#avatar-help

1 messages · Page 242 of 1

opaque thicket
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im crashing out, i changed the rocknroll gesture and everytime i test the avatar it just goes back to the deafult one, why does it work 😭

balmy barn
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what is the name of the animation, if its still a proxy_ vrchat takes over

opaque thicket
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it is

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how do i change that

balmy barn
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duplicate it and name it anything but vrchat defaults

opaque thicket
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kk

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thanks

opaque thicket
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anyone know why is this guy stuck in the animation pose and how do i fix this?

somber sequoia
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(note the spelling there)

unborn lichen
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as said the sound is not the problem because is absent, i will provide for the sound trough my mic

somber sequoia
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oh I missed that, got it.

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this ought to be pretty easy to setup then.

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other than repeating 88 times

unborn lichen
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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

somber sequoia
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I would not trust claude to provide you useful advice.

unborn lichen
somber sequoia
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that's what this channel is for

unborn lichen
unborn lichen
somber sequoia
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I don't see that as a problem, but okay

unborn lichen
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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.

somber sequoia
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fair enough.

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I suspect you could probably get the private help, but it may not be free.

cobalt cloak
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i need help my rig is broken

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oke the rig is working again, but my body mesh is screwed up.

balmy barn
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its unpacked or you exported with different settings

cobalt cloak
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i exported with cats

somber sequoia
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Still, it seems you exported with different settings than were previously used.

cobalt cloak
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ohh i found it my bad

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the mesh was rong it was not body somting els

spark walrus
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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?

somber sequoia
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You'll need to be much more specific as to what you need help with.

spark walrus
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I've already got a base and rigging done.
I'll need help on the clothing (physics, texturing) and toggles.

somber sequoia
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well this is the place to ask specific questions on those topics.

analog fog
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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

somber sequoia
silver atlas
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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!

somber sequoia
silver atlas
somber sequoia
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You could adapt the generated code yourself if you want

silver atlas
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Idk why I asked that, it's probably much easier to just use the fork on the original shader graph. Thanks so much!

somber sequoia
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it's pretty easy

silver atlas
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oh yeah the instructions look like super easy. you're a life saver

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friends are hosting a game night tonight and id rather not give them all headaches with double rendering

somber sequoia
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yeah that would suck 🙂

analog fog
somber sequoia
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Via animation? You could animate doing that to both objects that way then. Or just animate the color properties directly.

analog fog
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I’ll try that and see how it goes

livid birch
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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

somber sequoia
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Sure, I'd suggest doing it in Blender

livid birch
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Are there any alternatives or do I have to use Blender?

somber sequoia
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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.

livid birch
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Alright fair enough

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Thanks

lone shoal
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imported an fbx into unity and i get this error thats preventing my avatar from being marked as humanoid, anyone know a fix?

somber sequoia
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What's in the hips slot in the rig setup?

junior void
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Check the rig config yea

lone shoal
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wdym

somber sequoia
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in that window, click "configure" and look at which bone is in the hips slot

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make sure it's actually the correct bone

lone shoal
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oh its randomly empty

somber sequoia
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that'll be a problem

lone shoal
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lemme just put my bone in there lol

somber sequoia
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verify there's no jawbone mapped while you're in there, unless you use that

lone shoal
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ah i see, with my rig setup my hip bone actually points down and the spin is detatched from it

somber sequoia
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yeah it should be pointing up for vrchat

lone shoal
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k thx

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well i flipped the hips bone and uhhhh

somber sequoia
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well it's not in t-pose

lone shoal
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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

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renaming it to waist worked

somber sequoia
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ah yes, that thing

lone shoal
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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?

somber sequoia
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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

lone shoal
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its at 0,0,0

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well i solved the problem

cyan heron
lone shoal
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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

cyan heron
lone shoal
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okaaayy looks like you didnt install the dependencies for GogoLoco

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iirc there are links on their site to find em

tough marsh
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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

tough marsh
livid birch
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But now I want to replace an existing prefab model with my new tailless model

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Is there a good way to do that?

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In such a way that it keeps all the properties of the existing project, just without the tail?

balmy barn
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use that for detecting

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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 ratl

thorny marsh
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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?

somber sequoia
somber sequoia
# livid birch Is there a good way to do that?

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.

thorny marsh
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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

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Idk how to do this- x3

somber sequoia
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there are lots of tutorials on how to use the animator

somber sequoia
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sure

thorny marsh
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Oh, I see! Has Exit Time

somber sequoia
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enter -> wait for parameter change -> do your thing -> turn stuff off -> exit

thorny marsh
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So...

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It seems I cannot change VRCEmote >w>;

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It stays at the value 0

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If edited in GestureManager, it seems to work.

somber sequoia
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you can certainly do it without fury involved

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also that's usually an int, not a float.

thorny marsh
thorny marsh
somber sequoia
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I don't use this part of fury, so can't comment on actual usage other than what you just showed

naive wing
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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!)

floral token
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Ok so I’m in unity and my model won’t hold the t-pose when I enforce it, how do I fix that?

arctic ginkgo
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there's lots of tutorials on this on youtube for baking albedo

brisk obsidian
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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?

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another example

fleet island
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Can someone help me with this avatar upload?? it says my build is failing because "no assetbundle is set for this build"????

wicked fulcrum
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cant figure out what this means or how to fix it

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someone help

flat elm
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If you guys know how to make fortnite models in avatar with facial tracking pls contact me. I need some help on my avatar

spark walrus
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why is it "not in t pose"? vrcCrying

night ember
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Also you skipped bones

spark walrus
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do i need those bones?

night ember
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You need to not skip bone slots

ornate stump
ornate stump
spark walrus
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if i swap the distal bones to the intermediate bones and not have distal bones at all is that fine?

spark walrus
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alr ty

spark walrus
spark walrus
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oh thank you vrcLove

floral token
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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

ornate stump
ornate stump
floral token
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That’s what I meant yea😭

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I push encore T-pose and it just doesn’t save it after I push save

ornate stump
floral token
ornate stump
floral token
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Not at all lol

ornate stump
# floral token 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.

floral token
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Ohhhhhhhhh! Ok! Thank you

delicate crypt
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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..

delicate crypt
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Aight, I figured it out
Had to grab specifically the handle for it to move

tough rivet
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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?

ornate stump
tough rivet
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i did it completes the animation then goes back up

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when toggled it goes down and goes up

ornate stump
tough rivet
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nope i use the VRCfurry toggle with transition out is reverse of transition in

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might be easier to see with that

tough rivet
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nvm i figured it out

brave eagle
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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?😭

turbid elm
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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?

brave eagle
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if not it should just upload at a 2nd avatar

turbid elm
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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

brave eagle
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idk then lol

turbid elm
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No worries, I'll just wait til someone a bit more familiar answers. I can't find anything in vrc school about this.

lilac musk
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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.

turbid elm
ornate stump
turbid elm
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Thankyouuu you two ❤️

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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

junior void
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theres vrc school website

turbid elm
# junior void 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.

junior void
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i started exactly like that 3 years ago lol

turbid elm
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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

turbid elm
junior void
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it depends on how the base is set up

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some avatars use "vanilla" vrc, some use modular avatar, others resort to vrcfury

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all three are options to create menu items

turbid elm
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It's VRCFury with Egirl body base

junior void
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then its likely a toggle component on whatever it controls (prop or root or on an empty object on the avatar)

turbid elm
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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?

junior void
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that would be a good start

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idk what the toggle is so its hard to give advice for this specific case

turbid elm
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It's just a blank toggle that contains a string/link to a webstore

junior void
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i assume for/from the base

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then its somewhere on the avatar. but again, it could be vanilla even though the project uses vrcf

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you can try to disable vrcf and enter play mode to see if it disappears when vrcf doesnt work

wicked fulcrum
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anyone know what this could be

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keep getting errors when i upload my avatar

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wont let me publish it

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no idea what they are or mean

junior void
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you dont need to look at the stacktrace (long foldout text)

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the most important ones will be the first 2-5 ones at the very top. never look at the bottom first

wicked fulcrum
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heres these i guess

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no idea whats causing it

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one thing to note is i am using the spider IK its my first time using it so maybe thats doing something ?

junior void
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ive never heard of that before

wicked fulcrum
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its a thing for spider like beings that makes them have spider like movement for the legs

junior void
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are you sure it is an allowed package? vrc is pretty particular about that

wicked fulcrum
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it is

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theres many avatars that use it

junior void
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no idea then

turbid elm
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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.

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Also the other SubMenu layout thing I changed inbetween has also reverted to what it was originally

junior void
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Are you using an old sdk version? I remember there was a bug that did exactly that, reset stuff

turbid elm
junior void
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Seems fine. Are you editing the prefab maybe?

turbid elm
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Yeah when I select the avatars object under the prefab, then double click this:

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It auto selects the prefab itself

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But that's how I've discovered where the Expressions Menu is, is there a different way I should be accessing the Expressions Menu?

junior void
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This looks like you're editing it while in play mode

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Vrcfury makes up the menu when you press play. It creates a clone and slaps it's content on the runtime clone

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It's discarded as you exit play mode

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You must find the object adding the face tracking on your Avi hierarchy and remove it there

turbid elm
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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?

junior void
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A picture of your hierarchy might help me point you to the right thing. I'm fishing blind here

turbid elm
somber sequoia
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you could blur them of course.

turbid elm
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Not a bad idea

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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

somber sequoia
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wow that's a lot of object that are likely mesh renderers.

turbid elm
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They are a bunch of clothing toggles which I am ALSO going to hopefully learn how to remove half of them.

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Baby steps for me though XD

somber sequoia
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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.

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without it being there I wouldn't expect it to keep doing that.

turbid elm
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It's gone and I'm still seeing the menu pop up which has me lost

somber sequoia
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I see nothing blue here - were you in play mode when you took this screenshot?

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or is this all actually unpacked

turbid elm
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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

somber sequoia
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yep, that's correct. GM or a similar tool, anyway.

turbid elm
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To verify it's still happening I exited and re-entered play mode and can see the Face Tracking menu still there

somber sequoia
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There's nothing in the hierarchy at edit-time that's removed or rearranged at run-time, is there?

turbid elm
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Let me stare at it as I re-enter play mode and see if anything happens

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Nothing gets added, removed, or re-arranged. Only the colour of the text changes

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I'm so lost

somber sequoia
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I'd be checking if you have an object buried somewhere that has the fury menu-adder component on it

turbid elm
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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

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But NONE of the objects in the entire Avatar hierarchy contain something similar for Face Tracking SubMenu.....

hasty plover
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Does anyone know how I can fix the quality of my texture? It’s very blurry and smudge.

somber sequoia
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what's the image size?

grand scaffold
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It almost looks like a screenshot of a low bitrate video

hasty plover
somber sequoia
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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

fluid sinew
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Hey, I have a really quick question:
How do I control blendshapes via a radial menu with VRCFury?

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The Fangs radial slider does appear in VRC, but has no effect

junior void
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Exactly like that is how I set up mine, funny enough also fangs lol

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If the radial does nothing, check the blendshape by itself to confirm it works

fluid sinew
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It does

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I put it on the Body Mesh (same one that has the blendshapes)

junior void
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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

fluid sinew
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ohhhh

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They don't :)

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Yep, I found the issue

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They already were in a menu that wasn't working correctly. I deleted it and now it works

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Thank you 👍

astral atlas
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Is there a way to disable eye follow without disabling eye blinking altogether?

burnt rose
merry ridge
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(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.

merry ridge
gaunt knoll
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cammer

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cammer huh scammer lol

south kraken
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anyway to get a blendshapes value to use as a condition for avatars?

somber sequoia
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no

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Unless you make a variable for it, then use that variable in animations to set the blendshape value

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but you can't directly read that in the animator

south kraken
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oof. thats the kind of thing i could do in a world right but not for an avatar huh?

somber sequoia
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which part?

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read a blendshape state? I wonder if that's exposed to Udon... wouldn't surprise me if it is

south kraken
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I know for udon i could make a custom script for it,

unkempt seal
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i cant switch to android for some reason i was wondering if anyone would know why?

somber sequoia
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What exactly do you mean by this? What are you doing, what is the result, what do you see, etc.

unkempt seal
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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

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its also worth noting its not just this avatar, its others that are far more optimized and even made specifically for quest

somber sequoia
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you don't have the Android build tools installed.

unkempt seal
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shoot. how do i toss those in?

somber sequoia
naive wing
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How to fix this? The bone moves properly but the finger end doesn't move with it

somber sequoia
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if mesh doesn't move with a bone, it's probably not weight painted correctly

naive wing
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How do you weight paint a bone??

somber sequoia
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you weight paint mesh so it moves with the bone

naive wing
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Ahhhhh thank you!! I will try that

hollow mountain
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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.

astral atlas
hollow mountain
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Really don't wanna just live with the distortion ;w;

somber sequoia
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can you even do that in substance? I'd do it in blender.

proven quail
hollow mountain
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Quad method on "Beauty" looks just how it is when it's messed up, putting it on fixed alternate looks immaculate

somber sequoia
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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

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<@&397642795457970181> another one

hollow mountain
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Poor soul lmao

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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

proven quail
hollow mountain
somber sequoia
hollow mountain
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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.

somber sequoia
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I'm a little surprised you have any distortion, I've not seen this.

proven quail
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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?

somber sequoia
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right but I'd think if the UV map was sane, that wouldn't really affect anything

hollow mountain
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I like it though, it's neat and I get to feel special for being one of the very few to have it haha.

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Literally all you'll find to confirm it's existence is a singular, deleted, reddit post.

proven quail
somber sequoia
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I suppose that's all interesting but not really useful 🙂

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now I'm curious what the UV map looks like.

hollow mountain
hollow mountain
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Plus a chat to wake me up would be nice lol.

somber sequoia
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I don't do those, sorry.

hollow mountain
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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.

somber sequoia
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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.

hollow mountain
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Ahhh okie. Bad time to be broke rn smh.

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If you'd like to see in a screenshare Lilyyy I can show you how my textures are set up

proven quail
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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

hollow mountain
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I'm very slow right now, I'd appriciate it if you could show me ;w;

proven quail
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Let me open blender

hollow mountain
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I'm also 50% just wanting to show off the textures I spent a good 8 hours working on haha.

somber sequoia
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haha ok I can understand that

hollow mountain
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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.

somber sequoia
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yep, small things can be big.

hollow mountain
proven quail
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I'm getting pictures 4 u to look at with big red arrows

hollow mountain
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Haha, thanks.

gaunt knoll
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can they be blue

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i like big blue arrows

proven quail
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too late.

gaunt knoll
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awww

proven quail
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so at the top there is the UV Editing layout

hollow mountain
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Default textures.

somber sequoia
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oh neat

hollow mountain
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I plan on having the area's that're pure black have parralax for infinity mirror stuffs

proven quail
#

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

hollow mountain
#

Looks to be the UV's for everything stacked o-o

dense meadow
#

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?

somber sequoia
# hollow mountain ?

if you select only the faces of the material you're working on, it might be easier to see

hollow mountain
somber sequoia
#

can hide the rest of the faces even.

hollow mountain
hollow mountain
#

Mmmm scoliosis

somber sequoia
#

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.

proven quail
somber sequoia
#

follow the blue arrows

dense meadow
#

AH. that makes sense lmao. thank u for pointing that out its so obvious now that i see it-

somber sequoia
#

I should hire you to make me some diagrams at work, Lilyyy 🙂

dense meadow
#

maybe she should just have a broken back who knows---- anyways time to spend fifty years in blender resculpting :,)

hollow mountain
#

Now ah, how do I hide the rest of the faces. It still shows everything.

somber sequoia
#

shift+h to hide unselected parts

proven quail
somber sequoia
#

hehe, good to know

proven quail
#

like my quest glitter uv?

somber sequoia
#

uh... wow.

proven quail
#

each one of these is scale 0

hollow mountain
#

The body is now invisible

proven quail
#

and then set a scrolling texture of black and white dots on it, and set shader to additive, and boom: poi glitter on quest

proven quail
hollow mountain
#

Not my fuckups apparently

proven quail
vernal timber
#

Anyone possibly know a solution to these errors

proven quail
#

update gesture manager?

somber sequoia
#

or yeah, possibly GM is too old

hollow mountain
proven quail
#

kazin knows yeah

somber sequoia
#

sometimes I do.

vernal timber
proven quail
#

kazin expertise needed on the export

somber sequoia
#

sorry, what is the issue?

hollow mountain
#

Ok the undo didn't do anything but I pressed something else and it did

proven quail
#

ok ok, alt + h shows everything again

proven quail
somber sequoia
#

if you go out of edit mode, you'll find those things are no longer hidden

proven quail
#

ok yeah so its probably fine

somber sequoia
#

it's only for your convenience while editing, doesn't affect anything else.

hollow mountain
#

There is not even a select option anymore

proven quail
#

click this, go to edit mode

hollow mountain
#

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

proven quail
#

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

somber sequoia
#

no it was more to check if the UV map was sane, to see why triangulation made any difference at all

hollow mountain
#

For future reference, how do I keep it from trying to show the other UV's of that object?

proven quail
#

for future reference, use substance painter to view uvs by material. ok now lets triangulate. Go to layout layout on the top bar

hollow mountain
#

Had to turn sync selection off

proven quail
#

ahh, good to know

hollow mountain
#

I can definitely see a bit of wasted space

#

The UV's for the NKD protogen are heretical though -~-

proven quail
#

ok, so when you are ready to triangulate, switch to edit mode here (it will probably say object mode or something)

hollow mountain
#

Then on the right there's a wrench icon and select triangulate

proven quail
#

then click a to select all the vertexes

hollow mountain
#

For editing this, I just click import and import fbx btw? There's no blender file.

proven quail
#

then click ctrl + t to triangulate

proven quail
somber sequoia
#

don't do a modifier if you have shape keys.

proven quail
#

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.

hollow mountain
#

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

somber sequoia
#

exported with different "apply scalings" setting as previously used.

hollow mountain
#

Sooo how do I do that ;w;

somber sequoia
#

Set that to "FBX All" unless you know it should be otherwise.

hollow mountain
#

Yayyy!

#

Looks to be working. Thanks, you're awesome :3

hollow mountain
somber sequoia
#

but is the image better....

hollow mountain
#

Yep!

somber sequoia
#

oh awesome

hollow mountain
#

Yeah, was just unity being funky with how it chose to triangulize ig

normal belfry
#

i cant figure out what to do I'm using the fit base by zinpia and i can't upload it

somber sequoia
cobalt cloak
#

how do i fix the preview bug

somber sequoia
#

what is the bug here?

cobalt cloak
#

the pose

somber sequoia
#

ah - pumkin's tools has a reset thing

cobalt cloak
#

sry how

somber sequoia
#

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

cobalt cloak
#

found it thx

chilly solar
#

why do my vrc fury toggles randomly turn off :c

cobalt cloak
somber sequoia
#

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

cobalt cloak
#

Oh, and emissions aren't everywhere, only in certain places, idk why.

somber sequoia
#

That'd depend on the masking for each emission in that material

somber sequoia
#

wraps around to 0 when it hits the max

cobalt cloak
#

ah yes

modest oxide
#

I need help

supple marsh
#

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)

modest oxide
modest oxide
#

I need help

supple marsh
somber sequoia
modest oxide
#

Can I have help do you guys know the avatar creator feedpancake

somber sequoia
#

no

cobalt cloak
#

but the emissionen work not in the proper way

supple marsh
#

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

cobalt cloak
somber sequoia
#

I'm not sure I see what is or isn't happening there

cobalt cloak
#

but it looks like that in the animation

somber sequoia
#

I don't know if I see the difference in those two images. Also emission value of 20 seems really high

cobalt cloak
#

ik wait let mi do a red circle around it

cobalt cloak
somber sequoia
#

ok I see it now

cobalt cloak
dense meadow
#

alr, actually used reference this time, but before i edit the clothes again id like to present it for thoughts

fresh jacinth
#

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

somber sequoia
#

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

daring ivy
#

i’ve never rlly edited an avatar before

how can I optimize mine

somber sequoia
daring ivy
#

oki ty

simple coyote
#

hey, is there a difference between AvatarV3HandsLayer and AvatarV3HandsLayer2 in the Animation > Controller demos? Or are they the same

somber sequoia
#

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.

simple coyote
#

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

somber sequoia
#

That parameter is documented on vrchat's site, it's usually how much you're squeezing the grip button on your controller

simple coyote
#

oh oki, thats what I wanted to ask if thats it but didn't know how to write the sentence lol

somber sequoia
#

aha!

simple coyote
#

alrighty, thank you <33

somber sequoia
#

that ^ is a great page to bookmark, I refer to it often

vague spade
#

im struggling to upload an avi, it says the build size is too big.. is thast the assets and texturesd?

somber sequoia
#

Yes, it's everything.

vague spade
#

im kinda stuck cuz i tried making everything low and it wont go down

simple coyote
#

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

vague spade
#

i had to delete stuff </3

#

it worked tho!

simple coyote
#

or yeah, you can just delete some meshes that u know you'll not be using

supple cloud
#

is there a way to make a flat 2d eye to look around?

boreal phoenix
#

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

supple cloud
random trellis
supple cloud
daring ivy
#

anyone know what
“d4rkAvatarOptimizer” is and if it is actually good?

young crest
#

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

quaint hound
#

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

radiant night
#

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

atomic hound
sturdy prawn
#

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

arctic ginkgo
#

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?

quick heath
#

Does anyone know how to make demon slayer oc avis?

sturdy prawn
supple cloud
#

i imported the pc folder 😭

#

im fucked

teal laurel
#

With what settings was the fbx exported from in blender?

junior void
#

Ticking/unticking apply transform can cause the balling up

spark walrus
#

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

junior void
#

You can use blendshapes to hide/unhide mesh but that requires you to make those blendshapes in blender

cobalt cloak
#

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.

ornate stump
cobalt cloak
#

okay and why

#

and why is it only on the jacket

ornate stump
cobalt cloak
ornate stump
cobalt cloak
#

I want all the crazy people to shine with the emission, not just the part

ornate stump
cobalt cloak
#

its a Emission Toggle

ornate stump
cobalt cloak
ornate stump
cobalt cloak
#

how do i animate the every part wen in the animation every part is used

ornate stump
cobalt cloak
#

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

crisp pasture
#

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

indigo compass
crisp pasture
indigo compass
errant shore
#

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

teal laurel
#

@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.

somber osprey
#

I'm still confused why it won't let me preview

ornate stump
somber osprey
ornate stump
somber osprey
#

cause I did that, it didn't let me

ornate stump
ornate stump
somber osprey
#

did that. still can't preview

ornate stump
somber osprey
#

then why is this preview button greyed out?

ornate stump
somber osprey
#

and how can I do that?

ornate stump
somber osprey
ornate stump
somber osprey
#

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

rain plume
#

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

flint dawn
#

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.

vagrant dock
#

But not a start

flint dawn
#

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

vagrant dock
#

Well no weight transfer tools is suppost to get it right. For now atleast.

flint dawn
#

In Blender, the clipping doesn't even happen.

#

The clipping happens in vrchat

vagrant dock
#

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

flint dawn
#

How am I supposed to see what I'm exporting to Unity if they aren't going to be the same 😭

vagrant dock
#

Someone help them pls

lone shoal
#

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 ()
vagrant dock
lone shoal
#

ah nvm forgot to hit autofix on an error that solved it :P

dusk elk
#

Yall I dont even know how to explain this mess, these are the casual clothes by Albanna for the Novabeast

teal laurel
#

Hmm the nova beast bone issue

hollow mountain
#

Getting this when trying to test upload, despite there never being a blueprint ID attached.

teal laurel
#

idk why the nova beast has so messed up bones at all

hollow mountain
#

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.

teal laurel
#

Well for the nova it is fucked because of this bullshit

#

ah yes, no embed perms

hollow mountain
hollow mountain
teal laurel
#

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

hollow mountain
#

Ah okie

hollow mountain
balmy barn
#

doesnt break anything - got some older avs that has that , some setting you can change in export ,

hollow mountain
#

Wouldn't hurt anything to export the FBX from blender with the smoothing set to face just to get it to shut up right?

somber sequoia
#

That plus "import" the face normals, I've been doing it a while now, works great.

crude moat
#

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

round comet
#

I recall it storing stuff in app data unless you made a folder, but don’t quote me on that

crude moat
hollow mountain
hollow mountain
somber sequoia
#

not sure why you replied to me specifically here, but you can go into Blender and assign faces to a different material.

hollow mountain
#

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.

somber sequoia
#

if there's a material slot visible in Unity, it means at least one face is using it.

hollow mountain
#

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.

somber sequoia
#

I think this is where I recommend basic blender tutorials.

#

And yes, absolutely it'd mess with things

hollow mountain
#

So removing just that bit altogether would be better?

somber sequoia
#

without understanding what "that bit" is, I'm not sure I could suggest what to do with it

hollow mountain
#

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.

somber sequoia
#

but it really sounds like you would greatly benefit from working through something like The Donut Tutorial

hollow mountain
somber sequoia
#

unfortunately this image shows nothing useful

hollow mountain
#

I right clicked on it, called "extras" and pressed delete, maybe that's enough??

somber sequoia
#

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.

hollow mountain
#

I'd want to remove the actual 3d part of it from the model.

somber sequoia
#

then you need to edit the mesh object, select those parts, and delete them.

hollow mountain
#

Uhh, does just highlighting the vertices and clicking "delete vertices" work for that purpose?

somber sequoia
#

sure

hollow mountain
#

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.

somber sequoia
#

Sure - in Unity you can put whatever material you want into the slots

#

This is per-scene

hollow mountain
#

Oh so it's like randomized the materials. The Eyes is now applying to hair, and Extra's is now on the eyes??

somber sequoia
#

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

hollow mountain
#

Ah oki I see

#

Fixed

#

Looks as it should now.

somber sequoia
#

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.

foggy hornet
#

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?

somber sequoia
#

is it done via particle system?

foggy hornet
#

Highlighted is what I want to linger after FireBody turns itself off after.

#

Yes

somber sequoia
#

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.

foggy hornet
#

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.

hollow mountain
#

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.

somber sequoia
#

doesn't mean it's mapped properly in the rig setup

hollow mountain
#

Ah I see

#

Messing this thing up is teaching me a lot lol

foggy hornet
# hollow mountain Uhh little confused, so you want the flames to stick around a little longer afte...

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)

somber sequoia
#

You can watch it happen in play mode (while using gesture manager or av3 emulator)

foggy hornet
#

Right, I tested it in-game so I know it happens there.

somber sequoia
#

in game you can't see what is actually happening to the objects in the hierarchy

foggy hornet
somber sequoia
#

makes sense

foggy hornet
#

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.

arctic ginkgo
#

@foggy hornet is "FireCollision" a subemitter of "FireBody"?

foggy hornet
#

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.

arctic ginkgo
#

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

foggy hornet
arctic ginkgo
#

awesome, it should hopefully be as easy as moving FireCollision in the hierarchy :D

foggy hornet
#

Where exactly am I moving it to in the Hierarchy, cause it's inside of FireBody atm

#

Just for reference in Prefab mode atm

arctic ginkgo
foggy hornet
#

Does this matter?

somber sequoia
#

Unity complains about that but it does work

#

this is the "trick"

foggy hornet
#

Alright, interesting. Gonna try this and see if it does as intended.

#

Time to spawn the gigantic cube of testing

arctic ginkgo
#

it gives you an error but everything works fine

foggy hornet
hollow mountain
#

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

foggy hornet
arctic ginkgo
hollow mountain
#

The ones that come with the avatar

arctic ginkgo
foggy hornet
#

Oh word, you're in Fundamental Classroom too

hollow mountain
somber sequoia
hollow mountain
#

Where do I see that

somber sequoia
#

rig setup

hollow mountain
#

Uhhh jaw is not mapped

#

Didn't realize there was other tabs, oops

somber sequoia
#

ok good

hollow mountain
#

I'll copy over whatever is set in the original FBX

#

Yeah nope in the original jaw isn't mapped either

timber wharf
#

sil viseme?

hollow mountain
#

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

tacit stratus
arctic ginkgo
#

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

somber osprey
#

how do I fix my character going too low when I sit on the seat

dusk elk
dusk elk
#

Now what😭

junior void
#

In the armature link component try toggling "Align scale", I believe that's what was fucking it for me.

upper venture
#

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?

somber sequoia
upper venture
balmy barn
#

viewpoint not gonna change, so wont work

somber sequoia
#

right

upper venture
#

Like for example a blendshape that makes the legs suddenly stretched

upper venture
#

The main thing is I’d like for the appearance of it to others to seem seamless and smooth

somber sequoia
#

if you're ok with a playspace change, instead extend the legs downward

upper venture
#

Playspacing is like a behind the scenes thing

upper venture
#

Like legs extend downward but avatar body raises upward

#

Cuz it’s a slow transition

balmy barn
#

could do some wierdness with upright maybe then auto extend things

somber sequoia
#

Via blendshape? Sure, but then your mesh will not match the armature position, and your viewpoint won't change

balmy barn
#

viewpoint might end up inside your stomach or end up way above you head tho

upper venture
somber sequoia
#

yeah, because you can't move the armature that way

upper venture
#

I thought I almost had it that while ago but then yeah hands

arctic ginkgo
#

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

arctic ginkgo
# upper venture 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.

upper venture
#

Oh gosh ok I’ll try this thanks!

hollow mountain
south rain
#

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

junior void
#

if this uses vrcf, you can try disabling alignment

vague spade
#

i need help uploading an avi, everything i try to import the file it just keeps opening more in more in the file

junior void
#

what does that mean

vague spade
#

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

somber sequoia
#

what type of file is this?

vague spade
#

it was a zip so i extracted it

somber sequoia
#

and what's in it?

vague spade
#

so file folder

#

the avatar but im really new to this stuff so idk what to call most of these :((

somber sequoia
#

"the avatar" - what does this mean?

vague spade
#

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

somber sequoia
#

Yes, I'm asking what are the things

vague spade
#

now when i click again

#

one sec i fucked uo

somber sequoia
#

Ok you've got someone's full unity project.

#

Import that into VCC

#

(or alcom)

vague spade
#

ohhhhhhhhh

ionic kindle
#

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

vague spade
#

i feel stupid tysm TvT

somber sequoia
#

no worries - that's not a usual thing people do

vague spade
#

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

left wharf
#

in most cases, the warnings can be ignored

ionic kindle
#

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?

left wharf
#

so, what's your actual issue?
"no luck" doesn't descrive what you expected and what you got

zenith forge
#

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.

chilly solar
#

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

somber sequoia
#

"vrchat ready" often doesn't mean that 🙂

left wharf
errant shore
#

Might've been the sdk update

ionic kindle
zenith forge
left wharf
zenith forge
#

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.

left wharf
vague spade
#

how do i convert to a quest avatar if it has too many bones.. (700 bones TvT)

somber sequoia
#

remove some bones

vague spade
#

how do i do that

somber sequoia
#

blender

vague spade
#

fuck okay

zenith forge
#

relatable, i can't do shit in blender. i don't even want to try.

vague spade
#

neither do i

#

thats how bad it is

left wharf
ionic kindle
somber sequoia
vague spade
somber sequoia
#

remember your computer has to render your own avatar 2-3 times also, so it'll affect your performance too.

zenith forge
vague spade
#

i need to add pants on top of that

somber sequoia
#

Please don't reply with questions on a totally different topic

vague spade
#

sorry

#

wont do again

left wharf
vague spade
#

i was wondering how do i add a file that i had earlier to the current project?

somber sequoia
#

"a file"?

vague spade
#

like this sorry

somber sequoia
#

you can drag files into the "project" window

#

those are folders, not files

vague spade
#

oh

#

is there a way i can add those to the avatar project i have

somber sequoia
#

you can also drag folders into the project window, though no idea what use that is without knowing what's in there.

vague spade
#

im trying to add a clothing set but im just very lost and confused

somber sequoia
#

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

ionic kindle
vague spade
left wharf
ionic kindle
left wharf
#

so, check MA Menu Installer can be added from Add Component
also I don't recommend to install MA manually

ionic kindle
left wharf
#

(hmm, I can't find any issues related to this on MA's repository... so it might be PCSS issue?)

zenith forge
#

I just checked VRChat and it said it won't work because security checks failed.

balmy barn
#

uhu

ionic kindle
#

could possibly be but ive tried to install past versions of pcss with no luck either, completely unsure what this issue could be

somber sequoia
zenith forge
#

how do i get to those?

somber sequoia
#

they are listed above the "build and publish" button

balmy barn
#

unless you use stuff that adds during build then its wild west

somber sequoia
#

yep, true

zenith forge
#

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.

somber sequoia
#

pro tip: when asking for help, be available to answer questions and to actually work on your project 🙂

left wharf
ionic kindle
chilly solar
#

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

proven quail
#

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

somber sequoia
#

VRChatSDK window, "content manager" tab

chilly solar
#

i dont have the project anymore tho i deleted it

balmy barn
#

rip

proven quail
#

The id is in the url when you click on the avatar on the website.

proven quail
somber sequoia
chilly solar
#

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

somber sequoia
#

the bot hates shouting

chilly solar
#

indeed it does my excitement was censored

somber sequoia
#

excitement not allowed

proven quail
#

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 👉👈

chilly solar
#

its a

#

bro

#

its a good shade of blue

radiant night
#

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?

balmy barn
#

part toggled on - tell others they arent allowed to do anything (second parameter in gesture transitions)

radiant night
#

I'm sorry, I dont follow

night ember
#

add the sweater parameter as a condition in the transitions

#

if sweater false do gesture

radiant night
#

oooh, okay, thanks!

#

Wait, but wont that also prevent facial expressions?

balmy barn
#

nope those are in fx controller

radiant night
#

This avatar came with everything in the FX controller

somber sequoia
#

most things should be there

balmy barn
#

finger movements are in Gesture (vrc_AvatarV3HandsLayer if its using default)

#

might look very different

radiant night
#

Oooh

#

Thank you

old dirge
#

MY fingers ARE broken!!! i can't clench my fists

pale dew
#

would anyone know why my gesture is sticking on?
the aimation is just a simple blendshape toggle and its being applied with vrc furry

balmy barn
#

vrcfury 🤷‍♂️ no idea , but mixed write defaults like to make things stick - vrcfury have a thing to force write default

pale dew
#

fair fair i gave it another go without vrc furry and im still getting the same error

dreamy gull
#

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

hollow mountain
#

Any way to fix poiyomi stuff being weird on UV seams?

spice ruin
#

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

arctic ginkgo
spice ruin
#

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

timber wharf
#

@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

surreal sandal
#

so um... what do i do?

timber wharf
#

rename bone or mesh to smth else

dense pier
#

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

spice ruin
thorn garnet
#

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

spice ruin
round comet
#

Depends on the avatar or if the clothing fits too

#

Are you intending to add it in unity or blender?

spice ruin
dense pier
spice ruin
#

Haha nevermind, 10,000 miles I guess (kidding ofc)

thorn garnet
#

i gochu

round comet
timber wharf
#

@spice ruin uh, why? you just split your animations to appropriate transforms and use tracking override

spice ruin
#

your scale is at .3 btw, from what I've seen models are usually at scale 1, +/- .1

thorn garnet
#

you're kidding

round comet
#

You can just make the model smaller in-game if you don’t like the size

thorn garnet
#

still too short D:

spice ruin
round comet
#

Not 0.1, no

timber wharf
#

@thorn garnet tis not bout height, tis bout lacking a proper humanoid descriptor

thorn garnet
#

huh

spice ruin
#

+/- meaning give or take 0.1 units

thorn garnet
#

how do i fix that

timber wharf
#

it has no idea whats your height is since it has no idea where your head at

thorn garnet
#

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?

surreal sandal
#

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.

thorn garnet
#

is there a naming scheme im supposed to use for these models?

timber wharf
#

@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

thorn garnet
#

WHY?

timber wharf
#

why what

thorn garnet
#

ughhhhhhh

#

im on it hold on

timber wharf
#

theres bare minimum of bones unity expects you to have
and vrc with their fbt and ik expects you to have even more

somber sequoia
thorn garnet
#

huh

timber wharf
#

this but fingerless is a bare minimum

thorn garnet
#

will this be in the documentation in the future? :D

somber sequoia
#

I think it's in some really dated docs somewhere

thorn garnet
timber wharf
#

wha

#

neck?

thorn garnet
#

there's chest and upper chest but you said i can skip upper chest so what's the other bone

timber wharf
#

hips-spine-chest-neck-head. better upper chest as well

somber sequoia
#

yeah you can skip upper chest.

thorn garnet
#

there is NO neck descriptor in this shit

somber sequoia
#

limbs you need down to hands/feet.

#

you need hips -> spine -> chest -> neck -> head

timber wharf
#

@thorn garnet head section

thorn garnet
#

woops

#

wait no that's optional

#

fuck it

timber wharf
#

@thorn garnet again, optional in unity doesnt mean optional in vrc

thorn garnet
#

i hope there's a tool that'll tell me if i need a bone in the future in the SDK :D

somber sequoia
#

I expect it'll just continue to be in outdated documentation 🙂

thorn garnet
#

where is it in the documentation? :D

#

please 🙏

somber sequoia
#

ah yes, that's often the question

thorn garnet
#

:D

#

D:

somber sequoia
thorn garnet
#

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

somber sequoia
#

wouldn't that be nice 🙂

thorn garnet
#

D:

somber sequoia
timber wharf
#

rigging didnt change since 2022

thorn garnet
#

😭
who does this
who makes documentation like this

surreal sandal
#

found out what to do. i had to change the names not in unity but in blender

somber sequoia
#

but I'm one of those crazy engineers who writes good docs and insists everyone else does too.

timber wharf
#

imagine not fing around and finding out

#

docs are myth

thorn garnet
#

im trying 😭

somber sequoia
#

So many questions asked in here could be answered by good documentation.

thorn garnet
#

so true

modest ferry
#

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

somber sequoia
#

unless you have an upper chest - can't tell from that image

thorny marsh
#

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.

arctic ginkgo
#

you should set it to 0

spice ruin
thorny marsh
#

Blendout Stand to Restore Tracking?

arctic ginkgo