#avatar-help
1 messages ยท Page 254 of 1
like its on the avi
but isnt moving with the avatar
ik i need a blendshape aswell
Assuming you're using vrcfury, does the armature link component say anything or suggest you to do something?
ive tried linking it to a few things because it stretches over a few areas
no it just lets me do whatever
idk if im just a dumbass or sum
thank you thank you so much ๐ซ๐ซ๐ซ๐ซ๐ซit worked
is there a way to get the positioning table up for the poiyomi decals? it wont give me the option </3
You are having 2 armature link components so that's going to conflict with each other.
If it's clothing, you must put the armature link component into the cloth bone in its armature.
i think i might have it sorted
the bones arent in the same area as the clothes names and shtuff
so how do I fix it?
I just duplicated an existing layer
You have to change the FX layer in avatar descriptor to use the new controller you created.
Where did you put the armature link now?
Do not use multiple armature link component.
i forgot to remove the links on the actual bodysuit
I changed the fx layer to that
it sees it but still it didn't do anything
the radial puppet doesn't change the emission texture
Screenshot the animator state debug again.
the weight is stuck on 1
no matter what the radial puppet value is
The layer weight is irrelevant.
So what's the issue then?
You said you duplicate the animator controller? Try creating a new one instead.
How?
idk what's the name of it when right click "Create"?
"Animator Controller"
and after I create the controller. I drag that onto the FX box in the avatar descriptor?
Yes. And setup the layer for your emission too.
here's how it looks
anything I need to check before I run it?
Just that. Try it.
still nothing
I just saw that you have Action layer assigned in Additive layer. So you will have to rectify that as well.
what do you mean rectify?
Fix it.
How...?
the original avi doesn't come with Additive layer
Leave it as default.
made it to default idle
played it. still the radial puppet doesn't do anything
Ok for testing further, change the parameter name from "emission" to "GestureLeftWeight" in the animator controller. Don't change in parameter file or menu. When testing, change the left hand gesture and see if it work.
before I test, like this?
Yes.
in testing mode, I clicked through all of these Left hand gestures
There was no change
Do you see the Alpha slider change though?
There would be only different between when some gesture on and all gesture off.
not at all
Can you move the alpha slider?
okay, so i added tattoos to my avi and only one of them appears, but when i change the skintone the second one appears but the face gets messed up.... any suggestions?
When you test and look in the animator controller like this, change to Parameters tab and see if the parameter change accordingly.
Yo guys
Is there a way to make a png avatar without unity? I'm asking cause my Wi-Fi sucks it won't download
And idk anything about unity or making things
how to make decals glow/scroll?
Every avatar requires Unity to be made.
Thanks
like this?
Yes. But did you also try to change gesture as well?
the GestureLeftWeight parameters goes to 1 if any of the left hand gesture is ticked
but if none of the gesture is ticked, then the gestureleftweightr goes back to 0
That should be correct. Revert the name back to "emission" and see if it change when you move the radial puppet.
It didn't
You're selecting the controller in the different way from previous image.
You're showing the one that's inactive.
Oh
hang on
Here. idk why it does that
Try disabling loop time in the animation clip, it will stop the blue play at the end instead.
I think that's the same video.
oh sorry
Does the Alpha slider change accordingly?
No
Try search t:animator in hierarchy. Screenshot how many object that's shown up.
Well, that might be the whole reason. Delete the animator component from face object and test again.
But if I do that. it'll delete the animation clip as well
the animation clip that controls the emission texture is in the face objects
Animation clip is saved as asset file already so it shouldn't get deleted.
oaky removed animator component from the face. what's next?
Test.
Nothing
still the emission alpha value doesn't change
Can you show the content in animation clip again?
could it be that the controller is FXLayer. not the animation controller
Chance is that if you had animator component in the face object, you likely recorded the animation wrong.
I did recorded it in the face object
It wouldn't let me record the emission slider if I click the face object instead of the avi root
That is incorrect animation. You will have to record again from avatar animator, not from the face animator.
like this?
last time I did this
it wouldn't let me do it for some reason
Probably you had conflicting animator component.
oh - do you have more than one animator?
I don't know anymore
I was wondering why you were having issues with this
okay after I record it. Test it?
Yes.
Now it works
so all this time
The anim clip was made in the wrong animator @ornate stump?
Yes it is.
I saw you had it correctly before.
so why did this happen @ornate stump back then?
That's exactly why. It changed recording context from avatar animator to face animator.
so once again. check that the avatar only has one animator
and doing "t:animator" is an easy way to do it?
Yes.
okay so now
the first setup I told you which you said that was originally correct
Repeat all of that now?
Yes.
Make sure that you actually delete the animator component from all other faces too.
Wasp guys is there any1 here that makes avatars i have a few questions and such
Ask right away.
I want to start working on my first avatar or look for some1 that will makw it with me/for me for a resonble price
If you want someone to make it youโd probably need to refer to VRCTraders. Otherwise, were you hoping to make one from assets or scratch?
I alredy know exactly what i want to do and i can set a mood board up

?tag scam
Hey ho ๐ I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. ๐
๐ซ Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. ๐ฎ
If you seek a creator, check out VRCTraders and follow their protocols strictly ๐ฅบ
(You will get DM from bot to verify your account upon join.)
๐ It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) ๐
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. ๐ฑ
Bless
And if you want to create one, start from https://discord.com/channels/189511567539306508/1139228456090087495
Ok ty
You might be getting few scam bot messages for next few hours once you mention it.
okay iโm back once again to ask for some help .. the avatar i uploaded works fine, but when i go choosing the stuff to make her hold stuff or things it wonโt work and idk why
you'll probably need to explain "stuff to make her hold stuff or things" in detail
how? 
how what?
how to explain?
Assume we have no idea what that means, and have never seen your project.
How is it set up?
itโs an avatar i was gifted by my friend! but im very new in uploading avis. what do u need me to show u?
i'm guessing your action menu controls aren't working
if the avatar isn't working out-of-the-box, then that's a problem with the avatar, and you should ask your friend or the creator for support
thank you lots!
make sure you followed any instructions that came with the avatar, though
sorry for the late reply lol, I fixed it! it was indeed a weight paint thing
I needed to paint the first bone in the tag to the body
when i export my edited mesh from blender and overwrite the old fbx this happens.. im assuming its some sort of error on import or export but i have no idea what that is
I bet you have the wrong scaling settings
There's a setting in Blender's FBX exporter called "Apply Scalings"
it has two meaningful choices:
- "All Local": your Armature will have a scale of 100
- "FBX All": your Armature will have a scale of 1
It looks like your model was originally exported with "FBX All", and then you exported with "All Local"
ahhh that makes sense! Glad you worked it out
This will cause everything on your avatar to wind up 100 times too large
because the scale of the armature just went from 1 to 100
It'll also cause really weird animation issues, because Unity thinks your skeleton should be a different size than it actually is
re-export the model with the correct Apply Scalings setting (FBX All) and see if it looks correct again
thank you its fixed!!!!
what does this mean..
how could i achieve that galaxy pan effect if you get what i mean? - using poiyomi
for avatars with big boobs, whats a good phys bone setting for them to not jiggle as much but still feel realistic?
i dont wanna have it do the helicopters when i slightly tap A and D
i may have a preset two secs!
theres some all by mayes baes!
how would one go about adding nails to an avatar? the only youtube video i can find involves blender but im unsure how to even get the avatar into blender to begin with as it is a unity package. any help appreciated โค๏ธ
find the .fbx file in your project and import that into blender.
then do some modeling
so about this..
is that the only error?
always show the first 2-3 errors, that's likely where the root cause is.
(see the first pinned message for visual details on how to share this)
kk!
?
2nd pic, 3rd error
yep
Avatar descriptor is set to use visemes but face mesh is not assigned
Also for the record, the "first 2-3 errors" are at the top of that scroll back, you seem to be scrolled way down.
Don't worry now, since we found the error, but always start at the top
kk!
also, im trying to put the face mesh in and it wont let me
i click it and it doesnt work
does it have viseme blendshapes?
i think i have no cule its a paid avi not a made one
probably would, but you can check by clicking the mesh object and looking in the inspector
it does
you ought to be able to simply drag that into the slot in the VRC Avatar Descriptor then.
click that object and show the inspector, please.
hmm why wouldn't that work?
Iโm making a VRChat avi using VRCFury. My avatar has two modes: a regular mode that transforms into a car and a seeker mode that transforms into a jet. Is there a way to make one transform button that automatically plays the correct transform animation depending on which mode is active? If possible, how would I set that up (Animator or VRCFury)?
what am i doing wrong here
it looks fine in blender then i bring it to unity to configure and it does this
( referring to the ears floating )
Hey, I tried finding some info elsewhere but couldnt find it. I am recently new to avatar 3.0 and tried to make a mono eye cat. So I use a invisible left eye and set rotation states so it cant move outside range. But when I am in game, as soon as I move the avi the eyes go outside and everywhere freaking out. Even though rotation states seem okay in the avatar controller. If anyone has any idea as to what is happening.
where's the eye bone there?
Its in the middle of the eye mesh.
ok that does look like the center of rotation
It feels like the rotation states dont matter once I get in game.
Do any of yโall know what this mean?
anyone got some good long tail physbone presets?
how would you go about making an avatar blind? like a black void only you could see, with minimal things visible(like when you touch something?)
is there a way to change Idle arm angle for specific toggles?
didnt work
Not to be rude but AAAAA
are those bones im the head??? How many does it have ๐๐๐
idk man -- its an avatar i bought ๐ข
a
turns out i added the assest in the most complicated way so im restarting lol
Whatcha trying to do?
add dog ears and a tail to it -- she currently has cat ears and a tail
Wow
Hey so I know Iโm kinda butting in but I kinda need help upload my avi. So I can upload it perfectly fine for PC but no matter what I do android is always grayed out
What settings did you use when exporting the model?
i havent reuploaded her. i just simply figured out that the way i was editing her, would require me to resetup everything and go through adding all toggles again which is too much work ๐ญ
You have to install the android paltform thingy.
Go to your "Unity Hub" look for installs, edit it and add the android thing to it.
you can uncheck visual studio at the top
Then restart your unity and it should work
Depends on what you do. When you don't touch the bones, no animations break
When you add, remove or edit bones, this might consider some fixing later on in unity for your animations
Haaai everyone, hope someone will be able to help me with my blender frustration... I have a Rexoumium and a cheek floof asset for it. I want to merge it so I can texture it better in Substance painter. (Cause I have trouble perfectly painting over a line over two textures, the white of a fox).. My problem now is If I merge everything perfectly so the blendshapes and all are connected and move. As soon as I bake the textures in Substance it gets all messy and broken. Not only are the edges of the cheek floof visible, but also other places break. Is that an export issue I have or did I do something wrong in Blender during Merging? - The screenshot is after baking, nothing is painted yet.
imported textures from substance and it decided to scramble and i cant figure out how to fix it
Looks like you still gotta assign your textures and stuff to your material
You are currently on "Unlit/Texture"
Try out something like Poiyomi for PC or VRChat/Mobile/ToonStandard for mobile
-# https://github.com/poiyomi/PoiyomiToonShader/releases/tag/v9.3.64 (.unitypackage) .poiyomi/Toon whatever it is called
for some reason my avatar does this to the fingers in unity but looks fine in blender
Anyone.. how make a toggle in unityโฆ
I'm using a custom Locomotion Base for my movement, but It's strait up not working in VRC, it's just using the default VRChat Locomotion in VRC when fully uploaded?
anyone else experiencing the vrchat sdk menu taking over a minute to load and then having the "prepare your content" part of the menu grayed out ? it does this after ive been working in unity for a considerable amount of time , but clears when i restart my computer . you could just reply to me going "ok restart your computer then" but i dont want to have to restart my computer every single time i want to update an avatar :/
it also acknowledges my avatar and all its performance stats in the second part of the menu but doesnt let me publish in that state
vrc fury
hi again lol
so how can i make it so my limbs dont move so much to the point they are dislocating and stretching out of place like this? do i have to change the position of the bones in my armature? i dont really know what to do to rememdy this
again let me know if more screenshots/clips/context is needed :P๐
i wish i could view the quest version of avatars on pc
Hi! I'm trying to upload my first avatar for Quest 3.
I've installed the Android Build Support module for Unity 2022.3.22f1, and the Unity Hub shows the Android icon, but the Editor still says 'No Android module loaded.'
I've tried restarting, clearing the Hub cache, and deleting the AndroidPlayer folder, but the Hub still shows it as 'Installed' and won't let me re-install or switch platforms.
Any ideas on how to force Unity to see the module?
Anyone know how to get vcc to work on steam deck?
I need to turn this thruster animation clip into something that controls the full body
but I don't know how to
I animated it via blender and imported it through FBX but it doesnt have the same settings
the flame pops up (doing the spinning animation) but any other animation to the body (that being the pose) doesn't animate
this is the first time i've tried to port animations to VRC any help?
I solved my issue after fiddling around after like 5 seconds
make sure you upload to pc first btw or the avatar will break
I have done that, thanks for the tip. For some reason when I try to switch to andriod the files were showing as not loaded. I've had to install the latest patch, hopefully that fixes it.
If you mean unity build then you have to be using the version that matches creator companion
There was a patch for the 2022 version, I've just downloaded that and I'm now updating everything.
hey so i have a refrence to an avatar i really want and i have zero idea on how to make it and if anybody has experience in doing avatar work i would love help on how to start bcuz i have zero idea please thank you <3!
it has to be the exact version
that vcc says
because the vrchat sdk is made for it
Yes, omg
Isee that now. Back to the drawing board. I couldn't get the android build to be recognised in the SDK for some reason.
Can anyone help me? I have been going around in circles trying to get the Andriod module recognised. It is already downloaded and when I click on the Open download page and try to download it again, it doesn' work. I can see the files for it I dont know whats happening here.
Edit: figured it out.
so i decided to create a new project, and I have Gesture manager installed. but its not in the hierarchy- where else would it be?
once again I need help
I followed this tutorial here but when I try it on my avi, the 2 axis puppet did nothing
https://youtu.be/kNUNOrHmOrQ
here's all the screenshots involved
you have to put it there, there should be a menu item for that
gotchaaaa thank uuuu
anyone how how to fix this?
can't tell what's wrong from there
what about this tutorial?
is this tutorial reliable even tho its that old?
watch what happens when you actuate the menu stuff in play mode with gesture manager or av3 emulator, then debug that
this mostly looks like how I have such things setup
I do it all in a direct blend tree, but that shouldn't matter.
does anyone know alot about like textures?
Id assume several people do yes?
Anyone know how to fix this?
I checked my armature in blender and it looks the exact same as my working fbx.
it says 'Spine Transform "Spine" has bone length of zero'
but the bone has a length at : 0.09m
The parameter values is changing in the debug menu
so the 2 axis is working but its not being applied on my avi
is that that the hip bone pointing down? don't do that.
hmmm.. but my working fbx has the same bone structure, and it works fine ๐
I assume the mask is doing something sane? and are you moving the actual eye bones themselves in these animations?
Yes
the Eye.End.L and Eye.End.R is part of an animation clip
are you using VRC Animator Tracking Control to take over that?
the tutorial didn't mention anything about that so no
if those are the humanoid eye bones this is not how you move them.
Are those end bones the right ones to move?
well idk which eye bone I'm supposed to move or animate
the avi deson't have blendshapes for moving the eyes
you'll need to figure that out. It should be the bone that moves the part you want moved.
i was looking on tik tok and someone has the same paid avi as me but theres is heavly customized like glowing green that flows though the avi and i was try to find out how i would even begin to try that
Both the Eye.L and the Eye.End.L moves the exact same thing. so idk what's the problem
is the issue the bone I'm trying to animate?
you cannot rotate humanoid bones directly
what does that mean?
well show what one of these animations does, maybe it's setup right.
which animation?
the one I made?
either way you will still need VRC Animator Tracking Control to mark the eye bones as "animated" while you move them, and "tracking" when you are not (so VRChat can move them)
Whatever animation you intend to move the eye. show one of those, the keyframes in it, I'm curious what it is acting on
here
yes, this will not work, if those bones are the actual humanoid eye bones listed in the rig setup.
If they are not then uh... maybe it'll work? they're children of the not-end bones so their movement will depend on the parent bones too
so how do you usually move the eyes in the animation?
I don't have a link to anything useful to show you, nor do I have Unity open, but when you click "add property" in that animation, there's a tree of stuff under iirc "animator" and there are eye movements in there which you can animate
you mea within this list?
I should find the eye?
I wasn't looking closely earlier, thought you were trying to move like ears or a tail, tha's way easier
yes - in there somewhere
no I'm trying to make the eyes like look around with the 4 axis. as if it has eye trackings
don't forget VRC Animator Tracking Control
wdym by that exactly?
so like this?
The documentation is vague for me
Sorry I meant to set Eyes & Eyelids to Animation, not tracking
I tested it. it still doesn't work
I don't knwo hwo to fix it, the document doesn't tell much
sorry, I'm having internet issues, it's windy here
tracking = vrchat controls. animation = you can animate
So the 2 axis puppet is VRChat controls, correct?
no, that's you animating it
so that means I have to set it to "Animation" then?
again, internet issues and I have said that more than once
I'm trying to make sure, I get confused really easily
try it and find out.
I'm not giving you a step-by-step guide, I'm making suggestions and giving hints. It's up to you to read the docs and experiment and work things out for what you need them to do.
I'm getting a warning saying that this Layer has no valid animation
but here there;s only a blend tree. not a state
and within blend-tree all of these have animation so why is it giving an error?
I'm not good at figuring stuff out
its saying no valid animation but there are animations
Trying to upload but keep getting this error in Unity.
So the 2-axis IS WORKING. Moving it around does actually update and trigger these blend trees
but it still doesn't show any changes on my Avi. is it because of the Copied from FX Layer thing?
little help here?
my main project has already reached it 500MB upload limit and i want to add more outfits.
is there a way for me to duplicate the project so i can upload a separate avatar?
You only would have to duplicate the avatar in the scene.
eh?
There is no need for a separate project, or "one project, one avatar" as of what you thought.
i still dont get it :c
Why can't you work in the same project then?
i mean, i already have multiple outfits added
so the file size is 500MB> if i were to add more
so i was thinking to make a seperate avi as a 2nd outfit folder
in a sense
You have to realize that one project can work with multiple avatars.
Project size has nothing to do with avatar size.
oh. then how do i upload another then?
Just setup another avatar like you did, either in the same scene or different scene.
aaah..
Even one scene can contain multiple avatars.
do u know a way to fix this?
the skin is clipping through the clothes and thers isnt any armanent blendshape or anything to fix it
Try adjusting cloth bone position then.
where do i do that?
Find the bone in cloth's armature and move.
like.. these?
Yes. Try out all and see what works.
yeah i tried those, doesnt work
Then you have to adjust cloth model in blender.
ah...
Anyone have an idea from the error text shown below. why the avatar is failing to upload?
You had missing scripts which usually mean you didn't import all the required package.
ah
from one error to another.
what the solution to this?
It depends on what problem it's causing.
Is it really doing something other than just saying it has an error?
i cant upload the avi, thats the problem its causing ig
Does it have more error than that one?
Does it show up right after you click Build Publish, or after it does some processing?
after
After what?
after pressing publish
Does the sdk show some error?
Like I said, that error really depends on what problem it's causing. This time it isn't even a problem.
The 2 axis Controller is working. But it doesn't play the animation clip. Why is that?
The layer weight is zero.
No its a bug. it does that in the Play test but in normal mode the weight is 1
see?
What does the animation is controlling?
The Animator for eyes
and also yeah that is an issue. the Weight is going and stuck on 0 if I go play mode
What do you mean "the Animator for eyes"?
It's animation, not animator. That's a part of humanoid bone so that won't work.
so...what will work?
last time I did Eye Transform but I was told not to use that
You should move eye transform.
If eye bones are humanoid bone then you have to remove their humanoid bone assignment.
this one right?
cause I was told otherwise
Yes.
how do I do that? or how can I check if they are?
The rig configuration menu.
is this it?
Yes.
so does that maen that its humanoid (Ik Animation Type said Humanoid but idk if that says for the eyes or the whole thing)
if so then do I unlick or remove the Left Eye and Right Eye from the mapping?
remove the Left Eye and Right Eye from the mapping
And then. test run it?
Did you re-record the animation to move eye bone transform?
Oh no not yet
I'll do that quickly
THAT'S IT?!
okay first of all, You are a life saver and I'm sorry if I'm bothering you too much for help
2nd of all, Why didn't it work before? why did the Eye being part of humanoid rig prevented it?
Yes. That's why it's telling you you can't move humanoid bone transform.
So if I wanna animate anything or any bone
I ahve to make sure that bone isn't using humanoid bone transform?
Yes.
Okay. that's weird but thank you so much
am I allowed to ping you if I run into new problem that I' mtrying to accomplish
Should not. There are multiple people here able to help.
well sadly they're not able to, and told me to figure it out myself but I have no idea about unity and the documentation doesn't help alot
like I didn't knew I had to remove any bone from the humanoid rig just so I can animate those said bone
Unity is very well documented
The only thing that isn't documented well is the spirit avis
hi would anyone be able to help me with adding accessories to my avatar in unity? i am trying to attach a tail and have got as far as importing everything, making a material, then linking everything together. I have had problems all week with exporting, unity and uniVRM miss match and getting everything working in VseeFace
You can take it into blender and link it that way or use fury armature link
I tried using Blender it is equally as confusing
You got to start with the basics if your new to blender
Like doing the donut
Or making a cup
No thanks i dont have time to learn that stuff
Ill just have to leave it
Hello, im using Alcom on Garuda Linux (Arch), the avatar test goes fine but i cannot select the platform, also i cannot use many functions in the menu Upward (to override the second problem i just press search and find what i need)
P.s. First time i use this tool lol
well how am I supposed to know that the humanoid Rig doesn't allow me to do animation on it?
add modules for Unity 2022.3.22f1: Windows Build Support (Mono), Android Build Support, iOS Build Support from UnityHub
im such a dumbass ahahahahahah now it works fine ahahahahahahah
is anyone else having sdk issues
Idk where to put this but I need a blender nerd to help me fix my kitbash that my ex gf fucked up (ping me pls)
hi for creating a toggle for an avatar for a different outfit do i have to use the same model in a different file with the outfit?
different file?
no worries, just trying to understand what you're doing
for blender btw
What I personally do is make one avatar per "outfit", like a totally different set of clothing. And so I export that from blender as a different model file, and do the whole setup in Unity again.
It makes it easier to be reasonably efficient, I target Medium
but i wanna make it a toggle on my avatar
I recommend not doing that, for efficiency purposes, but if you do really want to, I'd just export all the outfits you're using along with the body in the same model file.
so i made two scenes now. so if i were to upload a different avi it wouldnt update my current avi right?
Different avatar or not is determine by blueprint ID in pipeline manager component.
i... did not understand anything u just said
Just take a look in PipelineManager component.
and that is wheree...? ๐
It's in the same object as avatar descriptor.
It'd be weird if you had never seen avatar descriptor at least once. It's in the avatar root object.
ive prob seen it.. just forgot where it is or something
It's the most important component in your avatar so it should be in the avatar root object.
In the inspector on the main Avi
Do you see PipelineManager component in the same object?
this right?
That
If blueprint ID is blank, it's going to be a new avatar.
oooh
empty means when you upload it will be a new avatar, and then that slot will be filled in
but i have it blanked still, and it has been updating my uploaded avi
so if i were to put in something as a blueprint, it'll make a new avi?
No. Blank mean uploading as a new avatar.
there is no way for it to replace an existing avatar unless you put that avatar's blueprint ID in that slot.
but itve been updating my uploaded avi the whole time?
You uploaded a different avatar that already have blueprint ID.
see? only one
Obviously we don't know how your project is setup, I suspect you're looking at something different
eh weird. but nvm i kinda found a way
try uninstalling then reinstalling the vrchat sdk
yes
you do this in VCC or Alcom, not within Unity
you can certainly open the Unity package manager window to remove it, but reinstall happens from VCC/Alcom
I don't use VCC, so I'll take your word for it
Remove avatar sdk first then remove base sdk.
i do have vrcfury but it not working
Go read the the docs on how to setup Vrc fury
whats the best way to do 2d facial expressions? 
UV Maps?
tyty
I have a question does anybody know how to do the shiny metals to where they kind of like glow I donโt know like what itโs called or anything you see it on a lot of like avatar is like necklaces, earrings, and stuff
question. Standard Toon since i see there's a hue shift, if possible that makes it easier for a hue shift toggle?
its pretty easy yes ? and you can mask part of the uv if you only want certain places to be affected , but it will also affect any using the same shader on same mesh
There are lots of options here - if you mean actual glowing then that's emission, but if you just mean shiny then that's playing with metallic and roughness/smoothness settings to your liking, or perhaps using a matcap of a nice metallic material
aight also saturation and brightness are in there too?, i forgot if i saw there
I tend to do matcaps for small items such as jewelry
i would check properly after making some popcorn
matcaps make a lot of sense for jewelry
it's hard to actually recreate the look of a real gemstone
there's a lot of internal reflection and refraction and a bunch of other annoying concepts
matcaps are cool because you're just taking a picture of the thing you want
and that's it!
Hi it's been a while since I worked on a project and decided to reinstall unity. But for some reason it's not allowing me to make parameters or view any. Is there a way to fix this? The "+" is greyed out and I can't interact with it
You have not selected an animation controller to work on
Pick one in your Project window, or drag one into the Animator component on your avatar root, and select the avatar.
Me and @flat cradle need help on an avi, Can someone help plz??
it helps to explain the issue first
how do i make an avatar with an avatar like this?
it has animations built in
any videos on how to do this?
You really should use a Humanoid armature if you can. Otherwise any video describing how to animate in Unity will work, since you're going to be doing everything from scratch
(we discussed some of this in #avatar-rigging )
how do i make the only Blue ones change color? without changing the red one? i tried putting the texture only for the blue parts
in hue shift
You'd need a mask for the hue shift - black = don't change, white = do change
i'll test
first i'll fix up the colors for emission to make both white eyes and red lights glow
done, seems it works also the option red instead of alpha
is there a way to add brightness and saturation? i dont see to find these
it's a limited shader, I'm pretty sure what you see is what you get
yeah, "Alpha" meant it looked at the alpha channel of the texture โ and I'm guessing it was either:
- not present at all
- all at 100% alpha
i'll check around oh yeah, i forgot, i need to find a way to make the toggle for hue shift
this kinda works
but its not what i seek
My physbone settings are all the exact same for each bone they effect but for some reason the bones in the wing on the left moves differently
It's supposed to be like the wing on the right which is working properly
All the physbones are the same except replace the root transform with the bone it's supposed to be effecting
I've made sure all the weights and vertex groups are good in blender and I applied all transforms before exporting as well
I even tried normalizing all weights just now and it's still behaving the same
So I'm all tapped out on the blender side of things
Any clues please?
I am trying to add a toggle that makes my snoot extremely stretchy, so I made a controller that gets merged into the avatar and made an animation graph with conditional transitions that plays animations that change the stretchiness, toggle off the physbone and toggle it on 19 frames later. But the physbone is unaffected. Even testing animations that simply disable the physbone seem to not work. The Block Grab on a different layer works perfectly fine and doesn't even need toggling the physbone. Does anyone have an idea as to how I would make a toggle that effectively changes the stretchiness of a physbone? Is my approach faulty?
Ive been at this for hours so I decided to come here for help!
Iโve done restart my Unity, clearing the blueprints and redid the materials because of the shader warning but it didnโt help. I donโt know what else to try, any help will be appreciated! ^^
can you scroll the SDK window such that we can see the 9 alerts it says are present?
what do yall think the easiest way to weightpaint this is? do I have enough bones
I noticed it also gets confused with the sprinkles I made and if it moves too much they warp </3
Paint it and see, if it doesn't move how you want, perhaps add more. It's hard to give advice when we don't know what it is or how you want it to move.
hard to explain but I sorta just want it to have movement like all those cute mouth pastries people make
not too much but something that wiggles with physbones
I suppose I'll just have to eyeball it
can someone help me make a tanjiro avatar?
Hey, I'm working on my first model and I'd love some feedback. I'm about to start weight painting, but I'm not sure if the topology is good enough yet. Could I get some advice ? (I can also share the model file if needed)
Ah ok, nothing really weird there.
that's what this channel is for
Yea. I donโt have any other ideas on how to fix it
Hellooo ๐
I'm trying to replicate this effect where we can see the eyes through the hair but without changing the hair's opacity because that would make everything show though the hair. I only want the eyes and eyebrows.
My face has everything on the same material including the eyes si I duplicated the head material, set it to cutout and I put an alpha mask to only keep the eyes and eyebrows.
I use Poiyomi shader. In the stencil I put the Stencil Ref to 1, the Pass Op to Replace and the Compare to Always.
I duplicated the Hair material too, one is set to Opaque with the Render Queue having the same value as the duplicated head material + 1.
In the stencil I put the same Ref, Pass Op to Keep and Compare to NotEqual.
The other Hair material is set to TransClipping with the Render Queue + 2 this time.
and this time in Compare I set to Equal.
Then I can change the second Hair Material's opacity and that changes how well I can see the eyes through the hair.
Now that's where I get stuck. If I only put the duplicated head material into the Head Skinned Mesh Renderer, the effect works but there's only the eyes. Now when I add the first Head Material too, the effect isn't there anymore.
How can I make this work ?
Iโm trying to upload some avatar , but I canโt do much . The asset store has moved so if anybody can help me with this it would help a lot
Still no dice
What do you need the asset store for ?
So one of my friends tried to help me and they said I need that to upload avatars and to make avatars
You don't.
You need VRChat Creator Companion and Unity but it can install the right version for you
OK, so I did that but when I try to click create my project, this is what I gave me
gotta love that
After I spent an hour messing with physbone settigns while they were broken lol
Anyways tho it works now
quick fix for bike pose?
pumkin's tools
it's not really that the eyebrows are being drawn over the hair but rather that the hair is just transparent enough at the ends for the eyebrows to be visible
create a transparency map for the hair and adjust it to taste
you shouldn't need to do literally anything that you just wrote
Transparency would make the skin visible through the hair, and that's not what I want, the picture doesn't show that well but I only want the eyes and eyebrows to be visible through the hair. Yeah I know I'm not making things easy for myself aha
that's still effectively what's happening
if you look extra hard you can still see shades of skintone through the hair
it doesn't have to be almost totally transparent or something, to my knowledge that's how the majority of booth models do it
how do I hide this ball when I select the face?
idk where this ball is coming from. I assume Hai's Lightboxviewer
Lighting >> Scene (I think) Light Probe Visualization to Off
where do you find "Lighting" tab?
I can't find it
hi is there anyone that could add an avatar to my account, I suck with stuff like that
asking that here isnt safe nor supported, someone could help with you uploading it yourself but if you really cant do it see if the model's creator offers uploads for their stuff
fair
whats the best or easiest way to change the proportions of my avatars body? (aside from built in blendshapes) i just wanna make the body look a little different, my first thought was the sculpt tool in blender but idk if im skilled enough for that hehe. is there an easier method? (im using lumina from booth btw and also some random western style avatars too)
does anyone know the best way to add a robotic limb onto an existing avatar?'
blender, delete the old limb, add the new, rig/weight paint updates if needed, export to unity
so i dont have unity nor do i know how to rig or weight
you need Unity in order to work on avatars.
You'll need to rig and weight paint if the new arm isn't already rigged or weight painted.
If if is, you'll still want to get it attached to the avatar's armature, and again, I'd do this in Blender.
found out my feet and boots doesnt match, anything to fix this?
re-model and/or re-weight paint in blender or similar
Hi, I have a problem with my Unity. When I launch it, it asks me to put it in safe mode and it blocks uploading to quests. But one day I had a bug and it fixed it, so I just duplicated the project to make others. But yesterday I bought an avatar for $45 and it broke everything, so I can't upload it to quests and I'd like to fix that first because it's not the only problem I have. (PS: I'm not at my PC right now so I can only try in a few hours.)
whenever unity wants to go to safe mode, hit ignore then look at errors in console after, some script broke , need updating or just plain delete
some 'creators' like to bundle things they shouldnt do in their packages (shaders/other scripts you should get yourself) then you might end up having duplicates or just waay too old scripts
Yeah, I see, but the person I bought the avatar from doesn't want to help, and their file already has corrupted stuff in it.
the bust size for the base outfit (left) of this model is smaller than my other toggles (right). is there a way to shrink the bust size while keeping it normal for other toggles?
its a like wearing a bra yk?
You change the blend shapes on the toggle
MA shape changer is a blessing in disguise for stuff like this, you just apply it to the specific article of clothing you want the blendshape changed for
it'll go back to normal if you toggle that piece of clothing off
i have no idea where to do that..
i see the blendshape for the base model but not for the toggle itself
Looking to partner up with avatar creators, as a skilled game dev, I have no up front experience working with vrchat avatars and would love a partnership with seasoned creators. I strongly believe it would be a fun experience and a quick "team" workflow for creators looking to upload.
click on the clothing in the hierarchy (in this case, the shirt), go to add component in the inspector, add MA shape changer and choose the blendshape you need from the base model and change it to "set" and set the blendshape value
i managed to add idle pose in game but the thing is the legs are moving forward in idle pose idk what causes this
Perhaps auto step (located as tiny checkbox at the bottom ish of the avatar descriptor)
let me try that real quick
yep that was it! thank youuu
i require some help. an avatar im uploading is just 2.03 mg over the uncompressed limit. what could i do to lower the size. ive tried reducing texture sizes, i maxed out the materiel compression size (does nothing), please help
Are you trying to upload for pc or quest?
quest. pc part is done
Do you have Thry's performance tools installed?
what?
ive changed textures, removed unused assets, even did 12x12 material compression
After adding to the project, click on Thry at the top in the toolbar and look for VRAM calculator or whatever it is called, and drag your avatar knto it
Hmm even 12x12...
Well, we will see how big the mesh is and stuff like that
Maybe we can also pack some maps together to save upon size, but i first wanted to see what your avatat all has / uses
Can someone make me a custom avatar
same answer I gave to your other question ๐
Do you create stuff
yes
Can we hop on a call so I can explain what I would like
I directed you where to go for commissions, I didn't say I was taking them on right now.
kek
Show us the errors you're seeing after entering Safe Mode.
This is probably caused by duplicate scripts.
Try making and uploading a new avatar in the same project
(it can be literally anything -- just to see if you can upload)
If that fails, make a new project and try to upload from it
I've already tried all of that but nothing works
including making a completely separate project?
this sounds like a networking issue (which wouldn't be a problem with a specific project)
i remember seeing an issue where Windows was configured to use a proxy
and this was messing up the SDK
Solve what about this?
last image
it's failing to upload
the ever-vague "Failed to upload file!" exception
oh! sorry, missed that there were 3 images
Weird cause the day I got the model it worked but since the second day it didn't
Note that it is extremely poor...
Although I seem to not have any problems to upload quest avatars as of two days ago
most of these not hard to fix in blender ,but im pretty sure thats one thats mostly added things onto in unity
mesh it self is 41megabytes
vertices / shapekeys bloat
i found them. but im also new to blender
how to I make a particle emitter that doesnt immediately stop all particles and remove them when it gets turned off?
@main fiber animate emission section, not object itself
like, an animation that turns the 'rate over time' up / on or off?
working on this darn avatar for over 12 hours total. im not giving up. no matter how much my brain hurts
is it just me or does something feel off about this avatar
where the head at?
besides that
is that a top hat
kettle helm
tbh. the avatar im trying to import. its making me very. very mad
same here
the only problom is uncompressed file size
btw could i also get some help?
how so
for some reason i cant export the avatar vrm
id show a screenshot but i got logged out me acc
how do i fix the floor clipping?
Blender, your origin is below feet
im new to this stuff so idk
same
i got it
see orange dot in blender, origin , you want that just below feet ( ctrl+a > all tranforms or search using spacebar )
Ive never messed with vrcfury toggle system. Question; what type of toggle do I need to make for a hair toggle? Im trying to add it to a existing hair slider but I have no idea how..
help? my brain got fried learning both blender and unity then after 8 tries it wont convert
i did click the t pose
I'd import the .vrm into blender, then export a .fbx from there.
thats the problem its not exporting at all 
what does that mean?
export button is greyd out
my brain is about pop. (just so you know, im importing an avatar called zetka, i did not make but and all credit goes to the creator) and the mesh itself is about 41megabytes
if you mean in the above image, this isn't blender
oh i thought you were talkin to me mb, i thought you told me to export it to blender then go from there mb
No, read what I said again, I never said to export from unity
exporting from unity is often a problem, I'd avoid trying it
oh the thing is i rigged the clothing into the bons via unity cuz.....i forgot why since i did this months back
also the outfit and charchter are diffrent assets )i didnt make em)
i think i had trouble in blender or smthin
none of these are really blockers to putting it all into Blender.
i remember having troubles with blender
also the outfit is a custom fit, i got it and it didnt fit the avatar so i had to edit it (it was advetrised that it would ;-;)
do i just restart it?
this model gave me way too many bones to work with for my skirt thing, is there any way i can just connect either half of it to each leg
any tips on making Roblox avatars for vrc
You'd be redoing the weight painting in that case, that's how mesh is "connected" to the armature.
I'm trying to make this
that sounds hard
It can be sometimes
also how do i disable culling on my avatar when i put it into unity
which culling?
idk what its called but when the backface or something part of a model isnt loaded
Yeah - backface culling. That's a shader setting. note that it increases render time/expense.
different or incorrect material
is same texture
possibly the UV map is such that that section is not in the right place on the texture
how do i configure this
You work with UV maps in Blender or similar, can't really do anything to them in Unity
thanks imma go look up tuts for blender
you can just tick/untick the whole emission module iirc
got it, thank you
when creating faces, one side is rounded (my goal), and the other side is square???
Turn on the face orientation overlay, make sure the faces are facing the right way
my particles dont show up in the mirror how do i fix it
Use a shader that doesn't cull the backside - the default ones do
does particles standard unlit do it
look and see, it should have a clearly listed option
what should i look at
probably look for something labeled with the word "cull"
i dont see it
Correct
ok
i used poiyomi now and mobile particles should that be ok
I don't use Poiyomi for this so can't really say if it's good or bad.
still doesnt work
Did you disable backface culling in the new shader?
yes
no idea why then, that worked the last time I did it.
i hate meshes
im going insane
Hey all, I'm pretty new to the avatar system on VRCC, and am having issues creating emotes using CuteDancer, where I can get my animations working just fine, but can't for the life of me get audio to run with it. any input for this would be incredibly helpful!
audio does not work on quest
The default emotes included all have their audio work though? and I run pc based
enable audio on fx controller , playaudio handy for 1 audio source and multiple tracks trigger by parameter
Hey, I'm having issues with the T shirt not hiding despite the animation seemingly correct. Can you take a look? It should default to 6 (which I checked) for the hoodie. But some reason, no matter what I do, T shirt seems to auto turn on.
and Hoodie for comparison
One thing I found out or noticed is, when I removed the animation outright, the T shirt is still auto turning itself back on but I'm not seeing a vrc fury on this t shirt asset
this is the asset I'm trying to use btw
Ohhh
yea
This is for quest, I see
its called zetka
Whats your triangle count?
nvm, figured it out, the animation was still in the AllParts section since I was I forgot to remove it after making the animation
117453 triangles
Do you have vrcfury? Maybe try adding their blendshape optimzier component on the android version of the avatar
Or just dissolve some edges on the avatar in blender to reduce tris
i do have vrcfury. i have blender open.
i have spent i think over a day in total trying to upload this thing
Iโd say try the blendshape optimizer component and if that doesnt reduce the size enough reduce tris count
Its helpful if you have a lot of blendshapes
so, i've had people look at the blender and unity file and they couldn't find any issues, however, when loading the avi in, the preview model is upside down and the actual avatar look mangled, been at this for the last 2 days, any ideas on what i may have missed or done wrong?
did they look at the orientation of the avatar in blender? Bone roll for all humanoid bones? Export with default orientation settings?
oooh, not too sure, how would i go about fixing that? (soz if that sounds dumb)
make sure it's standing on the origin and +Z goes up, edit armature and set the bone roll value to 0 for all humanoid bones, export with default settings except set "apply scalings" to "fbx all" and uncheck the option about leaf bones, I think it's under "armature"
ight, done that, i'll let you know the results
anything in the Unity import settings that need to be done beforehand?
nothing i do to reduce the triangles on this darn mesh works!
what have you tried?
Was just gonna ask
he's still doing the funny upside down, im so confused
definitely something else then
nvm. i got it too around 58k triangles
Hello,
I'm new here
I looking for an someone who can help me with my 3d avatar for vtuber and TikTok live streaming with face tracking
If you can do it my dm is open pls
I am trying to make animations for the hands, but for some reason the proxy animations look different when i copy them then when they're just applied directly. Anyone got any advice for that?
@round comet ok. so how do i put the avatar part in
Iโm a bit lost
would sending a pic of the skeleton be useful?
is it just me or does something not look right with this chainmaile
How do I give a mesh blendshapes. or merge meshes
so uh
Blender or any other kind of 3d modelling program.
(You can kind of merge meshes in blender using d4rk's avatar optimizer but it is mostly out of your control what it does)
looks like cloth
for context i saved the project after i deleted the physbone so control z isn't a option
maybe edit the shader
sure
You deleted the physbone component or the object the component was on?
the object the component was on
i have a backup of all my edits to the avi, I lowkey might just reimport my model
if no solution ofc
When I wanted to upload this avatar. I didn't want it to take more than 1 day
The black bits between the chains should probably not exist, it should be transparent.
I'm busy elsewhere right now, but probably others would find that helpful
yeah but the torso part of the chain isnt modeled
inside
that works for me, thanks
is there a solution or
not?
is it possible to uh
remake the physbones or would i just have to reimport
i know this skeleton should work as another PAC-MAN avi used similar (if not the same) skeleton, but i have no clue why he goes upside down
Do you have a normal texture for those chains and specular/glossy texture?
Normals would make the chains pop out from the dark, which looking online isn't that strange if it is fabric backed chains, and the specular would make it so it is only shiny where the chains actually are.
Sets the intensity
That is a unusual rig, so how does it look like inside the rig tab here (inside the configure humanoid place)
i'll send a few images just so you can get most of the details (if there's any other image you need, lemme know)
im curious, how does one make gun particles fire with a specific gesture? i tried looking at liindy's video on gun particles but its a little older and i only use vrcfury
i dont know if i ask this but here but is there a free alternative to the vrlabs ragdoll system?
i don't believe so
oh, forgot to send the hands too as they're also muddled up
Well all I can say from that is that is that it is a bit odd that the feet and head of pacman are facing opposite ways, so something is off.
Did you do any posing in blender and not apply it as rest pose?
not sure, i can check real quick
how would i set a rest pose, is it just Alt+R?
If it breaks then great, it might be part of the problem, but the only way to properly apply a rest pose is by first applying the armature modifier, but you can't do that on a mesh with shapekeys without some addon like SKkeeper (available as a Blender extension inside preferences).
Otherwise I would guess it has to do with the specific rotation of certain bones, or just that there isn't enough room for the bones, with the former all I can do is direct you to look at the rig of a working avatar.
ok, hands are still messed up, but feet are fixed
it's progress at least
i think the issue is that it places the ring and index fingers too close together
Should be fine assuming the rig is set to those end bones instead of that split bone
just tested it in vrc and he still looks like a scrambled mess lol, but Unity says it's all clear
not a humanoid rig - see the pin in #avatar-rigging - you must have a chest bone to be humanoid
oooh, so if i change the type, it may work?
no, changing the type won't matter if the rig is not correct
okay. whenever i export a new version of an avatar im trying to upload. the mesh doesnt have the blend shapes. what do i do?
Hey guys still looking for an artist asap
i just need to get the mesh with blend shapes then im done. but i dont know how to do it. please, somebody tell/teach me
honestly i may just have to start over
I don't think so
exported from blender? Do you have an un-applied mesh modifier? If so it'll often force-apply it and remove all the blendshapes
i needed to decimate. what should i click
don't use the decimate modifier, there's a decimate function in the Mesh menu when in edit mode
or you can try something like to apply the modifier: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
okay. sorry if this sounds stupid but how do i enter edit mode
basic blender tutorial time
Iโm not sure if this is the right channel but someone in the unity server said to come here, itโs my first time making an avatar from scratch and Iโm not sure what this stuff means
(select a mesh object, then in the upper left, it says "object mode" - make it "edit mode")
#avatar-rigging - you have the wrong bone in the spine slot, it must be a child of the bone in the "hip" slot and parent of the bone in the "chest" slot
did it
Thank you for the right channel, so I have to have the same bone in both slots?
that is not at all what I said to do, no
Sorry Iโm really confused
the spine hierarchy should be: hip -> spine -> chest -> neck -> head
see the ideal rig diagram pinned in #avatar-rigging
Ohhh thank you
im in edit mode
What do I put my head as if my neck goes to head?
I don't understand what you're asking
Should we talk in avatar rigging
sure
@somber sequoia whenever i use the decimate. it never changes the amount
I refer you to the blender documentation - I'm just offering suggestions here.
possibly you didn't select any mesh to decimate? It only works on selected parts
ok. so i did do it. but instead im now using the add-on. how do i use it
the blender documentation does an ok job of explaining ๐
ok
Okay, I'm trying to port a blender model into unity to make it an avatar- but when i do so- the object associated with the head comes out like this-
how... how do i make the head work right
what head?
what do you define as "right" for those of us who've never seen this avatar before
aha. interesting
active blendshape maybe?
non-uniform scale of your mesh objects?
(why do you have that many mesh objects...)
noticed
that all of the blendshapes
are 100
so its
probably blendshapes
okay yeahh
yeah set those to 0 ๐
great
okay. it can be uploaded. now the only thing is its toggles, and that its stuck in t-pose and face first in the ground
stuck in t-pose suggests a rigging problem
He's just sad
judging by some of the blendshapes- i'd assume that the other assets should be in a hierarchy with the Tailsko asset?
I have no idea what your project looks like
here it is in blender with all the textures hooked up
okay. so in being able to upload it. it for some reason dont have bones
do i need to have rigify on
rigify is just a tool to do some rigging setup. use it if you want
Missing the bones
i have expression toggles on my avatar, but how do i make it so that one toggle activates the ability to use hand gestures to make those expressions?
cuz now I have it set up in a sub menu called "Faces" with all the respective names of the expressions? i used vrcfury for the setup i have now
okay i nearly fixed it!
whenever I add a toggle on an avi, then go to gesture manager and toggle it. the toggle has no texture. Why?
which way do i move my viewport to avoid seeing my avatar when i look down like this (pic of my viewport if that helps)
You would need to move the viewpoint outwards.
The reason for the hole you are seeing btw is because VRChat by default shrinks the head to 0 scale, which I guess makes a hole on your avatar.
:)
was playing a horror game, and found out the lighting was uhh.. yeah.
how do i fix this again?
realized the model didn't have eyebones- now im trying to figure out if this... would even work ๐ญ
hey, not sure if there's anything i can do to fix this, but i figured i would ask
so theres this avatar i bought off the marketplace, and it seems like the viewpoint (where my "camera"/"virtual eyes" are located) is too far forward from the avatar's eyes
imagine if instead of looking out your eyeballs, you were looking out a point around 4 or 5 inches in front of your eyes, if that makes any sense
im trying to figure out if there is anything i can do to fix this, or if i need to ask the author to fix the avatar
not sure if this helps, but the viewpoint is correctly positioned in desktop mode
its just when i use the avatar in VR mode that the viewpoint is out in front
if you need any additional info, let me know
Why is the back hair going back like that?
What itโs supposed to look like
(The cap does nothing I already tested it)
how do I upload the model as a New avatar instead of updating the current Avi?
can some one can make me smg4 avatar?
You shouldn't be asking same question in multiple channel, especially when someone had answered you.
How do i set my fallback avatar?
I have a question. I tried to upload a quest version of one of my avatars and there were no problems, but on VRChat the avatar was grey and I couldn't use it. How do I fix this problem?And what is this due to?
Can we discuss better in my dm
Don't trust any new account, especially the one that joined in just today.
How does one create player / pickup / interactive Wallhacks? I tried reverse engineering ike hud, but it still doesn't work
Anyone know or can explain why a free avatar i was using got removed from vrchat?
Simply making a camera that renders those things, and the making it a toggle doesn't seem to work
copyright or nsfw
or the maker just took it down
Ah oki..
How does one create player / pickup / interactive Wallhacks? I tried reverse engineering ike hud, but it still doesn't work
Simply making a camera that renders those things, and the making it a toggle doesn't seem to work
im trying to figure out how to fix an issue with objects attached to my avatar but outside of the rig. they seem to shake a lot due to something with vrc's ik and im not sure how to fix it.
It used to be particle collision, but vrchat seems to had patched it.
Making a camera and then making it so it only renders players seems to work for ikehud. But for some reason it doesn't work for me
I know the component is disabled, don't worry I'm not that dumb
But these are my settings
What does it do instead of just saying it doesn't work?
It does nothing
I toggle it on, and nothing happens
What do you display it on though?
Display it on? I don't know what you mean
You put camera to render on render texture. And where did you display that texture?
Ah I see
You need to display that camera on a texture
I don't know how to do that lol
Just use that texture on some material and put that material on some mesh.
So put this texture on a material and mesh?
That is for outputing texture.
I have no clue what other texture you mean then
You already have the texture as you assigned in that slot. Then you have to use that texture and input it into some material.
help. how do I upload Avatars as its own Avi?
it keeps overriding the existing avi
Look in the PipelineManager component and detach blueprint ID.
and now what?
Upload it again?
Yes.
Any material that you're going to use on some mesh on the avatar to display texture.
This is suppose to display the camera's pov now right?
Usually yes.
I still have a doubt about your camera and texture settings though. Is it supposed to be depth only?
I have no clue what it does really, I just copied the same settings from Ikehud
It won't help much if you don't know how it works fundamentally.
I'll do some research
If the camera is only outputting depth, you might have to use some specific shader that handles depth texture rendering. The system you're trying to replicate seems to be more than just a simple camera display.
I see
I know what it is then
Figured it out
This helped a lot
TYSM
Now I just need to tweak it
How would I change what shader it renders to?
Change shader in matarial.
was that in response to me? (just wanted to be sure)
Thanks I didn't notice
Pls is there any artist that can pls help me
?tag scam
Hey ho ๐ I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. ๐
๐ซ Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. ๐ฎ
If you seek a creator, check out VRCTraders and follow their protocols strictly ๐ฅบ
(You will get DM from bot to verify your account upon join.)
๐ It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) ๐
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. ๐ฑ
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anyone got any ideas why i removed like 8 things from my avatar for the file size to jump
file size was 520 mbs ( 20 above the limit) i removed a bunch of clothing and it turned into 800 mbs
Hello, I need help with my vrchat model. I never used Unity and need some advice.
I already installed the vrcfury and liltoon addons for creator companion. The model is also more or less ready (I think). I just need some specific advice. Please.
If you need specific advice, you will have to be more specific about the question or explain the problem you're trying to solve.
The textures are not loaded correctly, I dont know how to upload the model to use in vrchat and I have an addon that I cant figure out.
probably
What did it display as, if not correctly? Explaining what it's doing helps to find what problem it currently have.
click "auto fix"
You shouldn't get those 2 images simultaneously. So it's just one problem after another.
fixed that
There is no error left?
anyone got any idea why making textures lower, removing like over 10 items isnt dropping the size of the uncompressed / compressed at all
These errors are still here
There is no error.
im still at over 700 and ive gone through and lowered small things to 32 res, clothing to 1000-500 res. body is the ONLY 4k texture and i removed like 10 different things on the avatar and instead of the file going down the file was at 520 mbs it went upto 780 mbs
The error icon is "warning" which shouldn't stop avatar from uploading. The below red icons are performance report which is just saying your avatar is bad for performance, which also is not error.
You should inspect the package build size. Use VRC World Toolkits to do so.
ive done both
thrys vram, and build size viewer
Do you see what's taking up the size?
somehow the avatar jumped when i removed and deleted stuff... it went from 520 mbs to 780 mbs
ok, and how do I use the Avatar in vrchat?
somehow textures that are 2k were randomly out of nowhere taking up 20 mbs :l one did
i lowered it AGAIN but i have no idea how these textures were 1.3 mbs or 0.7899 kbs somehow now are jumping upto 5 mbps
the jump from 520 mbps to 780 after removing a bunch of clothing and stuff and optimizing textures is insane to me
ive lowered EVERYTHING on the avatar T-T
Did you click Build&Publish?
yes