#avatar-help

1 messages · Page 244 of 1

patent elbow
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Ive been getting stuck on the avatar build menu (Im using 2022 unity avatar), and when it "uploads", it does it as a blank where you can do nothing with the avatar.

patent elbow
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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

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Any idea on how to fix the android issue?

quiet plume
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Honestly, no. It's weird that it wouldn't let you even check the Android box :/

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Normally, you are at least able to check the box

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But yours is grayed out

somber sequoia
#

install the android build tools.

quiet plume
#

Oh, true

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I think there's something that can help

patent elbow
#

Not sure how to check tho unless its on the unity side

gaunt knoll
#

loading up unity to show you now

patent elbow
somber sequoia
#

clearly not present

patent elbow
#

Im not sure why it didnt auto install..

somber sequoia
#

click "manage" and add those packages

dry ibex
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How do i fix this ?,, ive had this error before and i never figured it out

patent elbow
#

Any idea on how to fix the texture issue with the mouth changing alongside the body?

vestal sand
#

hi, so i got an issue with the mesh of a model

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let me get the pcitures

somber sequoia
dry ibex
vestal sand
# vestal sand let me get the pcitures

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

somber sequoia
dry ibex
#

sorruy for my spelling new keyboard

somber sequoia
#

I'd have to see it, but almost certainly this warning has nothing to do with that

dry ibex
#

ill figure it out but thx

somber sequoia
#

alright

patent elbow
#

Wondering if taking a pc color material and transfering it to quest comp?

somber sequoia
#

"comp"?
but other than swapping shaders, it will probably work

patent elbow
#

Im wondering if I can do anything to make it appear on quest

somber sequoia
#

not use Poiyomi, and hope it looks ok

patent elbow
#

How could I switch it? Its an already made asset.

umbral oriole
#

aslong as there arent any specail shader tricks it should look fine

somber sequoia
patent elbow
#

Do I need to install toon standard, or is it pre installed?

somber sequoia
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it's part of the VRChat SDK

umbral oriole
#

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

umbral oriole
patent elbow
#

Sounds good! Thanks soo much! Ill give it a shot and see how it looks

glossy dome
#

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!

umbral oriole
umbral oriole
glossy dome
umbral oriole
#

if it does stop you from uploading or from going into play mode then its a real issue otherwise you can ignore it

glossy dome
#

wellp, guess I'll find out eventually.

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Would hate to do a bunch of stuff only to find out that the error blocks anything from happening :<

umbral oriole
vestal sand
somber sequoia
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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

unborn nacelle
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i got it

stuck wadi
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how do i make the arrow menue in vrc fury

somber sequoia
#

arrow menu?

unborn nacelle
#

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

somber sequoia
#

grey means they're disabled somehow, probably in a collection which is disabled, but still a child of the armature, which is enabled

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objects can belong to multiple collections

prisma monolith
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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

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the arrows in the screenshot are just of my model, not the view position

somber sequoia
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got gizmos on? upper-right icon in the scene view, looks like a globe

prisma monolith
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omg

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lol

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i turned it on lemme check

somber sequoia
#

it's a really useful toggle

prisma monolith
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i see it

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thank you so much

modest ferry
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first time trying to make a prefab an FBX (using fbx exporter), and im not sure how to fix this

night ember
somber sequoia
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that usually doesn't go well, best to not try.

vestal sand
stark vapor
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how do i fix

vestal sand
#

color is red

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the more red it is, the more it will follow the bone assigned

unborn nacelle
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so if i paint it fully red it will follow it completely?

vestal sand
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that's the idea

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in weightpaint

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yes, if it is still looking like this, it means that another bone is affecting it, maybe the spine, chest or others

unborn nacelle
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ok, let me see

somber sequoia
hushed osprey
#

sorry if i yell

stark vapor
#

and i cant import it the way it is currentlty

somber sequoia
#

no, it says, not a first child of. There's nothing in this image that is blocking you.

stark vapor
#

i- i genuinely dont even know what the hell i'm looking at here

somber sequoia
#

looks like that package is broken somehow. no idea, I've never used it.

#

I assume you tried restarting Unity?

stark vapor
#

i havent yet actually

somber sequoia
#

huh.

stark vapor
#

let me try that

somber sequoia
#

start there.

stark vapor
#

welp didnt work

unborn nacelle
somber sequoia
#

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

unborn nacelle
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ok ty

clear nova
#

how would one go about fixing the phys bone sticking downwards

night ember
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its not "sticking downwards"

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its going from the root up to the bone

clear nova
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huh

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so i need to connect the root?

night ember
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you need to put the component on the actual bone

clear nova
#

uhhhhhhhhhhhhh

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ill hopefully figure it out

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cuz im new and aint savy too all this lol

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i found it

vestal sand
somber sequoia
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can't tell what is going on from the images.

vestal sand
#

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

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what it looks like

ornate stump
vestal sand
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nope

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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

vestal sand
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ok

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??????

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ok, that was weird

ornate stump
#

What did you do?

vestal sand
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let me show

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but..

ornate stump
vestal sand
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idk

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did nothing

ornate stump
vestal sand
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i mean yes but they are still deformed and for some reason the textures are not well placed

ornate stump
vestal sand
#

yes

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and they worked fine

ornate stump
vestal sand
#

ok

#

ok that is really weird

ornate stump
vestal sand
#

no

ornate stump
vestal sand
#

it just comes out like that when i import it in unity

ornate stump
vestal sand
#

give me a sec

#

done it and still doesn't work

ornate stump
vestal sand
#

yes

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and i've exported plenty before

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and even exported different versions, and still didn't fixed it

ornate stump
vestal sand
#

ok

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found none

ornate stump
vestal sand
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ok

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selected both of them

ornate stump
vestal sand
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no, the rest got 1

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i did put 1 for the legs and it didn't fixed them

ornate stump
vestal sand
#

ok

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it's weird because on blender it's all good

ornate stump
vestal sand
#

ok

rain plume
#

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!

wanton cedar
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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.

ornate stump
wanton cedar
ornate stump
wanton cedar
ornate stump
wanton cedar
wanton cedar
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⚰️

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thank you

ornate stump
vestal sand
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it's okay

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thanks though

vestal sand
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i guess there must have been an issue during the export as an fbx

wanton cedar
#

Where are the settings for this?? For some reason the blendshape is set to zero, but its acting like its turned on

ornate stump
wanton cedar
ornate stump
wanton cedar
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Nothing in unity

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yeah i think its just got a grudge against me

ornate stump
wanton cedar
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I did

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All the other shapekeys but that one are fine

sly orbit
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anyone up?

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i copied over an avatar i edited in blender using pumpkin and for some reason my eyelashes are metallic now 😭

loud shard
sly orbit
loud shard
#

If you drag and drop the original material for the eyelashes back onto them, how does it look?

sly orbit
sly orbit
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(figured it out!)

hazy quest
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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.

lone shoal
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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

somber sequoia
lone shoal
somber sequoia
#

hmm, not sure why it wouldn't work then

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well make sure the right bones are in those slots I guess?

lone shoal
#

ive removed and reapplied them several times to make sure 🤷

trim trellis
#

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

round comet
trim trellis
round comet
#

Like does it have any errors or warnings, sorry if that was vague

prisma monolith
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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?

somber sequoia
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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?

prisma monolith
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no i set one up its already good

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they use the same material i just changed colors using the uv editor

somber sequoia
#

using the uv editor?

prisma monolith
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in blender

somber sequoia
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yes, of course that's in blender, I meant that coloring in the uv editor is an interesting approach

prisma monolith
#

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

somber sequoia
#

huh, that'll change more than just color though, if you're using PBR materials, such as the normals and roughness/metallic

brave venture
#

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.

somber sequoia
#

probably we'd need to see how you've got this setup.

brave venture
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I have absolutely no clue what I'm doing in terms on how I'm supposed to do this

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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.)

trim trellis
round comet
trim trellis
#

I'm confused at what you mean by in my sdk😭😭

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I'm so sorry😭😭

round comet
#

here hold on

trim trellis
#

I'll be home soon and I can look at it more

round comet
#

np

somber osprey
#

how do I prevent a shader to be see through everything?

trim trellis
somber sequoia
#

...

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what is that

trim trellis
#

that is my unity😭

dull wolf
#

purple screen of death..?

round comet
#

huhhhh

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what happened there

trim trellis
#

I have no idea

somber sequoia
#

window -> layouts -> reset all layouts

round comet
#

bless, Kazin

somber sequoia
#

looks like you have one of the panels maximized

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why it's pink..... that i dunno 🙂

trim trellis
somber sequoia
#

hah

round comet
#

maybe just start with a fresh project again

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and we can figure out your error from there

trim trellis
#

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

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but let me make a new one

somber osprey
somber sequoia
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this is so dark I'm not sure what part I'm looking at here?

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do you mean the blue whatever?

somber osprey
#

yes

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let me het a better picture

somber sequoia
#

ok well you'd have to share your shader settings

somber osprey
#

I was told to use stencils but idk how exacTLY

the document is confusing

brave venture
somber sequoia
#

what exactly is "not working"?

brave venture
somber sequoia
#

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.

somber osprey
trim trellis
#

@round comet

somber sequoia
somber sequoia
round comet
#

holy triangles

trim trellis
somber sequoia
#

wow. Yeah that's going to be bad.

round comet
#

I mean, maybe

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I'd say try to upload again

somber osprey
somber sequoia
somber osprey
somber sequoia
#

oh you're doing stencils, yeah wrong settings in some way.

somber osprey
#

do you know how?

somber sequoia
#

why are you using stencils though?

#

explain what it is you want this to do.

somber osprey
trim trellis
somber osprey
round comet
somber sequoia
#

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.

trim trellis
round comet
#

tyt

somber osprey
#

even if I get behind some wall, my heart's still see through

somber osprey
somber sequoia
#

yeah I recall it being tricky to get right

somber osprey
#

Stencil compare to equal
ZFail to replace

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the documentation doesn't help at all....but glad you told me that I was close atleast, appreciate it @somber sequoia

somber sequoia
#

which docs? I found decent info in the Unity docs at one point

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it's not a Poiyomi-specific thing

somber osprey
#

caus this is using poiyomi shaders

somber sequoia
#

yep, but this a thing many shaders do

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Poi's docs tend to be poi-specific.

round comet
#

maybe the poi server knows?

somber osprey
#

there's a unity document for it regardless of what shaders I use?

somber sequoia
#

it's not even unity specific

somber osprey
somber osprey
somber sequoia
#

but yes, I recall reading about stencils in the unity docs

somber sequoia
# somber osprey wdym?

I mean this isn't a unity-specific concept, it's supported in other things that do rendering like this

trim trellis
#

@round comet it worked!

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Thank you @somber sequoia !

round comet
#

awesomesauce!

trim trellis
#

I feel like a idiot for missing that small thing😭

manic copper
#

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..

somber sequoia
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You are not using the latest SDK if you see that message.

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check your VCC/alcom to verify

trim trellis
somber sequoia
#

in the specific project you're working on? It shouldn't give you that message then.

manic copper
somber sequoia
#

Yes

trim trellis
somber sequoia
trim trellis
#

oh crap I am sorry😭

somber sequoia
#

no worries, I didn't reply so I can see how that got confusing

manic copper
#

That’s the error message

somber sequoia
#

Yep, pretty clear what the problem is.

manic copper
#

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”

round comet
#

just swap to the latest SDK

manic copper
#

Okay sorry I’m not very good with unity

round comet
#

its ok!

somber sequoia
manic copper
#

How do I know the SDK edition

somber sequoia
#

...

manic copper
#

And where do I do that

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I’m sorry I don’t use Unity often

somber sequoia
#

Please read what I've already told you. happy to clarify, but I thought it was pretty clear already.

manic copper
#

When I go to the vrchat website, the SDK version it downloads is 2.4.5

somber sequoia
#

Do you not use VCC for this?

manic copper
#

Yeah I did

somber sequoia
#

Then do what I said, in VCC

round comet
#

ok, so open VRChat Creator Companion and go manage your project then

manic copper
#

I’m sorry I’m trying

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Okay

round comet
#

then you can swap your base and avatar SDK(s) to the latest, which is 3.10.1

manic copper
#

It already is

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Idk why the uploads aren’t working

round comet
#

ok so, did you also import the 2.4.5 SDK into the project?

manic copper
#

Let me try again

round comet
#

you only need one

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so don't do that if so

somber sequoia
#

It definitely is NOT if you are getting that error.

manic copper
round comet
#

alright

manic copper
somber sequoia
#

no need to apologise

round comet
#

I'd just say double-check, because like Kazin said you shouldn't be thrown that error if you're using the latest SDK

manic copper
#

Oooh it just updated, that’s my bad 🥲🥲🥲 I’m so sorry

somber sequoia
#

yep 🙂

manic copper
#

I suck at unity stuffs

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Can I ask what the ID error means?

round comet
#

I think you were just getting thrown that error for using an outdated SDK

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older SDKs use a different system for blueprint IDs

manic copper
#

Ohhhh oh my god thank u so much

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I overthought it

somber sequoia
#

This detailed in the #announcements channel, sometime this year, I forget exactly when, they explained about the required update.

manic copper
#

Okay yeah I don’t check servers often

round comet
#

stuff is typically simple when it comes to uploads bear_nod

just small errors

manic copper
#

Man I feel dumb hahaha

#

Let’s hope it works

round comet
#

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

manic copper
#

I was being dumb lol I tried like 5 different avis

somber sequoia
round comet
#

I'm not currently adding people, but I'm def up for chatting if you ever hop into gen 1

manic copper
round comet
#

all good!

manic copper
#

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???

somber sequoia
#

probably

manic copper
#

Okay I’ll try that

#

It uploaded for pc tho

round comet
manic copper
#

Ohhh shoot ok I already imported the quest version

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Uhhhh let me see

round comet
#

All good! Just issues with stuff getting overwritten sometimes if you use the same project

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I’ll use the same project sometimes but I delete everything out before importing a new package

manic copper
#

If I deleted everything out, will it mess with the avatar i already uploaded????

round comet
#

No, it wont

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That’s already in the actual game

manic copper
#

Okay

round comet
#

Be sure you have the android module downloaded too if you wanna upload to quest

manic copper
#

Yes maam I do

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That’s one thing ik how to do lol

round comet
#

Awesomesauce. Your upload should be easy-sailing then

clear plume
#

It's even on the FX layer like the comments stated

brave venture
brave venture
round comet
wispy spear
#

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 😔

timber wharf
#

@wispy spear is it jaw bone or visemes based lipsync? if visemes, then just unmap jaw bone in the rig

wispy spear
#

ohh i see, thank you!!

brave venture
#

How do I make the white character invisible?

radiant night
#

What shader are you using?

brave venture
balmy barn
#

can delete the skinned mesh renderer it will just have the armature then

brave venture
balmy barn
#

whatever your mesh is named, click that and inspector

brave venture
#

oh awesome, thank you again :^)

timber wharf
#

@balmy barn doesnt it break with nothing to render nowadays? or as long as theres at least smth to render then its fine?

balmy barn
#

forget if my generic av using it or not, think its deleted and it behaves

#

ratl easy check

#

turning it off breaks it for sure

#

offline testing 'generic' course never work rightvrpill 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

somber osprey
#

is there a way to prevent the avi model to go down when pressing preview on animation?

its difficult to compare before and after

balmy barn
#

set it generic temporary, but thats what happens when its humanoid

timber wharf
#

@somber osprey you can set some idle pose animation as a default state in avatar's animator (none here:) #avatar-help message

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iirc it mostly behaves then

somber osprey
timber wharf
#

no

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make controller to anything with idle being default state

somber osprey
#

how exactly?

i'm new to this kind of stuff

timber wharf
#

if its already none then just find and drag idle animation on root

somber osprey
timber wharf
#

no thats fx controller

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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

somber osprey
#

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

somber osprey
timber wharf
#

@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

ornate stump
somber osprey
ornate stump
peak badge
#

anybody available to hop in a vc and help me out with uploading an avatar? i'm confused with like the entire process lol

inner perch
#

any ideas on why one eye is not there, it looks fine when uploading but like this in game

ornate stump
inner perch
ornate stump
peak badge
#

nvm ig 💀

ornate stump
peak badge
#

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

inner perch
ornate stump
inner perch
ornate stump
ornate stump
inner perch
#

hmmm i will see what i can do thanks for the help

timber wharf
peak badge
#

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

timber wharf
#

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

little plume
#

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

ornate stump
little plume
#

i know

#

i didnt have it selected in the screenshot

#

but it doesnt show up

ornate stump
little plume
#

i tried adding the modifier and it changed nothing

ornate stump
little plume
#

i did.

ornate stump
little plume
#

the same thing

ornate stump
inner perch
little plume
#

but i did do that thats why I was super confused lol

ornate stump
inner perch
#

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

tranquil ridge
#

How would I go about adding stars to an avatars skin?

#

I can't seem to figure it out and she's ALMOST done! vrcLITTLEGUY

tawdry swallow
wanton cedar
#

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

strange saffron
#

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

balmy barn
#

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

strange saffron
agile scroll
#

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?

patent elbow
#

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'.

reef drum
#

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

tribal cipher
reef drum
#

how move them in the first place?

#

or better yet how do i pose to move them

dry ibex
somber sequoia
arctic ginkgo
dry ibex
dry ibex
arctic ginkgo
# dry ibex here

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

reef drum
arctic ginkgo
# dry ibex here

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?

dry ibex
dry ibex
arctic ginkgo
# dry ibex 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

tribal cipher
somber sequoia
dry ibex
somber sequoia
#

and I don't have legacy blendshape normals on.

arctic ginkgo
# dry ibex is it? i always try to make the scale of my avatars accurate to vrchat height f...

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

dry ibex
somber sequoia
#

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 🙂

dry ibex
somber sequoia
#

Excellent.

dry ibex
#

didnt mean 2 reply mybad but thank you

somber sequoia
#

hey I'm ok with a reply saying "it worked, thanks!" 🙂

tribal cipher
somber sequoia
#

(it's the wrench one)

reef drum
#

im still not seeing it im ngl

somber sequoia
#

are you in object mode? have you selected a mesh object?

reef drum
#

im sorry im still fairly new to blendr

somber sequoia
#

there are many tutorials

reef drum
#

found it

#

ty ty for the help!

nocturne radish
#

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.

trim trellis
somber sequoia
#

I don't do private help for free. Use this channel.

trim trellis
#

gotcha

ember escarp
#

How to prevent Blink and look up/down shapekeys when using emotes?

somber sequoia
#

could disable the eye movements using VRC Animator Tracking Control on the gesture state

ember escarp
#

ah im not familiar with that yet, ill look into it

ember escarp
#

Awesome that worked, bit of a hiccup making sure it re enabled after the emote but i figured it out.
Thanks for the pointer!

somber sequoia
#

yep! have to re-enable after

fickle rover
strange saffron
raven summit
#

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?

signal ice
#

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?

ebon dirge
#

Why is my avatar doing this when I use the gesture manager in play mode?

somber sequoia
signal ice
somber sequoia
#

that's the first one? Weird.

signal ice
#

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

somber sequoia
#

huh also that .Examples directory isn't in mine

#

wait, dynamic bones? that's long been deprecated

signal ice
#

Oh!

#

Mb it’s been over a year

#

Since I last uploaded avatars

somber sequoia
#

Did you upgrade your SDK to the latest?

signal ice
#

Yes I believe 3.10?

somber sequoia
#

okay good

signal ice
#

I don’t really know what people use to upload now so I tried to do some research to grab whatever I could

somber sequoia
#

I've no idea where that .Examples comes from, but I guess you could remove that

signal ice
#

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

signal ice
strange saffron
somber sequoia
left gull
# patent elbow

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

patent elbow
#

Im not sure how it works tbfg

#

Im like not even a week into knowing unity

left gull
#

on the left where it show's your heirarchy you'd press the < arrow beside your models name

somber sequoia
#

other than dynamic bone, most of that doesn't look old. can't comment on one of them though.

signal ice
#

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

silver egret
#

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?

patent elbow
limpid isle
#

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.

ember escarp
#

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?

sly orbit
somber sequoia
somber sequoia
sly orbit
#

first try 🤦‍♀️ thank you so much

limpid isle
somber sequoia
#

me too

limpid isle
#

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

somber sequoia
#

why can't you replace the fbx?

limpid isle
#

Changing even a single bone has always messed it up for me.

somber sequoia
#

hmm

limpid isle
#

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

somber sequoia
#

ohhhh

#

yeah don't unpack.

arctic ginkgo
limpid isle
dense raptor
#

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!

slender lake
#

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.

strange saffron
tough rivet
#

How to make a toggle in fury for audiolink?

dawn oak
#

whatever gloves for this basei put on it it never fits even with the shrinks

#

in playmode it never matches as well

tough rivet
#

@errant comet I don't get how to make audiolink effect toggle on or off while still keeping the clothing/model.

ornate stump
frigid glade
junior void
#

Show us the visemes setup in the avatar descriptor

austere dome
#

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.

balmy barn
#

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

unborn lichen
#

hi guys how i can fix this pose ? my avatar usually was in A pose and now is stucked in this strange position

austere dome
#

Appreciated @balmy barn

sleek ember
#

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

sleek ember
#

ok i fixed the issue
it was just that i needed to use the VRCfury optimizer instead

unborn lichen
#

anyone who can help me with my issue ? i really dont know how that happened and how to fix

somber sequoia
#

which issue?

unborn lichen
#

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

somber sequoia
#

You probably left it in that pose after making an animation. Pumkin's Tools has an easy way to reset it.

unborn lichen
somber sequoia
#

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

unborn lichen
#

oh i see, with pumpkin worked, thanks for the help ^^

somber sequoia
#

np!

solid axle
#

hum, i dont know what is this error someone can help me :<

somber sequoia
#

looks like you're in safe mode. Don't be in safe mode.

solid axle
#

but i can't upload with this error :<

digital cairn
#

What troubleshooting steps should I take if something on my avatar functions in the gesture manager but not in game?

unborn lichen
#

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"

balmy barn
#

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

unborn lichen
#

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 ?

somber sequoia
#

this is the whole point of what VRCFury does

unborn lichen
#

oh but i cannot even tell to fury " hey you can do this on my avi controller but leave alone my piano controller "

somber sequoia
#

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.

balmy barn
#

reason i dont use vrcfury ratl , 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 )

unborn lichen
#

not referring to fx but the animator controller

somber sequoia
#

the alternative is to not use fury and to do that combining stuff manually to install gogo loco

somber sequoia
#

Fury will do this processing on all of the controllers on your avatar.

unborn lichen
#

in a single one ?

somber sequoia
#

... unless you did something really strange by having another animator on an object?

unborn lichen
#

welp thats my main thing, im trying to set up an animation on my note keys, it only triggers thanks to vrc contact receiver

somber sequoia
#

okay.... I'm not really sure where you're going with that statement

unborn lichen
#

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

somber sequoia
#

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

ancient adder
somber sequoia
unborn lichen
somber sequoia
#

modular is another whole can of worms though

balmy barn
#

vrcRat another thing i dont use, tried it abit but meh

ornate stump
#

modular avatar also does preprocessing on animator, the same way as vrcfury does.

unborn lichen
ancient adder
#

doesnt go off on its own

somber sequoia
ancient adder
somber sequoia
#

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)

unborn lichen
#

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

somber sequoia
#

So, pro tip: don't use Claude.

unborn lichen
#

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

ancient adder
unborn lichen
#

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

somber sequoia
#

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.

ancient adder
#

to merge controllers into FX using AV3 Manager

unborn lichen
#

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.

ancient adder
#

ok first i think you might have a bit of a misunderstanding of how vrcfury works

somber sequoia
#

your piano thing is entirely possible.

ancient adder
#

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

unborn lichen
#

okay another thing i wasnt aware

ancient adder
#

VRC has 5 Base animation layers: Base, Additive, Gesture, Action, and FX

unborn lichen
#

yeah i remember that

ancient adder
#

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

unborn lichen
# somber sequoia your piano thing is entirely possible.

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

somber sequoia
#

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.

unborn lichen
wispy spear
#

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?

ancient adder
somber sequoia
#

Assume the AI is lying unless you know otherwise.

unborn lichen
somber sequoia
#

luckily there is documentation and tutorial videos, and places such as this.

unborn lichen
somber sequoia
#

Doesn't mean they "take" correct info.

ancient adder
unborn lichen
unborn lichen
somber sequoia
#

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.

unborn lichen
ancient adder
arctic ginkgo
unborn lichen
somber sequoia
wispy spear
#

Yes

unborn lichen
somber sequoia
wispy spear
#

Not to my knowledge, no

#

I haven't scaled anything either

somber sequoia
#

hmm, not sure what else to check, haven't really had any weird issues with mine.

wispy spear
#

Alright, thank you though

raven summit
somber sequoia
raven summit
#

I'll ask them

formal badger
#

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

somber sequoia
#

oh you mean position

formal badger
#

Yeah

#

I can move the hand but none of the: ring,little,index,middle move in anyway I can only change their shape

somber sequoia
#

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

formal badger
#

I'll at least give it a go

#

it either works or I have to get adjusted to where the actual colliders are

somber sequoia
#

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?

formal badger
#

I tried shaping them differently while looking for a way to move them

somber sequoia
#

you don't usually want to be moving/resizing them in unity

formal badger
#

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?

somber sequoia
#

it depends on what interaction you are doing

#

physbones respond to hands and fingers, contact receivers can watch for fingers specifically

formal badger
#

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

cobalt cloak
#

can i do heart particle on the quest version

somber osprey
#

how do I make the invisible objects remain invisible in the game mode?

somber sequoia
#

how did you make it invisible?

somber osprey
#

clicking the eye icon

spice ruin
#

w username ;)

somber sequoia
#

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

somber osprey
#

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?

somber sequoia
somber osprey
#

...and how do I know that?

somber sequoia
#

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

river jewel
#

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 :')

somber osprey
somber sequoia
#

You can watch the animator and see the state change when you activate the menu item.

somber osprey
somber sequoia
#

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.

spice ruin
#

i gotchu one sec

somber sequoia
#

pretty much like that, yes.

somber osprey
#

....I don't see any changes?

spice ruin
#

oops mkv

#

oh you got it anyway

somber sequoia
#

not sure why that animator isn't updating, mine does

spice ruin
#

seems like it's animating the face though

somber osprey
#

So....did I brick this project?

spice ruin
#

the animator window isn't updating but the avatar model is?

somber osprey
#

do you know why that is?

somber sequoia
spice ruin
#

seems like it's "working"

river jewel
#
  1. 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

  2. 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

somber osprey
spice ruin
#

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

somber osprey
#

cause I want to modify some of it

#

it already came like this, so I'm trying to "reverse engineer" it

spice ruin
#

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)

wispy walrus
#

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?

final kiln
#

can anyone help me i dont really know unity shit and im tryna upload a avi and idk what this means lol

somber sequoia
final kiln
#

nvm i got it lol

round comet
#

How do people make their expressions not overlap? PaimonThink

I know you can make one hand take priority over the other or something like that

somber sequoia
#

when I still used these, I ended up putting all of mine in the same layer..

indigo compass
round comet
#

Ohh yeah, heard of that

somber sequoia
#

really can't tell you much from that pic, does it look right in Unity?

wispy walrus
#

Yeah?

heavy zephyr
wispy walrus
somber osprey
somber sequoia
#

yeah there's not really a better way to find it

somber osprey
#

So.....what do I do?

#

cause there's something that the model is doing that isn't done through blendshape

stuck wadi
#

yo how do i make a physbone able to be picked up and float?

somber sequoia
somber osprey
#

oh the AV3 emulator. alright hang on

somber sequoia
#

I don't think that'll do much different than Gesture Manager, I just prefer the way it works.

somber osprey
#

then what did you suggest that I missed?

somber sequoia
#

I don't know what you missed, but you can scroll up and re-read to be sure

somber osprey
#

any idea why nothing is happening when I press preview?

I think this is supposed to be a blush but it uses textures

balmy barn
#

your animator is 'broken' where is your avatar

somber osprey
#

Oh. right, i was told to remove it so the whole body doesn't go down when previewing

somber sequoia
#

ohh that's an issue

#

whoever told you that was incorrect, you should definitely not do that

somber osprey
somber sequoia
#

oh, I don't do the duplicating thing, interesting.

somber osprey
#

have one to keep its original
have a 2nd one to mess around with

somber sequoia
#

many people say many things. Some of those things are good advice.

somber osprey
somber osprey
somber sequoia
#

why would I?

somber osprey
#

to see the before and after?

somber sequoia
#

I don't find the bike pose affects much that I do, I guess.

somber osprey
#

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

somber sequoia
#

Sure, my avatar moves into "bike pose" in this case

somber osprey
#

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

sudden dawn
#

Help pls

#

what does this mean </3

somber sequoia
#

you need a Animator component on the avatar root.

#

Maybe you didn't do the humanoid rig setup?

sudden dawn
#

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

crude pumice
#

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

somber sequoia
#

sounds like present day to me 🙂

sudden dawn
#

oh goodness not blender

digital cairn
#

What troubleshooting steps should I take if something on my avatar functions in the gesture manager but not in game?

strange saffron
merry sigil
#

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

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

balmy barn
#

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

merry sigil
#

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

somber sequoia
#

there's a point where your parts swap is so much that you should just swap avatars

bold widget
#

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

somber sequoia
#

you'll need to give us a lot more to go on

bold widget
#

ok so im using skyrims magic and when its in unity the effects work but when im in game they do not show up

somber sequoia
#

is that an add-on package or something?

bold widget
#

yes its a prefab

somber sequoia
#

ah ok. No idea without a deep dive, have you asked the creator?

bold widget
#

no

#

idk any

somber sequoia
#

no I mean the one who made the package

bold widget
#

skaley

stuck wadi
#

how do i make and grab a physbone on a droped object and it will in my hand

gentle iris
#

i have a shooting prefab, how would i have it work with the gun?

somber sequoia
#

or like, use one of the prefabs out there for this, like the one from That Fat Kid's Mom

stuck wadi
somber sequoia
#

still works with contacts too

stuck wadi
#

?

somber sequoia
#

do you need me to clarify some part of that statement?

stuck wadi
#

yeah (im newer to contacts and constraints)

somber sequoia
#

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.

crystal nacelle
#

Ok

digital cairn
#

I have physbones that are moving in Unity gesture manager but not in game. Could use some help.

somber sequoia
#

is there a warning in your build window saying you have too many and so they'll be removed?

digital cairn
#

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

placid mica
#

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?

gray gazelle
#

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

somber sequoia
placid mica
digital cairn
reef kraken
#

how would i make a animation from triggering when making a fist to triggering when i do a fist then pull the trigger in?

cinder dew
#

So... I am looking for a way to make my fursona into an VRChat Avatar

(Artwork done by DragonFoxJun btw!)

burnt nova
#

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 (◞‸ ◟)💧

umbral oriole
# cinder dew So... I am looking for a way to make my fursona into an VRChat Avatar (Artwork ...

realisticly you have 3 options

  1. use an existing avatar and retexture and add clothes to make it look like your oc

  2. sculpt a head and body base to your liking and add the assets you need as well creating the textures

  3. 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

burnt nova
uneven whale
#

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?

tulip radish
#

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.

ornate stump
ornate stump
teal laurel
#

If you need help with creating a toggle, youtube should have good tutorials with vrcfury on how to do so, or read their documentation

boreal wolf
#

Does anyone know how to stop unity from freezing on this? My friend tries to upload stuff but it keeps freezing here

loud shard
#

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

dawn oak
#

the automatic constaint convertion options not showing up for my friend

ornate stump
ornate stump
loud shard
# ornate stump 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

ornate stump
dawn oak
loud shard
#

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

ornate stump
loud shard
#

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

dawn oak
ornate stump
dawn oak
#

it showed up yesterday

ornate stump
dawn oak
ornate stump
dawn oak
#

how to get the option to show again if you previously auto fixed it

ornate stump
ornate stump
loud shard
#

I did start to set that up, I'll try that again and let you know if it changes anything

ornate stump
loud shard
#

Disabled VRCfury and it didn't fix it

ornate stump
loud shard
#

Just the hand

#

I got it to the point where the legs move correctly but the arms get stuck

ornate stump
loud shard
#

I did just try that and it changed nothing

#

sighh

ornate stump
loud shard
#

I moved the tree I had to a new animation controller attached to the gesture layer

#

changed a few settings, readded the param

ornate stump
loud shard
#

base state, buffer, actual anim, reset buffer

ornate stump
# loud shard

Since it's in gesture layer now, did you add layer mask to it?

loud shard
#

I tried two different methods

#

the layer mask broke the entire animation

#

this one didn't seem to do anything regardless of settings

ornate stump
loud shard
#

Yes, it does

ornate stump
loud shard
ornate stump
loud shard
#

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

ornate stump
loud shard
#

Yes

#

VRCfury makes unique copies of every layer's mask

#

so they don't match anymore but they should still be functionally identical

merry sigil
#

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

tulip radish
# ornate stump What are the wrong places for example?

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

ornate stump
ornate stump
ruby summit
#

for some reason my avatar's eyes are looking to the inside

#

i already checked the avatar descriptor, bone rotatrion etc

tulip radish
ruby summit
ornate stump
# tulip radish ? What you mean?

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.

tulip radish
ruby summit
#

btw when playing using the gesture manager, the eyes look to the top

ornate stump
tulip radish
#

Using CATs to merge the bones

ornate stump
ruby summit
ornate stump
tulip radish
ruby summit
ornate stump
tulip radish
ornate stump
ornate stump
tulip radish
# ornate stump I'm confused you said it works fine earlier and now it doesn't?

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.

ruby summit
ornate stump
ornate stump
ornate stump
ornate stump
tulip radish
ruby summit
ornate stump
ornate stump