#avatar-help
1 messages · Page 251 of 1
When you don't have a gesture layer assigned it uses that?
Take a look as an example how layer mask is setup.
Well where do I put those layers? I'm a bit confused
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
What do you mean where to put those layer?
It's a .mask file, where's that go on the avatar??
See the images above.
Ohhh I see
Sorry, I've never messed around with gesture stuffs beyond a tutorial I forgot years ago because VRCfury came out
Ah yeah there's just no mask.
So i'd assume just drag and drop the sample masks in and that should be fine?
Huh, when I open that it appears that VRCfury automatically tossed in its own masks upon upload?
More confused now
Aand now the masks are appearing despite not doing so before??
id just duplicate the exsample one and those are in asset, vrchat ones in packages
So VRCfury made its own masks but double assigned the right one, while ignoring the left mask it generated??
The picker only shows the asset in within "Assets" folder. You have to navigate the Packages folder from project panel.
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.
I put the left mask it generated on the left hand, gonna test upload and see if that fixes it
You should never use generated asset. You didn't even confirm its content.
I'm confused, what's the problem with that? And I'll peek at it now.
Huh, since I just test uploaded it before I saw that, I went back and the masks are.. gone?
Yeppp
Generated asset is managed by the tools it generated so it can be deleted at anytime the tool decide.
Left hand mask has both hands assigned
Ohhh alright, that makes sense.
Thanks for teaching me stuffs :3
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?
how have you attached it to the avatar?
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
... what?
I did all that unless i missed something
you'll need to be more clear, "do the rigs"? "dragging all the bone root"?
oh that method
I''m still new to this thing
so what is this, just a model file?
I got the outfit online now i want to add it to my avatar
Is it rigged for the Avi?
It looks to be rigged, if it has an armature already
I'd suggest using VRCFury's Armature Link instead of doing that method.
hmm ok
(I mean, I would do this in Blender...)
Also true 😂
I dont understand it
okay
Seems like the body needs to be reshaped to fit under the clothing, or vise-versa.
Often the body has a shape key to shrink it. If not, you'll need to bring it into blender or similar.
ook how do i do this
Is there a yt tutorials for me to follow? I'm so lost with how to learn to do it
ah yes the same image posted many times, cant be bothered to make a new scam ?
There is no guide on the internet that can teach me how to use shape key to fit the body in unity
id try weight transfer in blender
https://github.com/sentfromspacevr/robust-weight-transfer , you dont want any old bones/ vertex groups tho
I did do that
Because that's a highly specific use of generic blender knowledge - learn blender first.
How do i learn when there no guide to learn it
there are lots of resources for learning blender
is it forbidden knowledge? what's happening
no?
you could shrink the body slightly under the dress.
Or you could reshape the dress to fit the body.
i try to log in on discord like it sees the accent it wont work tho
?
Huh
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
Do you use something like VRC Fury for these?
no, i don't like using vrcfury, i just get confused
I like knowing what I've done so i can fix it if it breaks
then you can use the VRC Avatar Parameter Driver component on an animation state to set values of other parameters.
I literally spent like 3 hours trying to figure that out last night tysm!!
I always encourage people to read all of VRChat's docs, this one is in there and actually documented well 🙂
start here: https://creators.vrchat.com/sdk/
Tk
feel free to ask questions here if you get stuck.
Kk
ye im kinda stuck
can we vc?
no, I don't personally do that.
you followed that doc?
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.
i might got the wroung verisone
you need exactly Unity 2022.3.22f1
I got 3.16.3
can someone confirm this, is it possible to upload avatars quest compatible over 10 mb?
No
whar do i get that versoin
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
10mb compressed, 40mb uncompressed
Again, did you read and follow that getting started doc I linked?
it says install error unknow error
what says, when you do exactly what? Explain, provide detail, a screenshot might help.
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
how do i ss
I don't use Windows.
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.
dunno about this one, perhaps ask in #creator-companion - I also don't use VCC 🙂
dynamic bones have been deprecated for a while - if it actually has dynamic bones, those should be converted to physbones
Is there a way to fix this in-menu? Or is it something I need to do through unity?
In game, sorry
no, you can't fix it in game
OK, thank you!
(assuming this is the actual problem and it's actually Dynamic Bones)
Yeah, my modeler and I are just guessing. I know I have a high poly count model. So we thought this was it
It should be an obvious alert in the SDK's build window if so
Yes. I got an alert that it was too high quality
how vague 🙂
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.
But I appreciate your assistance. I will tell my modeler what you said about the bones, maybe that will help
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.
I will make note of that and try to record the error if I do this again
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.
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
show your spine hierarchy please
Also the list of bones below the green man
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.
it looks like this isn't too insane though, but I'm guessing on the names
Also check to be sure the other tabs are setup right, like where the head, neck, and eyes are
so they need to be renamed?
Read what I said there
oh shoot my bad
np 🙂
well they all seem to be in the right order i just don't know why unity is saying otherwise
what's in the head section?
oh did you just rename those?
I just now renamed them so it would be easier to know which bone is suppose to be
in unity or blender? don't do this in unity
I don't know how to rename bones in blender
Also - in the inspector before you click the "Configure" button, make sure there are no errors, it'll have a message if so.
Select armature, edit mode, double-click a bone name in the hierarchy, rename it.
there weren't any errors when i had it configured
okay good
in which case, drop it into the project and then follow a basic avatar setup tutorial, such as this one:
https://www.youtube.com/watch?v=bSwMz4WcajQ
Tk
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?
is there a way to control the audio's playback speed on the fly?
Tried everything please help
Hello there. sooo im doing something a bit unorthodox?
I am trying to push severla audio files through one audio source. Like with OpenSyncDance (the github one)
see #quest-optimization history for clues on how to reduce this
perhaps you can use this? https://creators.vrchat.com/avatars/state-behaviors/#animator-play-audio
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.,
that might work actually. i am using VRCFury. is there a way i could toggle which clip plays with a toggle?
I personally have no idea how VRCFury's toggle component works
but you put this component on an animation state, which can be activated with a variable, toggle that variable however you like
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.
is there a way to control the audio's playback speed on the fly?
thats one old way of world constraints
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)
I need somone who can create avatars.
I have images for references I just need it made and compatablr with meta quest 3
well you will get lots of random dm/friend requests now, they are all scammers
any idea?
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
its just playaudio , parameter = greater then 0 play whatever is in that slot, 0 reset/stop
i've been stuck on this issue for a few days. and im at a point where im just getting very frustrated
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
i understand that i might be doing something difficult but i'd really like to get it working
I'm kinda guessing that much of that is because you're using fury for things
is there a way to reduce or get rid of the Unity world light?
I wanna test the emissions in the editor
Hai's Lightbox Viewer is a good way to test different lighting situations in Unity
do I have to get a package for it?
Yes, it's a third-party utility
*world?
as in world lighting can affect what your avatar looks like
including the audiolink
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
old shaders can also do that where they just appear as bright light
now the tutorial is confusing
I made an object, click the 3 dots on the transform. But I don't see Lightbox viewer
physically cannot figure out how to make this a grabbable object ive tried so many tutorials
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?
im not great at this im extremely new, but could you try changing this in the avatar descriptor?
@subtle talon
it should change colliders
tell me if it works because im currently making my first avatar
You should probably be doing that in Blender, not Unity.
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
if you're wondering what i mean by spider legs, it's like that
there's a discord specifically for critters like this - "Virtual Limbs" - probably the best place to ask that. Are you a member?
no
DM me if you can't find it and I'll give you the link.
ok
I need help uploading an avatar - it says this an says build failed.
My friend is trying and it’s not working
It just always says build failed
The first error is the most interesting one, this one tells us nothing.
Also Shift+Windows+S for screenshotting in windows.
It is barely readable in photo form.
This is the last error
Yes
scroll up and screenshot the topmost 3 red errors
In the console or sdk
console, if theres errors in the SDK those would also need to be fixed though
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.
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

I’m new to Unity so I’m not much help….
my blendshapes broke like crazy, anyone know if this is easily fixable in blender or am i screwed since i dont have a backup?
Blender does keep autosaves.
I would recommend keeping this window open though in case you made any other changes since then.
And if there is an auto save please keep several backups and make regular use out of the save incremental option.
oooo ill have to look
You can transfer the blendshapes from an older mesh to a newer mesh using this https://mmemoli.gumroad.com/l/tOKEh
Assuming they still look the same
Or have the same UVMap
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)
It is up here btw
Rare for any vrc team member to come in and chime in and they probably still wouldn't say anything definitively, but your average furry avatar is also naked and they don't require the suggestive tag.
Also, I highly suggest you go into Blender's preferences and up the undo steps.
No one likes messing up and finding out they can't undo far enough.
fair enough lol
we'll just upload it then, if it gets destroyed then we guess that'll give us the motivation to make clothing lol
ty
Personal opinion is that there is nothing suggestive about it.
How do I turn on the toggle wheel thang wen i make a avatar
Ye
How do I get it
And apply it
what type of blender file would be best when starting from scratch on avi??
it's not clear from this what's wrong - what did you just do?
a blank one? I'm not sure what you mean
like a sculpting file, or like a general one
there's no difference in file type for that - you can start however you want
I moved one of the blendshape sliders to be on- it looks kinda like this with with every blendshape, with just basis it's okay but if my avatar were to, for example open their mouth, they'll explode lol
some people like to sculpt, some like to make polygons and reshape them
k
this is the result of moving ONE blendshape?
I'm just new to blender and vr chat so.....
Yes 😭😭😭😭😭😭
huh.
It's BROKE broke 😭
Thats a do-over , or restart if its minor shape propogate but whenever entire face does it rip
Tk
Someone can help me 2 find this model of Bendy by InkyPop ? I have maybe friend who can upload it for me :I
Nvm I'm gonna ask in the proper discord
Okay nvm I'm banned
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
is it not just a prefab on the avatar root?
I dragged in the prefab which handles a bunch of toggles and animations by default
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
This whole chunk is just for the headpat and eye poke interactions because eyetracking and facetracking overwrite those I think
It might actually be easier to just remake those from scratch than to remove the FT checks
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
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
would anyone be willing to help me learn to make an avi on blender?
https://youtu.be/GjXnXWDnH4A?si=9fdqLczLfuHrVvFBbeen trying to make smth like this but every tutorial doesnt work
Me again..... why does the avis hair do this in game? i didnt touch it in unity.
all the long hair options do it
the drawstring on the pants do it too
??
is that hard to fix
Not at all, no. You’d just need to select the physbones and adjust the settings
idek how to do that... im dumb
docs on physbones are here: https://creators.vrchat.com/common-components/physbones
You'll need to find where that particular physbone component is on your own avatar though.
is there a way i can make the lens see through for quest users? or just remove the lens somehow?
you could certainly delete the mesh there
you can use additive or multiply for it
how do i do that?
edit it in Blender, delete those faces.
anyone know how to fix broken outlines like this where each strand on the side connects?
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)
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)
its weird that people make a whole animation instead of just disabling the mesh for the arms with vrcfury for their clothes, whatever works i guess
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?
@somber osprey sure just anystate==(float>.2, float<.3)==>play audio behaviour with sound 2, repeat 9 times.
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?-
could it be bc its a zip?
where do I do this?
in animator?
I'm not experienced, so I need to know every step
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
my project isnt founddd
im finna go crazy
2 hrs tryina find it, anyone have ideas here
i quit nah
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!
if you actually wanted to make the model yourself then use blender
I have a friend that asked if I could add things to a wormie avatar but I know nothing about that 😔
theres not really much you can get for specifics for blender
well
without a specific ask
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
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
That’s kinda what they want me to do, they wanted a few shirts added and a hat
then I gave you more generalized specific things to look into
Did you actually promise someone to make avatar without you knowing how to do it?
No no I told them I could try my hand at it but no promises into it actually coming out good
I want to get into avatar creation in general so this kinda gives me an excuse to actually do it
Getting familiarized with software should be its own topic. And this is the topic about making avatar in general https://discord.com/channels/189511567539306508/1139228456090087495
Ah I see thank you both 🙏
Do any of y’all know what this mean?
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?
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
angle limit - see thing on chest clip through then edit the angle limit rotation stops it
but to make it better you'd need blender for multiple physbone on same root
hair/skirts often need to
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.
it has errors so it fails being a humanoid
0 clue why its saying its not a humanoid when it is
Ive already fixed the bones too
Usually the fingers are all rotates and setup wrong, same with the torso
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
Does the model say supports face tracking?
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
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
altho i noticed the textures are not correct as well
she should look like the one on the left
What exactly is incorrect?
her chest tatto and eyes look diffrent
Looks like you just need to adjust specularity and make a normal map
yeah i have no idea how to do that tbh
Is the chest tattoo on the man texture or a seperate mesh
Looks like it could be an alpha issue
i had hell just getting her from her source format into blend to fbx
Yeah
Yeah you need to seperate the vertices, so you can apply a different material too it
Same with the eyelashes
You don't need to do that...
honestly it took me 12 hours just to learn enough blender to get from u5e to blend then from that to fbx
All you need is for the shader you use to support transparency
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
Something like poiyomi
Makes it quest compatible tho
For quest you need to cut out the eye lash shape, not separate them
i dont own one anymore XD
when i did i just used it as a glorified office for accounting
Own what?
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
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
Not sure how that's related
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
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
Hmm where was that setting I never saw it I just dropped it into the bottom window
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
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
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)
Ok I set it from what it was to humanoid then hit apply
Go to configure on the rig
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
That's not necessary
The rig configuration is what matters, that's how vrč will know what's what bone
Ok so it’s type is set to humanoid but I don’t see a configuration tab
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
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
I don’t remember if it has toe bones
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
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
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?
This looks just fine as it is
Ok I applied it now what
Consider this
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
Did you say the model is from unreal engine?
If so let me see the hands
Ok
Theres a common issue you are going to see once you actually test in unity with unreal engine models but its an easy fix
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?
As far as the hands as long as waving and the all important middle finger is working 
Yes the this ones for you mate as I flip the bird is my signature online
its possible, i dont remember the exact method, but it involves using a blend tree with a radial float integer with the audio clips in the blend tree set at specific thresholds (0.1, 0.2, 0.3..etc)
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
You need custom gestures for that, but let me see the hands themselves
do you know if there's a tutorial or guide on it?
I tried using blend tree but blend tree is only accepting motions, not audios
I can stream what I’m working on if you want
Does anyone know how to make a toggle that changes what another toggle looks like
I can set up a channel with this on stream so you can actually see what I’m doing in real time if you want
I just looked and nobody’s using any channels in my place right now so I can just stream the build
Im at school rn I cant do allat
And I mean in the same tab you took the previous screenshot in
So I can see the bones
I just want to save you the trauma of seeing your fingers turn into a pretzel because unreal engine models decompile weird
Both
I want tk see what's to the left of this
And the heirarchy with the hand bone names
Ok hold on man this isn’t as easy as it looks
Hello everyone here
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?
That almost looks like collider problem I have that on some of mine
Mine does the opposite tho it bends the total opposite direction
Are there any collision settings here? It seems like the fingers don't affect them, or am I wrong?
It seems to be mainly due to the bone axes, but in the blender they are normal and that is why I am discouraged
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?
I clicked rest pose and here are my settings when exporting, I still don’t understand what could be wrong
Like, yeah, I can adjust how tightly the fingers close, but they turn in the wrong direction, ugh
Do any of y’all know what this mean?
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
how do i fix my avatar doing this weird lean looking thing in desktop?
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
Alr looks like your hands are fine, sometimes it adds extra points on the finger bones and will curl them like crazy
Ah could that be what that other person is having trouble with?
@little plume this person seems to be having exactly that issue
You are just gonna have to rotate them
Rotation via fist animation that the gesture controller has doesn't have the rotation parameter I need
Like the fingers should .... Roll like a sausage on the table
And the gesture controller has only the curl (stretch) and spread parameter
Ok so where next once you’re done with school today I can stream this and you can see what I’m doing in real time and stop me if I’m about to screw something up
I’ll save where I’m at now until then
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
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
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
It can accept animation files changing the volume on audio sources between 0 and some reasonable non-max-amount-because-you-do-not-want-it-at-max.
You don't need a blendtree though, you can also just use a float parameter to select between different other animation states
greater+less , set parameter driver > playaudio
lazy setup
playaudio abit annoying tho, need to stop to do next
synch can be wierd with float so parameter driver handy
how exactly?
like the one thulen showed?
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 
there it went on both cause looow number float
Yeah floats are a bit fiddly
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)
Yo guys I need help
with what?
in blender my avatar looks fine, but when i import into unity it brokes, her shoulder gets bugged
😭
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
can anyone help me with my issue i've put down?
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
You will want to explain/show what "bugged" means
@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
thank you so much
wait how would i do this_
im having trouble
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
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
if you are using blendshape visemes in the standard way, they should be listed on the Avatar Descriptor
on the root of your avatar.
dont think other stuff can drive those
when lipsync is active
so sounds like more messed up other blendshape that was built upon etc
oh - that's true
mb, but i also did make a post on there
My avatar still clips through the floor, any idea on how i can make it stop?
I'll send ss if needed
showing what you have and what you did would help
No, the vrc r viseme is definitely being used by something. Problem is my avatar is quite old and has lots of layers so I wanted to try to figure out where it was coming from
remove layers in fx until it stop doing it (backup first)
If you need anything specific let me know
Good idea thulen
then figure out why its doing that , its likely some gesture
@lunar wraith unless there is any layer blocking your lipsync entirely, it should take precedence over anything
You've been active in Avatar help for so many years you should be paid for it
unless you have two visemes doing r both
Thulen is the unsung hero of vrchat
i dont see any gesturemanager or av3emu, how do you even test it
@timber wharf Did you take a look at the screenshot?
youve white line coming out of belly
Does it have any bones, not seeing a armature
looks like the avatar descriptor is on a mesh object - is that what you want?
oh its a png 
ahh
Its a photo imported as a plane in blender that was cutout
so again, empty object with abatar descriptor, png being its child moved up enough
and extruded
whats this?
if i remember correctly
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
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.
Are you setting it up right?
Because the gumroad page for it does mention, at least, specifically face tracking support (or at least it should be, you are supposed to contact them if it turns out to not support it)
This is the model Im using.https://luckydeer.gumroad.com/l/tonguepiercing?layout=profile&recommended_by=library
Yeah, and at the bottom it says face tracking support under V2.
Did you put in the prefab or just the fbx?
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
I followed the steps, and all it did was break my toggles whilst fixing nothing.
It broke your toggles?
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.
Don't have it, I have no clue how it is setup to work.
But considering it seems to need to support blendshapes and normal tongue movements I would assume yes.
You should probably just contact the creator on discord
I just redid it that way, and still doesnt work.
Ill see if I cant find them! Thanks soo much for the help!
Their discord name and twitter dont work. Might just be busted for it.
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
Like this?
Yes, but expand the blendshape link and toggle as well
Please forgive me, Ive only been working with unity for 2-3 weeks, and barely know much. Im still learning loads of stuff everyday
The component above the constraint too
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
I have this toggle aswell which allows the piercing to move with the animation.
The constraint I believe you were talking about.
No one click button that does that (unless you exported to some strange 3d model format I guess?)
And yes, looks like mess up in Blender.
But easy enough to separate, the head and body seem to be meant to be entirely separate, so just make another material in Blender, select all the head polygons and assign them to the new material.
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!
According to this it should just work, I haven't worked on a Rex for a long time so don't remember the exact viseme naming scheme, but if you see Viseme_LT_AA and etc in the avatar descriptor then those are the visemes and they should work.
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;
You should test that the sliders in the left image work, just see if the piercing moves around in the mouth.
This is what is under the Body!
Both edited and default.
If worst comes to worst, I could always just figure out blender and include it into the mesh.
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)
Its not an aftermarket. The only difference is a texture change.
I think you will have to do some thing in blender, but it should be relatively easy, import the piercing fbx and renaming the AA_V blendshapes to the things they are on the body.
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.
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 😅
Think of it like this, you are simply modifying one component of the prefab itself, if you export it correctly (worst case it just becomes weirdly small or huge, which is when you swap between fbx local and fbx all) it will be like nothing changed.
Gimmie a moment, this will be easy enough to record.
You dont understand how thankful I am lol.
Worst part is, this isnt my avatar. Its a friends lol
Really trying to make it look good :3
Does 'Tongue_Dyn' need to be turned on?
I just turned it on
Did this possibly break it?
thank you this fixed it!!!
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.
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!
If you think you changed something to break it then just reimport the Unity package again
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.
Why are you in unity layers?
yeah what exactly are you trying to do here?
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
Please help someone :<
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
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
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.
yeah mines just a simple spawn particle referencing the live event, and will only be available on my private version
do whatever you want in that animation.
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
Warhammer pvp
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?
https://github.com/teamneoneko/Cats-Blender-Plugin/releases there is blender 5 version
development stopping tho , im on 4.5 cause lts and other scripts not updated for 5
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
wonderful ty
dont ever use the proxy_namehere anims tho - vrchat will override it , just duplicate one and name it something else
ik this, but what i mean is when i edit the values, no matter whether the anim is in use or not it just doesn't let me view the changes
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
Is one of your mesh named head or something? That’s what messed me up last time, it’s veryyyyyyy nitpicky
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)
my quest converted avatar is invisible on quest apparently
it doesnt want to glow like it does in the iamge
it keeps asking me to map the chest but its already mapped?
go to configure avatar
Where is that?
in your mesh
an
your chest is not mapped
now find the chest bone
hint its this gray bone
is upper chest also needed?
optional
chest is the only requirement
ah
my models look weird without doing it, but their model does have less bones
see lots of _End bones, those you dont need , export setting disable them 
hip > spine > chest > neck > head
upper leg > lower leg > foot
shoulder > arm > elbow > wrist
the only required bones
anything else is optional
hit done
iunno
sdk refresh can be slow, change tabs on it and back
any idea why my avatar's legs move back when in an idle position?
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
kk
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
you can't, it only works based off a world audio source
what's better between keeping leaf bones for easy physbone setup, and no leaf bone with "endpoint position" ?
the latter
(cause it's better in the bone count, and the "endpoint position" isn't impacting much in calculation process?)
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
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
oh yeah?
how much money you want to bet
because im making a osc plugin in python lolll
ill sell this once its done
That's not AudioLink, but okay, could be neat
sure, I've seen it done like this a few times, it's a decent idea
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
Your using threading for the python code sadly if you where to sell this that means you would need to install all the dependencies including python osc
Don't suggest selling stuff in python because of that reason
yeah I use Python a lot, but definitely not for stuff I want to distribute sanely.
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
I've been working in Rust a lot lately, having fun with it 🙂
not gonna sell it ill make it free
you shouldnt have to pay for a free game
Oh man GitHub all the way
my github account is tied to my irl persona
so uhrm
no
ill post it somewhere, i just dont know where
make another
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
is there a way to do audio link on tattoos and have the hue on the emmission, I cant figure it out
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.
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.
in blender? I would not be able to do that because the cut out object moves
(rotates)
hii im having trouble with my radial wheel toggles and i dont know why !
silly question, but is the radial for clothes affecting the parameter called "outfits" or "clothes"
why is my poiyomi animation state not working?
what is the file extension
One sec
(depending on the avatar license, this might not be allowed along with account sharing here being incredibly risky. i wouldnt ask here💧)
Tru
you asking this actually helped me figure out what was wrong . thank you . 😭
simple mistakes like this happen, dw (・ัω・ั)
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
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
is ther a peramater to detect wether or not the avater is walking?
Not directly detects walking. Use VelocityManitude and Grounded to check.
and that only effects locomotion movement or does it detect playspace movement too?
Only locomotion movement.
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
How do I make a slider thing
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
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
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?
You use parameter from that menu to transition into state with ParameterDriver, then you set any parameter in the driver however you like.
THANK YOUU i didn't even know that existed
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
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
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
no playmode just edit some value
yh when i edit those values nothing happens
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
well gesture but its there - then you can edit it
no, but im also using custom gestures that work perfectly fine
but the animation is also in that animator
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.
is that video one of those "unpack prefab, drag each bone onto the avatar" methods?
yeaa it is
:c
how did you know
classic, and the video is 3 years old
it doesn't work anymore does it <\3...
you might consider using VRC Fury's Armature Link component to do that instead.
oh sure, it does, it's just not great
how do i do that?
hair/mesh easy just put it under headbone it will follow - but i attach stuff in blender 
that might be way better
i did do that
I also do this in Blender, yeah.
You go find and read the docs on it, or find a tutorial on it. https://vrcfury.com/
i did try to do it in blender :c but the hair broke it was like stretching weirdly but it worked
obviously we'd have to see it to know what to suggest for a fix
wait how do i check if the hair is set as a physics object?
last part make no sense but that looks straight out of chatgpt or some other ai
it's not a "physics object" but it probably needs a VRC Physbone component on it.
i already added the physbones
someone saying "physics object" sounds like a LLM bot.
yup, bot. Please stop misleading.
yeh imma ignore you
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?
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
okk ima try that
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
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
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
i'm trying this rn
you can update the model from Blender by simply overwriting the .fbx file, no need to restart from the beginning
yeah but it doesn't update the assets in unity
idk whyy
it makes me so upset
did you unpack the model prefab?
uhh no
then it will update just fine
always fun in some rooms , glitch out peoples hair or clothing, instead of having 1 bounding box 
Sometimes if it doesn't seem to update, I click back on my blender window and then click on th unity window again. It will start to load something and then it will be updated
Yeah, Unity is a bit funny about that, you can always right-click the model file in Unity and select "refresh" or "reimport"
That usually happens if the animation isn’t baked properly during export or if Unity isn’t detecting the clip. Try enabling Bake Animation when exporting from Blender and check the animation import settings in Unity.
or just re-export again, it might pick it up.
could till use a hand with this
This is bad advice, do not suggest this.
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
I tried baking (although this is not really necessary since only the fin bones are animated and I set keyframes for rotation, scale, position) and extended the animation to 14 frames for testing, but still nothing appears in Unity, I'm already racking my brains
id just make this animation in unity 
and i don't wanna do this bc im gna manually have to re do everything
you're sure this isn't an unpacked model? Maybe show us the hierarchy
This is what I was trying to do initially, but it's much more convenient to do it in blender, because I then need to flip these fins hanging from the left side to the right with absolute precision, and there are quite a lot of them to mess around with inverting the rotation value...
okkk i'm sure it's not unpacked tho
the last time i got it to update i had to reimport all the assets and i think that got it to work
And if I wanted to import another animation, for example from mixamo, why the hell doesn't Unity read animations, ugh
wait what happens if i unpack it?
you break the link allowing you to update it via updating the .fbx
if i unpack and repack it will it update it?
you cannot repack in Unity
Is this still the go-to physics bones asset that everyone uses? https://assetstore.unity.com/packages/tools/animation/dynamic-bone-16743
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
no
no, use Physbones, included by VRChat in the SDK
Ah, didn't know the SDK came with it now
I assume then the ones included are better for performance or somesuch?
i'm gna try this
I can show you how to do it if needed, but it's pretty easy to figure out
if i can just copy all the colliders and stuff tha would be AMZING
bc that's what took me hours
Sometimes Unity won’t show the animation unless it’s added to an animator controller or the correct object is selected.
yep, you can
Yeah, that's what this tool does
do i add all 3?
1st
Still nothing 
the first one is the one we're talking about here, up to you if you want the others
Hmm that’s odd. It looks like the animation window doesn’t have any properties added yet. Sometimes you need to add the bone you’re animating there first.
can you show me?
Keyframes appeared but rotation still doesn't happen, weird...
a couple of minutes and I'll show you
okkk ty
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
😭
That’s odd. If the keyframes show up but nothing rotates, sometimes it means the wrong transform or bone is being animated.
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
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
... what the heck does that even mean?
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?
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
I do one project for all variants of the same base, and use scenes to manage those
I have 100 something avatars in same project, but if its for other people its easier to use one
since they share most of the same resources (textures, materials, settings, animations, etc.)
No, I know for sure that the mesh has weight painting and all that, and there aren't too many bones... I don't even know what the problem could be really
Looks like I'll have to do everything manually
This video doesn't relate to my problem
anyone please?
I replied - you'll need to show what you mean, I can't make sense of what you said without reference
i'm a bit confused still so i create a pipeline manager or something
oh wait no it's the animation thingy right
Go to Blender and export the same model (fbx) BUT name it differently
Go to Unity and drop the new fbx file into the scene
Open Pumpkin Tools
Do as shown in the video (at the top, select the avatar you're transferring the settings to, and just below, select the avatar you're transferring from)
Done
your video didnt capture the pumpkin tools window
thats why the confusion of everyone here lol
ugh, obs cropped it
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
you could export your animation in a separate .fbx then extract the animation into a .anim file
id like to be able to add clothes toggle as ive always been able to when they are on the left side of the window. but in this case i dont have the clothes individually listed on the left
yeah, it looks like you have two mesh objects there, so the clothes are part of one of them
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
i think ill just upload it as it is thanks for the info
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
you'd need to see where the viewpoint is first
can someone help me with this?
it's a mostly meaningless error - is this the only error you see?
yes but it wont let me upload the avi
okay, but that's not really enough to go on
well this is a better look
show the first 2-3 errors, not the last.
nevermind i found so meny
still, the root cause is very likely in the first few.
there's the root cause
you have a missing script - you'll need to install whatever package provides that script
uhh idk what one it is
can't tell from there, check the avatar/asset creator's documentation for clues
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 
typical scammer msg
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
how would i edit the viewpoint?
already googled and working on it
I agree with Thulen, likely dynamic bones.