#avatar-help
1 messages · Page 247 of 1
If that radius value is 0, the physbone will not have any collisions, you won't be able to poke it.
maybe this is what you want, I don't know.
the ear radus
try to make the number even smaller until it looks good. Not much we can do
70
the scaling of your model is insane
Will this work
Wdym
@somber sequoia or @wanton cedar
Again, you need to decide what's right for your own avatar.
im testing my avatar and she doesn't have hair yet but she has a fringe shadow, does anyone know how to fix this ?
Already told you we can't really do much
Would anyone know where to find particles for like anything?
the Unity asset store has a whole bunch of free particle packs, they're interesting to look through, to figure out how things work
G'day everyone, sorta related Question, but does anyone know good avatar painting programs but in vr? Ive got a mayu and have been trying to texture it in adobe substance painter but im more used to a more physical medium, painting sculptures i make by hand. Id like to find a vr painting program that i can move the files into but cant seem to find any; I have gravity sketch but it only fills objects and theres no brush. And anything else ive found is either the same or has brushes but can only paint on canvas. If anyone has any advice or know of worlds in resonite or vrchat that may do this, id find it very helpful and thanks in advance.
Is it possible to use both hand gestures and radial menus to control facial expressions? Like say i want to select a mood from the radial menu and then use hand gestures to swap between subsets of those moods?
Basically use a toggle or something in the radial menus to change what animations gestures can trigger
sure, I've set that up. You just have to be careful that stacking up blendshapes doesn't get weird
if you want to use one parameter to switch between sets of hand-gestures, that's easy enough too
Hello, Im trying to upload an avatar and the page where I check over errors states, "spine hierarchy incorrect" How could I fix this? Sorry, im quite new to avatar creation
Let's see the spine hierarchy
Would that be in the bones and stuff?
yep - it seems like it might be wrong, though it might just be setup wrong
find the model file, click, look in the inspector, rig tab, check for errors, then click "configure" and make sure the right bones are in the right slots.
Heres how it looks, most of everything on the side is green.
The spine and stuff all show up green even though there was a error
green doesn't mean it's right though
Oh... I didnt know that my bad
the error message tells you to look at the shoulder bones
I dont know whats wrong
Everything seems to be in the right place and order
the parent bone of the shoulders must be the parent of the neck bone, usually this is the one in the chest or upper chest (if used) slot
Im kinda confused sorry
are you saying I should make the neck the parent for the shoulders? Or add the upper chest and make that the parent?
The parent of both neck and shoulders should be the chest bone, or upper chest if you have one.
if it's not, you'll need to bring the model into Blender or similar to re-parent things.
it may be right, and the simply have the wrong bone in that slot in the rig setup in unity.
Right now, in unity its SUPER crowded and I cant see anything... would it better better to go back to blender then?
You really can't see the parent relationships from the avatar display anyway, look in the hierarchy
I found the part closet to the middle, but it showed up red when selected and said "character is not in t pose"
😭
then enforce tpose
How do I do that?
rig setup window where the list of bones is, below that there's a "pose" item, it's under that
Oh alright, thank you, ill try to do it again and see if it works this time
Still didnt work.... atp i think ill just give up on this its waayyy too confusing for me
thank you for helping!!
cool, how would i go about doing that?
pretty sure I can't explain how to setup whatever logic you want without fully knowing what that is, and it's likely best for you to work it out yourself, but I could probably answer very specific questions
would i just set up additional conditions on the hand gestures with an additional peramater?
sure, that's one way
Cool, i'll probably just do that then
im going crazy, bought this asset and it comes with a sick animation but i can't seem to get it to work
i feel so dumb i've been trying to get the spider leg animation to work and no progress, I know how to make radial wheel toggles for material swaps and like hair swaps, emission swaps but idk what im missing for this animation, even any youtube video to guide me in the correct direction because i can't seem to find one on this exact issue
I've dragged a hairstyle prefab onto the "head" in the hierarchy but when I go in play mode the hair is stiff and doesn't move with the character, does anyone know how to fix this?
quest version wont upload. no issues in the build tab, but console says i have streaming mip maps disabled in some texture. deliberately disabling it in one of my textures causes the message to appear again in alerts with the option to auto fix, but building still fails after that
It's possible that vrcfury does preprocess create some new texture but doesn't have correct option. You might have to try removing some assets that's using vrcfury to figure out which one is causing the issue.
Might have to reimport it.
File>reimport all.
If that doesn’t work just install the Unity file for the SDK from the Website and Reinstall Manually
It probably the animation is not fixed to the right bone I can help you take a look at it
oh gosh idk what to do lmao
so i want to animate JUST the face, which was working, until i actually hit the record button then it records....the...whole model...? i applied the materials to their respective parts of the mesh in blender I think whats happening is its moving all the uvs and not just the face uv for god knows why lol
im so confused D:
It's because animation applies to every material in the same object.
darn, i was hoping that wasnt the case.
in that case would there be a way to make animation toggles for multiple faces without adding extra meshes? im trying to optimize my avatar for quest and it said it was only medium when i separated the face mesh (i didnt make multiples of how many faces i have, just the one face mesh for a total of 2 meshes)
Having 2 material slots is effectively the same as having 2 different meshes anyway. So better just separate it into 2 object.
in that case ill give it another shot then 👍
Anybody knows what this means?
Last time I pressed continue it messed up my whole project and I had to start over. I kept getting the error "avatar validation failed"
"avatar validation failed" is a totally different issue from what you're showing. Your image is literally written the project was saved in different unity version.
Yes but the only connection I can make is that. Because before I updated the launcher everything was working, only after the update did my project stop working, so I don't know if there's a connection there.
Because I didn't change anything, just updated the launcher and then opened the project.
What "launcher" you meant?
VRC Creator Companion.
Call it vcc instead of launcher then. Check unity version you selected for the project. Is it unity 2022?
Yes, because I started over.
Can you screenshot the project in VCC?
Then also screenshot the unity path in the Settings tab.
This one is working fine because I restarted, I don't have an issue with it so far.
The only problem I do have is my character's hair not moving when I move the character,,,,
So the all questions you asked before just unrelate to this?
Yes yes.
I had the same issue as the person before but I just gave up on that and started over with my project.
To answer this, the dialog is already showing the answer. You likely had select older unity version in some way and try to open the newer project.
Is there any way I can detach the hair pin so I can put it on the avatar without the whole dress?
Put the entire file into the scene and delete other objects that aren't the armature and the pin.
Thank you!
Hihi, i commissioned someone on etsy to make me an avatar and its done but im struggling to upload it, they didnt tell me if i needed to add any shaders or anything and i cant figure out what on earth i need to do haha, im like day one new to uploading anything so im not sure what i need to put into the project as well as the model files, has anyone ever had to deal with this? Is there anything i can do without giving up? Because the seller is trying to get me to pay him $30 for him to upload it and i dont wanna do that
when I try to change the shade of my model from Liltoon/cutout to Toon/Lit or Standard it goes white. Is there a way to fix this?
The shader's texture parameter may use a different name. Find the texture and put it into the other shader's texture parameter.
Ugh, I can't figure out how to change the idle standing animation pose or whatever it's called.
I have GoGoLoco in the project but I don't know how to access the character's idle poses to change them.
I want my second avatar to hold her arms out a bit more like the first one (pink avatar) but since I wasn't the one making it I don't know how it was done.
@proud cobalt you need to add the locomotion blendtrees to gogoloco. Find Goloco Base and go to locomotion and 3-4pt tracking
then go to locomotion
here you have the three locomotion states, you want to change standing so click that
in all three of these, replace the blend with the mamehinata locomotion stand blend
I have Kipfel as an example
when you replace the blendtree, it will ask you to delete something, click delete
if you want to replace the rest of the locomotion, you can do crouch and prone as well
replace these with your crouch blendtree
then prone
replace these
then double click prone vr
and change these three as well with the prone blendtree
replacing the locomotion will make gogo's default stand/crouch/prone selection not work, but this will give you all of Mamehinata's locomotion with gogoloco
@proven quail I only see one Mamehinata standing pose, is that okay? What's the difference between "Mamehinata Standing Locomotion" and normal Mamehinata stand?
Does anyone know if there's a way to make it so my avatar's eyes track onto where I'm pointing with my mouse?
I don't own a VR headset so I use mouse and keyboard.
i mean technically there is a way you will have to use osc
What's that?
open sound control it can read and write on a permeator
I have no idea what that means LOL
it requires coding
Oh hell, never mind.
Fun idea tho
Ok so i plopped the unity file for my avatar into the project and instantly got so many errors and i am very worried
Help! My avatar is floating and I don’t know how to sort it out!
Why i cant use this sps options?
Define "cant use"? What about doesn't work?
-# Also a reminder, sps in itself is a safe for work topic to talk about, what it is used for a lot of the times may be adult, so try go keep it pg
Are +18 animations i think , because i dont know what happenend , doesnt work and i try another models and not even worked none
I am guessing it is just the receiver. Try putting a sender on your avatar and see if you can make it interact.
Sps should have a lolipop testing asset from what i can remember. See if that works
also do people call it sender and receiver, or plug and socket
I mean it is called Shader __P__lug __S__ocket SPS
is there any video how to? english is not my native lang sorry
Sps is pc only
That looks like a PC screenshot
Quest camera settings
Idk if they did take it on pc?
But well find out if they respond
Poiyomi glitter
that would be why sps is pc only
I do avatars, I can recognize poi glitter
You can use a physbone, and make the physbone stretch make the nose turn on. In the FX, make a layer and have it so when the physbone stretch is greater than a value, it sets the nose parameter to true
In the FX, the thing that makes a state change another parameter is called a parameter driver. You add a component to the state and find parameter driver by searching.
Sps is a nsfw system that makes 'plugs' on other people's avatar properly line up and go inside 'sockets' on your avatar. Your female presenting avatar likely only has sockets, so you can't see it working. You need someone with a plug and someone with a socket to see the system work.
how to explain the bird and the bees Vrchat edition
okok so i figured out how to upload, yippee, um but i was just wondering about something else, i was looking at the model in unity and the face looks like this? does this seem normal? i wanted to ask here because i genuinely couldnt figure it out haha and yall are like, pros at this (i didnt make this avatar so im asking post purchase if that makes sense)
there's also quite a few alerts that i dont understand so they may be the cause of this, but again i have zero knowledge of any of this stuff and just wanted a custom avatar, so if there's nothing anyone can tell me, that's totally fair
I would check the materials, if they were applied correctly. Did 'scenes' some in the package or did you create that scene?
well i dragged the unity file onto the empty scene so i imagine its coming from the package?
Did you double click 'scenes' and open it or did you drag the fbx into the scene?
i double clicked scenes
Hmm ok. Try using gesture manager and see what it looks like in play mode. (Click gesture manager and you should be able to see buttons in the inspector)
It's possible the eyes are some animation thing, but it could be an issue with materials being applied
hmm i turned it on and the eyes are the same
it may be the material, the amount of alerts i got as soon as i opened the model up was concerning and a lot of them had to do with mesh and blending?
i cant seem to get them back though as i may have accidentally cleared them
anyone know how to get a avatar? im new to vr chatr
Go to prismic's avatar search world and there are many public avatars. You can search a term in the names of the avatars or search an avatar creator there.
i searched it but how do i apply the avatar on my account
you should just be able to click the avatar sqaure and it should automatically apply,
if your not on pc ofc that process may be different so ignore me otherwise
i found the materials, they look like this :0
i feel like yeah the face thing is a materials problem, but whats getting me is they may just look like that
i applied but it says i dont own it and i dont know if it will stay if i join another world
As long as it's a public avatar and not a marketplace avatar (publics are free) it should stay. Open your menu and select avatars, and on the right you can click the star to add the avatar to your favorites list. On the left, you can see lists. One of them is called favorite avatars. That's where you can always find the avatars you add to your favorites
Those mats are very basic yeah. Have you tried gesture manager?
ye
Ok, did you get this model custom made for you or is there a store fornt like gumroad or booth?
its was custom made
Ok, ask the person you commissioned about it. It's there responsibility to make sure the model is working.
i asked yeah, and he just kinda, offered to upload it for $30
It's possible the eyes are some sort of blendshape or need some some animating
i think thats it!
i think its a blendshape
yes the eyelids are a blendshape i think
i have no clue what that means
The avatar might be blender ready, like sculpted and everything, but might need some unity work to be Vrchat ready. That might be why they are charging $30 for an upload, because I think they are actually just finishing the unity side for 30.
oh
How much did you already pay?
they didnt even bother setting it up ?
i suppose not?
Uhhhh that's kind of scammy a little bit. Maybe you didn't understand their terms? Were they clear about what exactly you were getting?
Like did they say Vrchat ready model?
ill look
again i mean
ive kinda been cycling between looking at it and the unity stuff all day
Sculpting from scratch is a lot of work. But I'd want something upload ready for paying so much
But I'm wondering if the terms were clear from the start or if this avatar maker is being scammy
it says
custom 3d vrchat avatar, they say they can do furry but what im seeing is they made this with a humanoid model which doesnt bother me too much if its done properly
Full body rigging
Facial expressions which i didnt need for a character with no eyes (lol)
Gestures and dynamic features
Fully optimized for vrchat sdk 3.0
and personalized details, this is whats on the listing details
it does say that uploading isnt part of the comission price and that its extra but it doesnt say how much extra
he also said he added gocoloco for free? but i hace a feeling that's included anyway? haha i am fearing more and more that i may have been left untold on some details
i am fearing significantly more that i may have been duped
if there is no scene with avatar setup ready for upload , they didnt do much
what should i do then?
Was it modeled from scratch?
umm
i dont know?
this character is one that i own so i know that much was
and the base is human, so i assume yes
So work was done, just needs some unity work. You own the
Anyone else havin issues accessing/uploading avatars rn? Im getting this error and the website is struggling to load most avi pictures
You own the model fully right? I can take a look for you and see if there is some eyes hidden somewhere
uhh i have the unity file if that's what you mean
i can send the zip i downloaded from the seller and let you at it
Yeah, I wonder what the tos would be on the files. Are you allowed to share with other users to outsource the work?
it doesnt say anywhere that i cant
Ok, send me a dm I'll take a look, it might be something easy
if he comed it its his to share
ooo oki that makes sense
i imagine it would be mine since i paid for it but i know some folks dont like comms to be shared
i sent a dm your way!
Getting on my laptop rn
oki doki, hopefully its nothing too bad! if it ends up being more than its worth ill see what i can discuss with the seller about it
I'll continue to post updates here rather than dms. my project it loading currently
oooh ok, sounds good!
did you ask wht the eyes are missing?
oh no, there aren't supposed to be any eyes!
its lines on the face <:) if that makes sense, there seems to be a sort of mask outline on the face, and im trying to figure out what that is and if its an issue on my end
i tested it in the gesture manager and there was also a line running down the middle of the body that i noticed, i wasn't sure if it was the materials or the shaders if that makes more sense
i feel like i didnt make that clear, i apologize
oh okay, so the lines are the issue?
yes just those really
the model itself seems fine otherwise i think!
but that's why i figured i'd ask here because you all know a lot more than me
ahhh ok, I thought the thing was missing eyes lol
got a simple question for yall. how do i change the 'physbones" parameters? The skirt on this ava is too flowy and i end up flashing all my friends, so it needs adjusting lol
phew i was super worried i had paid for something that wasnt good, i think he just didnt put very much detail in the face and that's why it looks wonky <:3
would you want maybe a fur shader on it? to make it look more fuzzy? (the fur would be PC only)
the physbone component
find the physbone in the hierarchy, and there should be settings in the inspector.
(i also added wiggles to the ears and tail for you Moth)
thank you both!
found it lol
oh you did? that's super kind! do you want anything for that? i could pay you next week when i get paid! 
like as thanks
you guys have been super helpful and kind haha its definitely worth it since im uttery clueless on this stuff 
made some quick fur masks, im going to install unlit shader for the fur
ooo!
if you just throw ~$5 my way, that would be amazing. But this is jst really simple stuff im doing here, I don't think it really needs to be paid for
first thing i noticed
i can totally do that though! out of appreciation!
hips tend to be the lowest ones 
is that, bad?
never seen a humanoid rig a bone before hip
huh
FLOOF
hes so poofy now, i love it 
i might need to mask off around the mouth as well..
oh my, fluffy teeth is a new one
found it
set toon shading as well as a matcap on the teeth to make them look more like teeth
the antenna don't have bones, so they won't wiggle
were the antenna supposed to move around?
forgor to ping
lol i'll def be giving you more than $5 when i get paid
there are some facials in here, did you want some expressions on the gestures (when you move the hands like peace sign, rock and roll, etc) or in the menu?
uhhhh
whatever is there gestures wise i dont think i ever specified so its ok, you dont have to mess with any of those if you dont want to
okie, ill get these antenna wiggling and then it should be good to go. I'll pop a quest version in there as well as its just a shader change, and I can help walk you though uploading it
it will be a bit though because I need to add bones and weight paint
of course no rush!
so the head bone is kind of large.. not a problem but it is strange
PFF
b o n e s
got the weights, going to reimport and see how they look
so theres some unwighted vertexes in the weight paint, back to blender
I'm working on a kitbash avatar where I've swapped out the feet and I'm using different feet bones, but I'm having issues upon entering playmode/gesture manager.
(Left image is the default feet position) (Right image is the feet after entering play mode/gesture manger)
The whole avatar must have a built in idle animation or something but I can't seem to find it anywhere.
I've checked the animation tab for the avatars controller and I don't see anything related to "idle" or even any animation clips in my project related to this idle at all.
would anyone know how to possibly change/fix this?
vrchat default idle stance for locomotion , shifts legs and sinks abit
here are the physics currenty. Want anything different? like more snappy, more flowy, etc
no i think it looks awesome! he's kinda floaty like the glorp he is!
he will have regular walk animation, me draging it around is just to make the stuff wiggle.
ofc!
sent unity package, it should overwrite the mats and stuff and add a new scene for you to open
Hey so I recently commissioned someone to make a avi. Then after they sent the fbx, I put it into blender to adjust the color a bit. But how do I put the textures into Unity?
I used CAT to merge all of the material and mesh before making the new fbx which is currently in unity
anyone know how to make a grabbable object on an avatar that can also be dropped in the world?
took my avatar model, crunched it down and removed the fancy bits to make it quest compatible and am now trying to upload the quest version but the model quickly fails to validate and spits out this error, it doesnt really look like its telling me anything so im very lost
red i did some research on this and its really easy to do the avi looking around. no avi work needed you can even do if you click it blinks
all is needed is 100 lines of code i might make a test tomorrow
hmm its weird its failing validation. Is it giving you the popup to accept the terms and stuff?
i click build, it asks for the terms and when i click agree it loads for maybe a second then fails validation
thats also a weirdly low amount of alerts for the avatar, something seems wrong
try saving the scene and close and reopen the project
it has 4 phys bones, 17k tris and nothing fancy
no toggles
it seems something is weird with the SDK, not really rhe model
this is me picking it back up after getting the same error a month ago
ill see if theres an update and thats why it wont validate
like the alerts arn't even counting the physbones and stuff, something is an issue with the sdk for sure.
ohh yeah update the sdk maybe
idk how but its fixed and built lol
I need help learning how to upload an avi
Yo could someone help me, I have a toggle for arms on and off and the arms off is clipping with the arms on and the arms on stays enabled
hii! i had already rigged this in blender but it's giving me this error and not showing the rig at all in unity. it uploads fine, just t-poses. any tips would be awesome
Why is the IK for his feet all the way in the front, and how do I fix that?
The rig is red to preserve the pose that was given in blender, but I laid out the arms in a T-Pose and that seemed to work, what do I do about the legs?
if i were to redo the hand gestures from scratch instead of using the example countroller because i allready have an fx countroller do i just add the same peramaters from the hand example countroller to my fx countroller and use those as conditions or is there something else i need to do?
In the import settings if the fbx in unity, you have to assign the bones to the armature slots. For some reason, it wasn't able to auto detect the hands and feet, upper arms, etc.
do you know any videos or anything that would go into depth about this? it's my first model and im not super sure where to find an armature

In unity, click on the fbx in assets, and look in the inspector. Under model, there should be a rig set to humanoid. You can click configure and edit that rig. It will have a list of required humanoid bones, and you can click and drag bones from the hierarchy into the correct slots to help unity define the rig.
Thank you!!!!
I don't know if there are videos, but I can take a bunch of screenshots with big red arrows and circles tomorrow morning if you haven't figured it out by then (~6 1/2 hours from now)
That would be so awesome omg
this actually helped so much thank you
does anyone know how to change hand gestures on a lasyusha base ive tried to look and change it but it doesnt work
ok, i know this is against tos for some reason but how tf do i get unity packages like fury for my unity projects, VCC doesn't run on linux and ALCOM has issues with the fadora unity hub branch so i don't really have another option
It isn't against tos to build an avatar on a different platform.
Using a modified VRChat SDK might get you in trouble but otherwise you should be fine
I never used anything else than vcc so i sadly can't help you more
Using unitypackage instead of vcc package listing isn't against tos. Some tools already have unitypackage as alternative download in their github page.
You usually just have to change out animation clip from gesture animator controller.
when i saked on vrc fury and modular avatars they said they didn't provide unity packages because it was against tos idk
maybe there is a solution to my problem that doesn't require those tools
vrcfury even have alternative installer provided in its website.
modular avatar provided as compressed zip file in github.
this is my avatar, to keep the vewpoint aligned with the modal i have a duplicate set of arms so the raised view position doesn't mess up the the arm tracking, HOWEVER. while moving the grab position works well enough this ruins the global colider positions for the fingers, all i want is to be able to move the global coliders off the tracked armature which i've heard vrcfury and modualr avatars provides tools for
the vrcsdk itself is provided as unitypackage from vrchat website.
So whoever said it's againt tos is clearly false.
though if anyone knows an alternate solution to this problem that doesn't require use of these tools i'd like to hear it
Global collider, do you actually mean contact senders for hand and fingers?
i can add contact senders onto any bone and just add labels, what i'm refering to are the global coliders vrcaht uses to interact with phys bones on other modals
Both vrcfury and ma doesn't have ability to move the hand collider to begin with.
what i'd like to do is take those colliders and just mount them to something that isn't their predetermined bone so that they are actually on the hands without messing up the arm tracking, view position, or both
Ok that's what you meant. It does use some "magic" I still don't know about.
literally the exact thing i'm lookin to do
but they do warn that the package i downloaded is no longer suported and may not work in the latest unity version that vrcaht uses
Because that isn't their "preferred" method. That simply means "use at your own risk".
Trying it on a test modal seeing if i can move one of the finger coliders to a thumb
Seems to have worked
Yep it 100% works
Total black magic but if it solves the problem i'm not questioning it
All it does is using the debug mode in unity to change the object the built-in contacts are attached to from your hand to whatever other gameobject. You can do it manually it's just very niche and a bit finnicky
Okay, I'm absolutely losing my mind here and I need to know what to do
I've been tinkering with VCC and customizing avatars but I don't have much Unity experience at all and sometimes when I make a mistake, importing something wrong or messing with a bone in the wrong way, it's just completely irreversible no matter what I do. I try undoing, loading the scene, loading the project, but it seems to just not revert anything I've done. I've lost hours of progress starting from scratch multiple times and I'm at my limit. I desperately need to know what I'm doing wrong and how to prevent this from happening again.
I'm VERY confused as to how Unity actually handles saving, projects, etc.
One thing to note is you should not use "Unpack Prefab" on object in a scene. This will make it able to revert to original state or the asset. Saving usually saving in scene file, and if you do editing on asset like material and animation, that's auto saving on asset files.
is there any way to set up like. animations for a gun? something like this
also, are lights on particles just completely disabled? do i need to look for another method ...
there's only 1 particle at a time so i don't see why there would be a performance issue
but it seems like it just doesn't work at all
okay i've got the anims i want set up an swapped out the old model with the new model that has animations but like. how do i actually play them with the toggle??
i'm assuming putting them in the same controller as the main model won't work right
but if i put it in a separate controller, it's not gonna get the expression values or the contact values (?)
at least i'm assuming that
might not be true .
is there way to create some sort of simple AI that drives follower in your avatars root? reactions to you hitting it with a bat it having its own randomly selected animations for walking around/doing things?
since afaik you cant have controller on the sub avatar respond to anything external globally
just run everything from root of your avatar, parameter driver random can make it change animations/sounds/whatever when it get it
what makes it more difficult is that trying to use humanoid animations they wont exactly work since its not the main avatar itself. so if i just put the animation in the controller it will animate my main avatar not the follower. idk how to get around that without having to painstackingly change the path of every single component in the animation
many scripts out there can change path from humanoid to another one
can also be done just using notepad++ , find path, change all similar to something else (seems will only for a generic animation since they have path to every bone, humanoid one wont
euw)
ok 2 quick little question: so on the avatar I did animations for, I managed to get the toggle to work but it's stuck in it's first frame of the animation when its Not playing, how do I fix that?
Also, is there a way I can add a toggle on the main avatar to switch to that model when I transform?
sending clips for context
first avatar "Bumblebee TFP shapekeys" is the main and "Bumblebee TFP shapekeys animated" is the one i want to appear when I press the toggle on the main one. how would i do this
im not uh sure exactly how. this is some region i havent visited before
yeah it doesn't work at all. what do i actually need to do </3 i can't find anything about how you're supposed to do this
is this one of those situations kinda like the blender noobs creating the 11th dimension or something?
😭
hey!! could someone help me upload a vrchat avatar? 😭 i have the unitypackage but i honestly have no idea how to get it into the game. if anyone’s willing to help or maybe even upload it for me i’d really appreciate it!!
bit convoluted to explain, you need parameter driver that runs local and generates a random number wich goes to a parameter driver then sets a int to tell follower to use this 'that number' for animation now , there is a reason i tend to make a video cause its gonna be a wall of text 
setting one up currently, but its not for locomotion (same thing really for it) just it will make follower do a random animation every time it get bonked and path to is it edited
laaaaarpppppppp
no i have alot of knowledge but due to vrchat giving insane ammount of limitations i dont know workarounds that well
🤔
according to Discord Search this wasn't possible in 2022. is that still true or is there a way i can do it
Can someone make me a avatar
I will take that as a no
@tepid echo why you block me
let me know when u have the video
you'd need generic animations , converting a already humanoid one will be a pain
trying to target another bone using paths arent in the humanoid ones, only generic
no you cant talk to another controller, it must all be done from root of your avatar (only worlds can talk to other controllers)
that misalignment that i hate, also that misalignment that messes up the fbt 🥀
done that, back to blender to fix it
ohh ok well i did have a version animated with generic
it had both from robot to car and backwards
this one work for anything you want to do randomize things with ,trigger with a bool using contact reciver > go use a int local to generate a number go to next state , set parameter its synched to other people, then play/do something in 2nd layer
from -wait- to randomizer just use a bool from the receiver , like 'do-stuff'
would vrcfury armature link work for this?
random question but to remove clipping in blender, is there a way when im creating a shapekey to lets say remove/make the feet smaller so it wont clip, is there a way to just delete the feet mesh JUST for the shapekey?
I dont think there is a way to just delete the mesh in a shapekey
you can use a cutout mat to make the mash invisible
you can shrink the mesh too
this is what i usually do, but when people look into the body you can see the shrinked part lol so i was seeing if there was an alternative
how do you do that?
there are plenty of videos explaining cutout mats on youtube
You could probably make a new material and select what you want to be invis in blender, or try alpha cuttoff (just with some texture editing maybe)
if you can use pc shaders - uv shift the feet away
As someone who has never worked on avatars myself only uploaded a couple free models. What are the best programs to learn to work on making a custom avatar?
I have very little experience besides the two uploads with unity and the creator companion. I was thinking blender but idk what else would be recommended. I wanna work on making a custom one to fit my username on vrchat and have a concept in mind that I don't know will be very hard or not.
Edit: I'd also welcome recommended channels to learn from on youtube
blender / any paint program - i use gimp
Thank you I have experience with gimp myself but it was also probably 10 years since I used it lol. Is it more or less the same?
well the main issue is that i can't get these animations to play on a separate animator. the equip animation plays when the object is enabled but turning on the open chamber expression doesn't open the chamber https://cdn.discordapp.com/attachments/730948173379535022/1478410381335728289/2026-03-03_10-11-16.mp4?ex=69a84c76&is=69a6faf6&hm=af5dbb8026ee965ad10d84e95e8c0da5b61b1ad8ab0d9c39dd8fef46dd008f76&
will it embed...
no it won't
i also already tried armature link and somehow that broke all the animations
may not have been using it correctly but i'm not sure?
Is there a way to have the fingers stay attached to the hand while still being able to move them? i dont want them rotating when i move my wrist around. (ignore the other fingers i havent set them up yet)
Parent the armature's finger bones to the hand bone
they are
How have you weight painted it?
it isnt weight painted i parented the bones to the objects
You might wanna look into weight painting
heres how the arm looks, small bone at the bottom is the hand bone
Right, so your hand bone is gonna twist when you twist your hand in VR because that's how the humaniod models understand to move the hands of your model, but the way you've set it up is that the twist of your hand isn't influencing anything on the model except the position of the fingers
Have you tried twisting the hand bone in Blender to understand how the fingers would move?
It might work in Blender but Idk if Unity will be too happy with that
thats what im gonna find out
You might not be able to move the fingers at all at that point. I'd recommend making that long bone into your hand
could possibly be your settings in unity?
of your model settings on your fbx I mean
Would help to see how it looks in spp and unity texture import settings
Or <@&1468670365558509608>
Not really
Ok
anything? hello?
i'm not missing something obvious right?
Anyone know what I'm doing wrong while trying to do topology?
not sure if this is the right place to ask but im out of ideas, yesterday my vcc started doing this and i went thru all the vcc forums, and non of the ways they fixed it work for me, pls if anyone has a way i havnt tried yet.
this is what i use since vcc doesn't run on linux
shoutout to no embed
anyways if you want to keep using vcc then it looks like it's only loading the browser half but for more specific details you'll have to ask someone else sorry (I don't use vcc)
if you can get a log from it
assuming it outputs logs somewhere
ive tried alcom, it wont work cus of a syntax error and i dont wanna try to fix that
fair then
@languid rover
grab the latest log and look through it yourself
idk if it contains sensitive information or not but just to be safe don't send it here
that might be the issue then, looking thru folders and app data i dont have a folder for vcc
im looking thru appdata window and thru file explorer, i cant find a vcc folder in app data
i'm trying to add stretch to my physbone component but increasing maximum stretch doesn't seem to do anything
#creator-companion is the channel your meant to use
you're changing the squish, not the stretch
the stretch is a value you have to type in, which is a multiple of the original length you want it to stretch
a stretch value of 1 will let it get twice the length
ohh mb thank you
Oh lol wait yeah it's the FBX import thank youuuu!
sorry, this screenshot doesn't have the stretch modified, but when i did modify it, there's no visible difference
then your physbone chain is likely not rigged correctly. when you use stretch, you are not making the bones themselves stretch or deform in any way. all "stretch" does is allow multiple bones in the chain to move further apart from one another
for something to visibly "stretch", it needs to be weighed between two bones
really need help with this </3 can't find anything online about how to do it properly
keeps getting buried in chat
just so I understand, you're trying to make a gun prop prefab, correct?
and it should have toggles that play animations on it?
yes
ok. I would recommend setting this up as a VRCFury prefab, so it can easily be be put on different models.
to do this, I would recommend having an empty object as the "prefab" root, with the gun mesh inside of it. on that empty object, add a fury Full Controller component, to merge an FX controller/menu/params for the gun. additionally, you should add an Animator component to the same empty object, with your gun's FX controller in it, so that you can easily record new animations for it.
it is very important that the animations you make for the gun are relative to the prefab root, not the avatar root.
the animations are already like that i believe but i'll double check
if you want to make sure, select one of the properties in the animation, hit F2, and check the path
Ok now I'm even more confused, so why is the mesh fine in every other software but not in Unity? I have tried reordering my normals spacially, deleting any split normals, checked for any overlapping on non-manifold geometry and tried exporting with different smoothing groups but why is this happening -_- Here are my export and import settings too
I really thought this was a texture issue but then I checked the mesh again with no materials and was like UGH
if your hierarchy is like:
PrefabRoot
-- GunFBX
---- GunMesh
your animation paths should be like GunFBX/GunMesh.<whatever>
oh yeah then they are
could be normals. try selecting everything in edit mode with your basis selected, and do alt + N > Reset Vectors. I'd recommend keeping a backup of the mesh, just in case it had custom normals for some things.
No luck 
Ok so it's not normals even though it reeeeally looks like it should be a normals issue
are the UVs messed up?
Honestly I've been modelling for some 6 years now and things still absolutely baffle me
Nope UVs are totally fine, unless somehow the different texture sets are interfering with each other
also, I notice that you have your Apply Scalings on All Local. this causes your mesh to be 100x smaller in the file, which in some cases can introduce precision issues
it should be FBX All
Ooooh thank you
note that you will need to fix some things if you re-export with it changed
may be wise to make a backup
I've been working in Unreal Engine for the past couple years so Unity is still a bit new for me hehe
OMG that was the solution! Thanks so much, you are my saviour ❤️
np ^^
I would strongly recommend making an export preset that sets the apply scaling setting to FBX All, and also has Leaf Bones disabled
probably a good thing to also make it not export lights or cameras
Yessss I'll do that now
Oh yeah why did I even have that checked? I guess I know I'm not selecting any of that stuff anyway but yeah, I'll clean up my export settings now
Ok... I just noticed something weird.
I have this avatar with a mask in front of the camera that hides it's own screen (for visibility reasons). But then something weird happens:
- I build and test the avi = works perfectly.
- I upload the avi to VRChat and test it in different worlds = works perfectly.
- I open the game the next day = the uploaded version suddenly doesn't have a working mask anymore.
Idk what to do...
Is that even normal?
how do i make that the hetpet animation overrite the ear idle
Hey, sorry to bother yall i just got a shader issue and idk which to use
I'm using Liltoon and im trying (desperately) to have the eyes not be a mess, here is what I currently got:
I tried putting 'opaque' but it gives me a huge mess in the eyes, but as cut out... The white of the eyes disappears, so idk which shaders to use is all
Thanks in advance for any sort of help !
it looks like a connection issue
try cloudflare warp
whats that?
I usually dont get any issue with uploading, but if I try to do multi-platform upload (usually Android and IOS), the first upload works, but then the second one fails for some reason.
yeah but this is on first upload to pc, it's so weird this started yesterday. I just wanna put a fish hat on my avatar 
Helloo. Im having a issue with my model. Im trying to import it to vrc, but for some reason there is no hip bone. When i try to add the root it works but than the spine bone dosent work. Could someone help me fix it?
I only know how to fix this in blender sorry!
you may also have your hip listed under a different name, not root
so maybe try a few possible bones
before you mess around with blender
usually the hip is just called "hip"
Pink blender W
Ok it did work thank you smmm. I have one more question tho. Its now telling me that the character is not in a t pose. Any ideas how to fix it?
Omg it worked. Thank you smm..🥹
wait nvm it didnt work for some reason. I enforce t-pose and it work but when i went back it still says it didnt work
did you apply it?
yes
What are the errors you’re getting under import messages?
Do you have a mesh named head?
Your bones and meshes cant share the same names
yea
Maybe change the name of the head mesh to face or something of the sort
If its the same as a bone in your armature you’ll get that error
can i do it in unity or do i have to go way back to blender and do it
kk
It worked, Thank you smm🥹 👍
Gotchuu :D
I've been trying to upload my avatar for the last 15 minutes straight now, and it's still spitting out this bullshit error even thought THE BLUEPRINT IS FUCKING BLANK.
How do I fix this?!?!?!?!
theres more errors than that, what are the other ones?
hi, would someone happen to have experience working on bones/physbones here? i'm trying to put a belt [vertically] on the top of my leg, and i made a collider for my leg and a physbone for the belt, but it just clips through without a care. i would expect the collider to push the belt forward but it just doesn't. could anyone help?
trying to upload android vers of my avatar, and on the first build it was fine, but i had to change something so im trying to upload over it (which might be the issue?), and im getting the "avatar validation failed" error but i dont have any other red error codes in the console other than whats in my picture, or any alerts in the builder window?
lmk if you need more info
(also i know theres no actual rig on my model and thats on purpose, ive been able to upload it numerous times just fine, also i changed the 1 pixel light thingy too just in case)
I'm a bit confused about what you're trying to do but if I'm understanding it right you should have weight painted the belt to the leg if you wanted it to follow the leg bone
when my leg touches the belt, i want it to move it forward. but i want it to have its own physics.
i'm trying to make it work like a character in a game
just weight painting it to the leg makes it move without any physics
in that video the leg straps are weighted to the leg bone
you can weight paint it to the leg and have physics
I'll record a video, one sec
On the top right of the viewport, check camera settings, and change the clipping distance.
click on the avi with ur scroll wheel and that'll fix it
hmmmmmm
i would ask if i could get guidance through screenshare but i'm assuming that'd be a little bit too much
Alright, how do I save an animation of my armature- I just wanna animate the hips so that I can move my whole avatar ;w;
basically the strap needs to follow the leg so it needs to be weighted, or at least the bones it's connected to need to be parented to the legs but preferably you want to weight them to the leg, then add some other bones to add the physics to, kind of like when you have thigh jiggle, you just add an extra bone parented to the leg which the leg mesh is weighted to and add the physics to the jiggle bone
hope this makes sense, im stoned so sorry if I'm explaining things badly :p
Whenever I do, one of like four things happens depending on how I try to animate it:
1: It moves, but just... doesn't save. Also, ctrl+z doesn't undo that.
2: It doesn't move at all
3: It saves, but doesn't actually do anything
4: It saves, and looks fine, until I open gesture manager.
Something interesting is that when I animate the root itself, objects (like chairs or toys) move properly in gesture manager, but my body does not
I would call but I'm working on my own avatar, I haven't been on vrc and haven't worked on anything in over 6 months so I'm trying not to get distracted T-T
why are you trying to move your whole avatar?
It probably makes sense to someone who knows better but that's ok I'll seek out other stuff
For an animation with an elevator
I'm not sure if that's even possible tbh, and I don't think it's as simple as moving the hip in an animation
because of locomotion controls and stuff
I mean people animate avatars with dances and stuff, I figured it's the same sorta thing up just more simple TwT
I'd maybe make a seperate experiment project and figure out how gogo loco is able to move your avatar around
since that has levetation and stuff
Doesn't work with fbt
Only the lock in place feature does
Oh nvm I see what you mean
But still, if that doesn't work with fbt, I don't think this will (although emotes already do so idk)
I know very little about animating so I don't want to give you wrong information but if I was trying to figure it out I'd just try to reverse engineer something similar (like gogo loco) to figure out how it's done there
I will try to make a better video explaining, give me a few minutes! :)
I couldn't get it during the time. I'll try to get it as soon as I'm done with whatever.
I think this is the plugin I have
you can skip that step though
it just kind of helps keep projects clean and manageable but if you're not doing much weight painting it's not essential
after pulling my hair out im now getting this error
what errors are you getting in the console?
So now im getting a newer problem, to update on what i did I restarted unity, check if my pc was up to date, and check if my graphics card is up to date, everything is up to date. I restarted my pc and reinstalled cc. Now after all of that and making a new project with the correct updates Im now getting this error
nnow it works after restarting the project
now its not giving me the email for me to verify
FINALLY i have the code
does nomal maps work in vrchat on pc
I had change normal map for one for dx11 normal map
since my nomal map are in opengl
So ive ran into a weird issue. Updated my PC avi, then after making no change to the quest prefab uploaded that as well because of parameter syncing (added new param on PC side) and now the PC side is saying "Security checks failed".... tried re-uploading couple of times, reuploading the PC side only breaks clothing etc on quest side, reloaded the project, cleared the "multiplatform state" through VRChat SDK menu, and no avail.
I'd prefer avoiding having to completly upload it as a new avi because its nearing one year of me working on this one.
Any help/ideas are very appreciated, and please @ me if replying to me in case i wouldnt be responding
Thanks!
hey, is there a way when I accidentally rename my armature to armature.001, is there a way to revert it so I can restore my physbone settings and everything or is it goners for good?
within blender, you can just rename it back, and re-export. Unity should re-link it properly (unless you had the physbones directly on the armature.)
Any proper NormalMap works on PC (or at least should)
I wanted to port one of my model to VRchat, all my model autorig pro for blender I can't export the main from blender
well yea, but a normalmap is just a texture.
ok
Sus account
How to make the clothing follow chest size? I'm using Modular Avatar to make the clothing fit to Mafuyu based body. There is a chest size wheel menu and it will clip outside the clothing when its getting big. I'm okay with VRCFury fix too
Hey so I'm trying to re-upload a CryptiaCurves avatar that I bought back in 2024 (due to wanting to implement SPS so that i can have the avatar utilize its holes properly), through the VCC- and no matter what I do- I continue to keep getting this error whenever I try to build:
The VRCSDK build was aborted because the VRCSDKPreprocessAvatarCallback 'LockMaterialsOnUpload' reported a failure.
and when taking a log, I proceed to keep getting the errors shown in the linked text file.
I'm currently utilizing the latest version of the Polyomi shader from the github, and am using 1.32.2 version of Raliv's DPS.
I have uploaded them first before I try to add the model, I am using the scene why I try to upload, and this error appears no matter if try to build and test or build and publish.
What am I missing- as I'm genuinely confused and starting to get massively frustrated at this.
^ Both of those responses are very suspicious. Please be careful when dealing with people in your DM's from this server. Scammers are very rampant. Report them if they ask you from any kind of payment or anything.
first person was trying to get me to contact someone else, but thank you for informing me
My guess at your problem kind of sounds like a poi shader lock issue maybe? If you have poiyomi shaders, might be worth asking them about it in their discord.
i think i figured it out?
it looks like it's pulling from files that aren't uploaded because i didn't import the whole collection of the models?
im using the angel model, and its talking about shaders in the darling model folder
so im trying to upload the other models to see if that clears up the overlaps.
if its not that, that'll be my next stop then
i bought these spider legs to add to the back of my avatar but i can't get the animation to work no matter what i do, any ideas? (i've been going crazy trying to figure this out)
seems like a bunch of my scripts broke- related to either DPS or VRCFury (probably the former since the avatar's meant to use that)
so had to remove all of the script mentions
Hi everybody, I’m new to the discord server. I’ve joined so I can get help. So recently I discovered the Archer had an update for VR users that allow their hands to be the controllers instead of the actual controllers that come with the headset. I tried it and I’m terrible at it very very terrible so can you please fix it
What? Not sure what it is your asking about. This channel is generally for people looking for help on making avatars.
Oh then where can I get help then?
Help as in you have some question to ask, or having people do it for you?
No, like I tried to play VR chat but the new control hand thing is too difficult for me and I don’t know how to revert it into regular controls like the joystick
just added a mesh to my particle effect but they're slightly different sizes, how do i make them all the same size?
Ok simple question I’ve got unity open it says to import the avatar file, where’s the option for that? Is it important new asset? Import package? Somewhere else? It’s babies first time and I don’t wanna mess up and get frustrated
new control hand thing
Do you mean hand tracking?
Yeah that’s what I meant 🙁
Just pickup the controller and press grip button, wait for few second and it should revert.
Anyone know why the avatar Radial Puppet doesnt scroll like it should? I move it, and it just flicks instead of tracking with the cursor.
Wait, really? Just hold grandpa and then it will revert itself.
Hey guys I need some help I have a custom avi I had made in tripo but I’m just trying to get it ready for vrc and the bones in blender is being difficult can someone help or maybe if anyone has any more knowledge on it yall could?
I’ve been working on it for more than a day now
Of course. Just wait until the controller reactivate itself.
There is no bone exists in your screenshot.
No bones exist?
Literally no bone at all.
Do you know how to fix it I’m a damn Ameture I’ve been at it for over a day and I’m still lost plz help
This rather seems because it's different angle.
What you are trying to fix in the bigger picture?
To put it into the auto rigger it has to be in a tpose and I can’t put it into a tpose because of the fact there’s no bones
Grok has been of no help as I’m a slow learner
You have to add Armature object. That is where the bones are.
I did then I blended it with the mesh and the bones won’t show
Unless I bonded the mesh to the armature instead
Blended what does that actually mean?
Also you should not confused between Armature Object and Armature Deform Modifier.
I'm not even sure what blend means in rigging context.
Do you know anyone who is more experienced I could just have the .fbx sent to and done by them to have it ready to put into vrc?
?tag scam
Hey ho 👋 I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖
🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱
I’m not trying to scam anyone I’m genuinely in need of help
You should read the bot message first.
This is what happens when I go past the halfway mark.
Make sure that you don't have parameter assigned in the control parameter slot, only put it in Rotation Parameter.
This is under the 'Animator' menu right?
No. It's in the expression menu file.
Sorry.. Im new to this stuff 😅 This right?
You are looking in expression parameter files.
Im so confused
It didn’t work it just didn’t work. I tried asking for help on VR chat and no one was helpful. And that just got me asking why did the dev’s decided to implement this in the game? Even though it’s difficult to use.
This the menu?
Literally written there at the header.
Am I removing the 'Rex_StateParameters', and only putting it under the rotation?
Are you sure that the controller is operating, like it having charged battery and so on?
Of course.
How do I remove the top parameter without selecting another one?
Just delete the parameter name.
Gotcha. When doing that, it removes all of the parameters which 'I believe links for the mouth to open/close.
I have VR controllers and there’s no plug to charge them. So what else am I supposed to do? Buy new ones? And I don’t know how much they cost. And this whole situation literally just getting very very annoyed
Also, it doesnt let me input the rotation without the top parameter being chosen
I mean deleting the parameter in that input field to the right side.
Like this?
Yes.
Quest controller is using just AA battery.
I have a meta 5 or 3
IT WORKS!!! omg thank you sooo much!
Of course it's using AA battery.
Meta is a brand. You're referring to "Quest 3". And there is no Quest 5.
The only issue now is the other option 'MawDrool' remains visible even though the Toggle is turned off. It only goes back invisible when the 'MawOpen' returns to zero and reopens.
Then how do I unscrew the controllers to put the batteries in?
You don't even have to unscrew, it's just a sliding cover. Read user manual for how to change bettery, or just search the internet for it.
Thank you. But if I don’t have the neurons to understand. I’m just gonna ask the dev’s to remove the hand tracking feature completely
Many people are still use hand tracking so that isn't going to happen.
Did I break a toggle for this?
These are the current controls for it!
And if your controller isn't operational, disable hand tracking would just totally stop you from using the vr.
i just realized it's cause they're so low poly turning changes how skinny they look my bad, since you're here what particle settings do i need to have to make the effect actually look like a stream? (the meshes are droplets for a liquid stream affect)
Are each layer animating different properties?
Usually just enabling Trail module for the particle system.
Uh…help…
the effect also has gravity btw, so where is that setting?
'MawDroolToggle' Simply turns them on/off
'MawOpenLayer' Houses a blend tree, with the animations
'MawDroolOpenLayer' houses Empty>Blend Tree
Uh…guys can yall help me
"Gravity" in the main module.
What are you showing?
I can’t find my model
Does it have some component in the inspector?
I think so
What are they/
It seems the MawDroolOpenLayer layer weight is zero.
i don't see that in the trails setting
Therefore I dont think it was being used?
It isn't.
I just wiped that layer out, since I had put it there to combine, but now that I got it working for the most part, I dont need it.
What effect that you are referring to to have gravity?
Under the 'MawDroolToggle'
1st Image 'Off' Inspector
2nd Image 'On' Inspector
3rd Image 'Off>On' Transition Inspector
4th Image 'On>Off' Transition Inspector
the liquid stream particle effect i'm making right now, i should note i'm making it output one of 2 different meshes at random
I think you’re probably right. It’s probably my controller,s not working.
Does the MawOpen animation clip animate any object toggle?
It opens the jaw, therefore showing the mouth
Ok no it does not
I just need a confirmation. I think I may have answered my own question ngl 🤦♂️
Especially when you have never change the batteries. It usually has around 40 hours lifetime.
If I removed the 'MawOpen' Condition, would that fix the matter? And if doing so, will it remove the drools tracking to the 'MawOpen' Slider?
And what part of it that you want to affect by gravity?
Do you still see Transform component?
And just in case if you don’t understand what controllers I was talking about the whole time here it is
Of course it's Quest 3 controller.
Hi! So, I've been working with this model and I'm confused as to how I'm able to stop the whole thing from turning black in unity. I can show what I mean. Someone told me to cut the frame using the knife tool but it's a little confusing. If someone could hop on a vc or explain what to do in detail I'd appreciate it alot as I've been struggling for a minute. Aabnns. Cbnc.
Did some digging and found my answer lol! Thanks for your help <3
it's already effected by gravity, i'm just replacing the billboard png particles on my existing particle effect with 3D meshes, but to make it look right each particle will have to follow it's own trajectory based on the gravity settings cause the effect is simulated in world
Did you watch some video about knife tool?
It's just like using scissors to cut a sheet of paper and throw the other part away.
Yes, I know how to use it but it won't cut when I click enter
Try small part first, like start from one edge, and end at another edge.
Okay, how do you charge these?
Read user manual. Or try search the internet for it.
so how do i do that @ornate stump ?
the effect also has gravity btw, so where is that setting?
Can you rephrase this question?
by 'that setting" i was referring to the trails setting but don't worry i found that
but forget about that
Trail doesn't have gravity to begin with.
i told u what i'm trying to do here ^, can u help me with this?
sorry i wasn't clear before
I don't get the problem you have. It might be better if you record video of the problem.
see how the droplets are all facing strait down?
So you meant aligning rotation. See in the renderer module and try different alignment option.
You likely need aligning toward velocity.
keep in mind they'll also need to fly in the same direction the emitter is pointing while arching down from gravity, i wanna do the same for that big splash too
it basically needs to act like a squirt gun
Alignment only affect the mesh rotation itself and not the physic simulation.
so even if i set the render alignment to velocity i can still squirt the particles around the world without it being tied to my avatar?
That depends on emitter placement.
the emitter is on my avatar, so setting it to velocity won't make the particles follow me or my avatar in any way after spawning right?
It's confusing if you mixed between the visual and physic simulation. I'm not even 100% sure if I understood what you meant. If you have hypothesis if something is doing something you might have to try it yourself first and see the result.
think of it like firing a bullet from a gun and how the bullet flies through the air, that's how i want the particles to behave
just far slower with much less range
That's just the alignment. Renderer alignment doesn't affect physic simulation.
alright now they're falling like this, what setting aligns them correctly?
Alignment is toward Forward direction of a mesh. So you will have to have the droplet mesh facing forward, not down.
and where's the settings for that?
You have to edit the mesh in blender.
so there's no way to change their rotation at spawn in unity?
here's the droplets in blender, now how do they need to be rotated and what export settings do i need to have?
That should be the direction. Make sure to export with "Apply Transform" enable.
So I'm randomly getting this error when trying to click "show control panel" now on the SDK. I didn't change literally anything about my project, I imported a new fbx with adjustments as usual, made new animations as usual, and went to upload and am getting this and the control panel will not show.
reloading the SDK did not work
finally it's working thank u so much, there's still 3 smaller problems i'm having if u don't mind helping, the first is remember that big secondary splash? those particles are slower, don't seam to be affected by gravity as much, and should be splashing every time the main effect starts instead of every other time
The slowness and less gravity sounds like you set drag value too high. And make sure that you set emit probability to one and ensure the particle count doesn't exceed the max count.
oh also how do i get the meshes to have a random start rotation along their length?
Not possible.
can i at least give them a fixed rotation along their length?
tried rotating them in blender then reimporting but that didn't rotate them in unity, any help?
When you inspect the mesh asset, what direction it's pointing to in the preview?
in blender or unity?
Unity.
same direction as before
Can you screenshot where you're looking at?
i'm looking in the inspector window
Screenshot to confirm it.
The preview as at the bottom.
Did you change 3D start rotation value in the particle system?
there we go setting z to 45 did it
can't find the drag value setting
In Limit Velocity over lifetime module.
that box isn't checked on either particle system
Then make sure that the subparticle is scale 1
Object scale, not particle size.
subparticle? both the objects that the particle systems are on are scaled to 1,1,1
Are the start speed and gravity value the same?
start speed for the main fast falling particles (the one i want to match the splash particle's speed to) is 0.05, gravity modifier is this:
start speed for splash is random between 0.4 and 0.6 and it's gravity modifier is 0.01
Then you just have to adjust the curve until it's look right for you.
if anyone could hep/do rigging for me dm me. cause every time i try i rig it myself i always have an error in unity so if anyone could do it or help it would be nice so just dm if you can thanks.
Try screenshotting the error and posting it here instead
this worked perfectly, thank you
fixed it! (coming back to this incase anyone else was having this issue)
You need to make sure your two avatars have the same parameters
Install AV3Manager onto your project > open it in your project > go the the 3 lines on the left > drag your "windows" model into the "Avatar" section at the top > click on "VRC Expression Parameters" right under "Avatar", that shows you what the parameters are on that avatar > It will open up the parameters in you Project tab > drag your "android" avatar into the Avatar section in the AV3 Manager > click on its parameter > make sure they're the same parameter
thats it baisically, if they're different, drag which one you want to replace with the other, then delete the extra one
Hope this helps someone :P
my avatar's hands dont animate, like...when i do gestures they dont change but in the animator it shows it doing the animation but nothing changes on the avatar
Did you assign some controller to gesture layer?
You actually had some assigned.
are contact senders parameters synced now or do i still have to do local and synced layers with parameter drivers?
what do i do then
Nothing has changed about them
so anything thats triggered over contacts i need to make synced bool or what not if i wanna show stuff happening to other people
Press X button on FX and test again. This to check whether your FX layer has something interfering with the gesture.
Contact interactions are evaluated per client.
If you want to ensure every client sees the same thing you will need to set them to be local, make the logic run locally and use a parameter driver to send remote to the appropriate states
ahhh since some people skip frames and what not. yeah i think i should do that
as a secondary question is there any guides on how to make bow frame bend on draw? ive made all other logic and such myself but im not sure how can i make the arms bend when drawing. (i use 0 physbones atm just constraints)
Make a blendshape for the model and drive it based on either a physbone stretch value or a proximity contact
i made sound system that drives on proxy contact, i use synced int tho for it to play the stretch sounds on each x value i wonder if i can keep the proxy public to remote and use the same value to drive the bending?
i did weight paint the arms to bones because i though i could use that somehow to bend it on draw
For proximity you'd use a float and not an int since it goes from 0 to 1. You'll need a blendshape regardless
I guess you could just animate the bone positions but it would be really tedious
okai
well yeah ofc but the sound system uses the float values locally to drive sound system for the bow tension. it uses int as the synced parameter for that tho. but i was wondering if i can use the proxy to drive remote stuff as well or will it mess with the sound system
it still doesnt move the hands
in short basically im not sure if its okay to run local and global stuff from same proxy or if i should make another contact pair for that
I mean you can, not sure it would be practical but you can
It's just a variable at the end of the day
Then it might be something that vrcfury does that broke the gesture. You could duplicate your avatar just to test by removing asset or component that's using vrcfury.
i think gogoloco might be to blame
yee in the first place i made it calculate locally since the sound system is in steps so the synced int works better and is more optimized and more reliably for that but i guess i could technically just make them both run from the float
Gogoloco doesn't have gesture layer. But you should still look in the gogoloco install instruction to see how to use its prefab.
i removed gogoloco it literally fixed it
oh no embed
so how do i find whats messing it up in gogoloco
Do you see image instruction in its prefab folder?
Yes.
Can you screenshot to confirm the controller assignment?
im not using the beyond chairs so i didnt add the sitting one
Also try set Gesture layer to default and test.
How do you do face animations with bones instead of shape keys?
Or can I turn bone poses into mesh shape keys?
What would be the most optimized way for Skin tones toggles?
I can't use Poiyomi Decals, they only have 4 slots, I need more.
sorry for late response i was doing something, it didnt change anything it still doesnt animate
Can anyone help me out?? I'm making a plush for my avatar and I want to make it so that I can move it and allow others to move it. I have used vrcfury for the world drop component which is great, but I still can't move it and others can't either. Myself and others can interact with the physbones on it however.
Any help would be amazing!
Ah thank you! Can this be put into a prefab with the plush ?? I'm planning on making it something that people can get through a sales service
i want to say yes as it's VrLabs made it
might want to look at the website for more info about it tho
i literally just came here to ask this same question, i have a character whose eyeballs bulge forward so i can't really make them blink via shapekeys since the upper eyelid would clip through the eyeball on its way down to the lower lid. anyone know if it's possible to setup bone-based blinking?
replace the cube with the plush
Ive been asking for a while..
Thank you! I'll look into it more ❤️
Also wait are you the real makorays?
yes hi
I used to watch you videos to learn to model characters lol
i have a commission to do but since i'm a fraud i gotta ask here lol
Ive been trying to do it for weeks because I have the assets of the roblox lil nas x event I want to turn into avatars so they can be performed in fbt
And I dont want to sculpt face poses if he already has face poses with bones I could use
maybe it's possible to have a copy rotation constraint, put that on the eyelids and have it trigger when a blink shapekey is activated? not totally sure how to do that yet or if it's possible
These animations are completely unused in the real concert btw bc roblox rushed arena devs so much
The eyelid os already perfectly rigged to rotate around the eye so im in the same boat as you for that
anyone got any tips on how to lower the poly count on this? Ive used the decimate mod but it wont go any further than this. tried in edit under mesh but it completely ruins the topology
is there way to make some sort of timers in the state machine? i want the user to hold their hand for around 2 seconds inside the collider and the animation will happen, if they take the hand out of the collider before that it will just reset the timing and you have to do it again?
Right so guys my view point is where the white ball is, but in game its shifted to the side how do I fix this?
well kana fuyuko just told me how to accomplish this with corrective blend shapes for warudo (for vtubing), so for vrchat maybe look into if it supports that? or failing that, see if it's possible to have a rotation constraint on eyelid bones activate whenever the blink shape key activates somehow? idk, never tried it.
Hi @little plume if you read the discord rules there's a zero tolerance for talking about taking files from one game to the other aka file ripping
Normally means you've exported the blender fbx with a camera
Make sure you delete all of them in the blender scene
Just checked with my friend who made the avatar edit, it isnt that
She deleted the cameras and everything that wasnt needed
can you post the whole unity screen
None of these are ripped. They are from the guy that ran the mocap studio
Its not ripped assets if the director of the concert literally sold them to us
We paid for them but some idiot leaked them
Well they only leaked the concert and face mocap
Not the Maya rigs
So some stuff is still private
Paid $200
Leak was an accident tho but still happened
Dumbass posted the link and said "guys who deleted the files." His internet was just slow. They were all there. They all immediately got stolen
hi, im new here and i have a problem how would i combine 2-3 Material slots to optimize my preformance
Well lmk when you figure out how to turn bone poses to mesh shapekeys
Wait its so fucking easy to do...
@tidal lotus https://youtu.be/UYW-p3bnD-I?si=O4B1mbAtBFSzIj2n
Video won't embed but you literally select the armature and apply as shape key
I think you just gotta make sure you apply your rest position first
im so late to this but did you ever figure this out cause its been happening like crazy to me 
omg i’m so sorry— i did figure it out but lowkirkenuinly forgot how
sobbing
i think you have to delete your parameter thingy ??? and redo it maybe???
AHAHA its so dumb i reloaded the sdk and nothing loool
yeah this avi making shit ain’t for the weak jeez
it isnt even telling me what menu is the problem either its a menu thats been literally deleted
LMAOO
literally this
im usually fkn fine but this error ive never been able to fix it looool
I am currently trying to upload an avatar and it is giving me this error. I've been trying to fix it for the past hour and it did not work at all.
I tried:
- Deleting VRCFury and the VRCSDK manually
- Deleting Temp Files from VRCFury
- Downgrading the VRCSDK down to 3.10.0
I really want to upload that model so badly
I found the fix and it was such a stupid one too :/
Ive spend 3 hours trying to convert my Vroid model to Vrchat and once its in the game i get the error avatar
Im at the brink of insanity. nothing works.
Did you auto-fix the Streaming Mipmaps thingy inside of the VRCSDK?
... the what
I don't have that at all
Hmm, well with limited time, I can't continue to help. Sorry dude!
Is there any way to make a contact receiver and sender larger than 3 meters?
hi ya'll i've been trying for awhile to get this to work but basically, i imported an fbx into blender and then exported back into unity, but now the body of the model and everything else is invisible
a few more things, even if i dont edit the body at all, it still turns invisible when i export it back
So I'm trying to swap the wing arms from the blue one onto the beige one, it all works decently well, however the beige one seems to lack the actual "physics" that the blue one has. They both share weightpaints and all that, anyone got any ideas?
nvm it's physbones lmao
question: is it not possible to include changes to the physbone max angle as part of an animation?
so just add more frames to the animation then?
ad a frame disabeling, a frame editing the value, then a frame re enabeling?
does that work if the animations have no transition duration?
transition duration is just how long it takes to smoothly transition between the animations
cool
but this should make it work?
well now none of the physbones are even enabled
what did i do wrong?
I disable and reenableed after changing like you said
am i missing something?
i thought it was maybe the animation looping but i have loop time dissabled
idk how you set up the toggle
This is so dumb, I still need help with this. Is anyone willing to hop on a vc and show me how. Clearly there's something I'm not getting
alpha cutoff
what am i doing wrong exactly?
https://gyazo.com/ac8c0bd542b6f89d41c70b2dad472e86
it doesnt try to play the audio from the list
it seems to only work when playback to anything else than parameter. would i need to test it ingame for it to work or?
Can someone walk me through how to upload
how do I fix this nasty gradient banding in substance paint? cus after importing into unity/poi, it gets worse in the second photo
when you had exported it you may have forgotten to switch the 8-bit setting to 16-bit for the file type. This could also result in not having enough texture space on the UVs.
How do I use this
Whatever is black is ignore what ever is white gets turned off
That's the basics
You should look at a video of it for more information
I'm confused
Can anyone help me with the vfx on my avi it’s one toggle
Dm or reply if you can I have the palate
This def looks a lot better, I appreciate you !!
is there a way to have a radial pupet automatically reset if you close out of it?
heyyy, its been a while since i've asked for help. is there any way to make a toggle that allows me to grab a hat and take it off, leaving it in my hand until i let go?
Can anyone help me
Im having some trouble with my avatar, the Viewpoint and armature feels offset, the yellow line being where the view point seems to be at ingame. armature seems right in blender, transformations are applied. and in unity the viewpoint is in the right place.
Yes. You'd want to have a parameter being set while the puppet is open (Setting in the puppet setup in the expression menu item). Then when the puppet is closed, transition to a state with a parameter driver, driving the value of the puppet back to the default.
Yay thanks
Helping would be easier if you can describe in detail what it is you need.
I think i know how to do that
can anyone help me fix this issue with my avatar? so whenever i go in play mode to test my physbone colliders, the physbones themselves just ignore the colliders entirely
this is due to the compression format chosen by default in Unity
when you import any texture into unity, no matter the file type, it gets entirely re-encoded into a format that your GPU can easily read
there are many formats, each varying in precision (which affects color reproduction), and size in memory. the default format for textures is DXT1 (DXT5 if it has alpha), which is the lowest in terms of memory usage, but struggles hard with gradients.
in this case, switching to BC7 (which you can simply do by changing the Compression option in the import settings to High Quality) will yield significantly better looking results, at the cost of doubled memory usage. if you do this, do not go above 2048 for the size, and ideally, drop it down even more
also, whatever you do, never set it to None. this will blow up the memory size.
Hi, I am having upload issues, getting this upload error, have never received this before while uploading this avatar. Not sure what is causing it...Does anyone know?
Do I really need to go through all the texture files to check whether streaming Mipmaps is enabled? Normally I get that auto fix button if that is the case
pretty sure this isnt the full error so you can check that by going to window-general-console then itll say a more in-depth explanation, ive seen this be blueprint ID conflicts a lot but also could be missing or added scripts causing it but theres many reasons why this can show
you mean this?
uh so, try edit-project settings-quality then texture steaming, enable texture streaming and try reupload, clear console first just makes it easier
I am srry, thanks for the help, but what is edit-project settings-quality? The texture quality?
^
this really should already be done but if you look at the top and go to edit, then click project settings and search texture streaming youll need to scroll till you see ''streaming'' and see if the boxes for it are ticked
i cant really tell if this is the only issue you are having or not i think thats just one of the issues it already stated, im not much a teacher so im sorry if im not too much help here
No no, I found it! I will try this out ❤️ I am currently trying to help someone upload it, so I will see if this works! I be back if it dosent 😓 But thank you ❤️
of course, if this doesnt work and you still dont get the auto fix option then you may need to select all your textures and enable generate mip maps and streaming mip maps for them all, id recommend also detaching your blueprint id before upload and looking for scripts that could be causing errors
Hi! So it looks like remaking the Unity project in the end fixed the issue, even though this was a clean, new file as well. I guess something got messed up in the original Unity file! Thank you regardless for the help! Its good to know about this in general ❤️
I tried importing an FBX into blender and the rig gets bloated for no reason
of course, sorry if that was not much help ive never really had issues fixed on new files by just ''turning it off and on again'' so im glad it was that easy for ya
import fbx, in armatures turn automatic bone orientation on, ignore leaf bones on, apply unit on, apply transform on and add leaf bones off
You have to make sure that export settings match with its previous settings.
yup
animation works fine on asset but doesn't work when the asset is on the avatar, any idea why?
If you recorded animation on the asset animator context, you have to repath the animation when you put it on avatar.
does it matter if the animation is huminoid or not? that might also be my problem
not working
bones still bloated
Is your asset suppose to be humanoid?
Did you change Apply Scalings option?
its just legs that go on the back of the model ik that sounds weird i can send a short video
where
If it doesn't have humanoid rig descriptor then it isn't count as humanoid bone.
apply transform, scale 1.0
In the fbx export settings menu.
