#avatar-help
1 messages Ā· Page 252 of 1
yeah I'd probably do that, then setup physbones as needed.
look in the console to see what the errors are.
Always look at the first 2-3 errors. Feel free to paste them.
see the first pin in here for detail on how to share errors
cropping them makes helping very difficult - see that pin.
better - and yeah, same guess.
i did remove it
it says "boo" but ive looked everywhere and theres nothing named boo
it's looking for C# code, not necessarily a file with that in the name
is there a way to find that?
you could grep all the files, or probably look at that specific script to see what it wants. Or perhaps it's an outdated package, you could try updating it.
Haven't used that one so can't suggest much about it otherwise.
"update"?
u said updating
install a newer version?
everything is updated
Okay then that isn't an outdated package, and so no need to update it.
id move folder out of assets/delete it 
definitely not what I said
yeah but thats what im starting to think bc ive literally tried everything and nothing is working
Did you install the Marker package yourself, or did it come with the avatar?
it came with the avatar
Did you verify it's the latest version of the package?
yes
its not in packages to its defiantly old
exactly
https://vrlabs.dev/packages/ newer here
how can I make hand geasture controlled eyebrows?
thumbsup raises them, pointing lowers them.
i already have the shapekeys
trigger your animation states based on the GestureRight or GestureLeft parameters
Can I see which animation turns on the shapekey? I have too many animations, and one of them turns on a shapekey that should be off. Do I have to check everything manually, or is there a way to check?
aight bet
there's no easy way - I usually will just turn off all the animation layers using the weight parameter, then turn on each one to see what causes the problem
my face mesh is rigged with shape keys but the teeth are rigged to a bone
how can i make the teeth move with the viseme shape keys
re-rig the teeth to the head bone and make them move with the viseme shape keys
sure is, you can apply an armature modifier as a shape key
ik
but
that doesnt put the shape key on the head
let me just make my mouth poses first then ill worry about teeth
if your teeth mesh and head are separate mesh objects then no, of course it would not do so
so just join their meshs?
probably those should be joined at some point
you could join them temporarily to sync the viseme list then separate them again to work on them separately
definitely
ill try to figure it out when I make all the face poses themselves
im scrolling through the big list of face mocap shape keys to make realistic face poses
thanks
My avi continues to fail uploading last second and I cannot tell what this error means š
I don't understand why the normals on the chest are breaking
I don't have custom normals data enabled in Blender (even if I do, everything breaks). It's not a problem with the polygons overlapping each other, everything remains smooth
Try exporting with "smoothing" under "Geometry" set to "face", then import normals (rather than calculate or using legacy) in the Unity import settings
what even are those? You clipped the pic so we can't see any context
shape keys
oh, all of them should.
"see a spider"
i didnt make that
that was just something that was originally on the rig lol
ok now that all my shape keys are done
how do i do teeth
its really noticble with the a pose how the teeth dont move
Hello! I am having a new issue with the Dynamig Gesture prefrab that I dont usually have. It is causing the hands to "claw" and not play any of the default animations.
I attached a video to help visualize my issue better, I tried to ask in the creators help discord but I havent gotten a response there so I figured i would post here too!
cant, quite show the avatar right now but, im trynna add some extra hands on it and it uses vrcfury to add to the armature and link it
issue is, the avatar doesnt, have any fingers at all in its armature or mesh... how to i deal with this?
Add finger bones to the armature so VRChat can control them via IK, then you can use those as the source for controlling other things including your add-on extra hands.
does that require blender tho?
Blender or something else that can rig, yep.
okay, so i made my avi's eyes different [not even edit them, just change the color, and whenever the material locks to upload, it appears as a missing texture in game and in unity and it keeps doing it, any suggestions?
I assume this is Poiyomi? What happens when you manually lock it in the editor?
becomes a missing texture
You'll need to inspect the material to find out what is missing.
its the origninal material for the avi T-T
it doesnt say or look like anything is wrong
the other eye is the exact same edits as the other and it works completely fine
Having an issue with an avi I'm working on.
I can't see it, and my camera can't see it, but my friends can see assets from the avi floating in the sky. Horns, earrings, glasses chains. I can't figure out why for the life of me
are all of those objects attached to the avatar's head?
Yes
You can't see them because VRChat scales your head bone to 0 so your head isn't in the way of your viewpoint.
As to why they are out of place.... definitely no idea from just that image.
I can't see anything out of place in my project. I've worked on dozens and dozens of booth avis and never had this issue
I don't even know where to start looking
I'd use gesture manager in unity and pose the Avi in play mode to verify it's doing there too
Doing that as we speak, but I see nothing weird. The assets are all where they should be. Nothing floating. Toggles all working properly
Move the head, arms, legs
No issues there either :/
Perhaps a quest side issue?
how tall is the base robot avatar?
in meters
so I can scale my model based off of it
Just Spawn a cube that's 1m by 1m?
The avatar is PC only
you right
unitys default scale is meters right?
Do these eyes look flat enough for 2D blinking textures?
Hi hiii, does anyone know how to make their models MMD compatiable in the MMD dance worlds? my avatar use to be compatible, but after working on it in blender n such, it stopped working? The blendshapes for the MMD are all still there though.
Even my old avatars that I know was MMD compatible is no longer working, and I ahvent even brought them into blender yet .
Did you got who can help about that?
Or if I can see
Hi! I have an avatar with 500k polygons, I donāt wanna get rid of any assets or nothing, any tips? (Itās still in blender) itās a pc/quest avatar)
i havent gotten help yet
So im trying to get a billboard effect on my avatar but it gets anchored to a specific spot instead of my head, how could i fix it?
Can you show me so I can help about it?
First of all is your billboard script using world space?
Because if itās set to world, the particles will only stay in one place whenever you move
is there somethign specifc you want to look at ?
i think so\
how do i change that?
because it looks fine in unity but it breaks once its inside vrchat
Hi! That can happen if something changed in the rig, armature setup, or blendshape names after editing in Blender. Sometimes the MMD worlds stop recognizing the avatar if the required bones or shape keys were modified.
hmmm.. but even the models that I havent changed at all, my really old models back in 2018~2020 which I know has MMD compatability, arent working at all either.
If the mesh was re-exported from Blender, sometimes the shape keys lose their index order
Also check if the avatar descriptor still detects the visemes
If you want, you can send me the avatar or screenshot of the skinned mesh + blendshapes in Unity, Iāve fixed MMD compatibility issues like that before and can help figure out what broke.
Let me see the screenshot of it
i think it is, how do i make it so its on my avatar?
Hmm thatās interesting. it might actually be a change in the MMD world or VRChat updates rather than the models themselves. Sometimes updates break compatibility with older setups
oh man :(( I really hope its not broken from vrchat.
Cuz i've also tried out other MMD worlds, and they also dont work on my face or other models at all.
Select your avatar and open the VRC Avatar Descriptor
Make sure the Lip Sync is set to Viseme Blend Shape
Check that the visemes (aa, ih, ou, ee, oh, things like that)are still assigned to the correct blendshapes
Also make sure the Skinned Mesh with those blendshapes is the one assigned in the descriptor
Sometimes Unity or VRChat updates reset those settings, so the MMD worlds canāt detect the visemes anymore.
If everything looks correct and it still doesnāt work, it could also be the blendshape order changing after export, which can break MMD detection.
hmmm.. everything does look correct
You must be missing something I can only try it if the model is being uploaded to my computer here I do make model so maybe I can take a look if you want
Hmm yeah if itās happening across multiple MMD worlds and even with older avatars, itās probably something related to how the visemes or blendshapes are mapped now rather than the models being broken. VRChat has changed a few things over time. From the screenshot it looks like the VRC visemes are there, but the world might be expecting specific MMD shape keys or naming. You can check the avatar setup or Unity inspector you might be able to figure out what wrong there
tested random ones earlier, no issues with mine
cause i just added a bunch of stuff 
layer order matters alot tho, the first 3 you should highly avoid since stations have to use tracking control yoinked from avatar sdk (since they still have no other way of doing it)
I see, well i appreciate the help.
hmmm not sure what to based it off of. cuz tehre isnt really any tutorials on how to make vrchat models MMD compatible ^^;
your average vmd/anim in vrchat , unless you know their shapekeys is translated or not its guess work
Will you?
no thank you š
Its a custom model of mine, so i dont feel comfortable sharing the avatar package. im sorry ^^;
hmm i appreciate it! ill check this out
I made this model for someone, it got me soooooooo frustrated to the stage that I had to break it all down a remake from the start, now Its working so perfectly, sometimes model just need to be remake to work well
Well I understand that
yeah, i don't know how to script so i just grabbed a code off of github. it looks fine in unity, but its locked in place in vrchat. is there a seperate thing to make it lock onto your avatar instead of the world?
- Open your avatar in Unity.
- In the Hierarchy, check the object that is following world space (hair, prop, mesh, etc).
- Make sure it is parented to the avatar armature, not to the scene root.
And thatās all.
For example
Avatar
Armature
Hips
Spine
Chest
Head
YourObject
Something like that
Yeah thatās true, there arenāt many clear tutorials for MMD compatibility in VRChat. Usually it depends on the correct viseme/blendshape setup and how the avatar descriptor is configured in Unity. If something changed there, the MMD worlds might not detect properly
nono like, it doesnt matter where i put it in the armature, its in the same spot everytime, and its locked there
i dont understand why it does that
even though its in the armature
edited the model in blender and now my ears and tongue do this,
what the fuck could even be causing this issue
oh i know
i htink
let me fix it
getting out of the default shape
it becomes crancked
like I said, you'll need to explain in ways that make sense to people here who have never seen your avatar, and don't know what you mean by "crancked" or "bugged".
feel free to provide images to show
would anyone be able to help me combined a blendshap with a contact?
may i ask how I fix this? if anyone knows how to fix this
see the first pin in this channel - we need more info
i get the error alot
that should not mater
i usually just delete the fbx and reimport until it works
because vrchat thinks your avatar is not humanoid. Just setting it so does not make it so.
i think it does
then what do i do to fix it
Yes, I might be able to help with that. Do you want the blendshape to activate when the contact triggers?
bc this happened after reimporting the model
I don't know what is wrong
yes
alright
verify the armature hierarchy is correct, and that all the required humanoid bones are mapped correctly.
also gotta limit the eye look
ok but it was fine before
like what
okay
all i did was fix the head not being rigged
then whatever you changed broke it - maybe you can explain in more detail what you changed?
an avatar i got from booth is A posing how can i make it t pose?
you change its pose
like, make the head actually grouped with the armature
bc it wasnt
what does that mean?
"grouped"?
you literally just pose it in blender
If the avatar is in an A-pose, you can convert it to a T-pose in Blender pretty easily. Go into Pose Mode, rotate the arms upward until they are straight out, then apply it as the new rest pose. After that it should match the normal T-pose for rigging or VRChat upload.
like this
make sure to apply pose as rest pose tho
ctrl + a apply as rest pose
anyone know how to fix this
fix what about it?
select your bones then apply as rest pose
when i use visemes the eyesbrows and eye line move
... I have no idea what your image has to do with that
ill record it
this is what it says
install whatever missing package provides that script that is missing
(see the avatar/asset creator's documentation for clues)
Like this
whats the issue?
sorry what about this is a problem?
it looks normal
use like, words. Explain what your problem is.
by "suddenly" you mean after you did something, right? what exactly was that something?
like i said before
what are you even trying to show here
the eyebrows move iwth th visemes
okay so you have a shape key that does something you don't want it to do. Rework the shape key so it moves those vertices where you want them to be.
theyre not supposed to
ah i didnt make the shape keys
it was already on the model
ok thanks
is there a setting i change?
can u send a screenshot
I said what to look at
when?
i already did
wtf does that even mean
yes its correct
its the same one as before
literally 0 difference
just the head is actually rigged
if it was correct it wouldn't be complaining though
how tf am I supposed to tell why the computer is whining
thats what im asking
if everything is the same
shrugs
why is unity being stupid
looks pretty human to me
everything looks correct idk why it wants to whine
its done this for my astrojack avatar i just finished before
reimporting the mesh fixed it
randomly
so idk what its deciding to whine abt now
bc reimporting it doesnt fix it
maybe its because of spine 2 but i could be wrong
try setting it to none and see what it does
yeah i clicked the wrong thing
if it still says not humanoid then im at a loss
bro what
its still not
let me use spine 1 instead of 2
it worked before why is it being a little whiney crybaby
its the same model
nope still not a humanoid
how do i chagne the neck and head bone
that could be the issue
upper chest is fully supported, but if you use it, you must have the shoulders be children of this bone
ooh
never knew that
You can omit it though, in which case the shoulders must be children of the chest bone
ima do what i did for astrojack
restart unity
and reimport the model
bc that fixed it previously
and if this fixes it ima be so pissed
Hey
how can I change the neck bone?
change in what way?
which bone it usees
nvrm
its literally a humanoid
theres no reason for it to be whining like this
could it be leaf bones or whatever
idk why it would be it worked fine before
Is there anyway to achieve a toggle where when putting on something it raises the wearer's viewpoint? I am making an avatar with stilts and would be dope to have it on the same model as her humanoid legs but I dont want the stilts clipping into the floor ig idk xD anyone have any idea??
Unfortunately, you can't change the viewpoint at runtime
oh and ofc suddenly import my original fbx model into blender is also suddnely messed up!
ofc why wouldnt it be
Okay thank you!!
looks like some pretty human movements
honestly this guy looks like a human no clue how unity confuses it
heres a picture of him in court yesterday
Unity/VRChat wants a very specific bone configuration, "looks right" is of course not sufficient.
its was fine until the head was rigged which is odd
again, I'm very curious what you changed there.
so far you've said just "I rigged the head" but didn't describe in detail what that means.
its exactly what i said
you know how you rig things to an armature?
to make it deform
add weights and such
thats literally all I did
okay I guess I don't know what that might mean, since surely you had the head as part of the armature before, or it would not have been humanoid
did you not see the clip of it floating around?
sure, but that is not of much use, since "it moves around" is not the criteria VRChat uses for "it's humanoid"
You can rig and animate something in Blender in an infinite number of ways that are not exactly what vrchat wants.
maybe check the console, it might have more information
Hoping to get some help with uploading my avatar, never seen this error before. I'm getting the "security checks failed" after I've uploaded it. I'm on the current sdk version vrchat uses, 2022.3.22f1. I end up with a medium rating solely from physbone transform count, I removed the poi shader I had to try and narrow down anything, and yet I still can't get it to upload properly.
I am using Nobara and linux, and had to use ALCOM to set up the unity vrchat avatar file and opened it in the default unity program since VCC isn't compatible and ALCOM refused to recognize my license
... alcom has no license
mhm
I tried following steps to carry my license from unity over to ALCOM and it didn't work, so I just used my workaround
no, I mean, it doesn't ask you for one since there isn't one. Do you mean Unity? Alcom (and VCC) are just package managers and Unity launchers.
You're still using Unity.
Yes, it refused to recognize my unity license
No, when I tried to load into the unity project from ALCOM it tells me I am missing a unity license
that's fine, but again, that's unity doing it, alcom does not ask you for a license.
Okay
Reloaded unity hub and logged back in and it still had the security check fail
š¤·āāļø
right, these are unrelated things
the security check is VRChat's servers rejecting your avatar for some reason
normally I'd think it was way out side of reasonable stats, but you said it was a medium, so nope, no idea why it would be rejected
Solved it
so what do you suggest then if the float is too fiddly?
My workaround here had me skip one step when I was adding the correct unity version to unity hub where I missed the windows/android build support
To fix the problem I ran into on linux where you are getting the "security checks failed", double check you have all the build support installed by clicking on the manage button and selecting modules, and picking the windows and android modules
never had that one on linux myself
I don't really do android stuff so I don't have that installed
neat
why is this Audio radial puppet not control any of this?
can't tell you anything without seeing the transition conditions
Imported from a .vrm model, and still relatively new to making avatars, how do I get this idiot into VRChat? What packages would I need to download?
I am....?
no other packages are required
assuming that ^ is unity and you already have the model in there.
Ok, but how does one fix... this.
remove those VRM components that you can't use on vrchat
Items removed. But how would I improve performance rating? Like how do I combine materials and atlas textures? I barely worked in Unity before.
there are lots of tutorial videos for such things, but medium is a pretty nice ranking already
you combine material slots in blender (or similar), you can work on textures in whatever image editor you like
-# Oh dear lord Blender I know next to nothing
Alrighty, I'll attempt to do so.
Blender is fun š
Alright, I (somehow) made it into Blender, where would I find material slots? In Material Properties?
Wait, it only uses 5 material slots... how is it reading 13 material slots???
all slots on each mesh object count, even if the material in them is the same
5 material slots on each of 5 mesh objects could be 5 materials but is 25 material slots
Alrighty, but I decided to just not mess with material slots.
But how do I switch shaders for the quest build
Found it, but why does it remove all transparency on the material?
Because quest shader doesn't support transparency.
Ok... so I don't exactly know how to fix it because my avatar materials use transparency heavily, and changing it to mobile results in my sleep paralysis demon
there are tutorials for that too
does anybody know how to parent bones from other armatures?
You have to "Join" armature first.
But when i do that the right arm no longer moves when I try to pose it
You also have to change armature assignment in the armature deform modifier.
where's that located?
"Modifiers" in property tab of the mesh object.
Alright I got it now, Thank you!
not quite sure what caused this. it's supposed to be a cape but its not showing from the back. everything looked fine in blender
Blackface culling is on, you'll either want to disable it via the shader, or duplicate the faces and flip them
is there any way to use this type of shader it keeps saying that Iām not allowed to use it, but I know that people used it before and I wanna know because I know thereās a way to go around it
If it says you can't use it, then you can't use it. If you did find a way to get it to upload, I'd probably just fail security checks and leave you with an error bot.
then how do people upload clear PNG avatars that are not see-through or any type of way like that. I need to know.
Knifing it #avatar-help message
I do not use blender
none of this makes sense
That's the way.
using blender?
Yes.
I donāt know how to use blender ;-;
how would one go about adding this cape (with physics) to the avatar? it already has some bones.
nvm- thought physbones would be more complicated but no it was actually quite simple :) i did run into this problem though
is there any way to combine two material types? In Unity.
like if I wanted to combine multiply with additive
No.
What about the transition from AnyState to the "New State"
one problem after another š running into this odd issue where the android build setting is grayed out, despite unity hub saying android tools are installed
oh that's empty, idk what condition to put in
Then why did you need that state to begin with?
cause I followed this @ornate stump
The condition must have both greater and less in range for the "New State 0", and only less into the "New State".
If you don't need all 4 states then you have to remove some states and adjust the transition condition accordingly.
Is that what you want?
Probably.
I just want the radial puppet to work
like from 10-30%, triggers state 1
30%-50%, triggers states 2 and so on
Radial puppet already works by itself.
I'm trying to do this
so why isn't it working it here?
like I don't see the blue bar on the states during playmode
Because "Radial Puppet" and "state logic" are 2 different things. Radial puppet purpose is for setting float parameter, then you take that float parameter and put into your state logic.
so how can I tell if this is working or not?
By testing it.
The problem you're trying to solve is in the state logic part which is what you're doing currently.
I have hte playmode on but the Animator doesn't update the values in real time
like I don't see the blue bars from here
You have to use Gesture Manager and have the FX controller assigned in avatar animator.
like this?
Yes.
it was already like this, it still doesn't show
Can you screenshot the unity screen when you test it instead?
do I need to add anim or motion file fori t to work? I can't leave it blank?
You usually have to put some animation clip into state, even the clip is blank.
If there is no animation, did you use parameter driver in those states?
hey does anyone know how to fix the cloth clipping when switching shaders from mtoon to poiyomi
I read your initial question here, you talked about how to select audio to play, but didn't mention about when the audio is played.
I can actually see the blue bar updating real time, but if I click "Gesture Manager" doesn't it disappears
what do you mean?
it always stays on unless the radial puppet is at 0% which won't play any audio
You can ignore the blue bar when testing for now. How did you make it play? By enabling via animation clip?
I don't have the audio in for now cause I need to produce the audio
I just wanna see if this state logic set up is correct or not
Take a look in Gesture Manager in Debug tab and see Animation State tab. It show what animation it's playing in each layer.
anyone?
Is it really clipping? Because changing shader shouldn't be a reason it's clipping unless it's already clipped from the start.
when i switch to poiyomi the clothes clips into the skin a little
It isn't "clipping". It's just the material is "Opaque". So change Opaque to something else.
it worked thanks alot
how do I add the audio to this animation clip?
You put Audio Source object and assign the clip into the source, then animate the source on and off.
I made animatino clips that has the audio volume in it. but it doesn't work
did I do something wrong here?
Did you record it in animation?
yes
the volume is actually moving
Then it's working.
then why don't I hear it?
Because default audio range is too low and the listening camera is placed too far.
And you should animate toggle on-off for audio source instead of just volume.
what do you mean?
Toggle the checkbox that set object active in the scene.
where do I find that?
they're all on
You have to animate to turn off too.
I made aanother animation and state where all audio files is set to 0 volume
I think that's how it works right?
Setting volume zero doesn't mean turning it off.
then idk how
Just record you toggle that checkbox.
also Tested it. the audio works but all audio are playing
like this?
Yes. And have the one you need for an animation to be on.
Yes.
could you please follow the shape it looks weird you can tell if you look closely ?
oaky it fully works. tho the transition from others isn't smooth, very abrupt
is there a way to do a toggle to disable this whole state or not?
Did you set transition duration?
idk what that means
you mean this?
In "Settings".
The source is going to be disable at half-way during transition. If you want smoother transition, it's going to be more complex setup.
better not cause I'm not experienced at all
So i have a issue with VRChat Compainion. When i want to add a project in there, it gives me this in my logs, i dont understand.
new problem. other people can hear the audio even tho its way far from the max distance
Add VRCSpatialAudioSource component to your audio sources and adjust range.
and match gain and far with min and max respectively?
No.
then what do I set Gain and far?
Gain leave it as is. Far for how far range for your audio to go, in meters.
so if my max distance is 0.5
the far should be 0.5?
Probably.
okay the audio isn't working when I test it in-game but it works in playtest mode
I got an warning saying "Load in background is disabled". I did auto fix and that didn't do anything
Does it make the warning disappeared?
oh nvm I hear it, it just suddenly became so quiet
idk if its cause of the spatial audio or not
That's because dropoff is shorter. You might have to increase "Near" range a bit to compensate.
even tho the audio source is right inside me?
also where do I find that?
The listening camera is still relatively far from the audio source.
The spatial component. Expand "Advanced".
like this?
do I need to fix that?
If it's make sense by moving the heart to your head then sure.
You should realize that Near can't be further than Far.
oh
anyone one know how to unmerge merged mesh using vrfury and no blender? i imported my avatar body merged with the clothes
Not a job for vrcfury.
okay fixed it
but how can I add a Toggle where the toggle tells the animator state to not work?
can do this in unity without touching blender
Is that a question?
yes please
Don't you already have the state that turn off all the audio source?
No. Blender.
yes but I plan to merge this with another radial puppet
so one radial puppet will control the audio and the animation
Can you just add the animation to the same animation clip as the audio?
I don't know if that imght break it or not
the animation only has 2 clips, the audio has 3 so I'm not sure
this is what the animation config looks like
You could also make another layer and setup separate state logic again.
idk what that really tells me
You're already doing that.
The picture I sent?
Yes.
So what do I do next to make one radial puppet control 2 layers?
Just use the same parameter.
but that means the 2 layers needs to have the same name so radial puppet can use them?
Animator doesn't care whether the parameter is from and doesn't need to know it. What it have to use only is the parameter name.
so for here. the "BPM" and "AudioHeart"
I have to rename them both to be the same?
You would have only one parameter for it.
Not 2 with same name.
I did that but now neither of them work
why?
Don't you want a single radial puppet?
oh right. I didn't knew that could cause problem
That isn't the problem.
well tried that. still doesn't work at all
I see you changed the parameter name. Did you also update the parameter name in animator to match with what you changed?
Oh, no
Idk how to assign the animation layer with the parameter
I have these 2 before. should I delete one of them and rename the other as "Heart"?
Yes.
Whether you have deleted, you will have to recheck every transtion that you used the parameter.
I deleted the BPM> and it said that the transition in the "BPM" layer will be affected
I don't remember how to fix it
Just delete it.
the parameter?
already did, now what, test it?
Did you change whatever state that used the deleted parameter to use the other parameter?
no, Idk how exactly
Just do the same way as how you select the previous parameter.
they both work but the Radial puppet isn't change the animation speed
and for some reason, it broke the stencils a bit
in the playmode, the model isn't being phrased through another model even tho they both have stencils on
Did you put the parameter to control the animation speed?
oh no I fix it. I didn't knew "Multiplier" is where the parameter goes but now I have a new problem
in playmode, the heart model isn't phasing through the coat
but if I exit playmode, then it shows. why?
Because if those materials are the same render queue then the rendering order may be swapped.
okay I fixed it. now about adding a toggle button that only disables the audio of the radial puppet?
is that possible?
Why do you need a separate toggle when you already put the radial puppet to put those source when the parameter is zero?
cause what if I wanna keep the animation going but disable the audio?
how do i see the contact tags of a contact on an avatar that isnt mine? im trying to add compatibility with an avatar, but the contacts overlay doesnt show what tags the contact sender has so i cant place a receiver for it
Then you make new transition in the audio layer from anystate into the off state, add the parameter from toggle button to the new transition.
or what if I do a condition for all of these states where the toggle button is set to true, if its false then none of them will work?
There isn't a way to show contact tag of other avatars.
ok
That also works if you want to do that way.
I added a parameter called "AudioHeart"
but how do i make it show up on the left side of the parameter list?
Haven't you done that dozens of time already? Adding the parameter into animator parameter list.
how do i remove the ahir off of w a model?
I tend to forget alot
I tried it but now the audio system is bugged. It doesn't change the state properlly and if I press the button to off, the audio still plays
what did I do wrong?
What about the "New State"?
Which one is the Off state?
I didn't do anything to either of them
and its "new state 1" that's supposed to be an off state
Then you have to Make a transition from anystate to the of state, with condition only is the AudioHeart false.
And you should just delete the "New State" if you don't use it for anything.
While helping test an avatar for a friend that places an object in world position we noticed that there were situations where the animations won't play for remote users.
- If they are out of view
- If all the renderers on the avatar were disabled
We thought this was a culling issue on the animator so we changed the cullingMode on the avatar to be "AlwaysAnimate" but that didn't seem to work. Does anyone know the reason for this or have a work around for this? I didn't really test this but assuming the entire animation is disabled wouldn't animations that enable things like audio sources and particle systems also be disabled? I could of swore there were times when i heard or saw particles/sounds from people behind me.
New problem. upon spawning in the world, all of the 3 audios are playing at once
but if I press the toggle to stop and then press play that fixes it
how do I make sure this issue doesn't happen everytime I spawn in?
it could be the default values for the params, make sure the params u set the default value of whatever controls the audios to be off, and uncheck the saved option so that if the audio was on last time u used the avatar it won't be on when u use it again.
Other then that in ur controller, make sure the default states don't enable the audio.
the button for this is defaulted to off
But still the audio plays regardless when I first spawn in
what does the controller look like then?
debug it in play mode
Here
unless I'm showing the wrong thing
it says its off
but all 3 audios are playing anyway when i first join in the world or start the play-mode
the issue is gone if I press the toggle on and off again
You have to Make Transition. Not adding another condition to off state.
perhaps your default anim state is the clip that plays the audio
so I have to make another state?
I'm confused
Make Transition
please name ur states
You said yourself the "New State 1" is the off state.
right click, new transition iirc
what does "New State" do
"New State" does nothing and I kept telling them to delete it.
šµāš«
that could be it then
because if the audios are enabled by default on upload
and New State doesn't change it
then if the heart value is above 0.3 the animation state will be at NewState when they load in
I deleted the new state but now it made that as the default. won't it cause an issue?
The "New State" itself isn't a problem, it's only causing confusion.
sorry for testing your patience, Idk how to use unity
write click the "Off" state and click set default state
I only tell you to make transition from any state to off state, not into every other state.
is this okay now?
Yes.
Also make sure that you also toggle off those audio source in the scene for redundancy.
you mean this?
otherwise I'm confused how to do that
No. In the scene.
like this?
I did it from the hierarchy but idk how to do it exactly in the scene, again sorry for my confusion
the object toggle
Selecting from hierarchy is effectively the same as selecting from the scene.
look for the inspector window after u select the object in he hierarchy, in the upper left side of the inspector view you should see a checkbox next to the object's name. Uncheck that to untoggle the object
Something is weird about my avatar. I am trying to implement some tail animations for the custom tail I added to the Kita'vali, but even without any animations affecting the tail, when entering play mode, the angle of the base bone changes, making it point up instead of keeping the flat angle it is supposed to have. Why is it doing that?
There may be an animation in place on the base where the bone is named the same, so literally default avali animation
I am using the Jaco fork and I don't believe there are any animations. There is a default tail puppet, but I believe we completely removed the animation layer for that.
do u have any physbones on the tail?
Yeah
it could also be colliders
check the gravity on the physbone it could be gravity, or like zero said a collider or the angle of the physbone
perhaps physbone collider being huge and colliding with floor
There are two colliders. A hip collider and the floor collider are assigned to the physbone.
Oh, I see. The base bone of the tail collides with the hip collider. But the hip collider is there for a reason. I wouldn't change much about it. But maybe it's not necessary for the tail? Only reason I can imagine is so that the tail physbone doesn't clip into the avatar.
The tail is clipping into the hip collider.
adjust the size of the hip collider then and see if it helps
either that or you can use thigh colliders instead
I wanna try and find out whether any other physbone references the hip collider.
There are no thigh colliders.
i meant make them
cuz why not if the hip collider is needed for something else and youre not sure if resizing it could break something else
Okay, nothing else is referencing it, so I'll try resizing the hip collier so it doesn't clip.
Okay, this fixed it.
Thanks @junior void and @calm galleon for the help. I probably never would've figured out that it was the hip collider causing the problem.
this also makes sure that the audio doesn't play if your animator is not running (e.g. when you load in off-screen)
can anyone help me upload an avatar? im kind of confused on how to do it
that's what this channel is for. Explain where you are stuck.
its just the idea in general i dont know how to do any of it and when i follow stuff on google it doesnt end up helping
start here, read it all, ask when you get stuck on something: https://creators.vrchat.com/sdk/
oh I meant this one: https://creators.vrchat.com/avatars/creating-your-first-avatar
i have a model already that ive been trying to upload though
good
im just unsure of what to do with it because ive followed things that say exporting it from blender as an fbx and then putting it in unity but im unsure if what im doing should be working
like I said, explain where you are stuck
i dont really know where im stuck to begin with because i have no idea what im doing as i jus said im unsure if what im doing should be working
i can run you through what im doing if thatll help?
that is literally what I'm suggesting you do
sorry
tough starting point. just keep in mind we dont even know what you have. a prefab? fbx? pre set up scene? a sketchfab model?
ok yeah so i have an avatar but only the blender file and some texture images and google told me to basically export the model in blender as an fbx file and then drag it into unity so i do that and it comes up grey but i assigned the textures through the vrchat unity plugin thing (i think it was called like mobile and then something else) and i uploaded it successfully but when i switch to the avatar in the game its like massive and also it isnt animated (like when im walking) and its too big to tell if its t-posing or not because it literally goes off the screen and it also doesnt have like toggles when it should
yea you skipped the entire unity setup
exporting as fbx is good. but once the model is in unity, you must specify the character to be humanoid or else vrchat will not apply its animations like walking, sitting, crouch etc
if you are starting from a model file and didn't setup toggles yourself, there will be no toggles
i did set it as humanoid
this is a decent from-scratch setup video tutorial: https://www.youtube.com/watch?v=bSwMz4WcajQ
are you supposed to set up toggles in blender to start off with
i noticed the person in the video mentions having an fbx file and a folder with textures but when i export on blender it only exports like 2 textures for some reason? is it supposed to be a fbx file and then all textures that are used
you can have whatever, it depends on what you got from the creator. Usually you don't export textures from blender anyway.
i just have the blender file and texture images so how would i fix it being grey in unity when i import it
you setup materials in unity, using the textures, the apply them to the mesh objects
in that video roughtly around 3:45
ah they have materials already, you might have to create them
i think i created them before but it didnt work
like it was on the model but glitchy or something
also my avatar has like toggles for a colored variant and a non-colored one how would i go about creating the materials for that? would i have to overlap them
each color variant is a different material, or you animate color changing by animating material properties
"material swap" is the usual term, if you want to search for tutorials
im so ass at this bro
why does merging my armature make the model go back to its original pose?
Probably the pose it's in wasn't applied as the rest position
Applying it as rest position moves the mesh back down to the same pose
you may have to apply the armature modifier to the mesh in order to get it to stay in a new pose
How do I make toggles on the expression menu like hide a mesh and then show a mesh?
im very new to this but i exported a vrm avatar to unity which merged the clothes mesh to the body as one. the best advice i got was to use blender for this. i have blender and now ive managed to load my avatar to it but im genuinely clueless where to star. if anyone would be kind as to even suggest a tutorial for this id be glad. and again im trying to separate the bodies mesh from the cloth
getting closer
yeah ik exactly what caused it
all the other roblox lil nas x avatars are just the avatar packages and not the real model
the real model is pretty gate keeped tho
me and 2 other people have the real maya files, with all the shapekeys and stuff
you can easily get the mesh from roblox but its not rigged or anything
this is an interesting silence shapekey..
i forgot to put the material on the mouth ik why its white but why is it posed like that
possibly jaw bone is still assigned in humanoid rig
maybe because hes not like that in unity
let me configure the rig
just unassign the jaw?
If your new to avatars/Unity, you can use things like VRCFury to make a toggle for you the easy way. If not, you'd need to create 2 new animations, one with the mesh on and off. You'd then add those to your FX controller in a new layer. Add a bool parameter to that controller and your avatar parameters list. Add transitions to each of the animation states with conditions being bool true and bool false. Add the button to your expression wheel as a toggle targeting the bool.
yes, since you use blendshapes it must be empty
only use if you set visemes to jaw flap
alr now to figure out how to make hand gestures control the eyebrows
can i have sum help? i was making a avi and when i went into quest the veiwpoint was lower then the head and made the head movement weird
Any tips to making avatars from scratch?
should be a blendshape
Like this?
no
on the mesh of the models are blendshapes
multiple seem to be active rn
you can just turn them to 0
but when you get back to this, you need a shape key in all of those slots
what
Oh ah
you are looking for "blendshapes" on the mesh
we told you
what about it is broken?
click on the mesh and turn down the blendshapes doing it
you know what
i give up
good luck
I think from MMD.
you'll probably want to put that into Blender and generate the rest of the viseme shape keys
ok
huh.
Corrupted?
I have this avatar (the original file from the creator) I took off the hair in blender since I was going to change it, I believe everything is correct in unity, I copied everything from the original unity files but the tail just stretches off to oblivion. Can anyone help?
some stray vertice not weightpainted is my guess
doubt it, its the whole tail
When making new shape keys in blender is it possible to have the default weight always set to 0? on my old version it would do that and now it's always 1 which makes mass copying shape keys a nightmare since they're all on max
what
when you create a new shape key in blender
the weight is set to 1
is there a way to make the default for the weight to be set to 0
instead of it instantly putting it at 1
(i had an old version where i changed that somehow or something to set to 0 instead of 1 upon creation of a new shape key)
what version
5.0.1
i have not tried that version yet
i use 4.5 lts and its not doing that
i assume its something new
ugh
if i download blender 4.5 can i throw in this project file into it or will it not be compatiable since it's an older version of blender
Hi guys, again I cannot fix my wing controller on this avatar can someone help me? I tried merging FX'es and it didnt work
Might be that. You combined the controllers but it created duplicate/copied parameters. If you're merging them with Avatar Manager, you need to delete the " 0" on the parameters you don't what it to do that to
So do I delete one of the parameters?
If you simply delete it, the transitions that use it will no longer work. I'd suggest getting the original 2 FX controllers and re-merge them and make sure to delete the 0 before you click merge
Okee
i need some help so my friend is trying to upload a avi but the problem is there vrchat sdk control panel doesnt show up in there unity any fix?
Do they have the SDK installed?
does creator companion count?
That is a package manager and can install the SDK if you create the project through it. In the Creator companion, does it say it's installed if you click 'Manage Project'?
lemme show u a pic off the thing
It says its installed. Can you show me a screenshot of the project itself?
yeah one sec
Is that the same project as the one you shown in the Creator Companion? Cause they seem to have different names.
its the same project with the same stuff but it doesnt work still
These are different project names. I'm pretty sure that's the problem
wth is this and how do i go about fixing it?
i know there diff ones it still does the same thing in both doesnt show the sdk panel
Are those the first 2-3 errors? If not, check the pinned comment on getting that
Well show me the project and it's settings that is currently open, in the creator companion
to get what? i'm so confused
does anyone know how one might fix this issue
The first 2-3 errors. If we aren't seeing the first errors, then trying to help you becomes much harder.
this is all it shows no sdk
this is all i have
So that does seem like something is off. I'd ask in #creator-companion and see if you can get further help there
Okay, that does seem like the first errors. However it seems like it's Unity itself having the problem and not an avatar thing. Have you tried closing it and reopening again?
i did yeah, i'm making a whole new project
It says your avatar isn't set as Humanoid. Try setting that and see
Probably a good idea
i dont understand because it already is set to humanoid
would this be like a blender issue or something?
Odd. Now it's saying the avatar naming is not what it expects. I don't use VRCFury myself so I don't know if I can help any further. They do have their own discord you can ask for help there if anything.
ok so pretty much I just lost months of work progress due to a single misclick š
is there any way to just use a different avatar and still be able to use the model itself?
Use a different avatar and still be able to use the model? I don't understand what your asking.
Nvm. Im asking if i can import the same fbx original fbx into the project and be able to use the data from that instead of the one im using now, but it just doesn't work
hey everyone. i am very sorry to bother. iāve never done this before so there may be mistakes i keep missing, but itās been a few hours im trying to fix this but cant.
iām trying to upload to one of my avatars a pose pack, but on 2/2 avatars it wont load, nor with 2 different pose packs.
it either says thereās a bug when i say build and upload and to control logs.
also, iāve put the avataloselibrary in the projects but wonāt load when i chose it for any project.
id be deeply grateful if anyone could help me
basically, i can upload the avatar itself but for whatever reason i canāt add the pose packs
whenever I try that, it imports the fbx but it has no "Avatar" included with the fbx @lilac musk
so I think I genuinely just lost all of my work due to a misclick
still the same issue
feel free to also dm me in private if anyone would be willing to help 
Importing an FBX and an Avatar are 2 different things. An FBX is a model that an avatar can be built from, an Avatar is an already built Unity asset that comes with a FBX/Model.
That's what I'm realizing now. So essentially there is no way for me to recover or undo the changes from accidentally editting the fbx
There is no way for me to know how the creator of the avatar imported it from blender, so I cannot undo any changes I make after I already import the changes back into unity
I cannot think of any other way to fix this than to start over from scratch, because there is no way for me to fix the avatar
and as seen above, the error Im getting does not make any sense
If you have no other copy of the FBX, then no. However if you got your avatar from a UnityPackage, then it will have a copy in it. Just make a new project and import that package again.
i made an emission map for my friends avatar for audio link and its clearly fine in poiyomi and works when i turn up the emission slider but audio link just wont work no matter what i do
Do you mean import the original package or the broken one? My goal is to attemp to solve this without having to completely restart from the base avatar, which would be having to reimport all of my assets and having to recreate all of my added parameters, unless there is a way that I can also import the params into the fresh project.
yes, parameters are just a file you can copy or move into your project
my avatar isnt using a single standard shader
it definitely is
im using mobile toon standard
and yet, somewhere there is some object using an incorrect shader. Check material swaps and particle systems.
alr i just switched every material on the avatar
to the same material
i swtg
if its because of an object thats disabled
disabled objects on your avatar are still on your avatar
If I just import the scene as a whole, will it also import params and settings as well?
The scene contains details about what's in the hierarchy and any settings used there, but parameters are stored in their own file and thus not in the scene file.
Yeah I just puzzled that together in my head. The scene wouldn't function unless I also import all the object from the scene as well
sharing this again 
hey everyone. i am very sorry to bother. iāve never done this before so there may be mistakes i keep missing, but itās been a few hours im trying to fix this but cant.
iām trying to upload to one of my avatars a pose pack, but on 2/2 avatars it wont load, nor with 2 different pose packs.
it either says thereās a bug when i say build and upload and to control logs.
also, iāve put the avataloselibrary in the projects but wonāt load when i chose it for any project.
id be deeply grateful if anyone could help me
basically, i can upload the avatar itself but for whatever reason i canāt add the pose packs
feel free to post actual error messages, otherwise there's not much detail to go on
okay hold on!
ok now i know that it isnt using anything but the avatar is still saying it failed the security check
this is one of the problems it gives me
sorry, what is the problem there?
I'm trying to make a system that's similiar to Forsakens chase theme, where if you are far from the avatar it plays music, then if you get closer, plays different music, then closer, different music, then closer different music
Is there a way to make this so that once you get closer the music that was playing before gets overlapped or removed
oh it can't find the repository or something
it seems you have to install whatever that package is.
the library pose thing wonāt work for my project, making it impossible to upload poses on my avatar
but i have no idea how to fix both of these
iām very new at this things
the left image says which package it requires, go find and install that
otherwise maybe #creator-companion might be helpful
i did try everything, and deleting & doing it all again as well
but it seems not to work
did you install the package it says to in that error?
why does my avatar say security check failed?
i did everything right but for some reason the rig wont be excepted by the SDK dose anyone know why?
yes
you must have a chest bone
but there optional
rather - you must have a bone in the chest slot.
No they aren't, not for VRChat to think it's humanoid.
@somber sequoia any idea or nah
everything is now a quest compatbiel shader but its still saying security check failed
what? please don't ping me for new questions I'm not already helping with
alr
what if there is not enough bones for that
merge those meshes would be a start for a quest av
(ignore the background)
everytime i try uploading an avatar this is what it shows me (who keeps going back & forward) till i delete the process after maybe 5-7 mins and it says this
did you check the log for more details?
yeah
and unfortunately i do not understand whatās wrong with it
feel free to share error messages. See the first pin in this channel for help on how to do so
thank you! may i tag you when i find it?
please don't - anyone here can help
then you cant use it
what the fuck does security checks failed mean
theres nothing on the avatar that uses anything thats not compatible with quest
not one bit of that shows the actual stats
show your build stats, sometimes it's way out of normal
?
how do i check that
but we don't actually know how vrchat does these checks.
in the build window, above where the 'build and publish' button is
the alerts?
yes
yeah not surprised.
why exactly is this not letting it even work
there is absolutely no reason to be using 19 individual renderers
merge šØ and you wont have wierd bounding box issue
how
there is absolutely no reason for those being separate
there absolutely is because they all use different materials
Okay so I got my new project all set up and have all of the old menus and params imported, but for some reason, it wont let me use the old menus. You can see in the SS (1 after the name means that it's from the old project and are replaced)
there is no reason for it to be using separate materials either
one mesh can have many many materials
learn to optimize
there is because thats how the model was made
each one is a draw call and greatly increases the render time and complexity, making everyone's performance wors.
and the model is terrible
tell that to roblox
You should merge these and merge the materials.
my astrojack model literally has more shit than this and it uploads
so idk what the problem is
its your fault for ripping from roblox to try and use it in an entirely different engine
for quest?
i didint rip it?
blender, import av, select all meshees / join its now 19 times 'better' 
i literally have the maya project files for everything
mocap rig
models
animations
which wasnt built for vrchat
yeah no duh
actually take it through blender and fix it for vrchat
or Maya if you actually prefer.
but this is likely why you're getting the security check failure message
most of my avatars have only 2 meshes: body, clothing.
well now theres no reason for it to not upload tho
if there was no reason then it would upload
issue solved
lets see if that fixes the security issue
nope
the fuck
ive uploaded avatars with way more meshes than this btw
that doesnt make it not terrible for performance
ok this is all one mesh lets see if still cries
how many material slots though?
1 for each part
now theres 4 parts
ears
body
hair
so 4, that's good
How does this avatar look so far?
enable shade smooth unless you are going for that lighting style
Looks like a great start!
Is there a common reason for why the View Position in-game wouldn't match where it is in Unity?
root not being at 0,0,0 aka the feet
Thanks! Heās going to be low poly.
With 2D textures for blinking and mouth movements.
hey so i fixed it you wanna know how?
i made a new unity project
dragged my files from one into the other
reuploaded it
it worked
so it was just vrchat being stupid
The visemes on the avatar I'm working on are barley moving or not moving at all. How can I fix this?
if I upload an animation that messes with my avatars face bones but I also have blendshape visemes will that cause issues?
could just be your microphone volume or the visemes themselves
Maxed it out still the same result. It gets stuck and all.
How are you testing this?
I'm working on an avatar right now and some of my physbones aren't working. The ears, tail, and hair all move just fine; but there are body physbones that don't move at all despite having the default physbone component on them. They are weight painted correctly in Blender. So I'm assuming its a Unity issue. Can someone help me fix this?
I would also like to add this is my first time putting an avatar together in Blender then putting it into Unity/VRChat. Up until this point I've only ever done very small edits. Mostly to textures and materials.
gents
i added 3d audio to my avi
sooo onto my fixed object but
the thing is on the left yet audio enters from the right
Any guesses as to what caused this error? In the project, all files are in place
is latest avatar sdk broken?
it wont log in properly and it wont load the review alerts tab correctly
worked last time I tried it
Would this Shiba Inu make a good avatar? So far he is made with block bench. I reused the same body for the dragon I posted earlier today. The dog I made a few days ago. Iām thinking the dog maybe easier to work with?
im having a mental breakdown my physbones arnt working and i did this before and i guess i forgot chat gpt is making me run loops with nothing going right
please somneone help im crashing out
even yt tutorials aint helping
provide details: show your setup, explain what about it is not working.
can someone help with this, ive never ran into the issue where i cant upload an avi, tried restarting and making it a new project
Do read the text, it explains the issue
yea i get that but again, never had this problem before and ive been using vrc for a few years now
ive already uploaded quite a few things and worlds so i dont understand the issue w this specific project
Are you not logged in with the same account as before? Did you get banned?
didnt get banned, yes im logged in with my usual account
Any errors in the console?
none
Tried logging out and back in?
ill try
so, I'm trying to do a quadraped avi but i have no clue how to rig the hip bone in unity. So when i crouch or maybe look to the sides, the hip just moves and rotates in ways that it shouldn't do.
I don't know if there's any proper tutorials online of how to rig a quadraped properly but if anyone knows, I would love some knowledge please,,
There's a discord specifically for this, "Virtual Limbs"
oh?? that i have not heard of :00 imma take a looksie
How can you know if pacific avatars have cross interaction
Cause Iām trying to find a jujutsu Kaisen avatar that can do domain crashing
youd just need to rig it in blender with a vrc compatible armature
Yeah. He needs to be Uv unwrapped first. His textures were also done in blockbench so id assume I just import the premade textures in after the UVs.
what can cause a mismatch between the view position in the editor and the camera's actual percieved position? when i look straight into a mirror, i appear to be looking at my mouth or neck but in the editor it shows the camera should be at eye level. Can I just drag it up a bit or is there a better fix?
how do I make the audio more louder?
in the actual game, tis ounds too compared comapred to unity editor
hello everyone i'm having a problem that never happen to me before and its been going for weeks now and its getting very annoying and worse,
So basically any photo is just a NO IMAGE FOUND
i tried to reinstalling the game and clear the cache and change the location of the game nothing at all helping its just getting worse and photos just all white,
- world image
- emojis
- banners
- stickers
latterly everything
please help
