#avatar-help
1 messages Ā· Page 246 of 1
I gotta figure out how to make it a toggle
Im still zero at the moment like I did this just today
Does anyone know if its possible to make hueshift and color change animations with liltoon? (Like hueshifting rimlight ect)
hiya so, I have an issue with my model where the feet are strange in-game but they're fine in unity out of play mode. when I hit play mode the feet go weird. It's like the model moves downward into the floor slightly and the feet turn outwards from their original position-
first thought is to make sure bone roll is 0 for all humanoid bones (except fingers/toes)
where would I find this setting to check? o:
in blender or similar
if it were in blender then wouldnt the whole model be affected instead of it being JUST when I hit play mode or in-game?
no, not if the bone roll was weird
okay, so where in blender would I check those settings?
edit the armature, select a bone, look in the item properties
it seems every bone has a diff number
every humanoid bone should be 0
by humanoid do you mean like, the base armature ( hips, spine, chest, etc?
Yes, not including fingers or toes, those can be whatever is needed
ive been making avatars for years and ive never seen this happen. why on gods green earth is her head snapping backwards everytime i put it in play mode š even when i play around w go loco and stuff her head moves normally but its still snapped backwards?? im so confused. everything is normal in blender/not in playmode
any animations doing that?
i dont think so. i dont have toggles set up yet and i use the same facial expression animations over and over again from previous avatars since i use the same base. i can check tho
okay. i found out my issue. i think i broke something when i imported the fbx LOL whenever i preview the animations every single one of them snaps the neck back
ah weird
Any idea how to fix this??
Everytime I enter pose mode the arm does this and I donāt understand whatās causing it
yep, to me also
ok so the issue has something to do with the FX garunteed. I re-exported a new fbx to test and it only does this when I add the FX
a trick you can do is to set the weight for each layer in that animator to 0, then when in play mode, enable them one by one until you find the problem layer. Then debug that.
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?
Any help would be great
Dunno if you found a solution but how does it look when you configure the bones?
ok, I'm having a problem where Goco Loco is duplicating in-game, only one set works, and I don't know how to fix this. I'm using the goco loco beyond prefab for vrcfury.
it does this for all of the pages, and nothing works on the intial page ;-;
did you avi come with gogo and you added beyond?
Hello is ther anyone I can talk to with helping me with an avatar I have purchased, for context it is the Komano avatar
thats what this discord is for
just say your issue
no, I added goco loco myself. I am in the process of making this avi and I am so confused on what is happening ;-;
well for example there is this asset to open usually for avatars and I cannot find it on this avatar
the dup is gone, but now gocoloco doesnt work
Looks like you didn't install gogo correctly
ah, thanks! Now I need to figure out how to install it correctly lol
It's in prefab as this is a base model not a whole Avi it doesn't have the "open me!" To open a scene
I figured out what I did, I made a custom expressions thingy in the avatar descriptor lol
Nice job
On figuring it out
so after seeing this i did see i was missing a bone and i managed to get the bone back but now im having this problem lol
only on the left side tho, and the shoulder bone is not matched up with the other one?
that is a scene file. Your package may not have included one.
Yea I understand that now but I have no idea how to convert it into an avatar to upload
if your creator didn't provide a scene, drag the model into the scene and follow one of the many tutorials to setup from scratch.
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?
do you know how this is supposed to work? like, is it transparency, or two shaders with stencil settings, etc...
Im new to everything
This is only my second project
okay..'
I can vc if needed to show everything and explain
this may be of some use: https://www.youtube.com/watch?v=bSwMz4WcajQ
How do I get eye and face tracking on the Nova? Is that something I have to buy separately?
What do I do when the "assigned ID doesn't match the API id."
hey so i have this calibration issue - in the avatar humaoid rig configuration it looks normal and it also looks normal when i'm in desktop vr. however in full body vr my arms are fully extended and they wont drop to my sides/reach the length of the models arms- it's calibrating to the length of my arms irl instead. the same problem with my hip and legs! is this a tracking issue or a model issue in unity?
Would this work for a protogen as well?
it's an avatar, yeah?
Any idea why this is happening? no colliders are on the head. it doesn't play in gesture manager. Not sure why its an in game only issue
it's not really clear what you're trying to do
"this"?
wait, is that a jittering physbone?
I felt like the issue was pretty clear if you watch the video
Yup
try to use SDK 3.10.2
Fixed PhysBones regression which caused bones resting on PhysBone colliders to jitter.
Im converting a vrc avatar to vrm for a vtubing avatar and when I apply univrm the eyes and mouth sit behind the visor and does not show on final product
no idea about univrm at all, but if you knew how this worked in vrchat, we might have a bit of guidance on what to look for. Such as if the visor is partly transparent, then verify that's possible and that you have configured the shaders properly
also I only now just realized I meant to reply with this message, it should have been directed at @azure sonnet
Been for the life of me trying to fix this shader issue, it renders fine in the project but loading it into VRChat keeps giving invalid shaders
and also a weird misplacement on the left hand
Does it happen in play mode in Unity? Likely it's a material swapped on via animation.
The sticking out vertex looks like bad weight painting
I can also mess with the blend shapes to get the eyes and mouth shown but i don't know
the default one in the scene should, assuming it's tagged "Main Camera"
Looks normal in play mode
From what im seeing it's something in blender that's an issue
want me to send the FBX?
Im meaning my own project dont mind me
ah
tried with the raw blender file, still the same thing
it might be the fact that im using the unity engine on linux and there might be a mismatch
ill try it later on my windows partition
Hello I'm encountering a problem with one of my avatar when i upload it for me i can see all the preview of goco loco normally, but i upload it for my friend and i only see standing position even if it's technically working .
Thanks for the future Help
bump šš
Did you make sure to weight paint correctly? I think part of the hand is missing weights.
dose any one know how to fix this wired shading thing i add these to the panda base v2
merge by distance / clear custom normal , either or both maybe 
reminds me when i see things that got seperated and merged later,
how do you clear custom normal becuse its all ready mearged
select entire av , clear custom split normals data (blender versions have different names this is 4.5) , then add one after, see if shadow goes away
is anybody able to help me with uploading an avatar?
i bought an avatar from mai and imported everything she said on gumroad but i can't get it to work somehow
You'd have to provide details - what did you do, what is the result you got
well, first of all i had to install locomotion vrcfury and GoLoco 1.8.6. then 2 shader packs. i installed everything. then i imported everything into my project and opened the avatar scene. The Shaders and everything load normal but GoLoco isn't working.
I put GoLoco into the avatar, hit play so vrcfury does its thing and it tells me i am missing GoLoco Assets which shouldn't be the case?
Share the error
yeah, one moment
also explain how you installed those things
well, i imported the shader packs via drag and drop into the project. VRCFury is in my installed packages in VCC. GoLoco is also imported via drag and drop or installed inside of VCC, i need to check
Error:
yeah you need to check - this seems to think it's in Assets, it'd be in Packages if it came from VCC
i have it in VCC
it's in Packages
curious why that ^ is looking for it in Assets then.
problem is, this is my very first time ever doing this xD
and same
hmm.
I don't use either of these things, so I'm not sure why it'd be looking there specifically.
it seems to be missing controllers but idk where they have gone?
hey yall ive asked in here before i think but didnt really get an answer, why do my vrc fury toggles randomly turn off and also dont save when taking my avi off and putting it back on?
Anyone know where to locate the hand rest pose? I'd like to reuse it in my avatar.
nvm found it!
Actually, one other thing. I know how to add a singular sound effect, but how do I add a pool of sound effects for one toggle? For each activation, it randomly pulls from a collection of sound files.
@somber sequoia i fixed it
i just had to not press anything else besides the things it said lmao
yeah hahahah
Does anyone know how to render hair in unity? I am trying to apply the textures I have here but I am unsure how to add them properly to make them render
you don't really "render" hair in unity, probably these textures just go into a material with a decent shader. Can't tell which those are from the truncated filenames though.
The animator setup looks a bit different from this tutorial compared to my project. Do I set mine up any differently?
what, its the same just with default nodes out of screen due to zoom in.
Just making double sure. I am not familiar with using this animator.
Is mine set up correctly? Do I need to worry about the "exit" bit?
worry about it if you use it, otherwise don't š
@opal relic with avatars exit basically teleports you back to entry, so most cases it useless
I don't know if I'd use it, that's the thing. I am not experienced working with the animator.
What I am doing is adding hair brush sound effects. Rather than leaving it as a simple sfx toggle, I am having it to where it pulls from a list of sfx variants when the sound is toggled by a hand gesture.
back and forth from A <-> B is the same as entry->A->B->exit
I often use exit... but sometimes I don't
what's the real difference between going back to your start state vs. exiting and letting unity do that? uh....
got this hair that works with Alpha. It was going well, but on Unity it becomes TOO transparent, can anyone help?
Lol I'm trying to do a cloud one to xD
Really? Which
I'm trying to do some ever crisis models and his swimsuit from rebirth but I cannot for the life of me figure out how to get it properly into unity, most of the textures mess up and the only ones I've not been able to get in are the eyes and hair, which is the texture issue I was having above 
I'm not sure how to render / map em, I'm totally new to this LOL
So cool. Can we move to DMs? Donāt wanna cloud the server but I wanna ask more!
Like I mentioned, the goal is when "Hairbrush.L/R" is toggled on (which is just an empty) and a fist hand gesture is made, it plays a random sfx from a list of hairbrush sounds. I have it set up as such. I followed this tutorial: https://youtu.be/BmXCXP6UsQ8
Yet it plays no audio. Where did I go wrong?
trying to add a new material to an avatar but I can only find the "Mesh" in the files, no fbx
is there a way to get the fbx from the mesh or something
anyone know how to make visemes using bones?
ive never done mouth animations
i want to make hand geature controlled eyebrow expressions that also change which talking animation is playing
Just noticed there is nothing in the audio source in the animator, yet it won't let me add any.
So me and my friend are working on a avatar and what happens is when we join a new instance in that avatar it looks like the viewport gets moved forward a little but and when we look down the avatars chest and dress moves backwards when it shouldnt so does anyone know what may be causing this? We went making this avatar from scratch btw too and yeah we have been stuck on this.
How do I fix the eye position when tracking
oh wait nvm rotation was just messed up
make what a toggle?
is this just someone playing in the beta 3rd-person mode?
or is this actually a camera behind the avatar
A camera behind the avatar
neat
Marvel rivals style
if you say so
if I made a model in blender and ported it to Gmod would it be easier to decompile the mod or just use the blender file with the armature to put it into vrchat?
just export as fbx into unity
through crowbar or blender?
blender, I don't know what crowbar is
Sooo i tried merging a head to a body in blender for an avi im making, but when i merged the armatures it messed up the parenting somehow and im not sure how to fix it. when i move the neck it doesnt move the head and vice versa. any ideas?
Parenting can be done in edit mode for armature. For the most basic part, select a bone and see in the Bones data tab in properties view. There will be "Relation" where you set parent.
I finally found the reason for the broken vertex
I LITERALLY mispelt the vertex group
Iām trying to add a new texture after removing the existing one
Iām new to unity
:(
If an object is in between multiple bones then it can't be "automated" correctly. You will have to manually do weight paint.
When I open the unity package and delete the existing texture it doesnāt allow me to add another or a different one
https://youtu.be/rRAnDMUbWt8?t=80 Make new material for it.
Didnāt do anything
What do you mean didn't do anything?
how do you turn off backface culling with poiyomi?
Set culling in Rendering section
ty!
when I put the original FBX in its normal, I only added two new materials and (presumably) used all the right export settings and it turned into a shoe
;-;
Apply Scalings should be "FBX All".
let me try that
Hi I have a question. Is there a way to animate blendshapes this way? I want bouncy eyes but I am new to blender and unity and have no idea how to do it
Also I don't have face tracking
still a shoe :(
Then the inverse is Apply Scalings Local.
The model should update the scale correctly in the scene, unless you did Unpack Prefab the model in the scene.
Not in a very straight forward way. It's quiet complicate since you have to also simulate bouncing physic and link it to blendshape animation.
pinning this for tomorrow, ty
But possible?
Yes. There already are some avatars doing that.
Do you know where I could find one?
I can't recall any of them.
ummm, help?
I dont know how i can explain my problem now, but my friends told me am cooked
itās called like ā a jelly blink 
Some people have made animations for certain heads
Or the bouncy looking blinks
What head are you trying to animate it on?
ignore and see console what errors you have - fix usually add what its missing , fixed a few of them myself
Is there a way to animate this on a willa head?
Most likely! The head itself has enough blendshapes for it. Iāve seen creators like femcel and cozu do it
Rightttt. Ugh I like the way cozu does it. Didnāt know they used willa tho. Def gotta go back n look
Iām not sure they do :o but theyāve done it on several of their heads. Willa is probably similar. You could always ask cozu for advice. Theyāre really kind and helpful
Really? Iāll def see then
does liltoon shader have cubemaps or only poiyomi
I dunno if I see cubemaps 
Legit came here for the exact advice!!
Hi guys! Is there anyone here who could help me one-on-one with making anime-style hair in Blender? I really want to learn, but Iām stuck and canāt figure it out. Iām willing to pay for tutoring if needed. Please DM me!
my model has already existing face bones that id like to use to make the talking animations but I dont know how to do this
id also like to make hand geatures that change the facial expression and mouth animation
and also setup random blinking
Right it was so cutesy. It really is blendshapes tho. Pupil ones. You just gotta watch a few yt videos on animating blendshapes and make an animation clip. You link that to your blink blendshapes
It sounds like a lot but it was super easy
I believe thatās a poi thing
Think you could send me a few yt vids? Or what helped you?
every video I find about making face animations in blender uses shape keys and not bone animations
idk why i would make them from scratch like that when I already have face bones that are perfectly weighted to the model
You could just start from scratch instead. Or hide parts you don't want to paint.
Iām confused on what blendshapes I need to create in particular to get that jelly eye look
pose every bone for a viseme and record it as animation then detect whenever you speak and animate , done it and its ALOT of work compared to creating 3 visemes in blender then auto generate rest
blendtree way, you need to pose every mouth bone for every viseme
cant remember if i still have that avatar anymore , probably buried in test ones 
every xna model that comes with alot of facebones its way faster to do it blender
toggles that are in the gesture manager aren't showing up in vrchat what do i do
Is there any way I can get this model to work or should I just make a new one?
That is very high poly. Technically it could work depending on the exact poly count but the performance will be not very good.
I highly recommend redoing the topology
can someone please help me with properly exporting an outfit from blender?
left is only the fbx and right is my avatar with the provided prefab which doesnt show the outfit.
Can someone help me and my friend on an avatar they are uploading for me, Itās a blender model and we are trying to get it ready for Unity and compatible
im having issues with a particle on one of my avatars - the first instance that the particle runs works perfectly fine, but anything from a looped iteration (or if prewarm is enabled) will always fire perpendicular to the direction the shape is pointing and is unaffected by the object rotating (ie if the object rotates 45* up it still points straight down as that is 90* from its original rest point)
Do you have legacy blendshape normals on?
Mk, and import normals?
Is it your material settings? Its possible it could be lighting settings
It almost looks like the vertices are separate. Like the chest vertices aren't connected to the torso, I might be wrong tho
Honestly if youāve applied smooth shading already it might just be the shader?
Iām an amateur though so I may be wrong
Have you tried merging by distance in edit mode?
You should try that
Have you tried merging by distance in blender tho? Specifically where the lines occur?
Export as fbx, make sure to have mesh, and textures eported so you donāt export an empty model.
From there change generic rig to humanoid and manually assigned bones as needed. Make sure vismes are proper and other minute mesh details such as blend shapes.
You might wanna export these separately tbh.
As separate fbxās if trying to export the outfits as a āstandaloneā to the avatar.
I recommend having VRCfury to automatically attach/link armatures.
try a blank texture see if it still does those lines , if your uv too close to another color you get funny lines like that (got one that red lines appear on head when viewed from distance even with 16 pixel texture 'bleed' )
Yes exporting just the outfit.
You should file>export>fbx
Select āselection onlyā or ācollection onlyā (requires objects to be in separate collections)
It's something else I need help with
what specifically do you need help with though?
Weāre trying to get it ready for unity
that's the opposite of specific
Sorry-
that's ok, it's just difficult to provide advice without knowing what to advise on.
im trying to find the code for one of merz' avatars. does anyone know where to find it?
I don't know those specifically but it sounds like the kind of thing you get if you purchase it.
Pay your artists.
The actual person that uploaded it
If you dont know it or how to get it then you arent meant to use it
in the bio of the avi it just said to join the v.c.a discord for the code.
doesn't sound like this discord
This isnt "the v.c.a. discord"
well do one of you know what is???
never heard of it -
vrhcat have no system to share with x person only, so some use a password system on it (been there done that)
never heard of it.
oh ok...
Im assuming you found this avatar in a search world instead of the actual world it came from
yeah
Thats your first mistake
oh
Search worlds dont automatically mean they are all free to use
Just that the avatar id was grabbed and put there
are these the correct export settings for an fbx?
my avatar is turning into a shoe every time I try to update the fbx (by editing the original) and all im doing is adding two new materials
the shoe in question
the only things I mess with are what to export, "apply scalings = FBX All", disable leaf bones, and I personally set "smoothing" to "face" for avatars, and then import blendshape normals in the import in Unity. that last one is kinda optional, if stuff works for you
what does setting the smoothing to face do?
that plus importing normals is what worked for me having blendshapes look correctly.
i'm having an odd problem, physbones won't work with rotation constraints even if "is animated" is enabled
i never had this problem before and am failing to see the diffrence between how my new avatar is set up and how my older ones were
also the pinky on my modle won't open all the way no matter what i do in the fbx settings
where is the setting for the blendshape normals?
all the other fingers i was able to work out in muscles and settings but not the pinky
in the import settings in the inspector for the FBX file in Unity
I've seen a way to make still mesh wave like its fabric in the wind, where is that setting in poi again? I don't think im talking about vertex glitching.
I don't see such a thing
never seen that one before
Found it. It's tornado. I expected it to be a literal tornado effect.
oh, yeah given that you said "fabric", tornado wasn't what I was thinking of at all
never fucking mind
Yeah if you're not on that one, that's the problem
istg ima crash out
hey does anyone know if there's like a Shader or something that would give avatar stitches to my avatar?
similar to the ones that you would see on plush animals
there's a tool in Substance Painter that lets you do that along UV borders or along paths, or simply freehand painting. Haven't seen a shader for it though
Milltina but I don't mind head swapping. Since I found a way to do itpretty easily.
I found this if anyone else is ever looking for jelly blink
Yeah VCC and VRC website has conflicting 2022 versions statedā¦
Hello i have a question, i created an avatar on vroid, and unity says i don't have the permission to use the avatar :(
?upload
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
oooh ok.
How do you get clothing to appear for other people?
Make sure the parameters those animations are using are set to synced
Can someone explain to me how to switch avatar Meshes with Vrcfury? I hear you have to animate it, but im confused
it could be as easy as toggling off one mesh object and on the other, but you can't swap which mesh vrchat does visemes on so usually this isn't what you want to do. I usually just switch avatar.
would anyone be able to help me uploading my avi im having some trouble even though i followed all the instructions your supposed to
hey! i updated my avatar recently and now its failing to verify, and i honestly have no idea why. im very new to this, so its very plausible that i have made a simple mistake. if you can help me out, that would be a big help!
Explain what you just did and where you are stuck
I recommend taking a look at the console for more details.
so i have the avi uploaded technically, like it appears on the website, but it doesnt in game, and i beleive i made some error along the way as when i go to upload it it hangs on the build phase. no errors appear that are like not normal either
i did, but i couldn't understand what any of the errors meant š
that's ok - we can help if you paste them. That second one is a problem - you'll find an "auto fix" button in the build window, above the "build and publish" button. Do that first.
dunno, depends on what else is wrong. Always look at the first 2-3 errors first.
would u be able to help fix my issue kazin? id need u to take a look at a screenshare ig bc im so lost š
I'm not going to do a screenshare, but feel free to post images in here so that anyone present can help.
can anyone help me fix a bone weighting issue? its been bothering me for a while and i cant get it to work how i want. dm if u can pls
you'll more likely get help if you explain your issue right here
(also I don't do private help in DMs)
all good, wasnt expecting any help there just wanted to explain the situation :)
lol all good
if im trying to update a model i already have in unity, how do i export my blender fbx directly to the pre existing version instead of having to reimport the new one and set it up again?
Hey! I currently have a Mamehinata avi and want to add the brushing option. I followed the instructions as the manual said but in the scene my avi has it in her hand; I'm worrying that when I log into the game after uploading her, she'll always have it in her hand? Is there a set up I need to do? Does anyone know?
Overwrite the .fbx file, using the same settings previously used, especially "Apply Scalings".
Also don't unpack the model in the scene - if you unpacked it, this won't work.
how do you overwrite it?
literally file-save as over the file
ive saved the file already as the exact same name, so the fbx is overridden, but i mean getting it in unity to override the model without having to drag and drop it and override the prefab, when i overide the prefab it removes all the materials and i have to put them on all over again
nvm
no really - if you overwrite the file, and did not unpack the model prefab, it will ebcome updated in Unity automatically
im so confused š sorry im so slow with verbal instructions
okay.... which part needs clarification?
what do i do in either blender/unity to make it directly override the model once i export it
export your FBX, overwriting the .fbx file that's in your Unity project.
like, literally select the existing file in the filename part of the export dialog.
well..yes, i do that
that doesnt override the one in unity
thats my issue
it just updates the file on my computer, i still have to reimport the updated one
if you are saving over the same file, I don't see how that is not overridding the file
how exactly do you do this "reimport" part?
just dragging and dropping the fbx back into unity, the same way ive always done it, because for me it doesnt automatically override it i have to reimport the fbx and turn it into a humanoid and override it myself
no no

where are you dragging from?
my files
no
file explorer
the file that's in unity is the one you need to overwrite
not the one you are dragging from
hello all. I am currently trying to get my wifes avatar to convert to VRc. its a .fbx and i cannot for the life of me, even with the help of the almighty youtube and google get this thing to work at all. i have unity, blender, everything i think i need. I apologive is this isnt allowed here but i didnt see any threads or posts about this already. can anyone here help me out or at least point me towards a good step by step guide so she can use her new avatar?
tysm
come back and ask if you get stuck
i will thank you
that was beyond helpful. though the model doesnt show any color. is there a way to fix that?
of course, apply properly set-up materials
I'm sure there are tutorials for that too
i can do that. the hard part was learning how to make it go to vr chat. i appreciate the help immensely
I don't have links - this is the only one I regularly share
What would be the easiest set-up to animating physbone properties with a radial slider? (since they update when you turn the component on and off)
I am trying to adjust the max pitch with a radial slider
I don't do this but it just now occurs to me that you can have a boolean set true when you open the radial - you could use that to disable the component, then re-enable when you exit the radial
That would work, Ill fall back to that if theres not another way, but would there be a way to do it in real time?
as in like, it moves as you move the radial
not sure how you do that since, as you said, you can't edit it while it's on
Could you have a bool activate a loop where the component turns on and off very quickly?
Cause the object itself doesnt need to be turned off, just the component
possibly, sure
And if so, would that tank performance?
Oh interesting idea
probably
Lemme try it out
It sort of works, very buggy looking
When you turn back on the physbone, the bone resets to its base position, leading to it kinda buggin around all over the place
yeah but i never knew they used THAT specific version now
aaaaaaaaaaaa
is this fixable? not sure what i did
It says certain vars donāt exist.
Make sure you download VRCSDK and Avatar 3.0
And Iām assuming AV3 avatar manager or whatever.
Youāre opening in safe mode doesnāt mean the avatar will fail to upload.
I have a duplicated shader definition under a backup folder. That cuases C# to freak out. Iām yet to see if adding ā.ignoreā does anything
Might have to reinstall VRCSDK (Base)
it lets yall do that?
ok so how would I go about making a transforming animation for my avatar? it said I had to use a generic rig because my rig is already controlled by the humanoid one so i added in a seperate one with the generic rig and animated that one
but I just don't know how to switch between the humanoid one and the generic one to give the illusion of an actual transform
mb an ad was playing in the background
i was about to watch a video
is it just me, or are thumbnails just completely borked rn
the sdk builder tab is borked for me, i get 'No such host is known' if i have a blueprint ID attached, it's failing to resolve api.vrchat.cloud seemingly
like..? it's redirecting to null
it happens with most of my avatar's thumbnails except for one specific one
size 512 works but not size 256
it also works for my friend in the EU but not for me nor for one of my friends in the US
What is wrong with it?
Hey there, I am currently working on Resident Evil Requiem avatars. Ngl I donāt work with bones or physics a whole bunch. Anyone got some tips and pointers on hair bones and cloth physics?
my head like moves with my chest? idk, it stretches my body around
they're the same as normal bones alot of the guess work you'd be doing is messing with physbone settings and colliders in unity
Look for materials in the renderer object, and change the shader in dropdown menu.
Where would I find the renderer object?
You just click on whatever object you had in the scene.
I'm currently trying to attach a bandaid to my character's knee, but when I upload it to VRC and move around, the bandaid just lags behind rather than being attached to the knee.
I've dropped the prefab itself onto the body as most tutorials say to do but I can't find any answers to fix the problem.
The "Drop and Works" is assuming that the asset already preconfigured with armature linking tools. If it doesn't have that, then you have to find someway to do armature link.
I clicked on my model
But theres no renderer option
Not sure what you mean but the prefab has the armature in it already.
Renderer is a component of an object. If you doesn't see renderer in the inspector panel, you will have to click on the object again until it selects different objects.
I found the mobile shaders
Armature link tool is a component usually named with "Armature Link" or "Merge Armature". If you don't see either in any object then it hasn't been preconfigured.
What shaders do I put them to
Good choices are:
- Standard Lit
- Toon Lit
- Standard Toon
toon standard but yesw
How can I do that, sorry? I'm guessing the whole "bearweat" (the bandaids) asset needs to be manually attached to the main body, but I don't know how to do that myself...
Thank you sm.
I set them, but it still shows this
so you didnt set them
You have to be thorough and check on every object.
and every material that gets matswapped via animation
Am I not doing this right??
Yes.
Slu6m6ivr
GRAH
Ok
I will click on every object
And set their shaders correctly.
I dont understand
Watch the video
You might have to select object from hierarchy panel for more accurate selection.
I literally did and all you did was select the same mesh repeatedly
if i want to make a beard in blender what would be the best shape to start with?
Cube, probably.
Anyone have any tips or ideas on how I can finish the head?
Thank you
Trying to upload an avi I've finished up, but it tells me "Avatar validation failed" and then suggests I check the console but I don't know what this means,
Not sure whether this would go in optimization or not, but would anyone know why my both my shirt and tank top are showing up as this bright white when viewing with my impostor fallback shaders? I've tried changing the color of the default material in blender (which then gets replaced in unity with the pc shaders) but it's still a bright white and I've had multiple complaints about it...
Does anyone know what this means and how to fix it?
You have to check more error above that.
How is your avatar object hierarchy look like?
It's been working up until I updated Unity and then "migrated" my project.
Now it keeps saying that.
you're opening two scenes.
this causes weird issues so close unused one.
OHHH.
I've closed one and it still tells me avatar validation failed, same string of errors.
How is the hierarchy look like in play mode?
If Iām trying to have the tail wag when an expression is enabled. How would I go about adding that in?
hey, im new to creating avatar stuf. i managed to successfully upload the char i wanted to pc vr, but on android it says avatar validation failed. apparently the shader liltoon is not supported by that? or smth? and trying with the mobile shader rn, but now it looks ass, and idk what to do, smb please help qwq
You should use Toon Standard shader. And adjust the shading option until you are okay with it.
maybe its asked too much but would you be okay helping me? since i never done that nor anything in unity
You can ask specific questions.
idk, how to everything xD i changed the shader and looks pretty awakward and idk how to really adjust stuff in there to not break smth
First option is trial and error. Just try various settings and see the result, adjust, and so on.
Second option is you post the screenshot before and after you change the shader to compare and ask how to match the shading.
Breaking thing is a part of learning so just break it.
just wanted that avatar and not fully learn everything ^^'
You're asking question that means you're learning it.
Either that or you commission someone </3
I'm still struggling and might give up and just ask for a commission. I can't figure it out and I've scoured the internet without success.
yea, looks like i have to
Honestly all shaders for both Quest and Android don't look as detailed as your usual PC/VR ones so I wouldn't try to aim for something super detailed either. So long as it shows I'd take it lol
How do people make avatars glow? [Pc and quest compatible]
Glow in what way? Emitting light on some part or stop the model affecting by darkness?
Stop the model from being affected by darkness [didn't know that was possible tbh]
Some PC shader has "Minimum Brightness" or other option with similar name. For quest, you have to use Toon Standard shader, with adding texture image to emission map.
Tysm ^^
i have an audiolink visualizer prefab and i want to make it react to my voice instead of world audio, is that something that is possible/easy ?
Not possible.
so when i start moving it starts to do that but when im standing still its fine how do i fix it
is that some of the hair separate from the avatar?
No when I start moving it just separates but when I stand still its on the head
So yes, what I said, in that photo. Okay - how did you attach the hair?
Thats the thing lol so the avi was purchased and the person that did the com dont wana help out apparently so thats why im here asking ) the pc version hair is good but for quests people the hair does that
okay, well it's difficult to provide advice without knowing how it was done
I guess all I can say is that it's not attached right - perhaps it's a weight paint issue? maybe bone parenting?
Thx I guess
wish I could tell you more without really digging into the project to see how it's put together
every thing is put together and done correctly for the pc version but when i just ply on my quest the front hair when i start moving it detach but it follows the head moments from a distance its alright im just ply around with it and see what i can do
I wonder if it used a Unity constraint for the PC one, those aren't available on quest
maybe that might be the prob
Only you can go and look at that
I'm back from last night, and the avatar I bought does have a quest version, but the textures look blocky.
Can someone help me make it not look like that?
Is it actually better for PC version?
Yes, the pc version doesnt have this, but the download size is making me not upload the pc avatar
Can you screenshpt the PC version for comparison?
Yuh
This is the version that the now deleted public version had
Grah
I love aliasing
What you mean "blocky" actually mean the red and black border has blurry seam?
No I mean the model looks blocky on the quest version
I've disabled crunch compression on the textures and masks
Do you actually mean the model has lower polygon count?
Super weird that it's really nonsensical to have quest version higher polygon than PC. Did you check in the sdk and see the tris count?
What of it?
The vrchat sdk?
ok if i have this tail, how could i potentially duplicate it so that the avatar has more than 1
(doesnt have to connect to the avi, i just want to dupe it)
It's the only one sdk there.
If you work in unity and the tail has its own renderer, you will have to select the tail object and its binding bones and duplicate.
I don't really know where the breakdown is
what if the tail is part of avatar and doesnt have its own rederear?
You should just use PC version and change shader to quest compatible then.
Then you have to edit the model in blender.
Theres another problem, the download size for android is 10.00 MB, and the pc avatar is 47 MB
So either I have to suck it up and deal with a worse model than the public avatar, or switch to pc entirely and inconvenience all my android users
All the shaders for the pc version are indeed set to vrchat mobile
How can I change the shader? It wonāt let me for sum reason
Iām trying to change it so it can be quest compatible
Look for Shader and click it to drop down the menu, then click vrchat then mobile
Your model is strengly oversized. My avatar has even lot more features than this and still only 25MB download size.
Were you able to upload for android?
You have to create new material.
Android I cut a alot of features.
I see
So what am I supposed to do??
I don't want to have a worse model than the public version
Were you able to uploaded as Android?
I paid for it, I should get the same quality as pc
The pc version or quest?
The quest version.
I'm more surprised that the quest version has more tris than PC version and yet lower quality.
I'm just kind of upset..
Because I did what Saffron told me to do to upscale the quality
But it still looks the same..
Can't you just use the PC model file and replace all the shader?
Download size
Thats the problem
Have you tried?
Did you do exactly like:
- Put the fbx model file into the scene.
- Setup material for android
- Add avatar descriptor.
- Upload
?
Find material files that you already a have for android version and assign in the renderers.
Do i just go into materials and set shaders to vrchat mobile?
No. You should already have the material with shader aldready set.
Does the quest version already have material set to the mobile shader?
Are you working on a different project?
The pc avatar
Like you have one project for PC and one project for Android?
Yes
I have an avatar with a skirt and when I run, the skirt flips up and shows the underwear of the avatar, I tried fixing this by limiting the angle on the skirt physbones and it kind of fixed it but it caused another problem with collision, for example when I crouch the skirt clips through the avatars legs. I'm new here so I don't know if I'm posting this in the right channel but if someone could help me with it I'd appreciate it 
You shouldn't have to do that. Just put both in the same project.
I tried that
And the result?
Put both quest and pc in same projecy
Still doesnāt work
Did you assign the new material you created into the model?
Still shows it is a standard material in the upload sdk
https://youtu.be/rRAnDMUbWt8?t=42 Watch this video.
What plugins do I need
Only the sdk, package resolver, and see what the avatar package required.
So n9thing else out of this list?
Only the top 3 are the essential, the rest you will have to read in the page where you bought the avatar from.
And the rest you only import only when you know exactly why you need it.
It says 3.0 avatar
Of course that's the sdk.
Uh ok
Couldn't you just import another avatar package instead of just creating the new project though?
Well the two projects are gone already
I'm more like asking why you have to create new project instead of just using the old one.
"Import the packages into unity project"
What do I do next? @ornate stump
- Put the fbx model file into the scene.
- Setup material for android
- Add avatar descriptor.
- Upload
Huh..
Pretty much watch https://www.youtube.com/watch?v=rRAnDMUbWt8
On the quest model or pc model??
I imported both packages into the project like you asked
There is only one scene asset
I suggested to use PC model so find fbx file for PC version and put it in the scene..
You have to find it within your project.
I dont understand
If you select a file, it will show the full file name at the bottom. The fbx file will literally have ".fbx" at the end.
Did you actually take a look in each folder?
I found it
right channel, but skirts are hard. Try until you get it right š
any hint so i can start by going in some direction?
Im following the video
I dint know what is happening
How do I know if it worked or not?
Why is the avatar description cube off the avatar?
I genuinely dont understand
This isn't the problem
This is not the problem
It is the download size I am trying to shrink down
None of this is my issue
OMG
To recap: your problem was your Quest model was so blocky, so the plan was to use PC model for quest instead.
yes
but the pc model has too high of a download size to upload
that
is
the
issue
And my problem, which is potentially your next problem, is we don't know whether the avatar size was made up with. So it's safer to setup the model for the avatar from ground up.
Ok.
hey,
im looking for someone to teach me how to create my avatar, i donāt know how to use unity and i have a lot of trouble when i tried, and i only use free bases and pressets
(if a french person goes through there preferably it would be easier for me)
please thxx
does this mean anything or nah
Oh shit hi @formal pawn !
OMG!
Yo, is it possible to add a toggle to move an object to be parented to a different bone?
I don't want to do duplicates. Especially since it as physbones.
I'm just fiddling with my super cool Beat Saber avi:
thats what constraints, especially parent constraint, are for
Like so?
And if I want to make a toggle, I just gotta start recording an animation and drag and drop whichever else bone I want to use?
no, you animate weight between two bones
watch this or smth. tho its old so its not vrc constraints but the same idea
(or just weight between 0 and 1 for it to be in the og spot or constrained, if 2 places are enough)
Eeh, I see they use the animator, which I have never had any luck using it. But I'll try.
is it normal for poi pro to crash the unity project
@vapid slate you want to ask in poi discord
I animated this thing of bumblebee transforming, how would I go about exporting this to unity and making it a toggle for when he transforms?
@opal relic vid is older than vrcf as wellš¤·āāļø
@prisma monolith if its humanoid then its going to be tough, unity doesnt allow humanoid bones to move in an impossible way. car itself can be easily scaled, and kneeling as well but scaling limbs, uuuh.
for unity instead of the scaling i just want to hide them once their animation is done
well then export fbx with animation included. set its rig to humanoid. now you should have a useable humanoid animation you can export from fbx, and it should be used in action layer. disabling body mesh and enabling/scaling car mesh should be relatively easy from there, fx layer
ok ty
Does anyone know why some shaders show up entirely transparent on linux in unity?
(this looks fine on windows, but I've switched to linux because microslop)
best to delete that
ive sent a link
Thanks
I run Linux - is it Poiyomi? there's a case where if you have many textures on a material that it'll basically crash the rendering. Very frustrating, but it seems nobody who knows how has any interest in fixing it, as they aren't Linux users.
What I do to work around it is try to deal with one section at a time, then combine everything into a shader and lock it - it'll work while locked.
But: I have been running Unity in Vulkan mode lately and I'm not sure this has shown up, I think I should give that a real test, I've been working around the problem for so long I'm not sure I've tried.
How would I run in vulkan mode?
I'm willing to test stuff
command-line arguments: -force-vulkan-layers -force-vulkan -force-gfx-direct
I have to run Unity from Alcom or the commandline for this to work, you can't change the editor command as launched from unity hub.
nice nice, i already have alcom
(have vulkan libraries, drivers, etc, etc)
I upgraded my OS and Nvidia drivers this year and was having serious slowness in OpenGL mode - switched and it's all good at this point.
It may be a bit different for me, I'm using a full AMD build but I'll research what I can and see if there's any possible fix
Yeah, I have an AMD CPU but Nvidia GPU so this is just what I've found to work.
works in vulkan mode š
oh awesome!
i imported the animated one, what do I do now?
I have made a discorvery
My quest model for the karma dragon is compressed everywhere
I un crunched the material
But not the model itself
So im gonna try that
shut scammer
I've had this issue before. I just simply reopen the project. It's still not uploading the Android version.
That first error in the "review any alerts" list is the problem, fix it
(you cannot put audio sources on Quest avatars)
I am very well aware. I usually leave on the audio sources anyway for it removes them for me during upload. I don't want to bother readding them .
Leaving them on is usually no problem.
The errors shown are saying it's a problem though.
I'm not sure what you're asking us otherwise
yes.
Anyone know how to uncompress the model
I have clothing made for different models and was wondering if anyone knew how to put those assets on my model. Iāve seen a few people do it with blender, but Iām not very skilled in that department :(
I'm not sure what this is or if it even answers my question
Yeah if it doesn't fit you need to remodel it so that it does. Blender is a good tool for this.
I donāt know how to use blender but I could try. Thanks for the tip!
It's probably very low poly - you'd have to put it into a modeling program (i.e. Blender) to look closer
it has a higher polygon count than pc.
idk why its happening
i assume its to compression
textures perhaps, it's not at all clear from this image
i set all texture to no crunch compression
is it a really small image maybe?
Wdym
the texture size, if it's a small image there will likely be less detail
view the image in the image editor of your choice
I usually like the identify tool from ImageMagick, but I enjoy working on the command-line š
I dont think its the textures, the model itself is conpressed
I don't really know what you mean by that.
oh I just realized you can see the texture size in the inspector if you show the actual image at the bottom, that's nice
I'd be looking at this in Blender, personally.
So I'm importing my model from blender I saved as my materials into a materials folder but they're not showing? I have them as a png
blender tutorials!
You'll need to create materials in Unity and add those textures, this won't carry over in a useful way from Blender.
will just dragging the png into unity be enough?
seems like it worked I meant as in showing as in when I tried to import them they weren't showing on the show folder thing
sure, that'll get the image into Unity, but not apply it to a material
well how do I apply it as a material?
textures are not materials, so you don't apply them "as a" material
well pray tell then, how do I do it right?
I'd suggest finding a tutorial for it.
this is the avatar-help channel
Sure is, perhaps someone is able to instruct you.
add android support [download] appear there (ios optional)
Tyy also, do you know how to make a PNG clear?
if its low res disable filter so it doesnt get all smudged up
power of 2 if it has a 1:2/2:1 not a square (might not be a option
What would i need to click?
make sure that you have import alpha enabled and that alpha is set to transparency
you need to click on the png itself to change the settings
I clicked the PNG and this is what it shows me
What do i click?
@arctic ginkgo
This?
This shader?
this is where I need to click?
Sorry im very confused this first avatar
quest av cant use those
I just donāt know how to make the PNG transparent because the thing that you told me is not available for me to click
If you're doing this for a quest/mobile avatar, you can't anyway. But in the inspector for the image file itself, enable "alpha is transparency"
but Iāve seen PNG avatars that are clear..
You can do transparency with particle shaders but not with alpha
need help
So the pc vers uploaded fine but i get this error when trying to upload quest
(ignore how messy my layout is)
u gotta lower the count to 10mb or lower
Idk what to do
i usually just start deleting uselss shit like physbones
add fury it will add compessers
and toggles that arent needed
?
your shader isnt compatable with quest
all of them ar
do i spy.. dynamic bones
Yes
burn it asap
Nooooo
Are you still using dynamic bones or something
they are all the vrc mobile shaders on pc and quest
This avatar needs it
no it doesnt
no
Yes
nothing needs dynamic bones anymore
Ok
youtube vid
i forget how you can swap them over to physbones. was it like avi manager??
never used em so idk
vrc sdk can
?
i double checked my shaders, all are toon standard outline
help you optimize
How do I fix this
how would i go about adding an "entrance sound" to my avatar? yknow when you switch to a new avatar and some of them have a custom sound play automatically
i made a new audio source > added my sound > made sure the priority and stuff was set correctly > and play on awake is enabled
but when i make a test upload it doesnt play it :T
i feel like theres more i should be doing but idk what, i couldnt really find anything for specifically an "entrance" sound
this is like bottom of the barrel of importance to me cause i know its not quest compatible, i just moreover wanna have the knowledge under my belt
Have you found it
youtube would prob help with that honestly
ive seen some simply vids on it
all by gang monkeys but still helps
Anyone know why it only shows up in the mirror??
is it a child of your head bone?
what should i look up specifically
cause ive only been finding tutorials for toggles specifically
oh if you have head chop setup right, it should be visible
im using this one. Dont know if it makes a difference
oh I have no idea what that is, sorry
no, I mean I have no idea what that specific component does
ohh
judging by the comment I'd assume it would work, but...
Maybe its just being stubborn again
I did not work
didnt vrchat come out with something for this
What did it say
Yes, VRC Head Chop
For some reason the vrc head chop for me kept shaking my hat
even after changing sdks
did your press ok
You mean prosead
Proceed, yes
same thing
What should it do
press proceed
left click it
Did
What does it say now?
Nothing
try checking one of the spots that had dynamic bones
press upload
well its best to check first before uploading
Idk where Thay at
Ass wiggle L
I said one of those. You can check any
anything that may move has it
If it originally had a dynamic bone, check that same bone for a physbone that would look something like this.
It doesnāt have it
Time to manually add them i suppose
how do i set the animation type to humanoid if the model is a gltf? i can't find the option
yeah it does(?)
no
you seem unsure š
Ugg
Its not hard
How
no it does have that
is there a 'rig' tab in the inspector for the model file?
pick a bone with at least one childbone, go to the side where it says add component, search up physbone, select that, and then change it to whatever settings you'd like.
Ok
there are no tabs at all
these settings might be to your liking. or you can just use the base settings. your choice
oh interesting, I've never tried one of these before. I bet it's that "Animation" setting though
it is unfortunately not
looking it up it seems like gltfast just doesn't support the option
so i guess i gotta figure out how to get this working as an fbx
Is this all I need
I didn't mean it should say "humanoid", but I wouldn't be surprised if that ^ is
I bet you can import it into Blender then export as FBX
not rlly, because there's this fucked up pose it starts in that only goes away when i use the gltf but stays on the fbx even when i get rid of it in pose mode in blender
you can always rework it if needed.
@wanton cedar
yeah
Is there anything else
No
does anyone know how to fix this?
i havent seen this before and dont understand what needs to be fixed
unfortunately, these messages don't really say much
Maybe clear the blueprint ID and let it make a new one???
tried that im removing vrc fury bc sometimes it tends to ruin some of my avis if that doesnt work ill try something else
maaaaaybe, but that's almost never the actual error, it's usually a side-effect of a previous error.
without a clue as to which object, it's usually not a useful message
nope, it never really does š
are there any errors above that?
nope
what's the SDK window say above the "build and publish" button, any errors?
just check the thingy is what it says
unity hates me bro
ill try findling with something else and see if that works if not ill give up for now
"check the thingy"?
no no, above that, the list of stats
anything there blocking it
why it look like that
what did you just do?
Add phisbones
Looks like your avatar scaling is wonky, or all your physbone components are scaled up huge
What do I do
scale the collider settings down?
figure out which of those is true, I'm guessing. Click on a physbone and see if it looks too big. make it not too big.
If you'd said you just exported the model from Blender I'd have had a different thing to say.
How
maybe you should go to youtube and look up how to add physbones
Taking a wild guess here, perhaps it's the "radius" setting
To what
but if it's that small already, your avatar scaling is wonky - if you exported the model from Blender recently, you should redo that but set "Apply scalings" to "FBX All"
What do I set it to
You set it to whatever value looks right for your avatar
it really depends on your avatar..
we can't tell you this.
I put it to 0 and itās gone
yeah because it doesnt exist at 0
I said add another 0
not make it 0
this is how a normal physbone usually looks. Something similar to this.
So it works at 0.0
no radius = no collision.
?
?
I told you to add another zero to your 0.025 radius