#avatar-help
1 messages ยท Page 243 of 1
This is what I'm seeing VRCFury interact with, which is not one of the "playable layers," but it still somehow works
I mean, like I said, it's fine when doing a emote once in a while, but if I try to go from one emote IMMEDIATELY to another, it goes...
Emote ends -> Idle animation fully plays once -> New emote plays
Like, the end of the animator wants to play the idle animation once before ending when activated by the previous emote.
I'm not sure which animation state is your idle animation, but check your transitions out from it to see if any of them have exit time set to 1
Uhm, to be fair, it's the default Action Layer
Just the original emotes stripped out.
And the idle animation is just the default Base Layer with the proxy_idle replaced.
It's probably one of these, I've never actually used the default action layer, I just use the gogo loco one
@spice ruin avatar consists of five animators each one reading the same values be it from menu or some builtin vrc params. for your anim you need to tell action layer to stop caring bout your irl controllers etc and just do a body animation, and on top of that tell for fx layer to enable and animate the skateboard. so when both see the same param they play two separate animations that end up as one meaningful
Ah okay, that makes more sense now, thank you!
How do i put make up over the face texture on blender? Can someone help me please?
you'd edit the texture used in an image editor or try blender's built-in paint function though its really not great
If you have a texture for this already, you may be able to use poiyomi decals. But if not, you can draw it yourself like lilpimpen said. If you are a university student you may be able to get Substance Painter for free, which is much more advanced than Blender for texture painting.
Ok, i have the texture yh, how can i use poiyomi decals?
Ty
... We set all the exit times to 0
That did NOT work XD
Like, I can turn off the emote, immediately turn on another
Then have to wait awkwardly for the idle to loop once before the emote plays
If you are using gesture manager, then you should be able to select the avatar and then open the action controller to see what animations are playing. If you then select gesture manager and play emotes, you can see where in the controller you are getting stuck playing the idle animation.
Oh, baller, I'll check!
anywhere besides gumroad
hey
i'm having a very weird problem
i need to update my profile god
anyways
this part of the model turns black, even though there's no black in the texture
it happens when i use a VRChat shader
like Matcap Lit
not when i use Unity Standard (not standard lite)
@strange sparrow vertex colors
toon lite or whatever its called has an option to disable em, otherwise blender time
standard toon?
toon standard
ye. makes no sense still whatber
remove color attribute in vertex data tab
omg thank you thank you !!! this was gonna drive me mad lmao
Ok yeah so now i understand that, but I still don't get how to even make the two different animations on the separate layers. The only thing that I understand right now is that VRCFury is interacting with that other animation controller, and I have no idea how to put the animations into the base and FX layer. I have only used VRCFury up till this point, all the other animations came with the avatar, and even looking through them I still can't figure out how any of it works.
I understand that translation and rotation can only be handled by the base layer, and bone movements by FX, I just don't know how to do that.
Okay okay. So I edited the "UV1" UV in blender to avoid a seam. I altered the textures to align to that specific UV aswell, exported the FBX, using it in Unity, and when I select UV1 for the texture... Nothing.
In unity, the area circled in green should be pure white if the UV was working
It's not even distorted or anything, it's just nowhere.
Please don't ping me for help.
My apologies :<
So, it's getting stuck on Blendout Stand and Restore Tracking which both have the idle animation assigned to them, however, both animations have their transitions set like this...
oh it may be that these animations have only 1 frame. Try duplicating the first frame so there's 2 frames instead
But yeah, it seems both are playing the full idle animation before continuing.
I'm not sure why, but 2 frames transitions instantly, 1 frame takes a second to transition
Nope, it's his custom idle animation there.
So it's like, a full idle animation
And it seems both are playing... The full animation
have you tried just disabling "has exit time"?
Then it gets mad because it has no condition OR exit time.
Add a condition then. I have a parameter that's just always set to 1 and I use it for these kinds of things
Here's their definitions
That seems... Hacky.
Won't that waste one of the 256 parameter space?
no, that's synced parameters
you just add it only in your animator
Ah...
so i havent used unity in forever and when i select the material for "black" which is her hair she goes transparent and her face vnishes?
scammer
So when can I buy you a hot cocoa.
oh awesome!!
I'm sorry mods ๐ญ these guys are giving you a run for your money today
why is the body like this, how do i fix it?
Bro got the ussy showing.
help ahahaha
it looks like normals are wonkey? make sure the normal map is set properly
where do i see that?
The normal map would probably be on your material.
Anyone know if any shader exists for Hatched Manga Shadows? Where it overlays the shadows with lines instead of the usual full colour shadow.
ooh that gives me a cool idea for a screenspace shader
mmd material?
IDK your project. whatever material your skin is.
hii i want the switch to be able to be pulled with physbones, would this armature be ok? i dont know if i need it parented to the head but ive done that
So I took a 3d screenshot from a ps1 game but I have the issue that the character is not in an A pose or T pose, how hard would it be to change her pose into a correct pose to rig her?
if it's already rigged you could just pose it then apply the pose.
otherwise.... might be easier to rig it first
how do I do that? it's not rigged at all it's a 3d screenshot
ooh that's going to be a bunch of work
would it be better to keep looking for it properly in the files or just remake it myself?
I don't really know what sort of file this is or what you might have, not sure how to advise
I can share the model if you'd like
I'm pretty sure it's just the Mesh and textures this is my first time trying something like this
and the UV is a bit fucky because one triangle is purple and she had some holes in her head and I filled those but now they're discolored and I'm pretty sure they're not tied to the UV map but I'm not sure how to fix that
I accidentally borked my model file in Unity/CC, how do I unbreak it
it is showing this instead of the VRCFury stuff
looks like whatever provides those scripts is missing - reinstall vrcfury?
and it is not showing the avatar physics right anymore either
it is the same for all related physics and VRC Fury stuff
I'll try downgrading and reupdating
it's still not working

Unity backups showing absolutely nothing either
how do I fix
You should see error in unity console.
You had imported 2 Avatar Optimizer which is causing all the issue.
There are some other packages as well that exists at 2 places.
I deleted one of the duplicate scripts I'll try reloading
it's a lot less errors after deleting relevant stuff, but I'm still getting errors
I think this might show the text better?
You should completely delete com.anatawa.avatar-optimizer from Assets folder.
Did you just individually delete script files?
You have to completely delete entire package folder you imported. Do not ever cherry pick a file to remove.
I'll try next time with package manager if available
in theory CC is fixing missing stuff rn
ohmigosh it worked
thank youuu
ok so i made a chain of physbones, got them functioning exactly how i wanted, tested it in vr. then i publish it and go to an instance and for some reason it is only grabbable by the person wearing the avtar and other suers caant grab it. i even had someone else clone it and they could grab it themself but nobody else could grab it
is there a setting im missing? i have avatar interactions set ot everyone
there's a setting in the physbone too
You will have to make sure that the other players have interaction enabled too.
Actually I read it again, that should be rephrase to "player wearing the avatar can only grab by themselves".
ok yeah that was the problem thanks
the other people had to set their interactions to everyone
Ok right.
Hallo people:D i wanna ask. does anyone know why unity won't let me import any packages? it keeps saying that unity couldn't decompress the unity packages when importing. i don't know how to fix this, i have tried everything that i know
Usually the package is faulty, your storage space is running out, or the project folder is write protected.
If it's "any package" then it's the latter two.
Hello all, I posted about this a while back, but I am back at it again and could use some help. I'm going to try to explain where I'm at and where I want to go.
the tl;dr of what I'm trying to do; is a custom sit animation. So I want to lock the legs, but leave the arms and head free for movement. There is also a prop involved and the avatar in question is a dragon so there's a tail involved as well. Here's what I currently have set up
-
I have the animation split up into 2 parts EggSit_Fx and EggSit_Action. For the Fx layer, I have the prop toggling on/off and also have the tail pull in close to the body so it doesn't clip through the prop. For the Action layer I'm using animators to adjust the legs; I also have an empty animation which just toggles off the prop (see attached images)(NOTE: Blending type for each later is set to Override and wieght is set to 1)
-
I have a parameter called EggSit added to my global parameters to control both the Action and Fx Layer simultaneously.
-
I have a VRC Animator Tracking Controller set up on my Action layer (see attached image) which was suggested the last time I posted about this however it doesn't appear to be doing anything. I'm testing it using the GestureManager tool but the fingers still don't move.
-
I have an Avatar Mask (see attached image) which I have attempted to attach to the layer as well; however attaching it seems to break the animation and reset it. Also not sure if I need to populate the 'Use skeleton from' field (also should note for this that my animation type is set to humanoid)
The issue is, if I don't apply my mask, the animation works, but the arms don't move. If I apply the mask, ti's like the animation isn't appied at all. I'm not sure what I'm doing wrong.
yeah i thought that too but the package can't be fautly cause its a paid avatar and ive re-downloaded the unity package for the avatar many times and seen this avatar on other people, and my storage still has 206GB free. but the project folder being write protected i would have zero clue about to be honest. How would i check that?
how would i check that?
It's usually you put project folder where it shouldn't be. Like on synced OneDrive, AppData, root C: drive, and so on.
Huh that is really weird then, cause my project folder and VCC are both on the same ssd
Same sdd is irrelevant. What matter is the location where the folder is.
yeah that is what im kinda confused about, cause the folder is in the right place. but i honestly wouldn't know, also sorry im still extremely new to all of this
If you do anything involving Action layer, you have to use VRCPlayableLayerControl behaviour to set action layer weight to 1, and reset to zero when it's done.
What is the right place in your case?
I have both my projects folder and VCC downloaded on my D:
do i need it on my synced OneDrive?
Never.
okay good to know:>
I said it earlier you should not put project on OneDrive.
so how do i fix the error im getting though?
i can send a screenshot of what it does if need be
Any package you said, did you actually try any other smaller package?
Did you try changing project location?
How do i do that if i may ask? cause i have zero clue if it is in the right spot or not
cause i can do that to see if it works
So I have an object that is perfectly mirrored, like imagine a butter knife. How would I have it so the UV is only one half, and mirrors to the other side, instead of unwrapping the entire butter knife.
Just try create a new project from vcc and it will ask for where to put a new project to.
and i want to put it in the same location as my VCC correct?
Never.
That largely depends on whether you want the design to be perfectly mirrored, you could absolutely split the map down the middle and overlap the pieces on top of each other so that if you add a design to one side of the object it would add to the other side. or you could map it so each side is separate
Namely these wings that are pissing me off. Having to redo the UV maps for random reasons, want to get it like this how it is in the substance file.
okay i will try this.
That one bit controls both of the wings, and both sides of them, how I do this ;w;
How much do you know about UV Mapping?
Basically nothing
Ok, so when you 3d model a mesh, you can create seams which determine the areas which will appear in your UV map. When you create a UV map; the 3d mesh is basically unwrapped along the seams to create a series of connected 2D areas called islands. These islands literally map how the texture you create will wrap around your mesh.
So, if you have two symmetric pieces of your mesh which you want to make sure are always textured exactly the same, you can make seams to ensure each piece unwraps with the same shape, and then just overlay the islands for each piece on top of each other. Think of it like stacking 2 pieces of paper over each other and then dripping dye on them.
It still will not work
I can't get it to be in the same shape as it is in that second image without unwrapping from how the camera sees it. I can't get the camera into the exact perfect position for both sides, etc. ;w;
Also, for the reverse side? Won't the UV island be reversed, so it won't overlap perfectly? Confused.
Where did you create the project?
it will be but a lot of programs will let you reflext the island's shape
What about blender :p
What program are you using?
Blender ;w;
I created the project in my first ssd. i made a new folder for it.
yeah I believe there's an option if you right click on the island in the UV map (let me verify that rq)
alr cool that's the one I'm familiar with
@hollow mountain I checked and yes, there is a "MIrror X" and "Mirror Y" option when you right click on the UV island
What folder path exactly?
So if I go to layer them over, will they ig snap into place?
C:\Projects
You said your "first ssd" do you mean you have multiple physical ssd drive, or one ssd drive with multiple partition?
I believe this would be what you need for that
I have two physical ssd drives
Did you try other partition that isn't on C:?
no, i have zero clue what a partition is.
I'll try this, thanks :3
C: D: E: those are partition
ohhhhh yeah, i tried on my second ssd drive which is my D: but it still doesn't work. and thats where i have my VCC downloaded as well, which confuses me more
I'm not even sure why you kept mentioning about it's where VCC downloaded. That shouldn't matter.
cause i genuinely have zero clue if that did matter or not, my bad. and i was told by someone that its better to have your projects and VCC in the same ssd drive for better stability.
That really doesn't matter.
okay thank you for telling me:D but now i still don't know why it won't let me import stuff at all.
VCC by default will install itself in Appdata folder on C:. It doesn't run from the installer file you downloaded.
That doesn't seem to have fixed it but it did reveal part of the issue was I had forgotten to set my write default state on one of my states which changed the behavior. I have the avatar mask set, and Animator Tracking Controls set and Playable Layer Controller set. However the animation still is not limited and the arms ar frozen -.-
ohhhhhhh
no problem and good luck! ^_^
i just checked my appdata and its empty, is that something i should worry about?
I'm not sure if action layer can used mask to target only humanoid part because it's usuaully used for entire body animation.
Are you sure that you looked in the right location? Why you're looking for appdata?
to make sure nothing was in there that might be causing the error
Unity unable to decompress package has nothing to do with vcc.
ah I see, how would I go about doing a parital animation then? Is there another layer aside from the action layer which would work for this?
You could take a look in how gogoloco do it. I have never inspected it deeply enough.
okay, thank you for telling me cause i did not know that. So what can i do at the moment to fix this error then? or is it something i can't fix.
Were you able to import any package before?
i did for 2 avatars that worked normally, and then when i bought this avatar and tried importing it, it started giving me the error, and now nothing will import
I did look into that method but gogo loco is incredibly complex and I was having a really hard time figuring out what it was actually doing ๐ ug sounds like it's back to the drawing board. Thank you very much for the help and if I figure it out I'l lbe sure to update you ๐โโ๏ธ
Does the other project still import any package fine now?
i don't have it. i wiped everything and reinstalled everything, and it still gives me the error
So timeline is:
- You made 2 projects and both imported and uploaded fine
- You made a new project but that's unable to import package.
- You deleted everything including the 2 previous projects.
- Reinstalled everything
Since they are 'only' 99% identical they don't wanna snap ;w;
yes
It would be better if you kept the previous project since we can use it to verify wheter it still can import any package.
i realize that now, i wish i still had the project to see but i don't unfortunately.
I'm still in the dark and have no other idea.
is there any way to check if their is a corrupted file causing it from not importing the packages?
if you hit the down arrow next to the snapping option you can change the snapping method to vertices. Additionally, just like with edit mode you can use the number bar to switch between 1 (vertices), 2 (edges), and 3 (faces). You may have to snap them into place manually but using those two tricks it should work
I have to snap the individual vertices and I feel like dying now smh
trust me I feel your pain TwT (or have felt it in the past)
Oh, there's also a plugin called Mio3 you might look into, it has a lot of really nice tools for UV editing
This just keeps saying error processing package when draging it in
It's 2am, I was supposed to be in VR drunkenly screaming at british people hours ago ๐ญ
How I get
it's a free download if you search up Mio3 it should pop up, I found out about it from Kokou
or one of his videos anyway
Did you try shader package?
The shader package works, but not the avater package
Then the avatar package corrupted.
So does this mean i wasted my money buying a corrupted file?
really dumb question but have you tried creating a project with the 2019 version instead of the 2022 version?
Unity is infamous for version conflicts
Possibly or you have to ask the author to fix it.
well the author is Akira, and i bought it from gumroad. But the creator said in the description that anything that messes up with unity he is not going to fix
Does the page say it require unity 2019?
Unity 2022
Now that I've got that downloaded Ima head to bed and finish this when my head is functioning, would you mind if tomorrow I still need help, I ping you?
Sure thing
You said the shader package works. Did you also import that shader package?
Thank youuu :3
Any package prerequesites? It could be something missing like Poiyomi or VRCFury or smth
I hace VRCFury in the project, and i can't get Poiyomi imported
bet and hope you have a good rest
ARe you trying to import it through VCC or manually?
have*
i have VRCFury on my VCC, but when i open a new project or any project with unity, i can't import anything but the packages work outside of unity annd VCC other then the main avatar package.
What happens when you try to add a package to the project?
this is with every package?
and its doing that with every single unity package.
this is also a completely new project as well
Where is the project installed? Is it just in My Documents or is it in a protected directory or something?
The blue lit up box is where my project is, and its in my D:
is that an external or internal drive?
you don't have any kind of security on it do you like disk encryption?
i don't think so
alr, I was wondering if it was possibly either a permission error or possibly some kind of weird funny where it was trying to decompress an encrypted file or something
have you tried reinstalling Unity and VCC?
yeah, many times but it still gives me that error no matter what i do.
how full is your hard drive?
i still have 205GB free of storage
does it work on C drive?
nope
whats in the stacktrace?
whats stacktrace?
the details when you click the error
thats what it gives me.
How much space do you have on your C drive?
62.0GB
free or total?
free
is there anything you can think of that might have messed up the permissions of either Unity or the proect you're trying to mess with? Like are you using a different account than the one that installed the program or something? The ony things I can think of that would result in any packing failing to import are
- Corrupt unity installation
- File/directory permission errors
- Disk storage issues
how can i check stuff for the second option?
Unless you're really REALLY tech savvy and have been messing with them yourself stuff like installing Unity in a custom location or possibly trying to use a different windows user than the one who installed Unity are ways I could think of. One experiment you could do is create a project in MyDocuments on your C drive (if you haven't already) and see if you get the same errors
Is it okay if i add you and you can walk me through everything and doing this cause im still brand NEW to all of this and now this stuff is happening
@lethal rapids I apologize for the ping, I wanted to report the post I'm replying to
yeah sure thing
perfect thank you:>
hello, I was uploading an avatar yesterday and got this error, pc version had uploaded just fine before, same goes for quest side
currently looks like this, Ive tried reuploading
I copied an avi but the blueprint id is same, how can i change the blueprint id?
You detach blueprint id in pipelinemanager.
show the PC-side's stats from the SDK's upload window
I uploaded on the wrong version, just got to fix it my apologies
Is there a way for me to add a piece of clothing to a model I've already set up in unity without having to re-setup the whole model's fbx that includes that extra piece of clothing? Basically I have a suit in blender that I've already made, fit, and rigged to this model and I don't want to do all the unity work again for the avatar.
You could export only the cloth as fbx and use vrcfury armature link.
Ah, yes I've seen something about this but I don't quite know how to do it. Does vrc fury have a documentation / guide website I can look at? Thank you.
If you search the internet it will be the few first result.
Also, I'm guessing I should also export the armature with the clothing?
Yes.
Alrighty, thank you very much.
Why isnt the SDK letting me put a name and thumbnail?
click the login tab and click the upload tab again
its an issue with 3.10.1
Thanks
Bumping this! Also for some odd reason I tried putting the viewpoint in the back of the head and somehow that actually SORT of fixed the viewpoint in vr. Only problem is I can see the mouth when I look down. Any fix for this odd glitch??
i think this might be wrong but i think you exported the fbx and you didnt delete the camera first
Is your avatar humanoid rig and have weighted head bone?
Hello, I have decided I would like to customize some avatar. But I dont know where to search for any like free to use or like free to cusomise avatars. I am looking for male furry fox or simular to it.
For furry type, you should look in vrcarena website.
Yes, it's a humanoid rig. And a head weighted bone? Whats that mean? Like weightpainted?
Weightpaint.
Yeah! It does
If you move head bone, does everything on it move with it?
Nope!
Im thinking the rig or something is inverted because why would the viewpoint work in the back of the head all the way to the outside?
Then it hasn't been properly weightpainted.
It must work in both app.
Like when I move the head the body stays the same in blender which I thought was normal for weightpainting :(
Did you move in pose mode?
Yeah!
Does the head mesh actually move with head bone?
Yeah like when I move the head bone in pose mode yes!
What did you mean when you rejected earlier?
What do you mean rejected?
You answered "nope" before.
"Everything on it" mean "Everything that's on the head bone".
Can you screenshot how it's look like for reference?
In unity?
Preferably both app.
Also show when you rotated the head bone.
Also screenshot showing the problem when in game as well.
Of course there is no other game.
You sure buddy? Hehe
Okay I'll stop lol
Alright!!! So!
Okay so..I put the viewpoint all the way in the back of the head
And somehow rhat totally fixed the viewpoint issue
I can take a picture of the viewpoint of what works for me!
If you move it back to where it suppose to be, is it still fine?
This is how it needs to be for some reason..
Nope!
Weird huh?
Screenshot how it's look like in game.
And where is the problem?
There is no problem now! Its fixed as long as the viewpoint looks like this!
For some reason..
Are you going to continue using this position?
Yeah the viewpoint should stay the same if thats how it needs to work..idk I thought it was odd and wondered if there's a reason why
If you want to know the reason then you should move the point back to original position and show how the problem actually look like.
how do i move these ear piercings?
Do they have individual bones?
Nope
Then you have to edit in blender.
How do you restore objects from an FBX prefab that were deleted? I deleted a mesh from my prefab and I'd like to restore it without adding a new FBX prefab to the scene
Sorry was asleep by someone else got it it seems!
Click on the root object, then in the inspector at the top, open the "Overrides" dropdown, find the item and click it, you should get another window open that lets you revert deleting it
milfy is completly the same with eku right?
like, all clothes i can use on mifly, it also fits with eku? even it doesnt say it on booth
Same body as I have heard. So yes.
how do i hide verticals so it doesnt clip? i cant figure it out, since me hiding them here doesnt stay
verticals?
yea? the triangles that are everywhere
Vertical is a direction
i thought the triangle mapping was called verticles?
maybe you mean vertices? The points? Multiple of vertex?
select mesh parts (vertices, faces, edges), hit 'h' to hide the selected parts. alt+h to unhide.
was only was wondering how to hide the verticles for toggles
unless i just had to seperate it
you could make a shape key that moves them into a hidden position. Or maybe use UV tile discarding.
Separating into another part is definitely a way but it adds to rendering complexity, better to not do that unless you have to
im not sure how to do this
Luckily there is documentation and tutorials on how to use blender
yyeyy
but ive been having an issue, when i move selected spots on the triangle mesh, it just moves everything
it moves more than what you have selected? Do you have proportional editing on?
how do i find that?
in blender when i activate some shape keys and then go into pose mode, all the shape keys are automatically set to 0 any ideas why ?
guys i need help i cant upload an avatar from unity
using cats?
you'll need to provide some detail here
can u help with it then
how do i fix this bones
ok what rank do i have to be to upload avatars
new user
ok thanks
Can anybody help me with poiyomi shaders I canโt seem to get them to work
its a thing with blendshape normals. either in unity set them to be calculated rather than imported, use an older blender version to export (such as 3.6) or set smoothing under geometry on blender export to "face" which will fix this too but cause importing to unity to take forever (5+ minutes)
granted, this bit is "morphed" via a blendshape but since its in just one area, i assume it is
for spoilers incase, how would i make this work for vrchat, i know i need to do ik stub but i dont know how to set it up
Hey Iโm making the same thing
But I have a different issue
whats yours?
Poiyomi shaders wonโt work
strange, whats poi doing to the model that isnt making it work
yeah
The control panel is saying itโs unsupported
help with what though?
there's a poiyomi discord, it might be of some use. Otherwise can you be more specific?
That's normal. Use stock blender pose mode if you don't want that
The control panel is saying it is unsupported
maybe you can show that, I've no idea what you mean
oh you can't use Poiyomi shaders on quest avatars.
Oh
Idk if anyone found a fix for it yet
But I was wondering about the bug where some avatars will have a visual bug where index people having crab hands
I only saw it happens to some specific avatars
Can somebody upload an avatar to my account I bought
Iโve been looking for someone all day
And if that person gets banned, so will you since your account used their ip
Uploading an avatar isn't very hard if you got a solid prefab
Really
I may need some help.
I found this model of a character, and am trying to convert it to VRC using CATS and the "Fix MMD Model" function, which works for the mostpart, but some bones... Break. If anyone could help, or do this for me, i'd greatly appreciate it.
If anyone is able to help, shoot me a dm :D
Is it a MMD model though?
Yes, it is
It doesn't have the .pmx file extension, because it came in a .blend, as it is an edit of an mmd model, but none of the bones have been changed
It has been painful trynna fix it </3
So like hopefully someone with more knowledge on this than me can help lmao
rare times a pmx dont like it, try different options and dont use a old cats (below 4.5 blender)
ive played around with those options and overall it makes a minimal difference
It fixes the eye bones and the shoulders when i do it but the chest stays the same every time, no matter what settings i change in the fixing
question did you have to make a human rig so it works for vrchat, i cant seem to get mine to work
I did
I added rotation constraints for the other legs
I imported everything that came with it, idk why this pops up, need some quick help to fix the issue
is hard bc i want make matis in roblox is really hard can someone do my place
you're missing some package, perhaps the creator's docs have a suggestion. VRCFury maybe?
Lemme check the gumroad once more
that says "IK" though - I wonder if it needs the FinalIK stub?
anyone?
anyone what?
i give up i can't do make my roblox matis in vr chat vr no just bc IS WANT MONEY
do you think money is happy have
no
I'm not sure I understand what you're saying.
just bc you just never want me
i feel like i never use i just useless
that it i done if someone speak of money of me is shut both mouth never stop ask me about money what is wrong
i give up now
this is what pops up, but I already have vrcfury
yeah no idea what script that needs then
fuh
you sure you installed fury in the project with VCC or Alcom?
vcc
i done of vr chat i done of money AND I HAVE DONE ANYTHING
what are you rambling about?
bc i can't make my own is over
DON'T even think ABOUT MONEY OF ME
yeah I'm really not sure
how do i fix her lashes and brows? this is so yucky
Looks like you're missing alpha transparency for those - is this for quest?
Quest doesn't allow for transparency, you'd need to put it in blender and cut the shapes of the mesh itself
yeah, then you'll need to cut out the mesh, there are lots of tutorials for this.
Good luck then
tyyyy
It takes a bit to learn but it's worth it
@vague spade #avatar-help message
I need help Making Long hair on an avatar have reduced transforms (for quest) but still from root to tip have flowability. I need to keep tail and ear bones too.
Keeping it under 64 bones is ugh.
So if someone can teach me please let me know.
tyy
i figured out how to make them in unity but they white lol
when i turn it quest the eyes get removed so its fine. its just not an avatar meant to be quest at all i believe TvT
You can easily merge every other bone to their parents to reduce them in blender. Obviously that means less bend points. I recommend cats blender plugin as it has a convenient button to do just that in its panel
some other options does bone groups - this is a manual way 
No worries, and hope you had a good rest ^_^
explain what you've done and where you are stuck.
oh, so you want to commission someone. Head over to the VRC Traders discord, you'll just find scammers here.
Blender upsets me
UV mapping is going well, except for this SPECIFIC SPOT
It keeps grabbing onto random lines, despite me selecting via faces.
Currently, that big blob on the left is me attempting to make a temporary "mask" that I can pin to prevent the thing I actually want to unwrap from grabbing a random adjacent line
Kazin please help ๐ญ
By the way man be careful. Literally just because you said that your DM's will be spammed by hundreds of bots and scammers, be very careful!!!
Oh deleting the message aint gonna help the bot scrapers already know lol
yepppppp. low on patience, high on the new avis, not a great combo
Hii your awake still! Help ;w;
I get the patience bit. Been working on just the UV maps for this avatar for... 7 hours total, ish??
Fix one thing, discover a domino effect or me just being dumb, fix, re do, do again, WHY DID IT DO THAT?? It fixed itself?? It broke again. And it goes like that for ages.
End result will be worth though ๐
oof. i wish youthe best of luck lol.
im having an issue i cannot figure out. im in the step of creating an avatar going from blender to unity. when i try to edit eye look or view position, the tool doesnt show nor does the ball for view position. i have gizmos turned on. does anyone know how to fix this? (the numbers put in are guessing)
Change it all to 0 and see if it comes into view
I've had it before that it just.. is off 500 miles to the west, seeking it's fortune.
it doesnt fix it, im not able to drag the view or eye at all, just type numbers in
Uhh, good luck then, no clue ;p
Aside from that, have you had this happen? It's genuinely making me freak tf out
I'll paypal you 1$ to help me quickly ;w;
haha
Genuinely tweaking rn cause of this AAAAA
I have no idea what you are referring to here
what about this image is weird?
I am selecting an area to be unwrapped using the faces mode. When I unwrap, it has randomly snagged an extra edge, not face.
The little white line is the random edge it chose to latch onto for no damn reason
I'm not sure how something gets selected when you didn't select it
That's why I'm tweaking tf out ๐ญ
I'm gonna do a screen recording and send it
Mmmmmm
It fr just stopped the bs because I began to record it
I'm gonna beat someone
dumb question incoming, so i got this dp model and i wanna delete the rig completely so i can re-rig it since the rig is bugged in unity any way to delete the rig in blender? cause the rig is like bugged like crazy
I mean just delete the armature and make a new one if you are wanting to start over entirely
how do i know which shape key is connected to the visemes of my lip sync animations? If i didnt word this right sorry
those are your voice ones
i didnt mean in blender i meant unity sorry, cause the blender file is too much to handle for my laptop:( or does it go for both
you cant do that in unity
dang. alr thanks for the help ill just take my L cause i wouldve did it in blender but i cant thanks tho
ok, ty
is there a way i can test face tracking on my pc?
like i dont have a headset that has face tracking
but I have a webcam
is there a way to test an avatars face tracking funcitonality with it?
You can feed OSC data into Unity in play mode using AV3 emulator
mostly I've just tested it via manipulating the various sliders in play mode
dont think the vrc face tracking osc program supports webcam
does anybody know why I'm unable to select anything from the SDK pannel?
reload sdk
how?
vrcsdk tab at the top where you opened it
still doesn't work
cant tell much from your heavily cropped image
what about the console
I'd restart Unity at least
I did restart everything xD
when i try to test and rotate my eyes, my eyes leave my face instead of just rotating, why? its for the eyes tracking
can't really see the eye bones in all that mess - maybe you could hide the other ones?
everything is connected, so i cant hide specific ones, or can i? im new to all of this so yh
probably the first advice is still: eye bones should be perfectly vertical, with 0 bone roll, and the head should be at the exact center of the rotation.
If you go into edit or pose mode, you can select bones and 'h' to hide them.
(alt+h to unhide)
my eyes are not connected, what do i need to do to connect them to my head?
by "connected" what do you mean?
what do i need to do so instead of my eyes going away from my face like that when i move the bones, they stay in the head
mesh moves with bones because of weight paint, and the armature modifier.
eye mesh should be weight painted to eye bones, and those bones should be children of the head bone
Also if those ^ are the eye bones, they are not setup how I said they should be, so you'll probably want to fix that.
ok, ill try to do that
which SDK version do you have?
yoi need to add a thumbnail picture
sdk3 turns out you can add like large photos
there was some bug with that in like 3.9
yeah strange I got it to work but had to change file size and size of photo
Thanks!
can somebody help me reduce this?
use smaller textures
This happens when you're overwriting but changed bone positions or scaling - make sure you use the same "apply scalings" setting (in the blender export dialog) as previous, "FBX All" if you don't know what it was.
"all local" is almost always wrong
So I've gotten the meshes, models, and skeletons all rigged up in blender where do I go from here?
you may have to just set that to generic, then back to humanoid and redo the rig setup.
If you go that route, export with "FBX All"
you would do well to put the left one in T-pose, and the right one needs some rig work - see the ideal VRChat pinned rig in #avatar-rigging
is the A pose not good enough or does unity not like A poses?
you can do A pose but the legs should be straighter
what would happen if I didn't make them straighter?
I've been at this for like 8 hours
might end up weird with animations or FBT
FBT?
full body tracking
Yes, you'll have to fix the radius settings in physbones if they're scaled weirdly
what about standing normally? since I don't use my index and only really plan on giving them talking mouth textures
I keep trying to use GestureManager to test the armature on this avatar, but it doesn't animate it, it won't move any bones at all, but if I move the armature's bones out of play mode, they move the limbs
All I did to it was took the .blend of it into blender & removed some things off the mesh itself
try it and see....
a) never seen this before, no idea what these are
b) by "fix" I mean go scale the collider sizes up so they're the proper size, if they were tiny. Or scale down if they were large.
how do i adjust the height of that white line
its causing an issue where my avatar isnt at the proper hieght and my head dosn't match my view point\
Am i going crazy or is unity messing with me
Leget entered my password correctly over 50 times, checked my saved passwords to realize that im doing everything right, but it still won't log me in so i can finish uploading this avatar
there are many white lines in this image
whe one that's crotch level
?
nvm got it
Forgor to set to humanoid
hey i was wondering if its possible to have my avatar open its mouth via shapekeys when youre speaking? i dont wanna make different faces for different vowels or whatever i just wanna have this one
are you kidding me, so my minecraft avatar won't be combining into one single mesh in blender, how do I fix this
Is this what you're looking for?
i think so, ty! is there a difference between jaw flap blend shape and viseme blend shape?
in object mode, select mesh objects, ctrl+j to join
Jaw flap is based on volume. Visime is estimated mouth shape.
alright ty
it won't work, btw I imported the model from blockbench
no idea what "won't work" means here?
here's what I tried doing
the scale on your objects seems weird
you should make sure all objects have the same scale first - probably just apply scaling.
oh also - the objects you selected there are not mesh objects, those look like empties, if this project came from some other file type, expand those, I bet the actual meshes are inside
I can't see what's in the outliner since the mouse button overlay is in the way
You'll also want to make sure it has a t-pose as its rest pose.
the texture was supposed to load but it didn't
I have no idea what your textures or materials might look like
this is what its supposed to look like (I exported it from blockbench and imported it into blender
I definitely have no idea how converting from that works, sorry.
I wonder if there is a Minecraft skin avatar base that you can add your skin to.
I think there is, but I use blockbench to make the base model and then rig it in blender
you'll need to either figure out how to get that textures out of blockbench, or just make a new one
whats this?
I do have the skin texture for it
If you got this trying to upload your avatar to all platforms maybe try them one at a time.
alr ty
trying to do a parent and position constraint and i have no idea how I did it many times before, but any time I activate the contraints the position one doesnt seem to actually work, idk how I did it before, it just "worked" ๐ญ
its supposed to stay below my feet at all times and never leave the ground, but follows my foot instead
Kazin me need help again ;w;
Looks fine in shading tab, where I'm baking the texture over from the UV used in substance painter to the UV actually used ingame, and... It keeps smurfing my avi.
yo can anyone help me idk what this means im trying to upload the quest version of a avi
try restarting unity and open it
alr
did it give you a mb size error
na it just says failed to build avi
still nope
you might get better answer if you show first 2~3 errors
the last error usually doesn't say anything important
you can hide yellow warnings and white infos
but yeah, it looks like some of your animator are broken
ngl i just bought the avi so i have no clue what that means lol
i know two types of fixing
one of them is easy, but break some avatar's features
the other is bit difficult and you need some unity knowledge, but this should be an actual fix
ok
easy one is just deleting your FX layer from your avatar descriptor
difficult one is editing FX layer and re-create broken state
i'll help you no matter which you choose
this is just the quest version so i dont mind the easy one since ill be seeing the pc one lol
it's just the wrong variable type used in a transition. delete the variable and recreate with the right type, or change the transition conditions
yeah, that's the difficult one i said
but it may appear even the transition uses right type variable
I don't see why it would
yeah we don't know why it happens
uh huh...
i saw some cases related to this problem few days ago, and i found this old forum (i just googled now)
https://discussions.unity.com/t/transition-x-in-state-y-uses-parameter-z-which-is-not-compatible-with-condition-type/149121
so uh what do i do
ok i forgot that you don't know what to do sry
click your avatar in hierarchy and click avatar root object, then click "x" button right to the FX layer in Avatar Descriptor
(i'll show you pic, wait a sec)
its all good lol
that's great
https://gyazo.com/31488e3da31ff046619770dd24c65793 trying to use position constraints to keep these contacts fixed on the ground, ive done it before but idk why its not working now, cant remember what order or what I did to get them to work, they just ended up working ๐ญ
oh no i was saying its ok i still dont know where it is lol
oh big L, link isnt working here lmao
(i'm using a bit different layout, but almost same)
done
AAEAEE
HOW
STop painting random polygons AAA
There's nothing even directly adjacent that's yellow ๐ญ
The ONLY yellow things on this are over here
WAIT
I'm blind
Underneath is the UV for a piece of jewelry.
Yeah I was gonna say basically that.
I feel like the biggest moron and will now recede to the depths of some cave in switzerland.
lol
oops lol
im just having an issue with my position constraints not activating right, no clue why but it wont stay where I want it and it follows the foot exactly, when im trying to make it follow the foots position but the contact is constrainted to the floor
hmm... do you want the contact to follow your foot or stay on the floor?
if you want it to follow your foot, set the Root Transform to your foot bone
if you want it to stay on the floor, place the contact object under the avatar root instead
oh ok, i might understand it now
so, you want to be able to toggle the contact between following your foot and staying on the floor, right?
^ (i forgot to reply)
i got it to work
no clue what i did ๐ญ
i think i just locked and actviated things in different orders until it worked..
hmm, can you take a screenshot to describe what you have now? (constraint, hierarchy. or whole screen including them is better)
but also, the texture is loaded, but not fully in the texture paint section
let me reopen sure
basically, the yellow point is my contact, its supposed to follow my foot but stay on the ground
You need to go to the top of the paint thing where it says New/Open and click on the little arrow thing on the left of that bubble and select it there.
Also go to your material settings and change the filtering on the texture from Linear to Nearest.
you have one more constraint
can you show me that?
works now, it was some order I had to do to activate it i think ๐ญ
great
but i'm thinking now: (why does he having two parent constraint...?)
also it's good to know, there are vrc constraints now
one to follow the foot, one to keep it locked on the Y axis
yeah i know, i swapped to these to see if it would change anything lol
perfect :3
it wouldnt matter too much since it wont be on quest anyway
Ive been trying to fix this chain of errors for 4 hours straight, but everyo solution i found online so far is either innacclipable or doesn't do anything despite the fact everythings set up right, and it's seeming like a bad case by case thing when these come up so anyone got any ideas, i am tired lol
spine is not under the hips, also right shoulder is not there?(it's there and everything looks good lol)
hmm, looks correct then..? try set rig to generic, then back it to humanoid
Using poiyomi pro 9.smth Lighting is just fine in the regular resting position, the moment an expression is done it is abhorrent. Any ideas??
didn't do anything
hmm... then i have no idea sry
ok guess ill sit and wait for some wizards lol (Thxs for attempting abit tho)
in the rig setup tab before you click Configure is there an error?
nope, 0 errors
So naming scheme matters?
no, hierarchy does
Oh wait I see
wait do you mean this thing?
In the config you have your hip bone set to "bone", not hip
I mean in your rig setup, 'bone' is where 'hips' should be.
So it's not following the 'chain' anymore ig and complaining? Not sure how the logic on that works
Also fixed by setting normals to calculate instead of import
a proper rig goes hips -> spine -> chest -> upper chest (optional) -> neck -> head
So do this change? Also its giving me somekind of error here
names don't matter, but position des
yes, that is now a problem
Also upper legs come off 'hips'
maybe in your case the root bone is 'bone' and you have extra hip bones - that would be a problem
I'm making guesses from the image of your hierarchy
so what do i do?
rework the rig so it is correct. There's a reference image pinned in #avatar-rigging
any idea what these errors mean? my project is like completely broken. all the modular avatar ones are missing scripts
Is that all the error or the topmost one?
ill relaunch I cleared it before
Make sure that your sdk is up to date.
Try changing the sdk version to 3.10.0 and back to 3.10.1. This will refresh the sdk.
Just gonna bump this gaian
You should not use "Fix MMD model" if it isn't mmd model.
Is anyone able to help me in unity with adding an asset to an avatar?
Preferably to bc
Vc*
im just looking for help on making my first avi. never really touched much on either unity or blender
this is the place
is there like vcs for that or? idk what im doing tbh
also guys, ctrl j still doesn't work for me in blender for meshing all the things together
you still have to explain what it isn't doing
like when I tried meshing it up with only the names without the other meshups, it just won't do it
I have no idea what this means
What is "meshing" and "meshups"?
I tried to combine together the parts of the avatar for vrchat, but it just can't do it, also, here's what I'm trying to combine
these, but if I tried to do it, I select the triangles
those are not mesh objects, those are empties.
the orange triangle ones are mesh objects.
oh
dont worry i just dont know what im doing lol
but still, when I tried to merge them all into one, it just can't do it with the ctrl j
when you merge what, mesh objects? that works for me.
You can't merge empties. You have to select only the mesh object.
this is what happens, when I try to move it out, and if I delete the empty
basic blender stuff - you need to re-parent that, hold shift when you drop it to re-parent
watch the popup when you're dragging it around, it tells you this
You should select all the object and use command Clear Parent And Keep Transfomation.
im stuck on an avi to chose from i require a second opinion
99% of people crossing this channel dont like to vc with strangers
youll have better luck via text
understood thanks
Question, I have a spider-like avatar and I put the Spider IK stuff on the PC version but for Quest I made some walk animations for the legs, since I cant put the IK system on Quest, but apparently the animations are only local from what I've been told.
Does anyone know how I could fix this ? ( Sadly don't have any video of it in action on Quest but here's what I got incase it helps )
whyyyyyyyyyyyyyyyyyy
Is there a way to toggle the entire audio link on my AVI?
Are you using Poiyomi?
yes
Mark Anim Toggle to animate on the material and then toggle that on either all renderers or just on whatever you want to be toggled. This is with VRCFury. If you know how to make a toggle animation, you can do that manually.
thx
If you want to make toggles for different things, you would of course change the Anim Toggle on the shader to be renamed and use that property or just not enable toggle on all renderers if you have multiple meshes with their own materials
ye
I uploaded my avatar to VRc and noticed a small bit of the mesh got moved somehow but other than that, everything is perfect. So I went back to the Blender file to fix it. Is there a way to put the new updated Blender changes into Unity without having to redo all that work adding physbones and colliders and shaders and etc?
you usually just save the fbx over the original and thus updating the model
youll have to use the same export settings
also if you unpacked your avatar, youre out of luck
its uncommon to do that though but yea
I extracted textures and materials to get it to actually show them
Like the whole first part of the process was to drop the fbx into Unity, change animation type, remove jaw bone, add chest bone, and then go extract textures and materials
thats a standard unity setup
That's not the same thing as unpacking is it?
Oh, ya I wouldn't even begin to understand why I would need to do that
I've been using Unity for like 2 weeks
some people recommend doing that because they dont understand how prefabs work and thus users lose the ability to update the fbx
so yea, never do that
Ya I just add all the components and settings I need and than upload it without changing how to structure or anything works
But thank you, I'll try to do that ^-^
having this issue trying to import a edited fbx of my avatar i dont know what im doing wrong rn
never seen that one before
seen it once, fixed by restarting my entire pc
i do xD
Hey, I added GoLoco to my Avatar but it seems to be a little broken. Dose anybody know what causes this?
There's also no text in the GoLoco menu
youre using the digi rex?
ooh digitgrade
Yes, I thought it might have to do smt with it being a Digitgrade rig
well, gogo animates bones assuming a humanoid rig
im not surprised it looks wonky with a digi setup
I admit I quit using gogo loco before I started using digitgrade rigs, so I haven't really tried it here
I'd think it would mostly work though, but I don't know how that one works
This didn't work, it's still showing the out of place vertex
This is the version I'm using
then that means what you did to "fix it" didnt actually fix it
final IK, nice. I should grab that and see how it works, always interested in improvements
it jitters like shit for me
oh that's annoying
wasnt worth the price tag
the method I'm using is pretty complex but looks pretty decent overall
I dunno, it works just fine now in Blender but Unity doesn't seem to want to use the new fbx from where I saved it. Do I have to replace it in the project files or something instead?
Ideally just overwrite the .fbx file when exporting from Blender
I did and it didn't change anything.
I found a "Planti_Leg_Mesh" in the hirachy wiht a removed Skinned Mesh Renderer
I readded it and see if that does anything
that is not coincidence
is it weight paint you changed to fix it?
what did you actually do
Okie, so I had to go into the Unity project files and replace the save in there
Hey quick question when i wana add dances to my avatar how do i use it? I tried following a guide video but when i whent in game there's no way to actually use the dance, do i need to make a button or something?
Open Blender project>move 2 verts>export as fbx (exact same settings and name)>open Unity. That didn't work so I had to drag and drop the new export into the assets folder and that worked.
Does it make a difference if I'm using Creator Companion?
It seems to only be readin from the project files it made when I dragged and droped the fbx file to Unity, not the save I dragged out of the Blender folder on my desktop
okay so here is the thing
when you drag an fbx to unity, it will create a new fbx file
even if the save is the same name as the original and you drag it in, unity just appends a (1) to the name and does not overwrite it
so this is why when you export from blender and it asks you the path where to save it, you find the path of your unity project, the path of the fbx located there and overwrite the fbx that is being used in unity directly from blender to that unity asset location
then it wont make a clone but instead update the already present fbx and all linked prefabs that are not unpacked
I wasn't aware until just now that it creates a copy of the file I drop from the desktop to the project files
thats why i asked you specifically where you saved the fbx
Well, how I have it set up is that all my Blender files and Unity packages are saves in the same folder on the desktop. I then open a project and then drag and drop it into Unity. I thought it was reading from the file on the desktop where I'd dragged it from
negative
unity will always use assets located in its own assets folder, so within the project itself
I'm learning still :p
totally fine
I've been using Blender for like.. a non consecutive year and Unity for like 2 weeks or so and this is my first ever time in a game engine
Sorri, one more question, if I hit build and publish in the SDK, will it override the avatar or create a new one?
avatars are linked to the blueprint id in the pipeline manager next to the descriptor
so if you dont purge the id, it will replace/update the existing avatar
๐ Ty for your help
So after just going to sleep after this i actually figured out the issue, at least for me because this seems to have a billion case by case fixes wiht no rhyme or reason,turns out i needed to make a new project file.....I dislike lack of logic with stuff like this but im just happy i managed to fix it
So, is there any way I can fix this?
I would also be open to alternatives
I'm guessing the easy answer is don't use gogo loco with that rig
otherwise you'll have to do some debugging, what what happens when you're in unity in play mode, see if you can update the animations to not do that.
I wouldn't be surprised if you'd need to purchase FinalIK for that
What even is the difference between Digi and Planti grade?
I mean, what practical difference does it make in VRC?
you the human are plantigrade, so it's complex to map that into digitgrade movements
so there's basically two sets of leg bones, the one that you move (plantigrade) and the one moved via the digitgrade mapping situation, this last one moves the avatar mesh
ok but, if you for example but a Digigrade and Plantigrade Rex next to each other and made them move, would you notive the difference?
... yes - do you know what this means?
plantigrade = human legs.
digitgrade = quadriped animal hind legs
digit as in toes here
Was just asking because I used to use a Plantigrade rig. But I probably didn't notice the difference because I got FBT only after I switched to Digigrade
wait, you have fbt, why are you using gogo loco?
honestly it still has some useful stuff lol
For the times I'm not in VR
right but that ^ image is of one of the poses
Just wanted to add it while doing some other stuff the the avatar
yeah I suspect that unless you want to do some serious debugging, you'd be better off not using it on this avatar
My rig is not a perfect T pose but all the bones are mapped right, is there anything that can cause my avatar to only T pose in game?
Do you see any warning reported in the sdk?
Only thing its mad at is high tris count
Can you screenshot for confirmation?
Heres what it gives me
Also screenshot where you put your avatar descriptor.
This
Look for any animator controller and put it in animator's controller slot, just any controller. And see how the model react in play mode.
Where can I get one, I dont have any in my scene or assets
Try some from the sdk samples folder.
It also doesnt have one and none show up
But i may be able to get one from another asset
The sdk folder is in the Packages folder.
Ok i got one now lemme see if anything changes
Thanks for the help, but it still refuses to do much of anything. Maybe ill try again later
restarting as in wiped or just reset
It is an mmd model
anyone knows any mayu with dreads/freeform avis
mayu? 
Iโd say ask in #1138520828556890214 but you could also hypothetically customize your own. Thereโs a lot of free and cheap hairstyles around
I believe i have found the issue, I did not have an armature modifier
can someone help me i have 14+ hours on vrchat and a vrc account and its saying this
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
i have 20 friends and 14+ hours and its on steam but i converted it into a vrc account and it has 14 to 16 hours on it
steam or oculus gain rank at a snail pace. keep playing on a vrc account. youll be notified in game of getting new user
i play on pc tho
you are missing some add-on pacakge. Perhaps it's vrcfury?
i want to fix this part of the neck with weight paint, but i dont understand how it works. Can someone explain me please?
still missing scripts, must be something else.
Iโm kinda broke but I have a question, how much do people do vrchat base edits for
If i have a rigged model that i then stick to another rigged models Head, it makes all of the spine bones move as if they are placed on that first rigged model, is that not a problem when it comes to the movement in game or do i need to do something
how to fix this pwp
if youre talking about the earings just drag the material of it onto it
taking about the fur being see-through
i have it set to alpha hashed in blender and trans clipping in unity
Sorry for replying to an old message, but did you ever find a solution? I'm trying to help someone with the same issue and haven't had any luck.
can somebody help me get this texture and put it in substance painter? im on the verge of giving up
No worries, but sadly we didnโt, the closest we came to troubleshooting it was that it couldโve been his antivirus possibly causing it but we disabled it, or incompatible hardware of some sort. Our solution was he saved his avatar on a usb stick, work/make changes, then plugged it into his laptop to upload it
I'm trying to get this to when it shoots it'll have a 25 second cooldown. Issue is it won't fire until it hits the 25 seconds mark. I want it to be able to fire the burst when I do my gesture then start the cooldown after that.
even if the emission is off the particle is still running
Thank you, we'll keep trying for a solution then!
If you do, please let me know!๐ ty
someone help me pls, i changed it to alpha blend in blender and transparent or fade and i try to keep trying things but it either is like see-through or it makes the whole hair transparent and is visible behind the hair
cutout has seemed to be the only fix but it looks so choppy
someone lmk if they can help
Currently trying to make a png avatar that talks. I've gotten it to talk, but it'll only do so if im moving and talking. Anyone know how to fix?
Really depends on how it's implemented, as I can think of at least a few ways.
Having an issue where my avi descriptor says the Rig Type is non-humanoid and doesn'y give me access to all playable layers despite the fbx being humanoid
definitely not humanoid then - click "configure" and see what's wrong
does anyone know how i can get a reset button on an avatar to sync across clients? i made 3 avis that can interract with eachother as in if they touch hands they all change textures and it stays that way until you click the reset button, my issue is i tested it in vrc with friends and if any of us click the reset button its local even tho the parameter for the reset is synced???
oh that, so weird when that doesn't happen
so weird how THAT makes your avi descriptor useless
make a blink a contact use a contact receiver to drive the reset
I need help from someone who knows how to make vrmโs into avis
I am not good at the blender/unity stuff
So do I turn the particle off and when I hit record on the shoot animation I turn on the particle? Do I also turn the emission back on or keep it off?
@livid river you dont touch particle component itself ie always on, you animate emission module on/off. ig, cant really tell what youre after
That's what I did and it isn't working how I want it, as shown in the video
why it animates gun as well
hierarchy does matter, if any of it disables gun and particle system is its child then its gone
I have a particle prefab on the object itself.
still why gun is blinking at all. like, its not even a toggle, what's the idea
normally yud like idk, enable a gun as a toggle then have a gesture to fire with. for slow stuff like a sniper rifle animation of emission ON at frame one, then x frames of emission being OFF for cooldown with exit time 1. or smth.
Can someone tell me what these errors mean? every time I try to upload the avatar it fails
@warm fable top errors, not bottom ones. theres 13, we see 8
those arnt the ones I care about
I care about the one where it says failed to build avatar
hit clear and build again then
youre missing a script ie probly some asset is not there, check with your avatar's required prefabs list and if theyre up to date ig
i mean, it says it does require jerry's face tracking but It works fine with the base version
its just, the scene that I got from the person I hired to do texture work keeps failing to upload
if theyre sending you a unitypackage then ask em for a full list of vcc packages theyve used in project
like a screenshot or smth. could be smth missing
oh
I think I need to install a shader
actually I already have it
I just forgot
fuck no thats not it
you sure it doesnt need modular avi
dunno what that even is
Hi. I'm having an issue after creating an animator for the avatar. When entering play mode, the tail breaks completely, "snapping" in half. This only happens in playmode, though. In the regular scene it looks normal. I thought that the issue was the animation itself, and deleted the animation, the layers, parameters and everything related to it. But the avatar still looks broken. Even in Vrchat, after uploading the avatar for test, still looks broken
On the left, the broken view. On the right, how it is supposed to look. I skimmed throught at least 10 Unity blogs posts/Reddit posts/Videos and can't seem to a solution :/
What is funny is that I had a copy of the avatar that I use as a backup in case i completely break something. and somehow that backup seems to have the same issue
So it looks like a bug in the software itself more than an issue of the avi tbh

