#avatar-help

1 messages · Page 248 of 1

ornate stump
#

Literally written Apply Scalings

minor cradle
brittle hemlock
#

so this is probs more complex of a problem than i thought, i watched a youtube video about how to fix humanoid paths but not sure on this generic

ornate stump
hardy breach
#

I have an odd question. I have a model that I set the view ball for the eyes in the correct possition but when I go in game it's a good couple of inchest above where I set it. How would I go about fixing this? I've encountered this problem a couple of times but I genuinely have completely forgotten how I solved it in past. I know it's a rigging issue but I'm not entirely sure what exactly it is

iron dove
#

what the fuck

ornate stump
iron dove
#

importing*

#

I haven't had the best night of sleep

#

let's just say that

#

and I just wanna finish fixing this god damn rig

ornate stump
iron dove
#

yeah

ornate stump
# iron dove yeah

Put the new model file into the scene then. And DO NOT unpack prefab.

ornate stump
iron dove
#

I'm talking blender

#

Not unity...

ornate stump
iron dove
#

Dude I'm going into blender to import a rig for a model I need

#

And the rig itself just gets bloated

#

When I import the second fbx

#

That's what I mean

ornate stump
iron dove
minor cradle
#

did we try selecting the mesh and armature and ctrl+a

iron dove
#

not suppose to be like that

ornate stump
iron dove
#

the leg bones....

brittle hemlock
#

i think that is how they normally look in blender however i dont use blender much

ornate stump
# iron dove the leg bones....

There are extra sets of bone for the leg of course. But this shouldn't interfere with how the actual humanoid bones work.

ornate stump
brittle hemlock
#

so i tried this but it could very much be wrong

#

taking video now

#

let me know if this is not the correct way to approach this or if im mistaking something

im pretty new to animations, i know how to make new facial expressions, toggles for on and off but this is something im really struggling with

minor cradle
#

ik targets.

ornate stump
# iron dove oh ok the rig works well

"Bloat" usually refers to how the bone scaling get bigger in unity when editing fbx file. Did you actually mean the the rig just had some extra bones?

iron dove
#

listen if it works it works

#

I was just skeptical

ornate stump
#

So it wasn't a problem to begin with.

minor cradle
#

i thought they meant the whole scale was off compared to the mesh.

iron dove
ornate stump
#

Ok. Good then.

minor cradle
#

they are likely ik targets, probably originally shown as mesh for whoever made it.

ornate stump
brittle hemlock
#

ah my bad i thought that was how i put it on the model, i didn't make a toggle for it ive just been trying to get it to animate when on the avatar

ornate stump
brittle hemlock
#

ive tried a lot of ways right now its just all inthe chest of the avatar model

ornate stump
brittle hemlock
#

fx later

#

i think

ornate stump
# brittle hemlock

If you used embedded animation in avatar fx, you have to repath animation.

brittle hemlock
#

how does one do that, sorry or even a video to guide me in the correct direction, ive been trying to get this to work for days

brittle hemlock
#

okay i do have that installed i will update you

#

I tried the armature link with no luck, i also feel like im doing something wrong here, i dont think this is correct

#

something else i tried is to not but the armature or like the spider legs into the chest armature but instead do a parent to it but bleh

ornate stump
brittle hemlock
#

sorry im not super good at this i appreciate your help a lot

might be heading to bed soon

flint rose
#

if so, change that

#

as for the animations, are you sure you are selecting the controller that came with the spider legs?

iron dove
#

how do I rig this?

#

I will keep it disabled for now on but I really want those

ornate stump
iron dove
#

blue or red?

#

how much weight do I need

ornate stump
ornate stump
gloomy bolt
#

Can anyone explain to me what does these mean and do?

#

and how do i disable crouch and craw control while playing animation clip?

ornate stump
# gloomy bolt

It change how the animation mapping what to do with the root object movement.

Disable crouch sounds like you have to put your animation in action layer.

gloomy bolt
#

hmm

#

The problem i have is the pose work correctly but crouch and crawl still works so it just break everything, i just want it to be like locogogo

ornate stump
gloomy bolt
#

hmm

ornate stump
gloomy bolt
#

Modular

ornate stump
gloomy bolt
ornate stump
# gloomy bolt

You rather have to customize the existing action layer to add pose. Not making new controller for it.

iron dove
#

how do I fix it

ornate stump
iron dove
#

look closely

#

the shirt is glitching

ornate stump
iron dove
#

what settings?

ornate stump
iron dove
#

for the weight ones...

#

I did everything I usually do

ornate stump
iron dove
#

bruh

#

I might just completely remove the weight painting

#

and do physbones instead

ornate stump
iron dove
#

god damnit

#

looks like I just need to grind it then

#

for some reason I can't do it by groups

round comet
#

Looks like that weightpaint would be a quick fix anyhow PaimonThink

#

Or you could try robust weight transfer

solid steppe
#

Hi~ Can I use my VRM model in VRChat?

ornate stump
gusty spindle
#

Hi I'm trying to get a avatar into VRchat. I made the avatar in Vroid, exported it to my PC, have unity and CC. I followed a guide that said when you import the VRM into unity it will automatically do the conversions but it's not doing anything. I have the correct packages and everything per the guide but nothing is happening in unity. Any tips on what could be wrong? Used CC to make avatar project, it opened unity 2022.3.22f1 I dragged the VRM file into unity and that's all.

slow jacinth
#

Is everyone having trouble with VRM avatars? I also got stuck... But rather in the uploading screen

gusty spindle
#

The option is greyed out

slow jacinth
#

Select the model first

gusty spindle
slow jacinth
#

Oh oop

gusty spindle
slow jacinth
#

No problem! I'm tryinf to figure it all out myself too... It's not working

unkempt cobalt
#

Why does this occur with my VRChat avatar's pelvis? Does its bone's Z axis need to point to the left like the rest of the bones here, or is it something else?

slow jacinth
#

Okay so, now I finally got the right version of Unity but VCC doesn't boot up in the editor

lilac musk
slow jacinth
lilac musk
slow jacinth
lilac musk
pine valley
#

I'm getting stuck on the 'Uploading File' step.

lilac musk
#

Both? You only need to create the project with VCC. So the image is showing it's got the SDK installed, but your saying it's not showing up in the project?

pine valley
#

I've restarted Unity and the issue is persisting.

#

gonna go try another project

lilac musk
pine valley
#

It's just sitting there.

#

No errors in the console. I'm seeing if another project works right now

#

yeah, another project is also failing to actually upload the file

#

time to turn on API logging

slow jacinth
#

like this, then it brings me to the hub

pine valley
#

top right corner

pine valley
#

I'm guessing I'm experiencing a Transient Network Problem™

pine valley
slow jacinth
#

yes

pine valley
#

open the Settings menu and show me this

pine valley
slow jacinth
#

Ooooooh!

pine valley
#

was it pointed at the unity hub, rather than the actual editor install?

slow jacinth
#

Yep

pine valley
#

that'll do it

#

you can probaly just use the same path I have here

#

unless you've told the Hub to install the editor somewhere else

pine valley
# slow jacinth

You aren't seeing anything in this project because it's not the one that the VCC created!

slow jacinth
#

It's still opens the hub

pine valley
#

show me the settings menu now

slow jacinth
pine valley
#

hm, maybe restart the companion

#

that looks correct

#

failing that, you can just add the project to the Unity Hub and open it through there

#

but it'd be nice to not have to do that

gaunt knoll
slow jacinth
pine valley
#

if you need VRCFury, you can install that package

#

wilfred's problem is that the Creator Companion isn't opening the project correctly

gaunt knoll
#

It's opening Unity hub?

#

Or it's opening a whole different project

pine valley
hot anchor
#

Where can I buy a custom avatar of my sona? I joined thinking there'd be something like commissions channel

pine valley
#

It should now be opening the editor

pine valley
hot anchor
#

Sorry if this question is unfitting

pine valley
#

look up VRCTraders

hot anchor
gaunt knoll
#

?tag traders

pine valley
#

it's another server that has vetted artists

#

unfortunately this is a very heavily botted topic and there are a ton of spammers

hot anchor
gaunt knoll
#

xD

#

?tag trader

#

I forgot it

pine valley
#

I do, but I'm not taking commissions in this server (or in general, right now, too busy)

#

looks lke this tag works

#

?tag scam

slow jacinth
pine valley
#

or maybe the bot exploded

pine valley
#

notice how the items in the Hub are "My Project (6)", etc.

slow jacinth
#

Yes

pine valley
#

but you named it "LM6em"

#

these are unrelated unity projects

#

You can add the existing project to the Hub if the VCC is still misbehaving

#

This is where the project is located

#

The VCC does not do anything special when it launches Unity

#

Notably: I do not use it at all! I'm on a Mac

#

i just open my projects through the Hub

#

(yes, I could use ALCOM; I just use vrc-get to manage my packages and then open my projects normally)

pine valley
slow jacinth
#

Okay

pine valley
#

e.g. the VRCSDK packages, Gesture Manager, etc.

slow jacinth
#

Sooooo how do I open sdk in unity

gaunt knoll
#

Nope alcom won't work

#

Alcom and CC use the same files

#

@slow jacinth do you mind me testing something on you

slow jacinth
#

What 😟

gaunt knoll
#

it should fix it

#

we just going to do a reset CC thats all

slow jacinth
#

I mean as long as you don't need my passwords and home address, sure

gaunt knoll
#

no i dont lol xD

#

windows + r

#

%LocalAppData%\VRChatCreatorCompanion\

#

press ok

#

should take you to CC files

slow jacinth
#

Wait wait I'm not at my pc

gaunt knoll
#

all good

#

do you see the settings.json

#

i want you to move that file to your desktop

slow jacinth
#

Oh god

gaunt knoll
#

now open CC

slow jacinth
#

yes

#

Okay yes got it

gaunt knoll
slow jacinth
#

Uuuh

#

What if i don't got that

gaunt knoll
slow jacinth
#

OH pff haha. Yes.

gaunt knoll
#

add your project your trying to open

#

open it see if it take you to the correct one

pine valley
#

The project has already been added to the VCC.

slow jacinth
#

Oh man

pine valley
#

you aren't going to "open the SDK"

#

you're just opening the correct project: the one that the Creator Companion has set up for you

#

to be sure: clicking on "Open Project" is just opening the Hub, right?

slow jacinth
#

Yes

pine valley
#

I know that trying to directly open an editor will just make the Hub come up if you don't tell it which project to open. So there may be something else wrong with the VCC.

#

Hence why imdjd suggested "resetting" it (just deleting the settings file)

pine valley
#

So, even after resetting the settings, you're still unable to open the project.

slow jacinth
#

Wait lemme retry to download all my assets n such

pine valley
#

if you're talking about .unitypackage files you have downloaded, those aren't relevant at all right now

slow jacinth
#

Oh

pine valley
#

all we're trying to do right now is open the project

#

that's it

slow jacinth
#

Why is this so difficult... 😭

pine valley
#

something is wrong with either:

  • the Creator Companion, because it's not talking to Unity correctly
  • your Unity Editor install
#

A workaround will be to open the project through the Unity Hub.

#

in the Hub, you can add an existing project to the list

slow jacinth
#

Wait... Maybe i did it

#

Fingers crossed

#

i think i did it

#

if my avatar doesnt upload well again, i will genuinely crash out

sick ice
#

Hello, For some reason when i import this model from blender to unity, the bones fuck up for some reason. Does anyone know how to fix it??

hot anchor
pine valley
#

At the bottom of the list of bones in the inspector, you'll see a "Pose" dropdown

#

do Pose -> Reset

sick ice
slow jacinth
eager gulch
#

proximity contact doesn't have the depth number

pine valley
#

I'm not sure what you mean by the "depth number"

#

you need to give it a parameter name

#

otherwise it won't do anything

#

after you fix that, you should see a field that shows the current parameter value while you're in play mode

eager gulch
#

thank you, that line confused me since it made it look like it was missing a imput box

brittle hemlock
#

i just removed everthing and added it again, i can move the spider legs to the chest

zealous pine
#

Is there a way for me to move catagories in the radial menu with ones made with vrcfury? (for ex. If I want the clothings tab to be before the Items tab

pine valley
pine valley
zealous pine
pine valley
#

oh god there's two of me

#

lmao

zealous pine
#

Its, familiar

zealous pine
pine valley
#

You'll pick the menu path of the thing you want to rearrange

#

If you want to move an item to a completely different menu, use the Move or Rename component

pine valley
#

If you need to move it and then reorder it, you can use both components

pine valley
#

Mysterious

burnt briar
#

how do i animate these while being able to view my changes while in the scene view without being in playmode

pine valley
burnt briar
#

alr

pine valley
#

I guess you can edit the values, though

#

You can do that while previewing the animation clip

burnt briar
pine valley
#

can you show me your Animator component in the inspector?

pine valley
#

as long as the animation clip is used in the "Rebel 5" controller, you should be able to preview it (and see changes live)

#

it works fine for me (changing Front-Back makes my body move)

burnt briar
#

idk

#

it just isnt working 4 me

brittle hemlock
#

how do you go inside an animation and change the path????

cunning bobcat
#

How would I go about making it so that a local bool is set to 'false' for the client but on the network its 'true'? This would be a default thing as well so the user isn't required to toggle anything for it.

#

would "isLocal" do the trick?

pine valley
#

you'll be able to rewrite the path

pine valley
#

IsLocal is the exact opposite: it's True for the player wearing the avatar and False for everyone else

brittle hemlock
pine valley
#

This is the path to the object being animated.

#

In this case, the animation targets an object called "Body"

#

It's attached to the root of the avatar, so there are no slashes

#

I could change this to "HeadGeo" to make it animate something on my head object instead

#

or Armature/Hips/Spine/Chest/Neck/ to target my neck bone

cunning bobcat
pine valley
#

this will not let you change what property is being animated (e.g. which material property you're changing)

#

just which object the animation looks for

brittle hemlock
#

this highlighted one is the one i would do yea?

#

saddly its not a humanoid rig its spider legs im adding to the back of the character, its been giving me a really hard time i've been trying to get it to animate for days, bought the asset

timber wharf
#

ye highlighted one is nonexistent

brittle hemlock
#

there is also this tool someone sugested, would this look correct or no?

#

or maybe this instead

rich flower
#

Can i make particles make sound at the point of impact where it spawns the sub emitter by just placing sound source in the sub emitter or is there something more to it?

pine valley
pine valley
#

Animation Repathing is super useful

#

It can proactively fix your animations as you move or rename objects

rich flower
pine valley
pine valley
brittle hemlock
#

its just weird because the asset plays when its alone but it wont play when its on the avatar model

pine valley
#

"When it's alone"?

brittle hemlock
#

perhaps im missing a step in the animations

main valve
#

yo, for some reason when I build & publish the avatar I'm working on it doesn't work but when I built & test it works perfectly fine.
When I publish the avatar can be seen online but can't be found in the menu and if I force myself to use it then I simply become the grey error robot

Anyone know what might be going on?

brittle hemlock
#

here

pine valley
#

If so, the animations will no longer work when played from the root of your avatar

#

because now you have something like this

#
  • MyAvatar
    • Whatever
      • Spiderlegs
        • Leg

when the animation expected:

  • Spiderlegs
    • Leg
#

You could use VRCFury to attach the original animator controller, using a Full Controller component

#

It rewrites the paths as needed

pine valley
#

(i'm not sure how you're forcing yourself to wear the avatar)

brittle hemlock
#

i tried making my own controller, but i can also but the FX layer there i think

pine valley
#

That looks valid. "FX" is a catch-all for anything that isn't very specifically for locomotion or full-body humanoid actions

main valve
#

it doesn't in the unity console and it says "upload succeeded!" when I build it

pine valley
#

But the post-upload checks would fail

#

I had that happen once when I tried to animate VRCConstraintBase instead of a specific kind of constraint

brittle hemlock
#

so would i need to upload the avatar to see if the animation works, or maybe just press play and use the gesture manager

#

then with the full controller and amature link do i need to change the path still

#

i could kiss you fen i got it to work

pine valley
#

the gesture manager should always work!

#

as long as VRCFury actually runs

#

which it should, since you now have a component on the avatar

rich flower
pine valley
#

I use tons of them to make little "modules"

#

so, if you have a prefab with an Animator on it, and those animations work, you can use a Full Controller to merge it into your avatar

#

You can also just use a "sub-animator"

#

where you leave the animator where it was

#

You can't control any parameters on sub-animators, so they're hard to make use of

brittle hemlock
unkempt cobalt
#

If there's any additional information that is needed to help me out, please let me know.

foggy thunder
#

Hey is there anyone who can help me upload an avatar?

main valve
#

Any suggestions or help?

hazy sage
#

Is there any way to use cutoff with toon standard? I need to cut off a transparent bit because it turns black but Idk how.......

still shuttle
pine valley
pine valley
#

Select the model asset in the Project window, like this

#

Then go to "Rig" in the inspector and hit Configure

#

The bone assignments should make sense

#

screenshot the entire screen if you're unsure about something

pine valley
#

It's also possible that your Locomotion playable layer has a bad animation

unkempt cobalt
pine valley
#

Everything looks fine except for the stationary jump

pine valley
#

It needs to know which one is the hip, which is the spine, etc.

#

If it gets the wrong bones, you can get very weird results

unkempt cobalt
#

It's also buggy when you walk in VR.

pine valley
#

that's a bit weird

unkempt cobalt
#

That's a sword sheath for physics.

pine valley
#

this diagonal bone is suspicious

#

Ah, okay

#

But it's highlighted as if it's a humanoid bone

unkempt cobalt
#

Shouldn't be. It's not assigned to anything.

pine valley
#

What happens if you do Pose -> Reset at the bottom?

#

I'd also click on that diagonal bone and see what it actually is

#

I don't see any obvious reason for it to be highlighted

#

ooh, right

#

Every bone that's parented to the hip bone gets colored in

unkempt cobalt
#

It lowered the pelvis, it seems. Oh wait, yeah. That would definitely cause it.

pine valley
#

It's showing the connections between bones

#

I always get confused by that because only Blender has the concept of "heads" and "tails" for bones

#

for Unity, it only cares about points, and it's drawing lines between the bones

pine valley
#

At that point I can't say for sure what'll happen

unkempt cobalt
#

The only problem is the thumb. I have no clue what its T-pose should be.

pine valley
#

I usually just hit "Enforce T-Pose"

unkempt cobalt
#

Yeah, but then...

pine valley
#

oh dear

#

are both hands doing that?

unkempt cobalt
#

Yeah.

#

I instead just manually adjusted the hand poses.

pine valley
#

It looks like the last bone in the finger chain is rotated by 90 degrees

#

i think I can see that in this screenshot

#

Alternatively, you might just need end-bones

#

Not sure.

wanton cedar
#

I wonder if the rotation on the bones is off

pine valley
#

oh right – end bones are only really helpful if you need to remember the length of the last bone. This is just a rotation problem.

unkempt cobalt
#

For some reason, the inspector is not updating at all.

#

But that didn't stop me from testing out the avatar in-game, so lemme see.

pine valley
unkempt cobalt
#

Oh.

#

Well, that certainly did the trick!

#

Alrighty, thank you!

pine valley
#

It gets locked when you configure the humanoid avatar, so you might've left that screen in a weird way

#

and nice (:

unkempt cobalt
#

(damn custom emojis disabled 😭)

hazy sage
# hazy sage SIIGGH.

Then is there any way at all I can get rid of that? Even if it's in Blender. I've been told that I should use the knife tool but when I try and click enter it makes the line but doesn't separate it, so when I try to go and delete the bit I cut off it just deletes the entire thing. vrcTupCry

pine valley
#

The knife tool just creates new edges

hazy sage
#

Ohhh...

pine valley
#

For a more complex shape, hit C to enable "cut through" and then cut across the model

#

The resulting edges will now be selected

#

use the "Split Faces by Edges" operator to split the model in half

#

you can then switch to face-selection mode point at the unwanted half, and hit L to select linked

pine valley
zenith forge
#

Ok i don't really know anything about making avatars in unity, but how do I add toggles? I have VRCFury installed.

rich flower
agile reef
#

Hello- trying to test my model with gesture manager but cant because I need to compile all errors and I have a bunch of these. . ? not sure what to do-

pine valley
#

Harmony is a library that should be included with the VRChat SDK

agile reef
#

weird... should I click the X on the sdk and re click it in creator companion?

#

like, undo it here and re enable?

pine valley
#

I wouldn't expect it to be needed.

You can try the "Reinstall All Packages" button, though

agile reef
#

perfect it worked thank you!

agile reef
#

another different question, how do I toggle these off by default? none of them are set to be on but for some reason they're on default-

lone token
#

how does one adjust the minimum and maximum values of a pre-existing body slider? im trying to give my avatar a smaller chest.

pine valley
pine valley
#

do you know how the slider was added to your avatar?

agile reef
dense snow
#

I need to get the default animations for vrc locomotion into blender. Where can i download an FBX or BLEND file with that data so i can modify them for weilding specific tools?

crisp trail
#

does anyone know good guides for setting up shells for fur?

#

its a trick ive heard about in game devolpment but not one ive figured out how to do

lone token
rich flower
#

what does this exactly mean? it appeared as a dropdown on my controller when i was making stuff but didnt realize it untill later

distant fossil
#

I'm in a bit of a pickle, I'm trying to setup an ESP box around my avatar and I've now spent a couple hours finishing it up just to realize that it wont stay put... I can have it stay in place if i crouch but It rotates with my head when I want it to be stationary unless I turn using my controller does anyone know how I might go about that?

summer hearth
#

I am, lost here, i jus tried goin into play test with this new avi and, this kept comin up

distant fossil
vivid temple
#

Working on adding a little parasol umbrella to my avatar. Would like it toggleable, and to be able to switch it from hand to hand. Ideally I'd love if it could be grabbed as if it was just a normal prop in the world but I'm okay with it just being locked to a particular hand position.

What's the best way to do this sort of thing? Still just assigning the prop to a parent constraint that's then animated? Or something with contacts?

supple needle
#

Where exactly do I map the chest

pine valley
#

Remembering the exact offset would be hard.

#

(in a way that syncs reliably, at least)

vivid temple
#

so contact receiver on the parasol and senders on the hands, I take it

distant fossil
#

I'm trying to setup an ESP box around my avatar and I've now spent a couple hours finishing it up just to realize that it wont stay put... I can have it stay in place if i crouch but It rotates with my head when I want it to be stationary unless I turn using my controller does anyone know how I might go about that?

distant fossil
rare jacinth
#

Is robust weight transfer better to use for long pants in blender? I tried using the data transfer but it messed up the crotch area. I tried to weight paint it but I made it worse. Any better ways to make the jeans work?

pallid jolt
#

tried a couple other places and wasnt able to get an answer but im having this issue with the first and second fingers where the tip is bent when its supposed to be straight, the other fingers look fine and the only difference in blender is that theres another bone parented to the end of the finger (but even when i cleared that parent it remained crooked)

misty flax
brisk brook
#

so, what kinds of things can prevent vblender from turning the avatar into an fbx, and why is that nessecary to begin with

pine valley
#

I presume you just mean "blender"

#

but I'm not aware of anythign that would stop blender from exporting a model

brisk brook
#

a warning popped up when i imprted the file to unity

distant fossil
brisk brook
pine valley
#

I'm guessing that unity is failing to find your Blender install

#

look at the Console tab to see if there is an error message

#

I'd suggest exporting an FBX out of Blender instead of putting a .blend file directly in your project.

brisk brook
#

im litterally using the automatically updating steam version of blender

distant fossil
#

You didnt export it as an fbx

#

Export it as an FBX and then import

#

a blend file can work

pine valley
distant fossil
#

but dont if you dont have to

pine valley
#

I've never liked relying on that

pine valley
#

what is the object parented to? your avatar's root?

distant fossil
#

Yes

pine valley
#

If you aren't in fullbody, then the root of your avatar moves with you at all times (even when you walk around)

#

So you want the box to move, but not rotate?

distant fossil
#

I figured as much, but there HAS to be a way to do it in halfbody as I have FBT but this is public so it should be fixed

#

I want it to only rotate when I turn with my controller

pine valley
#

but not if you turn your head?

#

I don't think you can tell the difference

distant fossil
#

I assure you, you can

pine valley
#

i wonder if the AngularY parameter only changes when using controller rotation

#

i do not have any other ideas for distinguishing those two kinds of movement

uneven bough
#

hey guys please help i just removed some geometry from my avatar's model in blender and now it won't export shape keys

pine valley
#

see if you have any modifiers on the object

#

anything other than the Armature modifier will break shape keys

uneven bough
pine valley
#

That's fine to leave enabled.

#

I guess it would skip the problematic modifiers if you did uncheck it

blazing inlet
uneven bough
# pine valley That's fine to leave enabled.

yes the shape keys got imported, now is there an easy way to replace my avatar's current model with the new version i just made? it's only differences are some new shape keys and polycount

pine valley
#

Overwrite the existing FBX file.

#

Unity will reimport it

uneven bough
pine valley
#

when you export the FBX from Blender, save it over the existing file in your project

#

rather than giving it a new name (now you just have two FBX files)

uneven bough
#

are u sure this will work cause i made 2 versions (a high and low poly) of the model and exported them in a single fbx whereas the current versions of my avatar are in 2 separate prefabs in unity

pine valley
#

Make sure to include all objects that the original FBX files have

#

almost certainly including the Armature and Body

uneven bough
#

i remember trying this before and it completely messed up, is there another harder but still pretty easy method i could do instead?

pine valley
#

this is the correct way to update a model: you update it

#

I'm guessing you had the wrong "Apply Scalings" setting

#

this affects the scale of the Armature object

#

The default, "All Local", causes the Armature to wind up with a scale of 100

#

vs. "FBX All", which gives you an armature with a scale of 1

#

if you get this setting wrong (i.e. you don't match the existing FBX's setting), you'll wind up with really weird scaling on your body

uneven bough
pine valley
#

Look at your Armature object

#

what is its scale?

uneven bough
pine valley
#

okay, so you want to export with "FBX All", not "All Local"

#

make sure you export only the objects you need each time

#

you can set the fbx exporter to only export selected objects

#

also, just in case something breaks, I'd suggest backing up the original model files (or even just back up the entire project, really)

#

I've forgotten to include the Armature more than a few times

#

which leads to Big Problems as everything falls off of my avatar

#

I use Git for version control, so I can just reset if I make an error

honest violet
#

anyone know how to fix this? It randomy started happing?

pine valley
#

Click on your model in the Project window and check the Rig tab in the inspector

#

ensure that it's actually set to "Humanoid", not "Generic"

honest violet
#

it is @pine valley

pine valley
#

look at the Animator component on your avatar's root

#

it should have something plugged into its "avatar" field

honest violet
#

let me look...

pine valley
#

(this is an animator avatar -- nothing to do with a vrchat avatar)

#

If you removed it, the animator will no longer know which bones are which

honest violet
pine valley
#

click on ZipV2Avatar; what does it highlight in the project window?

honest violet
pine valley
#

it should be a sub-asset of your model

honest violet
#

is it that?

pine valley
#

If it's in a fold-out menu attached to your model, then yeah, that's right

honest violet
#

ok now what?

uneven bough
pine valley
#

so if you have Armature, Body, and HiPolyBody, you should only export Armature + Body for the low poly one and Armature + HiPolyBody for the high poly one

pine valley
#

you'll see a message in the inspector if something was wrong

pine valley
#

Look at what currently exists in the models that are in Unity. That's what you need to export.

#

I don't know what your models actually contain, so I can't give you an exact answer

uneven bough
pine valley
#

go look at what you already have in Unity

#

i presume you have two avatars set up there

uneven bough
pine valley
#

show me the hierarchy for one of them

uneven bough
pine valley
#

Show me the entire hierarchy.

#

You can keep the child objects folded up, though.

prisma monolith
#

i got the transform toggle to work animation wise but the car won't go away after the toggle is disabled or even before I enable it how do i fix this?

prisma monolith
#

mainly shapekeys

#

then animating the changes in the shapekeys

pine valley
#

did you use an animator layer with two states that you switch between?

#

or is it a VRCFury toggle?

prisma monolith
#

oh oh mb

#

vrcfury

#

honestly

#

imma switch over

pine valley
#

The default state has the car visible

#

This means that, when the toggle isn't turned on, the car will be visible

#

the animation hides the car at the end, yes, but once the animation is entirely done, it snaps back to the default state

#

You can use the "Apply During Upload" component to hide the car

prisma monolith
#

oh ok

pine valley
#

The same issue would happen in a manually created animator if your "off" state had no animation at all

#

without an animation controlling something, you get the default value

prisma monolith
#

im supposed to add the apply during upload thing to the vrcfury game object, yes?

#

and then the toggle should be turning it off?

pine valley
#

You can put it anywhere.

prisma monolith
#

oh

pine valley
#

The point is to hide the car by default

#

The toggle will then show the car

prisma monolith
#

should it look like this?

pine valley
#

Does your toggle turn on that game object?

uneven bough
pine valley
#

if so, it should already be working correctly

pine valley
#

the root object being the one with the avatar descriptor on it

prisma monolith
#

basically on the toggle, once it plays the animations, everything that should be hidden is properly hidden at the right timestamps.

#

the only issue here is the car appearing when im not using the toggle

#

like appearing with the robot mode

pine valley
prisma monolith
#

ohh ok

pine valley
#

So you could just use that

#

I don't know how your toggle is set up right now

prisma monolith
#

which one the transform?

pine valley
#

i don't know what you mean by "Transform" here; that's a component that every game object has on it

#

show me the inspector for this toggle

prisma monolith
#

mb the transform is the name of my toggle but here's this portion of it, and this is what it looks like when the toggle is off

pine valley
#

gotcha

#

Add an Object Toggle action to the "main action"

#

click the + button on the right side

#

You can also remove the "Apply During Upload" component after doing that

#

Object Toggle will make the default state be 'off'

prisma monolith
#

oh ok thanks

#

so like this?

pine valley
#

Yep, that looks good

#

The "Extend object enabling.." checkbox should ensure that it's also turned on during the transitions

prisma monolith
#

oh ok, well atleast now i know

#

im testing it real quick

uneven bough
pine valley
prisma monolith
#

ohh ok

pine valley
pine valley
late sentinel
#

Is there a way to make an audio play when a bone is grabbed on the avatar?

honest violet
#

@pine valley

pine valley
#

Rename your "Head" object to "HeadGeo" or something in Blender

#

Unity can't deal with you having two objects named "Head"

#

it's really goofy

prisma monolith
#

alr it worked

#

thanks

pine valley
#

It caused the humanoid avatar to fail to import, so you no longer had humanoid bones

honest violet
pine valley
#

and that broke vrcfury

pine valley
#

you can react to the "grabbed" parameter changing

uneven bough
late sentinel
pine valley
honest violet
#

@pine valley also my other avatars are having the same problem, would i have to do that for the other avatars?

teal laurel
#

What are you even looking for 😂
Also that wording lol.
Are you looking for an sps plug / sender?
-# trying to call it by the technical terms lol

#

"The male part"

#

Tbh dunno. I personally only ever used sps for fun to make a (yes. Screw off mods xd) "weener" dip in sauce because i thought it is a funny use for sps.
-# It was an actual sausage, i ain't lying 😹

#

Usually assets you can download have an installation or readme thing for it which should tell you how to add it.
Also be aware, that adult content can get you in trouble. If you decide to use it, put it on a seperate version of your avatar and only use it in private.

#

VRChat will ban you when someone reports you for that, even if in private

dense snow
#

Is there anyway i get the VRC locomotions imported into blender?

tulip geyser
#

Is there any way to find what part of an avi is using an unsupported shader? Theres 3 shaders I see thats causing issues but I can't seem to find what they're being used on.

spiral shard
uneven bough
#

my normal maps are showing up on all textures except one, any help? yes i set the texture to normal map and that didn't work

distant fossil
# spiral shard is there a way i can make an image appear like this on peoples screens with a to...

Technically yes, utilizing screen space shaders but you'll have to either find one or Ai has gotten really good just diescribe in detail what you want the shader to do in either ChatGPT or Googles Gemini on its highest quality and specify that the shader is for "Unity and VRChat" "I need a shader that puts an image on the screen in VR that isint warped for unity in VRChat" and if you have any problems with it just ask it, they do a surprisingly good job these days

gentle iris
#

how can i get a custom hud for my avatar and have wireframe and other stuff

ornate stump
gentle iris
#

for a custom hud to mess with my mate

ornate stump
gentle iris
#

ok

hot heron
#

Hi, there! I just made my first EVER proper 3D model for VRChat, and was wondering if it was acceptable to play as? (It's a closed species I created, and lore-wise, there should be no visibly (or at all really) 'suspicious' parts, but I figured I'd check just in case!)

#

(No I didn't make the hair, but everything else was me!)

final forum
#

your armature is fucked

ornate stump
final forum
#

way too many bones
won't work with vrchat's basic humanoid rig

ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
#

And the material settings.

ornate stump
# uneven bough

If you change number at the normal map slot, you should see the light is changing.

uneven bough
ornate stump
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
final forum
#

the actual object
you apply the material to an object in your scene (an avatar, a prop, or whatever)

uneven bough
ornate stump
#

Just click to select the object in the scene. Your avatar model is the object of course.

ornate stump
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
ornate stump
uneven bough
ornate stump
ornate stump
uneven bough
ornate stump
# uneven bough didn't work

Select the material asset instead then to see material preview below. Do you see normal map change when you adjust the normal map value?

ornate stump
# uneven bough yup

To confirm again, if you change albedo color, do you see the color change in both material preview and in the scene?

ornate stump
# uneven bough yup

Screenshot the material and how it's look like in the scene like you did previously, while having the normal value very high and change albedo color.

#

Actually if you take out albedo texture first, it will be easier to understand.

ornate stump
uneven bough
ornate stump
dusky walrus
#

I am trying to use a bool paramater to make a toggle for an idle tail wag animation. I have done this multiple times on other avatars. For whatever reason, this avatar will not play the full length of an animation when it is toggled to, only the first frame. I'm not sure what I'm doing wrong

#

I have the physbones set to is animated

ornate stump
dusky walrus
#

Where can I find the animation speed setting?

#

And gotcha, yeah ive been messing with exit time and transition duration trying to find if that impacts it. It doesn't work on this model either way (I will turn it off though)

ornate stump
dusky walrus
#

Everything seems okay, sorry if I am coming across rude or harsh I am just very frustrated with this as I've never had this issue before 😭

patent elbow
#

Does anyone use the Rexouium avatar model, or know how to work them? Im using Version 1.5 for quest, and 1.7 for my pc avatar. All of the toggles are broken from pc being able to toggle. I assume I will have to brick the PC model, and build PC from the ground up starting with quest, and add my extra PC only features; which Im ok with if it has to be done.

#

1.5 Quest Optimized

hot heron
#

I’ll fix it later I’m getting some sleep

patent elbow
#

1.7 PC Optimized. Base anim controls

ornate stump
dusky walrus
#

The animation plays fine correctly when I preview it, and I believe I have it set to the correct FX which I have linked to the avatar

#

It just refuses to play any further than the first frame when I toggle it on in gesture manager or in the actual game

ornate stump
dusky walrus
#

Here you go ^^

ornate stump
dusky walrus
ornate stump
# dusky walrus

So when you toggle it. Do you see a little movement on the tail?

dusky walrus
#

Let me check again, one second Unity is loading lol

#

Yeah, it just snaps to the beginning of the tail wag animation. But refuses to play past the very start (does not play the whole animation)

#

It's no worries if you can't figure out the issue! I haven't done a lot in this scene and would not be bothered if I just had to set it up from scratch again and hopefully that would fix the issue. I just have never had an error like this before.

.
I am gonna try this, and will come back to this chat if it does not fix the issue. Apologies for the inconvenience!

icy peak
#

Need some help with converting Blender textures to unity. Supposed to look like the first but looks like the second in unity

ornate stump
dusky walrus
#

Yeah I couldn't figure it out either. I do appreciate the feedback though because now I know I'm at least not missing something obvious!

ornate stump
ornate stump
icy peak
#

I'm a total beginner at Unity where is that setting?

sharp lotus
#

So I checked in unity's playmode and in vrc itself, my outfit has blendshapes to match when the model's body is changed and it claims to have linked them but it still isn't moving with the body😐 halp edit // I figured it out and in cconclusion I am stupid

ornate stump
icy peak
#

Still unfortunately having trouble but probably going to sleep for the night. Thanks for the video tho

dusky walrus
distant fossil
misty flax
#

If someone can help me dm me or reply I need help with a vfx toggle for my avi since my laptop has broken im not asking you for an upload just asking for help one toggle dm if you can help me

brisk brook
#

could anyone give me a hand setting up the mouth flaps for a model i imported from blender?

#

the tutorial i used only showed me how to do it with a bone locked to the z axis

queen sparrow
#

I uploaded an avatar but I made a few changes to the armature and mesh on blender (better weight paints, new blendshapes, a few extra bones and so on)
How do I update the FBX without having to reupload the avatar as a brand new avatar?

ornate stump
#

Given that you didn't Unpack Prefab, it should just update by itself.

proven quail
# queen sparrow I uploaded an avatar but I made a few changes to the armature and mesh on blende...

overriding the fbx might break the scene, as export settings can differ and unity doesn't like when you touch the armature. export in the same file location as the original fbx (use fbx all for scaling and uncheck leaf bones), but if everything breaks you have to drag the fbx into the scene and copy over all the materials and physbones to the new fbx. (I think pumkins avatar tools can help with copying over stuff, but I've never used it). Then upload with the same build id as the old avatar to update the avi.

crude anvil
#

i tried to export the fbx file but when i look into the fbx it looks like this

#

how do i fix this?

pine valley
#

if the object names match and you used the same export settings, it will work fine

#

I don't think I've ever had to do what you're describing

#

(and the only export setting that really matters is Apply Scalings)

pine valley
#

You will have problems if you've removed objects; anything you've added to them will get lost (becaues the objects no longer exist!)

#

and renaming an object in Blender is the same as deleting it and then creating a new object

pine valley
knotty lichen
#

the latest version of the vrc avatar sdk is 3.10.2 correct?

gaunt knoll
#

Yes

knotty lichen
#

I'm asking because I'm a little stumped right now.

I am trying to use a unity package called Avatar Limb Scaling and VRCFury reports this error upon trying to go into play mode in the Unity editor.

Any ideas?

ornate stump
knotty lichen
#

I'm using the latest version yes

gaunt knoll
#

Take a screenshot of all of your packages please

knotty lichen
gaunt knoll
#

In CC

balmy barn
knotty lichen
#

important note, I am not using VCC, its more cumbersome to use for my setup. I'm aware that manual install is unsupported

gaunt knoll
#

You can use ALCOM

#

It's lightweight and faster then CC

knotty lichen
#

I'll take a look

gaunt knoll
#

It doesn't work if your using steam OS tho figured that one out yesterday lol

knotty lichen
#

I am using PopOS

gaunt knoll
#

Should be fine

knotty lichen
#

I am on the latest version of all relevant packages though. I've ensured that they're all up to date

balmy barn
#

wouldnt surprise me if either vrcfury or whatever that other thing is need update since sdk changed slightly (kinda why i dont recommend vrcfury)

#

mostly seen it on large sdk changes tho, no idea what this one .2 did

knotty lichen
#

is there a place I can grab a slightly older vrcsdk?

balmy barn
#

vcc / alcom just pick a older one

#

very fast ratl

gaunt knoll
#

That WASN'T

old marsh
#

how do people usually deal with cutouts so it doesn't look bad on quest?

gaunt knoll
vivid temple
# pine valley I've done this by using contacts to decide which hand is trying to grab the para...

messing around with this today. thought process right now:

  • parasol has two contacts, constant receiver, one for each hand
  • animation graph, I guess I'd have it so that if both contact is...received, and the correct hand has the right grab/fist gesture, play the animation clip swapping the parent constraint to the other hand
  • can switch parasol hands from one to the other
  • maybe set it up so that if I do the grab gesture with the same hand it'll freeze to the world?
knotty lichen
balmy barn
knotty lichen
#

I really appreciate the help - I was afraid I was gonna be exiled for not using VCC, lol

gaunt knoll
#

Nooo never

old marsh
knotty lichen
gaunt knoll
#

Yeah

knotty lichen
#

aye aye

gaunt knoll
#

It's just a file repository

elder latch
#

soo if i put a blender model i downloaded off of sketchfab into blender it has textures but when its in unity its fully white.
does anyone know the issue?

gaunt knoll
#

Because you exported it out of blender without textures

elder latch
gaunt knoll
#

It was already a .FBX

#

Or was it a .blend file?

balmy barn
#

some models can be in a pose when in blender, pose mode usually put them back to T or A pose

knotty lichen
#

@gaunt knoll its a miracle, it works! thank you so much ❤️

gaunt knoll
#

And thulen

#

Don't forget about thulen

knotty lichen
#

hehe oops

#

sorry thulen

#

thank u too

#

I feel like I've seen thulen in here helping a lot, like last time I used this channel months ago, thulen was here

#

maybe im misremembering

elder latch
knotty lichen
#

you are a pillar of this community

balmy barn
#

going for the 9 year ,usually im bored of stuff after 10

gaunt knoll
#

Suprise you haven't gotten helper role tbh thulen

elder latch
# elder latch .blend

does this mean im at a roadblock? or is there smth i can do to have the textures go into unity

knotty lichen
somber osprey
#

pressing F1 doesn't revert the blendshapes back to normal, its now stuck in this state

fluid sinew
#

Hey, I had this issue for a while.
Usually I have to press down on the trackpad on my index controller to toggle avatar gestures, however a while aho this stopped working. Does anybody know why this might be?

boreal wedge
#

ive had this issue where it goes to this point at stops i dont know what to do.

round comet
#

how easy is it to make an outline mask?

stray lintel
#

how do i stop this from happening

#

whenever i press play it puts a bunch of keyframes

#

hello?

#

its using dope

somber osprey
#

we have to wait until others able to know our situation

gaunt knoll
gaunt knoll
round comet
#

I assume it wouldn't be too hard if its something that small, right?

stray lintel
gaunt knoll
gaunt knoll
lunar wraith
#

i'm convinced there is a solution i just need to know what to change.

#

and i'm not huge on rigging so I'm unsure where the issue lies inherently

gaunt knoll
#

the slight bend

lunar wraith
#

i was under the impression that the legs should bend slightly on vrc rigs

#

I can straighten it and see if it helps

hard turtle
#

hands folding in on themself in vr

#

everythings weighted correct

crude anvil
#

To see if the model is broken

#

And it is

hard turtle
#

also unity isnt automatically recognising my shoulders on the humanoid rig

hard turtle
#

fbt trackers aare showing up in the knee and not the foot????

gaunt knoll
#

huh

silver bronze
#

pls does somebody know how to fix this?

somber osprey
#

I made a mistake. I was messing around in the parameters but now I brick the avi where after I press shift F1 (or default hand gestures), my avi gets stuck on the blink and doesn't revert to the normal binding, how do I fix this?

round comet
silver bronze
#

lemme see

#

no

round comet
#

its just that red error? hoh

hard turtle
#

please help

boreal wedge
#

why in unity 2022 i cant see the particle tab like in 2019

somber osprey
round comet
#

if your expressions are getting stuck it usually means they arent on

pine valley
#

put your trackers on the floor and see if the game decides they're foot trackers now

hard turtle
#

not me testing it

#

my headset went kaput

pine valley
#

ah

hard turtle
#

so making hands and this stage is now extremely difficult

pine valley
#

doesn't the line point to the part of the body that they're tracking? in that case, they are being picked up as foot trackers

#

rather than as knee trackers

#

they're just high up

hard turtle
#

ye

pine valley
#

It looks like the entire body is being pulled off the ground

hard turtle
#

but its resultin in really wonky trackin

pine valley
#

I wonder if your humanoid bone assignments are wonky

#

Select the model in the Project window in Unity, go to the Rig tab in the inspector, and hit Configure

#

make sure the bone assignments are reasonable

somber osprey
round comet
#

No, not bad. Not everyone turns on write defaults

#

I’d say turn it on for idle along with your other hand gestures as a test to see how your expressions are in game

#

If they still get stuck or not

pine valley
#

Write Defaults determines what happens when a certain property is not being animated

#

WD On means that the animator will reset it to the value it first saw when it woke up

#

WD Off means that the animator will keep the last value from when the property was being animated

#

so it makes values "stick"

somber osprey
#

does it mean you can only have 1 WD?

pine valley
#

No, the "default" values are the ones that existed before the animator started running

#

so, they're the values you see before entering play mode

junior brook
#

i didnt know where to post this cuz i cant tell if its a mesh or bone problem 😭

pine valley
#

your humanoid bone settings may be messed up

hard turtle
#

ima just remaake the unity project

pine valley
#

show us what that screen looks like

#

it's better to learn what is wrong so that you know how to avoid it in the future

junior brook
pine valley
#

the hip bone assignment is incorrect

somber osprey
#

also could we share issues with Goco Loco here?

ik they have a discord server but I already shared my issue there

pine valley
#

plug in the "hips" bone

#

that would explain why the entire thing is backwards

#

Unity tries to figure out the bone assignments automatically, and sometimes it screws up

junior brook
#

it does that when i do it

#

do i change the um,, order in the hierarchy??

#

so the hips are the parent

#

cuz the hips are kinda like the.. root bone

#

thats what the person that made the commision said

pine valley
#

hang on, are the thigh bones parented to "shadarmature"?

#

If so, they just need to be reparented in Blender

#

they should be attached to the hips bone

cobalt cloak
#

the armature from the wings link to the rong armatur how do i fix that

junior brook
#

so just attatch it to the hips?

pine valley
#

in Blender, yes: change the parent of those bones

#

You should also parent the tail to the hips

#

The Armature bone itself is just gonna sit on the floor. Your body won't be moving it at all

pine valley
cobalt cloak
#

okay the wings armatur is linkt to the sekeleton armatur but it shoud link to the body

pine valley
#

i still don't understand what that means

#

i presume your avatar looks like this:

  • Avatar
    • Armature
    • Body
#

That Armature object is your skeleton

#

Are these wings being attached with VRCFury?

cobalt cloak
#

yea

pine valley
#

I don't understand how they could link to your body. Your body isn't an armature: it's a single object with a SkinnedMeshRenderer on it

#

Is the problem that the wings are deformed after linking?

#

i need a better image of the problem

cobalt cloak
#

Okay, sorry, I have a body
and a skeleton, and wings and all of Deri's have an armature (the skeleton is a skeleton image), and the wings should be linked to the body (the armature of the body), but they are linked to the skeleton. armature

#

boy/skeleton both have armature

pine valley
#

ah, okay, I see

#

Does the skeleton also use Armature Link?

#

showing me your hierarchy would help here

cobalt cloak
#

yes so i can link the skeleton with the body

pine valley
#

That shouldn't be an issue at all

#

I wonder if the problem is that the wings are being snapped into place

#

There are checkboxes for this on the Armature Link component (align position / rotation / scale)

cobalt cloak
#

on the skeleton

#

or the wings

cobalt cloak
pine valley
#

Oh! I think I know what's going on here

#

there's a bug where, when you parent one model to another, the parent's animator thinks the child's bones are its own bones

#

this caused problems for me when working on a freezing system

cobalt cloak
#

okay

pine valley
#

although, if you totally removed the skeleton from your avatar's hierarchy, then that sounds less likely

cobalt cloak
#

wait look

pine valley
#

click on the wings prefab and show me the Armature Link component in the inspector

cobalt cloak
#

okay

pine valley
#

did you open the prefab here?

cobalt cloak
#

yes

pine valley
#

or did you add these components to the existing wings prefab

#

okay

#

that's why it's complaining about the avatar's rig not being humanoid

#

(there is no avatar; we're in a prefab view)

#

show me the inspector when you aren't in prefab mode

#

it should be mostly grayed out

#

but there will still be debug info

hard turtle
#

where do you find the test avi agaain

pine valley
#

your armature is named "skeleton" , so that makes sense

pine valley
#

switch it to "In Packages"

pine valley
cobalt cloak
#

yes

pine valley
#

it no longer has its own armature

#

how could the wings be getting attached to it?

spark walrus
#

Hello guys

pine valley
#

That may be the issue

spark walrus
#

I have a request: does anyone make free 2 avatars for VRChat? I'm a mobile person and would like someone to create for me. If anyone is interested, please reply and i will send photos of my drawings!

cobalt cloak
#

the thing is that part shoud be on the tail but its not why idk and i turnt it off still not fix

somber osprey
#

is it possible (via Goco Loco)if there's a way if I can lock the body from chest down but still able to move my head up down and left right

basically how it works when you're actually sitting in a world that has seats, is it possible to do that?

agile reef
#

hiya question! does anyone have any tutorial videos on how to get the face tracking animations to work?
I have mouth tracking- and I have seen some models make entire facial expressions when I do some mouth shapes or ears move in response to the face im making- I want to learn how to do this as ive just got face tracking- any videos or anyone out there who can help me?

crude anvil
#

after exporting the fbx file what happens now

#

i downloaded cats to get the model prepared

#

is this supposed to happen?

boreal wedge
#

this keeps happening over and over again, how do i fix it

crude anvil
#

Okay new question

#

how do i make the eyes glow

#

or bloom

hard turtle
#

aye fbt compatible now :)

spark walrus
heavy zephyr
# crude anvil

Create a new material for them (or find a way to edit the one you have) and use a shader that supports emission then adjust the value