#avatar-help

1 messages · Page 251 of 1

ornate stump
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There are existing sample gesture layer called "HandsLayer" you see in the sample folder in Packages folder. So take a look in there.

hollow mountain
ornate stump
hollow mountain
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Well where do I put those layers? I'm a bit confused

balmy barn
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left and right shoul have masks so it only affect that one hand , vrc_AvatarV3HandsLayer have exsample duplicate it and move it you have a set up one

ornate stump
hollow mountain
balmy barn
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(and right mask on right hand already setup)

ornate stump
hollow mountain
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Ohhh I see

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Sorry, I've never messed around with gesture stuffs beyond a tutorial I forgot years ago because VRCfury came out

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Ah yeah there's just no mask.

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So i'd assume just drag and drop the sample masks in and that should be fine?

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Huh, when I open that it appears that VRCfury automatically tossed in its own masks upon upload?

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More confused now

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Aand now the masks are appearing despite not doing so before??

balmy barn
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id just duplicate the exsample one and those are in asset, vrchat ones in packages

hollow mountain
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So VRCfury made its own masks but double assigned the right one, while ignoring the left mask it generated??

ornate stump
balmy barn
hollow mountain
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Nono I'm saying that there are masks in there, which weirdly there weren't two seconds ago, but the masks are made by VRCfury according to their location being its temp folder. VRCFury seems to have generated a left and right mask, but applied the right to both hands.

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I put the left mask it generated on the left hand, gonna test upload and see if that fixes it

ornate stump
hollow mountain
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I'm confused, what's the problem with that? And I'll peek at it now.

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Huh, since I just test uploaded it before I saw that, I went back and the masks are.. gone?

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Yeppp

ornate stump
hollow mountain
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Left hand mask has both hands assigned

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Ohhh alright, that makes sense.

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Thanks for teaching me stuffs :3

gloomy bolt
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Hi, I have a problem with this outfit it work perfectly in blender and unity but just fall through the avatar when in playmode. Is there a way to fix this?

somber sequoia
gloomy bolt
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I assume it be just drag the prefab to the Avi and do the rigs in the prefab with dragging all the bone into the root

somber sequoia
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... what?

gloomy bolt
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I did all that unless i missed something

somber sequoia
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you'll need to be more clear, "do the rigs"? "dragging all the bone root"?

gloomy bolt
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i did these

somber sequoia
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oh that method

gloomy bolt
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I''m still new to this thing

somber sequoia
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so what is this, just a model file?

gloomy bolt
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I got the outfit online now i want to add it to my avatar

gaunt knoll
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Is it rigged for the Avi?

somber sequoia
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It looks to be rigged, if it has an armature already

gloomy bolt
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I have rigged and unrig

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It work with the base

somber sequoia
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I'd suggest using VRCFury's Armature Link instead of doing that method.

gloomy bolt
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hmm ok

somber sequoia
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(I mean, I would do this in Blender...)

gaunt knoll
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Also true 😂

gloomy bolt
somber sequoia
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okay

gaunt knoll
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Undo what you did

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Click on the outfit and slap on fury armature link

gloomy bolt
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It just this

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these works but not what i need to work

somber sequoia
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Seems like the body needs to be reshaped to fit under the clothing, or vise-versa.

gloomy bolt
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The rig did this so idk

somber sequoia
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Often the body has a shape key to shrink it. If not, you'll need to bring it into blender or similar.

gloomy bolt
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ook how do i do this

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Is there a yt tutorials for me to follow? I'm so lost with how to learn to do it

balmy barn
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ah yes the same image posted many times, cant be bothered to make a new scam ?

gaunt knoll
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Wait no it's changed a little bit

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Different angle on this one

gloomy bolt
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There is no guide on the internet that can teach me how to use shape key to fit the body in unityvrcTupStare

balmy barn
gloomy bolt
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I did do that

somber sequoia
gloomy bolt
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How do i learn when there no guide to learn itvrcSkull

somber sequoia
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there are lots of resources for learning blender

gloomy bolt
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is it forbidden knowledge? what's happening

somber sequoia
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no?

balmy barn
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just need to know how many wierd controls blender have

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if its for pc uv discards

gloomy bolt
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i know about blendshape

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but still confuse on how to use it to fit body in unity

somber sequoia
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you could shrink the body slightly under the dress.
Or you could reshape the dress to fit the body.

obtuse bloom
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i try to log in on discord like it sees the accent it wont work tho

somber sequoia
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?

gaunt knoll
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Huh

austere bay
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i'm being slow but i can't figure out how to have something be like "if blank parameter is enabled, blank 2 disables" if that makes sense

somber sequoia
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Do you use something like VRC Fury for these?

austere bay
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no, i don't like using vrcfury, i just get confused

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I like knowing what I've done so i can fix it if it breaks

somber sequoia
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then you can use the VRC Avatar Parameter Driver component on an animation state to set values of other parameters.

austere bay
somber sequoia
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I always encourage people to read all of VRChat's docs, this one is in there and actually documented well 🙂

obtuse bloom
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Can someone can help me set up unity to maby make avatars in the future

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?

somber sequoia
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feel free to ask questions here if you get stuck.

obtuse bloom
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Kk

obtuse bloom
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can we vc?

somber sequoia
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no, I don't personally do that.

obtuse bloom
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oh

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well idk what to do next cuz i got unity and the vrchat creator thang

somber sequoia
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you followed that doc?

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next depends on what your project is - purchased avatar package, bare 3D model, from scratch, etc, etc. You'll have to give us some clue here so we can provide more guidance.

obtuse bloom
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i might got the wroung verisone

somber sequoia
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you need exactly Unity 2022.3.22f1

obtuse bloom
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I got 3.16.3

fallow fiber
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can someone confirm this, is it possible to upload avatars quest compatible over 10 mb?

obtuse bloom
fallow fiber
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did they change it to become stricter than it already is? and when did it happen? i was able to upload something for my friend that was 40 mb

proven quail
somber sequoia
obtuse bloom
somber sequoia
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what says, when you do exactly what? Explain, provide detail, a screenshot might help.

proven quail
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The 10/40 has been hard limits for a long time. It's likely your avatar was 10mb compressed, and then you got the avatar within the 40mb uncompressed size

somber sequoia
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I don't use Windows.

obtuse bloom
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Nvm i did phone

kind palm
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I paid to have a custom avatar made but my physics don't work.

Best solution I can com eup with is it has too many dynamic bones. But I can not, for the 1life of me, find the Dynamic Bone Limiter in the options to turn it off?

Is that still a thing? I play on desktop mode.

somber sequoia
somber sequoia
kind palm
somber sequoia
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I think there's a converter in the VRChat menu in Unity?

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what is "in-menu"?

kind palm
somber sequoia
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no, you can't fix it in game

kind palm
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OK, thank you!

somber sequoia
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(assuming this is the actual problem and it's actually Dynamic Bones)

kind palm
somber sequoia
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It should be an obvious alert in the SDK's build window if so

kind palm
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Yes. I got an alert that it was too high quality

somber sequoia
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how vague 🙂

kind palm
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Look, I found the SDK confusing enough. Hahaha
There is a reason I had to pay someone to make this for me. I am very bad at apps I have never used before 😅

I have no idea what to look for or how to fix it.

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But I appreciate your assistance. I will tell my modeler what you said about the bones, maybe that will help

somber sequoia
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Yeah it always helps if you can share the actual error message with a detailed description of what action you just took. It's very hard to suggest stuff based on vague information.

kind palm
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I will make note of that and try to record the error if I do this again

somber sequoia
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the number of people who come in here and think something like "my avatar is messed up" is enough to go on is... surprisingly large.

kind palm
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Well, I honestly just thought I needed help finding the dynamic bones option in the menu. Thought it was user error. Something easy I missed. 😅
Wouldn't be the first time.

I had no idea that Dynamic bones were no longer a thing

limber bison
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how do I fix this?

somber sequoia
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Also the list of bones below the green man

somber sequoia
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oof, those are very poorly named, no idea what those 'bone' ones are.
Anyway, your rig must have, in this order:
Hips -> spine -> Chest -> Upper chest (optional) -> Neck -> Head.
And shoulder bones must come from Chest (or upper chest if present).
Names don't matter, but it makes things confusing if they're weird.

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it looks like this isn't too insane though, but I'm guessing on the names

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Also check to be sure the other tabs are setup right, like where the head, neck, and eyes are

limber bison
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so they need to be renamed?

somber sequoia
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Read what I said there

limber bison
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oh shoot my bad

somber sequoia
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np 🙂

limber bison
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well they all seem to be in the right order i just don't know why unity is saying otherwise

somber sequoia
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what's in the head section?

limber bison
somber sequoia
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ahhh, where's "fake head"?

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and neck?

limber bison
somber sequoia
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oh did you just rename those?

limber bison
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I just now renamed them so it would be easier to know which bone is suppose to be

somber sequoia
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in unity or blender? don't do this in unity

limber bison
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I don't know how to rename bones in blender

somber sequoia
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Also - in the inspector before you click the "Configure" button, make sure there are no errors, it'll have a message if so.

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Select armature, edit mode, double-click a bone name in the hierarchy, rename it.

limber bison
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there weren't any errors when i had it configured

somber sequoia
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okay good

obtuse bloom
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How do i add a model

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?

somber sequoia
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what is the "model" you have?

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like, what sort of file/package/etc

somber sequoia
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I mean the file type

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ideally it should be a .fbx file

somber sequoia
obtuse bloom
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Tk

vague cedar
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i dont know if this is the right platform to ask but i will since i get fast answers here i will anyway. i got this vroid studio avatar that ive downloaded as .vrm format. im trying to edit it in vroid editing section for futher texture editing, but it wont let me import .vrm when i press open. does anyone know how to make this work please?

somber osprey
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is there a way to control the audio's playback speed on the fly?

late wharf
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Tried everything please help

static crown
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Hello there. sooo im doing something a bit unorthodox?

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I am trying to push severla audio files through one audio source. Like with OpenSyncDance (the github one)

somber sequoia
static crown
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so far i;ve tried the assistance of chatGPT and copilot. because i didnt know anyone that has understanding. and im just at a bottleneck point. i literally cant go further.,

static crown
somber sequoia
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I personally have no idea how VRCFury's toggle component works

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but you put this component on an animation state, which can be activated with a variable, toggle that variable however you like

static crown
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that is the entire point to be fair.

this is my avatar atm. the dj stand is under World Constraint. and i have put the audio source i want to use on that. so i could put it in a corner in a world where im with my friends and just play audio. without needing to be next to it.

somber osprey
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is there a way to control the audio's playback speed on the fly?

balmy barn
# static crown

thats one old way of world constraints ratl we have much easier ways now, if you plan on using contacts to set a different audio you need contacts and parameter driver, otherwise is just a playaudio parameter = x play this, 0 would be stop (ignore random just use paramter instead)

blazing belfry
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I need somone who can create avatars.

I have images for references I just need it made and compatablr with meta quest 3

balmy barn
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well you will get lots of random dm/friend requests now, they are all scammers

static crown
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any idea?

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i still know github opensyncdance got it working on their own. i've investigated just "borrowing" that framework (this is a private avi) but it seems too difficult for me as im a noob essentially

balmy barn
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its just playaudio , parameter = greater then 0 play whatever is in that slot, 0 reset/stop

static crown
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i've been stuck on this issue for a few days. and im at a point where im just getting very frustrated

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the issue is. i am adding a DJ set to my VRChat avatar in Unity 2022.3.22f1. So far i've created the animations and made voiceindex states. I am using VRCFury with FX float to try and trigger the Voiceindex. I do see Voiceindex being activated but i see several things missing. My animations are within ASSETS. yet when you select anything in the hierarchy. I can see one animation. not the rest. meaning i dont think the avatar recognizes their existance?
I have tried the assistance of chatGPT and Copilot but so far they're just getting stuck on one point.
i did manage to get something else working that didnt use audio source with chatGPT. the goal is to put several audio files through 1 audio source.

this might be important info for anyone wishing to assist me. as these are steps that i've done under the guidance of the AI

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i understand that i might be doing something difficult but i'd really like to get it working

somber sequoia
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I'm kinda guessing that much of that is because you're using fury for things

somber osprey
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is there a way to reduce or get rid of the Unity world light?

I wanna test the emissions in the editor

somber sequoia
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Hai's Lightbox Viewer is a good way to test different lighting situations in Unity

somber osprey
somber sequoia
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Yes, it's a third-party utility

balmy barn
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easy testing of emission, but its all word dependent anyway

somber osprey
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*world?

somber sequoia
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as in world lighting can affect what your avatar looks like

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including the audiolink

balmy barn
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postprocessing/bloom is all world setting, some have none , some you'd glow like the sun in and better have a radial to tone it down on your avatar

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old shaders can also do that where they just appear as bright light

somber osprey
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now the tutorial is confusing

I made an object, click the 3 dots on the transform. But I don't see Lightbox viewer

balmy barn
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put av in 'object to view'

junior crag
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physically cannot figure out how to make this a grabbable object ive tried so many tutorials

subtle talon
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hii i'm wondering if anyone can help me. i had to adjust the rig on my avatar so that the slope of these shoes would work, and that's working fine but now when i'm in VR chat my foot is halfway in the ground... as it should be based on what it looks like in unity. you can see where the ground line is highlighted in yellow in the screenshot. is there a way to adjust the Y position of my entire avatar? i tried adjusting the root but it didnt change anything when i logged into VRC. is there maybe somewhere easy in the rig to adjust it?

junior crag
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im not great at this im extremely new, but could you try changing this in the avatar descriptor?

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@subtle talon

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it should change colliders

junior crag
somber sequoia
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You should probably be doing that in Blender, not Unity.

vestal sand
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Hi, so i made an avatar that got spider legs, i want to know if there's an option other than the vrc contraints that could make them work like with Final IK but for quest users

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if you're wondering what i mean by spider legs, it's like that

somber sequoia
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there's a discord specifically for critters like this - "Virtual Limbs" - probably the best place to ask that. Are you a member?

vestal sand
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no

somber sequoia
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DM me if you can't find it and I'll give you the link.

vestal sand
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ok

manic copper
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I need help uploading an avatar - it says this an says build failed.

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My friend is trying and it’s not working

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It just always says build failed

indigo compass
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Also Shift+Windows+S for screenshotting in windows.

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It is barely readable in photo form.

manic copper
indigo compass
manic copper
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Yes

left gull
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scroll up and screenshot the topmost 3 red errors

manic copper
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In the console or sdk

left gull
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console, if theres errors in the SDK those would also need to be fixed though

manic copper
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There’s no other red errors in the console

left gull
# manic copper

this screenshot also isnt showing what you should be, errors would show at the top of this panel aswell. what you've got show is performance rank stuff not errors/warnings.

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if theres nothing in console and nothing at the top of the SDK panel then id save project + scene>close>reopen project and attempt upload again as it might be unity being buggy

manic copper
balmy barn
manic copper
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I’m new to Unity so I’m not much help….

blazing harness
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my blendshapes broke like crazy, anyone know if this is easily fixable in blender or am i screwed since i dont have a backup?

indigo compass
blazing harness
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oooo ill have to look

indigo compass
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Assuming they still look the same

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Or have the same UVMap

leaden jetty
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so we have a filtering question- we're too lazy to make clothing for this avatar rn, but it's also just kind of... a blank starry void, there's nothing to reveal by not having clothing. is body shape alone "suggestive" enough to warrant a filter or is it fine? (we feel like the image spoiler isn't super necessary here, but better safe than sorry)

indigo compass
indigo compass
indigo compass
leaden jetty
indigo compass
obtuse bloom
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How do I turn on the toggle wheel thang wen i make a avatar

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Ye

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How do I get it

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And apply it

bold vapor
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what type of blender file would be best when starting from scratch on avi??

somber sequoia
somber sequoia
bold vapor
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like a sculpting file, or like a general one

somber sequoia
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there's no difference in file type for that - you can start however you want

blazing harness
somber sequoia
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some people like to sculpt, some like to make polygons and reshape them

bold vapor
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k

somber sequoia
bold vapor
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I'm just new to blender and vr chat so.....

blazing harness
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Yes 😭😭😭😭😭😭

somber sequoia
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huh.

blazing harness
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It's BROKE broke 😭

balmy barn
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Thats a do-over , or restart if its minor shape propogate but whenever entire face does it rip

obtuse bloom
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Tk

shadow trellis
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Someone can help me 2 find this model of Bendy by InkyPop ? I have maybe friend who can upload it for me :I

foggy tiger
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Nvm I'm gonna ask in the proper discord

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Okay nvm I'm banned

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Does anyone know how to to remove the FT/ET from the nardo 3.0? or should I just remake my whole avi from the FBX instead of the prefab

somber sequoia
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is it not just a prefab on the avatar root?

foggy tiger
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I dragged in the prefab which handles a bunch of toggles and animations by default

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I'd have to figure out how to do the interactions myself but maybe remaking the avatar from scrach would be easier than removing the stuff that came pre-setup

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This whole chunk is just for the headpat and eye poke interactions because eyetracking and facetracking overwrite those I think

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It might actually be easier to just remake those from scratch than to remove the FT checks

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I just kinda wanted to optimize my avatar a little more and have no interest for getting (or using even if I get) eye or face tracking

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The 3.1 did release so I could just remake my avi with the updated base from scratch instead since I'm stil on 3.0

bold vapor
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would anyone be willing to help me learn to make an avi on blender?

junior crag
manic copper
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Me again..... why does the avis hair do this in game? i didnt touch it in unity.

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all the long hair options do it

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the drawstring on the pants do it too

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??

round comet
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Might be an issue with your physbone settings

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Probably the gravity

manic copper
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is that hard to fix

round comet
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Not at all, no. You’d just need to select the physbones and adjust the settings

manic copper
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idek how to do that... im dumb

somber sequoia
odd inlet
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is there a way i can make the lens see through for quest users? or just remove the lens somehow?

somber sequoia
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you could certainly delete the mesh there

stiff shoal
odd inlet
somber sequoia
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edit it in Blender, delete those faces.

inland gyro
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anyone know how to fix broken outlines like this where each strand on the side connects?

onyx geode
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no matter how many colliders i add the hair still goes through the neck/body (ignore the arms i disabled the sweatshirt so its easier to see)

sharp blaze
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Does anyone know how to make one toggle change another toggle with vrcfury
Example an asura avi I want his arms to be toggle able but I don't want 100 toggles so I would have toggles like L Arm,R Arm and a 3rd toggle that "upgrades" them but the upgraded arm only appears when the arm toggle is on so say you have L Arm on and the upgraded arm you would only have 1 Upgraded arm and the other would be off unless you turn it on (sorry for the yapping just want it to make sense)

little plume
somber osprey
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is there a way to make a radial puppet that'll play certain audio depending on which percentage you're in?

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e.g 10-20% play audio 1
20%-30% play audio 2
30%-40% play audio 3
and so on?

timber wharf
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@somber osprey sure just anystate==(float>.2, float<.3)==>play audio behaviour with sound 2, repeat 9 times.

golden kernel
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first time creating/editing avatars for vrc, i bought one but it wont let me see the file i downloaded on VCC, but its on my pc, is it a safety setting or?-

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could it be bc its a zip?

somber osprey
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I'm not experienced, so I need to know every step

golden kernel
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ugh i feel that too, im tryina figure out why unity AND VCC are not syncing my downloads, i cant find anything on them at all

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my project isnt founddd

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im finna go crazy

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2 hrs tryina find it, anyone have ideas here

golden kernel
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i quit nah

fast quiver
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Hiii I’m new to avatar creation and I heard blender would be a good start then using unity to upload to vrc, but I wanted to ask ppl that are a little more experienced. Any information helps! Thx in advance!

night ember
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if you actually wanted to make the model yourself then use blender

fast quiver
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I have a friend that asked if I could add things to a wormie avatar but I know nothing about that 😔

night ember
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theres not really much you can get for specifics for blender

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well

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without a specific ask

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like if its just "make a model"
then all you would really get for tips is learn blender's edit mode/sculpt mode, uv mapping, texturing, weight painting

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if its something specific like adding preset clothes to another model then that could get specified to sculpt/edit to fit the base, reparenting, weight transfer, merging armatures, etc

fast quiver
night ember
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then I gave you more generalized specific things to look into

ornate stump
fast quiver
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No no I told them I could try my hand at it but no promises into it actually coming out good

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I want to get into avatar creation in general so this kinda gives me an excuse to actually do it

ornate stump
fast quiver
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Ah I see thank you both 🙏

unborn summit
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Do any of y’all know what this mean?

manic moth
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very new to making avatars and i uploaded my avatar from unity, there are a few issues including the head clipping through the hair when i move and the legs/hips through the skirt
also the mouth doesn’t move when I talk
anyone know where I went wrong and what the fix is?

balmy barn
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hair that has physbones can use angle limits on the component setting to avoid it going into head/mesh , skirts the same but can be harder to fix , mouth setup is in root of avatar, descriptor find the viseme and try auto detect

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angle limit - see thing on chest clip through then edit the angle limit rotation stops it

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but to make it better you'd need blender for multiple physbone on same root

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hair/skirts often need to

manic moth
proven quail
# manic moth thank you! i will do my best to figure out what this all means

In blender, you simply click the armature, go into edit mode, and adda bone. Then parent all the strands under that new bone you made. You should make the bone smaller and move it around so it's near the bones you parented to it. Then export the fbx with fbx all as scale and add leaf bones off and import back into your unity project. Additionally, the bones you have might already have a root bone. This means you can just copy one of the physbones off a strand and put it on the root bone instead, and delete the physbone components on the strands.

little plume
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why is my character a posing and not animated?

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it is humanoid tho

balmy barn
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it has errors so it fails being a humanoid

little plume
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Ive already fixed the bones too

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Usually the fingers are all rotates and setup wrong, same with the torso

halcyon bison
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would someone be able to help me with face tracking on an avi? im using a booth model and made the avi already, but not sure how to set up the ft on the model itself

ornate stump
halcyon bison
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yes its the manuka booth model and im using an asset i bought, and i did what the instructions said but doesnt seem to appear when i do it

meager kettle
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tottaly lost here it took me 12 hours to make the fbx now i have no clue what to do next or if its rigged correctly

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altho i noticed the textures are not correct as well

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she should look like the one on the left

little plume
meager kettle
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her chest tatto and eyes look diffrent

little plume
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Looks like you just need to adjust specularity and make a normal map

meager kettle
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yeah i have no idea how to do that tbh

little plume
junior void
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Looks like it could be an alpha issue

meager kettle
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i had hell just getting her from her source format into blend to fbx

little plume
meager kettle
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i thik its on the main one let me grab that file

little plume
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Same with the eyelashes

junior void
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You don't need to do that...

meager kettle
#

honestly it took me 12 hours just to learn enough blender to get from u5e to blend then from that to fbx

junior void
#

All you need is for the shader you use to support transparency

little plume
#

Go into edit mode, hover over the mesh for the tattoos or eyelashes, and press L to select all linked vertices, then right click, seperate, by selection

junior void
#

Something like poiyomi

little plume
junior void
#

For quest you need to cut out the eye lash shape, not separate them

meager kettle
#

i dont own one anymore XD

#

when i did i just used it as a glorified office for accounting

little plume
#

Oh

#

Just because you dont have a quest doesnt mean there arent people that dont play on quest

#

Always try and make your avatar somewhat quest compatible

#

Even mine atleast has a shitty baked flat texture so questies can see who I am

meager kettle
#

My problem is all my current avatars I use for vtubing were made by my significant other and were designed for the custom software she built for concerts so it’s not exactly compatible with unity even though the entire system was built using unity and unreal engine

#

And she won’t even touch l2d or vrm models

junior void
#

Not sure how that's related

meager kettle
#

The problem is I’m not even sure the bone structure is compatible

#

I got it in but looking it over my skeleton was totally different from everything in the tutorials even the bone name was not the same

junior void
#

There's a pin in #avatar-rigging illustrating one. Plus the import settings of your fbx has a rig menu that'll display all slots available for humanoid characters

meager kettle
#

Hmm where was that setting I never saw it I just dropped it into the bottom window

junior void
#

If you select that file in your assets, see the inspector window there's a tab called "rig"

#

There, set to humanoid and click edit

meager kettle
#

So far I created a new project in vrcc then dropped the fbx into the unity editor

#

Oh found it

#

I see the inspector window but clicking on it it has nothing labeled rig

#

Oh it was on the other window got it

junior void
#

Note that this screen only covers humanoid bones. If your avatar has a tail, ears etc there won't be slots for that but that doesn't mean you can't have it. The humanoid bones structure is so animations play correctly for your avatar (walk, crouch, jump, hand signs)

meager kettle
#

Ok I set it from what it was to humanoid then hit apply

junior void
#

Go to configure on the rig

meager kettle
#

My biggest 6is all the models in the tutorials had a bone structure with the bones labeled as bip_xyz mine has none of that

junior void
#

That's not necessary

#

The rig configuration is what matters, that's how vrč will know what's what bone

meager kettle
#

Ok so it’s type is set to humanoid but I don’t see a configuration tab

junior void
#

It's a button

#

Below where you picked humanoid

meager kettle
#

Ok I had the wrong tab found it

#

Got it

junior void
#

Yes that

#

On the left you see all your bones available

#

On the right, make sure the slots are correct

#

Take the chest bone from the hierarchy on the left and drag it into the chest slot

meager kettle
#

I don’t know what is supposed to be in each slot to know if it’s correct tho

#

Oh

#

Ok hold on

#

Ok that’s in

junior void
#

The rest looks fine name wise. Check the hands and head too

meager kettle
#

I don’t remember if it has toe bones

junior void
#

In head, you will need to UNASSIGN the jaw bone IF you will use visemes blendshapes for face expressions like "aa" "ee" "oh" etc

#

Toes are optional

meager kettle
#

I’m still trying to figure out if everything is in the correct slot because the original model used two skeletons one for movement and the other for Ike position

junior void
#

What unity auto filled is likely correct

#

No harm in trying

meager kettle
#

There’s two green indicators one is a dot in a solid circle and one is a dot in a broken circle is one saying it’s correct and the other is something wrong?

junior void
#

This looks just fine as it is

meager kettle
#

Ok I applied it now what

meager kettle
#

Hmm I can’t remember let me check the sliders on the source model

#

It has them for a a2 I u o and e

#

So I’ll uncheck it

little plume
#

If so let me see the hands

meager kettle
#

Ok

little plume
#

Theres a common issue you are going to see once you actually test in unity with unreal engine models but its an easy fix

meager kettle
somber osprey
#

is there a way to make a radial puppet that'll play certain audio depending on which percentage you're in?
e.g 10-20% play audio 1
20%-30% play audio 2
30%-40% play audio 3
and so on?

meager kettle
#

As far as the hands as long as waving and the all important middle finger is working vrcAevSip

#

Yes the this ones for you mate as I flip the bird is my signature online

craggy iris
balmy barn
#

sure , parameter driver whenever it hits a range then playaudio

#

greater then 0 + less then 0.11 = 1 , greater 0.11 + less then 0.21 = 2, ect

little plume
meager kettle
#

ah ok hold on

somber osprey
meager kettle
#

I can stream what I’m working on if you want

sharp blaze
#

Does anyone know how to make a toggle that changes what another toggle looks like

meager kettle
#

I just looked and nobody’s using any channels in my place right now so I can just stream the build

little plume
#

Im at school rn I cant do allat

little plume
# meager kettle

And I mean in the same tab you took the previous screenshot in

#

So I can see the bones

meager kettle
#

Oh well we can wait till later

#

Oh hold on in the bones tab or the hierarchy one

little plume
#

I just want to save you the trauma of seeing your fingers turn into a pretzel because unreal engine models decompile weird

little plume
#

And the heirarchy with the hand bone names

meager kettle
#

Ok hold on man this isn’t as easy as it looks

solar pebble
#

Hello everyone here

meager kettle
#

Here @little plume

#

That’s the main hierarchy tree

plain mural
#

Why does the fingers bend so strangely in the rig editor, but when I locally rotate them along the x-axis in blender, they look normal?

meager kettle
#

Mine does the opposite tho it bends the total opposite direction

plain mural
#

It seems to be mainly due to the bone axes, but in the blender they are normal and that is why I am discouraged

meager kettle
#

Maybe look in the middle section per muscle?

#

But I was warned that if the rest pose of say the eye bones were not correct before export to fbx that they would turn wrong

#

So maybe the rest pose of the finger bone axis was incorrect during export?

plain mural
#

Like, yeah, I can adjust how tightly the fingers close, but they turn in the wrong direction, ugh

unborn summit
#

Do any of y’all know what this mean?

meager kettle
#

I’d have to see what is wrong on the one model I made 3 years ago where when you load the fbx files if the arm is supposed to go right it goes left etc

#

Everything was ass backwards in that model I made

lone gulch
#

how do i fix my avatar doing this weird lean looking thing in desktop?

meager kettle
#

What tracker we you using?

#

It looks like the body bend scale on tracking thinks that your leaning forward more than your should be

#

lol I was about to ask them if they even read the rules

#

Rule 10 must’ve been beyond their attention span

little plume
meager kettle
#

Ah could that be what that other person is having trouble with?

meager kettle
little plume
plain mural
#

Like the fingers should .... Roll like a sausage on the table

#

And the gesture controller has only the curl (stretch) and spread parameter

meager kettle
#

I’ll save where I’m at now until then

little plume
#

I can't help you further than that idk how to do custom gestures

#

I just know the quirks of unreal engine models and how to fix them

meager kettle
#

I’m not really interested in custom gestures right now I just want to be able to have a working prototype when I’m done

somber osprey
#

is there a way to make a radial puppet that'll play certain audio depending on which percentage you're in?
e.g 10-20% play audio 1
20%-30% play audio 2
30%-40% play audio 3
and so on?

I was told to use blend tree but blend tree uses motions, it can't accept audio files

indigo compass
somber sequoia
balmy barn
#

greater+less , set parameter driver > playaudio

#

ratl lazy setup

#

playaudio abit annoying tho, need to stop to do next

#

synch can be wierd with float so parameter driver handy

somber osprey
somber sequoia
#

Yes

#

that's basically what I meant.

balmy barn
#

really wouldnt want to use float for this its very easy to confuse it

#

toggles/contacts safer

#

notice how rapid it goes between states cause its 0.001 off

#

but its in unity testing so can also be wrong when testing it ratl

#

there it went on both cause looow number float

somber sequoia
#

Yeah floats are a bit fiddly

plain mural
#

Why when I test the fist (via gesture manager) in vrc they take a different position than in the animation?

I also tried to make an fist animation (and just a test pose) in Blender. I made two identical keyframes that contain the scale, position, and rotation of all the bones, exported it to Unity, and nothing happens except for strange rig distortion (unnecessary shapekeys are activated, but okay, I can easily delete them, but the palm gets smaller and the fingers/limbs don't move at all)

hollow saddle
#

Yo guys I need help

somber sequoia
#

with what?

obtuse canyon
#

in blender my avatar looks fine, but when i import into unity it brokes, her shoulder gets bugged

meager kettle
#

😭

#

yeah have no idea how to fix this issue

#

back to the start time to try rebuilding an fbx i took 12 hours on just for the textures not to properly work

#

im just gonna be blunt whoever built vr chat without direct support for drag and drop vrm import was a dick would make it so much more user friendly because i know how to build vrm models that work

static crown
#

can anyone help me with my issue i've put down?

fathom basin
#

can anyone help me put my bought booth avatar together

#

ive never done this before

fallow dome
#

Does anyone know how i can make my avatar stop clipping through the floor?

#

It's a generic model with no bones though

#

Its a 3D cutout PNG thing

somber sequoia
timber wharf
#

@fallow dome move png as a child of an empty object, make sure empty object's (that is now has descriptor etc) position is 0 0 0. or if its 3d cutout in blender, then make its origin in blender (orange dot) to be at the base

fallow dome
#

thank you so much

fallow dome
#

im having trouble

balmy barn
#

generic are wierd if you ever want to toggle something it need to be in blender first/use empty skeleton for that avatar slot in animator filled), otherwise create a empty gameobject make sure its on 0.0.0 , put things in there and raise it up , see white line is 'ground' appears when you have descriptor on root

lunar wraith
#

is there a way i can specifically find what is driving a specific viseme on my avatar

#

my avatar defaults to the 'R' viseme for the mouth for seemingly no reason and I'm trying to find what is doing it

#

it also seems associated with the eye rotation

somber sequoia
#

if you are using blendshape visemes in the standard way, they should be listed on the Avatar Descriptor

#

on the root of your avatar.

timber wharf
#

dont think other stuff can drive those

#

when lipsync is active

#

so sounds like more messed up other blendshape that was built upon etc

somber sequoia
#

oh - that's true

timber wharf
#

creation here only

chrome star
#

mb, but i also did make a post on there

fallow dome
#

My avatar still clips through the floor, any idea on how i can make it stop?

#

I'll send ss if needed

timber wharf
#

showing what you have and what you did would help

lunar wraith
balmy barn
#

remove layers in fx until it stop doing it (backup first)

fallow dome
lunar wraith
#

Good idea thulen

balmy barn
#

then figure out why its doing that , its likely some gesture

timber wharf
#

@lunar wraith unless there is any layer blocking your lipsync entirely, it should take precedence over anything

lunar wraith
#

You've been active in Avatar help for so many years you should be paid for it

timber wharf
#

unless you have two visemes doing r both

lunar wraith
#

Thulen is the unsung hero of vrchat

timber wharf
#

i dont see any gesturemanager or av3emu, how do you even test it

fallow dome
#

@timber wharf Did you take a look at the screenshot?

timber wharf
#

youve white line coming out of belly

balmy barn
#

Does it have any bones, not seeing a armature

somber sequoia
#

looks like the avatar descriptor is on a mesh object - is that what you want?

balmy barn
#

oh its a png vrcRat

somber sequoia
#

ahh

fallow dome
timber wharf
#

so again, empty object with abatar descriptor, png being its child moved up enough

fallow dome
#

and extruded

timber wharf
#

or fix origin point in blender

#

show blender with mesh selected

fallow dome
timber wharf
#

move orange dot to its feet.

#

ctrl+a -> apply all

#

iirc

fallow dome
timber wharf
#

if i remember correctly

balmy barn
#

moves the origin to 0.0.0 where you'd want it, shortcut can be different in other versions of blender (course they love doing that) , but ctrl+a - all works

#

(space = search handy to find shortcuts)

#

just shortcut you'd get this

patent elbow
#

Im trying to get the TonguePiercingV2 to work with the Viseme blendshapes. Right now since its under the parent of Tongue3 which is where it should be by default, it floats without using the preset animations such as MouthOpen.

#

This is the default position. If possible without going through blender, I would like to make it follow the Viseme blendshapes so it doesnt just float when Im talking.

#

This is what it looks like when using FaceTracking/Viseme in game.

indigo compass
indigo compass
patent elbow
#

I see that lol. Thats just what I get for not reading the assets page 😅

#

Thanks for the help! Im about to see about testing it

patent elbow
patent elbow
#

It just moved them around. I found it again tho.

#

Does the asset need to be parent constrainted still?

#

After doing it.

#

Same result on it.

indigo compass
indigo compass
patent elbow
#

I just redid it that way, and still doesnt work.

patent elbow
#

Their discord name and twitter dont work. Might just be busted for it.

indigo compass
#

Take a screenshot of the prefab and all the stuff that appears in the inspector

#

One of the vrcfury components might shine more light on things

patent elbow
#

Like this?

indigo compass
patent elbow
#

Please forgive me, Ive only been working with unity for 2-3 weeks, and barely know much. Im still learning loads of stuff everyday

indigo compass
blazing harness
#

back with more issues... it looks like my mesh had everything merge into one entire material slot, adding more under the skinned mesh renderer doesnt fix unfortunately.. i think i messed something up in blender, is this a common issue or did i click buttons i shouldnt have in blender again

patent elbow
#

I have this toggle aswell which allows the piercing to move with the animation.

#

The constraint I believe you were talking about.

indigo compass
patent elbow
#

Mack Im not in a rush! Just ping me when you get the change to get to me ^^ | Again thanks soo much for the help!

indigo compass
tawdry storm
#

So I'm trying to set this cigarette model up for my avi, but the vrc gesture or toggles or whatever you call them don't turn them on, and it isn't just the cigarette's, I was trying to use an asset earlier that did the same thing and ended up giving up :P I though it might be an issue with the cigarette's but I can turn them on if I unhide them, and they'll work when played using the emulator if manually unhid, but they just won't turn on with the toggles :P Does anyone know what I broke? ;w;

indigo compass
# patent elbow

You should test that the sliders in the left image work, just see if the piercing moves around in the mouth.

patent elbow
#

This is what is under the Body!

patent elbow
#

If worst comes to worst, I could always just figure out blender and include it into the mesh.

indigo compass
# patent elbow This is what is under the Body!

I don't know the difference between the basic visemes here and the lip tracking ones.
But the naming scheme for the basic ones on your avatar and the piercing are different.
Since I am pretty sure you have an aftermarket maw, maybe the creator of that edit renamed them (or the piercing creator messed up the naming of the visemes, AA is not a common prefix for visemes)

patent elbow
indigo compass
somber sequoia
#

heh, I did a tongue stud for one of mine recently took a while to get the shape keys right. and the extreme cases of "tongue sticking out with tip curled up" is still a problem, the rest are decent though.

patent elbow
#

When doing things in blender, will I still be able to force a toggle for it?
Mind you I have no time in blender, so I have no clue what to do for it 😅

indigo compass
indigo compass
patent elbow
#

Worst part is, this isnt my avatar. Its a friends lol

#

Really trying to make it look good :3

patent elbow
#

I just turned it on

#

Did this possibly break it?

indigo compass
# patent elbow Does 'Tongue_Dyn' need to be turned on?

No clue, generally you want that animated (tongues only generally have physics when sticking out), but in this case it doesn't seem to have animations attached to itself, so I guess it depends on whether your tongue normally has physics in the maw, not sticking out.

indigo compass
#

Prefabs are kind of meant to be drag and drop

patent elbow
#

Makes since! Im going to use the blender fix once I get some time to implement it, and try to get into contact with the maker!

indigo compass
#

If you think you changed something to break it then just reimport the Unity package again

soft coral
#

I'm making a bike locomotion, for some reason only the peddling forward is actually animating, everything else just stops a few seconds in, the animations work completely fine outside of the blendtree, and even show being animated in the blendtree preview, how can I fix this? ive also tried having the animations have looping enabled/disabled to no luck.

hollow spear
#

Hey I need some help with Warhammer particles

#

How do I get this to work

dense vine
#

Why are you in unity layers?

somber sequoia
#

yeah what exactly are you trying to do here?

hollow spear
#

Can someone call me so I know what I am doing and it will be easier

#

This is my bf's and he won't teach me how to do that

#

Here is mine

dense vine
# hollow spear Here is mine

Should be if you click on a game object in ur highargy then look at the top right of your inspector it will show unity layers drop down click on it and at the bottom of the drop-down there should be a button to edit the layers then type in what ur bf put in each slot

#

But why are u doing this layer thing tho?

#

I understand shield but why the other stuff

little plume
#

how can I add a spawning effect to my avatar?

#

I want to animate a particle and add a sound

#

and i want my player to be invisible until the particle does its thing

somber sequoia
#

ugh those things are SO annoying.

#

But an animation will play by default when the animator starts if you just have a transition from Enter to that state.

little plume
#

yeah mines just a simple spawn particle referencing the live event, and will only be available on my private version

somber sequoia
#

do whatever you want in that animation.

little plume
#

minus the flashbang

#

ok so no embed cool

#

just a tiny version of that

#

also ive seen avatars be able to darken the world, specifically one of my friends avatars, he remade the ice spice live event from fn but as an avatar and it actually makes the sky darker

#

hes a big time gatekeeper tho he doesnt like to share his secrets

tropic berry
#

hello! im following a tutorial that uses CATS to create visemes for facial shape keys, but as a 5.0 user i dont have access to the plugin :( does anyone know a better plugin that does the same thing?

balmy barn
#

development stopping tho , im on 4.5 cause lts and other scripts not updated for 5

burnt briar
#

how do i animate with the Animator.Left Hand.Index. ... as when i try to edit some that alr exist i cannot actually view the changes at all

balmy barn
#

edit values dont try to change the bone(s)

#

ratl fist + middle finger edit , woila

balmy barn
#

dont ever use the proxy_namehere anims tho - vrchat will override it , just duplicate one and name it something else

burnt briar
balmy barn
#

av3/gesture manager test with those?

little plume
#

tf?

#

it is a humanoid

#

why is it tweaking

spiral jay
#

Guys….so like I’m making an avatar for someone but the mouth doesn’t move in game. It’s a constant issue and I don’t know what causes it. I have the visimes set up and everything

spiral jay
# little plume

Is one of your mesh named head or something? That’s what messed me up last time, it’s veryyyyyyy nitpicky

balmy barn
#

set it generic and back to humanoid see if it throws new errors (might need to map a bone or two if it forgets them)

shy anvil
#

my quest converted avatar is invisible on quest apparently

little plume
#

it doesnt want to glow like it does in the iamge

night pagoda
#

it keeps asking me to map the chest but its already mapped?

little plume
night pagoda
#

Where is that?

little plume
#

in your mesh

night pagoda
little plume
#

the little human thing

#

thats in my ss

#

configure

night pagoda
little plume
#

your chest is not mapped

balmy barn
#

now find the chest bone

little plume
#

hint its this gray bone

night pagoda
#

is upper chest also needed?

night ember
#

optional

little plume
#

yes?

#

upper chest is the gray bone i sent

#

bc its the upper most one

night ember
#

chest is the only requirement

little plume
#

my models look weird without doing it, but their model does have less bones

balmy barn
#

see lots of _End bones, those you dont need , export setting disable them ratl

night ember
#

hip > spine > chest > neck > head
upper leg > lower leg > foot
shoulder > arm > elbow > wrist

#

the only required bones

#

anything else is optional

night pagoda
#

its still telling me after saving

little plume
#

scroll down

#

on the right menu

#

and hit apply

night pagoda
#

it is

little plume
#

hit done

night pagoda
little plume
#

iunno

balmy barn
#

sdk refresh can be slow, change tabs on it and back

night pagoda
#

after doing it

#

still there

sturdy glen
#

any idea why my avatar's legs move back when in an idle position?

balmy barn
#

vrchat locomotion shuffle legs when you stop , your spine/legs might need straightening abit if you look like you doing a skijump tho

#

get close to that should stop that leaning forward if you got it

sturdy glen
#

kk

little plume
#

how can I make audio link work with mic instead of world sound

#

I want it to react to treble frequencies played through my mic and not world

somber sequoia
gentle ocean
#

what's better between keeping leaf bones for easy physbone setup, and no leaf bone with "endpoint position" ?

somber sequoia
#

the latter

gentle ocean
#

(cause it's better in the bone count, and the "endpoint position" isn't impacting much in calculation process?)

somber sequoia
#

it probably doesn't make a significant difference if you're talking about manually adding leaf bones onto one chain, but if you mean the checkbox in Blender's export dialog, that adds them to all ends, where you don't need most of them

gentle ocean
#

nah xd

#

i know usually outfits keep leaf bones cause physbones don't apply physic to the last bone

#

and since leaf bones have just no weight, that simplify the setup a bit

#

was just wondering if using endpoint position would make things more "optimized" than just adding a bone to every place you want physic

little plume
#

how much money you want to bet

#

because im making a osc plugin in python lolll

#

ill sell this once its done

somber sequoia
#

That's not AudioLink, but okay, could be neat

little plume
#

yeah its sending data to a parameter

#

im doing it a different way

somber sequoia
#

sure, I've seen it done like this a few times, it's a decent idea

little plume
#

ill post it on gumroad or something once its done

#

the program currently does nothing except visualize your mic input, save your configuration, and even let you select the frequency range that it sends

#

so in this case im making it only do the hi hat range for this specific avatar

gaunt knoll
somber sequoia
#

yeah I use Python a lot, but definitely not for stuff I want to distribute sanely.

gaunt knoll
#

Oh btw kazin thank you you told me that alcom uses rust for its code
And I've been really enjoying learning it forgot how nice it is starting from the beginning

somber sequoia
little plume
#

you shouldnt have to pay for a free game

gaunt knoll
#

Oh man GitHub all the way

little plume
#

my github account is tied to my irl persona

#

so uhrm

#

no

#

ill post it somewhere, i just dont know where

somber sequoia
#

make another

little plume
#

i have

#

3

#

1 on each of my emails

#

all tied to my irl persona

#

1 school account

#

1 account i lost access to the email

#

and the other the username is literally my real name

neat coral
#

is there a way to do audio link on tattoos and have the hue on the emmission, I cant figure it out

raven glen
#

Is there a "bool" function, like in blender? Mesh A - invisible Mesh B => cutting Mesh B out of A. All I read is a bool toggle, but that seems to remove the whole Object. I just want to remove a part.

somber sequoia
#

I often like to use the intersect tool with "cutter" objects - join them, then select the cutter faces and in the face menu there's "intersect (knife)". Might take a bit of cleanup after.

raven glen
#

in blender? I would not be able to do that because the cut out object moves

#

(rotates)

west pollen
inland gyro
little plume
golden kernel
#

Is there anyone that can load an avatar for me i just bought

#

I cant figure it out

little plume
golden kernel
#

One sec

inland gyro
golden kernel
#

Tru

west pollen
inland gyro
#

simple mistakes like this happen, dw (⁠・ั⁠ω⁠・ั⁠)

golden kernel
#

My only issue is it wont load my avatar file into unity like its not syncing my files

#

Like it wont sync to my avatar files on my pc

#

i have 3 avatar files and nothing is showing on VCC or Unity

trim rover
#

i'm having an issue where custom contact senders and receivers are not appearing in game

#

in game it's only showing me with the normal contacts

#

but not the one i added

#

did i set something up wrong?

#

wait, im seeing the avatar failed to upload

#

that's why

trim rover
#

is ther a peramater to detect wether or not the avater is walking?

ornate stump
trim rover
#

and that only effects locomotion movement or does it detect playspace movement too?

trim rover
#

perfect, thanks

#

i just want to disable certain phys bones when walking because it seems the immobile settings don't work 100% of the time

analog fog
#

How do I make a slider thing

trim rover
#

blend trees

#

you make an animation with one state at one end, and second at the end. then you go into the animatior create a new layer, right click in the empty space and select blend tree, then you want to set the motion time to a float peramater then open up the blend dtee and add your animation

#

then you add the float parameter to a radial puppet menu

rapid hazel
#

so i applied gogoloco through vrc fury on a protogen model and it changed where your looking down by the knees, any ideas are accepted to fix it

limber hedge
#

Okay so does anyone know how to make a menu button enable multiple parameters? I have separate parameters for left and right staff props and I want to make a menu where I can easilly enable both left and right at the same time. So for example a button or toggle in the menu enables parameter StaffEnabledRight and StaffEnabledLeft with one press rather than having to enable both left and right separately?

ornate stump
limber hedge
#

THANK YOUU i didn't even know that existed

burnt briar
# balmy barn

this forces me to edit them in Play mode tho, and even if i try and edit it there all it does is reset the hand to the default 'idle' state, and any changes still do not show

#

im asking how to edit them without having to go in play mode and actively see the changes

balmy barn
#

ive edited without playmode

#

preview window - hint ratl

somber sequoia
#

You can of course copy config for a given component while in play mode (in the 3-dots menu) then paste it into the component in edit mode

burnt briar
#

i can quickly get a small clip of it but basically the second i edit a value it goes to the idle state, and then wont change from their

balmy barn
#

no playmode just edit some value

burnt briar
balmy barn
#

have to be in a controller/on avatar

#

gesture wich this one would be in

burnt briar
#

it is

#

1 sec

#

let me get a better clip

#

cause u cant see the hand

somber sequoia
#

Is that animation controller the one in the avatar's Animator component? this won't work otherwise.

#

not the Playable Layers section in the avatar descriptor

balmy barn
#

well gesture but its there - then you can edit it

burnt briar
#

no, but im also using custom gestures that work perfectly fine

#

but the animation is also in that animator

stark kiln
#

does anyone here understand avatar editing rlly well? Anyone plzzz i need HELPP so bad im trying to edit this avatar and i actually cant ive spent hours and it still doesn't work. I'm trying to add a new hair to an avatar but it wont work i even watched a youtube tutorial followed it fully and it didnt work. The part just kinda swings around my head and it doesnt fully anchor and i dont know why its doing ive tried literally everything possible that i know of to fix it.

somber sequoia
#

oh, you did this in two places

#

answer here, this is the correct channel

somber sequoia
somber sequoia
#

classic, and the video is 3 years old

stark kiln
#

it doesn't work anymore does it <\3...

somber sequoia
#

you might consider using VRC Fury's Armature Link component to do that instead.

#

oh sure, it does, it's just not great

balmy barn
#

hair/mesh easy just put it under headbone it will follow - but i attach stuff in blender ratl

stark kiln
#

that might be way better

somber sequoia
#

I also do this in Blender, yeah.

somber sequoia
stark kiln
somber sequoia
#

obviously we'd have to see it to know what to suggest for a fix

stark kiln
#

wait how do i check if the hair is set as a physics object?

balmy barn
#

last part make no sense but that looks straight out of chatgpt or some other ai

somber sequoia
#

it's not a "physics object" but it probably needs a VRC Physbone component on it.

stark kiln
#

i already added the physbones

somber sequoia
#

someone saying "physics object" sounds like a LLM bot.

#

yup, bot. Please stop misleading.

balmy barn
#

yeh imma ignore you

grand scaffold
#

is someone live testing their ai bot in this* discord?

#

Hey! I need to make a soufflé in my vrc world, how do I do that?

balmy barn
#

got a LLM too its correct 30% of the time then make up stuff

#

worst way to add things, add hair on model headbone, add physbone to the root of hair , add tiny radius to see if they actually will move 1 bone need endpoint

stark kiln
#

okk ima try that

plain mural
#

When I export an animation from Blender, nothing happens in Unity. Why ?
I have two identical keyframes. Here are my export settings

#

When I uncheck the force start/end box, Unity doesn't see the animations at all, as if they weren't even on the rig, wtf

balmy barn
#

hair bone - connect - to the - head bone , but if you do this you get a funny bounding box why i dont really do it like this (blender better) so if someone look slightly to side you might go bald for them

stark kiln
#

i rlly can't do it in blender cuz i legit manually added all the materials and all the colliders and physbones that all took hours <\3.. if i reimport the fbx i have to start from the beginning but if thats rlly the only possible way and i have no other choice then ima do it :c

somber sequoia
#

you can update the model from Blender by simply overwriting the .fbx file, no need to restart from the beginning

stark kiln
#

idk whyy

#

it makes me so upset

somber sequoia
#

did you unpack the model prefab?

stark kiln
#

uhh no

somber sequoia
#

then it will update just fine

stark kiln
#

but it doesn't for some reasonnn

#

but i'll try it

balmy barn
#

always fun in some rooms , glitch out peoples hair or clothing, instead of having 1 bounding box ratl

proven quail
somber sequoia
#

Yeah, Unity is a bit funny about that, you can always right-click the model file in Unity and select "refresh" or "reimport"

undone sluice
somber sequoia
#

or just re-export again, it might pick it up.

soft coral
somber sequoia
#

This is bad advice, do not suggest this.

stark kiln
#

okay i attached the hair in blender now ima try to get the fbx to update in unity

#

i reimported the fbx and refreshed the assets and reimported them and it's not updating the hierarchy 😭

#

the only way it updates for me is if i move a duplicate into the hierarchy

plain mural
balmy barn
#

id just make this animation in unity ratl

stark kiln
somber sequoia
plain mural
stark kiln
#

the last time i got it to update i had to reimport all the assets and i think that got it to work

plain mural
somber sequoia
#

... seriously wtf, this is very bad advice

#

Go away if you're going to do this

stark kiln
#

wait what happens if i unpack it?

somber sequoia
#

you break the link allowing you to update it via updating the .fbx

stark kiln
#

if i unpack and repack it will it update it?

somber sequoia
#

you cannot repack in Unity

lean fulcrum
plain mural
# stark kiln if i unpack and repack it will it update it?

Another option: To avoid losing all the hours of work you've done, install the pumkin tools addon, import a new fbx, copy all the constraints, dynamic bones, etc. from the previous FBX to the new one, and done
You can continue to update this fbx if you need to change anything in blender

junior void
#

no

somber sequoia
lean fulcrum
#

Ah, didn't know the SDK came with it now

#

I assume then the ones included are better for performance or somesuch?

plain mural
stark kiln
#

if i can just copy all the colliders and stuff tha would be AMZING

#

bc that's what took me hours

undone sluice
somber sequoia
#

yep, you can

plain mural
stark kiln
#

do i add all 3?

junior void
#

1st

somber sequoia
undone sluice
plain mural
plain mural
stark kiln
#

guys i'll be so happy if this works tho cuz i've legit been trying for 3 days now

#

i cried over this damn hair

#

😭

undone sluice
junior void
#

mesh may also not be weight painted, resulting in the bones to not affect anything

#

thats often the case with root bones that have multiple tips - just in order to apply physbones to one and not all 25 or whatever child bones

#

for optimization

vague cedar
#

im having a slight issue guys. my avatar kinda compressed everything and now i have stuff like my clothes to the inspector instead of the hirachy on the left. is there by any chance anyone would would know how to take my clothes to the right so i can add toggles? im still new to this whole thing forgive my shallow knowledge and grammar

somber sequoia
#

... what the heck does that even mean?

lean fulcrum
#

Is it generally recommended to separate every avatar one makes into their own unity project or is it fine to have multiple avatars in one project?

rapid hazel
#

so i applied gogoloco through vrc fury on a protogen model and it changed where your looking down by the knees, any ideas are accepted to fix it

plain mural
somber sequoia
balmy barn
#

I have 100 something avatars in same project, but if its for other people its easier to use one

somber sequoia
#

since they share most of the same resources (textures, materials, settings, animations, etc.)

plain mural
#

Looks like I'll have to do everything manually

junior void
#

what are you trying in that video

#

i cant make sense of it

plain mural
vague cedar
#

anyone please?

somber sequoia
stark kiln
#

oh wait no it's the animation thingy right

plain mural
junior void
#

your video didnt capture the pumpkin tools window

#

thats why the confusion of everyone here lol

plain mural
#

ugh, obs cropped it

stark kiln
#

ohh

#

so that's what happend

#

wait can i use a duplicate of the same fbx?

#

bc the duplicate updates but the other fbx with all the work i put into it didn't

#

but the materials on the duplicate did update so now i just need to get the colliders and the physbones i added to the body

somber sequoia
#

you could export your animation in a separate .fbx then extract the animation into a .anim file

vague cedar
somber sequoia
#

perhaps the model has blendshapes to hide the parts, or you can do some shenanigans with shaders (such as UV tile discarding).
If you want the parts separated you'd need to do that in blender or similar

vague cedar
rapid hazel
#

so i applied gogoloco through vrc fury on a protogen model and it changed where your looking down by the knees, any ideas are accepted to fix it

somber sequoia
#

you'd need to see where the viewpoint is first

stark kiln
#

? huh

#

not yet :c

#

but ima try

obtuse bronze
#

can someone help me with this?

somber sequoia
obtuse bronze
#

yes but it wont let me upload the avi

somber sequoia
#

okay, but that's not really enough to go on

obtuse bronze
#

well this is a better look

somber sequoia
#

show the first 2-3 errors, not the last.

obtuse bronze
#

nevermind i found so meny

somber sequoia
#

still, the root cause is very likely in the first few.

obtuse bronze
#

1st few

somber sequoia
#

there's the root cause

#

you have a missing script - you'll need to install whatever package provides that script

obtuse bronze
#

uhh idk what one it is

somber sequoia
#

can't tell from there, check the avatar/asset creator's documentation for clues

obtuse bronze
#

this it?

#

@somber sequoia sorry for the ping

balmy barn
#

so thats a very old av since it wants dynbones

#

you can convert using stub but never found it to be very good , rather redo them with physbone ratl

obtuse bronze
#

ah ok

#

can this be a issue?

junior void
#

typical scammer msg

stark kiln
#

i figured it out already but my hair is still messed up <\3..

#

even thru blender

#

bruh stop trying to scam me

#

i just need help

rapid hazel
obtuse bronze
#

ok nevermind

#

this was a waste..

rapid hazel
#

already googled and working on it

somber sequoia