#avatar-help
1 messages · Page 241 of 1
Only issue with that, is I can't for the life find it, I've searched through my FX's and animation folders that came with this model and can't locate
Which is more of a me problem now, so I guess I'll try to let you know if I can figure out whats moving it
Then it sill isn't rule out that it's the descriptor eye look. What does it do if you just disable eye look completely?
Checking
Okay stupid question, are the eyes still supposed to move even though eye look is off..
Should be no movement.
There is still full movement, like nothing changed
You can see the eyes still following the mouse despite eye look is off
It just follows the mouse cursor? How does that even work?
It only follows my mouse when its in game view
Is that when testing with gesture manager or emulator?
Also, emulator
Fucking mkv bruh
Here
Do the eye bones have any constraint component?
Not from what I'm seein, clicked through most and none have anythin
Restart unity and test again.
Okay, I actually just found the problem, Looking up and Looking down had special vrc.looking up vrc.looking down animations that would move the eyelid, it kills the eye lids moving with the eyes but fixes the expression being fully closed
Thank ya
I’ve been getting endless adb errors no matter what I do when trying to test build, i don’t think I ever had this issue before, is it a new thing? I’ll send proper screenshot of the error in a bit
My development hub for meta also gives me constant timeouts trying to connect but I don’t ever remember needing to do this for my last avatar/testing/publishing for that 
Ive done various forms of restarting things from just the programs (unity, meta hub, dev hub, adb itself) to the devices (PC, quest), doing adb killserver (and startserver, etc) because that port WAS being taken up by something else but clearing that out didn’t seem to help the case either 
It’s essentially this same error. As far as I’m aware android is what I used for building and testing my quest avatar. Considering this conversation is talking about android phone use, maybe I’m misremembering…? (Double checked and I don’t think I am, just so confused)
those are dummy bones apparently got rid of them and am currently recentering and moving the bones
Of course I don't know exactly what you did, but I'd set just one shape key how you want it, then in the shape key menu, do "new combined", and then turn off the original one. Repeat for any others you need.
No idea what you are saying about armatures.
how would i put text on these without being able to drop it on the model directly
Do you rather mean "texture"? You have to create new material and use it instead.
yeah
zh
ah
i mean i have the mats for them
just cont figure how to put it on the avi itself
You put material file into the mesh renderer component.
Sorri if this isn't the right channel for this, but I need help on figuring out if my avatar is acceptable. So I read everything I could and I'm still not entirely sure if I'm getting this right but I'll try to include my thought process. I spent a year learning Blender to make my avatar and finally got it finished a few days ago and I made it to mostly explore private instances with the full intention of all of that being SFW with no exceptions. Within the past day, I've been seeing scary posts about how how bans are happening with avvys and I can't find info as to why and I'm kinda scared that I might he making a mistake with something small that I'm overlooking. My avvy wears dresses that are usually found in my 2D artwork and I can't find any info online about if that's okie or not in any instance since I modeled my avvy and then the clothes separate to switch outfits but not with toggles.
i figured it out i forgot about the mat dropdown in the SMR
now the other issue of this wont say 1 on 2 move with the avi
Did you do armature link?
how do i meak my avatars in unity
If there is no gentinal in either the mesh or on texture, you will be safe.
nvm back to this now wtf
Check hand bones assignment.
There isn't, my intention was very much to exclude any of that, but I have the upper part of the model done too, but it's all barbie doll
nvm got it
You will be safe.
ty
If you're still concern about that you could also just cut body skin mesh under cloth and you will be completely safe.
Can i not make this work for komano?
Does it say so in supported model?
only anri and mizuse? 🤔
It's just there's not a lot of clarification on what exactly is okay with particularly the top of a model. I could do that but then it'd make it impossible to make new outfits and keep proportions. I've seen post talking about how parts of the mesh could get someone banned but I don't know if the devs would consider to be okay and I just don't wanna make a mistake and not be able to play with my friend
There is a tool that can do preprocess to cut mesh and keep original mesh intact for future update.
The "supported models" mean the asset is made for those models. If it doesn't mention it, you could still use the asset on other model but that will require extra work to make it work on other model.
i will explain to you: ive putted a grand piano on my avatar as a droppable item, i would like to put on this piano some trigger animations, the animation will simply be the press movement for the black and white keynotes, the trigger will be the hand or finger of my avatar when will interact with the specific note.
is there any way I can get rid of komano's blue bald hairstyle so that its easier to replace it with minase's hairstyle?
Does the head have blendshape for it?
When I select it, it picks up on Body under hierachy and well that does have blend shape
well I found out what affects it :
want it gone for good?
would love that if yk how
hm what do i do with it
ill just give up on it.., since to make the hairstyle work id have to expand it and idk how to do that
ima just download a hairstyle that fits with komano :(
blender is the answer 🙂
Wait scaling works......
😭
I think i managed to fit it around the head but theres a slight blue hair related thing from the other one... So I guess I really need to get rid of it somehow (shown in second image)
is that mesh or just color on the texture?
hmm I cant say for sure... since im new to this, but when i mess around with the Uv angle and Uv settings the color is changing to different shades of blue
Does that give you a hint whether its mesh color or texture?
well main color is affecting it asw :/
yeah I'll again suggest blender
How do I optimize a high quality avatar for quest?
uhm im not an expert but
I heard from a video where you can use this feature on vrc called : EasyQuestSwitch
Im guessing it probably has a feature where you can turn a PC avatar thats specially made for quest with easy transfer?? 🤔
And since its made on pc prob will be high quality too for quest?
EasyQuestSwitch is more for worlds than anything
it'd probably be a lot more useful to show the topology. But I suspect that's really high poly.
in which case..... you've got a lot of work to do
Ahhhhh
Topology?
What’s that?
DEAD 💀
Thats a pretty dope avi
in this case, I mean what the mesh itself looks like, not the rendered image. A wireframe would be uesful
even just polygon count + number of material slots would be a good indicator
Ok
When my computer guy gets back, I’ll ask him for pics
those all look the same for me, but if its under 450k id be surprised
same
3rd avi with the
windows- good
Upload android= windows- failed security checks failed
this problem has been happening to be allot with some being a straight foward upload then this happens and refuses to work
anyone know where I'm supposed to place this red.png (eye) to replace the base model eye for Komano?
Click on eyes / head mesh, find the eye material in the inspector, click on that and it should take you to the folder where the texture is, provided the creator put it in the same folder
well fuck
Look at your inspector in this screenshot, it's likely to be on one of those 4 materials
looks like my bones are staying in one place for some reason
now to try and figure out why (help...)
Not bone, mesh
I found the makeup face texture eyes eyebrow all under komani > texture But its all in one picture :
Did you remove any bones?
You'll have to edit that texture in photoshop and overlay the new eye textures onto it
i removed dummy bones and added the propper bones in their place
or any photoshop equivalent
ive got photoshop I guess itll just take time ://
did this
Did you check that the weights of those bones get passed on somewhere?
This has me wondering how to other people have avatars where they can set a scroller to change the eyecolor instead of having to do edits such as what im about to do
What we are seeing is exactly what happens if you just remove bones without addressing the weights
I've done with Poiyomi decals
You could setup a separate material slot specifically for the eyes, but that's less performant
is there smfn similar to it for liltoon?
If you have a specific texture for your eyes, you can mask it out and hue shift it with either poiyomi or liltoon
I don't use that shader, so I'll refer you to its documentation
Yep, masking would work too, such as with Poiyomi's RGBA mask feature
wait tbh its not that hard on photoshop its as simple as drag and drop 😭
Okay weighted sending it to unity for testing
So question
I added peircings to my avatars ears and I wanted them toggleable
So I didnt join them to the mesh. But when I move to unity and move the ears they didn't move with them. How can I fix that so when I go into unity the peicrings move with the ears.
They are weightpainted right.
they need to be a one fbx with one armature with the rest of the model. while being separate mesh. im guessing atm you have two separate models so piercings dont care for main model since they have their own bones etc
nvm same issue even after weighting it
could the issue be with the fx?
also idk if i did this correctly would it work?
They dont have bones at the moment. I removed them since I thought i was supposed to
@rare jacinth unless you export the whole thing as one fbx from blender, youd have to use some armature link or smth, idk much bout those
Ah gotcha ill keep working on it. Thanks for the advice 🙂
Finally somewhat got the expressions working, I was told I needed two seperate layers to do the eyelid animations and mouth animations because they were conflicting eachother. Now, when I try to use the mouth animations they also turn on the eyelid animations with the coresponding number, even tho the seperate Ints are selected. When I try to select the eyelid expressions none of them work at all. For some reason they're connected to the mouth expressions although they have separate layers and Int parameters.
more images for reference
uhm would I have to change the body color here via photoshop : If I wanna make my model brown skinned? : or is there an easier way I can achieve this?
That's probably the best way, unless you have some source file that generates that ^, like a Substance Painter file
Ima mess around with the body material
id grab uv from blender and use it as overlay , then just edit the texture or use some material setting to change skin color (need a mask to not affect everything)
hope theres an easier way to do that, ig whats reccomended will be a last option sort of thing
I see nothing there that shows the transition conditions, but that's where I would look to see why multiple things happen at once. And probably also verify that the animations only control mouth or eyes, but not both
is this a transition condition? Like the tab on the right?
yep, it is. Looks reasonable
The animations SHOULD only control the layer it's on since I have Int parameters for both
but it isnt and I'm not sure why
yes, apologies for my late reply, ive already divided each key ( black and white) so the plan is: i will interact with my hand/finger on a key or couple of keys and their response is to trigger a press animation
Ambitious! But it'll be fun if you pull it off
i dont even know if is easy or not to actualize, unfortunately im not familiar with unity, this is why im here, i just desire to make my performance on piano a little bit more interesting to observe, especially if you wanna peek meanwhile im performing ^^
I'd want to try that with 88 physbones, then you could do a glissando thing
glissando ? what this means ? the keys doesnt have physbones, they was meshes and now they are objects
when you slide your hand along piano keys
ohhh got it, but for example i dont even know how to make physbones for the keynotes, this is why im researching for someone who can maybe help mke in private or in a call will be even better so i can share my screen and be guided ^^
anyone know how to fix this
You'd need to rig each key to a bone in order to make physbones for them.
i dont truly know how to do that :c
whered you get the model
i bought it
I just downloaded Gogoloco with VCC and and my project was alreayd open.
Any idea how to check if I have installed gogoloco for my avi? I dont see Gogoloco on assets? could it be somewhere else?
hmm I think I found a way but im unsure
What do i select from hierachy to give gogoloco?
I found gogoloco from Tools > gogoloco> add prefab
so i just noticed this issue with mmd worlds. they seem to break whatever the first parameter in my list is? anybody have a solution for this, or is this just a problem with mmd worlds in general?
nvm figured it out
Should I press auto-fix or skip and stop asking or skip?
that depends on how you're using those animations
uh oh... I chose auto fix and uhm I didnt know that I didnt have gesture manager now it looks messed up after adding it...
Lmao the clothes dont even apply to him no more 😭
i neeed help, my unity is broken and i cant fix it...
all my projects were deleted
i cant import anything
any idea how I can place these items inside my avatar so it can work smoothly? :
hey, i need help with uploading a fallback avatar for the quest.. how can i do that? i have a avatar with a pc version and quest version and currently is a "impostor" avatar and.. yeah thats not realy good
or do i need to set a fallback avi ingame?
hey idk if this would fall under a general help problem or a rigging problem, but i'm trying to rescale the upper and lower leg bones on my avatar (specifically just the X and Z axes to try and not change the height of my avatar), and in unity it works perfectly fine but in game the lower legs get really stretched out and distorted, does anyone know how to fix this?
You'll probably need to do that in Blender (or similar)
I think i figured this out
There's a free prefab call avatar limb scaler, maybe that's a better option for you
yk my clothes fit perfectly now with the animations (gogoloco) but why does my hair change place? :
hmmm this might answer something 😭
I'll try to use this because blender is extremely confusing for me to understand, thank you
I built my first ever avi 😭 Major Thankyous @somber sequoia @heavy zephyr @grand scaffold @ornate stump
yay!
congrats
I dont want to screw this up....
I have 2 autofix options at the top and bottom shall I click on them both and autofix?
the first one yes
theres no need for the second one?
the second one is up to you
i dont know exactly what it does, but i think its something to do with how your textures lose quality over longer distances
hmm ic
generally a rule of thumb with that menu is that any error message with a red octagon and an exclamation mark will prevent your avatar from building or uploading correctly
and they'll usually be sorted to the top
how would i go about doing this
that limb scaling prefab did not help unfortunately
can anyone help me
so i see some of my avatars use the VRCFaceTracking from Steam. And I have now downloaded it but i dont understand how to use it...any tutorials or videos ppl can share?
Hi there. I'm trying to make an avatar with these toggles: push goggles up / remove goggles. How do I make it so that when one of them turns on, the other turns off? So that they're never both toggled on at the same time? Feel free to @ me in reply, thanks
are you using vrcfury to make your toggles?
No, I've been doing everything the classic way. But I should look into using VRCFury for my toggles. Do you have advice or resources?
Anyone know how to fix this
i don't know what exactly you mean by the 'classic' way, but VRCFury has this thing called exclusive tags that you can use to make sure only one toggle can be active at a time. on my avatar i have a few different outfits that i have toggles to switch between and exclusive tags makes sure only one is on at once
can someone help me? i was doing a retexture of a model that i wanted to upload to vrchat but i used someone else's base that they made public.
VRCFaceTracking is a middle man software, the modules you install are where the face tracking data comes from (so you need the correct one for whatever source you are getting it from) and on the avatar you also need one of the several VRCFT VRCFury prefabs, which take the data VRCFT sends over OSC into blendshape movements on the avatar.
Here is the doc about VRCFT, it will probably help https://docs.vrcft.io/docs/intro/getting-started
thank you 🙏
how can i fix my physbones phasing through clothing??
Can't exactly tell what is moving, the skirt or the tummy, but while physbone colliders can help, with something this skin tight it depends.
If the belly is moving then you'd want to remove that functionality or weight paint the skirt to the same bone, if it is the skirt then either remove it or make a blendshape that shrinks the belly so it doesn't clip.
first it was just the body moving (tummy and thighs), i put the same physbone colliders and values on the clothing, and this is the result
id probably have to weight paint it 💔
thank you ❤️
Need to make an avatar with stretching arms. If someone were to pull on them they’d get longer, but would still be able to control the arms, how would I do that?
I NEED help with making my avatar have animations in unity, i imported it and it had no animations and sat under the ground. could someone help me
plssssssss
its of my goat
pls dm me if you could hop on a call and help me out fr.
was trying to upl an avi for quest and this happend, why?
Hey guys, what have I missed so far
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
im a trusted user though i have been for quite a while
your using your account the one that has trusted
yeah ever since the bate came out people have been having some weird issues
the what?
bata sorry
beta?
maybe... yeah i dont need sleep
i think you might need some sleep
you right xD
lol
sleep well lol
(also there's a discord for it)
what can i do if this pops up
go look at the rig setup, make sure it has those required bones mapped
How do I do emission syncing
I’m trying to have a model sync it emission with an avatar that already has a emission wheel but I don’t know how to sync them
sync what exactly?
A weapon
sorry, that didn't really provide much detail
Need to make an avatar with stretching arms. If someone were to pull on them they’d get longer, but would still be able to control the arms, how would I do that? Hopefully this explains what I need, I think the only way to do this would be fake arm bones and having the real arm bones have contraints on them?
yep, that's what I'd try
awesome, at least I had the right idea, ill try this and hopefully get that to work 😅
oh I didn't say it was right, just that it's what I'd try 🙂
I'm having this issue with an animation that's causing physbones to move to a random location when the animation is played, and to jitter violently. The stationary wing has the physbone component disabled for reference.
The issue I'm guessing stems from the animation scaling the bones in the wings along their Y axes for stylistic purposes. I think this is likely a physbone bug, but if anyone has any solutions please let me know 🤞
😭
ugh, figures.
I'll try redoing the animations to move the bones rather than scaling them
it won't look exactly the same but it's better than intense jitter
im adding a gun to my avatar, how can i have it play a shooting sound when i do a gesture
Just a heads up, this will only work on PC. You can add an audio source to your avatar, and then use the 'animator play audio' state behavior on the animation state for shooting the gun. This allows you to set the audio source to play a certain animation clip (or pick from a list of audio clips) to play at the same time the animation plays
the weapon has 3 sounds, fire, idle and reload, how would i do all 3?
you would add the state behavior to each animation and then add the correct audio clip to the list
it doesnt have a animation included
you can just add them to the gesture animations in your gesture layer
ok
these are what control your hand so it makes the right shape when you use the gesture
this pops up when i try to publish a avatar
my avatar is in a bike riding postion
If you are previewing an animation, you need to exit the preview. If not, use pumkin's avatar tools to reset the pose: https://github.com/rurre/PumkinsAvatarTools
got it fixed so im working on the wunderwaffe again
i got the sound to play when i toggle the weapon on but how could i have it so i toggle then after a few seconds it shoots and i can shoot again using a gesture?
how can i make a grabbable prop? i tried 2 tutorials and both didnt work
thats one of the tutorials i followed but didnt work
It's better to look deeper into why it doesn't work for you. You likely is missing something.
did that, watched multiple times
i did notice however, when i press record on the avatar and go to the gun it stops recording
That's because of the gun has its own animator component you have to remove.
oh
That's pretty much is what you missed and there will be no any tutorial telling you that.
i followed it again and fixed the animator mistake but still wont work
im attempting to publish my avatar but im running into this;
I think I've seen these when the sdk doesn't like the avi image.
oh thats a good theory, lemme test...
You have to check more error above that. Image error usually cause it to "Failed to upload" not "Failed to build".
then what am i looking for
Top most red error.
You should screenshot the list of error first at least to see what actually had happened.
fine, here
Just screenshot the whole list.
fine.
These are the problem.
how would i fix them
Mostly because you haven't imported all the required packages.
You got !Missing Script on Prefab
!
NullReferenceException
hey guys quick question i want to make Spells for my Avatar like summon a diamond from the sky or something
and i am not sure what is it called
and is there a tutorial for it?
Sounds like you want particles
Is it necessary to weight paint the root bone for my Blender model? It seems to work just fine without doing that
What root bone you talked about?
The one there I have selected
Isn't that a hip bone?
I didn't include a hip bone, but if I go to rotate it in pose mode, the entire model rotates since everything is connected to it
It's a hip bone since it's functioning like hip bone.
Root bone in this context totally means something else.
Is it necessary to paint it?
Not necessary but the result may not look right.
Same for every other bones.
I'm asking because it seems to cause clipping issues no matter how it's painted but if I remove all the paint, the clipping doesn't happen lol
Don't want fur showing through fabric :p
It's usually because of the mesh under the cloth doesn't have same weight paint as the cloth.
It isn't guarantee.
Honestly I've been having some real weird problems
I've only been using Blender for a year and I've had a lot of tutorials do a thing on camera and then when I try to do that thing exactly like they did, something weird happens and then I got on a 3 day troubleshooting journey to find out all I had to do was restart Blender.
hello and i would like to ask about how should i fix this situation about unable to upload the avatar to vrchat. recently i couldnt find any solution in the console so it would be kind if anyone can provide help, thank you very much.
always show first 1~3 errors, please
(also scroll up the "Review Any Alerts". some first messages are the most helpful for troubleshooting in many cases.)
that's not first errors. you should be able to scroll up the console
the second picture looks fine, great
https://blackwolfwoof.com/s/jeaQrrepWGEFnCY/preview
I am currently in the animator, and i do not see one of my parameters for my emission which i want to add. I cannot select it, and by typing it in manually it won't work
sorry and i retook one
also when will staff finally enable embedding perms here
yeah, "Error while saving Prefab" is the one of i expected
you're using Modular Avatar version of GogoLoco. so you need to install Modular Avatar(https://modular-avatar.nadena.dev/)
or if you are using VRCFury(https://vrcfury.com/), you can use VRCFury version of GogoLoco
thank you! i will try to fix it
update: it worked thank you very much!
Hii, I wanted to ask;
I bought this avatar (retinia) and she's got this hammer shredder thing going on
I can toggle it to be on my left hand buuut I kinda wanna know how to make it so I can just grab it from behind me (without it just staying behind me at all times, as in when I turn; It turns too.) or just toggle it to my right hand because I am not left handed LMAO
anyone once again can help me what am I doing wrong?
my main is to bind the Radial puppet to the animation seed
if there's anything missing or I didn't show, tell me what and I'll show it
This looks fine, what about it is a problem?
Not a full solution but until this bug is fixed, you can scale parents of the physbone affected transforms differently on each axis, and you can scale physbone affected transforms, but they have to be scaled evenly on each axis
the Radial puppet does show up in the gesture manager
but changing its values doesn't do anything
I asked around in other places, they say something about FX layer
what about FX layer?
Do you not have this animation controller in the FX slot on your avatar descriptor?
"This looks like an animator that's all by itself and not the FX layer animator"
I've been told, I asked for explanation but they never said anytthing
I can't tell if I did that or not
You should look at your avatar descriptor then, under "playable layers"
If this animator isn't in the FX slot, it's not going to do anything, since it won't be on your avatar.
Here's the playable layer
not sure what to do next
yep - so that animation controller in FX, that's the one you want to be editing.
You added this animation to a controller that isn't in use.
Okay so here I'm not sure what to do next
The reason why I did THAT before is because its a common tutorial binding animation to radial puppet. tho those are are animation motion
I couldn't find any tutorial like this that's using Animation speed
there's nothing wrong with the way you built the animation logic
you just did it in the wrong animation controller. Easy enough to fix.
so what I did. Repeat it for this one?
- make new parameter
- put my heart beat animation there
- set multiplyer only?
I don't know what "set multiplayer only" means
the animation speed multiplyer thing
But again, the stuff you put in "Shion.controller" needs to in the animation controller which is in the FX slot in your avatar descriptor.
oh multiplyer not multiplayer, sorry
m8, I should be sorry
Since I feel like I'm testing y'all patience
no, I misread that 🙂
so did I make this correctly?
I made a new layer dedicated for this, made a new BPM and set that orange box to Multiplier paramet to BPM
So what's next?
Yes - but again, you did that in the wrong animation controller
Wait wdym?
the layer should be somewhere else?
Yes, I've said that several times now
Where should it be? I'm really confused
Cause all of these have their own layer for each toggles
0 weight?
Oh! this is a totally different view than you pasted before
But this one, has the weight at 0, the other one it was fine
The stuff in this post is in a totally different animation controller: #avatar-help message
Oh yeah. cause like I said. I followed a tutorial like that
I didn't knew I'm supposed to do it in FX_layer controller
okay I made the Weight to 1
anything else or should I focus on the radial menu now?
you should now test.
Tested. it didn't do anything
dod I mess up something in the radial menu?
That looks fine to me.
Then how come its not working?
what can I show to help you understand what my issue is?
I suggest watching what the animator does while in play mode. It looks ok from the images.
I'm not sure what I'm supposed to be checking exactly
does it do what you think? do the parameters change?
Wait...I think I see the problem
"BPM (NO VALID ANIMATION)"
that seems like a problem, yep.
Parameter is working tho
So how can I fix it?
It doesn't tell me why this issue is happening
Look at the animation, test it, etc.
okay got it working thank you :3
It seems to be working fine
unless I'm doing the testing the wrong way
You're testing the blendshape, not the animation.
oh there's supposed to be this
idk why the recorder choose not to include that
I tested this. it worked
And that animation is in the state in the animator, right?
Hellooo, i dont know if this is the correct channel, but i have a problem with my avatar and viseme. If can someone help i appreciate it 🙏
So this is about my quest, viseme is not working at all, i have added all blendeshapes and followed everything i saw online but still is not working
Blendshapes for eyes are working fine, and mesh is fine i can see that blendshapes are working in general but viseme is like i never added it.
Aaaaany advice is helpful
this I ahve no idea how to check if this works in the Animator controller tab
Correct channel.
This doesn't seem to be the right controller again?
You'd need to show some setup here, such as the list of visemes in the avatar descriptor
its because this animation to bound to the heart (the mesh wit hthe +). not the Shion one
again, only be working in the FX controller that's in the avatar descriptor, any other ones are not useful here.
okay I'm now confused
cause the heart thing is is on model
but I was told if you wanna animate it, you make a new animation asset, and you drag that animation to the heart model. That made it to switch to Its own animator instead of the FX
should I try to start over and you can help me?
here are blendshapes, thanks 🙏
also im super new probably im doing something wrong, i have no idea fro, unity
I don't know what "drag animation to the heart model" means. You put that animation in the FX animator. There is only one FX animator on your avatar.
you cant leave one empty it breaks the entire thing
All of these viseme blendshapes must be unique
oh - the empty one, that's definitely the issue
"sil" = "silent", it should just do nothing.
okay let me explain
you know when you open the Animation box. the Preview, the play button and then the drop down is greyed out or not working?
like right now?
Yes, you are working on an animation here. Good.
Put that animation into some layer in your FX animator.
oh really? i have to add something to everything? ok i didnt know that. ill make some changes and ill let you know!! thanks!!
so I was told to get that to work. you drag its anim file Tto the mesh that you'll control its blendshapes
Which is the heart
no, you don't drag it to the mesh
not the mesh. I mean the Box thing of the heart in the Hierachy list
"box thing"?
either way no, you don't drag an animation file onto anything in the hierarchy
you put it into an animation controller that's currently on your avatar.
I drag this. Into this
but the heart has the blendshapes that I need to control it
yes?
animate from root of avatar, you can just put the fx in your avatar animator temporary (where your descriptor is)
Okay let me try to start over
Drag BPM to FX_Layer. did I do it correctly?
I'd put that into the "BPM" layer on that, it seems you have the top one selected
there's already one here
Cool, then you should be all set here.
make sure that animation is not anywhere else in that animation controller, you don't want it to try to double up or something
so basically only one layer should have this animation
Which is the opposite I just done in "Allparts" layer?
now what I'd do is click the avatar root, then in the Animation (not Animator) window, select the heartbeat animation from the dropdown and verify nothing in it is yellow, and push play and watch the animation work.
Yes, remove it from Allparts
it is in yellow
then the animation paths are incorrect, probably because you built this animation when the animator was on the wrong object. This is your problem.
so, you can click-then-click that yellow path and re-type it, or delete it and redo.
(not double-click)
I'll try to delete it and re do it
but if I'm selecting the heart, then now the Animation is focusing on that instead of the root of the avatar, right?
Select the avatar root. Choose the BPM animation in the animation window. Click record. Do whatever. Un-click record. Select a different animation to reset your avatar back to rest pose.
Also: If that heart object has an animator component on it, remove it.
I feel like I'm doing something wrong
you have another animator somewhere
yeah, that's what this looks like to me.
There should only be one Animator component on your avatar, at the root. And in that animator component, you should have the same animation controller that you're working on, in this case the one in the FX slot on your avatar descriptor.
I delelted all the state that has "BPM" in both Shion and its heart model
still happening
"state" is not what we're referring to here.
I suspect dragging around animation clips caused another animator component to be created somewhere, like the heart object.
now I'm beyond lost
idk hwo to troubleshoot that
okay part by part. What I'm showing right now. Does it have only one Animator component?
What is in the Animator component on your avatar root?
AFK and "shion_heart"
2nd one I just made now
it cannot have two items
On the right in this ^ image, you see "Animator"? That.
The items in the inspector are components. The one labeled "Animator" is the "Animator component"
yeah this whole thing right?
Drag the animation controller named FXLayer into it.
no
no that is not at all what I was referring to
Again, on the right - in the inspector.
just use that in there , dont drag stuff onto avatar it keeps making a new controller
wait you're referring to this?
that
Ohh....
that is your problem entirely
is this what you mean by "Animator Controller?"
that is the Animation component
the item in the "Controller" slot is the animation controller

-# I'm very sorry that I sound really dumb
like this?
If you're not clear on terms, we're happy to explain them.
Good - now do that whole recording animation thing.
ist still did that thing
I "Create a clip" click record. click on the heart to access its blendshape but doing that cancelled out the Record
you probably have a second animator when you dragged to heart, check for another animator component somewhere and remove it - why animation recording goes blank
you already have a clip though?
And yes, what Thulen said is likely happening now, we said this before too.
I'm trying to re-do cause I feel like I'm breaking stuff
i was watching a video on how to upload an avatar. it was fine but i had to redo something. after redoing it the thing is in 2d and i cant move around can someone help?
You want to be using a clip already in the animator - which is the case right now, so no need for a new one.
please provide more detail, there's nothing we can tell you from this image
Looks like game view
probably
Check which window tab you're in
thx bro
the chest, spine, hips and Armature doesn't have the Animator tab within inspector
Did that help?
check the heart object
remove , you need to animate everything from root of your avatar
as we've said several times now, only the root avatar object should have one. Remove that.
okay done
next is?
record (or update) animation as explained before
I done the recording
then test
NOW it works
okay one last thing so I don't ahve to bother you
The steps I need to do to do all of this by myself are
- The FX_layer should be in the Controller of the Avatar
*ONLY the root of the Avatar can have the Animator component in the Insepector. Nothing else can have the Animator component
*While selecting the Root of the Avi, In the Animator Tab (next to asset store tab). Make a New Layer and Parameter for it
*Drag the Animation in that Layer
*In The Expression menu folder, Click on the parameters icon and make a New Parameter as Float
*Then the actual VRC menu for it should be RadialPuppet with only Rotation set to BPM,Float and keeping the Parameter as [none]
did I get everything correct?
sure, sounds reasonable
I'm saying this cause I don't wanna bother you guys again, this took me Days
now last thing
can I put a Min on the Multiplyer speed?
like if the radial puppet is 0%. The multiplyer should be set to 1x instead of 0x
not directly
is there a way I could atleast?
or a tutorial taht exist I can follow?
I don't have links to any tutorials, and haven't really thought through how I'd do this. Maybe some complicated math with a blendtree.
the zero case is interesting though.
okay what aobut adding a limit to the Radial puppet?
like you can't go less than 25%?
There's no options for that in the radial menu item
@somber osprey in theory you can use state behaviour set variable - remap, especially if you would use radial puppet second variable. ie open radial puppet - set value of synced variable - close it - some other layer sees that puppet was closed and applies remap to an actual animation speed. sounds doable
tho adjusting speed blindly kinda sucks too
wait what would happen if it was an actual blend tree with the same anim but different speeds?
tried using multiplier in a blendtree ?
yeah, I was considering a blendtree here
2 ways of doing it, blendtree bit slower
rare i need more then 5issh layers on my fx
- you can also use this on action controller to speed up any humanoid animation (id just use multiplier here and not a blendtree)
I... have a weird issue.
I somehow managed to make the stencils work, so now the mask in front of the camera does hide the screen. But for some reason, the stencil doesn't work in vr. Like, in desktop mode it works fine, but in vr it doesn't work.
Is that normal...?
Wait... I just did some testing, and the shader seems to always work on the SDK test avatar, but not on the uploaded avatar?
What?
ive been having an issue similar where my avatar refuses to build for the upload but doesnt do the same for the sdk test
What is it saying when you try to upload the avatar?
ill screenshot the error later tonight when im back at my pc, i shoved it through ai last night (im disappointed in myself for that but wtv) and it said something about poiyomi..?
i will ping you the soonest i can, that alright?
How can I make it so my default avatar crouch/prone is used instead of the gogo loco sit prone.
is used instead*
You can change your z and c key in gogo
If you want to change change them you have to refer to gogo docs
the gogo loco documentation goes into detail about how to replace its animations with your own
If I wanna make an on-off toggle for an animation idle whats the best param type? 
if you do write defaults on, you don't really need an off state. But yeah that'd work
Okey ty!
That is the thing though I don't have it as a clip, I just want the defualt one that my avatar was using before gogo loco.
unfortunately, you'll need a clip
How do i make a PNG avatar quest compatible
What about it is not currently compatible?
Okay, now how do I upload a fallback avatar? Does it have to be uploaded to iOS also?
Would any of you guys know how I could fix this hat? Everything in the prefab the booth outfit came with fine except for the hat, thinking of (somehow) manually adjusting it but idk how to lol
what does this mean </3
blender
Lmao
proportional editing in blender one way
sculpt mode
it means you clicked "build and test" without an android device or active emulator. Probably you meant "build and publish"
some of these hats have bones for head adjusting, but id still attach them in blender
I'll also look for an alternative outfit just in case
Ah i didn't even noticed it changes 😭
Thanks guys
yes
haha
right, but with what? There are many tutorials for avatars and quest avatars, start there if you haven't. After that, can you be specific?
making it for quest and pc i have tried many tutorials and its not working
any body know why that happen it shoud not look so black
You scene has no lighting, worlds do.
In darker environments, you will look darker unless you set up your materials to react to light differently
my scene has light but how do you mean
In that case, try lowering your light intensity/color and see how your avatar looks
idk how lighting works but do you see the problem
i already uploaded to windows with the wunderwaffle but its saying i havent?
Your min brightness is set to 0 so your material is allowed to be all the way black if there is no light hitting it. If you want your avatar to keep a minimum of colors in darker environments, increase the minimum brightness.
To test it in your scene, select the light you have and lower it's intensity
okay
but on the other version i dont have that and the settings ar the same
i also got this error
Same answer as this: #avatar-help message
read what I said
i read it but how would i check this part "without an android device or active emulator." im still learning unity
What is it that you're actually trying to do here?
upload my avatar
so you didnt read the message
nope
when i read something i struggle to understand fully
here, I will simplify what I said: probably you meant "build and publish"
Drop down where it said build and test avi, then select build and publish
if you actually want to use "build and test", the docs explain this:
https://creators.vrchat.com/platforms/android/build-test-mobile
i am offically stupid, i have only just realized
i am going to face palm for the next hour
eny idea how to make a good bone material for my sekeleton
I'd probably try a web search for "bone PBR textures" or something like that, maybe someone already did a decent one
thx
what do you think dos thet look good for bones
how do i make it cross platform
Upload PC, switch the build to android (file > build settings) and then upload for quest.
If you want iOS too, then take your quest version and upload on iOS (file > build settings again)
i cant
it wont let me click on it
Do you have android and iOS installed with your unity?
no
Well you need those installed
i dont know how to get it
You might need to go into unity hub and see what addon packages you can add
It's been awhile so I don't remember exactly how to do it
go to unity hub, click installs, and click the settings wheel for the right unity version
click add modules and then you can install android and ios build
make sure to uncheck visual studio because it will keep trying to get you to install it, you don't need it.
but install Android build support and iOS build support and then you should have the options
Thanks
once you have those, File > Build Settings will open this menu. You can click on the build you want to be in and click switch platform. Only Windows, Android, and iOS are supported so don't worry about 'dedicated server' or any of the other options.
how do i put a unity package into blender?
Hey so I got an audio effect on my avatar that's not being heard from nearly as far as it's supposed to. Anyone know why this might be happening? It seems like the range is limited to like around 30m or so
Ive never seen this error before and its preventing me from uploads, i think its telling me theres a messed up parameter but theres literally nothing on my avatar that's listed as index does anyone how to fix it/or knows what it actually means?
it's been like this for awhile
whenever my avatar sits in a chair the body turns left or right really weirdly, it uh,.., turns a bit too far ,..,
Hey guys, Im having small issue, or maybe its just a me thing. So, I have a prefab Ive been working on. I just added a new mesh (A septum ring) in blender, saved over the blend file in the assets folder in the project. So, it DOES update the FBX file in Unity, but the prefab is not.
I can't make my avi quest compatible and i have quest tools. any idea?
@foggy hornet ?
?
so i dont see this misformed spot in blender but clearly i never notice it and it in unitt
Does anyone have suggeation fo adding rainbow ends to the hair like in my older avatar? The texture is a little more complicated.
i have no idea
i just need help making a pc avi making it both quest and pc compatible
i dont get it
go to the clear on consle and clear it
its still showing
I need help finding a way to contact somebody who made an avatar. https://vrchat.com/home/user/usr_31d77f9e-3248-4db8-9f4d-0bc4f311b622
i need help turning an avatar to quest compatible..
Probably an emission on the end of the hair — you could use a mask then poiyomi’s rainbow texture can be your map
(Assuming you use poi)
Ive done it with my own model and it works well
I'm having an issue where it's kinda posing when I move side to side
It only goes back to place when I look forward
Is there a way to make 3d audio sources heard from further away than 40m?
same
I tried using Questools but it didn't help and this does work for quest
nah fr same
dyk the basic of doing it? if so i need help so bad TvT
I only know the questtools ;n;
fuck
I can help
What are you stuck on?
what avatar are u trying to upload into quest?
yes
What is not letting you uploaded it?
the whole thing its fine with pc not quest though
But why?
What issues does it give u when u try to upload it?
my problem is that im too dum to figure it out lol
I can help u
What issues does it give u when u try to upload it?\
yippee
Is the avatar too big?
I do. Can I do it in CC, or just Unity?
vcc is unity basically 
You just need poiyomi and an emission mask
Could I see all the review any alerts? Also click auto fix
im not sure
r u down to call so i can share screen? its ok if not :)
Uncheck windows and click android
I need help with emission syncing here is a picture but i don’t think it going to help very much
the crystals on the shoulder I want them to be the same color as the active emission
I don’t know how to sync them btw I am working on a model I had bought and it already has a emission wheel I’m just trying to figure out how to sync up the crystals to the color wheel please dm me if you know
Gotta install the android build module
theres no issues
If u can't click android you need to download it
i did autofix buit there 188 erros </3
i dont know how to do any of it
What are the red errors?
The other ones don’t necessarily matter, at least at the moment
You forgot to import something required for upload
lemme try both TvT
Yeye just a missing script
Alrighty
ur profiles adorable btwwwwww
Tysmm !
ofc :D
Well missing script error is gone. I don’t recall how to fix this one
TvT
Is there any errors in the sdk?
nothing i can autofix
Oh wait, your texture mb is too large
Click on all ur png texture
oh
Set it to 1024
Or just lower yeye 
You could even set like skintones you aren’t using to 32 for example
But for ur case you might have to sacrifice a few things
that'll make it quest?
Yeah
ahhh
ill come back in like 5 and let yal know

thx! :)
I need help with emission syncing here is a picture but i don’t think it going to help very much
the crystals on the shoulder I want them to be the same color as the active emission
I don’t know how to sync them btw I am working on a model I had bought and it already has a emission wheel I’m just trying to figure out how to sync up the crystals to the color wheel please dm me if you know
im ok with size now! lets see
I'm having a weird issue. When I enter playmode, one of my materials seems to delete itself. I've never seen this issue before. There should be a head 2 material but it's just not there. This wasn't happening yesterday. I've scoured the console and can't see anything that seems to pertain to this at all. No mention of materials or any errors
Should be fine. You need to change a shader now and remove stuff not compatible with quest
One of the materials is using alpha blended which isn’t quest
And then you need to scroll up and autofix in your sdk to remove audio sources and whatever else
Did you make the face texture too small? You can just make the resolution higher
It doesn’t need to be shrank anymore as you’re within the limits now
Also ctrl + z maybe
i think i deleted it
The material?
Ahh ok
Well if you deleted it you can create a new material, make it toon standard (or whatever shader quest is using) then drag the face texture in
Then just apply that material to the face
idk how to do that.. i might just restart a new project and lower everything im lowkey dumb ash
You could also just reimport the face material you accidentally deleted
Up to you 
You’d just need to uncheck everything excluding the face material you need to reimport
Import the unity package
a bug jumped on my face

im so dead ass i died
Oh no 😭
i will try to do that
Alrighty, best of luck
i hope it all works
It should be easy 
You still need to change the incompatible shader and remove the stuff on quest that cant be uploaded
No worries!
Scroll up in your SDK window. There’s nothing else to autofix?
there was one i fixed
You also need to find what material is using this shader and change it
since alpha blended isn’t compatible with quest avatars
is it with companion
This is in your project itself
oh TvT
It has no relation to any plugins
where would that be
ah
Whatever material using alpha blended just needs to be changed to a compatible one
any that says alpha
? 
can I see? Not sure I understand
Oh no, those are textures, not materials
ah
Go to the folder that says “MATS”
yes
And just see if any of those materials are using the alpha blended shader
Oh— these are using poiyomi?
wait wil it say an error next to it
Also here where it says shader
None of your materials should be using the poiyomi shader if you’re wanting a quest model
Since it isn’t a quest compatible shader
What you need to do is change the shader 
Or you could try having a plugin like VRCQuestTools do it for you, but changing it manually isn’t hard
for each one by one
Essentially, yes
i have poiyomi in my vr companion do i remove it
Just leave it for the time being
I’d say either change the material shaders to quest ones by hand or try out this add-on:
Alrighty, best of luck
You need to select the avatar in that tab
Also all those red errors are why you couldn’t upload 
The ones with the exclamation points are one you need to fix to be able to upload
im still confused on what i need to put in quest tools im sorry
Click here and select your model

Ahh ok, so that may be harder
Jesus over 500 bones
The model seems too big for quest so lowering your resolution more wouldn’t do much in all honestly
You’d most likely need to delete stuff off the model or consult someone experienced in quest conversions (no one here bcs scammers)

Deleting stuff is ez pz
where do i delete stuff in like the category
You’d have to delete assets off the model which you can do in your hierarchy
I’d say small things you wouldn’t mind getting rid of like certain accessories or props
But there’s no guarantee that’d make her mb count small enough to upload her
I can’t personally recommend anyone, but I see from our mutual servers that you’re in some avatar servers. You could always ask for advice, look up tutorials on quest conversion, etc
If you decide to go the route of having someone convert it for you they need to own the model as well as file-sharing is against TOS for most creators who sell their models
Yeah no problem at all
sorry for the waste of time ngl im very slow
Noo its ok haha. Quest conversion is hard and unity is confusing
That isn’t your fault
I’d assume she has multiple hair styles and props 
nvm like 5 hair
Ok so yeah
lemme dm u her avi
You too!
so i reimport things to unity editor in my linux instead in windows vm
and wha? i thought i clicked ok
i can't see anything useful from your video..
when you clicked Build & Publish, it doesn't do nothing, right?(please include mouse cursor in your video)
and if there are any errors in the console, please show them too(only red ones. white and yellow doesn't matter in many cases)
it briefly show unity messages about compiling smth (popup), not long tho (just brief <1 sec) and then asks for that
and failed
okieee
i guess you might have forgotten to install Windows Build Support (Mono)(i forget correct name)
i did install windows and linux build support at setup
ok, great
-# (waiting for this to help you :3)
(okie :3 im waiting for computer to boot)
Hi everyone. I'm developing an avatar with a custom shader (built in shader graph, converted to normal shader code). When testing the avatar, a friend said that the custom shader was rendering differently in each eye, causing an effect where the mesh the shader was applied to was appearing in different spots in different eyes. Does anyone know how to fix this? Any help would be massively appreciated!
the error shifts between "Failed to upload" or that and now it didnt ask the confirmation again .w.
it seems to be internet connection issue
try running curl https://api.vrchat.com and ping api.vrchat.com
another variant
also strangely it stopped asking to "agree this to bla blah not infrige blah.."
<foxie> QuiteAFluffy:~$ ping api.vrchat.com
PING api.vrchat.com (2606:4700::6812:79c): 56 data bytes
64 bytes from 2606:4700::6812:79c: seq=0 ttl=53 time=7.998 ms
64 bytes from 2606:4700::6812:79c: seq=1 ttl=53 time=6.824 ms
64 bytes from 2606:4700::6812:79c: seq=2 ttl=53 time=7.793 ms
64 bytes from 2606:4700::6812:79c: seq=3 ttl=53 time=285.130 ms
64 bytes from 2606:4700::6812:79c: seq=4 ttl=53 time=7.001 ms
64 bytes from 2606:4700::6812:79c: seq=5 ttl=53 time=22.888 ms
64 bytes from 2606:4700::6812:79c: seq=6 ttl=53 time=16.375 ms
64 bytes from 2606:4700::6812:79c: seq=7 ttl=53 time=58.520 ms
64 bytes from 2606:4700::6812:79c: seq=8 ttl=53 time=9.000 ms
64 bytes from 2606:4700::6812:79c: seq=9 ttl=53 time=43.344 ms
^C
--- api.vrchat.com ping statistics ---
10 packets transmitted, 10 packets received, 0% packet loss
round-trip min/avg/max = 6.824/46.487/285.130 ms
<foxie> QuiteAFluffy:~$
this box i mean now it appear again?
agree this to ... is only asking few times, such as after reopened unity, rebooting pc
oh.... i see i thought it was suppose to ask everytime because i used to need to reboot the VM everytime i want to edit
looks like great
how about curl?
{"error":{"message":"\"please identify yourself with a properly formatted user-agent containing application name, version and contact information. thank you!\"","status_code":403,"waf_code":13799}}<foxie> QuiteAFluffy:~$
``` looking fine
there suppose to not be strange unknown interaction by distrobox right?
because i ran alcom and unity inside ubuntu box cuz my host is alpine linux
this occur again
and got screenshot with console
when i switched to mobile data to see if it fixes anything but instead make it worse
hmm... strange...
it doesnt occur in windows vm -w-
try re-login
year, i haven't seen this issue as far as i remember
I'm on linux too
i tried relogin
first i try it and this what it complains
and second retry this occurs
between retry i did not relogin
you're using musl for something that's not like, a container? Interesting choice
the weirdest thing, when i swtch to mobile or wifi, the vrchat sdk works fine in windows vm
but not if its ran natively on linux where bajillions weird issues occured
(even its in distrobox, its still native)
mhmm, in my opinion alpine linux is predictable
and no systemd and glibc stuffs hidden :3
sure, I've used it a bunch. It can be kinda a pain, and using as a workstation is a very interesting choice.
its kinda not much pain from steam, steam always run linux native game in its own steam provided container (pressure boiler? i think the name)
the steam itself still ran inside container
ah, haven't tried it for that, but that does make some sense
I've used it mostly for containers in Kubernetes... but here we are straying off avatar stuff.
so funnily its like
host -> flatpak container -> steam runtime container (where steam itself runs) -> game linux runtime container (where game runs)
nests 3 container :3
turtles^wcontainers all the way down!
lol
flatpak allows me to like "flatpak kill com.valvesoftware.Steam" to kills everything
lol
for misbehaving games (such as vrchat when i entered large public world that ate all my 8 GB RAM and 6 GB compressed swap)
in a swift motion :3
this is still silly lol
- steam make steam runtime so steam itself doesnt depend on host
- steam make game linux runtime so game itself doesnt depend on host/steam
- flatpak make flatpak container so apps in it doesnt depends on host
i modify a little like changing a coordinate of view orb thing by 0.00001 so its technically changed even it results nothing practically
it still complains its "uploaded" what is already exist?
if that cant be fixed properly, can i just get a .zip or smth ready to be uploaded? so i can upload on the website instead in editor?
it may be failing to build and uploading an older build? what errors do you have before this?
it seems to be connection issue as i said before, but some simple tests are fine...
my connection should be fine, im using mobile data
instead home's wifi
i just noticed because its failing for entire time since start
how does it incremented from 1 to 3?
the 1st one is yesterday where i got the camera working (and decided to crete new avatar and clearing pipeline component so sdk create new one)
uploading avatar, changing name, description, image increase the version
that strange? everything is failing since i attempted to upload it for 2nd time
plobably the avatar were partially uploaded, but the connection was interrupted until uploading somehow
hmmm
would creating new avatar would fix something?
if the state somewhat corrupted?
hmm, I don't think so, but it's worth a try
hhm??? lol
its weird.. it has credential to upload but forgot the credential after creating entry to upload data from what i see?!
Try logging out and in again.
What "random"?
soemtime any of these errors
- The SSL Connection cannot be established..
- Failed to load avatar data..
- File is already uploaded
- Failed to agree to owner...
So it's either server issue or connection issue now.
maybe either i tried to use mobile data and home wifi
on home wifi only the 3rd and 4th occured
while at home wifi all of those
oh yea this occured too
5. An error occured while sending request...
just imported this model any idea on how to fix the rig or wtv its called
the strangest of all, when i do it inside windows vm, no issue occur
now it works (maybe for once) after spamming non stop on the button ;w;
So if I wanted to be able to make a animated “material”for quest using particles, how would I go about it? Someone had made a Emre from OW and said they used particles to make it happen. vvv
How would I go about making something like this happen? 
It probably just particle additive shader. Not really sure what you're referring as "this".
They said it was a particle system, what I mean is how can I make a animation like that that sticks to the avatar. For example I know particle systems can attach to the chest bones and such, but I don’t understand how they make it stay in one spot and not fly all over as well as how they make it be animated. If that makes any sense, sorry, I’m not the best at explaining
Making particle stuck:
- Speed zero
- Disable shape module
- Simulate space local
- Render alignment local
Making particle animated: - Enable texture sheet animation module
- Use sprite sheet texture
Thank you so mucchhhhhhhhh
one question
if i delete the layer/parameter of a AFK custom animation
i can still use the AFK default from vrchat?
Try adjusting shadow stength in the liltoon.
ok soo... im having a lil issue
im working with an avi that doesnt have a gesture controller thing
and i wanna add a prefab that needs it to work
but when i just add a blank controller it breaks the gestures but not the expressions
soo i wanna know if there is a fix to that or am i just doomed?
There is a sample gesture layer called "HandsLayer" in the sample folder in the sdk folder and you could use that instead.
it works thanks, also will the thing break if i just turn on WD?
Depends.
on?
Many factors. Try it out.
thanks man
hello im trying again to create some trigger animation for my piano by getting guided by claude but unfortunately the free plan have limitations, i was trying to see if the animation was working in play mode by clicking the bool in the parameters but it doesnt work even if ive followed the instructions correctly
not gonna work ingame, all keys should been weighted to a bone instead and 1 animator on root of it, not on every key
then you can just assign contact on the bone move it around whenever its touched
whenever you end up with a animator with no mesh assigned it fails ingame
so its suggested to create a bone for each key of the piano and they will move as pressed when i interact with the hands/fingers of my avi on vrchat ?
Anyone have any idea what's going on here?
You might had something that changed the material, and the target material it wanted doesn't exist.
generics are funny , **root of avatar animator must avatar slot filled in **- or it will fail miserably ingame when trying to trigger a parameter - empty humanoid skeleton works fine for it (it has 1 vertice to exsist of unity does funny things sending you into ground) - so just cram it under there an it will behave - closest i have is a jukebox as a piano will likely be very poor fast
- weightpaint keys to bones and its easier to animate those when pressed down/up after
(audio warning at end)
Hmm there's nothing like that as far as I know, but that's worth looking into. Thanks
seems truly complicate hmm probably alone will be impossible for me to do this :c still thank you for the explanation
forgot vrchat limits how many 'avatar' sounds it can have at once before things start breaking 3 maybe
sounds is not an issue, i just wanna obtain the press animation but i guess i have to give up, my knowledge of unity is literally absent and even worse on blender.
vrchat dont allow x amount of sounds from avatar to avoid audio spams , i dont remember limits but ive played piano and its not hard using 5+ at once 



