#avatar-help
1 messages · Page 245 of 1
well i have nothing more that could control the eyes
Its called vrbase egirl
What a generic name.
You could try reset FX layer to default and test it again, see if you can rotate the eye bone.
i dont have those
literally didnt even added too much, not even toggles or anything, i was just creating i
Its the most widely used body base in the western community, but I get the confusion considering the name
Yep that’s the base

Alright
It used to be other bases named like Panda and Zinfit. But Ok I got it.
Yeye still made by Zinpia (meaning Zinfit). Panda isn’t as popular anymore
Can you still rotate any other non-humanoid bone?
ears could count right since theyre out of the humanoid
Yes.
well yes i can
Can you get into Debug mode in gesture manager and see in Animator States tab?
What animator states are showing.
There is actually an eye layer in the default FX. So create a new empty animator layer and use it for FX layer intead.
But what if they have the same name already? Or do you mean for them to differentiate? How do I fix the part where they get assigned in the wrong point of the base armature?
so, like this?
How did you attach the clothing originally?
or do i create one in assets and drag it there
Leaving it none will just cause another error. You will have to make a new one.
saying just that doesnt rlly help srry 😭 how do i create a new one
Assets -> Create -> Animator Controller
Ok.
does it need any other step? because the eyes still spin
Pointing up? Can you rotate the eye bone now though?
nope
Screenshot the Debug panel again.
There should be nothing that can rotate eye bones now. And I totally have no idea why it's doing that. Still though, if you actually set eye look and preview the rotation, does it rotate?
yes it does
I'm not sure if avatar descriptor still has eye bones in control even eye look got disabled. You could remove the eye bone assignment and test again to confirm.
And the Y axis is far apart into negative which is the reason why eye rotation is incorrect.
yeah but thats the only way the eye shows correctly on the preview
without it, its like this
For looking left, can you put number 210 into Y instead?
i can't, it gets auto corrected to -150
Can you fix the bone in blender?
yes, i have another version already made with the eye bones pointing up and pointing forward just in case
want me to use the upward one?
It has to be upward and bone roll zero.
ok
I got so fucking close but vrc fury is fucking me
if it didn't go and make unique copies of everything it would work
Sorry for asking but can sm upload an avi for me im kinda broke so i made it on the school laptop its not a lot it’s just some toggles as well so dm me if you can help me for free
That's the point of vrcfury, it has to preprocess everything. It could still because of the write defaults setting in the states so you should try various setting the vrcfury fix write default option and see whether work.
like this?
You have to make the bone tail point upward.
And make sure roll axis is zero.
hey hey, What version of the sdk are we on? I havent made avis in a while
where do i see that
From N menu.
You can take a look in VCC.
You have to be in edit mode and select the bone.
????
ohh okay
yeah it should be in 0
See errors in console.
this is the only one i can see when i print errors to console
That's for model import and it's unrelated. Make sure that you don't filter out the error in console.
doesn't change anything either
Might go to bed shortly and pick up tomoroow
So what if you change the write default in the animation states?
i'm confused, sorry
there are no errors, just warnings and stuff
Make sure there is some number showing here.
The poiyomi shader is having the issue so you have to delete it and import it again.
it's fixed, thank you for the help!
no change
I will try one (1) more thing tonight
Right - swapping out model parts is mostly easy. having a different armature is not.
Like range of height, just don't waste your time trying, use the in-game scaling.
Anyone know of any good sprite tutorial I want to make one into a follower but it's not really documented well
The video that I used to use has got taken down for some odd reason
is there any way to make a collider one-way? i have a bubble shield on an avatar that i want particles to be able to travel out of but should collide with when travelling into it
I got closer.. gogoloco was trying to add its own stuff to the gesture layer and fucking with the base layer but even after fixing that the arms still get frozen in place
Okay I had one of the masks on the arms not the hands but I fixed it and it works amazingly now
hey gang i’m having some issues uploading this project, they are named according to placement, also apologies about the highlighted blue ones i was just using them to keep track of what id already screenshotted
and then the vrcsdk also disappear after closing the project but if i just make a new one no prob i just dont know how to fix the other issues, when it loads its like 10% through, the vrcfury pop up shows then kaput
multiple of same file and you have package ones in asset , quite a mess there
short exsample, but you need to delete your 'packages' folder in asset
is there a way to add dances/emotes easily? (such as through vrc fury) or do i have to do stuff with my parameters/fx and such
I'm trying new things here instead of limiting myself to such things
I'm pointing out what's doable and what isn't, but sure, go ahead.
how would i make a animation from triggering when making a fist to triggering when i do a fist then pull my index finger in?
Could anyone give me some advice as to why these prefab clothes seem to be rotated in game? I have them setup with armature links in vrcfury and things look fine in unity but in game they're rotated. I'm at a bit of a knowledge gap here so I would super appreciate any help!
i think you need to go to the armature link and hit advanced settings and disable the top 3 marks that says like scale, position, rotate to something and it should work
i had to do that to a few of my clothes that didnt have vrcfury
Gotcha, thanks for the lead! Will have to try that this evening but will let you know how it goes 😁
okie dokie
Actually, gave it a quick shot before work and that fixed it! THANK YOU SO MUCH!!!
your welcome :3
i agree this package is a little bit of a mess, would you mind hopping in a stream of the package, i cannot find it but full disclosure i have no unity knowlege, also a few more questions on terms of uploading her
anybody know how to make toggles using a float parameter but without a radial menu? I somehow was able to do it before :')
but now I've sadly forgotten
There's a shader im interested in making but I need to know if it's actually possible. Basically, I want an outline on my avatar. That's simple, but I want the outline only on the outside of the rendered model. A better way to explain would be like, an outline of the model's 2D silhouette rather than all the geometry
Is there any kind of way to do this
is these a list of common shapekey i need to make for vrchat avatar somewhere?
@somber star visemes for any avatar, and ig this for face tracking https://docs.vrcft.io/docs/tutorial-avatars/tutorial-avatars-extras/unified-blendshapes#ue-blended-shapes
oh and blinking and if required look up/look down (for eyes shape like raising eyebrows etc, not eyes itself) for any avatar ofc
i saw some model name Viseme like this, it different from the Viseme list. is this ok? or need to rename so it match the list?
@somber star names dont matter unless its for mmd worlds and these use jp naming afaik. but all 15 must be present even if some of them are just doubles
I have a prefab with an audio source in it, but it's global. How do I change it to proximity?
slider 2d - 3d all the way to 3d, in curve set linear and drag it so far is like 5m, close is 2m
ie like this #avatar-help message
where for them <0.21 (too low obv) is max volume and >5.91 is nothing
i just copy the stettings
Can I make it quieter for myself?
while yes you can, doesnt seem fair huh
yes but It's a nose boop sound and a bit annoying for me when someone spams it.
and most of my friends are on a quest, so they don't hear it at all.
I organized my characters body and head uv’s I think it looks good. What do you guys think?
I wanna make the charging handle on my rifle grabbable and slidable but I'm not sure the best way to do that? I was thinking a physbone but I'm not sure if the physbone component works without an actual bone.
You could create an empty game object, and its child game object, put physbone component in, and that will just become a physbone.
like this?
Yes. Then to make it grabbable: put some radius for it.
i put a .1 radius to it and it under collision and it seemed not do anything, it's still just a single line
Does bigger number change it? Like more than 10.
see but i dont wanna use radial puppets i want clean toggles like godfall avatars you know? im now trying to figure out how to do it manually which i don't know how to do
no numbers seem to be working to make it bigger
Does the root transform you set have a child game object?
the root transform is that "charge_lo"
Then you have to put the "Shell" in ignore transform list too.
now it looks like this?
Does the radius change it now?
nope, lol
what bout this "endpoint position"? it seemed to make the radius work but kinda made it all wonky bc of the "bone" thing i have
endpoint position is for adding extra length in case of your physbone object doesn't have child bone or missing end bone.
mm, got it
am I just cooked then?
Hello how are you
No.
any chance of the same effect with quest support?
Not possible.
quest potato , want worse frames standalone ?
Because android avatar have limited choice of shader.
is there a way to make a blendshape be 100 by default?
Stenciling is pretty heavy
Just put it to 100?
I mean like when the avatar is loaded
Have it be 100 until set otherwise
Cuz usually all blendshapes are 0 until set otherwise
Just animate it that way
How
Just have it be 100 then animate it to be not 100?
yes but how do i make it 100 in the first place
By setting it to 100
WHERE 😭
The mesh where the blendshapes are
like in the skinned mesh renderer component ?
yes, whatever the blendshape affects, go to that mesh and to the skinned mesh renderer and the section for blendshapes will be there
is it possible to lock the fingers pose with an animation clip? the idea is to make it so the fingers wont move only with a toggle
yes - use VRC Animator Tracking Control on the animation state, mark the fingers "animated", then set them back to "tracking" when done
its not that heavy to add a regular outline on quest so what makes stenciling so much heavier
it doesn't show up in game
A regular outline is just a duplicated mesh with normals flipped. Stenciling is entirely different
then something is animating the blendshape and setting it to 0 or a different value
definitely not, only thing affecting the blendshape is a toggle which i have off
do you have Gesture Manager? test the avatar and then manually check the blendshape value in play mode.
this is the wikipedia on stenciling.
i do not have it
There is no shader supporting stencil for quest avatar to begin with.
its free, and I believe its curated. Add it to the project with creator companion
ykw this is a whole lot of effort for something i could do another way dw about it
How do you know this for sure? Did you design this model from the ground up, and create all its animators and animations? Or does it have an FX that it came with?
i did all of it from start to finish
Blendshapes start at the value you leave them in unity on upload. Something is changing the value of your blendshape.
definitely not, i checked in blender too
it could be another animated blendshape that undo's or makes the original blendshape not show. This is why we need Gesture Manager to see the actual value of the blendshape
in play mode, or in simulated game
it's the only blendshape that's being set at all in game so nothing else could be modifying it
no vismes? no blink? no facial expressions?
nope
what is this blendshape
if it is being reset on upload, something is modifying it. Any tools or scripts attached to the avatar?
nope not atm
any ocs usage? What world are you testing in? something is touching the blendshape.
just testing in the default vrchat home world
The animation you made, it sets the blendshape to what? and when does the animation activate?
like it is a toggle tied to a parameter?
it's a toggle that sets the blendshape to 100
sets it to 0*
but obviously that does nothing because it's still 0 by default
ok. So when it is off, the blendshape should be at the default value, unless the toggle is being triggered somehow on load
is the animation setting it to 0 the only state in that fx layer?
huh? i was just told to set it in the skinned mesh renderer nothing about layers
and then have it set to 0 with a toggle
how are you doing your toggle?
vrcfury toggle component
what animation?
that component does the animation for you
👆
ok. So you have a vrcfury component that sets the blendshape to 0, and you set the blendshape manually to 100 in the scene. and then you upload. Correct?
yup
ok, im uploading a test doing exactly that
vrcfury should recognize the default state of the blendshape as 100, because thats what its set to in unity, but its possible that it doesn't work this way.
that heavily depends on the model since its doubling the tri count
As soon as you do a vrcfury component, vrcfury touches everything. so that is probably causing the problem, let me see if I can recreate the problem and see what I can do to fix it
not sure what happened but i fixed it
i deleted the toggle component and re-added it and it just suddenly worked
even though i did that before and it didnt work
vrcfury was probably being weird, or you set a setting on the toggle that you forgot to readd now, and the setting was making it behave differently. In gesture manager, my simple setup works how you want it to. no save between worlds, no default on, no global parameter, etc
okayt another thing he's really dim
if it persists, try setting a minimum brightness in lighting,
If I'm making an avatar that has a lot of customizable hair, and said hair has physbones on it. Would it help performance to turn off the physbone components of the hair that isn't showing via animations? Or would it not affect perfomance all that much?
It will not affect the performance rank, but it will make your avatar perform better for others as disabled physbones don't render calculations.
Yes I'm aware the rank will stay the same. I'm talking actual performance wise. It should be alot easier on the cpu to calculate just the physbones that are showing, yes?
yep, thats what I said
Alrighty, thank you very much ✨
everyone be like Steg. Disable your physbones when the mesh is disabled. give a crap about how other's have to render your avatar.
can somone help me figure out why this bone i have made using 2 game objects doesnt want to have a collision radius?
try making the radius bigger than .005
depending on the fbx export settings and the scale, the needed value for the physbone radius will be different.
what name should i name my eyebrow shapekey?
i tried to slowly made the radius bigger up to 10000, it isnt showing..
hmm that is weird.
aparently the charging handle on this has a size of -100, so i countered with a really small decimal and it's appearing now
huh, how strange. Glad you were able to find a fix though
Question idk how to make avatars can someone help me lol I started a couple months ago
does anyone know the name of the booth tool for fitting one eye texture to a different base?
I am, and have seen it before, but I don't know the answer - I'd check the github issues, I know it's documented somewhere. Make sure you have the latest alcom too
you'll need to be more specific than that
Wondering if anyone has seen this error before. Unity just tells me to check the console and then the console dosent point to anything. Tried remaking the project and got the same error. Also tried re-uploading a different model and it uploaded fine. Only this one doesn't
unless that is the only error in your console, instead post the first (top) 2-3, summaries are fine.
It is the only error
oh that's frustrating. Anything in the build report above where you click "build and publish" that's a blocker? If not, it may be networking issues.
did a clear console and tried to reupload so that only any errors from uploading are there
you can see in the top right there is only 1 after uploading
hey if anyone here knows whats happening pls tell me how to fix it.im making my first vrchat avatar with a sim model but when i go to the vrc companion and open my project it doesnt work
you'd need to explain what "doesn't work" means.
it pops up a message like this
It says what you should try first - if restarting didnt work, try and diagnose it yourself using the tool or just reinstall unity at that point
could be a bad vrcsdk install? could be wrong, but maybe try a different sdk install :)
though you did say you tried with a different avi...
one last thing how do you put something you saved from blender into unity
fbxs can usually just be dragged into the window from your desktop
most model types can I believe
alr
Yes i was on version 3.9 on base and avatar and I even uploaded a a avatar the other day on 3.9 and it was fine
im also pretty sure 3.9 is still okay to use
but i made a 3rd new project updates base and avatar to 3.10.1 and did everything else exactly the same as the failed project
and it worked
still not sure what the issue was tho
oh hell yeah
maybe it's just finnicky since it's a slightly older version?
glad you got it to work tho
3.9 is buggy
well there ya go lol
Does anybody know where I can find base models for avatars?
I'm tryna model some goobers for my friends
booth, gumroad, jinxxy, etc.
that don't require login*
mb
Dx
i was gonna reccomend sims for custimization but thats up to u
that's gonna be... difficult
its not
sims?
yea
yes
i meant finding places that don't require login
ohhhhhhh
I'm so confused 😭
finding places that don't require login for base models will be difficult
not sure if mark is saying you can redesign the sims models or if there's somewhere to download them, but I'm assuming mango wants the fbx files for models
fbx and .blend is fine
I know in the past I've used deviantart for some free models, but not sure if you have to be logged in for those or not
I also know how to import VRM
I can check
you can make a sims model rip it and then add toggles or items.
can I ask why you wouldn't want to be logged in for those downloads?
actually good to know, that's kinda cool
Currently doing a bunch of technical stuff with my google account so I can't make any new accounts for the next few weeks
i do it for vrc bands
I tried sketchfab cuz it uses Epic Games instead of that but sadly it's got an age limit
ah, I see - can't you make a separate email for modeling in the meantime?
i can give u my alt email
omg please dont share your email with strangers
Please don't do that 😢
even if it's an alt email
Don't give me your email for the love of gah
i have 10 email acs
Doesn't change anything 😭
even if they're throwaway emails there's usually still information that can be traced back to you
yea
true
ESPECIALLY don't send those in a server with so many ppl
anywhos
Would you guys potentially have any models that could fit what I'm tryna make? [Gimmie a sec I'm digging up the Ref sheets]
or would that be too much effort
you should choose something that fits your preferences, not ours
i would if mine weren't paid 😅
am I.....seeing scammer or just basic comms recommandation??
where?
basic comms looks like xD
Tony wants blood today huh
recommand from newbie user be really sussy so
im so confused on what you think is someone trying to scam lol
(I'm not talking about you but other one)
Yeap, because it fit common pattern of scammer.
anyway, I just keep a eye.
If they ever scam you, report to #discord-tickets , will act on it.
this channel has special perm set somehow so I also not has perm...
nooo dam but doofy
xd
(somewhat attach file works instead)
anyway....don't spam.
i need help 😭😭 i made an avatar with premade assets and everything seems fine.. until i open it in vrchat and i see that im still t posing 🥹
ugh, please don't with the images
awe okay
possibly you didn't set up the rig as humanoid
i set it ashumanoid
but is it actually? Any errors about that?
lemme check
does it work in play mode with AV3 emulator or Gesture Manager?
just curious before i actually try this myself, if i go over the 256 synced bits, will it make my avatar not work
it will not allow you to upload
(last I checked anyway)
how do people make those avatars then that have face tracking and still lots of toggles and color switches, options, etc
how much do you think those toggles consume?
so i tried doing gesture manager and it looks like this
apparently a lot since i have less than half of my paramaters as my own toggles and its already at its limit
what do you even have on that avatar
doesn't seem like the rig is right or things aren't weight painted
not that much -.-
it shouldn't be t-posing there.
how to fix
dunno what's wrong yet
show the inspector with the avatar descriptor and the animator component
you say not that much and then you have 38 bool toggles
a lot of those avatars have selectors that use the sliders to pick clothing and such
then you have 10 floats equalling 80 parameter memory
so indead of having "shirt 1" "shirt 2" "shirt 3" etc, it's just "shirt" and depending on the value it swaps between them
thats still a lot of crap on the avatar
for sure, but it'd still allow them to upload it at least I assume :P
a) 3 animator layers means this is not humanoid.
b) you need working controllers in those, or they need to be the default
c) no 'avatar' in the animator's avatar slot - this is probably the root cause
thats over 6 submenus
stop trying to shove everything onto a singular avatar
that too
could always have multiple different uploaded avatars with different clothing
wdym working controllers
im new to all this 😭
3 animation controller slots in your image, yet the first two slots have nothing in them - they need to, or you 'x' it so it becomes the default. But 'c' is the root cause, fix that first. Drag your avatar from the model file into there
I admit I'm not sure which object you need, I've never had to do this
the avatar that i uploaded and have been working on I just chose a clothing set that I like and deleted everything else that I wasn't going to use - cut down my file size by half
not really sure how that happens, I'd guess not doing the humanoid rigging setup properly
what model even is that?
much better, this is now correct
i made it with assets
that didnt answer my question
wdym model
weird your avatar isn't at 0,0,0 too
what model is the "vrbase anime flat foot"
its the model from zinpia
how did you even put it together like did you just drag parts in unity or did you actually put it into blender
yeah so what i did was get other assets from other creaters, dragged the first part (the base model) into the scene inside unity as well as the others
wdym
im so sorry for causing sm trouble ;w;\
I'm not sure how to simplify that
0,0,0 is your avatar's x, y, and z coordinates within the scene view
usually it's better to have it at 0,0,0
it may not be a problem... but it could be in some cases
the transform doesnt matter cause when uploaded itll always get put to 0,0,0 0,0,0
i think my avatar right now is at a super weird transform, mostly cause it's not even t-posing lol
ahhhhh okokokok
I messed something up when trying to make my own animation and just haven't bothered to fix it since... it still works ¯_(ツ)_/¯
Sorry for asking but can sm upload an avi for me im kinda broke so i made it on the school laptop its not a lot it’s just some toggles as well so dm me if you can help me for free
If u made it already in unity I'm sure you can upload yourself... Look up video tutorials if u need
that's not Unity
I did this on my school laptop and unity hub is blocked
Gotcha
Thanks!
I'm not the one to help unfortunately - is it already rigged and everything though?
Yeah
I know, just couldn't tell if it was unwillingness to do it themselves or if there was another reason
It’s rigged the base was rigged
Hey think you might be able to help me
Sorry to ask
I just say since I wouldn't get your hopes up if it's much more than just an fbx import and such
Yeah, what Maeve said. Unfortunately I'm not willing to do anything without a bit of compensation and I'm sure that's the case for many other people. Sorry
Does someone else in your family have a laptop you can use?
No problem if you can’t you can’t! If you know someone send em over to me!
It's also another thing of risk since if you have assets you have permission for but we don't, then there's a copyright issue
And you should be wary who you're giving your account details to for uploading avatars.
Ok!
Ah true, didn't even think about that lol
yeah be extremely careful with personal info online
Might you be able to find a virtual device you can use to download Unity and upload the avatar?
One of those that gets wiped after you're done?
Clever solution!
only problem is you would need to cram it all into one session that you have with your school computer, assuming it isn't a take-home sort of thing
I'd assume if unity is blocked then any VMs would be as well
What would you mean by "blocked"?
Not to say it isn't worth a try though
What school wouldn't block Discord?
Schools usually have some sites / software that students aren't allowed to go to or install for security purposes
Well... many
schools blocking game websites like cool math for "security reasons"
Can you use a virtual device through discord to install unity...?
nah fr
then you gotta find those niche google sites pages with html games
hey it doesnt let me import the blender model i made
well did you export fbx
You may be able to do it through mobile instead of the (what I assume) is a Chromebook
and when i try to export as fbx it doesnt work
What sorts of things are you seeing when you try to export?
Specify "doesnt work". What happens? What errors are you seeing?
Download a bunch of flash games and go to https://ruffle.rs/ and go to town.
a bunch of codes and shi
Codes like...
knowing my school they probably blocked that site lol
we can't help you unless you provide detailed information
Looks to be an error with one of your lights, but I don't know why that would happen.
why do you have lights, cameras, and bezier curves in the scene there
again, please explain in detail what you are doing. Show the export dialog too
Light and camera come with the default scene layout. Curves are probably part of the mesh.
and you typically dont want to export lights or cameras
curves are curves, not part of mesh.
Yeah so probably just delete them or select only the parts you want and export based on selection..
I dont even see an armature on that model
oh weird, it just breaks before the dialog even comes up. Dunno - I'd say switch to a modern blender
I think they just recorded the blender window and not the popup.
The mouse moved like as to click the button.
(I don't know how screen recording works in windows)
depends on how you are recording and what you are recording
yea the recording broke
Yeah they have it just recording their blender and not their full screen, so we didn't see the export options on the recording
I usually just be lazy and use xbox game bar.
mostly the same as something like obs - in window recording it just records the window, but for this purpose you'd want desktop recording
me when snipping tool comes with a screen recorder
dammit you type too fast
shouldve just said I am sped
I considered it.
Pffff I was kinda hoping for that
i am speemaild
In a different universe that's probably an email company name.
🅰️
My favorite blood type.
why is the A so special
🅰️ 🆎 🅱️ 🅾️ blood types
wuh
is that the blood type that the avatars use
is that how we keep this on topic
i got it to work
Avatars have Chloorine as their blood type.
You don't have an armature though.
no wonder the people wearing them are so toxic
They just need sodium abd they'd be strong enough to take on ice.
(It's a chemistry pun if you weren't aware.)
hell yeah, chemistry
how do i export the avi to vrchat in unity?
chemistry is incredibly stupid yes
easiest way is to use the vrchat creator companion as it comes with all the packages you need for a simple upload
just drag in the fbx
if your fbx doesn't have armature (bones), you won't be able to control it
iirc it won't let you upload it either
i already have bones
okay good :)
but yeah if you're just on the fbx model stage and you haven't done any of the configuring within unity, there's still a fair bit you have to do before it's uploadable
this video is a few years outdated, but I believe it still has everything you need for setup :)
https://youtu.be/bSwMz4WcajQ?t=120
starting at 2:00 is where the unity hub comes into play
"legally binding checkbox" 😂
yeah the control panel will look a bit different but it's pretty self explanatory
i am having a problem when i make a mrc expression menu, i get infinite loading and a popup saying "Inspector.InitOrRebuild Waiting for unity code to finish exectuting" anyone know a fix, i have reimported everything, tried diffrent unity versions, diffrent package versions, even betas, and even diffrent hardrives
wait no fucking way you're the keana i know
that's actually crazy
i unfortunately dont know how to help but hi
wdym by different unity versions cause vrchat requires specifically 2022.3.22f1
i've actually always been curious about that - not to get too off topic, but do you know why they don't use updated versions?
assuming it's just an "if it aint broke dont fix it" situation
compatibility
fair enough
as they said above, make sure you're using 2022.3.22f1, but you can also try disabling gameobjects one by one to see if there's anything specific causing it
From what I'm seeing online at least is usually a compatibility issue
i was originally but it also supports 3.6f1 and tried that
also hellow again maeve long time no see
right now rebuilding again, after removing my library
everytime i try to open a project through creator companion it tells me it didnt work it says there are missing files so tbh idk if i can upload my avi
you mean uploading a unitypackage or an already created cc project?
no when i create one
how do i put my first avatar like my second one, without the outfit bending when my hand bends?
does it have to do with the pink color? idk what that is
check to make sure you have the VRChat Package Resolver Tool, the VRChat Base SDK, and the VRChat Avatar SDK installed in the creator companion
Those should be all that you need to make an avatar project with it
Anyone know what’s causing this line appeared whenever I used the paint-bucket on my characters eye liner?
where are you painting? on the model or on the texture?
what do you mean? When I use the paint bucket on the model it puts a line on it and when I use the paint bucket on the other screen it still puts a line on it. Let me see if I can screen record it…
looks like the second outfit needs to be weight painted yet, you can try auto weighting when you reparent to the armature
do you click on the left view or the right view, if its the right view it is likly a uv issue, if the left problably a hidden pixel thing or ui bug
but i dont want the mesh of my outfit to bend with my hands. The problem is if i put blue, it also bugs, it disconnects completely or something, so idk exaclty how to fix it
oh that would require a little manual work but start with that and then add red to the arms part or what ever you want to move and remove the red from the vertex groups/bones you do not want to move, if you are using cats, it has a button to also merge weights to parents to make it easier. many ways of doing it
I took a video of it helps. I figured it would be better to show then explain cause I’m not sure how to explain it
tryna figure out how to make bones because somehow i dont have any for my avi
can anyone tell me how to rig my avi
that would require quite a bit more than a simple explanation here
I'd suggest finding a tutorial of sorts online tbh
assume you mean creating bones and mapping them to vertices :P
yea
can you use toon standard on quest hue shft and emmisson stuff seems crazy
Yes, it was made for quest to give them more options than the previous very limited shaders we had for years, it's great
does anyone know why the normals get flipped between unity and blender? its only happening on 2 meshes , both have solidify modifier if it helps
may have found a fix !! just small update
is there a way to have a material that's just the color attribute and not any textures?
If you don't assign texture, it will be just a color.
okok i have another question since ive never done toggles before
would i need to use armature link and blendshape link for clothing toggles if the clothes are already parented and weightpainted to the armature in blender?
or would just the toggle component be ok
ussinggg vrcfury
If it's separated object then you still need blendshape link.
okay thank you!
i have one last thing to do on unity and couldnt find any tutorials on it 😭
theres this avatar i like that has a shader change tied to the pulling of a lightswitch on the head, you cant switch the shader any other way either than pulling the switch which does have physbones!
how do i make a shader change tied to pulling a certain set of physbones 😭
https://vrchat.com/home/avatar/avtr_d48a5c0e-e702-48a4-b191-2ad9d2d2115b
^ this is the avatar im talking about
You just have to change the material.
😭 could you explain more..?
You make 2 material with different shaders. Then you record animation that change material in the renderer, or tell vrcfury to do material change.
okay thank youu
hey so uuuh, decided to use a float param, the robe being the default state, butttttt now I cant get it off, so can anyone help me out with that? :'D
You should use int param for toggle. And you shoud not have dedicate "Off" state if you use transition from AnyState.
I am using an int parameter tho ;-;
You said you use float param?
I tried that
but sadly it failed
so I'm resorting to int
There should not be this part
So make an animation going through every clothing toggle, cloak on, cloak off hoodie on, etc, then set the motion time to a float and put the float on a radial
oooh
the thing is with my first ever upload I somehow was able to make toggles using a float parameter without the reliance of a radial menu
I wanted to do the same thing here but
that failed ;-;
I took those two off and the same issue still remains
god hates me
There is no reliance on god for this topic. It's just purely on your knowledge and skill. Did you have animation that turn off the hoodie?
Because since you make it default on in the scene, you have to make off animation for it.
ye I still do
I have animation clips that turn every outfit on AND off
Just checking first, are all of your toggle "mutual exclusive"?
the thing is, every toggle is able to transition from one another, all except that one robe, and the only time that thing turns off is at the VERY last toggle
mutual exclusive??
That means only one toggle can be active at a time.
I wanna do that but I dont think I got it on :c
Is that what you're trying to do currently?
Did you put the robe off animation into one of the state from AnyState?
Instead of having off animations for all of the outfits, just make each animation for each toggle set all other clothing to off. So animation for cloak is cloak on hoodie off etc, and hoodie is cloak off hoodie on etc.
no, I removed it like you mentioned remember?
Having each animation that set all the clothing on and off would be a safest bet.
that was a bad idea wasnt it
Having 2 transitions depth with AnyState already is a bad idea to begin with.
shit on a brickkkkk
what do i doooo?
Having each animation do toggle on and off on all the clothing.
For example: animation for the robe, record the robe on, and record the rest of the cloth off in the same animation.
I add those two transitions on a singular animation clip?
I did not say anything about transition.
oooh yeaaa I meant toggle
like, I make one animation clip which toggles an outfit on and off
right?
Not sure if you still understand it correctly. It's more like you already have animation clip for turning on a single cloth, then you should edit it to make it turn off other cloths.
ooooooh
oooh thats what you meant
silly me why didnt I think of that
I understand it now
It's the safest since you don't rely on default states.
imma try it ^^
Is there an add-on that sorts everything and cleans everything up, for example, things I don't need in Unity?
where can i finde it

Get a job that isn't scamming people then, your boss is taking most of it anyways
lol
doubt it, show anything from blender , also using ai images for your picture is a great idea to showcase
did you see the pic he send ?
or she
have a pleasant day
yup , ive used online/offline ai image generators and it can spit out identical one pretty easy
All cleaned up
bored i like to test things like running ai local with a vrm model that yaps
anyway Can anyone answer me? ?? lol
.
You might need to be more specific I think, not sure I know of any tools that do that
library is the only thing you can clean up fast it can build up from old stuff you deleted ( its a big cache ) , but dont know a single program that can check for you
An answer that's realistic, not like the scammer's one up there lol, thanks
when we went from unity 2019 to 2022 i nuked my library folder it was enourmous 1.2 million + files , now is barely 120k
BTW great work thank you, and have a good day
Hey sorry I was asleep but what im trying to do is to make a avatar and I don’t knows were to start
do you have blender or unity already ?
No I don’t yet
It took me a year to understand everything, I had to figure a lot out myself, learn it, and try things out.
Oh wow a year that’s a long time
I mean, as a beginner, you can upload avatars in Unity to VR Chat and try to understand it all. I advise you against watching videos from https://www.youtube.com/@AskAmberOfficial
K
And if you need anything, just ask the people here. It's one of the best communities, but dont trust everyone...... lol
your welc
do you even have a pc to start with ?
No… I’m on my phone
Can anyone help me, I really wanna start creating avatars and I use vroid studio as a starter for the base and facial features, can I still add booth accessories, clothes, hair etc to it if I place the base in unity?
OMG LOL hahahah i cant hahaahhaah
you cant start with only your phone

Oppp
Who knows, maybe all these apps will becomes available on our phones in a few years. So technically , you live in the future.
Yeah
It's alright.
is there an easy explanation for why my model in unity looks like this but in game this I only get a green box?
offline thing shows bounding boxes , uploaded ones dont, if you have anything using constraints it can be abit wierd
Hi, I'd like to export my avatar, but since I clicked Build & Publish, I haven't seen any response in this state. Does anyone know a solution?
scroll up in sdk window , look for (auto fix) or just red errors in general
I've solved all the errors that can be solved with the outo fix.
What other errors are left?
If any
how do i enable being able to play/collide with phys bones with your hands? it doesnt seem to work
Hello, still trying to figure out why my model is showing up invisible when i attempt to use the SDK to build these are the errors that pop up in the console, I have clear the blueprint everytime but that one still keeps coming up, does the other error mean anything to anyone?
neither of them mean much
bumping this
Try a plane collider, although the particles may or may not suddenly increase in velocity when passing through it from the back.
its a sphere tho 💀
change it to plane, they are infinite in one direction tho
ok ill try that
you get a square like this and a line
A mesh collider using the mesh of a quad might work?
so just a mesh collider that isn’t a complete 3D shape?
Yeah
ill also try that thanks
Can i add another radial to change skin texture in expressions for pc only without any issues for quest?
In recent times, for quests, some cloth toggles didn't work at all. when i did that, so it makes me wonder if adding another toggle will break something for the quest version?
You can have a totally different menu for quest, but you should use the same parameters list for both
it's ok to have parameters in there which are only used in one version
Hi guys, any idea on where to put all those images in a lilToon material pls ?
Hey all, I'm currently learning how to use the animator instead of VRCFury, and thankfully I'm starting to understand it, but I've been trying to make a "boop" trigger that plays the animation when my hands open (happy face), and when I try and test it out nothing happens in the animator nor in scene view.
Right now, I have the animation on my gesture layer (not sure if I should have it elsewhere), but even when I manually change the "boop" float to 1, the animator doesn't change or try and trigger anything.
Manually changing float:
avoid any state for this, default has 'can transition to self' and it can cause wierdness - use bool not a float unless you want something to change depending how deep somethig is in the contact
Yeah I figured that would be a problem - weird ass tutorial i'm following lol
So should I change the transitions to be from the entry state then?
Having a different menu just seems to break things for me. is there a way to check both the PC and Quest avatars at once, like using the Gesture manager emulator?
I don't want to go look for quest users and ask them so they can check if the avatar is properly working
at once? No
I see, thank you
yup ** [ wait ] < bool false | bool true > [ do stuff ]** , can be added in blendtree but first get it working (theres one exsample where someone touch back it sends av flying and reverse animation to stand up after x seconds)
name not right but that work
I honestly think my "work" with vrcfury has messed up some of the animators, so I'm gonna have to bring in my unchanged backup avatar when I get back from class just for clarity sake lol
I've only done some model and texture editing so I wouldn't lose anything
not sure why these happen, I do have the toggles as a bool, maybe they need to be ints?
you need to have them in both versions and pc always being uploaded first if you changed anything about parameters
ohhh ok
i had it switched to quest, i see
never had that happen but good to know thats all i need to do
not sure what I did wrong, fingers just wont go back to its original position
can you show the state machine here, and indicate where these ^ components are?
youre talking about the transitions right?
no - the layer in the animator is basically a state machine, I meant that.
this? 😬 if im getting it wrong sorry, im really not used to the actual terms 😭
That. "and indicate where [the tracking control] components are"
I just tried the VRC parent constraint and it does nothing. The built in unity parent constraint works as intended but VRC's fails to do the same
ah, I guess I can see that from those images. Looks fine.
is it activated? Show images of each.
yeah, everything is fine, had this issue before but i dont remember what I did to actually get it to work
dont need tracking control if the parameter for toggle also set hand to proxy_fist/custom animation (in gesture controller)
same if it a toggle, have an avatar...somewhere that has it
okay so im uploading this avatar... and it says theres a missing script, im really good with removing missing scripts but i cant find this one anywhere and its getting on my nerves, any suggestions? :')
I want absolute power of the XYZ data of the parent constraint, but apparently the constraint only works if its LOCKED?????? and the data for XYZ becomes uncontrollable when its locked??????
ive already tried...
What are you trying to do, change that at runtime? You could instead change the position of the object it's locked to
I want to holster a gun correctly and place it in either hand
gameobjects it is
Sure, easy enough, I've done that. How is your setup right now?
holster has a bone, gun has a bone, hands got bones
no need for them to be actual bones, but okay
oh of course
gameobjects easy to adjust just plonk one in each hand and on hip ect
Oooooooh now i remember how i did it last time
just remember to set transition fast or they float over to it 
its been a long ass time since i made an avatar
Yep, make targets objects for the positions, it's much easier.
sometimes that's fun though
i forgot how i did this before
can someone help me, this is driving me insane T-T
so instead of trying to animate the gun, i animate an empty game object what is actually parented
and the gun follows
been working on a av that can take off shoes touching + fist to grab, release fist it drops to ground can be held on either hand using contacts, but i forgot how short my arms are so it was annoying to test cannot-reach-feet
not really, you'll have to search
but if you hit play the console might actually tell you which object it's on
I did this with a skateboard, intended to make it grabbable but the first try had the contact lower than my physical floor
it says "nyx darkish [clone]" but there is no clones?
probably should post the error it says whats missing
there's a clone if you're using one of the emulator tools
is it not on the root object?
no
whatever that is has a script , search hiarchy for nyx i guess
then you check inspector
got it working, thanks yall
just was following the tutorials and what I did on a perivous avatar that worked
Hey, quick question 👋
I’m using Warren’s Fast Fur Shader and I want certain areas of the fur to glow/react to AudioLink — like normal AudioLink emission — but without controlling fur length or other fur parameters.
So basically:
Just masked emission reacting to AudioLink, while the fur shader still works normally.
Has anyone done this before or knows the best way to set it up?
Thanks! 🙏
omg omg omg i feel so dumb
i was using the wrong animation I thought the "proxy_hands_open" was the face animation not just the hands 😭
anyways it's working now lmao thanks so much for the help
https://www.youtube.com/watch?v=xOGc8CetyXs&list=PLt8qiEFqNHFkPqpKLnVRx-G78mGvjPbFt&index=11 was trying to do this but it doesnt seem like it correctly returns to the open state
Is there an easy way to use the knife tool to cut of the transparent part
the easy way is to use the knife tool 🙂
hello, ima really new to unity and i bought some textures for the novabeast avatar by kittomatic and im unsure how to bring the textures from my files into unity. i extract the files and they turn into a png
yes - you want textures to be PNG files
ok, how to i get the png into unity?
Drag and drop it in
yeah - just put it into the project's Assets folder somewhere
im unable to drag them in, it just gives me a red cross
I certainly know very little about file management in Windows, I'd assume that would work.
hi
Make sure you’re trying to drag the file into the assets section of unity - if you try and drag it somewhere else in unity it probably won’t work
Should be the bottom window with all your files and folders within the project
How can i make my own avatar or well animate it like Taggynn old ones hsd, anims for aiming the gun, having the gun fown, add sfx, options like one with helldivers stratagems, world moving like spaning in a thing, cuz on pc optiond are pretty limited and dont have the budget for vr
Is there a way for me to see only the rim of the hat when in first person mode? Im not quite sure where to put the bounding box
i cant figure out whats causing the hair to be brighter than the body. there's no emission and ive colored picked it multiple times on the texture. they are both using poi toon and the same shading settings (@ me on reply pls)
Thats not a boundung box issue
The hat needs to have its own bone with the headchop component
Whats the headchop component??
Tells the game to scale something when it triggers headchop
Headchop is the entire reason why you arent seeing the inside of your own head
do i put it on the hat mesh itself or the prefab?
Whatever you want to not be scaled to 0 when headchop is triggered
Alright, thanks
why would you want to do that though?
is there a way to stop the hat from blocking my view? its been doing this before the head chop component . It's like the top part of the hat is inside my view since i can sometimes see the rope around the base. It isn't really in my way in unity though, so im not sure what's wrong
what is the hat rigged to
It's its own prefab with a parent constraint to the head and hand. Dunno if that makes sense
i think you can headchop it to make it not visible when its on your head
And how am I supposed to do that? what settings on headchop do i use
no clue, almost never need to use headchop srry
i just dont know why it would appear, its linked to your head
unless its not dragged to your head
is the prefab dragged onto your head? try putting it on your head instead of dragging it on the whole model
I think I had an issue last time with it not wanting to stick to my hand when i dragged it onto the head
not sure then :/
maybe put it on the head and remove the constraint making it constrain to the head? not too sure
https://www.youtube.com/watch?v=xOGc8CetyXs still having issues with doing this, got it to work before, but right now i cant move my fingers and when i turn the toggle off it stays in its closed pose I made
set scaling to 0
on all the settings or just one. since theres global and then the other setting. i forget its name
doesnt matter
so i am working on a protogen from a vrc avatar to a vrm vtuber, but my issue is the eyes sit behind the visor and it dosent show up how would i fix that?
anyone know why gogoloco levitate would break? was working before i uploaded quest version of my avi.
actually now i say that, none of it works. would fbt break it?
Try installing unity via unity hub instead.
yeah. should automatically install hub
That's a standalone installer, that will make installing additional module more difficult.
so i gotta do this first
I wanna make sure i dont screw this up the instructions specifically told me to download and install a specific version of Unity hub and not the current one
I wanna make sure i dont install the wrong version
There is no "specific version of unity hub". You could just get it right there.
follow those instructions
The hub can be current, the unity needs to be a specific version.
This unity version
VCC failed to install unity so we are using unity hub to install it.
The security alert is something you can ignore, that's for game developers. Vrchat patched the exploit out of Vrchat so it's all good
What's next after this. Do I check everything
Download Android and iOS compatibility while you are there, you will need them later when uploading to quest and iOS
And uncheck visual studio, you don't need it
rest ignore
That's for installing Latest Unity so skip.
Then you go in vcc settings and set the unity exe path for it.
wait a minute
i dont understand
i set up the path
but the editor doesnt work?
Cancel out and go to Settings tab instead.
somethings wrong
i cant
maybe i gotta reopen the program
there we go
wait
i cant switch to /
its not yelling at you so should be fine, mine does that
It yells?
Well I guess this means is successfully installed
Am I good to go or there another step i have to take
Im trying to update my avatar
i need all of these right?
No.
av3 / gesture manager either can be handy ( i use av3 to test things in unity )
can add these anytime in project
genuinely can't figure out what to do here
the avatar descriptor and rig are configured properly and I've already restarted the editor
didn't even change anything on the quest version, just had to reupload it since I updated the pc version after not touching the project for a month or so
i can now execute an exeriment i wanted to do
Which leads me to ask a question.
When it comes to importing models do I have to adjust the camera to the head of the character?
If so. Where can I actually do that
you dont want a camera on avatar it highjacks your viewpoint wich you set in avatar descriptor
This one has a camera on it but i can't find it
Wait... is that bad?
this must be where the camera is
not what i expected though
As thulen said, you might need to fix view position in VRC Avatar Descriptor.
Also don't forget to fix missing scripts error (VRCFury might be needed? see your avatar's store page to know all deps)
You are in the prefab editing mode which you shouldn't. Exit the mode by clicking the Scenes button.
It's a non-destructive avatar modification tool.
you'll need it if you want to use gimmicks that depend on it (such as GogoLoco)
Gogoloco is in here. How do I install vrcfury
great
then add vrcfury to your project
you can't edit camera directly
if you want to adjust view position, set view position in VRC Avatar Descriptor instead
or am I misreading your post and missing out on what you really want to do?
I want it to preview what the camera would look like
I already know what the cam looks like in game but I was hoping I could get a look here
So that I can put the camera in the right place
because this is all i see now
like how in blender you getinto viewport
and you can view the camera
hmm, why do you want to do that...?
you'll see an empty scene view while previewing avatar view i think
Because i want to do an experiment with the camera
We know it can do pov shots but what if I push the camera back
Like all the way back
And put it over the shoulder
might be a silly q. but how do i use gogoloco with fbt? specifically, hover? trying to adjust my height
I just wanna see what would happen
Just an experiment thats all I just want to see it executed in game
Someone who likes to perform experiments on the game's they play
hm, ok
i think that you should test in game, but you might be able to emulate it by setting camera position to be same as view point
How do I do that
or if you don't know, try third-person view beta
just set camera's transform position to be same as view point
and see the game tab
sorry i need to go to bed (so sleepy...)
Yeah sorry I couldn't find it
why did you double click the prefab? don't do that
that's ok, everyone starts from zero
drag and drop the prefab into the hierarchy first
Yeah thats another thing too
This clip shows that I have. No idea what a "hierarchy" is
I dont know the terms
perfect
hierarchy is the tab name
Im starting from zero zero
yeah, it's not
it's just a default camera so it's on the incorrect position
expand Transform component, and change the position where you want
or just drag the arrows in the scene view
-# (to move in scene view, right click+wasd)
view position in VRC Avatar Descriptor is just for defining view position in game, so nothing will be changed in editor view
you might to learn unity basics first...
before you upload a bit tricky one, i recommend uploading a regular avatar first to learn basics
interesting. it didnt work... hmmm
maybe if i did something risky
oh my god.....
it worked....
and it worked the way i thought it would
but wheres my head
So other people can see my head but i cant....
Ill have to do some research into this
Thank you all. Thank you
You were very helpful. Now I can perform my experiment
Any ideas how to fix this? I made a robot hand but Vrchat makes the fingers all misalligned. I dont quite know how to fix this especially since the gesture layers anims are a bit confusing on how its done. Any help would be great please!
I think there is an addon or script you can get to change what gets head chopped and what doesn't
guessing its cause the hoodie should be visible - vrcheadchop keep it that way in first person , but 3rd person its gone

what the fliiip