#avatar-help
1 messages · Page 248 of 1
apply scaling is the old version of apply transform no?
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
No. It's to set how to store scaling value in fbx file.
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
now it's not exporting at all
what the fuck
What do you mean not exporting?
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
You you mean you had the model in the scene and you update fbx file then it disappear?
yeah
Put the new model file into the scene then. And DO NOT unpack prefab.
What Apply Scaling that you changed to anyway?
Did you import fbx file into blender each time you wanted to edit something?
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
The bones get bloated in blender? Can you screenshot how it's look like?
did we try selecting the mesh and armature and ctrl+a
not suppose to be like that
the leg bones....
i think that is how they normally look in blender however i dont use blender much
There are extra sets of bone for the leg of course. But this shouldn't interfere with how the actual humanoid bones work.
So you had animations embedded in fbx file, did you put those animation into avatar playable layer controllers, or kept it on the asset animator?
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
oh ok the rig works well
ik targets.
"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?
So it wasn't a problem to begin with.
i thought they meant the whole scale was off compared to the mesh.
exactly
Ok. Good then.
they are likely ik targets, probably originally shown as mesh for whoever made it.
You are showing only the toggle. Is the toggle animation working?
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
How did you put the asset to the avatar?
ive tried a lot of ways right now its just all inthe chest of the avatar model
Did you put the animation clip in avatar fx layer or in the asset animator?
If you used embedded animation in avatar fx, you have to repath animation.
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
It's easier if you use vrcfury to create modular asset https://vrcfury.com/tutorials/artists
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
You also have add Full Controller to merge controller.
sorry im not super good at this i appreciate your help a lot
might be heading to bed soon
the armature link is set to Hips. is that what you want, or should it parent to the spine or chest instead?
if so, change that
as for the animations, are you sure you are selecting the controller that came with the spider legs?
Weightpaint it to the closest bones.
Blue means zero, means no effect. Red means one, means move with bone in full.
Usually just make it red for one bone.
Can anyone explain to me what does these mean and do?
and how do i disable crouch and craw control while playing animation clip?
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.
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
What about you just change out the animation for gogoloco?
hmm
I did i think
What is that?
Modular
For?
You rather have to customize the existing action layer to add pose. Not making new controller for it.
how do I fix it
What needs to be fixed?
Fix weight paint in blender.
what settings?
There is no settings.
There is no settings. Only adjustment until it look right.
Physbone also requires weight painting.
god damnit
looks like I just need to grind it then
for some reason I can't do it by groups
Looks like that weightpaint would be a quick fix anyhow 
Or you could try robust weight transfer
Hi~ Can I use my VRM model in VRChat?
Not directly. You will have to strip out anything vrm relate down to the bare model and setup the sdk for it.
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.
Is everyone having trouble with VRM avatars? I also got stuck... But rather in the uploading screen
Did you duplicate for vrchat?
The option is greyed out
Select the model first
I just figured it out. VRM 0.0 was needed I had 1.0
Oh oop
Thanks though man.
No problem! I'm tryinf to figure it all out myself too... It's not working
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?
Okay so, now I finally got the right version of Unity but VCC doesn't boot up in the editor
Can you explain what you mean by "VCC doesn't boot up in the editor"?
Like, it doesn't show up, hold up
VCC isn't the SDK, it's a package manager for things like the SDK. Run VCC and create a new project and it will have the VRC SDK already installed.
made a new project and...nope
You created a new project with VCC or with Unity Hub?
I'm getting stuck on the 'Uploading File' step.
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?
Stuck as in it's not responding or it's giving you errors or something?
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
like this, then it brings me to the hub
clicking on "Open Project" in the VCC should cause the Unity Editor to open.
top right corner
Nothing interesting there. The last log message is it reporting that it successfully read the avatar from disk.
I'm guessing I'm experiencing a Transient Network Problem™
It didn't 😭
so it opened the Unity Hub instead?
yes
(in the Creator Companion)
Ooooooh!
was it pointed at the unity hub, rather than the actual editor install?
Yep
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
You aren't seeing anything in this project because it's not the one that the VCC created!
It's still opens the hub
show me the settings menu now
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
add fury
Add fury?
if you need VRCFury, you can install that package
wilfred's problem is that the Creator Companion isn't opening the project correctly
Indeed. It sounds like the VCC was incorrectly configured and was launching the Hub application instead of the actual editor.
Where can I buy a custom avatar of my sona? I joined thinking there'd be something like commissions channel
It should now be opening the editor
you are about to receive a large number of scam DMs 😉
Sorry if this question is unfitting
look up VRCTraders
What's that
?tag traders
it's another server that has vetted artists
unfortunately this is a very heavily botted topic and there are a ton of spammers
Epic tag fail!!
Do you do avatrs
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
Yep. And if i manually open like a project it obviously doesn't open with my vcc add ons
or maybe the bot exploded
It will work just fine..if you open the right project
notice how the items in the Hub are "My Project (6)", etc.
Yes
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)
The VCC's job is to manage your packages.
Okay
e.g. the VRCSDK packages, Gesture Manager, etc.
Sooooo how do I open sdk in unity
Nope alcom won't work
Alcom and CC use the same files
@slow jacinth do you mind me testing something on you
What 😟
I mean as long as you don't need my passwords and home address, sure
no i dont lol xD
windows + r
%LocalAppData%\VRChatCreatorCompanion\
press ok
should take you to CC files
Wait wait I'm not at my pc
all good
do you see the settings.json
i want you to move that file to your desktop
Oh god
now open CC
OH pff haha. Yes.
The project has already been added to the VCC.
Oh man
again: the problem is that you are opening the completely wrong project
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?
Yes
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)
(and now i see why you were being told to add the project again, my bad 😉 )
So, even after resetting the settings, you're still unable to open the project.
Wait lemme retry to download all my assets n such
what does this mean?
if you're talking about .unitypackage files you have downloaded, those aren't relevant at all right now
Oh
Why is this so difficult... 😭
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
Wait... Maybe i did it
Fingers crossed
i think i did it
if my avatar doesnt upload well again, i will genuinely crash out
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??
Wow you were right
i'd start by resetting the humanoid pose
At the bottom of the list of bones in the inspector, you'll see a "Pose" dropdown
do Pose -> Reset
didnt work
thanks so much for the help! i was able to downlaod it to VRchat!
proximity contact doesn't have the depth number
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
thank you, that line confused me since it made it look like it was missing a imput box
im not sure if it came with a controller
i just removed everthing and added it again, i can move the spider legs to the chest
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
Yes, using the "Move or Reorder Menu Item" component
ah, it should really say "The receiver will set"
Interesting name btw
Its, familiar
Do I input the menu path of the current item? Or where I wish it to be? And is the number from right to left? Or left to right
the ? on the New Position field explains it
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
(i got the name wrong here, whoops)
If you need to move it and then reorder it, you can use both components
how do i animate these while being able to view my changes while in the scene view without being in playmode
You can't record humanoid animations in the editor, unfortunately
alr
I guess you can edit the values, though
You can do that while previewing the animation clip
i tried this but there was no change
can you show me your Animator component in the inspector?
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)
how do you go inside an animation and change the path????
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?
select the animation clip, then click on a curve and hit F2 (on Windows)
you'll be able to rewrite the path
If all you need is for:
- the local player to see "False"
- the remote players to see "True"
you can use parameter drivers to set a parameter to false/true based on IsLocal
IsLocal is the exact opposite: it's True for the player wearing the avatar and False for everyone else
would i just type in what i want the path to be? it just makes me able to change the name
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
Ye, because I assume true would be the client and false would be other avatars around you. Thank you for the help ♥️
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
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
ye highlighted one is nonexistent
there is also this tool someone sugested, would this look correct or no?
or maybe this instead
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?
No, you can't cause sounds to play where the particles go.
oh right, I should've told you about that :p
Animation Repathing is super useful
It can proactively fix your animations as you move or rename objects
isnt sub emitter non existent before its spawned by the colliding particle tho?so it would spawn where the particle collided
There are no missing paths in this image (the "Position" curve just looks like it's missing because the highlighter turned the text yellow)
The sub-emitter itself is attached to a game object, and that object does not move
its just weird because the asset plays when its alone but it wont play when its on the avatar model
"When it's alone"?
perhaps im missing a step in the animations
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?
here
Oh, did you attach a prefab somewhere on your avatar?
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
- Spiderlegs
- Whatever
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
see if the avatar says it 'failed security checks' anywhere
(i'm not sure how you're forcing yourself to wear the avatar)
That looks valid. "FX" is a catch-all for anything that isn't very specifically for locomotion or full-body humanoid actions
it doesn't in the unity console and it says "upload succeeded!" when I build it
Yeah, it would upload successfully
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
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
the gesture manager should always work!
as long as VRCFury actually runs
which it should, since you now have a component on the avatar
thats so unfortunate. i think i saw the lindesu guy make particle system that moves the particle with sound source but that was ages ago and he used some weird script magic.
you're meant to record Full Controller animations from the object that the FC component is attached to
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
it seems like its good
I tested out my avatar after fixing it up, but the hips keep spazzing out. How do I fix this?
If there's any additional information that is needed to help me out, please let me know.
Hey is there anyone who can help me upload an avatar?
Any suggestions or help?
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.......
no, the mobile toon shaders do not support transparency
I wonder if the humanoid bones are assigned wrongly
SIIGGH.
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
I do see four bones in the spine chain. I wonder if Unity got the wrong ones
It's also possible that your Locomotion playable layer has a bad animation
Shouldn't be. Their weights are pretty accurate and the bone hierarchy should be just fine.
Everything looks fine except for the stationary jump
I'm talking about how Unity is interpreting the bones
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
that's a bit weird
That's a sword sheath for physics.
this diagonal bone is suspicious
Ah, okay
But it's highlighted as if it's a humanoid bone
Shouldn't be. It's not assigned to anything.
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
It lowered the pelvis, it seems. Oh wait, yeah. That would definitely cause it.
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
see if anything changes in-game
At that point I can't say for sure what'll happen
The only problem is the thumb. I have no clue what its T-pose should be.
I usually just hit "Enforce T-Pose"
Yeah, but then...
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.
I wonder if the rotation on the bones is off
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.
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.
You've got it locked
It gets locked when you configure the humanoid avatar, so you might've left that screen in a weird way
and nice (:
(damn custom emojis disabled 😭)
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. 
The knife tool just creates new edges
for something low-poly and flat, just make the cut, then select the faces you don't want and delete them
Ohhh...
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
make sure you're in edge-selection mode and have nothing selected
Ok i don't really know anything about making avatars in unity, but how do I add toggles? I have VRCFury installed.
wait could i make this happen with throw joint somehow? idk how i would add force to the rigid body when firing from a bow but in my head this seems somewhat achieveable possibility?
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-
Harmony is a library that should be included with the VRChat SDK
weird... should I click the X on the sdk and re click it in creator companion?
like, undo it here and re enable?
I wouldn't expect it to be needed.
You can try the "Reinstall All Packages" button, though
I'll give this a shot thank you 🙂
perfect it worked thank you!
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-
how does one adjust the minimum and maximum values of a pre-existing body slider? im trying to give my avatar a smaller chest.
I'm not sure what you mean – all sixteen checkboxes are disabled
If it uses animation clips, you'll need to edit the values in the clips.
do you know how the slider was added to your avatar?
thats why I was also confused but I figured it out ahh thank you
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?
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
no clue. im kind of new to this and im using a avi i bought
what does this exactly mean? it appeared as a dropdown on my controller when i was making stuff but didnt realize it untill later
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?
I am, lost here, i jus tried goin into play test with this new avi and, this kept comin up
Send a photo of your Inspector and Hiearchy. It could be a broken or missing script or a broken shader, you could have an old or broken SDK, if you have dynamic bones on the avatar you should switch them to Physbones. I can't think of much else but that issue is common
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?
Where exactly do I map the chest
I've done this by using contacts to decide which hand is trying to grab the parasol, then animating a parent constraint to actually attach it to that hand
Remembering the exact offset would be hard.
(in a way that syncs reliably, at least)
so contact receiver on the parasol and senders on the hands, I take it
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?
You need to go to the FBX and go here and press configure and select chest to map it and make sure to select "Legacy Blendshape Normals" or the avatar will be huge (Storage wise)
Thank you !!
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?
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)
Can anyone help me with a vfx toggle for free? It’s one toggle and I’ve been getting bullied for asking everyone else dm me or replay if you can help
so, what kinds of things can prevent vblender from turning the avatar into an fbx, and why is that nessecary to begin with
what are you trying to do here?
I presume you just mean "blender"
but I'm not aware of anythign that would stop blender from exporting a model
a warning popped up when i imprted the file to unity
If it's throwing an error thats why otherwise I dont know without further info
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.
im litterally using the automatically updating steam version of blender
You didnt export it as an fbx
Export it as an FBX and then import
a blend file can work
perhaps Unity is looking in the wrong place
but dont if you dont have to
I've never liked relying on that
what is the object parented to? your avatar's root?
Yes
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?
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
I assure you, you can
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
hey guys please help i just removed some geometry from my avatar's model in blender and now it won't export shape keys
see if you have any modifiers on the object
anything other than the Armature modifier will break shape keys
k and don't have apply modifiers on in export settings right?
That's fine to leave enabled.
I guess it would skip the problematic modifiers if you did uncheck it
i actually know someone
But you can only order her service from a freelancing platform
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
and how do i do that?
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)
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
You should exactly match whatever existing setup you have. So if you have two FBX files, you need to export two FBX files
Make sure to include all objects that the original FBX files have
almost certainly including the Armature and Body
i remember trying this before and it completely messed up, is there another harder but still pretty easy method i could do instead?
"completely messed up" is very vague
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
i have no idea what that was set to for my current avatar
the model i want to replace has an armature scale of 1,1,1
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
anyone know how to fix this? It randomy started happing?
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"
it is @pine valley
look at the Animator component on your avatar's root
it should have something plugged into its "avatar" field
let me look...
(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
click on ZipV2Avatar; what does it highlight in the project window?
it should be a sub-asset of your model
is it that?
If it's in a fold-out menu attached to your model, then yeah, that's right
ok now what?
and what are the only objects i need to export?
whichever ones are in the existing FBX files
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
Make sure there are no errors in that Rig tab
you'll see a message in the inspector if something was wrong
so all the visible stuff only?
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
i don't even know where to start....
go look at what you already have in Unity
i presume you have two avatars set up there
yup
show me the hierarchy for one of them
how much there's a lot of stuff under it
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?
how did you create this toggle?
did you use an animator layer with two states that you switch between?
or is it a VRCFury toggle?
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
oh ok
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
im supposed to add the apply during upload thing to the vrcfury game object, yes?
and then the toggle should be turning it off?
You can put it anywhere.
oh
should it look like this?
Does your toggle turn on that game object?
what counts as a child object?
if so, it should already be working correctly
Every single object that is parented to your avatar's root object
the root object being the one with the avatar descriptor on it
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
Specifically, the "Object Toggle" action will deactivate the object by default
ohh ok
which one the transform?
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
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
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'
Yep, that looks good
The "Extend object enabling.." checkbox should ensure that it's also turned on during the transitions
so only show the body object that shows the blend shapes? cause everything else is parented to the root
oh, that should be "turn on", not "turn off"
ohh ok
Just show me your avatar's hierarchy.
I'm surprised you could see the car at all while the toggle was on, though
Is there a way to make an audio play when a bone is grabbed on the avatar?
@pine valley
Ah, this is a classic problem
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
It caused the humanoid avatar to fail to import, so you no longer had humanoid bones
k
and that broke vrcfury
sure; look at the 'parameter' setting on the physbone
you can react to the "grabbed" parameter changing
there's so much stuff only a fraction of it fits on my screen
oh nice thanks!
I need to go to bed, so I won't be able to look until tomorrow.
@pine valley also my other avatars are having the same problem, would i have to do that for the other avatars?
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
Is there anyway i get the VRC locomotions imported into blender?
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.
is there a way i can make an image appear like this on peoples screens with a toggle? preferably using vrcfury as i want it to happen with something else i already have set up. (video is a little loud sorry)
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
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
how can i get a custom hud for my avatar and have wireframe and other stuff
What is the wireframe for and what other stuff?
for a custom hud to mess with my mate
Put a quad mesh in front of avatar head and make some transparent material for hud.
ok
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!)
your armature is fucked
There is too many spine bones.
way too many bones
won't work with vrchat's basic humanoid rig
check the pinned messages in #avatar-rigging
any help?
Do you rather mean showing on all materials?
the weird thing is when i drag the material onto another part of my avatar the normal details show up, the normal map only seams to not show up on the part of my avatar it's suppose to be on (my avatar is a single mesh that uses 3 materials)
Does the material has shade settings that isn't flat?
materials have shading settings?
It depends on what shader it's using. You might as well have provide detail on what shader it's using.
it's using the standard shader
Can you screenshot how it's look like in the scene?
And the material settings.
If you change number at the normal map slot, you should see the light is changing.
it's still not showing the normal map details
Are you sure that the material is being used in the renderer?
how do i check?
Select the object from the scene.
what object?
The object you are having the issue with.
the material?
Not the material.
the actual object
you apply the material to an object in your scene (an avatar, a prop, or whatever)
my avatar model?
Just click to select the object in the scene. Your avatar model is the object of course.
k now what?
Does it show skinned mesh renderer component and it has correct material in it?
yup
Can you screenshot to confirm?
That isn't showing any material.
here's the bottom half
You're selecting prefab asset, not the actual object in the scene.
oh woops there it is my bad
This isn't showing the material.
here they are at the bottom of the inspector
If you change material settings from there, do you see the change?
Then it's a different material from what you're trying to change earlier.
and? the normal map still isn't showing up
Can you screenshot material settings again from that object?
Try remove normal map assignment, and re-assign again.
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?
yup
To confirm again, if you change albedo color, do you see the color change in both material preview and in the scene?
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.
This likely means the mesh has in correct UV map.
checked the UVs in it's blend file and it doesn't seem messed up
Can you screenshot the uv to confirm?
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
You should not use exit time in the transition for toggle. Then make sure that animation speed is 1 on the state.
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)
In the state, that rectangle thing where you link transition together.
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 😭
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
Oh okay, ty!
I’ll fix it later I’m getting some sleep
1.7 PC Optimized. Base anim controls
Can you preview the animation and confirm the tail is actually wagging?
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
Can you screenshot another transition as well?
Here you go ^^
Did you enable loop time in the animation clip?
So when you toggle it. Do you see a little movement on the tail?
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!
Need some help with converting Blender textures to unity. Supposed to look like the first but looks like the second in unity
All of those are so far corrected. Not sure what's next to check.
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!
Not sure if my eyes are bad but I think I see the Default idle state has darker drop shadow than other states. nevermind, that's normal.
Make sure that you set material render preset to cutout.
I'm a total beginner at Unity where is that setting?
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
https://youtu.be/rRAnDMUbWt8?t=143 Watch to see how to basic material setup.
Still unfortunately having trouble but probably going to sleep for the night. Thanks for the video tho
Good news! I made a new project, set it all up again, and it works now. The only difference is I have not yet imported poiyomi. Still not sure what the original problem was though :C
You need to use a cutout shader or change a setting to do so. Poiyomi has it and theres a cutout shader built into unity
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
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
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?
You just have to overwrite the fbx file.
Given that you didn't Unpack Prefab, it should just update by itself.
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.
i tried to export the fbx file but when i look into the fbx it looks like this
how do i fix this?
i'm not sure how this could "break the scene"
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)
(and you can very safely add new objects, whether those be bones in your armature or meshes)
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
i'm not sure what you mean: did you export an .fbx from Blender, then re-import it into Blender?
the latest version of the vrc avatar sdk is 3.10.2 correct?
Yes
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?
Are you using latest sdk version?
I'm using the latest version yes
Take a screenshot of all of your packages please
In CC
important note, I am not using VCC, its more cumbersome to use for my setup. I'm aware that manual install is unsupported
I'll take a look
It doesn't work if your using steam OS tho figured that one out yesterday lol
I am using PopOS
Should be fine
I am on the latest version of all relevant packages though. I've ensured that they're all up to date
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
is there a place I can grab a slightly older vrcsdk?
That WASN'T
how do people usually deal with cutouts so it doesn't look bad on quest?
Just try ALCOM first see if that fixes everything
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?
aye aye
lots of knife tooling in blender
I really appreciate the help - I was afraid I was gonna be exiled for not using VCC, lol
Nooo never
is there perhaps an easier way to do it? like gettin' an alpha mask of it so it can recognise what and where needs to be cut?
what should I do with alcom exactly? reinstall the packages through it?
Yeah
aye aye
It's just a file repository
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?
Because you exported it out of blender without textures
no i mean it was already a blender file to begin with
or do i needa export it again and put THAT into unity?
some models can be in a pose when in blender, pose mode usually put them back to T or A pose
@gaunt knoll its a miracle, it works! thank you so much ❤️
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
.blend
you are a pillar of this community
going for the 9 year ,usually im bored of stuff after 10
Suprise you haven't gotten helper role tbh thulen
does this mean im at a roadblock? or is there smth i can do to have the textures go into unity
they're a vigilante
pressing F1 doesn't revert the blendshapes back to normal, its now stuck in this state
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?
ive had this issue where it goes to this point at stops i dont know what to do.
how do i stop this from happening
whenever i press play it puts a bunch of keyframes
hello?
its using dope
we have to wait until others able to know our situation
depends or you can use poi outline
what are all of your packages (CC)
I'm using it but its on the body and theres an outline on the tongue thats bothering me
I assume it wouldn't be too hard if its something that small, right?
https://cdn.discordapp.com/attachments/1156036364400332800/1479558226952327369/image.png?ex=69ac797a&is=69ab27fa&hm=de6e7fe01898d24689118dc48e9367b698b6fe4a5c67d54b3ab883889f90f585&
https://cdn.discordapp.com/attachments/1156036364400332800/1479565217405997057/image.png?ex=69ac7ffc&is=69ab2e7c&hm=a2c3408c53c6443c65572f585fcd9d2927e5cf1eb4705f414a5e85d775f07c78&
was curious if anyone might know what causes my avatar's hips to bend oddly when using fbt
anyone able to help
huh looking at the poi docs theres no way of saying dont put them on the tongue you might want to add a separate mat for the tongue
what fbt are you using
I cant make an outline mask? 
Slimevr
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
?
i was under the impression that the legs should bend slightly on vrc rigs
I can straighten it and see if it helps
Yes to check up on it
To see if the model is broken
And it is
huh
pls does somebody know how to fix this?
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?
any other errors or anything in your SDK/
do you have write defaults on?
its just that red error? hoh
why in unity 2022 i cant see the particle tab like in 2019
where and how do I check it?
in your fx layer select your expressions and see if write defaults is checked on
if your expressions are getting stuck it usually means they arent on
this skeleton looks okay
put your trackers on the floor and see if the game decides they're foot trackers now
ah
so making hands and this stage is now extremely difficult
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
ye
It looks like the entire body is being pulled off the ground
but its resultin in really wonky trackin
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
for idle, write defaults is off
is that a bad thing?
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
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"
so wahteer the first animation plays that has the WD
that becomes the default animation if no other animation plays?
does it mean you can only have 1 WD?
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
ima just remaake the unity project
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
these are her bones btw
the hip bone assignment is incorrect
also could we share issues with Goco Loco here?
ik they have a discord server but I already shared my issue there
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
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
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
the armature from the wings link to the rong armatur how do i fix that
i think so
so just attatch it to the hips?
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
i'm not sure what's going on here
okay the wings armatur is linkt to the sekeleton armatur but it shoud link to the body
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?
yea
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
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
ah, okay, I see
Does the skeleton also use Armature Link?
showing me your hierarchy would help here
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)
and if i pull the prfabe for the skeleton aut of the avi the wings are still linkt to the selekton
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
okay
although, if you totally removed the skeleton from your avatar's hierarchy, then that sounds less likely
wait look
click on the wings prefab and show me the Armature Link component in the inspector
did you open the prefab here?
yes
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
here
where do you find the test avi agaain
your armature is named "skeleton" , so that makes sense
search for t:model in the Project window
switch it to "In Packages"
i'm still confused here, though: the Skeleton (the literal skeleton) is being armature-linked onto you
yes
Hello guys
idk
uncheck "Align Position" in the prefab and see if it behaves the way you want
That may be the issue
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!
the thing is that part shoud be on the tail but its not why idk and i turnt it off still not fix
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?
In dms
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?
after exporting the fbx file what happens now
i downloaded cats to get the model prepared
is this supposed to happen?
this keeps happening over and over again, how do i fix it
aye fbt compatible now :)
Cool :(
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
