#avatar-help
1 messages · Page 244 of 1
Can you provide pictures?
ITS FIXED ITSELF FINALLY Im not sure what I did. But now it wont let me add a quest compatible, even tho the model and assets are fs for quest AND windows
Any idea on how to fix the android issue?
Honestly, no. It's weird that it wouldn't let you even check the Android box :/
Normally, you are at least able to check the box
But yours is grayed out
install the android build tools.
I have it all installed although, lemme verify on using the correct build
Not sure how to check tho unless its on the unity side
loading up unity to show you now
clearly not present
Im not sure why it didnt auto install..
click "manage" and add those packages
How do i fix this ?,, ive had this error before and i never figured it out
Fixed! Thanks soo much! Im not sure how the original issue got fixed, but it worked out!
Any idea on how to fix the texture issue with the mouth changing alongside the body?
do you need to though? You can export from Blender with smoothing set to "face" then import normals instead of calculate, but is it actually a problem?
yes, it makes it so my talking viseme doesnt work
for some reasons, the legs there are being squished, i checked on blender if a blendshape didn't caused this or an attribute given by accident but i found nothing, i then checked on unity the mesh and it looks fine, so idk why it's doing this i've exported the fbx file multiple times and it still didn't fixed
doesn't work how?
The talkintg viseme is a plane com,ingg out of the head
sorruy for my spelling new keyboard
I'd have to see it, but almost certainly this warning has nothing to do with that
ill figure it out but thx
alright
Wondering if taking a pc color material and transfering it to quest comp?
"comp"?
but other than swapping shaders, it will probably work
Its a poi yomi shader pack.
Im wondering if I can do anything to make it appear on quest
not use Poiyomi, and hope it looks ok
How could I switch it? Its an already made asset.
you can change it to toon standard its the closest you will get
aslong as there arent any specail shader tricks it should look fine
top of the material, there's a dropdown to pick shader
Do I need to install toon standard, or is it pre installed?
it's part of the VRChat SDK
also you can tweak it a bit to look better and keep an eye on the emissions sometimes it can be turned all the way up by default
pre installed
Sounds good! Thanks soo much! Ill give it a shot and see how it looks
o.O I've got a rather weird error... used VRC CC to make a new project (Unity 2022.3.22f1), selected avatar 2022, made sure the sdk for base/avatars was both newest 3.10.1... and when I open the project I have an error:
Broken text PPtr in file(Packages/com.vrchat.avatars/Samples/AV3 Demo Assets/Animation/Controllers/vrc_AvatarV3FaceLayer.controller). Local file identifier (1102609947887879250) doesn't exist!
yeah it should comeout pretty ok as long as no poiyomi wizardry is involved to make the asset look good
does the error stop you from uploading avatars or going onto gesture manager if not then you can ignore it
Not 100% sure, it's there without me adding anything at all other than those SDKs. Nothing in the scene, no extra packages added.
yeah then ignore it
if it does stop you from uploading or from going into play mode then its a real issue otherwise you can ignore it
wellp, guess I'll find out eventually.
Would hate to do a bunch of stuff only to find out that the error blocks anything from happening :<
worst case scenario you can save then export the scene with all dependencies and reimport into a new project so dont worry too much
i checked again and i can't find the issue
how are you merging these? Weight paint is based on having a vertex group containing weights match the bone name, if that doesn't match it won't work
i got it
how do i make the arrow menue in vrc fury
arrow menu?
i have these ones here in "grey" below body, why are they here like this? i have the same ones below but not in grey
grey means they're disabled somehow, probably in a collection which is disabled, but still a child of the armature, which is enabled
objects can belong to multiple collections
how do i see the arrows on my view point? when i press to edit where it is, the arrows and stuff don't show up
the arrows in the screenshot are just of my model, not the view position
got gizmos on? upper-right icon in the scene view, looks like a globe
it's a really useful toggle
first time trying to make a prefab an FBX (using fbx exporter), and im not sure how to fix this
why are you trying to make a prefab an fbx
that usually doesn't go well, best to not try.
can someone help me with this please ?
how do i fix
so if i paint it fully red it will follow it completely?
that's the idea
in weightpaint
yes, if it is still looking like this, it means that another bone is affecting it, maybe the spine, chest or others
ok, let me see
fix what?
sorry if i yell
it keeps saying __ is not a child of __ and i don't know how to fix it
and i cant import it the way it is currentlty
no, it says, not a first child of. There's nothing in this image that is blocking you.
i- i genuinely dont even know what the hell i'm looking at here
looks like that package is broken somehow. no idea, I've never used it.
I assume you tried restarting Unity?
i havent yet actually
huh.
let me try that
start there.
welp didnt work
sorry, i didnt see you answered this. So how do i remove that collection if i want to? or active it
play around in the outliner, upper-right. you can delete collections the same as anything else in blender ,or use the right-click menu. But beware that might delete the objects in it
ok ty
how would one go about fixing the phys bone sticking downwards
by actually putting the component on the bone
its not "sticking downwards"
its going from the root up to the bone
you need to put the component on the actual bone
uhhhhhhhhhhhhh
ill hopefully figure it out
cuz im new and aint savy too all this lol
i found it
can someone tell me if it can be fixed and what's the issue ?
can't tell what is going on from the images.
for some reason, the legs gets squished when i put it in unity, i've checked in blender if it was an attribute given by accident, still didn't fixed it, i've tried to open a new session, still didn't worked, not the fault of a blendshape
what it looks like
Is there blendshape on those part?
nope
i tried to seperate the face from the body and got rid of them all from the body and it still didn't fixed it
Check bone scale in unity.
What did you do?
Scaling lower leg affecting the upper leg?
You did scaling the leg.
i mean yes but they are still deformed and for some reason the textures are not well placed
Have you tested with pose move in blender?
Can you show the knees rotated in both app?
Did you unpack the model in the scene?
no
keep it that way.
it just comes out like that when i import it in unity
Have you apply transform on every object in blender?
Do you draw a new fbx file into the scene each time you update it?
yes
and i've exported plenty before
and even exported different versions, and still didn't fixed it
Make sure that there is no animation frame in blender.
Can you look in unity what number is the scale for the leg bone?
Are other bones scaled close to 1 as well?
It looks like the upper leg bones got very small bindpose, which I have no idea why it does that. I still think it's a problem in blender.
There is some case where it looks right in blender but wrong in unity. One of the problem is the object scale being negative in blender.
im trying to use the vrc parent constraints for a centaur model, using another model as reference the legs on it go opposite directions front leg goes out back leg goes in and so on, but no matter what i do i cant get it to reverse like that on my model, any help would be great!
Im using fade on this since its the only setting that makes the hair look soft and not noodle like. but i want to know if theres a way so you cant see the grid through the hair while using fade (I know its going to be see through in worlds if you can see the grid through it) If theres a better way to make soft realistic hair, i'd be happy to hear it.
That's because of fade is transparent so it will see through and have issue with other transparent object. Try using Cutout with Alpha to Mask option.
I see, is there a setting to make cutout look any softer? Its kinda choppy
Alpha to Mask option. In poiyomi it's called Alpha to Coverage.
That made it worse
If you see dither dot, it's better when you look in game or in game view.
I hope it looks better in game ^^' Do you think Liltoon would be better for the hair?
It has the same issue.
still can't figure out ?
No idea.
i guess there must have been an issue during the export as an fbx
Where are the settings for this?? For some reason the blendshape is set to zero, but its acting like its turned on
Clamp setting doesn't relate. Do you mean it being turned on when testing or in game?
No its literally just on right now in the viewport, but its fine in blender. Im very confused, I dont know how to word this
What does it do if you set blendshape to 100?
When you exporting from blender, make sure that every shapekey are zero and doesn't have pinned shapekey.
anyone up?
i copied over an avatar i edited in blender using pumpkin and for some reason my eyelashes are metallic now 😭
is anything else on your avatar metallic? it may have merged the textures?
yes, there are other metallic things
it changed the eyelashes to the regular silver metallic, and the ears to the red metallic i have 😭
If you drag and drop the original material for the eyelashes back onto them, how does it look?
that worked! the only thing that i discovered that isn't working, is it has like a baby hair/hair cap thing and the part that is meant to be transparent is metallic
(figured it out!)
Why aren't my eye rotations zero? I've used the cats addon to zero out the rotation.
Please reply or @ me so I get the notification.
hey can i have some help rq? im getting these errors in the SDK/console, but ONLY when all of the listed bones (head, hands, feet, or upper arms) are specified in the avatar config - if even a single one of them isnt specified the errors disappear (but obviously that breaks the avatars rig because core bones arent there)
mapping looks fine
a) see if there is an error in the rig tab, near where you click the "configure" button to view this
b) is the rig actually correct? bone hierarchy matters
c) make sure there's an object in the Animator component's Avatar slot
A) no errors
B) yep this is a rig reused from another avatar that works fine
C) yea the avatar is there
hmm, not sure why it wouldn't work then
well make sure the right bones are in those slots I guess?
ive removed and reapplied them several times to make sure 🤷
I am getting this error and I have no idea how to fix it, I have tried making a new project, checking for missing scripts, etc
Whats your sdk look like? Anything there?
Wdym by what does it look like, sorry I'm still kinda new to all this
Like does it have any errors or warnings, sorry if that was vague
I edited the uv for the beast hunters alt mode, and it shows up fine in blender but won't show up in unity
1st image is what it's supposed to look like, 2nd image is what it keeps spawning in as, how do I fix?
Looks like you have some work to do on the material in Unity. Did you set one up there, or is that just using the embedded one?
no i set one up its already good
they use the same material i just changed colors using the uv editor
using the uv editor?
yes, of course that's in blender, I meant that coloring in the uv editor is an interesting approach
ok what i did was i used the knife tool to create the extra lines, then shifted them where they should be in the uv editing tab
huh, that'll change more than just color though, if you're using PBR materials, such as the normals and roughness/metallic
if anyone has the time, I'm trying to make a hand puppet avatar, I have the model and the rig, I just don't know how to make it work in unity. I'm experimenting with something right now so I will post photos in a sec.
probably we'd need to see how you've got this setup.
I have absolutely no clue what I'm doing in terms on how I'm supposed to do this
the humanoid character would be invisible, its just there to see if unity would detect it at all, (it did but got rid of the puppet.)
Not at all, besides the picture I sent
here hold on
I'll be home soon and I can look at it more
how do I prevent a shader to be see through everything?
maybe you can show what it's doing?
...
what is that
that is my unity😭
purple screen of death..?
I have no idea
window -> layouts -> reset all layouts
bless, Kazin
looks like you have one of the panels maximized
why it's pink..... that i dunno 🙂
Made it worse lmao
hah
maybe just start with a fresh project again
and we can figure out your error from there
Yeah, but also I wonder if something is corrupted? when I chatgpt'd the error it said it could be a issue with a potential corrupted file? or corrupt cache
but let me make a new one
see how this is being see through someone else's Avi?
I wanna prevent that
this is so dark I'm not sure what part I'm looking at here?
do you mean the blue whatever?
ok well you'd have to share your shader settings
I was told to use stencils but idk how exacTLY
the document is confusing
the puppet is connected to the palm of the humanoid rig. everything is rigged with the correct weights I just don't know how to get it to work in unity. also all my normals are flipped in unity but not in blender? Unsure why this is happening.
what exactly is "not working"?
when I import my model to unity the humanoid rig doesn't show up and only detects the rig inside the puppet.
Unity will attempt to detect your rig by seeing what is weight painted, you'll probably have to put the right bones in the slots manually.
here this is the problem
its being phased through this block over here, I wanna prevent that but still be see through the avi body
@round comet
still nothing we can tell you from these pictures
click "auto fix" at the top
holy triangles
is that whats causing my error😭
wow. Yeah that's going to be bad.
okay here's a better view
do you see the problem now?
Again, I saw this the first time, but we can't help you without seeing your shader settings.
its here @somber sequoia
oh you're doing stencils, yeah wrong settings in some way.
do you know how?
I was told that's how you make it so its only see through the body, but not through everything
hopefully it works
prevent this heart model being see through literally everything in the world
just let us know if it doesnt and we could look at other potential issues
Yeah that makes some sense, have it render before the body. I'm not sure exactly how to make it work for you, but you're on the right track, and I've seen a bunch of docs on stencils in the past.
Okay thank you, definetly gonna be minute since its a new project
tyt
even if I get behind some wall, my heart's still see through
They're too technical and confusing for me
couldn't find one that explains exactly how to prevent this
yeah I recall it being tricky to get right
I fixed it
Stencil compare to equal
ZFail to replace
the documentation doesn't help at all....but glad you told me that I was close atleast, appreciate it @somber sequoia
which docs? I found decent info in the Unity docs at one point
it's not a Poiyomi-specific thing
this is from Poiyomi document I was referred
caus this is using poiyomi shaders
maybe the poi server knows?
there's a unity document for it regardless of what shaders I use?
it's not even unity specific
they just gave me the document and expect me to figure out
i'm not, I'm too dumb
wdym?
but yes, I recall reading about stencils in the unity docs
I mean this isn't a unity-specific concept, it's supported in other things that do rendering like this
awesomesauce!
I feel like a idiot for missing that small thing😭
Hii, I need help uploading an avatar!! I bought an avi but every time I try to upload it says “ID cannot be used, please use an SDK 3.9.0 or newer” but I’m using the newest..
You are not using the latest SDK if you see that message.
check your VCC/alcom to verify
it says i am using 3.10.1
in the specific project you're working on? It shouldn't give you that message then.
Do I check that on the VCC application?
Yes
Yeah I can show you it says 3.10.1
oh - I wasn't talking to you at all here
oh crap I am sorry😭
no worries, I didn't reply so I can see how that got confusing
Yep, pretty clear what the problem is.
Okay, and at the bottom of the screen it says “attempted to load the data for an avatar we do not own, clearing blueprint ID”
just swap to the latest SDK
Okay sorry I’m not very good with unity
its ok!
Again, go upgrade your SDK in VCC or Alcom.
How do I know the SDK edition
...
Please read what I've already told you. happy to clarify, but I thought it was pretty clear already.
When I go to the vrchat website, the SDK version it downloads is 2.4.5
Do you not use VCC for this?
Yeah I did
Then do what I said, in VCC
ok, so open VRChat Creator Companion and go manage your project then
then you can swap your base and avatar SDK(s) to the latest, which is 3.10.1
ok so, did you also import the 2.4.5 SDK into the project?
Let me try again
It definitely is NOT if you are getting that error.
No I only made the project through VCC
alright
Like I said, I apologize
no need to apologise
I'd just say double-check, because like Kazin said you shouldn't be thrown that error if you're using the latest SDK
Oooh it just updated, that’s my bad 🥲🥲🥲 I’m so sorry
yep 🙂
I think you were just getting thrown that error for using an outdated SDK
older SDKs use a different system for blueprint IDs
This detailed in the #announcements channel, sometime this year, I forget exactly when, they explained about the required update.
Okay yeah I don’t check servers often
stuff is typically simple when it comes to uploads 
just small errors
all good. That's why this channel is here
you're free to reach out here for us to help if you get anything else
I was being dumb lol I tried like 5 different avis
Can I add you?
you'll need to upgrade all of those projects too
I'm not currently adding people, but I'm def up for chatting if you ever hop into gen 1
Okay thanks so much guys
all good!
Sorry another question - could be dumb BUT can I import the quest unity package in to the same project and then convert my project to android???
probably
You’d wanna do a fresh project
All good! Just issues with stuff getting overwritten sometimes if you use the same project
I’ll use the same project sometimes but I delete everything out before importing a new package
If I deleted everything out, will it mess with the avatar i already uploaded????
Okay
Awesomesauce. Your upload should be easy-sailing then
So i was trying to add voice emission to an avi and followed this tutorial but it doesn't seem to work? https://youtu.be/bLJG9ycJQ6s?si=3C4w6KOElQZ-akf1
It's even on the FX layer like the comments stated
Is there an easier way to do this? Like parenting the puppet to a hand bone to some armature in unity?? I can't figure this out for the life of me. I just want a floppy puppet on my hand that reacts to my voice.
https://meelo3d.gumroad.com/l/NoodleDragon it would work like this, I just dont know how they did it
Probably parented to the hand or wrist bone

im having some problems with this jaw. i think the issue is the jaw bone, anyway! whats happening is when i go to play mode the jaw is just always open... i dont know how to fix it 😔
@wispy spear is it jaw bone or visemes based lipsync? if visemes, then just unmap jaw bone in the rig
ie this #avatar-help message
ohh i see, thank you!!
How do I make the white character invisible?
What shader are you using?
toon standard VRChat
can delete the skinned mesh renderer it will just have the armature then
where would I find this? Thank you
whatever your mesh is named, click that and inspector
oh awesome, thank you again :^)
@balmy barn doesnt it break with nothing to render nowadays? or as long as theres at least smth to render then its fine?
forget if my generic av using it or not, think its deleted and it behaves
easy check
turning it off breaks it for sure
offline testing 'generic' course never work right
it throws a hissy fit - but yup it behaves ingame toggles ect work
its just a quad that animates whenever i move , so anything else should be possible
since the avatar slot still filled just it has no mesh unless i add one (or objects)
pure generic avatars are a pain so id rather use a empty skeleton
is there a way to prevent the avi model to go down when pressing preview on animation?
its difficult to compare before and after
@somber osprey you can set some idle pose animation as a default state in avatar's animator (none here:) #avatar-help message
iirc it mostly behaves then
so make the Controller to "none"
how exactly?
i'm new to this kind of stuff
if its already none then just find and drag idle animation on root
i'm confused what you mean by that, could you be more descriptive?
no thats fx controller
typically (for a normal unity project) animator component consists of animator and avatar descriptor. point is vrc doesnt care for animator slot at all and builds its own from 5 playable layers like loco, fx etc. so your "main" animator can be anything
I'm still confused what I'm supposed to do to make the avi not go down during preview, that doesn't tell me much
can you explain what I'm supposed to do?
@somber osprey set animator to none, find idle animation in sdk package, drag onto avatars root. if you need to edit sny other anims, drag them after as well (so they're not default)
thatd create a new useless animator with idle being default and iirc should stop avatar from bike posing
Do this instead:
- Duplicate your avatar in the scene.
- Remove avatar slot in animator controller in the duped model.
- Do the preview or record on the duped model like usual.
This will stop the model bone from being animated.
"Remove avatar slot in animator controller in the duped model."
this one that's currently selected right?
How cause I don't have a prompt to remove it if I right click on it
You click on the circle button and select None. Or just click on the slot and hit Del key.
anybody available to hop in a vc and help me out with uploading an avatar? i'm confused with like the entire process lol
any ideas on why one eye is not there, it looks fine when uploading but like this in game
Did you set eye look in avatar descriptor?
Lemme open it up, i think i did it correctly
Screenshot how you set it.
nvm ig 💀
People don't like vc with stranger. You will get better luck if you had specific question.
yeah it's easier to screenshare the process though rather than screenshotting every single thing that i'm struggling with
cause it's not just one thing
Heres what i got
You set nothing though. Does the preview look correct?
Was i supposed to edit the states for looking different directions?
You usually supposed to, otherwise there is no point of having eye bones.
And you might have to check the Upper Right Eyelid assignment.
hmmm i will see what i can do thanks for the help
but chances are reduced drastically tho
i'd rather have assistance throughout the process rather than having to screenshot and type out every question i have every time i run into something i don't understand, which again is basically the majority of it
like if y'all don't wanna do that then that's fine, it's whatever. but telling me i'd be better off doing screenshots, which would be very inconvenient considering the amount of things i'm needing help with, is hysterical
just saying there are barely any people who are both know a thing and are willing to waste their time for any kind of private one to one. but ive seen some so wont discourage you
I cant get this to weightpaint to a bone
i cant click on a bone, and there isnt an option for bones on the sidebar either
bones on the sidebar
That's where you have to select the armature object.
What does it show if you select the armature? You're also missing armature deform modifier for the sphere.
i tried adding the modifier and it changed nothing
You will have to add then do weight paint.
i did.
What do you have now?
the same thing
It can't be the same if you added armature modifier.
I did in fact figure it out, thanks Renfrew
oh well i ended up getting it working by adding a sphere in edit mode instead of as a seperate mesh
but i did do that thats why I was super confused lol
The other object already has armature modifier and vertex group already exists.
And im back again, any ideas as to why unity cant find any shape keys for visimes? was it something i did while exporting
Never mind i applied transformations on export
Issue resolved
How would I go about adding stars to an avatars skin?
I can't seem to figure it out and she's ALMOST done! 
id reccomend poyomi, getting a png of a star. and i THINK theres a way to customize it. dont take my word. i dont really use poyomi that much. and it would be pc only
oops
Oh well, For some reason when i enforce T pose it goes back to this
Like when i enforce T pose, it looks like this, all dandy, everythings fine. I hit done. it says this. do I need 2 spine bones or something??
This is his armature. I feel like thats how its supposed to look, no?
right, last thing, is this telling me I cant have anything named the same as the main bones? Ive got his head named head and the head bone named Head
anyone have suggestions on why this is breaking on me?
like why are the things flipped?
it was working fine in like model version 12 or something but now I'm at 24
vroid - you can use these 3 shapes and have cats generate the rest - cant tell if you are using anything in eyelid type
one i use on a vrm/webcam-eyetracking one
I did a bit more manually as you might be able to see in the blendshapes, so that isn't the problem
Hi Hi! Hope all of you Beans are doing well! The avi i bought comes with the pc model and the quest friendly model. The quest friendly model has the texture with the colors I like. If I put the texture on the pc model the pattern for like the feet wind up on its head and the colors are in the wrong places. But if I try to put the quest friendly avi in the hierarchy and set the texture to poyomi it scrambles, turns blue or pink, and if I set it to standard it adds a red tint to everything. But I can't add the hight maps if it is set to mobile quest.
Texture on pc avi
This but on pc avi.
Is there a solution for this?
Not sure what I did, but it happened once more. Not sure how I fixed it last time. Kinda just fixed itself. Gets stuck on 'Building Avatar'.
I need to move the arms on the model up, is there a key shortcut or anything? im pretty new to blender for the most part
Pose the arms how you want, then duplicate the armature modifier and apply one of those modifiers. Then apply the armature pose as rest pose (Ctrl+A).
still having problems with this !! if any1 could help that would be great
not sure you got a reply but yeah, you cannot have a mesh object the same name as one of the humanoid bones. Rename one of them (probably in Blender)
is this causing you any issues?
Yes i can reply to the video i explained what it was messing up one sec
Duly noted, thank you
I've never ran into this issue before, but my guess is that the error isn't the cause of the issue, but actually a result of it. Something is going wrong with importing the blendshape, so it's not able to generate normals. One of the two settings is likely causing the issue, I would try only fixing one of the errors and not the other to see if that still causes the problem.
Then lmk if the issue is with Read/Write enabled, Legacy Blendshape normals, or both
i moved them how do I duplicate the modifier?
I'm trying to do research into both and I think it's the legacy blendshapes that's causing the issue. Did you happen to create the blendshape on an older version of Blender and since then, update Blender?
Ive been using blender 3.6 since forever and it has always worked, this problem only happens sometimes idk, but this problem only starts when i change normals from calculate to import
should i turn off legacy blendshapes?
no, i think you have to have those on. But I do think I have had this issue now that I looked at your footage again. Your mesh is scaled REALLY large, which makes me think something is off with the scale of your avatar. The root isn't scaled up, so I'm guessing you used the wrong FBX scaling settings when exporting from Blender, which may have caused your blendshapes to lose precision
Under the arrow button there should be duplicate and apply options.
I find I have to export with smoothing set to "face" if you use import
is it? i always try to make the scale of my avatars accurate to vrchat height from the thingy
and I don't have legacy blendshape normals on.
If you scaled up your avatar in Unity, then you need to scale it back down and then change the scaling in Blender instead.
If you did not scale your avatar in Unity, then you need to export your FBX with "Apply Scalings" set to FBX All. This will break your avatar, so I would reccomend installing Pumkin's Avatar tools so you can drag a new copy of the FBX into the scene and then use the Copy feature to copy any transforms or components you added
One sec i trie the smoothing to face thing but i havent tried legacy blendshapes off along with that one sec
Yeah some time around when we upgraded to Unity 2022 and Blender to 4.0+ I found this was the only way things worked properly for me. So I just made a preset for the FBX export and haven't thought about it since 🙂
Okay thank you ill try this
i exported it with smoothing to faces, applied scaling to fbx all, and legacy blendshapes off and this fixed it!! thank both of you so much!!
Excellent.
didnt mean 2 reply mybad but thank you
hey I'm ok with a reply saying "it worked, thanks!" 🙂
Awesome!!
I dont see it
Select your mesh, one of the tabs is Modifiers.
(it's the wrench one)
im still not seeing it im ngl
are you in object mode? have you selected a mesh object?
im sorry im still fairly new to blendr
there are many tutorials
Anyone here know to make a gesture toggle simply tell a particle system to play instead of turning it on and off to play? For context im making a tear gas grenade and want to make the grenade particle system play with fist but dont want the particle to end once i release fist.
Hey could I DM you to possibly see if you could help with something?
I don't do private help for free. Use this channel.
gotcha
How to prevent Blink and look up/down shapekeys when using emotes?
could disable the eye movements using VRC Animator Tracking Control on the gesture state
ah im not familiar with that yet, ill look into it
Awesome that worked, bit of a hiccup making sure it re enabled after the emote but i figured it out.
Thanks for the pointer!
yep! have to re-enable after
Reposting bc I nvr got help :/
it's fine inside Unity too?
hey! asking for a friend, how do you add a different hair onto a model? and can you do it through unity only? or do you have to use blender to add a different hair/hair toggles?
also, if you can only do it through blender how do you prevent having to start over regarding toggles and such?
Hello, I'm stuck on this one problem that's been reoccurring with the vrchat sdk i don't know what's wrong and its been like 4 hours of me trying to figure out I feel like giving up and just not uploading at all but i dont want to at the same time i am hoping someone could help?
Why is my avatar doing this when I use the gesture manager in play mode?
scroll up and share the first 2-3 error messages, not the last.
Sorry for the wait. Was doing something.
that's the first one? Weird.
Hmm I don’t know if it’s the fact that I also have dynamic bones asset and maybe the avatar itself has it and it’s conflicting? Same goes for gesture manager etc
huh also that .Examples directory isn't in mine
wait, dynamic bones? that's long been deprecated
Did you upgrade your SDK to the latest?
Yes I believe 3.10?
okay good
I don’t really know what people use to upload now so I tried to do some research to grab whatever I could
I've no idea where that .Examples comes from, but I guess you could remove that
Okay
I've deleted it and im still having a problem
i was looking at the further erros
and it says failed to capture scene or thumbnail and it cant upload cause of that?
something like that i had to reopen my unity
Nvm now its saying something completely different. If u dont Mind do u know what people use now for uploads instead of my old stuff like the files for sps i heard and etc? just so i can try to restart the project with that stuff
also idk if this helps anyone figure out why the face is acting up pls lmk if you can help pinpoint the issue
really have no idea what your "old stuff" is
not sure if you got an answer but check that you're not in prefab view when uploading
the blue background in your screenshot makes me think that's likely the case for it not building/uploading
How do I prevent that? That prob would be the case
Im not sure how it works tbfg
Im like not even a week into knowing unity
on the left where it show's your heirarchy you'd press the < arrow beside your models name
other than dynamic bone, most of that doesn't look old. can't comment on one of them though.
yeah dont mind that i dont really use it its just gesture dynamic and sdk and poi
idek why i got it downloaded anyhow
alright well I'll try to figure something Out
I appreciate the help
ty
I have 2 sound effect gimmicks for my avatar but when both are enabled at once the other stops working properly? Is there something I can do to fix this?
I don’t think i get into that.
Hi all.
I've been struggling a TON recently with this model. So in Blender when bending the leg it looks perfectly fine and performs normally, at least to the way I want it to bend/look.
However once it's in Unity I get these really ugly parts of the mesh that won't comply/move at all despite being influenced by the leg normally in blender. The mesh once it's in Unity says it's the same poly count and everything on the imported FBX but it seems like something is just going majorly wrong and I have NO clue what it could be. If anyone could help shine some light on my situation if possible! If you need any more info to help me please let me know, I'd be happy to share everything in order to get this model working again.
Export settings attached as well in case there's something wrong there too. Everything is applied transforms wise, and the scale is 1.0 in blender so no scaling issue either.
Anyone know what i might be doing wrong with an animation clip?
I have an action ive exported with my fbx from blender into unity, and in the inspector's animation tab i can view the action is working there but duplicating the anim clip from my fbx so i can edit it i can see theres no relevant keyframes to the actual animation and it no longer works at all.
how do i edit an action from blender as an animation in unity?
back with my silly issues from last night
in unity, i swapped my materials on different elements
but in play mode and in game, it changes the materials back
(in this case, making the piercings skin colored)
vrchat only supports 4 weights per vertex though.
if it changes in play mode, that's because an animation is doing it
AH! thank you! lemme look
first try 🤦♀️ thank you so much
I hate that you're right lmao
me too
BUT it did help me at least figure out that I think I need to just remove weight paint from the bones I don't use.. Because if I just remove the bones then it'll result in having to carry over everything from one model to another and I can't just replace the fbx..
And if I have to do that entire process tonight I'll lose it
why can't you replace the fbx?
Changing even a single bone has always messed it up for me.
hmm
Removing one, adding one, anything like that. It's mostly because I unpacked the model's prefab
So I shot myself in the foot somewhat early. So everything's gotta be pretty same-y
Pumkin's Avatar tools may rescue you. Drag your fbx into the scene and use it to copy all components and transforms from the old version to the new version
Oh? I'll look into that, thank you!
Hey! I fixxed this isue! Inface anyone else has ever ran into similar issues. In Blender i simply seperated the mesh and moved it to be a little further away from the belly, and it resolved the issue!
Heyo, I keep running into the Problem of the arms defaulting into this position. I seem to be unable to figure out if that is a problem with a) my bone layout ir proportions; b) model proportions; c) weight painting (somehow?); d) something in unity (like humanoid bone selection musshap or something); or something completely different.
I would like to add that it worked between versions and it broke when updating the textures. I do not know what was different.
asking again for help! My model looks fine both in Unity and Blender (ignoring the eyes because CATS), but the mouth is very not right in VRC even though everything seems to check out in the other aforementioned programs
How to make a toggle in fury for audiolink?
whatever gloves for this basei put on it it never fits even with the shrinks
in playmode it never matches as well
@errant comet I don't get how to make audiolink effect toggle on or off while still keeping the clothing/model.
Making effect toggle shouldn't affect the clothing toggle to begin with.
I can’t tell what the problem is?? Does the visemes just not work in vrc??
Show us the visemes setup in the avatar descriptor
Why would this not be working? The sound player plays the playonawake sound but does not receive any sound events it seems from this.
The path is correct.
0 wont do much you need to exit out of the state and back to it to get a different number , my setups for these tend to be 0 for next audio
hi guys how i can fix this pose ? my avatar usually was in A pose and now is stucked in this strange position
Appreciated @balmy barn
When I optimized my avatar with the d4rk avatar Optimizer it just made my entire thing invisible, and removed every triangle from it, is there a easy fix to this?
cause i do wanna use this avatar on my quest
when i used it on another avatar everything went fine but now its not working
ok i fixed the issue
it was just that i needed to use the VRCfury optimizer instead
anyone who can help me with my issue ? i really dont know how that happened and how to fix
which issue?
i have a biker pose on my avi, it randomly appeared, i dont know how to deal with that
usually my avi have an A pose
You probably left it in that pose after making an animation. Pumkin's Tools has an easy way to reset it.
the only animation ive created it was for a single note key and ive slected precisely the bone of that key to simply rotate, nothing else, but i will try with pumpkin tools
right but if you didn't select a different animation to reset the avatar pose after you were done making that one, that's probably the reason it got stuck in bike pose
oh i see, with pumpkin worked, thanks for the help ^^
np!
hum, i dont know what is this error someone can help me :<
looks like you're in safe mode. Don't be in safe mode.
but i can't upload with this error :<
What troubleshooting steps should I take if something on my avatar functions in the gesture manager but not in game?
there is anyway to stop vrcfury to override my controller ? when i go in play mode in the animator ---> controller ---> i see this: vrcfury copied from "name controller"
disable it from running in play mode , setting for it - but thats vrcfury for you if you using it will add and change your controllers
even to item who have their own ? my piano have a new controller and no fury component on him, im honestly just using fury on my avi for go loco, there is now way to set up fury to not touch my piano controller ?
this is the whole point of what VRCFury does
oh but i cannot even tell to fury " hey you can do this on my avi controller but leave alone my piano controller "
no, because that doesn't make any sense. there can be only one FX controller, it has to combine things at build time in order to work.
reason i dont use vrcfury
, it also likes to remove animations in states it think arent doing anything ( sometime i use a ignore anim to stop a state from forever looping but it has a mesh/shapkey/ect that doesnt exsist )
not referring to fx but the animator controller
the alternative is to not use fury and to do that combining stuff manually to install gogo loco
that is the animation controller in question
Fury will do this processing on all of the controllers on your avatar.
in a single one ?
... unless you did something really strange by having another animator on an object?
welp thats my main thing, im trying to set up an animation on my note keys, it only triggers thanks to vrc contact receiver
okay.... I'm not really sure where you're going with that statement
i have to create a controller and relative animato component on the piano to allow this to happen, and it works, i just need to understand if the reciever works properly on vrc but here is where fury gives me problems
fury has nothing to do with this.
I mean, at runtime it does but it doesn't prevent you from creating an animation controller normally
if youre so concerned about vrcf causing issues, there is a modular avatar version of gogoloco
then you put it into one of the playable layers slots (probably FX) on your avatar descriptor:
https://creators.vrchat.com/avatars/playable-layers
never heard about, first time right from you, how it works?
modular is another whole can of worms though
another thing i dont use, tried it abit but meh
modular avatar also does preprocessing on animator, the same way as vrcfury does.
you are referring to the layers ive created and the relative para ?
tends to touch things a bit less though
doesnt go off on its own
I'm not sure what "layers" you are referring to but I encourage you to read that entire page if you haven't already.
i think what you need to do is merge the animation controller for the piano into the fx controller of your avi
Oh - yeah if that's what is going in, the piano stuff should all be in the FX animator used in your avatar descriptor.
(VRLabs' Avatars 3.0 Manager can be used to easily merge animation controllers)
i honestly dont know, for now because ive not found nobody who can help me truly, i just tried again to follow some steps from some Ai assistant, also to understand what was the point where i was failing and having problems,. claude suggested me to create layers and para for each bone ( the keys) i dont even know if is the right way honestly dont judge me, i just wanna achieve something and having lacks of the proper knowledge doesnt help, so in some sorta of way im trying to idk lets say "learn" how to do what i have in mind, but i guess, im not doing the things right idk
So, pro tip: don't use Claude.
yeah good point, problem is, if i dont use claude or relatives i cannot do anything because i dont know how to do what i have in mind, i dont even know if is possible to do, is easy, difficult
claude doesnt have enough knowledge on the specific quirks of vrc so its not too helpful
welp this is more related to unity than vrc itself, is about a program i dont have enough knowledge to actually know how to do some stuff
this channel is good for that, and also if you haven't already, the site I just linked is a wealth of information.
As are the Unity docs.
to merge controllers into FX using AV3 Manager
ive read that but those are generic info, for specific type of projects or ideas you still need to have the proper experience of the program itself, experience i dont properly have, and if im correct when ive asked help here regarding what i was wondering to achieve, ive not received a lot of answers, some people even told me was not properly possible, so because i dont like in general to lose time, if this is a thing not possible to set up, i will just drop, but if is possible to realize, i will truly appreciate some good and genuine help to set up what i need, i dont care about the amount of time i need but i just need the proper guide to be directed, rn i feel like im lost following wrong directions.
ok first i think you might have a bit of a misunderstanding of how vrcfury works
your piano thing is entirely possible.
it basically takes your current animation controller, makes a copy of it, adds things that use the vrcfury components to that copy (gogoloco in this case), then applies the new controller to the avatar before upload
in your case you have a seperate animation controller for the piano, but this doesnt work in VRChat, as VRC can only work with one animator per avatar that is automatically generated by the avatar descriptor
okay another thing i wasnt aware
VRC has 5 Base animation layers: Base, Additive, Gesture, Action, and FX
yeah i remember that
when messing with objects, all animations must be on the FX layer
in order for the piano controller to work, you have to merge the layers in the piano controller into the 4nki FX controller
you can do this permanently with AV3 manager, or at runtime using modular avatar or VRCFury
for a person like me is possible without any help ? because i truly think alone i cannot, i dont know where to touch yet, because im not able to proper follow precise and right instructions, until now ive just followed ai instrunctions
I don't know you, so I can't comment on your abilities, but all of us have started from zero information and the available documentation, so probably you can too.
the point here is, because i don know what the ai telled me was true or not, if i tell you what ive done until now, you can tell me if ive done a mistake or the instructions was fine ?
No matter how much I move the eye position on my avatar it ends up in the middle of the head on vrchat, any way to fix this?
to merge
Assume the AI is lying unless you know otherwise.
i dont know how to use unity, like i know how to load avatars and fix some stuff like textures and minor problems but with stuff like the one for the piano im totally lost
luckily there is documentation and tutorial videos, and places such as this.
they take info from the net so idk genuinely if everything they told me is worng or not and this is why im asking here
Doesn't mean they "take" correct info.
are you able to call/screenshare? i could guide you through it a bit faster if so
tutorial are fine for generic stuff like: how to place a prop in a world, how to create a toggle,etc,, for specific scenarios i can assure you ive not found anything relevant
of course im able, this is what ive done with the ai, screenshot and followed the instructions, i can share here if you need, no problem, i will just apologize for the multople pings
yes, because you will never find a tutorial to match your very specific situation exactly. You'll have to do some inference yourself, based on knowledge gained from things like generic tutorials and documentation.
yeah thats true
vrc discord has no voice channels so it would have to be dm call
I don't like AI much, but if you're going to ask an AI for help with VRChat content creation, you should try #1149075823593275504 instead. It has been trained on the VRChat documentation
?
we can also direct dm each other and i can send the screenshots when you need
do you mean the view position in the avatar descriptor?
Yes
i think im done with that, enough time losed following their instructions
do you have a camera on your avatar or something? weird scaling?
hmm, not sure what else to check, haven't really had any weird issues with mine.
Alright, thank you though
bumping this since I didn't get an answer yesterday
unfortunately there's no single clear answer. What do you have? a model? a unitypackage? a VRCFury prefab?
I'll ask them
does anyone know how to move the finger colliders?
trying to adjust them more to the different hand size so the interactions aren't as wonky
that is exactly how
oh you mean position
Yeah
I can move the hand but none of the: ring,little,index,middle move in anyway I can only change their shape
If you click the 3-dots at the upper-right of that inspector and switch it to debug, you can do it there. the settings should be preserved, even if you can't see them in normal mode.
My friend and I played with this a bit via a build-time script, so I think it'd work to edit via debug mode
might not though.
they do tend to be on the bones, so if your bones are weird, it might make the colliders weird
I'll at least give it a go
it either works or I have to get adjusted to where the actual colliders are
yeah looking at those in the avatar I happen to have open in Unity, mine seem right on the bones already - are your bones weird?
I tried shaping them differently while looking for a way to move them
you don't usually want to be moving/resizing them in unity
I have next to no blender knowledge so it was either that or nothing
actually would it fully matter where the fingers are?
if I want to interact with someone wouldn't the hand collider be the only one that matters the most?
it depends on what interaction you are doing
physbones respond to hands and fingers, contact receivers can watch for fingers specifically
I'll try and mess with it a bit but not too much, at least with the hand one since I cannot move fingers at all
can i do heart particle on the quest version
how do I make the invisible objects remain invisible in the game mode?
how did you make it invisible?
clicking the eye icon
w username ;)
yeah that's only for the editor. If you check the checkbox in the upper left of the inspector when clicked on the item, that'll enable/disable it
but that could come with caveats 🙂
like you probably don't want to be disabling your armature
okay. my goal is to see which blendshapes or expression is being used here
but I cna't tell from this vrcmenu and parameter to know which animation state is being used?
Correct, you'd have to find where that parameter is used in the animator.
...and how do I know that?
you could search exhaustively, or maybe text-search the animation controller (it's just a YAML file), or you could test this out in play mode with an emulator tool like AV3 Emulator or Gesture Manager, change the parameter, and watch what happens in various layers in the FX animator
I now got 2 issues on an avatr I am fine tuning AND YEA I SAY THAT COZ IG OT ME SUM NEW PREFABS *and at the time I didnt know how to make a prefab BUT ANYWAYS imma just spill about these 2 little dillemas now :')
I have gesture manager enabled
but idk how that can tell me what is being used what
You can watch the animator and see the state change when you activate the menu item.
how?
cause doing that I don't see any changes
I don't really use gesture manager, I use AV3 emulator, but I can put that in the inspector, then have the animator open at the same time, and watch its state while changing stuff in the radial menu.
i gotchu one sec
pretty much like that, yes.
....I don't see any changes?
not sure why that animator isn't updating, mine does
seems like it's animating the face though
So....did I brick this project?
the animator window isn't updating but the avatar model is?
do you know why that is?
no such thing
seems like it's "working"
-
tried to use a float parameter coz I didnt want another nekkid incident like last time, went about it with toggles, but then now that I made a submenu, for whatever unfathomable reasons it always dumps me right back to the center of the expressions menu
-
tried to add a root bone to some outfits on avi coz well, they didnt have root bones anymore the moment I merged those suckers in blender (cough cough CATS), but then somehow, no matter what I did, even using Apply Transforms, those physbones may have worked in blender but unity barely even recognises them at all the moment I added the physbone component
so :')
yea
bummerrrrrrr
So....what is my next option then?
Are you wanting to change any of the animations?
If not, it seems like the expressions change when you want, so I’d say upload it and test it out ingame
I want to see which gesture controls which animation
cause I want to modify some of it
it already came like this, so I'm trying to "reverse engineer" it
ahh okay
If you click on the objects in the animation panel and look in inspector, you can see the animation clip they’re triggering
seems like you have clips for both left and right hand, since you have both “fist1” and “fist2,” etc
Otherwise in the gesture manager if you click on the gestures like you were doing and match them to the expression, that’s another way
Right now it just seems like the animator isn’t updating in real time (which i honestly suck at the animator thing, half the time i don’t know what’s going on)
Yoo, so uhhh i uploaded and edited this and the avi is kinda messed up, ( It came messed up, i even tried uploading the base one ) but how do i fix this twins?
can anyone help me i dont really know unity shit and im tryna upload a avi and idk what this means lol
unless these are the only 3 errors, post the first (at the top) 2-3 instead.
If they are, show the stats in the build window, above where you clicked "build and publish"
nvm i got it lol
How do people make their expressions not overlap? 
I know you can make one hand take priority over the other or something like that
when I still used these, I ended up putting all of mine in the same layer..
Some creators make the expressions in such a way that overlapping gestures create extra expressions.
Friends of mine have generally just made it so only one hand's gestures changes the expression, easy enough to do in the animator, wherever the creator decided to put the expressions.
Ohh yeah, heard of that
Uhh, can i get help please?
really can't tell you much from that pic, does it look right in Unity?
Yeah?
If your submenu sets a parameter when opened, that parameter shouldn't be set back to 0 while you are in said submenu or that while forcefully close it.
Everything looks perfect, i just dont know why it does that
yeah but there's soo many clips. that's the problem
I don't wanna do that
yeah there's not really a better way to find it
So.....what do I do?
cause there's something that the model is doing that isn't done through blendshape
yo how do i make a physbone able to be picked up and float?
you mean other than what we've suggested so far?
oh the AV3 emulator. alright hang on
I don't think that'll do much different than Gesture Manager, I just prefer the way it works.
then what did you suggest that I missed?
I don't know what you missed, but you can scroll up and re-read to be sure
any idea why nothing is happening when I press preview?
I think this is supposed to be a blush but it uses textures
your animator is 'broken' where is your avatar
Oh. right, i was told to remove it so the whole body doesn't go down when previewing
ohh that's an issue
whoever told you that was incorrect, you should definitely not do that
this is on the duplicated model by the way. not on the original
oh, I don't do the duplicating thing, interesting.
I was told you always do incase you make a mistake
have one to keep its original
have a 2nd one to mess around with
many people say many things. Some of those things are good advice.
okay doing that. I still don't see a difference
so how do you prevent the avi model suddenly going down when clicking "preview?"
why would I?
to see the before and after?
I don't find the bike pose affects much that I do, I guess.
like i move the camera close up to the face to see if any changes happen on the face
but if I press preview, the avi suddenly went down and now I have to move down to see it
or are you not getting it
Sure, my avatar moves into "bike pose" in this case
I'll have to come back to this later cause this is too confusing
or I might have to do this all over again cause the animator is broken
you need a Animator component on the avatar root.
Maybe you didn't do the humanoid rig setup?
shit ur right I dont think I did that </3 I hate it when I do that
I taught myself the non lazy way of toggles for no reason :D YAY!
Atleast I know now LMAO
Modular assembler my friend.

So easy to make avatars these days compared to the past.
Back then we had to do everything in blender
All toggles and stuff had to be manual
sounds like present day to me 🙂
oh goodness not blender
What troubleshooting steps should I take if something on my avatar functions in the gesture manager but not in game?
update (it's fixed! sort of):
I redid everything and it looks fine most of the time now except for when I try closing my mouth and pouting, but did not make basis 1:1 with the silent shapekey (which is probably causing the issues) [Vroid has a different shapekey for mouth close vs. mouth neutral vs. basis]
Hey I have a kinda complicated question.
I'm not an art guy and I have extremely basic knowledge of Blender, but I have this idea of creating a character that can be modified with possible mesh swaps, for example a robot arm or really tall legs. Now the issue is that these mesh swaps can be longer or shorter than the original mesh being replaced, so bone pivots such as the elbow or knee would no longer match up. For the sake of my sanity, in blender and Unity the rig / armature would be the same and animations would be able to get simply reused across the multiple different mesh swap matchups. I did a bit of research and there's two options that I found feasible
- Blend shapes, even though I have no idea how they work and from my understanding and research it does NOT modify the skeleton.
- Modifying the Mesh bindposes directly https://docs.unity3d.com/6000.0/Documentation/ScriptReference/Mesh-bindposes.html This is essentially modifying the "default" position of the bones to a new position through code.
If anybody has any references I could look into, I'd appreciate that as well, as I do not know of a single example whatsoever. Unsure if this should go into #avatar-dynamics or #avatar-rigging
arms pretty easy, toggle mesh off/uv swap it away - enable other have it use rotation constraint to copy the actual bones
legs and especially changing height id avoid, but same is fine
That works and is straightforward because the mesh being replaced with is pretty much the same length, but the issue I'm trying to find the solution to is when the lengths do not match
Like the mesh does not have any data, aside of weight paints, it's simply a mesh being put over the default avatar armature
Because the lengths do not match the elbow and the hand will be in different positions as expected, and that's bad
there's a point where your parts swap is so much that you should just swap avatars
so i have missing particles in game and im trying to fix that in untiy and idk how to do that and im struggling so how can i fix that
you'll need to give us a lot more to go on
ok so im using skyrims magic and when its in unity the effects work but when im in game they do not show up
is that an add-on package or something?
yes its a prefab
ah ok. No idea without a deep dive, have you asked the creator?
no I mean the one who made the package
skaley
how do i make and grab a physbone on a droped object and it will in my hand
is there a specific reason you want that to be a physbone? I'd just do this with a contact receiver and a parent constraint
or like, use one of the prefabs out there for this, like the one from That Fat Kid's Mom
i want others to be able to grab it and for it to return when someone grabs it
still works with contacts too
?
do you need me to clarify some part of that statement?
yeah (im newer to contacts and constraints)
Now that I'm thinking about it, you do need a physbone component to detect someone else grabbing it - I'd just use one of those prefabs.
#creator-companion might be a better place to ask
Ok
I have physbones that are moving in Unity gesture manager but not in game. Could use some help.
is there a warning in your build window saying you have too many and so they'll be removed?
I shouldn't... It's a pc only avatar
Yeah no, its not saying that
I mean the boxes suggest that I remove some, but it doesn't outright say that they will be removed
Ive been having a problem these past few days where my Packages folder doesnt actually show all of the packages I have imported. For example, I have GoGo imported through VCC but it wont show as a package, only these 4. How can I fix this?
Hi guys, i want to know if i make a Float toggle and it is like forsay a T-shirt, and do material swaps with a blendshape, when i turn off the t-shirt can the material reset to normal and not keep the blendshape on, im using a fx layer and manually doing it. unless vrcfury offers it
eyeball in the upper right of that window
Oh my god, thank you! I must have hit it on accident.
Still looking for help on this
how would i make a animation from triggering when making a fist to triggering when i do a fist then pull the trigger in?
So... I am looking for a way to make my fursona into an VRChat Avatar
(Artwork done by DragonFoxJun btw!)
Hihi, I need some help. I had a plan for how I wanted this avatar’s toggles to work, and now I don’t know how to go about it. I have three outfits, and I wanted a menu for each outfit 1, 2, and 3. Then you go into the folder and toggle on the outfit, but also swap out things like socks for other socks. Kind of like this layout i sent in the pic above the outfit first, then the different options.
But I don’t know how to make a toggle in VRCFury where I can toggle on everything, and also have individual toggles to turn stuff on and off. I was thinking of making everything its own toggle and then having one toggle that turns everything on. I’ve seen that on other avatars, but I don’t know how to achieve it. please help (◞‸ ◟)💧
realisticly you have 3 options
-
use an existing avatar and retexture and add clothes to make it look like your oc
-
sculpt a head and body base to your liking and add the assets you need as well creating the textures
-
make it completely from scratch
1 is the cheapest option you can check jinxxy for avatars that look similar to what you want and maybe even commission someone to put it together for you
3 is the most time consuming and expensive method if you want to commision someone to do it
i would recommend going on jinxxy or something and just look because they have lots of avatars like this buy one then add the clothes and skin color and stuff you want its pretty simple and there loads of tutorials
Hi everyone. I'm working on my Android version of an avatar. I'm using Toon Standard shaders and want to simulate glitter, like some avatars with Liltoon/Poiyomi shaders, but I understand I'll need to use regular textures. I was recently told that you can randomize the glitter using a normal map. But I still don't understand it. Could you please explain how?
Hello, I’ve connected the bones to my rigged asset to the matching base and for some reason the bones don’t get assigned correctly and are under the wrong places. What am I doing wrong? It’s an egirl rigged asset, I connect the bones to the egirl base and they don’t alone correctly and then the bones of the base don’t work after too.
What are the wrong places for example?
Normal map is for altering surface normal which affects how light get calculate, this also affect matcap angle. So you likely have to use noise normal map texture and enable mapcap.
Try looking into the flipbook builder.
I use it to swap between different clothing sets or materials. They won't bw labeled, but it will be a clean and compact way of doing it.
This way you can swap between your different boots, pants, top clothing or any other accessories.
For stuff that doesn't have multiple variants, i just suggest using a single toggle which you can hit.
If you need help with creating a toggle, youtube should have good tutorials with vrcfury on how to do so, or read their documentation
cute :3
Does anyone know how to stop unity from freezing on this? My friend tries to upload stuff but it keeps freezing here
would someone with experience creating and adding custom animations to avatars be willing to help me troubleshoot? I'm at a point where google isn't helping anymore
the automatic constaint convertion options not showing up for my friend
Make sure to use up to date sdk version.
You should describe your issue. Also what you had already done to try to fixed.
Hard to summarise it but I'll do my best
I made a custom animation for the hands in blender which I want to use on my avi with a toggle
I have followed a tutorial as closely as I could with adding it through vrcfury
I have the animation tree working as intended but instead of playing the animation, it just poses part of the armature (incorrectly) and gets stuck
The animation does work if I test it through gesture manager, but it puts the rest of the avi in a T-pose
VRCfury would mask the animation so it only affects the hands but I haven't got it to play the animation correctly
Which tutorial you watched?
it is, it worked yesterday when we did it but we had to reset it to fix smth
pretty sure this was the one
it's been a while and I'm tryna pick up where I left off but I was genuinely out of ideas
This one doesn't even involve vrcfury. If you want to follow this one then you shouldn't use vrcfury in the process.
oh yeah I misremembered a little, it doesn't use vrcfury but I had issues troubleshooting because of vrcfury, I meant the animation trees
vrc fury remakes everything so it was a pain to find the copy of the animation tree it made every time, I don't think that's the problem tho
were stuck on what to do bc its just not showing up whatever we try and its updated
If you meant the unsupported shader, make sure that you change shader in every material to anything that's supported for android.
no im talknig abt the automatic constain convertion option
it showed up yesterday
If you did Autofix, it wouldn't show up anymore.
how to get it to show up again we had to re-add the old version bc something was broken
Are you sure that there are still legacy constraints in your avatar?
yes im very sure there are a lot in there
how to get the option to show again if you previously auto fixed it
There is a menu VRChat SDK > Utilities that can be used for converting constraints.
tysm!!!
You could make a new model without any vrcfury component in purpose for setup the animation. Vrcfury doesn't run if there is none of its component on the avatar.
I did start to set that up, I'll try that again and let you know if it changes anything
didn't change anything
As in vrcfury still does preprocess the animator controller?
Disabled VRCfury and it didn't fix it
You said animation is for hand, is it just the hand or entire arm?
Just the hand
I got it to the point where the legs move correctly but the arms get stuck
If it's just the hand then you should put the animation in Gesture layer.
It has to be in gesture layer. And I still don't know what else you had already done correctly. How did you put the animation into the gesture layer?
I moved the tree I had to a new animation controller attached to the gesture layer
changed a few settings, readded the param
What do you have in that tree?
Since it's in gesture layer now, did you add layer mask to it?
I tried two different methods
the layer mask broke the entire animation
this one didn't seem to do anything regardless of settings
Can you confirm that the state got transitioned correctly?
Yes, it does
Can you screenshot the layer list in the gesture layer?
The base layer also requires mask.
I fuckin had itttt
That worked but only on the bare bones version
the main copy is still broken
vrc fury is breaking it somehow
Are you using the same animator controller in gesture layer?
Yes
VRCfury makes unique copies of every layer's mask
so they don't match anymore but they should still be functionally identical
Well I am asking to avoid that
If I do that. I'd have to manage a different rig/model for mixing and matching every possibility, like leg replacement, leg + both arms, leg + just one arm, arms but no legs, etc
The idea potentially also supports different range heights instead of just forced, standard ones
Kinda like a height slider but instead of scaling the entire model you scale up the length of the legs
Tall and slender
For example, the dress when I connect the armature to the base it doubles some of them or it places the hips in the head armature or if I add more assets it does the same thing. The assets are rigged to the egirl base so I’m not sure
"EGirl" is more like a subcategory of a body base, not actual the body base. It still more like the asset isn't made for base you're using.
Not sure what you mean :/
"EGirl" is not a base.
for some reason my avatar's eyes are looking to the inside
i already checked the avatar descriptor, bone rotatrion etc
? What you mean?
E-girl its just a style, like an aesthetic, not an actual part of an avatar
Each body base has its own shape and rig, so the asset you get, if it isn't specifically made for the base, you can't use the asset as it is.
The asset is rigged for the body base. So I merged the bones bones and I still get issues.
btw when playing using the gesture manager, the eyes look to the top
How did you merge bone?
You should check the eye look setting in avatar descriptor.
Using CATs to merge the bones
Did you check in pose mode whether the merge has been done correctly?
i already did, i checked all 3
What 3?
It moves in pose mode perfectly fine but when I check ther armatures list there’s either 2 of the same armoire bones or some armature bones are not in the correct place and when I transport it to unity and add the phones to the body they never work.
avatar descriptor eye look, bone rotation and any other asset bothering
You should have only one armature object in blender.
I’ve also taken the armature off the asset and have added it to the base and when I use it in pose mode it never works either
I'm confused you said it works fine earlier and now it doesn't?
Also check in rig configuration and make sure there is no eye bones assigned.
The body base is egirl base. The asset is already rigged to the egirl base. I merge the assets armature to the base armature and it assigns it in the wrong places and when I transfer it to unity the physics of the body never works.
I delete the armature the asset has and connect it to the base, it doesn’t work in pose mode.
just deleted the bones from the rig area and still
If you disabled eye look, does it still do that?
yes
"E-girl" isn't a base as I and another person said before. If you see the bone name doesn't match between the base and the asset, that means the asset isn't made for the base you're using.
Can you still rotate the eye bone when in play mode?
That means some animation is controlling the eyes.
Then how do I get it to work?
might be gogoloco?
Gogoloco only controls humanoid bones.
Make sure that you rename the bones in the asset to match with the base.