#avatar-help
1 messages · Page 242 of 1
what is the name of the animation, if its still a proxy_ vrchat takes over
duplicate it and name it anything but vrchat defaults
anyone know why is this guy stuck in the animation pose and how do i fix this?
pumkin's tools has a reset tool
(note the spelling there)
as said the sound is not the problem because is absent, i will provide for the sound trough my mic
oh I missed that, got it.
this ought to be pretty easy to setup then.
other than repeating 88 times
yeah, for now im trying to follow your advice regarding the bones, so im returned on blender and following a guide from claude so i can try to do this, idk if it will end well but if i dont try i will never know
I would not trust claude to provide you useful advice.
is not that the problem honestly im used to work like this ( repetition and similar) the problem where i got scared is where unity have a problem and i dont know how to fix
that's what this channel is for
honestly im not fully trusting any ai chat assistant but what other solution i have ? nobody wants help me in private guiding me step by step, so i have to try something to being able to just try to do the thing
yeah true but the problem is in a channel like this messages will be lost because of other incoming ones from different people with different problems
I don't see that as a problem, but okay
if you are mainly here mostly of the time yeah is not a big deal, but if i have to go and i return idk the next day and i have idk like thousand of messages unread, even if i try to reach my last message, discord doesnt allow me because of too many messages, thats why i prefer to have assistance in private.
fair enough.
I suspect you could probably get the private help, but it may not be free.
i need help my rig is broken
oke the rig is working again, but my body mesh is screwed up.
its unpacked or you exported with different settings
i exported with cats
Still, it seems you exported with different settings than were previously used.
I'm making my first ever humanoid based of Phil Gallagher - the actor for Mister Maker
I will need to help on clothing, texturing, etc.
Can anyone help?
You'll need to be much more specific as to what you need help with.
I've already got a base and rigging done.
I'll need help on the clothing (physics, texturing) and toggles.
well this is the place to ask specific questions on those topics.
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
how are you setting those colors?
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!
#shaders but you need Z3i's shadergraph fork, the built-in one doesn't work for vrchat.
Do I still need to do this if I've converted to normal shader code?
You could adapt the generated code yourself if you want
Idk why I asked that, it's probably much easier to just use the fork on the original shader graph. Thanks so much!
it's pretty easy
oh yeah the instructions look like super easy. you're a life saver
friends are hosting a game night tonight and id rather not give them all headaches with double rendering
yeah that would suck 🙂
Making a new material and applying it
Via animation? You could animate doing that to both objects that way then. Or just animate the color properties directly.
I’ll try that and see how it goes
Is there a way to hide/remove avatar limbs? I got a tail replacement for the Novabeast base and I can't figure out how to hide the original tail
Sure, I'd suggest doing it in Blender
Are there any alternatives or do I have to use Blender?
Sure, you could use expensive things like Maya. But unless the object you want to remove is a separate object already, you'll need to deal with it in a 3D modeling program, such as blender.
imported an fbx into unity and i get this error thats preventing my avatar from being marked as humanoid, anyone know a fix?
What's in the hips slot in the rig setup?
Check the rig config yea
wdym
in that window, click "configure" and look at which bone is in the hips slot
make sure it's actually the correct bone
oh its randomly empty
that'll be a problem
lemme just put my bone in there lol
verify there's no jawbone mapped while you're in there, unless you use that
ah i see, with my rig setup my hip bone actually points down and the spin is detatched from it
yeah it should be pointing up for vrchat
well it's not in t-pose
ok i fixed it, issue was one of my meshes was also called 'hips' so it was having issues because that shared the name with a bone
renaming it to waist worked
ah yes, that thing
ok fsr my avatar seems to be scaled around my eye position? no matter how big i make the model, whatever i set the eye height to be is considered to be 5m above the ground and everything else is scaled around that value (if i set the model's to be as tall as the eye height the model is 5m tall, if i set the model smaller its shorter than 5m, etc.) - how do i fix this?
where's the avatar's origin point? It should be at the world origin (0,0,0) with the avatar standing on that spot, and all transforms applied
https://i.imgur.com/TIsOniZ.png I got this error, any way to fix it? Please and Thank You!
i was using my test avatar that i upload all my WIP avis to before i make them separately, the last avatar i made was 5m tall and i forgot to rescale
just upload the image here
okaaayy looks like you didnt install the dependencies for GogoLoco
iirc there are links on their site to find em
what would be the best method to animate faces? as in have an animation on the face that swap between drawings like a frame by frame
if anyone has any videos or anthing that could help please send :T
So I've gone into Blender and successfully amputated the tail
But now I want to replace an existing prefab model with my new tailless model
Is there a good way to do that?
In such a way that it keeps all the properties of the existing project, just without the tail?
eyes and mouth should have its own material if you plan on using a tilesheet , numbers there for a 4x4 , you shift uv/offset on the texture ( blendtree and any state exsample)
use that for detecting
pc caaan use decals for this but its pretty annoying to uv shift one , but then you can do the entire av with 1 material 
Hey there! I'm wanting to make a toggle similar to an emote. Where it plays the animation to the end, then disables the toggle. However, I originally thought I could do it through VRCFury and got told "not possible with vrcf alone. you'd have to make your own controller."
So... How do I make an emote and audio source play with a toggle, then at the end of the animation clip, disable the toggle?
you don't do it as part of the animation clip, you do it in the next state after - use VRC Avatar Parameter Driver to disable that parameter.
You export the FBX from blender, overwriting the one that's in your project, using the same export settings as were previously used.
Generally that's just setting "Apply Scalings" to FBX All in the export dialog - but check on this one, I've heard Novas use some other value for that normally.
Well, that's kinda the thing
This is a fresh SDK 3 avi. We don't have like- Any custom layers except for a slightly modified default Base layer for the idle animation
Idk how to do this- x3
there are lots of tutorials on how to use the animator
For toggles?
Uhm, but how do I have it transition to Off after the animation reaches the end?
Oh, I see! Has Exit Time
enter -> wait for parameter change -> do your thing -> turn stuff off -> exit
So...
It seems I cannot change VRCEmote >w>;
It stays at the value 0
If edited in GestureManager, it seems to work.
you can certainly do it without fury involved
also that's usually an int, not a float.
"Can also be used to drive Bool or Int type parameters"
But it makes it easier to put menus into folders from what I see >w>;
I don't use this part of fury, so can't comment on actual usage other than what you just showed
Hey all! I've added a logo on my shirt, how do I go about making it a texture so it transfers to unity? (I'm a noob, please help me learn!)
Ok so I’m in unity and my model won’t hold the t-pose when I enforce it, how do I fix that?
you can use decals/detail textures to add the logo to the shirt, or if you want, you can bake the albedo to a single color texture
there's lots of tutorials on this on youtube for baking albedo
Hey so whenever I preview the Expression toggle in Unity Editor, it looks completely fine, but whenever I load in game it looks like this. Any advice or clue as to why that is?
another example
Can someone help me with this avatar upload?? it says my build is failing because "no assetbundle is set for this build"????
If you guys know how to make fortnite models in avatar with facial tracking pls contact me. I need some help on my avatar
why is it "not in t pose"? 
Tpose isnt explicitely required
Also you skipped bones
do i need those bones?
You need to not skip bone slots
See "Pose" button and "Enforce T-Pose".
It's rather you can't have distal bone without intermediate bone.
if i swap the distal bones to the intermediate bones and not have distal bones at all is that fine?
Probably.
alr ty
also im not familiar with unity, where is the pose button?
oh thank you 
How do I fix my avatar not staying in tpose in unity?- it’s only one model I just fixed for VRC but if it won’t hold t-pose I can’t upload it
Look for a few messages above here.
Or do you mean you did enforce T-Pose but it didn't save?
That’s what I meant yea😭
I push encore T-pose and it just doesn’t save it after I push save
See "Imported Messages" in the page where you change to Humanoid Rig.
Looking right now gimmie one sec
This is what it says
Do you understand what it means?
Not at all lol
You had a mesh named Neck, and also a bone named Neck, which are the same name which Unity don't like object being the same name.
Ohhhhhhhhh! Ok! Thank you
So I've been trying to customize the Szepplin Mimi
And its been slaughtering me because of how the weapons are built.
I deleted the Bugle and the Sign(Objector) from the avatar, and now the shotgun appears half a mile off the hand..
Aight, I figured it out
Had to grab specifically the handle for it to move
been trying to make my avatars visor go un and down with animation but everytime i toggle it, it does the animation and restarts back to start, is there a way to make it stop at the end and when toggeled again it goes back up?
Make sure that you disable loop time in animation clip.
i did it completes the animation then goes back up
when toggled it goes down and goes up
Do you have 2 animations for off and on states?
nope i use the VRCfurry toggle with transition out is reverse of transition in
might be easier to see with that
nvm i figured it out
not really a avatar problem but more a unity/goco loco problem so I'm trying to add my goco loco onto unity but it keeps saying couldn't decompress package what do I do?😭
if I have an avatar uploaded, then I re-open the same project in VCC, then make some changes, and upload, will it override the 1st upload or upload as a 2nd avatar?
it should override the 1st upload thats what mine did
if not it should just upload at a 2nd avatar
mmmm yeah I'm trying to avoid that as I want to practice making changes without fucking up the one I already have uploaded XD
idk then lol
No worries, I'll just wait til someone a bit more familiar answers. I can't find anything in vrc school about this.
If the pipeline is blank, it will upload to a whole new Avatar. If it has an ID in the pipeline, it'll upload to that Avatar ID.
Is this the Blueprint ID within the Avatar Descriptor? So I can just like, detatch the blueprint ID and it'll be a new upload?
Blueprint ID is in PipelineManager, which is right beside the avatar desciptor.
Thankyouuu you two ❤️
Is there any good communities / discords for learning Unity things as it pertains to vrchat avatars??
Looks like there was one back in the day called Pups blender and Unity school but they have taken the links down & removed all of their youtube tutorials if they had any
theres vrc school website
Yeahh I've trawled as much info as my noggin can contain before I need to put some of it to use. I'm trying to get started now. My first goal is to learn how the assets are put together on an existing model, so I can strip it down and optimize it, and maybe add something myself.
i started exactly like that 3 years ago lol
Right now I'm looking for how to edit the gesture wheel to remove something. I've read the entire Expressions Menu & Parameters page, but it unfortunately doesn't help me with this goal
Gotta start somewhere :' 3
it depends on how the base is set up
some avatars use "vanilla" vrc, some use modular avatar, others resort to vrcfury
all three are options to create menu items
It's VRCFury with Egirl body base
then its likely a toggle component on whatever it controls (prop or root or on an empty object on the avatar)
Okayyy so I should look through the Inspector tab at all the objects in the Hierarchy, looking for a Component that contains the text for the particular Gesture toggle that displays in the wheel?
that would be a good start
idk what the toggle is so its hard to give advice for this specific case
It's just a blank toggle that contains a string/link to a webstore
i assume for/from the base
then its somewhere on the avatar. but again, it could be vanilla even though the project uses vrcf
you can try to disable vrcf and enter play mode to see if it disappears when vrcf doesnt work
anyone know what this could be
keep getting errors when i upload my avatar
wont let me publish it
no idea what they are or mean
you dont need to look at the stacktrace (long foldout text)
the most important ones will be the first 2-5 ones at the very top. never look at the bottom first
heres these i guess
no idea whats causing it
one thing to note is i am using the spider IK its my first time using it so maybe thats doing something ?
ive never heard of that before
its a thing for spider like beings that makes them have spider like movement for the legs
are you sure it is an allowed package? vrc is pretty particular about that
no idea then
I'm having a play around and it's being so weird trying to edit menus and stuff. Things in the Expressions Menu seem to keep writing back to their old state. Is their like a save button or whats the best practice for being in play mode vs whatever normal mode is, and testing out the changes again in play mode?
Like I've deleted the FaceTracking SubMenu option, then I go into play mode to verify, and it's gone, then I changed another SubMenu layout, went back into play mode to check that, and the FaceTracking SubMenu option has returned.
Also the other SubMenu layout thing I changed inbetween has also reverted to what it was originally
Are you using an old sdk version? I remember there was a bug that did exactly that, reset stuff
I don't think so - unless this is something baked into the Avatar at the time of original creation, here's my project package setup.
Seems fine. Are you editing the prefab maybe?
Yeah when I select the avatars object under the prefab, then double click this:
It auto selects the prefab itself
But that's how I've discovered where the Expressions Menu is, is there a different way I should be accessing the Expressions Menu?
This looks like you're editing it while in play mode
Vrcfury makes up the menu when you press play. It creates a clone and slaps it's content on the runtime clone
It's discarded as you exit play mode
You must find the object adding the face tracking on your Avi hierarchy and remove it there
I see. Well... I'm back in, (edit mode?) and I can see the Expressions Menu is missing things I didn't touch in play mode... So those things that are missing are the things VRCFury is adding that I only see in play mode?
Gotcha
Yesnt. You can see the components of vrcfury when not in play mode. In play mode, they get converted from an inspector component to whatever type they are, in your case a menu containing face tracking.
Usually avatars have a package added in their hierarchy holding the face tracking prefab. You'd be looking to remove that object
A picture of your hierarchy might help me point you to the right thing. I'm fishing blind here
Would you mind if I PM'd you the picture, there may be some less than wholesome things in the hierarchy 😹
you could blur them of course.
Not a bad idea
There was an Object in here called like, VRCFT {Missing something with GUID:} but I deleted that as that was my first assumption is that that is what would be creating this Face Tracking Expressions Menu SubMenu that I am trying to track down, however that FaceTracking SubMenu is still being created when I enter play mode
wow that's a lot of object that are likely mesh renderers.
They are a bunch of clothing toggles which I am ALSO going to hopefully learn how to remove half of them.
Baby steps for me though XD
but yeah - that VRCFT prefab, if installed properly, would add its own menus to your avatar's menu at build time or in play mode.
without it being there I wouldn't expect it to keep doing that.
It's gone and I'm still seeing the menu pop up which has me lost
I see nothing blue here - were you in play mode when you took this screenshot?
or is this all actually unpacked
I was in Play Mode - as my understanding currently is that I have to be in Play Mode tto use Gesture Manager in order to preview the Expressions Menu as it will appear in game
yep, that's correct. GM or a similar tool, anyway.
To verify it's still happening I exited and re-entered play mode and can see the Face Tracking menu still there
There's nothing in the hierarchy at edit-time that's removed or rearranged at run-time, is there?
Let me stare at it as I re-enter play mode and see if anything happens
Nothing gets added, removed, or re-arranged. Only the colour of the text changes
I'm so lost
I'd be checking if you have an object buried somewhere that has the fury menu-adder component on it
So basically there is one that contains a VRCFury Move or Rename Menu Item component. I imagine this is what is causing a certain Menu I edited to continually revert, as they are being forced back to their defaults at runtime
But NONE of the objects in the entire Avatar hierarchy contain something similar for Face Tracking SubMenu.....
Does anyone know how I can fix the quality of my texture? It’s very blurry and smudge.
what's the image size?
It almost looks like a screenshot of a low bitrate video
It’s the default 1024x1024, I’ve been watching a YouTube video on how to do this.
I don't really use blender for this, but it's just a basic image editor, it looks like your image itself is kinda blurry
Okay I’ll see what I can do
Hey, I have a really quick question:
How do I control blendshapes via a radial menu with VRCFury?
The Fangs radial slider does appear in VRC, but has no effect
Exactly like that is how I set up mine, funny enough also fangs lol
If the radial does nothing, check the blendshape by itself to confirm it works
Is that blendshape animated already perhaps? You can test this by removing your slider, go to play mode, and see if the blendshape can be turned up manually from the shape key list while in play mode
ohhhh
They don't :)
Yep, I found the issue
They already were in a menu that wasn't working correctly. I deleted it and now it works
Thank you 👍
Is there a way to disable eye follow without disabling eye blinking altogether?
You could set it to fake bones that aren't weighted
Or you could create your own blinking animation loop in the FX layer
(Honestly didn’t know if I should put this here or in shaders)
I recently saw a VRChat video on X that had incredibly detailed visuals — smooth shadows, realistic lighting, and overall very high-quality avatars. The shadows were unpixelated and appeared to be real-time, casting naturally on walls, furniture, and other players.
When I looked into it, I saw mentions of “real-time shadow casting.” I also reached out to someone who asked about it before, and they were told it had to do with lighting and light particles.
I’m really interested in learning how to achieve this effect myself. If anyone knows how to set up real-time shadows, improved lighting, or similar techniques that enhance avatar quality like this, I’d be very grateful with help.
You probably saw this https://booth.pm/ja/items/4493526
I did indeed see this in the video it said that it didn’t work with normal models out of booths and where majority egirls and we’ll really anything I find and like
anyway to get a blendshapes value to use as a condition for avatars?
no
Unless you make a variable for it, then use that variable in animations to set the blendshape value
but you can't directly read that in the animator
oof. thats the kind of thing i could do in a world right but not for an avatar huh?
which part?
read a blendshape state? I wonder if that's exposed to Udon... wouldn't surprise me if it is
I know for udon i could make a custom script for it,
i cant switch to android for some reason i was wondering if anyone would know why?
What exactly do you mean by this? What are you doing, what is the result, what do you see, etc.
im trying to upload an avatar of mine to quest but it wont even lemme click it. i know its not optimized im working on that but its never stopped me before
one sec lemme take a picture
its also worth noting its not just this avatar, its others that are far more optimized and even made specifically for quest
you don't have the Android build tools installed.
shoot. how do i toss those in?
we just discussed elsewhere, here's the link, read the next bunch of messages for pics and such:
#world-development message
How to fix this? The bone moves properly but the finger end doesn't move with it
if mesh doesn't move with a bone, it's probably not weight painted correctly
How do you weight paint a bone??
you weight paint mesh so it moves with the bone
Ahhhhh thank you!! I will try that
Well I've got an odd issue. I've got texture distortion because in the actual FBX's default state/data, when in substance painter, etc. Is untriangulated, when going into unity it triangulates itself automatically and really makes my stuff wonky. How do I fix this? Not sure how to triangulate it in substance painter, since I spent ages on a nice texture and I'll be damned if I have to be rid of it.
Examples.
I do use a custom blinking anim. Good to know I can just toggle the eye bones for the lock though.
Really don't wanna just live with the distortion ;w;
can you even do that in substance? I'd do it in blender.
In blender, go into edit mode and Ctrl+t to triangulate the mesh. Then, put it back in substance painter and take the PNG of the circle and slap it on there again. I don't know the exact substance painter lingo but I know you can kind of just drag an image on the 3d model and then substance painter will just fix it for you? Do that and then the new texture should correct for the distortion.
Are you good with blender? I seem to have 'fixed' the triangulation, just dunno how to export the FBX again without it crapping
Quad method on "Beauty" looks just how it is when it's messed up, putting it on fixed alternate looks immaculate
file -> export -> export fbx, set "apply scalings" to "FBX All" unless you know for sure it should be something else, and disable leaf bones under armature. overwrite the existing file.... assuming you didn't unpack that model
<@&397642795457970181> another one
Poor soul lmao
Uhhh would you mind if I just screenshared to you? Not gonna lie I have been up for 14+ hours and skipped my meds this morning
;w;
Wouldn't the texture still need to be fixed in substance?
I wouldn't think so if I can just replace the FBX in unity with the fixed one.
dunno, you should put the model into substance to find out
I still haven't made the emmissions maps or anything so I need a workable file, not just "slap complete image over regular thing to fix then export' if I'm undestanding you right.
I'm a little surprised you have any distortion, I've not seen this.
I think the problem is that the texture is set for the squares, and then unity triangulates it and the triangles mess up the squares texture. So I'm pretty sure using the triangle model, they need to make a triangles texture so it's matchy, you know?
right but I'd think if the UV map was sane, that wouldn't really affect anything
It's an ancient model last updated in 2023, and it's not even sold anymore, well 'technically', but they literally have it listed nowhere, removed all traces of it from the entire internet, and then only accept direct DM's and paypal for it's purchase lol.
I like it though, it's neat and I get to feel special for being one of the very few to have it haha.
Literally all you'll find to confirm it's existence is a singular, deleted, reddit post.
So like, maybe you do need to redo the texture, you could use pieces from the old texture to do this though. Like layers. Im thinking separate the circle thing as its own transparent PNG and slap that on there as a layer. The rest of the texture pieces should be separated in a similar way and slapped on there where they go as layers
I suppose that's all interesting but not really useful 🙂
now I'm curious what the UV map looks like.
It messes up the rest of the texture in annoying ways too.
I could call and screenshare, curious to figure out how blender works anyways.
Plus a chat to wake me up would be nice lol.
I don't do those, sorry.
Ah, you wouldn't need to speak if you're worried about that. I could be on deafen if you'd rather not hear me aswell.
no it's more that I don't do private 1:1 help for free, and I'm also working on other things at the moment.
Ahhh okie. Bad time to be broke rn smh.
If you'd like to see in a screenshare Lilyyy I can show you how my textures are set up
So in blender, to see the uv map, just switch to the uv map layout. It's somewhere on the top bar. And then click a to select all, and on the left will be the uv map
I'm very slow right now, I'd appriciate it if you could show me ;w;
Let me open blender
I'm also 50% just wanting to show off the textures I spent a good 8 hours working on haha.
haha ok I can understand that
Not the most impressive to y'all probably, but the most I usually do is just change a color here, maybe toss a singular heart or smth in the corner and make emissions, this is monumental to me lol.
yep, small things can be big.
Also screenshare or no? Quite tired so bit dumb, need a definitive yes or no lol.
I'm getting pictures 4 u to look at with big red arrows
Haha, thanks.
too late.
awww
so at the top there is the UV Editing layout
oh neat
I plan on having the area's that're pure black have parralax for infinity mirror stuffs
on the newest blender, it shows the uv already. But in older versions, the vertexes need to be seleceted to show that part of the uv. so have your mouse on the right side, and click 'a' on yuor keyboard
uv is on the left
i have awful sense of scale and 3d space so im shooting this question here- Custom Chubbed this base and i. feel like it looks. wrong, from the side. but im not sure. thoughts?
if you select only the faces of the material you're working on, it might be easier to see
Spine has been hunchbacked
can hide the rest of the faces even.
Torso needs to be moved further back
How do I do that-
Mmmm scoliosis
in the properties box, usually at the bottom-right, select the material tab then pick the material you want, and "select" below that will select those faces.
follow the blue arrows
AH. that makes sense lmao. thank u for pointing that out its so obvious now that i see it-
I should hire you to make me some diagrams at work, Lilyyy 🙂
maybe she should just have a broken back who knows---- anyways time to spend fifty years in blender resculpting :,)
Now ah, how do I hide the rest of the faces. It still shows everything.
shift+h to hide unselected parts
i'm good at putting arrows on a screenshot showing in simple terms what to do. So if your coworkers are underqualified and don't know how to use the programs they've been hired to use then I got you.
hehe, good to know
like my quest glitter uv?
uh... wow.
each one of these is scale 0
The body is now invisible
and then set a scrolling texture of black and white dots on it, and set shader to additive, and boom: poi glitter on quest
ctrl + z will undo anything
Not my fuckups apparently
Shift + h then ctrl + z
Anyone possibly know a solution to these errors
update gesture manager?
Hmm, Gesture Manager too new, or SDK too old?
or yeah, possibly GM is too old
kazin knows yeah
sometimes I do.
Everything’s up to date 😭 but I’ll double check
click ctrl + z until its fixed. also, the body is just hidden, its not like, gone. It should import fine? Idk
kazin expertise needed on the export
sorry, what is the issue?
Ok the undo didn't do anything but I pressed something else and it did
ok ok, alt + h shows everything again
didn't know if hidden vertexs would effect the export. I assume the export would act as if everything is shown and not care?
if you go out of edit mode, you'll find those things are no longer hidden
ok yeah so its probably fine
it's only for your convenience while editing, doesn't affect anything else.
There is not even a select option anymore
Got back in here but it's still showing the other bits
It's trying to show the UV's of the hair and stuff too ackkk
ok, so looking at the uv map was actually just a side quest because kazin was curious. lets go back to layout and triangulate the mesh, then export this stuff and put it in substance painter
no it was more to check if the UV map was sane, to see why triangulation made any difference at all
For future reference, how do I keep it from trying to show the other UV's of that object?
for future reference, use substance painter to view uvs by material. ok now lets triangulate. Go to layout layout on the top bar
Had to turn sync selection off
ahh, good to know
I can definitely see a bit of wasted space
The UV's for the NKD protogen are heretical though -~-
ok, so when you are ready to triangulate, switch to edit mode here (it will probably say object mode or something)
Then on the right there's a wrench icon and select triangulate
then click a to select all the vertexes
For editing this, I just click import and import fbx btw? There's no blender file.
then click ctrl + t to triangulate
or do a modifier thats probably fine, I don't know if the modifiers mess up weight paint tho.
don't do a modifier if you have shape keys.
dont need to save a blender file, nope
ok so dont do a modifier, those do fuck up shape keys, like blendshapes. you need those for vismes and facial expressions
do the select all and ctrl + t method
then export as fbx and put that in substance painter.
Doesn't seem to do anything to the texture, bit confused.
I have the texture applied onto the material or whatever so I can look for a difference.
Ok I see in the bottom corner I can select the method
Also the textures come out fine in substance, I need to replace the FBX that is used by the avatar in unity, thought I said that earlier.
Texture warping looks to be caused by unity's auto triangulation using a wonky method.
Swapped them out
Bones have shit themselves
exported with different "apply scalings" setting as previously used.
Sooo how do I do that ;w;
Thank you too!
but is the image better....
Yep!
oh awesome
Yeah, was just unity being funky with how it chose to triangulize ig
i cant figure out what to do I'm using the fit base by zinpia and i can't upload it
It says right there what to do: expand that section to find the error
what is the bug here?
the pose
ah - pumkin's tools has a reset thing
sry how
When I'm done animating, I usually switch to another animation in the animator window so it resets the pose
but now, this tool will probably work for you
found it thx
why do my vrc fury toggles randomly turn off :c
why dose my Emission toggle do this wird shit
probably wraps around to 0, how do you have this setup? I think often if you have the animation clip set to looping it'll do this
shader looks fine
Oh, and emissions aren't everywhere, only in certain places, idk why.
That'd depend on the masking for each emission in that material
Wraps?
wraps around to 0 when it hits the max
ah yes
I need help
Ok so my heavily edited Sio is above the floor in unity because by default, she has high heels but I used blendshapes so her feet are normal again
Any way I can drag her down so that her feet's perfectly on the floor without eyeing it basically? I also have limb scaling as a jank solution (and because her legs are shorter than my irl ones lol)
!
blender
I need help
You know, the limb scaling might actually be the best solution LMAO
Yes, this. Uncheck that checkbox.
Can I have help do you guys know the avatar creator feedpancake
no
You know, good enough... I think lmao
Her legs are shorter than my irl ones proportion-wise, so it'd probably improve my fbt as well
Why won't the emission work?
I'm not sure I see what is or isn't happening there
oke it shoud look like that
but it looks like that in the animation
I don't know if I see the difference in those two images. Also emission value of 20 seems really high
On the right pic with the emission strength regulator on the left pic in the animation
ok I see it now
do you know why
alr, actually used reference this time, but before i edit the clothes again id like to present it for thoughts
I'd personally make the arms, neck and calves thicker
The calves can do without, but the arms look too thin in comparison to the middle of the body
sorry, went to make and eat dinner - I don't really know what you have going on there, presumably the animation should be setting that properly
i’ve never rlly edited an avatar before
how can I optimize mine
there's lots of discussion in #avatar-optimization and #quest-optimization
oki ty
hey, is there a difference between AvatarV3HandsLayer and AvatarV3HandsLayer2 in the Animation > Controller demos? Or are they the same
haven't looked, but I bet it's not hard to compare
I kinda wish the actual YAML that those files are was a bit more predictable and you could simply diff them.
well the only difference I found was this in the idle state of the hands
thats the only difference but I have no idea what it is
That parameter is documented on vrchat's site, it's usually how much you're squeezing the grip button on your controller
oh oki, thats what I wanted to ask if thats it but didn't know how to write the sentence lol
aha!
alrighty, thank you <33
that ^ is a great page to bookmark, I refer to it often
im struggling to upload an avi, it says the build size is too big.. is thast the assets and texturesd?
Yes, it's everything.
im kinda stuck cuz i tried making everything low and it wont go down
go into your textures and check what resolution they are
make sure you go through all the textures your avatar is using, since it's quest version of the avi you are limited to 10MB's
or yeah, you can just delete some meshes that u know you'll not be using
is there a way to make a flat 2d eye to look around?
is there a way to remove the gogoloco on the Mayu 3.5.1? It keeps giving me a VRC error when i try to remove the gogo loco
i added eye bones and it just clips throught the head
the way i did it was have the eyes float slightly in front of the head, but i dont know how well this would work for you because i was making a murder drones avi so the head was spherical
i already figure out now and damn you make MD avais nice
anyone know what
“d4rkAvatarOptimizer” is and if it is actually good?
So having a issue rn with another avatar im working on I can upload the pc side fine and then when I upload the quest side with everything quest compatible it turns into a error bot and idk what the issue is
It allows me to upload and everything fine on pc and then soon as I switch to quest and it uploads it just turns into a error bot
how do i toggle the upload of specific vrcfury components? for example if i want to upload a version without 3 or so vrcfury components nondestructively
im asking because i want to figure out a nondestructive way, i dont want to remove specific pieces from my avatar
Trying to upload an avatar but I'm getting errors I've never seen, any idea what is happening and how to fix it? From first to last listed in the console
Make sure that all the addons are updated and reload the sdk at the top of unity as well as enter and exit playmode and that could resolve it if not I dunno
so im trying to upload to quest and its telling me my avi has this and i looked through everything a bunch of times and nothing has that and idk what to do atp
I normally don't have issues with this, but I can't seem to get my avatar's thumb to rotate the right way. I've messed around with different poses in the rig configure, changed the bone roll, even edited the mesh to twist the thumb, but it's always rotating at a weird angle when I try to animate it, usually to the side. Is there any specific way I need to align things to make sure it's bending the right direction?
Does anyone know how to make demon slayer oc avis?
Maybe a material swap
thanks
With what settings was the fbx exported from in blender?
Ticking/unticking apply transform can cause the balling up
does anyone know if its possible to use the toggle from vrcfury without having a bunch of individual models/skinned mesh renderers?
id like to make avatars with tons of toggles in the future but i dont want them to be super laggy
You can use blendshapes to hide/unhide mesh but that requires you to make those blendshapes in blender
Does anyone have any idea why this is happening?
In the animation, only the stripes on the jacket light up when I adjust the emission myself with the slider, then everything lights up.
Because animation only change material property of object it's acting on. If you manually change property in the material itself, it affect all the object using that material.
I have already answered.
okay then how do i fix it
What need to be fixed?
I want all the crazy people to shine with the emission, not just the part
Does it needs to be animated? If it doesn't then remove all the animation and you manually change slider on all the materials.
its a Emission Toggle
Then you have to make animation for every part.
but its one matrital
What is the problem?
how do i animate the every part wen in the animation every part is used
wen in the animation every part is used
What does that mean?
You just record material change in animation for every object you want to change.
omg im so stupid i thought the jacket was made of one material, but the stripes on the arm are made of a second material. Sorry for the trouble.
still thank you
In a predicament
I liked an avatar and had a free version
Log on today and it's unavailable. So I go online and try to find the paid version, I found it but none of it makes sense to me not only that but I don't have a computer to like upload it or sum idk dude
Yeah, avatar uploading can be a bit complex, best suggestion I have is to look up a tutorial on youtube.
No like I genuinely cannot upload or get software to upload
Right, sorry, blanked on that last part.
There isn't much you can do without some sort of a computer.
Can technically commision someone to upload for you but that's kind of risky and technically breaking ToS.
hey so it seems like in a recent update, an avatar that I made became a really, REALLY effective pc crasher (obviously unintentionally). Has anyone else had this happen?
worked fine a month ago
Im going to troubleshoot tomorrow but I just wanted to know if this was an issue other people had
@errant shore dunno what you did to make that happen. I recently heard that someone found a bug that would crash the game and they reported it.
I think it had to do with the animator, but i am unsure of what it was.
I'm still confused why it won't let me preview
Because you have to select your avatar in the scene. And your avatar must have the animator assigned.
if I do that. it works
but I'll end up deselecting one of the animations in the buttom
so can I preview the animation in the bottom?
Then you have to open preview panel and drag your avatar from the scene into the preview panel.
This is the preview panel
The search box?
cause I did that, it didn't let me
Seach box is literally a search box.
did that. still can't preview
Already did.
then why is this preview button greyed out?
Because it isn't in the working scene.
and how can I do that?
Because you have to select your avatar in the scene. And your avatar must have the animator assigned.
it has an Animator assigned
but my problem is that if I select the Avatar, then I can't preview the Type1 - Type10 animations you see in the bottom
You have to select animation clip from dropdown box in animation panel.
also is there a way that if I enable the preview, the avi sdoesn't suddenly go down?
makes comparing different animation type much more harder
Does anyone know how to make a centaur avatar? i have been trying to reverse engineer one to make my avi work but its been kinda a nightmare, i know roughly what i need to do but i cant get it to work well, i do the parent constraints and such but every time i do it explodes the legs, any help would be really appreciated
Can anyone help with a small problem I've been having for days now? I can't seem to get my avatar's dress and legs to stop clipping and I've gone back and weight painted several times now from scratch and I don't know what to do now. I've also tried transferring weights with the built in tool and an addon, I've tried automatic, I've tried bones on the bottom of the dress and nothing seems to stop the clipping.
Okay it ain't gonna be perfect but did you start off with robust weight transfer after doing empty weights parenting, also you need chrkc your topology and adjust loop cuts. Weight painting it not always gonna be perfect
But not a start
Ya, I tried robust and it gave me a worse result than even just the built in one
I do have 1 test upload where none of this happens, but then when I went back and fixed the angle of the legs just a bit, it started doing this clipping thing bad
Well no weight transfer tools is suppost to get it right. For now atleast.
Humanoid in unity and vrchat don't act the same as in blender
Bc for example. In blender mine clips a lot but in unity and in vrchat mine don't clip as much
But I feel your struggles
How am I supposed to see what I'm exporting to Unity if they aren't going to be the same 😭
Someone help them pls
anyone know what causes this error when building?
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2941)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleBuildError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__141:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2826)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
I think their problem with humanoid but I'm not sure
ah nvm forgot to hit autofix on an error that solved it :P
Yall I dont even know how to explain this mess, these are the casual clothes by Albanna for the Novabeast
Hmm the nova beast bone issue
Getting this when trying to test upload, despite there never being a blueprint ID attached.
idk why the nova beast has so messed up bones at all
I think I know this one!
I forget what, but it's a VRCFury component in the armature link thingy on the clothes, something with scale.
Happened to me for the novabeast aswell.
Well for the nova it is fucked because of this bullshit
ah yes, no embed perms
on the nardo it looks ok https://blackwolfwoof.com/s/4mToK3ojgpn8HPN/preview
In the armature link component try toggling "Align scale", I believe that's what was fucking it for me.
Also why not just send it as an image, what's with the need for your own website and embed? Genuinely confused on the purpose.
Because last time i mass deleted my images discord disabled my account
I want to be able to decide how long my media stays on discord, and since i am unable to do that on this shitty platform, i am just hosting them on my server instead. This way i have full controll, need no discord nitro or any of that bullshit to upload files that are a tad to big and such
Ah okie
You know anything about blendshapes? How bad is it if literally every blendshape can't have normals since theres no smoothing group o-o
doesnt break anything - got some older avs that has that , some setting you can change in export ,
Ah okie. Haven't ran into you in a while lol
Wouldn't hurt anything to export the FBX from blender with the smoothing set to face just to get it to shut up right?
That plus "import" the face normals, I've been doing it a while now, works great.
Where does creator companion store avatar projects on default? I have new pc and I can't find the folder on a disk I used in my old pc
I recall it storing stuff in app data unless you made a folder, but don’t quote me on that
Yep, it was there. Thanks a lot.
Just use Alcom btw, so much better than default CC.
I've got a question, since this model is a heavily edited version of another, it has but doesn't use the "extras" aka blush and stuff, but it's still there as a material. How would I go about removing it so I can save on a material?
not sure why you replied to me specifically here, but you can go into Blender and assign faces to a different material.
This is it in blender. And I asked you since you helped me yesterday and are patient enough to deal with my idiocy which I really appriciate.
if there's a material slot visible in Unity, it means at least one face is using it.
So how would I assign it to a different material? Would that mess with the textures since it's messing with the UV? I'd prefer to remove it altogether if that's not too difficult.
I think this is where I recommend basic blender tutorials.
And yes, absolutely it'd mess with things
So removing just that bit altogether would be better?
without understanding what "that bit" is, I'm not sure I could suggest what to do with it
It's just a set of small things inside the head that expand to show things like the blush, or something over top of the eye. It uses it's own seperate texture and material, but still has blendshapes.
but it really sounds like you would greatly benefit from working through something like The Donut Tutorial
unfortunately this image shows nothing useful
This one?
I right clicked on it, called "extras" and pressed delete, maybe that's enough??
Deleting a material will cause all faces assigned to it to be assigned to the next material up. Maybe that's what you want? Maybe not.
I'd want to remove the actual 3d part of it from the model.
then you need to edit the mesh object, select those parts, and delete them.
Uhh, does just highlighting the vertices and clicking "delete vertices" work for that purpose?
sure
Well great, appears to have been removed but now in unity it's missing other materials and the "extra's" material is still there and now assigned to the eyes.
Except only in the thingy that was already in the scene, which is now using the new FBX. If I bring the FBX into the scene seperately, it's normal.
Sure - in Unity you can put whatever material you want into the slots
This is per-scene
Oh so it's like randomized the materials. The Eyes is now applying to hair, and Extra's is now on the eyes??
it's not random
If you change or re-order the slots, you can't expect the stuff you'd previously assigned to the slots to be in the same slots. Simply put the right materials into the right slots now.
You can right-click the material slot and click "revert" to revert it back to the embedded material, that can help figure out which is which
I keep my models split in parts in Blender, especially clothing, and when I export I join parts down to one object for body and one for clothing, and in doing so I tend to be pretty strict about how I order the joining so the material slots order how I want them to. Assuming there's more than one per object, that is.
silly little techniques you figure out by doing stuff wrong or inconsistently.
If anyone has experience with the NovaFirebreathing Asset, I want to try to keep the flames from contact of the breath to linger for a little bit before dissipating. It works while the breath is happening, however once the fire breath turns off, it takes the flames sent by the collision with it, effectively snuffing it out before it's even had a few seconds on the ground. Is there any specific way to do this?
is it done via particle system?
a guess, it probably isn't using buffer particles to do it so all the particles go away when the system is disabled.
no I do not have a link to a tutorial.
Right, because it disables the FireCollision along with FireBody
Otherwise it would (or should) work
Cause I did confirm it at least sticks to where I'm breathing at.
Uhh little confused, so you want the flames to stick around a little longer after the animation is done right?
If the flames starting and ending is handled in an animation clip could you just extend the time until it ends? Dunno, not good with that kinda stuff.
Kazin it's now grumping about this ;w;
Fym there's no chest. It's right there.
doesn't mean it's mapped properly in the rig setup
So there's a collision that's enacted on by a Sub-Emitter known as FireCollision underneath FlameBody. For one reason or another, once the fire stops breathing, the flames that are already stuck to the ground do not stick around, even though I tested the overall particle system and it should work as intended. Looking at the animator it doesn't LOOK like the Collision should be turning off with it but then again I don't know for sure.
(So once fire stops breathing, flames that are already on-ground disappear immediately for no reason)
You can watch it happen in play mode (while using gesture manager or av3 emulator)
Right, I tested it in-game so I know it happens there.
in game you can't see what is actually happening to the objects in the hierarchy
Looked through the animator for when it turns off, sure enough it's turning off the FireBody which is turning off the collision ground particles as well.
makes sense
Thinking I have to rework the animation clip in a way where it doesn't do that.
Hopefully this does what I intend for it to do.
@foggy hornet is "FireCollision" a subemitter of "FireBody"?
Yes
I found that the "Off" Animator clip is disabling FireBody during it's animation clip, so trying to see if that's something I can fix.
It probably needs to be disabled, try moving "FireCollision" to be a sibling of "FireBody" (and change the animation path in any of the necessary clips)
unity will yell at you and tell you that's not allowed and it won't work but it's actually lying to you and it does work lol
FireCollision isn't referenced in any of the animation clips as far as I can tell
awesome, it should hopefully be as easy as moving FireCollision in the hierarchy :D
Where exactly am I moving it to in the Hierarchy, cause it's inside of FireBody atm
Just for reference in Prefab mode atm
I would just move it to be a sibling of FireBody, so parent it to FireContainer
Does this matter?
Alright, interesting. Gonna try this and see if it does as intended.
Time to spawn the gigantic cube of testing
Nah, that's what I was talking about earlier how Unity "yells at you" but it's lying lol
it gives you an error but everything works fine
And sure enough, that solved every single one of my issues. Thank you.
Never had this issue with this avatar and it's default animators and stuff before, but in unity the expressions look fine, upon upload..
Mf happy as hell
of course!
I am in a gigantic "Dragons are cool" phase rn lol, so that's why I'm going for flame breath and stuff.
By "default" do you mean the ones that came with the avatar or do you mean the animators that VRChat uses if you leave the playable layers blank?
The ones that come with the avatar
Have you made any changes to the avatar? And does this issue happen if you use Gesture Manager or AV3 Emulator?
Oh word, you're in Fundamental Classroom too
I've changed the FBX since it had some issues with unity's automatic triangulation distorting the textures, along with getting rid of a completely unused part and material.
jaw bone mapped when it shouldn't be?
rig setup
ok good
I'll copy over whatever is set in the original FBX
Yeah nope in the original jaw isn't mapped either
sil viseme?
Breh
The jaw showed as not mapped, so I look over at the original to see, nope not there either. Maybe something else is wrong? Go back, and now it appears as mapped. This shit is gaslighting me
fundamental chudroom 😢
Just use the same parameter. All that needs to change is the animations/animation controller
So if you have a parameter called "Hair color" for example, then the Quest controller animates the hair color on the Quest shader, while the PC controller animates the hair color on the PC shader
how do I fix my character going too low when I sit on the seat
Ive never done this sorry, how do I do it?
Now what😭
In the armature link component try toggling "Align scale", I believe that's what was fucking it for me.
Hey there, I’ve been having trouble for quite some time now trying to get my avatar to raise off the ground while FBT is active
No matter what asset or system I use, it just refuses to move up so Long as FBT is active
Is this a bug on VRCHATS end? Or does someone know a work around this?
Worked, thanks
What's your actual goal here?
The goal being to litterally just lift the avatar up with some blendshapes
viewpoint not gonna change, so wont work
right
Like for example a blendshape that makes the legs suddenly stretched
Playspace into position can work
The main thing is I’d like for the appearance of it to others to seem seamless and smooth
if you're ok with a playspace change, instead extend the legs downward
Playspacing is like a behind the scenes thing
Is it possible to have the avatar move up with it at all?
Like legs extend downward but avatar body raises upward
Cuz it’s a slow transition
could do some wierdness with upright maybe then auto extend things
Via blendshape? Sure, but then your mesh will not match the armature position, and your viewpoint won't change
viewpoint might end up inside your stomach or end up way above you head tho
Omg I’ve tried making blendshapes that raise the avatar up but then the hands get all funky
yeah, because you can't move the armature that way
I thought I almost had it that while ago but then yeah hands
Animate the root to move up using additive animation, blendshape stretches feet down. While transitioning you can spam transitions between animations that have temp pose space to smoothly move your viewpoint
Wdym?
Oh??
basically does the same thing as gogo loco's hover thingy, you need to force the hips to be animated though for it to work in FBT using animator tracking control state behavior.
Oh gosh ok I’ll try this thanks!
Disable align scale
can anybody tell me why these arent lining up? the boots are for the rexoioum 1.7, unfortunatly my rex is a 1.6 im hoping that isn't the problem
if this uses vrcf, you can try disabling alignment
i need help uploading an avi, everything i try to import the file it just keeps opening more in more in the file
what does that mean
i click on import and it just keeps opening the files in my documents
idk how to explain it
it wont let me drag it in the project either
what type of file is this?
it was a zip so i extracted it
and what's in it?
so file folder
the avatar but im really new to this stuff so idk what to call most of these :((
"the avatar" - what does this mean?
i bought an avatar and it came in a zip file. i extracted it and it has a bunch of things lemme sc
thats when i first open it
Yes, I'm asking what are the things
ohhhhhhhhh
has anyone ever seen this unity error and know how to fix it? as far as i can tell the animator is set up correctly, and so is my rig
i feel stupid tysm TvT
no worries - that's not a usual thing people do
i had it happen before but long long time ago and my friend helped me
i had no idea this was the case
i might need help ina bit cuz i need to convert it to ques TvT
that's not an error and too cropped
in most cases, the warnings can be ignored
well whatever it is, i believe its stopping me from adding something that uses modular avatar, i could be wrong but ive tried everything from reimporting modular avatar and the system im trying to add. no luck, its like modular avatar is just broken, would anyone know of anything that conflicts with modular avatar?
so, what's your actual issue?
"no luck" doesn't descrive what you expected and what you got
idk why my avatar doesn't want to work on any device. I literally downloaded vrchat ready models from booth.pm and imported them into unity, added the descriptor, put the models together into one, and published it. There are so many errors you can't even use the avatar.
why do my vrcfury toggles randomly turn off and turn off when i switch my avi im losing my mind i thought maybe it was because i set them up but not on the quest version but i fixed that an it didnt do anything, i see things about parameters and checking saved but do i not need said parameters for vrcfury toggles? bc i dont have them and they work they just dont work right lmfao
"vrchat ready" often doesn't mean that 🙂
VRChat ready avatars should have premade Prefabs, have you cheked it?
I think the last change was i made a peice of clothing vrcfury toggle save between worlds
Might've been the sdk update
so im adding PCSS to a model like i have a thousand times before, this time around itll replace shaders like its supposed to, but will not add the expressions menu in, after its finished adding the shaders, i get this. modular avatar also says its missing scripts but after removing it and reimporting multiple times its still missing the scripts for PCSS
pretty sure. I just simply dragged the prefabs into the scene.
hmm, then why did you add the vrc avatar descriptor...? the premade prefab which i said means premade, so it should have descriptor, physbones, and other components
well for some reason it didn't have a descriptor already in it. It probably doesn't help i am doing this all on a crappy laptop.
hm, sounds weird
can you show the manage project page in ALCOM/VCC?
how do i convert to a quest avatar if it has too many bones.. (700 bones TvT)
remove some bones
how do i do that
blender
fuck okay
relatable, i can't do shit in blender. i don't even want to try.
okay, ic
also i forgot to ask what you mean by "doesn't want to work"?
yea, so packages i have that arent added through vcc are FACS utils, poi pro, and wholesome lollipop
wow, this is really bad for PC, nevermind quest
remember your computer has to render your own avatar 2-3 times also, so it'll affect your performance too.
well i try to use it inside of vrchat, and it is just the default error robot. id remember what the error said.
i need to add pants on top of that
it's very difficult to provide advice without detailed information about the problem
Please don't reply with questions on a totally different topic
ok looks fine, great
hmm, then open the PCSS Prefab, and show me where the missing scripts are
i was wondering how do i add a file that i had earlier to the current project?
"a file"?
you can also drag folders into the project window, though no idea what use that is without knowing what's in there.
im trying to add a clothing set but im just very lost and confused
yeah but "a clothing set" is not a standardized thing, you'd have to look for instructions from the creator or look inside the folder and figure out what to do with the contents
this seems to be the only one, im sure the problem is this missing script but not sure what i can do about it if reimporting doesnt work
tysm for the help.. i think ill use the avatar privatly cuz idk how to even add pants to her TvT
hmmmmm🤔 that's weird
so, i guess.. there are no MA Menu Installer component, right?
yea i guess so, just doesnt show up in expressions. think i could have any luck installing modular avatar manually instead of through VCC?
so, check MA Menu Installer can be added from Add Component
also I don't recommend to install MA manually
so i was able to put MA menu installer on myself but nothing shows up when i open the installer tab, is that normal?
(hmm, I can't find any issues related to this on MA's repository... so it might be PCSS issue?)
I just checked VRChat and it said it won't work because security checks failed.
uhu
could possibly be but ive tried to install past versions of pcss with no luck either, completely unsure what this issue could be
show the build stats, it's probably very very poor
how do i get to those?
they are listed above the "build and publish" button
unless you use stuff that adds during build then its wild west
yep, true
oh. i can't get to those right now. It will probably be at lease 3-4 hours until i can get back to my computer.
pro tip: when asking for help, be available to answer questions and to actually work on your project 🙂
hmm... sry i have no idea then
try contacting to the author of PCSS
alright i appreciate your time anyway
is there a way i can get the blueprint id for an avi i dont have the unity file for anymore? i accidently deleted the folder and project stuff for an avi im working on because i wanted to make a new one but i forgot to copy and save the blueprint id so i can overwrite this avatar, is there any way for me to get it back :c
i dont wanna have to make this a whole new avi
In any project, you can see all your uploaded avatars in the SDK and copy their id. You can also look on the website under avatars
VRChatSDK window, "content manager" tab
i dont have the project anymore tho i deleted it
rip
The id is in the url when you click on the avatar on the website.
Make a new project, and go to content manager
you don't need a project to use the method I mentioned
no way it just got mad at me for all caps i was excited
thank you so much tho
didnt know i could see it in the url
the bot hates shouting
indeed it does my excitement was censored
excitement not allowed
But content manager does show every uploaded avatar, you don't need the original project. But the website url also has the id yeah
They should give me the blue name guys I'm so helpful and I'm only mean to people who lie about quest limitations I promise 👉👈
How can I stop expressions from moving fingers? For example, I have a model that has an oversized sweater, how can I freeze the fingers so they wont clip while the sweater is toggled?
part toggled on - tell others they arent allowed to do anything (second parameter in gesture transitions)
I'm sorry, I dont follow
add the sweater parameter as a condition in the transitions
if sweater false do gesture
nope those are in fx controller
This avatar came with everything in the FX controller
most things should be there
finger movements are in Gesture (vrc_AvatarV3HandsLayer if its using default)
might look very different
MY fingers ARE broken!!! i can't clench my fists
would anyone know why my gesture is sticking on?
the aimation is just a simple blendshape toggle and its being applied with vrc furry
vrcfury 🤷♂️ no idea , but mixed write defaults like to make things stick - vrcfury have a thing to force write default
fair fair i gave it another go without vrc furry and im still getting the same error
theres this weird glitch in vr on my avatar where like..for some weird reason the viewpoint is all the way in the back of the head but in unity the viewpoint is fine. can anybody help me out??
i made the avatar myself and am relatively new to unity but sort of got the hang of it
like in vrchat while im on vr it does it where the viewpoint is in the back of the head
Any way to fix poiyomi stuff being weird on UV seams?
Alright, I'm resorting to outsourcing my problem!
Currently I've been trying to animate my avatar to do a janky ass flip on a skateboard, while playing some audio behind it. Right now, the audio plays fine in VRChat, and the animation works and plays when using the GestureManager to select the toggle.
In VRChat itself however, I'm just put into the ground, albeit in the correct pose that I wanted, so it looks like the translation / rotation has not been applied?
I've seen online that some people are saying that it has to be a generic model instead of humanoid, but everything is already rigged in humanoid and I really don't want to go down that path if I don't have to.
Anyways, please let me know if you have any info on how I can fix this, or if I can provide more info for you as well!
Forgot discord despises mkvs, one moment
you may need to change the animation clip settings so that it allows moving and rotating the avatar root
Alright, let me check - is that something I have to do in the animator controller? I'm not super versed in avatar creation/editing yet, so far I've only changed a couple hand gestures and skin textures lol
here's that video of the animation playing - same thing runs just fine in play mode as well
@spice ruin any stuff that animates humanoid bones goes in NOT FX layers,in your case for a complete override, in action one, with a typical for emotes/dances tracking override. Any stuff that animates anything other that humanoid bones, goes into FX, so any prop toggle on and audo goes there. Both of em reactin to the same conditions simultaneously
so um... what do i do?
rename bone or mesh to smth else
Hi I am trying to add clothing onto my avatar but it my first time and I am not sure how to go about doing this would anyone be willing to help a first timer doing this
Is there a way that I can create a transform toggle that moves me to that specific position and rotates when I want it to when I toggle the skating animation?
ok i need help
it says my avatar is too short even though it's bigger than the example model????
i am new to unity and have been refrencing the documentation but i can't find a mention of this anywhere so im here
Seems like you can just use VRCFury for that, I'm seeing plenty of tutorials online if that's your alley, otherwise I'm sure someone with more knowledge could help here 😅
Depends on the avatar or if the clothing fits too
Are you intending to add it in unity or blender?
Your shoulder height is lower, but your model itself also seems to be below y0 in unity so you should just be able to move it up a lil
I have already look at those video an their not really all to helpful as I thought they would be cause I am still confused
??????
how far up
Haha nevermind, 10,000 miles I guess (kidding ofc)
i gochu

@spice ruin uh, why? you just split your animations to appropriate transforms and use tracking override
your scale is at .3 btw, from what I've seen models are usually at scale 1, +/- .1
you're kidding
You can just make the model smaller in-game if you don’t like the size
still too short D:
Just didn't understand what you were saying I guess :P
wait 0.1?
Not 0.1, no
@thorn garnet tis not bout height, tis bout lacking a proper humanoid descriptor
huh
+/- meaning give or take 0.1 units
how do i fix that
it has no idea whats your height is since it has no idea where your head at
OH
do i need to rename the rig?
cause i already did the humanoid rig and set the hands, head, and feet
do i need to extend it by one bone?
i renamed the actual head that is separate from the body to eye holder/top piece and the head section that the base body has to just neck but it still won't acknowledge it.
is there a naming scheme im supposed to use for these models?
@thorn garnet should not import fine. i see at least two bones lacking in hips-head chain so no way itd work for vrc
vrc only allows optionally to skip upper chest
WHY?
why what
theres bare minimum of bones unity expects you to have
and vrc with their fbt and ik expects you to have even more
You need a chest bone for VRChat to treat this as humanoid.
huh
will this be in the documentation in the future? :D
I think it's in some really dated docs somewhere
ok wait what was the other bone?
there's chest and upper chest but you said i can skip upper chest so what's the other bone
hips-spine-chest-neck-head. better upper chest as well
yeah you can skip upper chest.
there is NO neck descriptor in this shit
limbs you need down to hands/feet.
you need hips -> spine -> chest -> neck -> head
@thorn garnet head section
@thorn garnet again, optional in unity doesnt mean optional in vrc
i hope there's a tool that'll tell me if i need a bone in the future in the SDK :D
I expect it'll just continue to be in outdated documentation 🙂
ah yes, that's often the question
that's about it: https://creators.vrchat.com/avatars/rig-requirements
The diagram pinned in #avatar-rigging is quite useful
oh im blind
wait no
it mentions not needing upper chest and the error messages that can pop up but it doesn't simply say all of the required bones
oh im double blind
is there an updated form of documentation? :D
this was what i was using
wouldn't that be nice 🙂
D:
again, diagram in #avatar-rigging
rigging didnt change since 2022
😭
who does this
who makes documentation like this
found out what to do. i had to change the names not in unity but in blender
I feel like all my answers to this are inappropriate 🙂
but I'm one of those crazy engineers who writes good docs and insists everyone else does too.
im trying 😭
So many questions asked in here could be answered by good documentation.
so true
does anybody think they could help me with the configuring? im not so sure how to fix it and nothing from research has really helped
your rig is wrong - shoulder bones should be a child of the chest bone. Back to Blender.
unless you have an upper chest - can't tell from that image
Would anyone be able to tell me why after playing an emote, I have to wait for the entire idle animation to play before it'll go to another emote?
Basically default Action except with custom emotes.
If you have exit time set to 1 then it will do that
you should set it to 0
I'm not gonna lie I'm still not exactly sure what you mean by splitting my animations - I guess I don't know enough about the animation controllers, how do the controllers and animations interact? I just don't understand the workings behind how the expressions menu tells the controllers to play the animation, it just looks to me like things are thrown in there and they just work
For what part?
Blendout Stand to Restore Tracking?
the transition(s) out of the idle animation