand?
i have particles on my avatars right hand and a alt hand for it is a medigun
now its playing my sound, still no animation, so ill see whats up with the animation
prob was working the entire time, my animation was prob wrong
If you confirmed that animator state correctly does transition then the problem is the animations.
What does it mean it plays the sound but you forgot to add the sound to animation?
it plays the sound now, confirming it works
before i didnt add sound
im using playaudio
so i forgot to set that part up when I redid it
i want to have the particles only work when the medigun is toggled
Just put animation toggle for both or any particle you like. It works on Gesture parameter so it doesn't matter where you put the particle on.
Ok
its just so weird, animations are fine it still just doesnt play
Do you mean it previews fine?
Can you screenshot the entire screen when previewing it?
it clearly is playing the blendshape
just isnt actually playing it with the contacts
Did you record from the object animator instead of the avatar animator? Because that will make the animation path mismatch when you put the animation into avatar animator.
maybe? ill try again then
When recording, you should record from avatar animator, and make sure that there is no other animator in any other object that steal recording context.
how do i make the negative shapekey number tranfer to unity? it sets it back to the original form when exported. i dont know how to fix it
negative? I don't think you can do that
ive done this before but now I just cant get it to work again, i remember I was told to have the same fx on the object I was trying to animate and it worked before
I was told to have the same fx on the object I was trying to animate
This part is wrong. Or rather it requires additional step to make it works.
thats just so weird because I did it before and it worked 😭
You did remember incorrectly then.
this is what i was told, but im gonna keep trying
i have the waist like this, and it wont do keep the shape in unity it reverts to its original
You clearly misunderstood. That means "put FX on the avatar animator component". There is nothing saying "Put fx on the object you're trying to animate".
well thats just weird then, thats what i did before and it worked 😭
Likely misremember it or you actually did it differently.
possibly
So saying "I did that and it works" doesn't really matter if you don't actually know how it work.
yeah :/ im just stumped now, ill keep trying and see if I figure it out
i dont use negative shapekeys though
Sorry that wasn't for you.
Because you can't use negative shape key outside of blender. You have to create new shapekey with range 0-1 and take blending from the negative shape one.
https://www.youtube.com/watch?v=rRAnDMUbWt8
Or you can ask specific question.
i figired out i can Apply Current Shape to Basis!
You might have to check other existing shape key if you changed the Basis one.
bet
i kept it all the same just applied it so it keeps the body shape
eny idea why the animation is not playing
Because condition is "Greater than 1" while the parameter is set to 1.
1 is equal to 1. Not greater than 1.
Make a new shape key from those settings. You can't do negatives in Unity.
wait which parameter
hello? can i ask again?
Your "a" parameter.
were
"were" what?
I did and I placed it right below basis and it would make things go bigger and the waist smaller
Thats not how the view point works
The z axis is for offsetting the rotation point of the head
Yknow how the whole feet start floating when you look down issue happens
So I did the apply thing and it kept it, then for some reason the armatures are not assigned correctly either not sure where I went wrong there ;-;
You need to move the literal mesh back
oh..
were is it set to 1 here is it on 0
Of course the parameter is only in the range between 0 and 1, and it will never be greater than 1 as you set the condition transiton.
view point was for what because on vrchat doc it said that where the camera is or it didnt really apply to model i used? .w.
First, you'll want to set the view position. This will be where your camera will be positioned in VRChat.
https://creators.vrchat.com/avatars/creating-your-first-avatar/
ahhh so i have to set it on 0.5 in here
You dont have a humanoid rig
The model offsets from it
yea that one not humanoid, wait so that statement only applies if its humanoid?
Maybe. Do you actually need the parameter type to be float?
Thats not what that sentence means at all
dose a bool work as an toggle
Obviously bool is meant for a 2-states toggle.
ye state one outline off state 2 on
okie let me try move the entire mesh back, a side question too after that, the collision "capsule" didnt worked i still can partially phase into wall, let me take screenshot
but how do set that up
Bool > on or off
Int > whole number value between 0 and 256
Float > decimal values up to 8 bits of space
Like 0.0000001 or 10000000.1 etc (not exact values but you get it)
okay thx
It's just "true" and "false" value. It's obvious once you take a look at it.
You do realoze the player capsule is a set size right? Not controlled by avatars in the slightest
so i need one ture animation and one false animation
oh? wait so what the collision section for? like the one for body, torso, head, etc
You already have those though.
yes
Contacts and physbones
okiee
about the "Yknow how..." im not sure what you mean here? i havent seen it
why is that still not doing somting
Clearly you didn't have transition going into the other state.
Generic rig avatars have absolutely no tracking whatsoever
Is that you just added after I pointed out?
its only in play like that
i didnt
If you had an actual humanoid rigged model
The head bone would be dragged around by the view point (well specifically inverse kinematic tracked to it aka ik tracked)
Test again then.
i see, okie!
Did you actually set condition in the out going state?
The viewpoint is always center of the player
Anything on the same level or above the tracked armature will always have the same offset from the center
Since your mesh is the model and its at 0,0,0 then itll be dead center of you
Youd need to drag the mesh back compared to the root of the avatar (where the avatar descriptor is)
Make sure that you have the right FX controller in avatar descriptor.
i only have 1
okie (wait a bit, okay, booting my windows vm)
can i influence the "Y" axis of where the view is by moving the "view orb" up and down intuinitively without unexpected side effect?
Might be some vrc fury doing. Can you disable vrcfury and test?
The y axis is the height of the model
Its also what the scaling ingame tracks
okie, thank you.
im still waiting for unity editor to start .w.
how? can you do that
Usually just remove every vrcfury component from your avatar.
ah i thought there was a button
im in editor now and moved the mesh back, so the avatar descriptor 0, 0, 0 is where my cursor is
like this? @night ember
okay i did and its still not working
Now there is modular avatar too. So try disabling it as well.
were do you see that i am blind
NDMF is a framework modular avatar is using.
is that not bc of the play mode i use avi emulator
you not gonna toggle anything with that
Of course i'm not talking about avi emulator.
Avi emulator is for testing avatar in unity. Modular avatar is for preprocess your avatar. They're different tool for different jobs.
Problem is that transition is somehow missing when entering play mode.
if you are using NDMF-based optimization tool like AAO, try disable them in ndmf debug window
so i have now removed avatar modular from the project. and test it again
it works properly now, thank you people!
okay the transition is back but now i get that error
Try delete and recreate the transitions
both
Of course do both.
still same problem but no error only the missing parameters in expression
Screenshot the parameter list in parameter file again.
Can you screenshot the entire screen again when this show up?
Does that show up when you disable modular avatar?
last question, is this all i need in texture settings if i want to preserve pixels as it is (on blennder it would be simple as setting texture interpolation to "closest")
because thats all i can find relating to texture which is setting compression to none, resizing one i choose random, max size be same size as texture and point filter and uncheck generaten mipmap
is there anything else i missed?
yes
Make sure that the parameter name are exactly matching and doesn't have any trailing space.
Also disable mipmaps or it loses quality over distance
okie i disabled it
Make sure that your texture image size is power of 2. Or you have to disable NPOT scaling in the above option.
is it the generate mipmaps right?
okay its already power of two (1024x1024 because i like round numbers when making textures)
Yes
in the paramters (animatior) and paramater Nova are the same
In the menu file too.
okie i did all of that, so im good now? for options that i have to keep in mind if i want to preserve pixels as it is?
Mipmap generation should be enabled when texture size is greater than 32 px.
yes
i cant enable it or else it be blurry like this (recreation in blender, and it goes both way too, so i kind of need it to be exact pixels)
there seems to be no "closest" resizing for the resizing algorithmn
You should use smaller texture with texture size be power of 2. Large texture without mipmapping has huge performance penalty.
i see
i hate phys bones ;-;
okay then can i give my own textures for each resolution? so i can "avoid" the scaling blurry artifacts?
Yes. But I don't know any existing tool for that.
if you want your textures to be super sharp try setting these on your texture
unity like to smear things
okie because i can externally use None interpolation for scaling up and down if there only Mitchell, and (Bilinear? not sure but its definitely not None/Closest/Nearest) .w.
in unity editor cuz i need the none scaling equivalent in unity editor ;w;
(also my bad it wasnt 1024x1024, its 512x512, i forgot i resized it a while ago)
point filtering
i used it
How is it actually look like now?
but under the "Resize Algorithmn" there no option for "Point"
scaling itself is done with interpolation afaik. so if you need to also scale src texture down first then youd need to do that externally yes
Resize Algorithm is for when the texture get resized to match with Power of 2 size, or scale down to fit max size.
tho its rare for pixelated textures to require scaling down
okie so for my case of its already power of 2, i can ignore that one?
Yes.
oh
sure, if you dont need to scale it down then unity wont do a thing to it
let me boot my windows vm... to see
You could just see the result in unity.
why don't you run on native Linux?
i cant find VCC for Linux
(vrchat creator companion)
vcc doesnt run in wine .w. because edge broken in wine
ALCOM is a better alternative then
ALCOM?
And you should still have to use texture compression. At least set to high quality.
okie, it looked like it doesnt affect pixels in anyway, so its not jpg like lossy compression? (so no artifacts like png lossless, i set it to high quality)
It's lossy and usually can be seen at diagonal line if you look very closely.
But there is no one actually take a look that close enough to complain.
good, that is good lossy compression
unlike jpg (which did it horribly and create pixel vomits around relatively flat area) :3
and how good is 214 triangles in excellent performance rank?
Pretty much nothing.
okie thank you, let me fix my other avatar with something you all told me today, cuz the other one kind of exact same settings i set before you suggest changes
this is the other one that i did successfully on second attempt of creating it
(its silly flat hehe)
and again thank you for the help :3
whyyyyyyyyyyyyyyyyyyy
check blender, looks like oddly parented bones
so i put those bones there but in blender they look fine
and theres a bunch of bones missing
doesnt look very centered in finger mesh and what are these
anyway try pose more and move every one
see if it behaves
Can i get help here regarding questions related to booth avatars and such?
You could just ask the question. At least we will see whether it's relevant or not.
Do booth avis like Komano come with skintone color scalers / hue?
Hm do you know how I can add that then? Also for Komani avatar I cant really see the base model on the booth webpage, any idea where I can see what this model looks like naked?
It's pretty much same method as every other avatar. There is no public preview for totally naked.
Thats honestly a shame because the light brown skintone picture on booth for him is pretty cool, I wish I could see the base model tho... Now I gotta stick with either hanka or rei...
So I have this eyes closed expression but whenever I move my head/eyes or sometimes just by default the eyes don't fully close, however in the animator tab when I preview the animation the eyes are fully closed
( Left is preview of animation / Right is game view with eyes looking up )
How about set eye look up with less angle?
Errr? Sorry I don't understand
Eye look in avatar descriptor.
Make the angle shallower.
So drop Looking up from -7 to like, -5 maybe?
Try to see the result yourself.
Na, if I still move my mouse up or if my eyes are looking up, still breaks kinda
Make it even shallower.
Heres -1
Are you sure it's eye looking up, not down?
In game view, when I move my mouse up the eyes are shown despite the eyes closed animation so yeah
When head is up, usually the eye will look down.
Then I'm not too sure
Did you also change looking down angle?
Just changed both up and down to 0, same issue
How is it look like when just looking straight in game?
They close normally
If you change all angle to zero, do the eye still move?
It's usually when I like, have my head tilted back or looking up, so my eyes are still looking up when my head moves down, since theres a bit of delay between eyes being re-updated to the head, and if I close my eyes during that moment is when it breaks, since from what I can see the eyelids also move based on where the eye is looking
I don't think its the eye, I think its the animation moving the eyelids with the eye
I can grab a quick video if you want