#avatar-help
1 messages · Page 249 of 1
You can right click anywhere in the project tab to create a new material, drag an drop it onto the eyes
this one?
The correct object seems selected yes but you need to create a material first
you wont see it in unity unless you add postprocessing/bloom
every world is different so dont expect it to be like what you see in unity
some worlds are super bloomy , so its handy to make a radial to tune it down 
I'm looking for help with something, I have an avatar i'm working on and I'm trying to see if I can do something, I wanted it to have a toggle to give it a separate mesh but so far each time I try to do it it ends up in a t pose
Everytime I click auto fix this shows up and does nothing
Your toggling just a simple mesh like a prop or something in your hand, and it's causing you avatar to tpos? Or are you trying to toggle a whole avatar mesh like body and all to a whole new one?
It's like a whole new body, apologies I didn't make that clear
I've seen things like it done on other avatars I was just unsure how to do it
Is this new body rigged to the previous avatars rig?
To clarify, when you rotate one of the bones on the rig, both meshes move correctly?
It is possible to do what your trying to accomplish in theory, just takes a bit of setting up in blender or unity
I seeeee
Because right now they're two seperate fbx's
They're just based off the same skeleton, get what I mean?
how do i make it so i can set my model into a t-pose? it wont let me and im not sure how to fix it so i can:(
I assume you're using CATS? If so, try just doing it the manual way. CATS isn't perfect so it can pay off to learn the steps yourself
anyone experienced with face tracking able to help me out? I want my ears to go down when I frown in VRC but I have no idea how to do that
the manual way? like in edit mode..?
Select the rig and go to pose mode. You can then rotate the bones to be in a tpos. Might have to apply as rest pose after, I don't remember.
thats what i did using cats
get minum 4.5 blender and its cats, is that a xna
im using 4.3, theres a new one?
I'm having an issue where the eyes on my avatar aren't moving even though I turned on Eye look and put in the correct bones
there is a 5 blender but i tend to stick to LTS wich one is 4.5 (some scripts not updated and 5 probably gonna change randomly)
I'm guessing that your version of CATS is not compatible with your version of Blender.
Note how the error says "no attribute named use_inherit_scale; did you mean inherit_scale?"
I'm guessing that this thing got renamed between 4.3 and 4.5
i cant move the view position properly
it usually adds like the dot with the move tool but its just
not there when i press edit
You might have gizmos turned off
top right corner of the scene view
i did
thank u!!!
also, for easy positioning, turn on iso mode by clicking that cube, then switch to a side view by clicking the red cone
can anyone here teach me how to put clothing on vrchat avatars? ðŸ˜
All i did was inport it into unity and fix clipping issues and once imported back into unity it gave me this even after going back to a later version that did work
you mean import it into Blender?
Yes lol sorry
make suer that you actually included the Armature object when exporting from Blender
this looks like what would happen if there was no armature
It is there i even had another creator look at it and he couldn't find a issue
select the model, go to the Rig tab in the inspector, and hit Configure
screenshot the entire editor afterwards
The configure option isnt work that's the other issue once clicked it dosnt do anything
Like it usally dose
you're probably getting an error in the console when you click it
Getting compiler errors just on launch...
switch it to Generic and back to Humanoid
see if that un-sticks it
(hit Apply after setting it to Generic)
even after trying what you said it still dosnt work
i saw this happen recently; the issue resolved itself without an obvious cause
have you restarted the editor yet?
I notice how there’s project diva avatars how were they uploaded
i can try
still cant find it can you send me the FBX ?
show me your project window with the search query entered
remember that you need to switch to "In Packages"
the default setting is "In Assets"
is this the "test avi" you're talking about?
How do I fix this?
Is there any good tools for optimization on quest? I’m making this really cool avatar with like a lot of toggles and stuff but it kind of gets repetitive because there’s a lot of armatures of the same thing. Is there anyway I could cut down on that with like a VRC fury controller?
I know I can use the blend shape optimizer tool as well. I don’t know if that does the same thing or not.
ye
its a great referance for making humanoid avis
do you actually have the SDK packages installed?
"armatures of the same thing"?
do you mean lots of repetitive animator layers?
VRCF can alleviate some of that; you create Toggle components instead of manually creating animator layers
Well I mean like one asset comes with the whole armature of the model I’m using like armature/spine/hips/legs, etc
It’s a booth model I bought and assets I’m adding to it milltina,
oh, yeah, the point is that you can use a VRCF Armature Link to attach that asset to your avatar
it switches the asset over to using your main armature
Ooo okay so instead of doing th modular avatar to make it go on the model I should try that
You can also use Modular Avatar
I am not familiar with it, but I presume it's pretty similar
what's the actual repetitive work? i'm still a bit unclear..
Okay I will try both when I get home from work thank you for your time
Oh so
If I can’t modular avatar it like say it’s a hat and only has th head armature I have to drag everything in manually like unpack the prefab and drag armature into armature and the head into head on th model, I’m just trying to optimize as much as possible because pc has not limits but when I go to convert it to quest usually the only thing I know how to optimize is making the textures smaller and using blend shape optimizer
you wouldn't drag the hat's armature into your own avatar
that wouldn't do anything; you'd still have two armatures
(and the hat's armature would not move at all)
It always works when I do that? Maybe I’m not explaining it right
I guess that for some stuff, you can just parent a single bone to a bone on your armature
(e.g. a hat)
oh, yeah, and you could reparent every single bone
that would work...and be a real headache (and it'd double your bone count)
OOOf yeah
That might be what I was doing, I’ll try some new stuff because I did learn how to use parent constraint
Parent constraints are useful for tying different things together without redoing the hierarchy
but in this case, definitely look at either VRCF Armature Link or Modular Avatar
(it has to have something for this; i just don't use it much)
still did it even after re setting vcc and everything
one oddball thing to try: reset your editor layout
top right corner, the "Layout" dropdown
also, can you show me the console window after you click the Configure button?
I'm trying to change the secondary material from standard to toon lite for a quest publish, but I don't know how. The avatar is a file I bought
You'll need to create a new material.
Material.022 is a sub-asset of an imported model. It can't be modified
I made the new material, but how do I replace the original?
there is a list of materials in the inspector
it'll be part of the SkinnedMeshRenderer
plug a new material into that list
im having an issue with my avatar in unity where there are a bunch of floating lines and such when i enter play mode, i can send a gif real quick
anyone seen this before? hoping its an easy fix..
kinda looks like bad geometry -- a few vertices floating out in a weird spot
Click your model asset and look in the inspector. Does it say there were any warnings during import?
no idea how to fix this. auto fix just puts me in a loop
"a loop"?
just infinite loading
doesnt look like it 🤔
what does your hierarchy look like?
if you manually pose yourself outside of play mode, can you get the lines to appear?
VRChat wants you to have "Novabeast_V1_2" be the root of your avatar
i.e. the object with the avatar descriptor
rather than having an empty object that everything is parented to
yeah there are a few dots even without play on, i also toggled all my extra meshes off and its still there so its gotta be a problem with the main body mesh
These could be wonky blendshapes for hiding parts of the body
normally you shrink them away into the body
if they go to the side, then they'll look really weird
you should have a look in Blender
if they are just random stray vertices, you can delete them no problem
good chance its blendshapes i was messing with them a bit
since its a fbx file how would i change the texture?
i don't get how that's relevant
the armature and the model came from an FBX file, but so what?
(also, it looks like you unpacked your model prefab, which is very problematic)
you want to see a package icon like this; that means it's linked to the prefab that unity created by importing the FBX
this makes sure that any changes you make (adding bones, adjusting weight painting, etc.) shows up correctly on your avatar
How may one updating an existing Avatar with a different model
I dont wanna reupload an avatar every time i update its model
When I go into the hierarchy it allows me to drag a texture then unlock it but cannot access these
this is 100 percent what it is thank you 😠time to go back to blender\
^
I tried to upload the avatar to quest but all I got was this and I don't understand a thing
Can you take a picture of the vrchat panel errors like the yellow an red hexagons
can someone please send me the fbx for the vrchat test aavi its not in my vrchat folder for some reason?
I always get this for like so many avatars.
these are not "textures"; these are materials. They're sub-assets of the model asset (the FBX file). You can't modify them.
You can duplicate the materials to get new assets that you can modify
You can also just create new materials
I'm still unclear how this has anything to do with your hierarchy setup
Can someone help me update gogo loco for an avatar, it’ll probably be quick, im just unsure what to do.
Hat do you want to change? The afk animation?
but when i do it stops allowing me to publish
Actually that I don’t know but I’ve also had that issue where the fly doesn’t work
im pretty sure its the version
Oh okay so you have the most recent one already?
imma going to attempt that but im unsure where to find it
Find what, all of it? When you open the avatar in unity click on it in the hierarchy in the top left
Then on the right inspector layer, there should be an action layer. That’s where the gogo Loco is I think
the remapping
I will be home in like 30 I could explain better once I’m on a computer
if you could that would be awesome
Once you do pls dm
hi, i was wondering if there was a way to have those spider legs moving with the VRC constraints
the way it is showing ?
Yeah
ok, i guess you chose a transparent option for the material
It was the shader option that made it like that
ye
But any other shader shows the black background for mobile
ah, sorry i don't know about mobile
Yeah I probably should have specified that part mb
you good
i mean it could work the same as on android, no ?
try those to see which one works best
Ight thank you my man
oh, it worked ?
Oh wait I’m missing alpha blended and additive
it's just to see which one works best
Ok
i'm having an issue with an animation not triggering and i cant seem to figure out why
i have a float and i want the animation to activate once the value is between .42 and .58 but it won't
if i leave the radial pupit and swap off then onto the avater at .50 the aninmation plays
but onve i exit the rangeof .42 and .58 it won't replay
anyone know what the issue is?
Use the plus button on the material slot, and use two materials. One addivite, and the other multiply
idk what i have set up wrong
i have the avatar's hats allready set up in a similar way and i can't understand why it isn't working here
i mean it IS working, but not as intended
What do you mean by "replay"? Do you see the state being changed when testing?
nvm i found the issue, it was write defaults being on, disabeling it fixed the problem
idk how or why that makes a diffrence but it did
i mean the animation only plays once and couldn't be replayed without swapping off the avater
write defaults will reset the properties that aren't animated in that state.
and now i understand even less how that solved my problem
This sounds more like you had mixed write defaults settings among the states.
Write default have to be either same on or off on every animator state.
yah they were diffrent, that was the problem then
i keep getting a black texture
What shader you are using and is it look fine in material preview?
toon stander
yes it looks fine in blender
Material preview is in unity when you select the material asset.
oh ye it looks fine
Then disable Apply Vertex Color in the material settings.
i'm very dumb. thank you so much
I re-uploaded an avi to add shorts to an avi on quest and now after I upload it. It saying security checks failed when it worked fine before
How do you upload an avatar with both a quest and pc version
Change build target to android and upload avatar with same blueprint ID.
Alright small problem, I'm trying to mainly make this avatar to use on Mobile, but it doesn't seem standard lite has a cutout shader
Then you have to edit the model in blender, use knife tool to cut the mesh to the shape.
I see, so the hard way it is
[Modular Avatar] How to remove unused/removed asset from MENU? It's still there/still showing in AV3Emulator even when I removed it already.
Given the asset is added via prefab with its own MenuItem component, it should be removed out from the menu if you remove the prefab object from the avatar. Otherwise, it isn't problem about modular avatar.
Okay! Thank you very much.
Hi! I did remove it and its folder (to see what happens) but it's still there. I also tried it with Gesture Emulator, still shows.
Did you actually remove the object from avatar? You sounded like you removed the asset from the project.
Yes, I did both.
Did you check your menu file?
I also tried to create a new menu but it still shows. It's confusing me 💀
Then find MenuItem component in your avatar.
Is anyone making for free 2 avatars?.. for vrchat..?
I don't want anyone to say later that it's on budget or options..
If your asking if people are making avatars for free, probably in the wrong place
Where should i ask then..?
Sinxe I'm trying to find someone who can help me because I was almost scammed and cheated twice.
Hi, can you advice me on choosing an anime avatar base? most of anime bases I have found, have that waist-to-hip curve, wide hips, or big thigh. I tried to find a more natural body shape rather than the hourglass thing, but It seems like most anime avatar bases have that.
Maybe is there a way to edit the topology?
or do I understand the anatomy wrong?
Avatar work isnt really free, sorry to tell ya
I.. have.. drawing of the project as it should be
?
The art
Sorry im kinda confused what your asking at this point
Well, I thought that if I gave the project it would make it easier for someone to help me with the avatar for free, but well...
The hardest part is creating 3D model. 2D drawing won't help much if it isn't designed for 3D model in mind.
Ok?
Whhhaatttss the problem??
Your in #avatar-help
A place meant for people to ask for help
I have a question for you
Oh wait nvm I found the original.
Probably not a good idea to claim you made an avatar you clearly didn't
Dont lie abt making avatars lol, youll just give people wrong advice and mess them up even more
?
And you just posted it earlier here?
Yet under the TikTok account it had socials linked and none of them match yours?
Obviously.
Well, since they claimed the account is their then might as well get rid of them too.
And using two accounts? Curious
sorry to interrupt, but are there any good websites or apps to use to replace a color of an image? im trying to change an eye texture of my conica avatar ^^'
Like a 2d image?
yeah
Use photopea.
Very similar to photoshop than krita.
Huhh, might need to check that
oof i def dont know how to use this
Just been using krita since I love the filters
Everything takes a bit of practice
true
You will have to somehow tell the app to do something. And that's what you have to learn.
Considering your using images of other people's avatars and claiming your own, no thanks
i bought her a year or two ago and i decided to edit it now </3 LOL
Better late then never
Can I see the 2d image
how do yall report ppl in this server btw
Thats why its named "untitled" yeah?
@ornate stump
they def uploaded someone elses model
They might know
Idk if what hes doing is punishable, should be but shrug
I already have reported though. Just have to wait until some mod get back to see.
@odd inlet can I see the 2d texture of what your trying to change color in
it most definitely is
sure!!
should i send it here or dms
Here is fine
If idk how to help renfrew is here
I dont really mess with those textures, lasso and fill tool / with adjust isn't really good for that
this is the original
My best guess is trying to select all the textures you want to change, HSV adjust them to the color you want. But might take a bit and can be tedious
Ren probably has better advice so id listen to them
Pretty much just make Hue/sat/value filter layer and mask only the part where you want to change the color.
I dont think they know how to do that
There's probably a document or guide somewhere you can find
Search about "Adjustment layer" for photopea if you're using that app.
idk what bug this is how can i fix this
tysm!! ur a lifesaver fr
Is that vertices? Select your mesh and go to edit mode and send a pic
give me a bit ill brb then!
Usually it's vertices that got weight painted to the bone they shouldn't.
a pic of what exactly im sorry im jsut not sure
this?
Yeah, which looks normal so check your weight paints like ren said here ^
ok ty!
there is no wheight paint
Doesn't look like you're in weight paint mode.
i think i am (im sorry im pretty new to this)
Screenshot the entire screen instead.
Strange that it's displayed as black. If black means zero then you might have to check for every other vertex group as well.
ok got it ill send ya when i see something on the hand
ok yeah i found the problem and i think i know how to fix it tysm for all the help
Hi! Does anyone know the name of this avatar?
fixed tysm :>
nice!
Unity won't let me upload my avatar because of this thing, that I keep hitting Auto Fix, it says Fixed, but the error keeps coming back up.
And that's an error with Unity's default particle system...?
I don't even use particles on this avatar.
https://discussions.unity.com/t/texture-streaming-doesnt-work-on-particle-system/223981
Google is telling me that the particle system doesn't even use mip streaming, and if I click on the [Texture2D] Default-ParticleSystem, it just takes me to my root folder. Like, it's not there, Jim?
If you haven't already
Restart your unity
Reload the SDK
Check again
Did that twice, the error is still coming up.
Fully restarted my PC, too.
Also what kinda console is this??
Go look in your VRC SDK Builder to fix your mip streaming
It's the first time I've seen it, too. It popped up in the lower right corner as a new window when I tried uploading my avatar (I haven't updated this one in about 4 months, I went through and updated all the project components and only added one small prefab, and this is what Unity is doing right now).
Reloaded the SDK again. I see nothing about Mip Streaming in the Builder, only in that new window that pops up. Still getting the error.
This does, too, but I figure that's just the failure to upload.
There's that in the settings?
I unchecked it and tried uploading. Same error.
I really wanna know what this is, this is not the normal SDK
show all alerts rq
SDK alerts
your VRC sdk is reporting its fine to upload, are you able to just get rid of wtv the NDMF console thing is?
No, the window pops up upon attempting to Build & Publish. Autofix doesn't actually fix it. Uploading is immediately aborted by it.
I meant, can you just completely uninstall the tool you installed
I didn't install anything new to the SDK, just updated it to the current version.
I've uploaded the PC version already, now just trying to do the quest, sadly idk how to compress everything
That NDMF Console is not something I added.
It probably came included with something else, should try looking through your package manager maybe?
you don't have any error on the sdk that prevents you from uploading it, if NDMF isn't a dependency you can try uninstalling it and trying to upload again
Wait, I see where it is.
Id strongly suggest getting Thry's Avatar Performance Tools
Trying to remember if I actually installed it for any purpose, but on this avatar, I don't think so. Just going to punt it.
Whats that?
You def dont need it, from the description its just a plugin to help build plugins
Aye, it was probably from someone's ancient install ReadMe, before VRCFury and stuff.
Avatar performance tool, https://github.com/Thryrallo/VRC-Avatar-Performance-Tools
lower texture resolution or remove textures that aren't significant form the materials
if you see there's still a lot of memory and you don't know where it's coming from you may need to create separate materials for the mobile version since very large shaders like poiyomi contain a lot of hidden parameters that would take a lot of time to find and remove
Perfect for seeing what textures is taking up the most memory
Got it uploaded, woo woo~ Thanks!
anyone know what could cause my avatar to break like this in unity?
right where you are at right now, go to pose on the bottom of the left window, click on reset, the go there again and enforce t pose
I'm a moron ;w; it was "scene" wise, meaning the other 4 avatars were in the way
can someone dm me the test vrchat avatar its not in my files when i make an avi project?
right click -> delete driver
does anyone know how to make my idle animation static?
The one on the left is in game, but the one on the right is unity (duh)
After I stop walking it staying normal for a bit but then the legs slowly move.
I honestly am stumped on what to do.
(im using gogo for animations btw)
do i change both of these?
i dont know where the idle is it
but
the normal afk has 2.
one normal the other slowed
ive deleted the slowed one and just kept the normal speed one
Hello, I'd like to explore the creation of an avatar, but it seems the Creator Companion is only available on Windows (whereas the Unity Hub is cross-platform). Does anyone know itf there is a way to make it run on Linux?
I tried with both Wine and GE-Proton but it seems broken... :/
im trying to upload a vrc avatar but it needs a actual shirt is there ANY way to mold a shirt to fit the body? other then blender its way to difficult
You could look into armature link with vrcfury
Assuming your asking how to have a shirt auto rigged, takes a bit to mess with to get right
But honestly rigging and setting it up with blender is usually the better route to learn
blender is too difficult i literally just need a shirt lol but yeah the shirt isnt for my avatar so would armature link help me have it fit my avatar
im really confused.. i reset my pc recently and the first time i installed ios it worked perfectly fine but now i cant build in ios this time around for some reason? and when i try to forcefully change the build to ios in the unity hub it boots me into safe mode.. please help
check build setting in unity and grab it from there
now im even more confused as to why its saying i dont have it installed.. but ill see what happens when i try to install from here, thank you
the installation seems to have failed
i may try to just uninstall my unity build entirely again and reinstall pc only, then go from there after i open the project again
ok so i tried to uninstall and reinstall unity.. but when i tried to reinstall it failed so i restarted my pc.. and then when i opened unity hub again the build was there even though i uninstalled it.. so i tried to just open the project and install ios from there and it worked.. dont know why that happened but at least it worked
Unity moment.
why is this texture file not applying properly?
my avatar's glasses are supposed to be cornflower blue
but for some reason they are purple and even in unity this occurs too
Have you made sure that the glasses are using the correct material?
no
all the other textures applied like normal
what do i do to fix this?
hello, im having a problem adding these slides to my model, its separate from the outfit anf when i add them on unity theyre fine but when im on vr they kinda just clip n float
3,000 people and no replies
How did you apply this texture to the material?
i just opened the file and i thought it would magically apply
and it doesnt
Of course it doesn't.
nvm fixed it
You have to create material for the glasses, assign the material to the glasses, and setup the material to use the correct texture.
Hey guys I’m just looking for a bit of help to make the heel foot of my avatar in to a flat foot when I toggle sneakers on
thanks, at least i know a little bit about unity
Did you do armature link on it?
It's mostly the same for blender too.
how would i do that again sorry
Use something like vrcfury armature link component.
What is "face tracking emulation" and how to use it and what exactly is "face tracking limits"?
How do I make my avatar heel feet in to flat foot? For adding shoes
i got it ty
I need a bit of help, for the past few hours I've been trying to fix this and I think there's something wrong with either the suit's rig or the VRCFury components
I'd have to get a better look quickly
Any idea on how to take care of this?
I'm still new to avatar creation so some advice would help
can someone please help me get the vrchat test avatar fbx
How do i get the png so people can see it and it’s not transparent. I tried with one thing but it said it’s not compatible.
try this:
- create a second texture that's the same as the first but all black
- make a new material and use this black texture, but set the shader to
VRChat/Mobile/Particles/Multiply - add a new material slot to your mesh renderer, and drag this material into the first slot
- make sure the render queue on the material is lower on multiply than on additive
ive never had this issue before idk if its a vrc bug. but how do i fix this. my avatar shows in uploaded in unity and on the vrc web, but wont show on the game???
Nevermind, this has been resolved
Review your SDK Alerts and make sure all seem fine
I'd also check your animator, check "All parts" and make sure its empty and on top
I'd also just quickly make sure your avatar does appear in play mode too
I feel like I know what the problem is but I can't for the life of me remember what the solution was
the only alert that pops up after upload is but i add a thumb nail when i upload?? an it shows on the web as well
Hi all - I'm hoping someone can help me add zoomies to my avatar. To go fast. I tried a box collider slightly behind me - (like with flight platforms) it no do. Can anyone help me? I don't want to add gogogo loco ._ .
When you try to load it in VRC, does it let you load it and you just appear invisible?
Why not gogoloco
Just strip it of everything you dont want
no like its not in my uploaded avis but it just shows in unity and on the vrc web
On the web, does it safe "safety check failed" or anything?
Personal reasons that involve lore o- o Gotta keep it out of my project. I can open a new project and import an avatar and set up gogo and then rip it apart and then see how it made. But I'm hoping someone nice can tell me the fundamentals of what it's doing. o- o
I'm now more curious what kind of lore you have that makes it so you cant use gogo loco but uh, other then that I'm not sure
help me out and earn it 
it doesnt im at a lost
Show me your hierachy real quick
I'm afraid I have no idea how to accomplish that type of task
i got you
Add in Av3 emulator and run play mode to see if it works, it'll give you access to run expressions and etc, just make sure all your expressions/toggles works
expressions are not working in play mode
Click on the avatar in your hierachy and take a ss of your inspector
( And does the avatar go into a bicycle pose when in play mode with av3 emulator on?
it doesnt go into a bicycle pose
I'm assuming your new ?
Not trying to be mean or anything, but want to just make sure
no ive just never ran into a issue like this before
Okay, well your avi descriptor is well
A mess?
Make sure your Avatar under Animator is connected to your avatar to your body you are uploading
You have 4 prefabs there, you should get rid of the ones you are not using
Expressions on the bottom should be opened up and made sure they are set to the correct menus
If you have already uploaded the avatar, you shouldnt need to detach the current blueprint ID but sometimes the old blueprint ID is connected to the original avatar owners upload, so doesn't hurt to detach and re-upload once your sure
Another thing you could check, is finding your FBX for the model and reviewing the Rig tab -> Configure and looking through the bones just to make sure all are there and good to go
Most look like this
Heres a good example of what the bottom of your Avi descriptor should look like as well
It's important that you check these and make sure all is aligned,
In specifics for the Expressions
Menu - This should be your MAIN menu, aka the menu that when you open your green radial in game, and click expressions, the menu that holds all sub menus
Paramaters - Your main paramater that holds all parameters for the menus / animators
( Sorry for the spam in the chat, theres just a lot of possibilities that could be causing your issues, ping me whenever you got smth @quaint wind )
I did have another idea if this ends up not fixing the problems
your alright im just reading and trying to fix the possible issues at the same time
Take your time, but real quick
You said the avatar uploads and even says its uploaded on the vrc website right?
yes
Okay, ballpark swing, theres a chance when you downloaded the avatar the previous owner did not change the blueprint ID,
It'll be under the avatar descriptor as pipeline manager
Looks like this
essentially, this is basically the line to your avatar, that code is your avatar, however if its someone elses code, your uploading the avatar and updating their avatar
im trying that now ive detached it im re uploading her if it doesnt work then i will inform you
Yeah, once its detached, it'll reset the builder tab in your VRC SDK, remake it as your own, re-upload, and let me know! 🩵
( Pls ping me to update me, I'm on red to get some stuff done so a ping will get my attention
it works now thank you T^T ive been struggling with this for like three hours thank you
Does anyone know how to make a guidable particle? For example, turning/rotating an object (like your hand) changes the particle's trajectory while the simulation space is set to world. I've seen it done on some avatars but i have no idea how to replicate it myself.
🩵 🩵 🩵 🩵
Enjoy your avatar!!
ty ^^
I'm trying to upload an avatar to test, I've already done this once before about a year ago but now it's saying that I can't even though I've played VRC for a while and am trusted. Does anyone know what's going on?
Would it be possible to change the volume of an audio source on your avatar through a slider in the expressions menu, or not?
If so, how would I achieve this?
I haven't created avatars since 2021. This "VRChat Creator Companion" does it have a lot of bells and whistles or does it just install unity and the SDK for me instead of me just manually installing unity myself and downloading the SDK separately?
this is an error if you press reload sdk or restart your pc it should work
aye aye! thank you! I'll try that!
I think it's working! Thank you! <3
It does that, but it also has good project management features, makes it a lot easier to upgrade the version of Unity or the SDK your project is on, if you ever need to, among other things. If you can, use the VCC. It's much nicer than trying to use Unity Hub and the downloaded SDK. (I'm not sure if you can even download the SDK by itself anymore?)
some of the packages like fury needs CC to work as well
Oh didn't know that
yeah sadly
I dunno, I just recently got a new PC, i don't have unity installed on it yet and i'm currently trying to rescue my old files, i thought the source files for my old avatars were gone. Which was half-correct as i can't find the blend files (yet) , but the unity asset files were just vibing on one of my external hard drives.
as long as its repo you should be fine
if you have never used CC before i suggest going straight to ALCOM faster and more lightweight then CC
sorry, unitypackage, not assets
pardon?
these abbreviations are foreign to me
File Repository. repo
I meant CC and ALCOM
CC is vrchat's Creator Companion
ALCOM is a 3rd party but a lot of people that made packages like poi shaders suggests using it
faster
I see..
I guess right now i'
damn enter key.
I guess right now i'm mostly just trying to save what i've found, i found a folder called "VRChat Avatar 3.0" which i think is a unity project and i'm not certain how to recover it as i haven't used unity in 5 years
acutally there is a folder inside called "projectsettings" so i suppose it's safe to assume it is a project
anyone have the assets needed for a working pistol?(basically the pistol rig that is used on most call of duty avatars) I am trying to make an avi
???
Ok my post was deleted, thanks
So first time developing in Unity, bought a model off of Booth (OH it was probably the link I posted that deleted my post), Noiz, and none of the bones appear as capsules in Unity nor do they work in game. What am I missing here?
bones never have capsules, you are probably referring to Physbones. it looks like you grabbed the FBX and put it in your scene, which will not have anything on it. that's just the raw 3D model
check the package for either a scene file (.unity, unity icon) or a prefabs folder
does anyone know the name of the addon-
xD
anyone know how i can make these work on my avatar?
Can be as simple a toggle for a sword/axe, but could be complex when doing things like guns. I'd recommend starting off with toggles and learning what you can for more specific functions.
i can do toggles but the weapons animate and transform out when equipped and thats what i dont know
Do they have the animations already? Is it a prefab?
That's very odd. I'm assuming they weren't intended for VRChat. You'd have to make animations and set them up in your FX controller
anyone know how I could make this gun work with a fist gesture only when it's toggled on?
I don't know what the assets are and could be wrong. Might be worth doing a little research into what exactly you have as it still could already be mostly setup. The idea that they supposedly have controllers but no animations suggests there might be more to them.
i tried asking in the TF discord but nothing
For the transition to fire animation, have conditions that check for is toggled on and fist gesture
The place you got it from could provide info on how to use them. Are they from a store page or just random stuff you found?
i found it on vrcmods
Don't use that site. Ripped/stolen content that could also very well have malicious stuff inside.
the page says they are animated and transform
what site should i use?
Places like gumroad or booth
ok
I swore I didnt need to come back here but I am so annoyed, Unity is just the worst. I had wasted a bunch of time in my day finally hoping to get this project done, so I finish modeling, rigging, weighpainting, and then go to upload it to unity. But it wont stop giving me errors that my dumb brain cant process, as I have NEVER done any coding in my life and am new to unity. Ill show below the problems
Difference: Unity VS Blender.
I was messing around with the texture to see what is wrong but it didnt help, the dark limbs and pieces ARE the outlines, and if you zoom in you can still find the base pieces inside.
I cant tell if this is a unity OR blender thing
Going to upload it to see if Unity was just being funny but it wont even let me
And I have no clue what these errors mean
Google is NO help
Well you can't use unsupported shaders on quest
So this is likely because your normals are backward on the black pieces, in blender you can flip them back around
Your issue with uploading is that the shader you have isn't supported on Quest. You can only use the shaders VRC provides you.
I used toon lit for all these pieces, Ill try to fix it
Thanks for the advice
Also, it's very common to get frustrated when learning things like Unity. Don't be too hard on yourself. It takes time to learn these things
Yeahh, learned that the hard way with blender
I've been doing this for work and I still fuck it up sometimes
You're already way ahead of the curve for making avatars if your getting into blender. Most people wont touch it lol
Blender is a mess
Okay so. I fixed it say this in all caps happy and gleefully because I cant
lol
blender is great
Okay Ive removed every other material in here and its still giving me an error
I guess Ill just save and re open sigh
It still sounds like the model is using some embedded material, where you haven't change the material out yet.
Weird..
It isn't about exist material assets in your project.
Search t:renderer in hierarchy and look into all the shown renderer.
is it possible (via Goco Loco or anything else )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?
With gogoloco, no, it doesn't have this capability.
You might have to use VRCTrackingState behaviour to switch between tracking and animation for body part.
is that addon free?
It isn't an addon. It's a part of sdk.
does the tracking only limit to pipeline or webcam tracking?
or this also includes like where your looking via mouse?
What do you mean pipeline?
the name of the webcam tracker algorithim or API. I forgot what's it
I think MediaPipe
Tracking is any movement that vrchat avatar system give you, and the opposite is animation that comes from avatar animator controller.
and does this work with Goco Loco poses?
or it can only work alone?
It likely is going to conflict with gogoloco.
so I have to do poses and the headlock with VRCTrackingState alone?
or do I HAVE to remove Goco Loco from my avi?
Do the opposite of how you install it.
More infor about tracking control https://creators.vrchat.com/avatars/state-behaviors#animator-tracking-control
"Do the opposite of how you install it"
so basically remove Goco Loco completely?
Just reverse the process until you reach the step where you add to the avatar in the scene.
okay
but before I do that. I need to fix another issue
Everytime I sit down in any seats in the world, my avi suddenly goes or clips too low. This is happening in all of the worlds, is there a way I can fix this?
Use gogoloco to adjust sitting height.
but I can't have Goco loco if I'm gonna use VRCTrackingBehaviour, you said it'll cause conflict
Adjusting sitting height isn't a straight forward and easy process. The main idea is to make animation to move avatar root position up/down according to parameter from radial puppet.
Okay but if I do that, then I can't use VRCTRackingState
so there is no way I can have VRCTRackingState and GocoLoco on together without much conflicts?
Not an easy way of course.
can i upload the same avi within the same project for me and my friend? like just changing the account
I explained how gogoloco does it in the previous message.
man that's a shame...
I was hoping I could make the head move around but keeping the body lock so it looks more natural
guess I can't
You can if you actually gave it more effort.
well I ahve no knowledge on Unity editor, period.
so I need alot of help which I"m most likely not gonna get cause no one really bothers for this
alright well before I edit the avi
in VCC,is there a way I can create a duplicate copy of an existing project? as a way to backup? (Ik it has "create backup" but idk where the backup is even stored or how to access it)
The backup location is in the vcc settings.
and how do I use those backups?
They're stored as a ZIP
i got these wings from booth but not sure how to get them working
Does it include install instruction?
no
wait
it did, just didnt understand since the file is Japanese
instructions are also japanese
just translated and i need something called littoon
ah its a shader
how can I tell it to locate me where exactly this is located?
like if you double click on it, it usually sents you to where this is belongs to
I have too many stuff in Unity
You should just click it once and it highlight the object it's animating.
If you mean the material properties, you should look in the material settings after you select the object.
but where?
I don't wanna go through everysingle one of them
clicking it doesn't show me which material it is in the inspector
You could guess from the property name. It's _MainTex, so it's likely is in Main Color.
why is the scene camera not working in gesture manager?
Because it changed to Game view. Change it back to Scene view if you want to fly editor camera.
face expression is stuck on this. And switching to a different expression doesn't work immediately and takes time
This is my animator. the one labeled "4" is mine, the one with "3" is how came with it
I noticed that my transition has 1 arrow instead of 3 arrows. but that's all I know
If the transition is delay, that means you had Exit Time option enabled in the transition setting which is on by default. You have to disableit.
3 arrows means there are multiple transition between that 2 states.
I get a warning if I do that
You need at least one condition.
I did that. its still stuck on one expression
Did you add the correct condition?
i did AFK is true
just like the other transitions
left image is original
right image is mine
There are multiple transitions showing here.
anyone knows~?
so what do I do to make that happen?
As I said before, the 3 arrow means there are multiple transition between that 2 states.
Just do "Make Transition" between 2 states again
still happens
it gets stuck on one blendshape
Did you do it correctly?
I can't tell if I did
this one is mine
this is the original
could it be the timeline that's different?
or the "Settings"
Did you see actually click on other transition in the list to see how it's setup the condition?
Oh, no I didn't knew I can do that
how do I prevent splitting too many "close" box in the bottom
I'm trying t get only 2
Lower transition duration.
I'm having trouble trying to understand how this works
my model has a blush that only works with some of the expression. But the conditions here doesn't make any sense.
This is how its setup I didn't change or touch anything. Could anyone explain to me how this is working for some of the blendshapes?
here I have multiple expression toggles. for Toggles3, only the blush works in here for some of the gestures
that's how its setup
but trying to reverse engineer this, I'm lost
I have this edit of an avatar and it didnt have a fx and parameters so I added them, tho the wings still refuse to move, am I missing something?
hi, thanks for your answer!
I actually already found this, but the app doesn't work for me, I'm having this issue: https://github.com/vrc-get/vrc-get/issues/2319 :/
I need help uploading and editing a avatar can anyone please
DM me if you can help
I also need a help to upload avatar 😠if anyone can help me, pls dm me!
so the texture on the hair is transparent
how do i turn the color to alpha
like this for example
Am fr struggle with these
the important bit was turning on the "Cutout" rendering mode
By default, you're using the Opaque rendering mode
this doesn't care about the alpha channel at all, and every pixel will render unconditionally
Cutout mode uses the final alpha value to decide if the pixel should draw or not
I've seen that "missing the class attribute" error before, but I don't remember what actually caused it
Possibly a non-MonoBehaviour class being attached to a game object anyway?
What happens when you clear the console?
Do any errors remain?
do you have Dynamic Bones in this project for some reason? Or an outdated SDK?
yes
show the errors you now have
Hello,
how can I emit just one particle by a trigger?
like for a gun for example
Easiest would be to use a particle system that doesn't loop, plays on awake and emits exactly one particle (as a burst).
Toggle the object on/off to shoot
Look into "buffer particles" - I don't have a tutorial handy, but you have to have two particle systems, one that spawns another that's not a child of it.
(otherwise the in-motion particle will be disabled when you turn of the system)
For a gun specifically buffer particles are great yes. They allow you to fire particles and toggle the particle system on/off rapidly without deleting the particles fired before
exactly
this technique scares me
i've crashed the editor by having multiple particle systems target the same system as a sub-emitter
I prefer to use a parented sub-emitter. The parent particle system has an extremely high emission rate, but is only allowed to emit one particle at a time
and the particle lives for like 0.2 seconds
i animate the emission rate from 0 to a big number for 0.1 seconds and then stop it
dunno, worked just fine for me.
I just make sure each system emits only one single particle.
this is what I thought.
I think I'll keep it simple for now ^^
the crashing happened when they were both trying to emit lots of particles at the same time
I was hoping to use many sources to feed into a single large particle system
praying for a state machine behaviour that fires a burst
can you not animate that already?
Anyone know how to fix this
"this"?
Look at the image
I see the image, what about it do you think is wrong?
I have no idea what you are trying to do here
The head is not post to be like that twin ðŸ˜
can you explain what you're doing?
Hold up
i guess the mouth deformed a bit?
if so, the weights are probably wrong (e.g. the mouth area is weighted to the neck bone)
or even to the chest bone, etc.
Hello.
I have an issue.
I got an avatar by one of my friends after I asked them for it. I have it uploaded aand it works perfectly on PC. However, on Quest I have no textures and it gives me this error alert: (Picture)
Can anyone tell me how I can fiix this?
-# I am very new to avatar stuff ._.
On quest it is just pink...
You have some material that's using an incompatible shader.
it may be one swapped in via animation. You'll have to find it and change it
The unity pacage my friend gave me only has those materials:
okay...?
uhhhhhhhhhhh
Me stupid
Me not know ._.
sry
II would ask my friend, but he is at work so he can't help atm
Most of the tutorials for converting to a mobile-compatible avatar will show this, if you need visuals.
textures aren't a problem
as for affecting either version - I don't know how your project is setup, but you can use quest-compatible materials for PC, just not PC for quest. Often people will make separate materials for each version, with the appropriate shaders.
uhhhhhhhhhhhh
Okay so when i turn my head it like squishes
I'll take a guess and say it's bad weight painting, but I can't tell for sure from the information given
if the neck bone is selected in that image, then the weights are very wrong, indeed
well idk how to fix them\
most of the head should have zero weight from the neck
is that the neck bone?
let check
the image is cropped so we can't see which bone is selected (it's displayed at the top of the window)
seems the head bone is
oh, okay, then that's fine
I'm guessing the head is incorrectly weighted to the neck or chest bones
Its when i rotate the neck
if the head squishes when you rotate the head bone, probably it's also weighted to some other bone. It probably should not be.
heads are usually pretty rigid
You can find out by selecting the Neck vertex group and seeing if the head is still red
if so, you'll need to get rid of that weight. set the Weight slider to zero and then paint over the head area to make it dark blue
yeah, your neck bone shouldn't touch your face at all
Okay
It should affect the neck area
Is there any easy way to find all my animation clips. I’m getting a warning in my sdk saying there’s missing or empty ones, but I don’t even know where to locate them. They aren’t in any of my folders from what I can see
You'd need to look at each animation state in the animator, to see if there's a clip present. If what you're reading is a yellow warning about this, it's probably not a big deal, but you can make an empty clip (I call mine null) and drag it into the states.
Yeah, it’s a yellow warning 
I’ll look through my animator
yeah, so weird -- nothings really out of place there. I'll just disregard it i guess
check all animators
what is the exact warning?
I'll screencap it
I think it might be in my gesture layer? I'm using gestures made by someone on booth
they made an empty clip already
by the looks of it
you don't have to worry about this error unless the avatar isn't working properly in-game
Alright ill need serious help from this point forward
Before I get started theres one last thing that needs addressing
The eyes
So i made a mesh that by default gives him this expression on his face
But when i go inside the game that mesh completely dissappears
How do I fix this
you'd have to figure out why it's happening first. does it happen in play mode in Unity?
the play button at the top of the screen. use an emulator like AV3 Emulator or Gesture Manager to simulate in-game effects while in the editor.
you can watch and debug while that's happening.
you don't have gesture manager or AV3 emulator in the scene
I checked it before starting the project
no, you added it to the project, not the scene.
How do I add it to the scene
there's an item in the menu somewhere, I don't use Gesture Manager personally so I refer you to its documentation.
It worked
But now here's the weird part
Im not allowed to move this mesh. Anywhere
How.
what do you mean move?
Change its position
no I get that, but how are you attempting to do this?
in the editor, via animation, at runtime? explain.
Are you in play mode?
Yea, you can't do that in play mode. You can move it when in edit mode.
Or make an animation which moves it in play mode
okay....
I got an idea
WHAT
So i can move stuff in play mode except that one mesh in particular
kinda depends on what it is, what's controlling it, a bunch of things. Also, if you do manage to move a thing in play mode, that movement will not be preserved when you exit play mode anwyay.
This shouldn't even be possible
Unless shape keys are getting in the way of it which is impossible by itself since during my process of exporting the fbx the shape keys got deleted
Shape keys being deleted in the FBX export is likely due to an un-applied modifier which couldn't be auto-applied at export time. Such as subdivision surface or mirror.
Shrink wrap
Yep, that one too
you'll need to apply that before exporting
and before you ask, I use this tool: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
it usually works.
Its not that I cant move it.
It literally resets itself
This is the only mesh that does this
I'm not sure I understand what you're trying to do here
im editing an avatar and it has gogoloco ingame but i can't see it in the avatar unity screen.
how do i see the hidden toggles and stuff
"hidden" toggles?
Would anyone know how to do different poses on avatars or have any tips? I’m trying to figure out how to go about it and haven’t found much on it yet
like gogo?
No. For example, like if I’m standing, I don’t want the normal pose, I’d want to have my arms crossed. Something like that
Im trying to push it forward
Ohhh
It got pushed way too far back
Ah, you'll probably have to build a base locomotion controller for that
Do that in edit mode then
In the clip I did
Unless you mean you want to actually animate it.
No. Im trying to put it back to its original position
Idk why it got pushed back during play mode
is there an animation affecting this somehow?
That's all I can think of, I don't see a constraint there
There shouldn't be and idk how to check
The animations got deleted too during the fbx export
You may not have included them, or may have the import of animations disabled - but blender ones don't matter, it's the ones in unity which do matter.
Did you create this avatar yourself?
Yes
oh, then if you didn't purposely make an animation affect this, there probably isn't one doing so
This model has zero shape keys. Zero animations. This things empty
how is that part even attached? It seems to be under the armature
it's definitely not a skinned mesh renderer either
Just like the hair and eyes and the rest of the head. Its parented to the bone
is it a mesh object in blender that's a child of a bone or something?
or did you do that in Unity
i used armature link and the shirt distorted itself anyone know how to fix it?
The head bone specifically yes
ah, not at all the way I'd do that. I'd weight paint it to the head bone instead, making it a skinned mesh renderer.
Is the top meant for that base
yeah
Fiddle with the settings for the link
Should be align the position something like that
What did you do at 0:18?
It looks like the object could be moved before that point, and could not be moved afterwards.
I was trying to select the mesh that wouldnt move
wym settings for the link
But I was in the wrong spot
The eyes are fine. In fact every thing is fine
oh, so you hit undo to reset the eyes before selecting the other part of the object
gotcha
That means there is an animation controlling the position of that object.
Note that this animation would not have to have been made in Blender.
That shouldn't be possible. Is there a way to delete it in unity?
you may have accidentally created an animation for that object at some point
Quick question, how do I detach a row of physbones from my avatar? Like scarf that you can rip off of someone and then take with you.
Look at the component there are settings you can change
you are looking for the "Armature Link" component; you'll have to edit the prefab to change its settings
For a quick sanity check, rename the object
I wasnt trying to
This will break any animation that's trying to control it
If you the position stops changing after renaming it, then that's the problem
I was going to do all my animations in blender and then slap it in unity
(rename the object in Unity)
If theres a animation in unity somewhere I dont know where to look
Have a look at VrLabs they have some stuff in their website for that
Its called eyebrows now
Since thats what they are
Are you now able to move the object in play mode?
I would exit play mode, rename it, then go back into play mode
I'm actually not sure what happens if you rename an object while the animator is already running
I imagine the animator has already found the object and won't look for it again
like in the inpector? i dont see anything\
I'm asking you to:
- In edit mode, rename the object
- Enter play mode
- Try to move the object
Now the hat i can't move that either. But its fine because its in the right place
I already looked at those but I don't think the packages on there are what I need.
Take a screenshot of it
that means an animation is controlling the position of the object
Are you currently using the Gesture Manager or Av3Emu to preview your avatar?
And the hat still does not move after activating the Gesture Manager, correct?
No. But thats okay since its right where it needs to be
Okay, so that means that one of your playable layers has an animation that controls the hat's position
I would want that to stay put at all costs
(and the eyebrows' position -- but that animation is now broken)
screenshot the playable layers section of your avatar descriptor
this'll show me where to look next
Ideally, you don't want to have rename random objects to break animations you didn't want in the first place 😉
Do the same outside of play mode.
okay, so it has the default playable layers
that means that you don't have an FX animator controller that could be animating those objects
Idk what those are
they're different sets of animations
Base is for your locomotion animations, like walking
FX is used for most object toggles (and most animations, really)
That explains why he can walk
However, your avatar is being built with VRCFury. That means you could have a toggle somewhere that's trying to position those objects
it like kinds almost did smth
You can quickly look for these things by searching the hierarchy for t:vrcfury
This will list every VRCFury component on your avatar
you may also need to uncheck Align Rotation and Align Scale
alternatively, it just has weird blendshapes on
that does kinda look like an "unzipped" blendshape...although it is a bit exploded
okay, so there's only one on the root of your avatar
show me the rest of the inspector for the "MR (1)" object
IT WORKEDDD thanksss
scroll down to show the rest of the inspector
Those make sure that the object attaches right if it's not aligned properly – but they also mean that you lose any adjustments you've made
So if you've customized the shape by moving the bones around, you want to uncheck that
hm, that shouldn't be doing anything
Well as long as the eyebrows work the way they're supposed to i will do just fine
the Toggle component doesn't have an object to turn on and off, so it should just do nothing
I always try to figure out what's causing weird behaviors, since it can be a good learning experience

