#avatar-help
1 messages · Page 253 of 1
ty
if I were to make an avatar with this many legs, would an easy solution to make it work be giving them rotation contraints?
If I bought an avatar do I have to upload it to my account? I'm kinda new to buying avatars and I'm a bit confused
if bought in-game then no, but if your buying the files from someones page outside the game then yes
Yeah i bought it from gumroad
they send me .unitypackage
then yes you'd need to upload it yourself
https://discord.com/channels/189511567539306508/1139228456090087495 has some useful links that go over how-to upload stuff if you've never done it before
Thanks :)
how do I make the audio more louder?
in the actual game, tis ounds too compared comapred to unity editor
fixed the bones in blender but now its doing this
How do i import a roblox model into unity i wanna make an avatar like that
I have watched tutorials an they dont make sense
im stuck in the weird bike pose, i cant drag materials on my model, and stuff dissapears at certain agnels
the last issue is bounding boxes i think
yes it is
because he is in the bike pose he is lowered down for some reason
this wouldnt be an issue if he wasnt in bike pose
If anybody’s good with blender and unity, me and my friend need some help on an avatar that I’m trying to get uploaded, all add them into a group chat with them and we can explain everything
we could use a extra couple of hands
Just describe what you're having trouble with and if anyone can help will reply
this guy really said "inhale" then said nothing
In your VRC parameters you have those parameters in it but not being used in your animator
Go to your main parameters and remove them if you arent using em
Are you still having this issue?
Yes
Will this fix me not being able to click my mesh or apply materials?
Possibbly? Have you tried restarting unity/throwing another prefab in to see if its a hardware issue or if its a unity issue
Why is the view point so far away from the avatar and i cant fix it
Im trying to find it….
You have to position your avatar at world zero position.
how do I make my audio sound more louder?
hii does anyone know how to make a roblox avatar to vrchat??
no need to do anything i just need tutorials or explanations
Hey there i have a question. How do i get my VRoid avi to the game but also compatible for quest? i need help😭
Did you make it yourself?
yes. all i gotta do is export it but idk how tho. and for quest and pc because i ones did but it worked only for pc which was weird
So I'm using a custom Locomotion for my movement, but It's strait up not working, it's just default in VRC when uploaded.
im making a sprite avi that just seems to stick to the floor, do you use a plane for sprite avis?
Does anyone know how to make material animation and stuff in unity real time in the scene view?
atm i have to click in the scene for it to play like one frame and its very annoying to adjust my materials with it
oh i think i fixed it
always refresh was disabled...
making things compatible for quest can be made easier with "VRCQuestTools" in your project, it will do its best to convert everything to be quest friendly but do note you might have the remove somethings like physbones or colliders if its still too big after the conversion. i recommend using Toon Standard for quest shaders sense it has the most options and looks the best universally.
I'm having a bug where some of my audio is too quiet but the others are not. how do I fix this?
ive only worked with avatar audio twice so take this with a grain of salt but i think it could be one of 3 things
- the original audio file is just quiet
- the audio files are different file types to one another
- the settings on the audio source component itself are set quiet
i just find either re-recording the og file louder or bumping up the specific audio component on the slider. again ive only worked with audios twice so sorry if this is all i really can provide
1). all 3 audios I only edit its Speed, nothing else
-
they're all same WAV types
-
The "Volume" on all 3 of them is 1, only one of them has a different pitch
and one more thing. this worked completely fine in the play-test mode
But when I actually Play VRChat, the issue happesn
if you never figured this out here u go:
in the main prefab of your avatar, you’ll see ghe avatar descriptor, in playable layers you’ll see a tab called “eye look” (thats basically youe avatars view point), move that inbetween your avatars eyeballs
(the goobstra eyelook is slightly off and its so irritating)
I bought an avi from fizzyps and the avi is pink how do I add texture it came with poiyomi shaders
sorry chat, are poses seen as animations in creator companion?
i want to add a pack of new poses on my avatar but i dont know how / where to start
did you import poiyomi first before the avatar? ifs it pink it means you didnt import it
Tried it said it came with poiyomi
I'm having a bug where some of my audio is too quiet but the others are not. how do I fix this?
are you sure it said is comes with is or it requires poiyomi?
Maybe it’s not for quest and pc compatible
pumkin's tools has a thing to reset the pose
Unity - VCC is just the launcher and package manager.
And yes, those would be animations.
I would delete that whole _PoyomiShaders folder that's in Assets and install the latest version via VCC/Alcom.
do i have to move the files, do something specific or just importing it?
I have no idea what you have, so can't really advise
what? I already said what I would do.
yes then you would be able to reimport the latest poiyomi without any issue
So all of those folders?
actually hold on
bc have you tried going into the materials and just setting it to poiyomi?
Yes
so all of them are set to it and its still pink?
Yep
with the respective materials did you put in their textures too and still?
I just re added poiyomi
oki smokes
Imma try a new a new unity and go from here
alright best of luck dude
new unity? You can only use version 2022.3.22f1
^
Hello everyone!! I'm currently trying to make a stylized Prototype (poppy playtime) avatar, and I need to know of QUEST COMPATIBLE ways to get the legs to move like a spider. I was going to use Final IK but it's not possible for quest I dont think
No final IK isn't compatible
You have you use final IK on pc
And just use an animation on quest that's the only way
I cant animate walk cycles is the problem, they just dont make sense to me
You have you animate it in blender
I know HOW to animate, I just cant do walk cycles
Actually Vrchat brought out Ray casting compatibility I don't know if it's compatible with quest tho
Whats that ? /genq
Sorry, this is like the most detailed model Ive ever made, I've mostly done basic stuff until now
wym throwing another prefab in?
So I've gone to the material how do I fix it from being pink??
So I've gone to the material how do I fix it from being pink??
You have to find the textures and then add them into the material
Textures are in materiels still pink
Add the materials to the avatar by dragging them to the right place
Like, dragging them onto the avatar model
probably start by showing us the material in the inspector
it could be a number of different problems
It's not letting me drag it
drag what, to where?
click "unlock shader" if you want to make changes to that.
which might actually just fix it
for reference, if you're curious what this means: https://www.poiyomi.com/general/locking#shader-locking
Would anyone with locomotion experience be willing to vc with me to help me make the walk cycle for my model? I'm not quite there yet but if someone could add me and like. Be on standby that would be great
Please don't ping me.
were you the one talking about a quadruped? There's a discord specifically for this, "Virtual Limbs"
Sorry Kazin
The one a few minutes ago in here? Yeah
yeah - I'd check that out, it's full of people doing this stuff
😐
yes?
You should try searching through those settings, turn things on and off and see if you could find what might be causing it
It's most likely your shader is missing something
Nothin
..... okay
still trouble shooting this maid outfit lmao
i had to fix the fbx in pinkiny's tutorial on how to add clothing but now it gives me this error
Think you could get me an invite link to it ? Idk how to find it lmao I dont go into servers often
Check under your NovaMaid and look for the Dress, make sure the path is the same
Yep, I'll dm, one moment
Tysm!!
You have the dress under "Novamaid" But your uploading the avi for NovaMaid_Poiyomi
what do you mean "get a texture"?
elaboate in laymans terms im slightly dumb and still trying to learn
Drag "dress" under Novabeast_Poiyomi
will try
Unlocked all the textures still pink
Make sure your using the latest Poiyomi, and if it really comes down to it, make your own material, make it poiyomi, and re-apply your textures
the textures are not pink. The material is pink because there is some problem with it, possibly one of the textures in there is missing, or there's an error in the console about the shader.
"children of prefab cannot be moved"
Right click, unpack prefab
Can someone send the latest poiyomi shader??
poiyomi.com yo
that's a strange thing to suggest.
Works for me
If you've got a better suggestion, by all means
same error message from this after putting the dress in the hierarchy of the avi
it looks like you have a pre-built fury package there, with a problem in it. Breaking it up is probably not the solution
it is but i had to fix the bones of it in blender (followed pinky's tutorial on how to add clothes)
also thought i got it to work a while ago and accidentally made a crasher i had to manually switch avatars via the website lol
how can i fix this?
just delete the gogo loco prefab
Go to your avatar descriptor and remove the gogoloco
Whatever is under your avatar descriptor thats using gogoloco
i have an avatar that has a transformation, and so it has 2 meshs, i want both to have visemes tho
VRC will only set viseme blendshapes on a single renderer
their armature is merged but the way i planned on making them tranform is toggling the mesh renderer with vrcfury
alright, how do I merge the heads while making it still be able to transform?
if you're using Poiyomi Toon, you could use UV Tile Discard to hide one of the two meshes
Tile Discard works by looking at the whole-number part of the UV coordinates
normally, UVs are numbers between 0 and 1
uhh
i dont understand but ill look into it
this has examples of what to do
because my model is 2 different meshes on one armature
it's a pretty easy Blender edit
you just kinda push the entire UV map 1 unit to the right
so one body will be in one tile, and the other body will be in a second tile
e.g.
(these are my eye UVs)
ok ill try in abit
create a new uv - select something and tell it to move x / y +1 ect ( g x +1 , would be the shortcut)
this is also helpful to enable
can drag it manually within the grid too course 
Hi, is there anyone good in texturing that could help me and explain to me how to make a specific texture I'd like to make on my avi ?
But what's the process of merging the shape keys and such?
Bc both models have their own set of shapekeys
Also I want the transformation to be quest compatible
Then you'll have to do something different than UV tile discard. Probably would have to setup your own viseme animations and controller layer
If you want it to be quest-compatible, then you're going to need to deal with lower-quality visemes on one of the bodies
You can't use any kind of transparency on Quest, so you couldn't use cutout rendering to hide one of the two bodies
Ive done a transformation toggle on quest by disabling a mesh render with vrcfury but that model didnt have a face so it worked out
This is sort of a different case
Silver's method would give you lower-quality visemes (the animator only knows which viseme is strongest, rather than getting all of the viseme values)
but it would work
I've done that before
I wonder if you could merge just the head meshes
You'd have an armature like this:
- Real Head <-- the bone that Unity is animating
- First Head
- Second Head
the latter two heads would be the ones that actually deform the model
Wym by lower quality exactly
you could shrink one down
I use blendshape visemes btw
since you only know the dominant viseme, you don't know how strong each viseme should be
without smoothing, you'll just snap between each blendshape
you'd use very quick transitions to blend between different visemes
but it'll still be lower-quality than normal visemes, where you can have several of them blended together at once
VRCFury has a component for this
Can you link some sort of guide I can follow for this?
https://vrcfury.com/components/other/ explains the Advanced Visemes component
ok cool ill look into it
can someone pls tell me how to fix this?
i wonder if this is the Totally Inscrutable Error i've gotten a few times
restart your editor and try again
I'll get that "Object reference not set..." error completely randomly
what’s that l?
close unity and open it
thank you!
I bet it would've worked if you just tried again, too
I haven't figured out what actually causes it, but it's not consistent
very annoying
my guess is it disconnects for a second without realizing
it keeps saying this 
oh wait, is this happening during upload?
i assumed that was the case
or is this just appearing when you try to view the control panel?
If that's happening, select the error message and show me all of the text that appears in the bottom of the console
okay i got all the bone stuff figured out BUT once i got the full model with the textures n face n stuff , i couldnt make it into a humanoid and this warning just kept popping up , can anyone help??
Keep it in rigging
these are the bones stuff but theyre like changed now,
You'll have better chances of people helping you with it if its kept in #avatar-rigging
im asking abt this
When you clicked on the FBX and viewed it in inspector, you weren't able to select Humanoid?
i can select humanoid, and map the bones but when i apply it just doesnt do anything
ive restarted unity many times
n the project itself
im confused because the bones worked before doing the textures and face, is it maybe because the parts of the face are actual like, plates with textures instead of being on the actual head??
That's odd, I don't realy know
i just get this every time i try to make it a humanoid
the shadmesh part is the root bone... i dont know why it would matter
actually it isnt
shadmesh is just the model itself
shadarmature is the root i think
These warnings are not the issue
They're just telling you that there are invalid triangles somewhere in the model
so what could be the problem?? is it the triangles
you asked about this before, and I pointed out that the bone hierarchy was wrong
have you fixed this?
yes i have fixed this, this appeared after adding textures and face plates
Oh, the forwarded message is no longer relevant, then?
what does "doesn't do anything" mean?
Is there anyone who have any idea how this kind of pixelated texture could be done on an avi ?
doesnt become a humanoid, this error stays even after making it a humanoid
i tested it ingame and its just in the a-pose
i forced t-pose onto the model but it still didnt work
select the model in the Project window and then screenshot the inspector
switch to the Rig tab first
You should not need to manually assign any bones unless you have some really weird bone names
and yeah! here it is 
I'm guessing you still have hierarchy issues
what SDK version are you on?
the exact line numbers will depend on that
it should be the newest. how can i check it?
okay, latest version
on vrchat companion?
here they are!
This line of code is trying to capitalize the "public" or "private" text for a dropdown menu
somehow, it's passing in a null reference there (maybe you have neither selected, somehow...?)
Have you uploaded the avatar yet? If so, look at it on the VRChat website
that's a very weird error
i’m very new to these things so i have genuenly no idea how to fix it
it won’t upload!
her hands arent mapped because theyre named like the other way around, so i just have to manually map them myself but when i did that on the model without textures and the faceplates it was fine?
nvm i actually mapped the hands theyre ok now
are you sure you're looking at the correct model? It looks like the Humanoid avatar generated just fire
it does have warnings
but those aren't fatal
this is not something that I'd expect to ever see :p
It seems like you have invalid avatar data
I'm not sure how that'd happen
how should i fix it?
Try creating a new avatar -- just add a model to the sceen and put a VRCAvatarDescriptor on it
do this in a new scene, so that the broken avatar doesn't get in the way
See if you can upload that
i usually just click on her main model in the hierarchy and input the bones, idk why it wouldnt work
what’s that? sorry 🥹
use the empty scene template
oki wait
drag a model from the Project window into the scene, then click on it and add a VRCAvatarDescriptor component to it
try to upload the avatar
this vrcavatar it’s one of the links i have to add in the project ?
Get rid of this Animator component
I'm not sure how that wound up on there!
You can only have one animator on an object
all humanoid have one on root
Yes, but this is an added component
notice the green +
I think this has wound up replacing the animator that's supposed to be on the model
It has no Avatar assigned
and the Avatar is what actually makes you "humanoid"
("Avatar" is a unity animator thing; nothing to do with VRC)
i made this. how can i add the component to itv
sigh ok
don't unpack the model prefab btw
click on "Dolores V1" in the hierarchy and then look at the inspector
you'll see an Add Component button
like this? im not sure there’s an inspector
Look on the right side. That is your Inspector window.
It shows you the components on the object you’ve selected
This is an example of my higher poly work. I’m having issues with floating eyes, teeth and tongue when I’m rigging though.
If you do not see a tab named “inspector”, reset your layout with the dropdown in the very top right corner
sorry, are you able to explain this like i’m a 4 year old who has never seen a computer? lol
Screenshot your entire editor window.
here it is
and now can i do that?
do what?
reset your layout so that you actually have an Inspector window
just pick the Default layout
here it is
you've folded up the scene in the hierarchy, so unfold that
then select your object (Dolores V1) and add a VRCAvatarDescriptor component to it
you can search for it by name
on the add new scenes?
No.
You have right clicked on the scene itself
Click on your avatar's root object
Then go to the inspector to add a component.
like this?
Awesome thanks a lot for answering. I’ll try it and tell you what
Select the object, then look at the Inspector
I did not say to right click on the object
there will be an Add Component button
click it and search for VRCAvatarDescriptor
sorry english is not my first language
so it’s taking a moment for me to understand
like this?
oh, you haven't created a new scene, have you?
I wanted to see if you could upload a brand new avatar
since I think there is something wrong with the existing one
it says this
yes, it won't work if you add multiple of them
undo to remove it
I want you to make a new scene to test this in.
see here.
like this?
Yes. Click "Save" so that the new scene opens.
Drag your model from the Project window into the scene.
here it is
Add the VRCAvatarDescriptor to this, then try to upload the avatar from the SDK Control Panel
i think theres some bugs? and yes i added the vrcavatordesriptor
The model will probably have all of its clothing turned on all at once
It won't look correct
All I want to do here is check if you can upload an avatar at all
ohhh ok
hold on
it takes a good long ass moment to upload idk why
okay it’s going
Unity has to compile a ton of shaders the first time you upload
in the editor, it only has to compile a few shaders (the ones it actually needs right now)
but when you build, it has to create every shader it could need
there are lots of combinations of stuff like "is there fog?" and "what kind of light is hitting me?"
here it is
If this works, then I think something is wrong with the avatar descriptor on your original avatar
I think that it's somehow set to neither "private" nor "public"
that could be the problem?
is there anyway i can fix it?
I'm not sure that data is ever even stored in the avatar descriptor (it normally comes from VRChat's servers)
I don't know right now, but I can look at this closer later today
(I need to go soon)
thank you so much! your help is very appreciated 
hii does anyone know how to do headchop on a avatar?
cuz the avis head is kinda huge
this is the avi btw
its usually applied on default but you can add one by adding the component and setting the bone to be your head and setting it to 0
@dark plaza head bone itself (and consequently its children) is already chopped by default
so step one, make sure that head bone is head bone
yeah, what is your actual goal here?
i have the component but idk how to assign it?
im guessing they just want to make sure they cant see their head bc of its size
yes
theyre not supposed to
Is that thing not already attached to the head bone?
by default
again it should be on by defualt if the head is already attatched to the models head bone
But you can add the VRC Head Chop component to some part, drag in the root bone you want to chop (or unchop) and set the value there.
custom headchop exists more to show stuff on head like hair or glasses, or to hide locally stuff that goes before head
like a huge chest armor
yea so in short, you dont need to add one even tho your head is large. its already done for you and all you have to do is upload
its not working ingame properly
;w;
so your head isnt on the body?
their rig is also generic and we tried moving the viewpoint and doing headchop and they still cant see
the head and body are one mesh
and we rigged using mixamo
for context
yeah
why woulld that be generic
it didnt work on humanoid
set the rig to humonoid lol
One message removed from a suspended account.
it isnt allowing it to be set to humanoid because there was less than 15 bones? never seen the error
we could try again
well you do need enough bones for vrc to accept it
We too am in this episode
I'm not sure how we could considering the program the avi is rigged with 
One message removed from a suspended account.
One message removed from a suspended account.
I'd strongly suggest doing a humanoid rig
blender
should be easy enough to import into Blender and fix it
mixamo can rig that stuff in a minute unless there are custom bones
One message removed from a suspended account.
well probly would require excluding and later manual box painting
mixamo is ok to get a basic rig but you should bring it into blender to add the necessary bones
One message removed from a suspended account.
ohhhhh
vrchat be funk like that
for context the avatar is from roblox and they wanted to add it into vrchat too
most tutorials suggested mmd
according to potatoe
yues

you do understand that generic rig wouldve t-posed forever right?
ohh would it have? no, I hadnt realized
One message removed from a suspended account.
Yeah for a generic rig it's expect that you'll be creating all of the locomotion animations you want
elaborate? do you mean the tutorials sudgets using mmd models to convert for vrc or?
generic is like for pngs and toyota corolla avatars
ohhhh, alright
anything not human built essentally
potatoe was watching a tutorial to make their roblox avi into a vrc one and the tutorial apparently mentioned something about using mmd for the rig? I'm not sure
ive never worked with roblox to vrchat so thats interesting
no idea what it means to "use mmd for the rig"
yeah, I might need to ask them for the tutorial. tbf I've never used mmd, so that's why my default recommendation was for them to rig the model with mixamo
yeah, no clue. Something in the program apparently?
I wasn't aware you need to add the rest of the necessary bones after rigging with mixamo
looking it up its saying to use miku miku dance to generate/convert the roblox model into a rig if im understanding it correctly
yeahh
they attempted to download mmd but had some issues. Mixamo was a good alternative
One message removed from a suspended account.
explode
vibe this is a fatal situation
good to know if I wanna give it a try myself and rig anything in the future I suppose
honestly at that point i would say DL blender and rig it that way with rigify
One message removed from a suspended account.
they do have blender, yeah. We'll need to try rigify
its a plugin that makes humanoid rigs
good to know 
only thing you would really need to learn is to weight paint
One message removed from a suspended account.
shadaaap
One message removed from a suspended account.
theres plenty of yt tutorials on how to weight paint in blender so youll be fine fr fr. best way i find is make a rigify BASIC HUMANOID rig, parent the mesh with automatic weights, and fix any weirdness. should give you all your necessary bones for vrc and give you a (hopefully) better rigging result then mixamo
i also dont mind being teacher and hopping in vcs to help if you have any questions ^^
ofc ofc
I've never converted a roblox model either so I was just uber confused lol
@round comet again, remove box, send through mixamo, add box back and paint it to head. unless there was rigged hair eyes etc youre good
otherwise rigging those is still way easier than assembling a working fbt rig from scratch
One message removed from a suspended account.
is this the avatar model or my stuff and if any of them how do i fix it
It says clearly what to do - upgrade the VRChat SDK
(in VCC or Alcom, manage project, upgrade that an probably any related things like gesture manager or av3 emulator)
sorry im still learning and that was a stupid question
im making a gun. i made the bullet emitter have the sub-emitter, and the object that recieves sub-emitters is noit a child of the original bullet object. am i doing this right? it still doesnt copy the particles over to to the other object
it won't "copy" anything
uh sub-emitter is supposed to be a child isnt it?
idk always did it that way at least
theres og particle system, then theres subemitter that emits on smth (well, collision 99% of a time for avis)
If you want the sub-emitter to stay alive when you disable the primary emitter, it can't be a child. Even if Unity complains about this.
usually you have one emitter to fire a single particle which has an unrelated child that's the actual bullet, and you toggle on and off the primary emitter to fire
imagine animating the whole system rather than emission🤷♂️ 🫠
so the emitter basically makes the actual bullet fire
need help with parameter drivers. another user has helped me here, but hey are not online rn. Anyone be willingto lend a hand?
I had help from someone to use a parameter driver to toggle multiple different assets using a button on my menu. Yesterday, I tried to trace back those steps in order to make a separate button that toggles these items OFF all at once, but it led to the original parameter driver to break and now the button doesn't work to turn on the assets
@fallow ore what are youre trying to do. like, buffer particles or whats the idea and the issue
Yeah this is the "buffer particle" concept
You'd have to show or explain, but you can put the parameter driver component on any animation state you want
I'm trying to make a booth avatars but all of the male bases have too much of a thin arms, does anyone knows an avatar that doesn't look like a god damn twink?
I need a real man
Rei has too much thin of a hands
hanka does too
minase does too
sucks there's no voice channels here, but I can dm call you to show my screen
no, I don't do private help, keep it in here where anyone can contribute
it's not really that difficult though, and the VRChat docs have decent examples
also they are too much inhumanely thin, I don't know what to do. playing with them feels like I'm a humanoid pencil
Target parameter "Combat Mode"
hiyall
so im trying to make a screen animation
how would i do the mocap for the character animation?
what programs can i use
why use two different bools for this though? You could just use a single one, true = on, false = off
My avi needs this maintenance before being redeployed to combat
I want to be able to use my model in animation
otherwise this looks pretty decent.
similar to how floppi has a cutscene with his characters
yea, I tried and everything fell apart...
the assets aren't toggling on anymore
get my gun shooting without the bullets dissapearing everytime i fire (turn off and on the particle object)
probably time to watch the animator's behaviour while toggling the menu item while in play mode in Unity, with gesture manager or av3 emulator, so you can see what it's actually doing
Hard to make guesses otherwise
I'd be so happy if that was the reason, lol. Unfortunately the root seems to be at 0,0,0.
Yes - this is the whole point of the "buffer particle" I explained, the actual bullet emitter needs to not be a child of the initial emitter or it'll turn off when the parent goes off
i think i got it to work. i just need to make it activate on fist gesture now. thank you!
Right. I usually have "point" be my "ready" position and "fist" be the "fire", so it feels like a real gun ought.
Fist just toggles on then off the main emitter.
@fallow ore well, you just dont ever touch particle itself, you animate the emission module
so whenever you turn off the emission, already existing particle doesnt go anywhere
it just stops spawning new ones
unity crashed while I was in record mode and now I can't log into the SDK, it gives me this error message. I've already tried closing and reopening, restarting my whole pc. Please tell me this is fixable and that my project isn't bricked
unfortunately, this error isn't very helpful 🙁
seeing the amount of people that cant log in currently, im saying its the servers
But if something got corrupted, you could delete the project's Library folder while Unity is NOT RUNNING, and then see if it starts up.
OH is that a thing?
ah it is, yep
definitely a thing
so im not the only one getting this when trying to login right?
No, see above.
multiplayer suffering yay
I was just about to ask about the bad response data lol
Tried to put a skinned mesh renderer particle on the avi but it wont scale smaller, how do I fix this
sorry guys, i’m trying to open a file in vr creator for an avatar that requires another instalment (aka the one in the first pic). i shave already downloaded it 3 times and yet it seems not working
FYI, you want 2022.3.22f1
one of the avatars i’m trying to upload says this:’)
is there anyway i can fix it?
It is incorrect, you should use the version I said.
Likely that ^ was made before VRChat upgraded to .22
and how do i fix that?
You install the correct version?
As for fixing the download problem, it may be related to whatever is causing VRChat's API issues.
if you see sdk2 then you can worry otherwise newest unity
i thought that would fix this error
too generic error
what do i have to do?
see the first pinned message on how to share errors
thank you!
sorry, i promise, last question. whenever i try open vr chat / vr chat companion this pops up/doesn’t let me log in despite the credentials being right. how can i fix it?
Again, #server-status reports API issues right now, it's likely your problem
sorry let me share it here
oh nvm my bad
vrchat normal, the game
YEAH but like it won’t work on both 
There is a server outage.
I have said this several times and told you were to look for that info: #server-status
sorry, english is not my first language
no help needed or anything, just a curious monk. what is the difference between release, dev, and dev: combat evolved? lmao
Championship Edition
I was going to make a Windows CE joke but then looked that up and apparently "CE" didn't actually stand for anything
Need some help fixing these errors. Removed missing scripts earlier on
well the first two are a problem with the shader you are using
The rest are likely due to the current API server outage
i cant even log in
Yes.
I’ll try it again once it’s patched then
oh lol i didnt even see that vrc is currently having problems lol
Does anyone have any good Michael Jackson avatars dm me if you do
Can somebody make an animal company avatar world with every animal in the game I wanna do it but my PC is shitty
No cosmetics
Go to vrctraders for that
Roblox studio lets you export as obj
Then why are you trying tomake a roblox avatar
Funny news, turns out the mixamo rig was fine :p They sent me the fbx and I looked — the only issue was the bone names!
It wasn’t recognizing any of them so all I had to do was rename the bones and then the fbx worked for my friend and they could set it to humanoid
oh nice
Yeah, since they all started with “mixamo”
So I guess it was confused
They’ll just need to wait till VRChat is back up before attempting to upload again
But appreciate yall for your advice
why is my audio being too quiet when I play them in VRC mode?
this issue isn't replicated through editor playtest mode
the spatial audio source does nothing in the editor
VRChat makes audio very quiet
I'd suggest:
- Adding a VRCSpatialAudioSource to the same object as the AudioSource
- Setting the "Gain" property to 0 (to prevent it from being too loud)
- Turning on "Use Audio Source Volume Curve" in the advanced options
- Setting the audio source to use linear rolloff
hello again 
added a physbone to my cape, but the top part keeps moving with it. is there anyway to fix this? thanks in advance
You can ignore specific transforms in the physbone component
use that to skip the top bones
was wondeing if I should fix the neck coloring
you can also consider using the "Immobile" property with a curve, so that the first bones in each chain ignore almost all motion
this looks like a problem with your normal map
the normal map affects which way the surface appears to be facing
dang
should I delete the map then?
if it's not consistent when you go from one UV island to another, you'll see seams like this
try removing it and seeing if the issue goes away
ok thanks
this is what I'd do, use curves, have less motion at the top and more at the bottom
Does anyone know how to make a sound play when a particle is destroyed?
you can't on avatars, unfortunately.
The closest you could get is making a timed animation, but you'd have to know the exact time the particle gets destroyed for that.
Hmm I wonder if there's a canny somewhere to allow us to spawn an audio source on particle death.
oh, you mean playing sounds where the particle dies
can't do that, yeah
if you just want to play a sound when a particle dies, and there's only one particle, then there are some Shenanigans you can get up to
There is a trigger option in the chats, but I couldn't set it up the way I needed.
Yeah, you can't use this unfortunately
and if animation Event
Also can't do that on avatars
hmmmmmmm
Maybe you could suggest the most reliable way to release one particle per trigger press, but with a maximum number of particles of, say, 30.
I tried setting the Emission-Rate over time to 100 using a short animation for a couple of milliseconds, but I'd get either 2 particles or 0.
any idea why my avatar is exploding when trying to test gesture manager and animations
the bones work idk why the model isnt xD
That import message is a problem - you changed the scale the last time you exported from Blender.
I'd use "FBX All" for "apply scalings" but what matters is not what it is here, but if it's different than the last time.
If you don't know, set it to FBX All, re-export, then set the rig in Unity to generic, then redo the humanoid setup.
i have a particle effect on my gun that plays sound when it shoots? how can i make the sound overlap and how can i make it repeatedly shoot with a modifiable interval? (like every half a second shoot)
oh my god thank you
oh I should have said - if simply re-exporting with that "FBX All" fixes it, great! No need to redo the rig setup.
i have issues log in my app and Oculus quest 2 log in
The API is ded rn so logging in aint possible
No there is no ETA on when it will be fixed
Check #server-status for updates
idrk if this is related but im missing all of my favorites... (im vrc+)...
uhhhhhhhh
someone get on this!!!!!!
neevermind...
i have uploads, owned, recents, and my one favorite thing
I have a physbone that just wont mpve at all, yet when i drag the bone normally, everything moves just fine, what could be the cause of this?
Phys bone settings n all should be just fine
this channel is about creating avatars, perhaps you mean #1138891887374237706 ?
I recommend taking a look at the console for more details 🙂
idk if comminoty can help with this one idk it'll prob be fixed soon
i dunno how to read bungo bingus
first pin in this channel shows how to share console errors, if you want someone here to help you look at them
guys anyone familliar with floppiii avatar i got the dlc of lucia and there one error i dont know how to fix
Fix what specifically?
First time UV unwrapping in blender. Should I just Uv unwrap the faces? Or cut seams?
I prefer to make seams first, generally where seams naturally are on objects. Clothing is a great thing to consider here, you can see where the seams are.
I also tend to mark seams as I go while modeling, rather than after, but I do often find myself redoing someone else's UV map, so....
Ok. Thanks!
Ah one more bit of advice - if your object doesn't have natural obvious seams like clothing does, then try to place them where they won't be noticed if your textures don't end up aligning perfectly.
idk if this is going to get noticed, as ive had bad luck on getting help
but ive been trying to set up my own personal avi for the entire day, with no luck. mainly with toggles not working
this is as far as ive gotten with it before giving up
pro tip: up in the "gizmos" icon at the upper-right of the Scene view, you can scale down the 3D icons so they aren't covering your work so much
…
no, I know, the thought just occurred to me 'cause your model is hard to see in that view
and of course, no one can help here either
Well you'd have to explain the problem
I read, but that doesn't tell us anything about the toggles or prefabs
fine, fuck off
okay, good luck getting someone to help fix a thing without explaining what needs fixing.
ah I guess they left, oh well.
I don't think anyone is helping him because he swear at you
not going to lie I wouldn't you can't ask for help then say that
hey im having a very specific issue with physbones
so im trying to have this lil tag on my model stay in a certain place when the avatar is moving, but its swinging around incorrectly, and i think its because i anchored it to the neck bone specifically so when the avatar moves, the tag knows to wobble with it
(in my video when i move around the model itself, its behaving EXACTLY how i want it to, but when i use the Velocity joystick thingy in gesture manager its not staying on that seam basically)
so how can i go about fixing this?? i dont know how i can keep the first tag bone static in a specific spot but have the rest of the tag bones wiggle with the movement of the character
please let me know if you guys need more screenshots or anything for further context
yeah, there's no need to be rude.
hmm. I'm curious where that first bone is placed, and how the weight paint is done.
But one thing you can try is to use the curves in the physbone component to decrease movement of the first bone(s)
I'm trying to record the animation involving emission
but everytime I click the "face" instead of the root of the avi, the Animation box stops recording, what do I do then?
The materials
ah - reduce slots in Blender by merging mesh objects or reassigning faces to fewer materials. Combine materials by atlassing textures or baking existing materials to new textures with a new UV map.
I don't have links to tutorials, but they should exist.
You can only record an animation if the animation clip is in one of the layers in the animation controller which is in the slot in the Animator component on the root of the avatar
so i just got done making an model, and i’m stuck on the rigging part, every time i watch a video it ends up going south and not working, really i just need tips and ways to rig cause everything else isn’t working (if you can help dm and we can vc)
I need help with this max steel avatar everytime I turn into the turbo modes I will T-pose and I can’t move my arms and only PC players can see it the arms move
I dont know where I went wrong.. I so New at this blender stuff.. any tips?
Uses different bones for the different models try using contracts
The hair isn't rigged up properly
I didn’t make this avatar but I know the avatar creator is of who made this I don’t added but their username is primalfrom12 he the one that the made the max steel avatar
Then ask them to fix it
so how do I record an animation clip that's control the emission slider?
I'm trying to make a radial puppet that control the emission
hit record, do a thing. it's that easy
the animation just stops if I select the "face"
should I create an animation clip within the "face" instead of root of the avi?
I told you why that happens
the animation clip you are editing is not on the avatar
now I'm confused
the "Eye_emm_control" is in this List
doesn't that mean the animation clip is on the avatar?
if not then how do I do it?
oh did you select the avatar first, then look in that dropdown?
oh
in your video I can see the animator, it says "missing animation controller" in the slot
that's a problem
I click the drop down. scrolled all the way down "create new clip"
but I was told only the Root of the avi should have the animator component, no?
yes, but the controller you're working on should be in that slot
so what do I do?
... put it in that slot?
like this?
Yes
sorry for testing your patience, I have no idea how unity works at all so I'm easily confused
there are tutorial videos if you need visual references
now most of these animation clip are now yellow. if I recall, isn't that a bad thing?
idk how to search for relevent videos, I always get vague results
yellow means those items are referring to objects which are not on the avatar, for whatever reason
should I be concern or no?
cause this yellow names showed up after I put the Controller and Avatar on the face
up to you - yellow means those things won't work
you can click-then-click the names and correct them, if you know where the objects ar, or remake the animation
or maybe those are part of some prefab?
idk. I'm afraid to brick this session
make backups
I did but I'll run out of storage if i keep making backups, can't afford to get another
yo thanks a lot got it to work,, ur a life saver

Could you possibly find me a tutorial? I cannot find one that makes sense.
Is Alien allowed to have clothes without being in VRC? It's not NSFW, I'm talking about like Roger from American Dad, who always goes "naked" around all the time, is that allowed, or is it required to have clothes on, ever as an alien? (Here is an image for anyone wondering what I am meant/talking about). Ping me so I don't miss your reply, ty! :D
I don't really keep links to these, sorry
i cant seem to figure out why all the jiggle physics on this avatar are jittery, i even tried using the same settings from my other avatar that works
nothing has a collider apart from my spine/hair but i turned that off to see if that was the issue
you modeling and texturing the anatomy?
I'm still learning, I'm fairly new to it.
that didnt answer my question
are you actually modeling and texturing the nsfw anatomy
OH that part, no.
then it wouldnt be nsfw
Where's the paramters?
I'm trying to move an existing menu Control to a submenu
the original one has all of these parameters, why does the new one not have it?
see the parameters slot at the top
Ohhh okay thank you
any ideas im just about playing with everything and nothings working xD
what are you trying to do here?
So the breasts, butt, tummy, and legs should be jiggling 'normally'
but they all seem to be moving up and down like theyre fighting or not loose idk how to explain it xD
show your physbone settings for one of them
on the avatar thats working im seeing it doesnt share the same cones
I'd re-export from Blender with scaling = FBX All, then redo the physbone values
ah okay, why do you think scaling would be the issue here?
it can make physbones act weird
i think i spoke to soon
💀
i think the creator had collisions set up seoereatly, i did delete the animations, params and layers for it
idk why this isn't working
I have the radial puppet binded to an animation which controls the Emission
but that isn't working. why is that?
OH it was an endpoint issue
my gogoloco sitting and laying do not work but that animations still do,dose anyone have any tips?
I'm using an up-to-date version of VRChat Creator Companion, but I'm being told my SDK is out of date? Why is this happening?
because those things are not related. In VCC, manage your project, and upgrade the SDK in it
ah, thank you
VCC is just a tool for managing other packages, such as the SDK
(and launching Unity)
Thank you, the official guides made it seem like having your VCC updated was all you needed
?
I'm assuming GogoLoco is currenly broken? Trying to upload an avatar with it just instantly errors.
it isn't. what did you do?
I put the prefab on my avatar in the hierarchy, just how the video tutorial describes
which prefab?
Gogo Loco All (VRCFury)
but what error?
that second image - show instead the first few errors, at the top, looks like there are some before here
unless that's really all of them....
oh, upgrade your SDK, that's too old
sorry, I opened the wrong project
ah
okay on the project I'm actually on, VRC Fury got uninstalled
case closed
yep, that'll do it
idk why this isn't working
I have the radial puppet binded to an animation which controls the Emission
but that isn't working. why is that?
What do you have in the animation clip?
just this Alpha in emission 2nd
goes from 0 to 1
Are you sure using Alpha is actually working?
yes
Screenshot again when you're in animation recording mode.
There is nothing wrong so far. How is it not working?
if I move radial puppet. nothing happens to the emisison at all. its just stuck on 0
Can you manually change the emission color while in testing?
no. it doesn't let me
Delete the parameter in animator controller and add back again.
Preferably copy parameter name from the parameter file and paste it.
I deleted the parameter in the Animator tab and added it back in
I still can't control the emission while in playmode
Also double check the motion time parameter slot again.
I also changed the parameter to that. still happens
Does that match with the menu? You're using different parameter name now.
I changed it to match with the parameter
still nothing and still wouldn't let me change emission slider manually
Do you see the change when you move radial puppet now?
no. I move the radial puppet. nothing happened
Do you see Alpha slider move when you move the radial puppet?
No
it just stays at 0 no matter what I change it to
Close unity and open it back again to test.
did it. nothing changed
is there something I can show you to help me troubleshoot?
I have no other idea.
how do you usually put Emission slider on a radial puppet?
This is how.
cause someone told me its better your avi has emission control cause every world has different emissions
the one I'm doing exactly?
Yet it doesn't work?
I'm still not sure if vrcfury is doing something weird on it. So you should try duplicate the avatar, remove all the vrcfury components, and test again.
Or preferably isolate everything and have only the emission controlling layer in fx and test.
did that. it didn't work
can you elaborate more?
Ididn't understand this
Just try setting up a new avatar with its own FX layers that control only the emission and nothing else.
When you tested, do you still see the animation name being "Copied from" like this?
Yes
the face part doesn't have a FX controller so I coped it from the root of the avi
That means vrcfury is still running.
oh
idk what to do
even here I made a new avi that deleted all VRCfury and goco loco. the issue is still there
For sake of testing, try disabling motion time and test, see what it does.
now it works but the alpha slider is twitching alot
like its violenting going up and down
and I got this warning
It should have already shown that before.
it never did. It only shows it after I disable Motion Time parameter
That's expected behaviour when running without motion time. That mean the animation and animator layer is working. The problem being the parameter from avatar doesn't get input into animator. Usually this is because of parameter name doesn't match between animator parameter list and parameter file.
I'll try to show everything
Did you actually copy-paste the parameter name?
No. I deleted the parameter and made a new parameter with the same name
or atleast gave it a different name and changed the others accordingly
When you made a new parameter you should try copy-paste the parameter name instead of typing it.
so what do you suggest?
Delete all the parameters and try it again but copy paste the name?
Yes.
okay here it is
I delelted all the parameters involved and created the new one in the inspector, copied the name and paste it in the paramters in the animator
@ornate stump
Also make sure that motion time field is change accordingly and test.
it is
And the result of testing?
exact same thing
Radial puppet does nothing. emission alpha stuck on 0%
Emission <> emission ?
Might have to test in game as well at this point.
All had been changed to lowercase.
no idea what shader they using or animation
Hey so i have a problem with a toggle
I'm trying to make a cookie box prop that can spawn on my model, be grabbed by me, then placed in the world. All while being togglable so i dont accidentally grab it.
My issue: My radial menu shows the toggle option but is unable to be clicked on
here's my logic as i assume its something in here
liltoon
Material, animation, and its layer is working. It seems the parameter from avatar doesn't get input into the animator controller.
Did you set parameter for the toggle button?
yes
I'm decently new, so let me know if this is wrong
I mean the toggle button in your menu file.
Exactly.
Maybe you should test in gesture manager again, and see the parameter list in its Debug tab.
its here. and it does work
@ornate stump tested it in the actual game. nothing
I have no other idea what to check. All of these are correct so far.
what is "these" you refer to?
All you had shown.
test the animation only thing i can think of , first thing id check
was a reason i dont use liltoon , forgot what 
It was checked by disabling motion time and animation play back and forth correctly.
test with another controller, rare times a layer dont work or there is something there messing with it
some of my old ones just didnt work until i remade it, probably meta file broke
So, create a new fx animator controller, and have only the emission layer in it to test it.
can sm1 help i keep getting this after i set the humanoid rig'
Open "Import Messages" foldout below for more details
great
yeah that's the issue
do you have any mesh named "Neck"?
yep
that's why
rename it to NeckMesh or something
Rename in blender and export again'
alr
yeah i forgot to say that sorry
yo
w mans
it worked
i had this issue for so long, even when working on commissions
🥹
Recommend having the main mesh named Body , stations especially looks for that mesh name to change shapekeys
getting the same error and idk what the fuck is causing it
Send a screenshot of your errors
it might be something with the project because I went to another project changed the body texture and went to upload and it went through
tried it again to make sure this came up
What are all of your packages in CC
then this popped up
none of those matter and dont crop cause we will just ask if there is more red errors if we cant see total 
this one tend to have more errors above it
could anyone be so nice and explain me how to go these steps?

The image showing proxy is for method using automatic installer like vrcfury and modular avatar. The latter 2 images is for manual installing.
so i don’t have to do anything?
You will have to do something, depends on how you're going to install it.
i’m using the vr creator + gesture manager installed vrcfury, & vrcft - jerry’s template
they’re like already imported in the packages
If you're using vrcfury then you have to drag the vrcfury prefab for gogoloco into your avatar and setup the proxy layer like in the first image.
is there any tutorial i can watch to do this ? or maybe i can send here the steps?
or like is there anyway easier to do it?
It's just simply drag and drop.
okay hold on i’ll try
also something funny but how do i exist this screen
What screen even?
this is how little i know about vr companion
double click left upper "hierarchy" text
To get confusion streight, what you're looking at is Unity Editor. It's a different app from creator companion.
Double click the Hierarchy tab header to restore it full screen.
like this?
Yes.
oh god thank you!!
You might have to fix your typos.
oh sorry
what i meant was : there’s no need to do the other two things mentioned in the pictures?
You only have to do the proxy setup.
which is the one i just did right
If you're refering to drag and drop in the latest image then that isn't it.
oh sorry. how am i supposed to do the proxy setup?
but like i genuenly do not have any idea how to find these options
That's in avatar descriptor.
how can i find it?
if i search avatar descriptor all it opens me is a microsoft visual
Did you actually add the avatar descriptor as a component to your avatar object?
i downloaded the file for the avatar, it doesn’t come together?
is it this?
Of course.
thank you!! let me try it
just to see if i have completely understood, do i have to do both of these to fix the proxy issue?
would anyone know how to make the entire chain move with one movement instead of it zigzagging like that?
First thing, it isn't an issue. It's a regular procedure to install gogoloco.
Then I only said to set up the proxy only like in the first image.
ohhh thank you so much
and it should be fixed, right?
Test it and see the result.
I made a new layer but that didn't do anything
the alpha is stuck where I last set it but the radial puppet did nothing
Alpha slider supposed to be manually unmovable since it's being control by the animation.
okay well I can't control it through radial puppet
Idk why's that. is it because the Avatar isn't using the new layer?
Can you screenshot the gesture manager debug tab, animator states?
You could try increasing Stiff value in the advanced mode.
where would o go to get the advanced mode?
In physbone component.
You change Simplified to Advances.
The new layer you created doesn't exist there.
i see it, thanks ^^
is it normal for it to be locked like this? 🥲
it keeps going back and forth
Just wait for it.
okay. if something wrong i have to cancel it and / or do something?
the hidden loked poiyomi thing confuses me
There shouldn't be something wrong, other than you change your mind and decide to stop it.
the file said the shaders poiyomi where already added so i didn’t add the project poiyomi so i wonder if that’s the problem
No.
Just wait.
okayy thank you!
did i do the right thing by not adding the poiyomi project ?
Does your avatar shown correctly?
yeah i think so
Then there is nothing to fix.
would anyone be able to help me link some stuff to my avi ;-; i cant figure it out
You will have to explain your situation as well.
