#avatar-help
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They shouldn't actually do anything unless you put them in an animator controller/VRCFury toggle/etc.
but it'd be a start
Click on your model prefab and go to the "Animation" tab in the inspector. Are any animations listed?
You might have accidentally recorded an Action in Blender, and that would've been exported to Unity
That shouldn't be possible
Let me examine
e.g.
|| last question do you know how to make a physbone jiggle more? there is a butt physbone a little too stiff ||
go in play mode and mess with the settings; you can move the Gesture Manager object around to move the whole avatar around
Idk what im doing ngl
Ill have to figure how bright the eyes need to be to stop them from looking like that but other than that
Hes ready
Now its time for me to get some serious help
Ive been waiting for this
I want to create a toggle that removes the hat entirely. Exposing his hair underneath
Any advice on how to pull that off
Dont worry about headchop ill do that later
Depends on how the avatar is setup. Could be as simple as turning off the hat mesh
the VRCFury Toggle component can do that for you
in fact, you already had the Object Toggle action added
you just need to point it at the hat object
i tried messing with all of the basic settings like stiffness and stuff but the way the but moves doesnt have any like normal jiggle or fun movement ig? any suggestions
Yep, that'll do it.
Jesus this is simple
Fury does make simple things like toggles pretty quick and easy
Right now, you have no Menu Path set
So the toggle will not show up anywhere
nope its gone
If you make the menu path "Clothing/Hat", you'll get:
- a new submenu called "Clothing"
- ...which contains a toggle called "Hat"
Fen TvT?
Since I know how to animate
I got a question
Is there a way to make a default idle animation instead of mr. Basic over here?
Like make an animation on blender and slap it on unity
I actually have not done that before.
Yea if you have animations on your FBX, they will show up in Unity. You'll just have to copy it off of it to use it
In this case, you'd actually need to make in Blender โ Unity can't record humanoid animations in-editor!
try very small values of Pull and Stiffness
I've found that a lot of the interesting range is squished near zero
I wanna personally thank each and every one of you
You were more helpful than any one else
I wouldn't have gotten this far if it weren't for you
I was so desperate to get this done that I was willing to waste thousands of dollars on it
Knowing I could do it myself. If I had the right help
fellas, need ur opinion on hair, what can be added/improved (colors just for visability)
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?
Only thing we can make out from your image is there are some states and transitions. One of those transitions is conditional with the condition FaceType equals 1. So the only thing we can say is that it seems they might be doing different faces depending on what that FaceType value is.
Not going to know much more unless you provide more info. How much do you know about animation controllers?
not at all. I'm new to this
here I have multiple expression toggles. for Toggles3, only the blush works in here for some of the gestures
that's how its setup
so basically all of the left hand gestures except Rock&Roll and Gun triggers the blush
but ONLY if its set to "3" in the radial menu you see here
bruh why does vrc's documentation never specify the actual important stuff, like it says colliders are allowed on avatars but mesh colliders, nahhh
would anybody be willing to upload a couple avis to my acc for me?
i reset my pc a while back and dont have any of my unity stuff set up anymore
i know how to do it im just not in the mood it set it back up
That's fair lol I have no idea how to use unity
if you want i can redownload stuff and teach you?
if ive got a reason to redownload it i will lol
Yes please I tried but I didn't work lol
I made an Animation in blender and I want it to be a emote for my avatar, how would I go about that? Note: I have VRCFury
first, get the animations into unity. I found a reddit thing here on how to do that.
i have a toggle controlled by animation it used to work but not when i toggle it it flickers on for a second then goes off but shows the toggle is on
Fury has nothing to do with this really. Once you get it into Unity you can copy the animation out of the FBX, turning it into a .anim file
ah, should have replied to SkippyLucky7, sorry
how did you make the toggle?
it was a avatar i downloaded
did you add or change anything with the avatar?
did you use vrcfury to do anything?
i sed vrcfury for other toggles and that didnt break them
the weird part is in layers other weapons are in the same layer as the broken ones but the others still work
does your avatar have this component on it?
where would i find that?
click on the avatar and scroll in the inspector
it has it
what is it set to? (auto, force on, etc)
auto
set it to disabled
that'sa n interesting thing to do.
sometimes creators utilize wd in weird ways that vrcfury thinks is broken.
the toggle just going for one frame and then stopping sounds like a wd issue
wait, now that I've read the message, why even have that component if it's disabled?
so it stops asking
okay. I figured you'd just delete the component.
(I don't use this, simply curious)
don't delete the component. it will re-add it on upload
the weapons appear but now they wont disappear
what will, fury?
ok, lets investigate further. lets look in the fx and see what wd state the previously broken toggle used
click on the avatar, and in the inspector scroll until you see the FX. double click it to open it
im in it and on the layer with the weapons
then, find the layer that has the toggle that was broken. click on one of the states and see if WD is checked or not
its ticked on
they go back to turning off when turned on
yes, it will. It doesn't know that you deleted the component. On upload, if it detects both wd on and off anywhere in the controllers, it will ask to fix it, and then add the component based on your answer. If you delete the component, it will just ask again on the next upload and it will keep asking every upload until it sees you don't want it to ask (ie, it sees the component set to disabled)
hmmm
what about the rest of the fx, do other layers have wd off?
ok, so i assume all the arrows are checking for the same parameters, right?
or else they could be overriding each other
they are the same
ok, do the working states have wd off or on?
on
so enable wd on the broken states
oh wait, it was on.
ok hmm
and you didn't mess with animations, or anything? and nothing else is touching the parameter?
no
I think there is another thing that causes this sometimes, its something about making the state self-transitionable. I have to wait for my avi to upload so I can look further
ok
check the transition arrows
damn that's a lot of prefabs
dont talk about that
they are the same
hmmmmmmm
damn im kind of stumped
Something you changed must have done something, because before it was working right?
did the wings install with anything? like a prefab with vrcfury or modular?
i had to use MA Bone Proxy for the wings
are you using both MA and Fury?
huh, that's certainly a choice.
the wings wouldnt work without it
I'm less familiar with modular, but usually modular and vrcfury get mad at each other
the guns dont use vrcfury
ctrl + d the avatar, and remove the wings. Then see if the avatar works.
just do a test upload
my other weapons use it since i added them
i tried using a dupped version and it has the issue too
the duped version with the changes removed?
so something permanent in the project was changed in some way.
Seems like it
is it using the same fx?
the changes you made to the fx would be on the old and new avatar, so the changes would stay.
What if I import a new one into a new project?
the toggles that aren't working, did you do them yourself? or they came with the avatar?
They came with the avatar
did you add your new weapons to the same layer?
No
so that layer is untouched basically?
Yup
did you use the parameter anywhere?
No
since I don't know much about modular and how it changes the fx, and I don't know what changes you made really, I don't know where to go next with the debuging process. I guess you should start a new project, reimport the avatar, and use gesture manager. Make the same changes one by one, and check the avatar in gesture manager to see if the toggles still work. Once they stop working, you know which change broke them, and then we can find a way to make that change differently to work with the toggles
unless you need to modify the animation, you should avoid duplicating it
otherwise, every time you want to change the animation in Blender, you'll need to delete the copy, make a new copy, and then fix all the broken references
I'll do that
I don't know why that's really relevant, but sure.
oh I see, I replied too fast ๐
"GunHand" and "MedigunHand"?
It's a Mimi avatar
i'm asking if those are the broken states
Yeah
show me the entire inspector after selecting a transition into a broken state
vs. a transition into a working state
Ah, Can Transition To Self is on
Compare that to any other transition
I bet the others all have that turned off
I bet they do
the first image for pistol is a working one
the first image does not have a transition selected
that's an animator state
transitions are arrows between states
"Can Transition To Self" determines whether an Any State transition is allowed go from a state to itself
If you leave this on, and the transition condition is met, you'll constantly enter the state over and over
darn
this assumes that the animation isn't a single frame, of course
you'll probably want to turn that off for all of those transitions
if it is, then it doesn't really matter if you're rapidly entering the state over and over
You should still disable it, yes
you want to enter the state and stay in it
rather than spamming it over and over
i disabled it and nothing
that spamming it over and over is a good way to spike your CPU
you have to disable it for all of the transitions from AnyState
The issue would have gone away after disabling it for the transition to GunHand and MedigunHand
I need to go in a minute, but the next thing I'd want to see is what the GunHand animation looks like
vs. other working animations
when i turn gunhand on it flickers for a second then gone
i disabled it and the same 2 are still broken
all of them? or just the one
all
then there's some other issue still. I'd go into play mode (with av3 emulator or gesture manager) and activate the toggle while watching the animator to see what it does.
kinda depends what you mean by that.
how would i add my heartbeat to vrchat with my applewatch SE?
offhand, I don't
I see a whole bunch of hits on google for "vrchat heartbeat" - did you try there?
(such as pulsoid)
so like, full-body animations? try mixamo.com
"the good ones" seems to be quite subjective ๐
im a little confused on which ones lol , i saw something for hyperate and pulsoid and was scared away by the fact they even offer a subscription
okay...
the wings are the problem
so i have these 2 toggles and the way i have it set on the avatar the flare hand can be toggled when the grabpack isnt toggled is there a way to make it so i can only toggle the Flare hand when the grabpack toggle is enabled?
for context of what im talking about
this is VRC Fury, right?
up to you I guess
no idea about the VRCFury part, but what the error means is that the animation clip itself doesn't animate anything on your avatar
yes that is where you would add that
idk im just kinda trying to find a way to make it i guess depend on the grabpack toggle
if that makes any sense?
sure, it does - I can't help you with Fury, but I'd assume it can do this
Found out the issue, the wings even if I remove them the issue doesn't fix
Hi im looking for a friend to help me fix a bug when uploading an avatar to vrchat it looks fine in unity but then in game the boobs and skirt go all wonky im thinking its the physbones but the other physbones like the hair still work fine
Pls just dm me if you are willing to help ๐ฅน
you'll likely have more luck if you post some details here
I dont want to flood this chat tho would that be rude
Trying to setup an avatar that has gogoloco beyond on it. I don't know if it's that causing issues, but I looked at their documentation's faq/common issues and couldn't find anything relevant. Anyone know what's going on?
Removing those scripts causes way more issues when building
it's literally what this chat is for
seems like the prefab you are using requires you to install GogoLoco and VRCFury. Did you do that?
Ahhh gotcha, that's probably it. Wish the model page listed all dependencies
Thanks boss
But i dont know what my issue is since it looks normal when testing in unity
yeah it's really annoying when they don't
like in play mode in Unity?
Yeah using the gesture manager
yeah that likely reflects what will happen in game
Its normal there but in game it freaks out
Please explain or show what you mean by "freaks out"
sorry, which is "freaks out" here?
The right
ok.... what's wrong here?
The boobs and skirt are wonky
ok, I can see the skirt looks different, I'm assuming physbones
Yeah
But the hair and stuff are fine
I dont know what the issue is
Especially when it looks normal in unity
are there physbone colliders pushing the skirt away maybe? I'd think those would have the same effect in play mode
There are colliders on the legs and chest but again it looks fine in unity
Also the boobs are set to ignore
And the skirt is too except the leg colliders that i put in
Tbh i went to school for unreal engine and this is my first avatar so who knows what i did wrong ๐ญ
Yeah, not sure what to tell you to look at if it works fine in play mode - maybe an animation moves something around?
I noticed the default standing animation plays on top of my custom one to make the avatar look like she is breathing vould that be it?
Thats the only difference between play mode and in game i could see
But i couldnt find the reference for it
could be but you'd have to figure out how that works probably
Geez i figured if i just replace the standing with my own in the locomotion it would just work
Right?
haven't done it myself but I'd have thought thats how it works
Yeah and it does in play mode ๐ญ
I also tested by setting the locomotion back to default and it still does it in game
Google ai suggested putting a custom mask on all the layers in the fx to make it so it doesnt affect any bones there so i did that too
Really i only have one extra layer in the fx besides the normal hand gestures and its a simple blendshape to close my eyes when afk
That being said im using build and test and not publishing yet could it be a bug with that?
Or is vrcfury doing something to it when it builds the avatar?
oh Fury does a LOT of things.
How would i fix that then?
I don't really do fury and don't know what the problem actually is, so I can't suggest a solution
Well poop
possibly others might know though!
I will wait and see then
fury doing what?
that's the question
The boobs and skirt go all wonky in game but look fine in unity
looks like physbone colliders
yep, that's what I thought too
Can the collider settings change while being built vs in unity?
better to not use them for skirts
But then the legs clip
angle limiter will got the exact same and you wont have funky stuff going on with it
I have hinge limiter currently
How do i fix this with vrcfury (one has armature linked and one unlinked)
mmm did you have it on before having the physbone colliders
play with fury settings for the link
Yeah i added yhe colliders so the legs dont clip through when moving
Yeah but how so
Like in the main prefab itself or the clothes cause I tried and yet they all keep sticking together-
did you have the hing limiter
The what?
Like sitting and weird leg movements
Yeah maybe the hinge limiter was messing with the colliders
Try turning the limiter off
For the component fury armature link there are settings
I will see
I believe it's called align position
You need to uncheck that
Uncheck then all there's 3
Which root should it be on?
I have it on both the armature of it and also the prefab in general
But when I have it on the armature as well without the advance settings (which I didn't know too much about till now) the clothes would just be sideways or be on the ground
Wait no that's not how armature link works it shouldn't be in the armature it should be on the object itself
Link doesn't go on the armature
Yeah but then when I do that everything is immediately unchecked which leaves no real room for advance settings
And then it ends up with the clothes just being stationary again
Normally when i do it like this it works out fine but not now
Plus when i've tried having everything linked to their things (the dress to spine the shoes to hips etc) it all moves as one still
wibbly-wobbly, timey-wimey... stuff
But to do with armature link
It looks like the outfit is from booth does it not come with modular avatars
Im still wondering what it is this time
Its never usually like this
there is this thing tho-
I want to change the rock & roll animation to a middle finger when I preview the default animation it seems to only show the animation halfway through even though its a 1 frame anim, why does it do this, does it have something to do with how there are 2 V3HandLayer controllers?
Or am I misunderstanding something?
so i did some more stuff on it and i fixed the boobs by decreasing its radius but i just noticed that the skirt moves with the arms in the standing animation for some reason despite being set to ignore everything except the leg colliders and that would explain why its only in game bc the gesture manager doesnt show the merged default breathing animation that i still cant find the reference to in unity
it also looks normal in the little thing above the apply avatar so maybe its just an issue with desktop i havent tested it in vr yet
If it was made for that Avi then you blend shape link
I'm trying to animate a running animation and it works fine in unity but when I build and test, it freezes on the last frame. I created from a new animation since the proxy animations had a weird movement thing every time i tried to run the animation. Any ideas on issues or how to fix?
yeah i turned on overlay and its showing a physbone on the hands and when i jump the skirt goes to normal so its interacting with the hands
Weird maybe the armature link messed up
i figured it out!
i set the skirt to ignore transforms on the wrist bones and then turned off colliders for self
are you in desktop mode?
Question, I bought an avatar off someone but in order to use it i Need to upload it to vr chat and I don't have a computer to run unity on. can I pay someone to do all of it for me or is that against the rules..?
Oh and queue the bots
wut
Ask that question here https://discord.com/channels/189511567539306508/1204506421631393913
Delete that question
?tag scam
Hey ho ๐ I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. ๐
๐ซ Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. ๐ฎ
If you seek a creator, check out VRCTraders and follow their protocols strictly ๐ฅบ
(You will get DM from bot to verify your account upon join.)
๐ It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) ๐
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. ๐ฑ
I'm guessing you meant that
of course, sharing your login credentials is risky
Mhmm usually the person who you bought that Avi off of uploads them for free
i mean It's kinda new account so I don't have much to lose
maybe like my winter gun I got this last Christmas
is that important...
Love having stuff that's important but I can't touch for real
i just finalized an avatar and tested it ingame and I found a weird bug where the knees bend inwards while standing as if the avatar is trying to avoid pissing themselves
I already tested it in unity with the gesture manager and it showed no such pose
Knees need to have a slight bend to them for IK to work properly
Rigging
alright, i will give that a go and be back in 30 to post results, ty
While you're on it, do the same to the elbows
How does one make a follower on your avatar quest compatible? My unity wants to kill it with fire xDD
Hello
the constraints have been replaced with theh new VRC compatible constraints a while ago, also try the VRC Mobile materials. You may have to update your SDK first with the creator companion first
Just now seeing the elbow post >_<
actually just remembered that i have actual independent knee and elbow bones that are separate from upper and lower limbs so as to smooth out the mesh around those body parts when flexing, but never actually animated them for locomotion.
However I found a way to avoid animating them by using constraints. @proper depot You will want to check this out too.
I used blocks to illustrate the rotation of the elbow bones in conjunction to the rotating forearm. Just be sure to click the activate button on the constraints.
How does one make their avi quest compatible when uploading to the sdk creator? Or rather, edit their avatar to become quest compatible?
I just got a headset recently and want to use the personal avatar I made in quest vr
Select build target change to Android, resolve error, then upload the avatar as same blueprint ID
Ah gotcha, and many thanks there!
for the material, find the material you forgot to switch to quest mats. For the follower, do the 2nd auto fix first. This will replace the old outdated unity constraints with vrc constraints. Then, you can auto fix the first one, where it will remove the sphere collider and audio source (you just can't have these on quest and there isn't any 1:1 replacement component)
also, followers usually have a physbone for grab and then can also have physbones on the follower itself. Check your validations to see the physbone component and transform count to make sure you are within the 8 components 64 transforms limit.
@pine valley sorry to bother u again but all of the models are saying problems similar to this
this is a limitation of humanoid rigs: they can't deal with non-unique humanoid bone names
(even if the path is different)
Just curious if anyone knows why u vrchat renames the term Boogaloo to Bogeyman if u try to set that as the avatr name?
you could split the model into two fbx files, perhaps
that's probably what I would do in this case.
any idea as to whats causing this discoloration between unity and in-game??
is that in play mode in Unity?
noo, just scene
test in play mode.
while that loads... i changed the material previously to make it more metallic for golden boots.. i took off my edits, now she looks like that. i also tried copying the other material for it and pasting it over, then switching the texture, and that also didnt work considering it was a black matieral
playmode looks normal
ok good. So in game you have world lighting to contend with, in the editor you just have that one light, unless you use a tool like Hai's lightbox viewer to simulate that. I'd probably start looking there, in your shader settings.
i guess im just.. confused bc i have another version of her uploaded BEFORE i did the edits, and if i change into her, this world looks entirely fine with the boots
which edits did you do?
i just added a matcap
and recolored under the matcap
and the matcap is now disabled
1st version of the avatar in the same world^
Is it safe to open an old unity project in a new installation? I haven't touched Unity in years and i don't want to mess up my old avatars
if it wasn't using Unity 2022, when you switch it to do so, it should attempt to auto-update. You'll likely need to update the packages it used also, usually via VCC or alcom
The project is from 2021, I mainly just want to export the models from the unitypackage files, as i seem to have misplaced the original blend files
You shouldn't need to open it to get the model files, they'll be on disk
i fixed them!! ty anyways for the help kazin : )
oh what was it?
OH! god i'm fool
i just ended up grabbing another white material and switching the texture LOL, the laziest way
hah, nice
using goco loco
how do I change the sitting height default?
everytime I sit down in world seats, my avi goes too low
Unity itself would have no issue, but this would wind up upgrading some saved data in the project, so it'd be unsafe to reopen it in a 2021 version
and the project might depend on things that don't work in 2022
I don't have the 2021 version any more, i'm just recovering files from my old computer
ah, then it's not that relevant
but yeah, just grab the files :p
Make sure to also copy over the .meta files
This will preserve your importer settings and references between assets
Otherwise, Unity will think these are brand-new models, materials, etc. and give them new IDs
and none of your references to them will be valid anymore
So this avatar I uploaded years ago I lost the files for but I wanna go back and edit it. Is there a way to get the avi files from vrchat because I uploaded it?
nope that is very much against tos
vrhcat is not a place for you to store files to download from it later
backups handy
more generally, it is annoying to recover project files from a unity asset bundle
(you'd call this "Ripping")
so im trying to make a new file in my creator companion, and for some reason it wont let me. i had to move all my files to a bigger drive, but now all its doing is whats shown in the image. it wont let me make a new project or link an existing one. does anyone know what im doing wrong?
note that #creator-companion may be a better place to ask this
๐
dose anyone know why this sun fwuitcuppy model isnt working with its rig the top 3 are my problem
sounds like the humanoid avatar configuration is all wrong
click the model asset in the Project window, then go to "Rig" in the inspector and hit Configure
this is what it says
are you able to hop on a vc by chance
Before you click Configure make sure there is not a warning in that window
theres nothing
so what do i do now
I wanna make it mothe with the world and not a singular bone
If my avatar appears under where its supposed when i get in game but its only for quest whats the problem
You need to upload the PC side under the same ID as it
i did TvT
@pine valley so how should i fix this?
Does anyone know why my VRC CC is like, so unbelievably slow?
takes like 30 minutes to load the project management thing, so i cant upload anything because i cant update the SDK in creator companion ;/
I want to change the rock & roll animation to a middle finger when I preview the default animation it seems to only show the animation halfway through even though its a 1 frame anim, why does it do this, does it have something to do with how there are 2 V3HandLayer controllers?
Or am I misunderstanding something?
duplicate fist animation - change middle finger values ( or just copy it from another animation ) and dont name it proxy_ (vrchat will override them)
, these are mixamo animations so vrchat only have the 1 frame one since they cant host the full
i know it's a bit slow, but that's ridiculously slow!
the logs may have something interesting in them
How much storage do you have
And please do send logs
i got 1TB total and 160 GB spare :P
yessir ๐ซก
That's fine as longs as it's more then 5 to 10
do i js send a txt file?
sure gimmie a mo
i think this is the right bit-
proxy fist edit to middle finger , your values might be different (edit left if you need it on both) then just add it to gesture controller on the rock&roll state
(duplicate and rename vrchat default proxy fist
probably dont keep it in package folder either)
10.0.26200.0 is abit behind on updates, doubt it would mess up vcc tho
Sorry I should have been more specific can you please open your manage packages it's next to open projects
Ohhhh okay, ill uh do so on the one im currently trying to update (but its the same with seemingly all of my projects)
Huh weird you don't have a lot but the logs seem to be having a hard time loading them
Are you attached to CC or are you okay switching to a 3rd party
uhh ive been using it for like..a year by now ;w;
not sure either, it looks like it gets to the wholesome assets and gives up, but ive never had a problem before, like it loaded in a few seconds easy peasy
Maybe try removing it and adding it again to CC
Maybe it updated and it's got some corrupt files
Do you know where you got the logs
Theirs a file there called repo
You can delete that it stores the cash for your packages
It will be remade once you open CC again
Fresh file might work
Ill try the latter first
It uh seemingly hasnt done much
everytime i go to upload a quest avatar i converted the textures disappear when i enter playmode and get in game
someone pls help TvT
will do, and i appreciate all the help btw ^^
Update, all the stuff is updated and in less than like a minute which is awesome, and unity is currently opening so ill see how it looks when unity is done loadin
Alcom uses the same files as CC and it's more lightweight and faster
And everything seems great, thank you so very much!! :D
i'm having some issues with the animator track countrol
it seems to work in one sopt but not another when i have it set identically
the animation is triggering in the animator but why not the th tracking countrol?
this is how it's set up when it's working
and this is how it's set up when it's not
like does any state HAVE to be included for it to work?
even if it's just an on off switch?
dont use any state for simple on<>off , you have 'can transition to self' set default wich makes it hammer the state aloooot instead of once , empty states also does the same it will constnatly constantly look , i also dont trust 0 transition time seen that mess up
how do i dissable can transition to self?
als the example whare it works correctly also uses 0 transition time
there is no "can transition to self" option in the one that doesn't work
in fact the only one working is the one with can transition to self turned on
well even adding any state to the not working example doesn't work
wtf
increasing the transition time doesnt fix it, using any state doesn't fix it, using any state with can transition to self dissabled doesn't fix it, and setting ti up identically to how it's set up in an animation layer whare it is working doesn't fix it
Why is the recently used avatar tab constantly wrong now ???
i thought maybe it was the fact that the componet was used in another animation layer but even after disabeling it in the other layer it doesn't work
why the hell does it work once and then never again no matter what i try
oh f**k it i'm just going to shove everything into the one animation that's actually working
i have no idea why it only works on that one animation layer but that's how it is for some reason
how do i search for a vrc head chop component in the hierarchy
im trying to remove it from an avatar but it just wont go away, so i figure i must've somehow duplicated the component
Out of curiousity, can you real quick show me your layers tab
t:vrcheadchop or smth close to it
I could be wrong, 1 sec
Alrighty, was just making sure, give me a few to read previous chats and I'll see if I can help
For making an avatar quest compatible, what do I do for it? Do I hit it for Android? I'm guessing there's some extra steps involved too
Iโm trying to upload an avatar. It says it failed and โAvatar Validation failedโ. What should I do
Uncheck windows, check android, it'll change some stuff and will change your warnings to match what you need for a quest upload
Show your warnings
Ah gotcha, and it should still remain compatible for pc as well? Since I made it for that first
Yes it will!
Yes, aslong as you keep the same blueprint ID
Ah gotcha and thanks!! And where is the blueprint ID at? So I know not to mess with it and ensure it remains the same
You need to fix all of those
Howโฆ
Your uploading to a quest build but using shades that arent the standard vrc shaders
Ill explain a bit better in a second when im upstairs
It's not letting me select the Android option for my avatar in the builder
Trying to help a friend with a problem they're having with an avatar they're making for me.
The head of the avatar in vrchat is slightly tilted, from what I know in unity and blender it's fine, it's just in the game itself that the head has this tilt.
Face accessories don't have this tilt, just the head base. Anyone how how to fix this?
Is the reason my avatar isn't quest compatible is because it's not optimized enough?
you dont have quest support installed on your unity
I do not, I'm guessing I'll need to get that downloaded then? That's an odd on I can get in the creator companion?
oh it does
you just dont read
Fair enough, I do tend to miss things and this is sorta my first time doing this stuff for creator companion
been making an avatar for a couple and the emotes i put are not showing up
Not exactly sure on what I need to get fixed now...
the topmost error in the SDK panel needs to be fixed before uploading
standard isnt supported for that platform
Ah gotcha, so I just need to get that adjusted then
Which is the shader issues and pixel highlights? On the follow up, how do I get that fixed?
find the mesh using that shader and swap its material with one using a shader under VRChat/Mobile
might not be easily visble so you can select each mesh individually and just go to their material's dropdown in the inspector to see if they're using an incorrect material
Ah gotcha, finding all the different stuff I need to fix right now
And that worked!!
can anyone help me im having a toggle issue for my quest side of my pc+quest avatar, im on pc and for quest users the toggles for the quest clothing arent toggled unless i wear a specific outfit on the pc side, how can i make it so the clothes on the quest side are always showing without me needing to switch my pc avatars clothes?
make sure you use the same avatar parameters list for both avatars.
i want to make a toggle that changes each of these blendshapes to 100 individually, i have tried for way too long
yo can i get some help
please don't ping me for help. Just ask your questions, perhaps someone might answer.
how can i prevent an animation from looping?
make sure the looping checkbox on the animation clip is unchecked, make sure the animator stays in the state rather than looping back to it, such as it might do with AnyState transitions
anyone able to help with this?
loop time is disabled and it stays in the state but the animation still loops in vrchat
does it go back and forth between these states? if so, check your transitions
i allready did, it's not looping between the two states and it can only transition if an aditional condition is met
okay, not sure why it'd loop then.
it's looing while staying in the one state despite the fact loop time has allready been disabled
unless there is somethign else i need to dissable?
how do i fix this?
is that a boundign box?
or a collider? Provide more detail please.
i think its the boundary box
I'm trying to make a Parameter using "FaceType"
but this dropdown menu doesn't have that parameter. what do I do?
add it to the parameters list
it is the boundary box
if that's the bounding box it means your avatar takes up that much space. what is it you want to fix?
i want to fix the boundary box
fix it in what way though? what do you feel is broken?
where and how?
the list is in that slot at the top right of the image you pasted.
as for how, the documentation on this part is here: https://creators.vrchat.com/avatars/expression-menu-and-controls
the box is too big for my small avatar
and my avatar is at the top of it
Is your avatar not located at 0,0,0? Perhaps its origin is not there?
or it has some part/asset/whatever that's huge?
its at 0,0,0 and has no assets
okay, it's not clear from just the pic what's wrong
it does this when in play mode and in vrchat, thats pretty much all i can explain
im looking at the rig in unity and it does this for the left toe?
google isnt any help
would giving up be the best choice rn?
Throw it in blender, click on the armature and see if theres something wrong with the bones down there
Giving up is never the solution
ok
in edit mode, blender shows nothing under the avatar or armature
i checked many times and nothing
@scenic ether sorry for the ping but heres the model in both blender and unity, i checked for anything under it and nothing
Zoom in on the foot thats bugged out in blender
Are the bones properly parented and connected?
check the bone roll for each humanoid bone, it should be 0 for all except maybe fingers/toes
bones all work correctly
Check what kazin said above, they'll most likely be able to help you better then I can
how would i check bone roll?
click a bone in edit mode, it's in the item properties
the bones all seem to be in the right position
changed a setting in export and now he just lays down
why dont my vrc fury toggles save, they turn off randomly and when i switch back into my avi
there should be a setting in options when you add the toggle
so i assume i should do save between worlds, and is there anything else? does use global parameter mean using a parameter ive added and then maybe i can make sure those are all saved or do i not need that
i think save between worlds is what you need and the 2nd part im not sure
ooo okie okie if anyone else knows please lmk! :o
im gonna try to explain this the best i can, but why when i add a physbone component to a root bone with a bunch of child bones does it only make the ones with more than 1 single bone have physics and the rest dont work? you can see here theres a physbone component on my root bone, and theres a couple little bones in the feathers, all of which are supposed to be there but theres a few lower feathers with nothing. they are children of the root bone and should be showing up. yesterday i did it and it worked as intended with all the feather bones showing there and being physbones. idk if that makes any sense but im confused
Why bro pulling this when testing lmao his whole body turns the opposite direction lol
Probably the model local orientation is opposite or bone sides are mirror left-right.
Is there anyway to fix this issue?
Verify the issue and fix in blender.
damn i forgot
Hello. Does anyone know if the avatar collider capsule stays the same size for all avatar heights? And if yes, how tall is it?
Also, what is the maximum height difference (for example for stairs) that an avatar can walk over (so like max height of a step)
Hi everyone, Iโm still relatively new to avatar creation and could use some help with Poiyomi Toon.
Iโve been working with the particle glitter settings, but Iโve found that the default shape presets are limited to circles and squares. While Iโve successfully imported a custom transparent PNG into the particle hierarchy, Iโm struggling to get the effect to 'stick' to my avatarโs jacket. I want the glitter to stay fixed to the mesh rather than floating or moving independently.
Does anyone have advice or a tutorial recommendation on how to make custom particle shapes behave as a fixed texture on a specific part of an avatarโs mesh? Any guidance would be much appreciated! #avatar-help
Hello. I'm using Gogo Loco via Modular Avatar, and I noticed that some poses aren't resetting when I re-enter the game and are starting to break. The Vrcfury version works fine, but I need to install the MA version. How can I fix this?
how do I have it so this white circle in the middle doesn't have to be flat for the eyes to face forward?
Is there a specific reason why you can't use the vrcfury one? I usually use vrcfury for gogo and toggles, and use modular for outfit setup.
So, you are using poiyomi or a particle emitter to do the glitter?
Because if I use vrcfury gogoloco, the hand animation movement system won't work
So is there a modular avatar prefab for gogo? Or are you making your own?
Yes, it exists, and the problem I showed in the video happens with all avatars
Is there a video tutorial of how to make armature bones on vrchat. im trying to make a tail to have bones (physics), but it wouldn't stick to the armature no matter what i do.
im sorry im using poiyomi
No apologies needed, I'm getting home soon I'll take a look at poiyomi soon and see what your talking about
does the tail have its own armature? make sure you put the physbone componenet on the tail bones.
so it seems poiyomi toon glitter is working as expected for me. Does your shader package need an update?
I used GIMP to make the background of my image transparent, but I think thatโs where I went wrong because Unity wouldnt let me drag and drop the file. I probably should have left it as it was! It has been a 46-hour saga trying to figure this out; I couldn't find any clear explanations on YouTube, and the AI I used previously was misleading. Youโve been a lifesaver thank you, and be blessed!
Don't even bother with AI with tech support
I right clicked your image and saved as a png, and it worked for me
but yeah you don't really need to remove the black background when using additive
You can't make bones visible without external script.
you can't see the bones in unity. If you add a physbone though, you can see where the bones are by looking at where the physbones show up
as long as this is clicked on (blue) you should be able to see physbones
it was just a tiny misunderstanding that ai couldnt explain but atleast it said it was possible thats why i didnt give up. but again thanks alot. this will my new spot incase i end up in some other trouble. though i wonder why youtube is so shallow with avatar creation topics and most are even outdated. i wonder if the issue is their isnt much content from the creators or the alogarithm just buries new videos cause of views
honestly just skip the AI and come to discord. you will get more helpful information from real people that actually have the ability to understand and process information. AIs are word generators. They sound really human but thats because they are really good at generating words. They can't think or understand what they spit out.
noted
I fixed the problem. i just needed to weight paint it xd
AI basically is like if you took a person and gave them infinity time to arrange shapes to get the most points. Each shape has a different point value, and the different order of shapes gives different point values and such. The person can arrange very high points giving patterns of shapes without understanding anything about the shapes or what they are actually communicating. Now, get rid of the person, and program something to arrange and check shape value combinations. Thats AI. It doesn't have the capability to understand that its communicating at all, let alone what it communicates. So many people think AI can do all these things that it doesn't make sense to have an AI do. Don't worry, CEOs make alot of money to make the same mistake, except their misunderstanding of AI is currently driving ram prices up and causing increasing energy costs in the neighborhoods surrounding data centers.
My avatarโs legs are glitching and randomly flipping. It never happened when I tested at home, but on the stage, it sometimes just goes bonkers. It might not be super clear in this GIF since I cannot recreate it at home, but you can see the legs suddenly flip (looks like a faint shadow as it is very fast).
Any idea what I should look at?
hey anyone know how to get VRC SDK off my screen the top right thing i cant seam to close it normally I'm new at this
You can click on the panel window to focus and hit ESC key.
Not the same issue, but I was able to recreate this at home.
I made this using an online 3D model generator. This doesn't have a clean mesh. So, deformation is wild... But my current issue is that it just feels unstable and bends a lot when I don't expect it to. Like at the end of this video... it keeps on happening even if I am not moving.
Like in the gif above, the actor is barely doing anything, but the leg just goes bonkers, and sometimes it lasts for a while.
(Just pasting this from another server)
Iโm having this really weird issue where all of my avatarโs facial expressions work excluding the one for โopen handโ
Could this be a write defaults issue? Or maybe something to do with the gesture layer? Iโm also using vrcfuryโs fix write defaults but I donโt think thatโd break it since every other facial expression is functional
straighten bones (blender) probably wrong rotation
should be similar to that one
Thank you. I will check that out.
in the Animation box. how do I select the avi's Rig?
Cause I wanna do a body pose state through animation
Anyone have a clue
It also works w gesture manager
Just not in-game for some reason
The issue wasnt with write defaults, the gesture layer or OSC so Iโm honestly stumped. I also tested it by deleting vrcfuryโs gogo from the avatar and that didnโt change anything either

update: the bug was from using the default blink. Because it was the same blendshape that I used for the blink on eyelook, the expression refused to function in game. The solution was making a new blendshape specifically for the expression guh
anyone knows how to fix this..? i cant find anything that helps me on google 
4 of 25 red errors show, top ones are important , but you should get a newer av3 emulator is my guess
seeing as its in asset and not packages probably very old 
vcc
yeah, install it through the VCC to make sure it's up-to-date
that'll do it! VRChat sets those parameters through its own scripts (and that happens after the animator runs)
Eyes rotated backwards when in Unity's Play-mode.
Eye rotations are setup correctly. The eyes in-game are fine.
usually happens to me when I use the wrong eye bones or they're not set up properly
just go through the cats setup and replace the fbx?
Eye bones should be perfectly vertical, with 0 bone roll, and the head should be at the center of rotation.
not sure how i've set this up wrong, video goes through everything but I'm trying to toggle the particles above my avatars head. I like putting all the interactions at the bottom of my heirarchy, I know it's not the most optimised method but it's my main avatar and idrc :p it should still work, this is how I've always done it
Replace the FBX? Wdym?
This usually happens after I've setup VRChat setup, and go back in Blender, use the Cats plugin to Fix the eye rotation.
They are perfectly vertical and with 0 Roll
Anyone know the dimensions for a vrchat avatar thumbnail
4:3 i think
Oh, why didn't I think of your message as this ๐ซ ๐ถ.....
1200x900
Oo ok, tytyy 
hey, how do i export an avatar as a unity package, im trying to give it to my friend since i originally made it for him but now since he has a computer now i wanna give it to him for his use.
if theres only one avatar in the project you can use vcc backup all they would need to do then is extract and add as exsising project in vcc , otherwise right click - export as package < havnt done that in awhile
so blurry what other it'd need if any
when you do export as a package, make sure you don't include any add-on packages in the assets folder.
have your friend install those the proper way
Also it should be said that if you're doing this for a paid avatar base or assets, your friend will need to purchase those as well.
how do I include the Avi's rig to the animation?
I wanna do a full body pose
export the scene asset that contains the avatar; this will pull in all dependencies
loads of people have already explained but here's a little video to follow along :p
one reason i use vcc backup, dont have to teach anyone where/how to add packages its all just there
vcc will know how to update any added since they appear in [ manage project ]
I assume that omits the Library folder?
Is there a way to make a Hue-saturation-brightness slider?
I got hue working
But saturation and brightness override eachother
Do they do that when you change those properties manually in Unity?
I mean on the material itself, in the shader properties, not via your slider in the menu.
Then that's a feature or bug of the shader. But those properties do kinda work together
The way i did it is for saturation it goes from white to red, and for brightness it goes black to white
Hue is using the hueshift slider
attempting to get outlines for the bangs on my avatar's hair, but the outlines arent visible from the front. shown in the first 5 images are the hair, and shown in image 6 is what happens when i select the bangs and extrude towards the inside of the head then flip normals. anyone know how i could fix this?
using lilToonOutline, changing width doesnt help anything
for added context, im attempting to replicate this style of outline in the bangs (not the stencil!)
Itโs not paid. Like I said I made it specifically for him
Thx
Yep, was just saying just in case.
tried to replace albedo textures and this happened any idea what i did wrong?
something about the shader is broken, can't tell from this image.
how do I include the Avi's rig to the animation?
I wanna do a full body pose
what image would you need?
it's more that you need to investigate the material now.
hm?
i swapped an albedo texture and when in unity it looks fine but it doesnt work in vrc
i dont follow
Your material is broken, you need to investigate. Find it, look in the inspector, see if anything is off, feel free to paste it.
Test in play mode in Unity with gesture manager or av3 emulator so you can see what happens "in game" - it could be there's a material swap animation happening.
i cross referenced it with the previous albedo and added anything the old version had
there is however this
poiyomi 8 is pretty old, but ought to work
it means nothing useful - I recommend taking a look at the console for more details.
I see it talking about the blueprint but nothing else
this thing has been happening to me a lot lately, and i never know what i do that fixes it
Find the first 2-3 errors and paste them here
UnityEngine.Logger:Log (UnityEngine.LogType,object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object)
How do you lock a Held World Item to your hand during Emote Animations? I've seen people do it in Terrors of Nowhere where they had their Sword/Coil stay locked to their hands during their Emotes
ideally do a screenshot so we can see if they're actually errors and if you actually scrolled to the top ๐
summaries are fine, and clipping this message too close is making this difficult.
sighs.
Scroll to the top of the console, and screenshot the entire width of the console window, with the header, so we can see the first 2-3 error summaries.
Remember errors are red.
I need to bookmark this message
Its pinned here
oh! How did I not notice?
Yes, do exactly this, showing the first (i.e. at the top) errors.
That second one is a problem
In your avatar descriptor where you setup the visemes, make sure the proper mesh is in the slot.
(also to be clear, we asked for the whole console window with the scrollbar and the error count specifically to be sure we know we're looking at the root cause errors, and not some side-effect error)
Fix that one , sdk might not like it
I dont know where to find that
root of avatar, descriptor where you set your visemes
so my avatar keeps breaking whenever i port her into unity, no clue whats going on. the bones work perfectly fine in blender and i cant seem to find anything thats making it break. any help is appreciated
describe "breaking"
the face is messed up like the mesh is morphed
and the back is kinda arched compared to the blender model
the face could be blendshapes - try resetting them all, right-click the header of the list and there should be an option there
not sure what you mean by back arched from these pics
lemme send a pic
yeah check the blendshapes first
in blender or unity for the blendshapes? sorry im new to this stuff lol
Is there any documented way of doing this? I KNOW it's possible
unity
it's not really an avatar development thing, maybe try in one of the other support channels
How is it not? It affects held items.
The item locks to the Animated Hands of your avatar, I don't know how a World would allow a thing for a specific person
i pressed revert on the header but nothing happened
Ok I was guessing.
I genuinely cannot understand how my problem isn't Avatar related
I didn't say it wasn't, I said it wasn't avatar development related, which is what this channel is for.
Assuming you didn't do something weird to your default hand colliders, there's nothing else for here.
A good way to test is if it affects all avatars then it's not specific to the avatar.
so it might actually be the bones, just checked what the face looks like in unity and its pretty jumbled up compared to the one in blender
oh interesting - what are those face bones?
the ones in blender is like for the muzzle, jaw, tongue, eyes, the blue is hair and the magenta is ears
are they mapped weirdly in the rig setup or something?
i have no idea, how do i check that?
i got the model commissioned so i didnt rig it myself
that left pic there is in the rig setup, right? While that's open there's a list of bones, make sure they're in the right slots
yeah the left pic is the rig setup in unity, i set all of the stuff in the right slots but nothing happened so far
make sure you check the other tabs, like the head one
(and probably remove the jaw from its slot unless you use that for speaking)
oh you probably want the right eye in the right eye slot.
the modeler named the right eye left eye
wait does it mean like when youre looking at the model or if you were the model
if that makes sense
nvm hold on ๐ญ
sorry i got confused
so i removed the hair and this is what it looks like underneath
does anyone have tips for making gumroad clothes fit to a booth base model? i.e. weight painting, armature transfer and sculpting
thats a pretty broad request T-T
if you want help with weight painting, armature transfer or sculpting specifically I'd be happy to help!!
sorry i can refine it downif needed
that would be appreciated!
I mean lmk what you need help with- what are you struggling with specifically
Im trying to fit this compression shirt to a minase base i will assume that the shirt is rigged to a Akii base model
ive sculpted before but always turns out the weight is not matched so it clips and I'm having trouble at that point
okay, gimme a minute!! I'll just record a video explaining it, it's a lot to explain in text
my boyfriends asleep so im kind of whispering sorry!!
Basically
Step 1: Delete all vertext groups, if the shirt is rigged to a different base then none of it is really relevant unless it uses it's own bones (for physics)
Step 2: (only if it has an armature already) ALT+P -> Clear and Keep Transforms
Step 3: Delete All Modifiers (should just be armature)
Step 4: Add "Data Transfer" Modifier
Step 5: Use the Eye Dropper Tool to select your base mesh
Step 6: Under the "Data Transfer" menu enable "Vertext Data" and open the drop down menu for it
Step 7: Select "Vertext Groups" and change the mapping to "Nearest Face Interpolated"
Step 8: Apply the "Data Transfer" Modifier
Step 9: Select your shirt mesh, then your armature and click CTRL+P -> Armature Deform
Step 10: Test weights, if there's issues you'll have to manually fix them, I can make a tutorial if I'm awake and can be arsed :p
hope that all makes sense!!
currently trying to add this kind of shader to one of the eyes of my model, and not sure how. If i could get some help that would be awesome :)
Awesome thanks! no problem on that totally understand been there with my gf lol but I remember you you helped me out 2 years ago!
omg haha, I feel so old T-T
I've been doing this for over two years?
i hate to break it to you so have I
upgrade poi to get light volumes support.
when did poi get an upgrade?
since that version? like, a lot
I haven't really been on vrchat for like a year
I didn't realise T-T
I've been using 8.2 thinking it's the most recent :(
still dealing with this
what is the white circle?
worked like a charm just minor tweaks on the sculpt but I appreciate the clarifications!
I'm trying to update an old project using VCC and i'm getting this error, am i just completely cooked?
possibly try #creator-companion
okay
now just the weight painting... 
trying to do this with just one eye, do i need to create a whole new child for the eye?
does anyone know if theres any quest replacements for box/sphere colliders ? physbone colliders dont work ; its for a follower to switch between idle and run animations
nope, no unity colliders on quest
massive frown . quest is so lacking :/ thank you
only so much a quest can handle unfortunately physbone was a huge break through back in my day ... ๐ง
ill just have to tough it out until steam deck lol . or just play on pcvr now but the quality is pretty bad there haha
idk how to do that in unity but in blender just assign a different material to the other eye
that's how you do it
looks like a booth so they would use a single material slot and texture for both eyes that as far as my knowledge goes...
ah yes read way too fast there youre right on that
ive only got one face mesh to work with
im still new to unity and blender ๐ญ
that's ok - materials are applied to faces, you can have as many as you want on one mesh object (but ideally, don't, each one comes at an additional cost)
i really only need one for the eye i want to put a panosphere on
Gi've me a couple of minutes and I'll explain! I'm just uploading something rn
I'm assuming you've got the model in blender?
yes, i remembered i wanted to do it like almost the entire way through my model ๐ญ
ive been poking around online and i have a new material created for the right eye, i believe i did it correctly
i just have the base model before i made my changes in unity
but i do have the material made
my boyfriend is asleep so I have to whisper sorry!!
also sorry the videos a little hard to follow
I've been on blender/unity for like 10+ hours atp my brain is absolutely fried
sounds about right
so after this, im looking to put a panosphere with a galaxy texture on the separate eye
have you made the material? bc you should just be able to drag the new material onto the eye you want it on
after following my video
after dragging the new material on nothing changed ๐ฅ
just go over the video again and make sure you didn't miss anything
you should be able to just drag the material onto the eye and it'll work
like make sure you assign the new material to the eye in blender
i see what happened
i selected a bg layer of my eye on accident
one of the eye expressions
ah okay, well you should be able to just ctrl z to fix that
yeah im not getting an extra material in the list on the body
i have the actual material itself
but i dont have the separate eye
did you reimport
and did you export the fbx properly
I didn't show how to export the fbx
im going to sleep so good luck! the only thing I didn't show was how to export the fbx
if you could quickly just explain what to do in text i'll probably figure it out
file -> export -> export fbx, set 'apply scalings' to 'FBX All', under Armature uncheck leaf bones, overwrite your existing .fbx file
I like to select everything before exporting and then I enable "selected thingamajigies" bc then you only export what you've selected
saves you exporting things you haven't added to your model yet or the annoying cameras or lights
tracking countroller not working propperly, the animation plays but doesn't freeze tracking, this animation layer was working fine yesterday and the only thing i changed was add aditional animation layers
what might i have done to breake it?
Does the layer you added contains other tracking control?
yes, but after disabeling all other layers the problerm persists
What do you mean disabling?
well all the new layers at least
setting all weights to zero
i guess i should say im probably trying to make a mask for the eye, so i can have the panosphere in the eye itself
using poiyomi
that will
Zero weight still cause tracking control to run so it still interfere with your enabled layer.
like if it's the default state?
do you mind moving to dms?
yes
No. All the state behaviours are active regardless of layer weight. Weight only apply to how much animation value should that layer blend with all animation.
then what if i need it on multiple layers and that is the issue how do i prevent them from interfering with each other?
It depends on how to do thing.
?
i need the gesture animations to dissable facial traacking for certian expressions but i also need the facial tracking dissabled for some full body animaations
do i have to make a seprate dedicated layer that only dissables and enables the face animations and just work every condition through there?
because that sounds like a quick way to loos track of what's there and what's not
is there a way to control the audio's playback speed on the fly?
You could either make single layer that combine all the logic to run tracking control.
Or add additional condition in each transition in each layer to prevent state entering the state when it shouldn't.
Or you drive intermediate parameter and use AAP logic to use as transition condition just for driving tracking control.
but if i dissable a thransition won't it stay stuck on the previous state?
like stay stuck on or off? and it'd still interfere with other layers?
or does the countroller only activate once when it's entered?
Transition isn't "disabled". It just doesn't run. Tracking control just set the tracking state when that enter the state and it doesn't "lock" to prevent other tracking control trying to change it.
well i mean add an aditional condition to the second countroler
but i get what you mean
Correctly said, it doesn't stay "stuck".
Does anyone know how to fix a broken hue shift
depends on how it's broken
It won't change colors st all
which shader?
Neither the brightness
I'm not sure I'm still new to unity and blender but I have knowledge
look at the top of the material, it should be listed
huh, now it's broken in the oposite way
is there a way to control the audio's playback speed on the fly?
yah now it breaks on all the full body animations instead of the expressions
wait, i forgot to add the peramater on the expression layer too duh
yep, that fixed it
thanks
Y'all, what's happening?
Screenshot 1 is what I've set my contact receiver to listen for.
Screenshot 2 is what it gets transformed into as soon as I enter play mode (and, it turns out, when I upload to game as well)
(On top of this already being weird: 4 minutes ago, having changed nothing, "FingerIndex" was instead two fields, "FingerIndexL" and "FingerMiddleR")
What is the problem with it?
i accidentally closed tabs for the assets and the thing on the right how do i reopen it?
someone pls help
Under the window tab at the top you'll find inspector to be an option
hi i dont know if anyone knows how to fix this but my vrchat sdk is not lettim me upload my avitar to brchat its saying im not a high enough rank despite me being a known user
Likely temporary server issue. Try again in few minutes.
its been saying it for several days now ....
Had you been able to upload any avatar before?
only as a test version
That isn't uploading. Is this first time you upload?
yer
Have you merge account if you login via steam?
no i havent linked my steam do i need to do that ?
If you don't link, those 2 are separated accounts. So known user rank didn't apply to your actual vrchat account.
how about the bottom part with all the different assets
i dont play off steam tho i use the actuall app ans signed it with my vrchat login so basically i need to conect my steam to my account for my rank to updat to the sdk?
What is your in game name? Just checking if you actually have the right rank.
That's actually correct. Then you might have to contact vrchat support #vrchat-support to have them look into the issue where you don't have permission to upload.
ok thank you
Same thing. Just called project iirc
Can anyone convert a mmd vmd to unity anim here?
my thing was stuck on building avatar so i closed the sdk now its all grey
https://gitee.com/cmoyuer/vrchat-avatar-toolkit - vmd2anim, shapekeys you need to grab from blender
https://github.com/cnscj/mmd-camera-to-unity-anim - for camera to anim , but its abit wierd sometime
both pretty old now
vmd2anim yet to break on me
Thulen do you know much about gestures? You've always been super helpful so sorry if I'm buggin ya. The default gesture layer for the avatar just didn't do anything, and when I removed it to see if it worked it.. 'works', except the left hand does nothing, and whatever gesture is on the right hand gets mirrored to the left.
This is what the gesture thingy looks like
Oh. I was trying to explain but I guess I didn't do a good job.
I have specified that my contact receiver should listen on hands, feet, head, and fingers tags.
When I enter play mode, the inspector changes the tags for the receiver. Specifically, "Fingers" goes away and becomes replaced by... something else.
Earlier, "Fingers" would disappear in play mode and be replaced with two very specific fingers: Index-Left and Middle-Right. Seemingly really random. I want ALL fingers to be listened for, not just 1 random finger on each hand.
By the time I submitted this last post, though, the tags that were spontaneously replacing the "Fingers" tag changed. Now it's just "Index Fingers" instead. Still wrong: I want ALL fingers.
It's unclear to me why the tags are changing on their own when I enter play mode and when I upload.
VRCfury weirdness? Type scripts in the hiearchy search and poke around
Oh, hm. Could be. I usually trust VRCFury to be shockingly reliable, but maybe I'll give Senky a nudge and see if something has snuck under the radar...
I'll also often see a lot of strange setups prebuilt into avatars so.
You good with expressions or gestures whatever? I'm confused and getting grumpy ;w;
I just wanna fix this then get on and drunkenly yell at british people
It was in fact VRCFury. Apparently if you reclaim some of your finger senders using the Global Collider system, VRCFury automatically tries to exclude the reclaimed colliders from your receivers. Theoretically, to protect you from stupiding yourself. Buuuut in my case, very inconvenient.
I can just disable self-interact and it should stop doing it, but that's a bit of a bummer too. I'd still like to trigger my own receivers all the same.
Hey my random guessing worked again!
Now I just gotta figure out why the expressions are mirrored ๐ญ
ohno
best of luck. I'd take a peek but I am passing out in real time. It's bedso for me.
๐ ๐ค
Ah oki, have a good napp
You have to put layer mask for respective hands.
Can you show me what you mean :<