#avatar-help
1 messages · Page 255 of 1
like and when i mean everything i mean i went manually per item and lowered small stuff to 32, clothing to 1k
wdym
Did said "Uploaded Successful" after?
Because it also says where to look for your uploaded avatar in game.
I just pressed build and test because I didnt know if the avatar is going to appear on
just on my page or everywhere
Build & Test means it only displays the avatar to you for testing purpose.
where do you mean texture is set to uncompressed.
and i didnt do anything to the textures either
they uploaded previously i may need to mentionj
this is the 4th upload so the switch up is quite unwarranted
Can you screenshot the package size report where you looked at?
i looked in two different places havent done the website one yet because all of them are giving the same exact stats
ill do that rq
one sec
Also you shouldn't get size mix up between Compressed Size and Uncompressed Size. Those are different matrices.
and yeah yeah ik...
i just dont know off the top of my head because it closed
so where do i check first tho for unticked uncompressed
since you stated its likely because the texture is set to uncompressed
wouldnt check that , if you have overrides it wont show there
It's already compressed.
That's a different topic.
ok everything worked. Thank you so much. I have only one question, how do I change the avatar colors in vrchat?
should they only be set to normal quality
that would make sense ig
Depends on whether shader you use on material allow hue shifting or not. And if you mean actually means changing color before uploading there is multiple way like editing texture images, or just hue shift with shader.
High Quality should just work. You still haven't post the build size report though so I still have no idea what of your avatar is taking up size.
To be honest I have no idea how any of these setting/things work. I will go watch a tutorial and then come back hopefully with more knowledge.
In the most fundamental of computer graphic topic, you only have to edit texture image to change color on the 3D model. This applies to most 3D games out there.
meshes don't have bones, but they can be associated with an armature. If you don't have one, this is "rigging" - you'll need to create an armature in Blender (or similar) and weight paint the mesh to move with it
how do i do it. theres alreadly bones
oh good, I'm not sure what it is you need then
It's that before the mesh had bones. But no blend shPes and now it's reversed
you might have to show this and/or explain what you just did to cause this
New mesh
no idea where that is, maybe crop less?
Old mesh
okay exactly what action did you take to cause this?
Did you apply the armature modifiers? You don't want to do that. Go back and create one on each mesh object
This is what I see
Looks good.
How about this
that's the same as the previous?
Showing what's in the mesh
it doesn't matter what's in the mesh
Correct, there's no need to do that unless you're specifically trying to re-pose the mesh.
to do what?
Unless it crashed
oh interesting, I've never really seen that take very long
I don't really use decimate though
oh I'm aware
yeah it doesn't work on everything
Ok. But should work now?
dunno, maybe?
God i hope so
you can also use the decimate function in the Mesh menu instead of the modifier, then you don't have to apply a modifier
or use a different method to do this entirely
The new mesh is larger than the original
shape keys take up space
how do I make ears and tails dangle and such
physbones!
is adding that complicated or..?
Hello! Is somebody able to help me set up a gun particle prefab to fire when I make a gesture with vrcfury? Danke!!
Does anyone know why my gestures aren’t working? The phys bones jiggle but other then that nothing moves
the avatar is set to the blender file, you want to to be the avatar in your scene
not at all, you just have to go to your armature and select what bones you want to be physbones, add the physbone conponent, then mess with the settings until your happy with the physics. best way to test is to go into play mode and shake your model and make adjustments as you please
How come I uploaded an avatar for quest and the avatar has physbones on pc but not quest
Huh? What do you mean by "blender file"?
you can only have up to 8 physbone conponents on quest, go over that and they all turn off
Usually this is because there are too many physbone components/transforms for quest, and so the SDK removes them.
look at their gesture manager, its the .blend file lmao
ah, okay
Oh interesting. Never really used gesture manager, but that does seem like it might not be right lol
how do i check the amount of physbones i have in a project? is it already listed?
i just count but you can check in the sdk when you upload, it usually will say "your avatar rating it very poor for having this many physbones" or something
I got it to work but when I upload it in game my character is T posed and stiff
yea it should be the avatar from the hierarchy
did you set the rig to be humanoid or is it set to generic?
Humanoid
question, is the file type of your model a .FBX or a .Blend?
How do I check that
you click on the model then hit "select" on the side here where it says "prefab"
then once you got there you can find a thing like this
It’s a blend
yea vrchat i dont think suports raw blend files for avatars, you have to convert it to a fbx for it to work
Is there a way I can make it an fbx without having to redo everything? 🥺
cats vrchat plugin for blender
You can use a .blend, but you must have Blender installed to convert it. ideally it's best to just open the .blend file and export as .fbx yourself.
cats is not required here.
So do I just go to my blend and export as fbx
make sure you set 'apply scalings' in the export dialog to "FBX All". And disable leaf bones under "armature"
yea, ive always used cats for export sense everytime i just export it with blender itself ive gotten issues so good to know
sure, you're welcome to, but it's not required.
What’s that mean?
make sure on export all layers are on, im pretty sure sense if its not on in the export, it wont be included. best to ask kazin sense they know how to export
There's an option to export all objects, selected objects, or visible objects. Use that however you like. I tend to only export visible objects.
When I put it into unity as a fbx it didn’t put my coloring and it still has my old file there
unless you removed the old file, of course it'll still be there
As for coloring, you have to make materials in Unity anyway, just do that and assign them
Alright so I just put the material I colored the body how I did before?
I don't know how you did before, but yes, put the body material into the body mesh renderer's material slot
Do I drag my fbx model onto the scene?
may I direct you to one of the many basic setup tutorial videos?
Yes please
for example, https://www.youtube.com/watch?v=bSwMz4WcajQ
How do I animate my own poses like the Gogo loco poses?
why is the bounding box so massive?
Like I wanna create my own custom pose
You can use gogo loco to add your own custom poses. Best of both worlds IMO. Info can be found in the documentation for gogo here: https://teeth-fetch-gdl.craft.me/CxY701Ne9Ng5Ev
Thank you
im trying to scale it to the recomended size so Quest players can see me but its too big for the numbers it tells me
Thank you so much bc I always wanted to get into animating my own style of poses but i can’t seem to figure out where
So do I have to re do all the stuff I did on the blend modal to my fbx model? Like the gogo loco and phys bones
Yea I did as well, once I saw how to use gogo, it became the only way I do it because it just works
All you have to do is change the values so it just covers your mesh. One of your images seems to do that, did it not work?
Is gogo the only system to lean how to animate? Like for example I’m animating myself with crossed arms pose
The Extent's X value got set to 2.5
However, because the Armature has a scale of 100, that results in a bounding box that's 250 meters wide
Gogo is just a control for animations, it doesn't do any of the animation work itself. I made my animations in Blender.
Right click on "Extent" and revert the override
Yes. You could copy it over with Pumkin's Tools
even at 0 its telling me that its too big
it only worked for one of the values
your avatar scale is 100 - if you recently exported this from Blender it'd be better to re-export with "apply scalings" set to "FBX All"
But also, that is a warning - you don't actually have to change that. And in most cases, probably shouldn't.
so even if i dont fix that Quest players can see me?
I don't know what that has to do with quest players
here is the list of alerts its giving me. what should i fix so that the avatar is quest compatible?
switch that to quest first and it'll tell you what the issues are for that platform
im a unity and blender beginner and uhh what do i do if my model is white but i have the textures? where do i import them
it doesnt let me click on it
Yes, you need to install the build tools for unity, this is explained on vrchat's docs page on platform setup
You just drop them into the assets where you did the .fbx
its a unity file not a fbx. and when i do nothing happens
a .unity file is a scene file. Is that what you have?
https://youtu.be/Z8XozJwg_NQ?t=776
Here I show where to find the Quest module so you can click it in the SDK
I wouldn't think so, but I have no idea what this ^ image comes from
it appears when i click on my file in the file explorer
I don't use Windows so really can't help with that
oh alright then ty tho!
You mean a .unitypackage file ?
pretty sure yeah
Open unity and then double click the unitypackage
Or drag and drop into the unity project
Is that something I have to download or is it in unity
download
one I'm sure you can answer for yourself
Is it on GitHub?
that's what i did but it still has a plain texture and i cant go on the extract textures tab
The unity package does not have the textures as seperate files, but it's included in the fbx itself ? You can extract using Blender too
i have seperate pngs of the textures yeah
but mainly this pops up despite the textures being seperate
so im confused
So you need to set up the materials and then put then onto the mesh
If it's a Unity Package, it should have either a prefab or a scene with your avatar set up fully. Drag one of them into the hierarchy. If you just drag the model into the hierarchy, it wont be set up and will look white.
it is a unity package but i dont see any prefab or scene
the model and textures are fully seperate
Can you show a screenshot of the files
Was this avatar from a seller or something somewhat intended for the avatar to be used in VRC? If so it should have one
Not a unity package. Likely just a model file from something like sketchfab.
it'd be nice to see what the file extension on that is
oh
file extension?
oh alright then
So he needs to create maerials
aight that's all i need to know for now tyy
In case you wanna know how to create materials
like when running it looks drifty
sorry if it looks laggy, its not supposed to look like that .w.
nvm, this is an issue of my entire computer it seems
What's the alternative to Muscle animation editor?
cause I'm trying to add a pose to Goco Loco but the documentation say that's the must have
Ohhh, may haps I asked my question wrong, so I can make an pose animation in blender then import it into unity?
Is there a certain yt that explains that?
When I uploaded my avatar to vr chat the arms legs and head moved fine but the ears and tail were stiff when I put jiggle physics on them
Yes
Did you test the physbones in play mode before you uploaded? If not, try it to make sure they are working at all
Yeah they are all working and everything jiggles
In game, do you use android/quest?
I use quest, and when I was in game nothing was jiggling
It could be that you're going over the limit for quest and so when it uploads, it deletes them. The max you can have is 8 components, then only 64 transforms (bones) those components can effect.
Ohhh
Can some help upload my avatar for me
do you want someone to do it, or help on doing it youself?
i have a avatar set and i uploaded a pc version of it earlier but in the vrchat sdk content manager i cant copy the id of the pc one
any tips?
you can just type the value in there if you want
wdym value? sorry im a beginner
alright ill try that
wait but there wasnt a blueprint id when i uploaded the pc one?
should be, yes
this screenshot is form the pc upload and i dont see a blueprint id to copy over to the quest one
you must not have uploaded it then
i did upload it because its on my account
then get the ID from there and put it in that ^
wait, did you already change to android?
if you uploaded, that value really should be set, I'm not sure what you're looking at that's unset
no. im trying to change a copy to android that's why i need the value of the pc version
Well that blueprint ought to be filled in for the PC one, not sure why it isn't
if you put on ein there and it's not the right avatar, you'll overwrite, so you'll probably want to figure out what you did here
wierd
but tyyy
one last question since imma try to redo it entirely. do i get the blueprint id AFTER uploading or do i needa grab it before
bc it still doesnt say anything
there is no blueprint ID until after you upload, since VRChat's API will create that upon upload
well im checking rn before another try upload but i still dont see a id
im so confused bro
@ornate stump Don't know if you are still available for help, but how does IkeHUD make their Wallhacks so accurate? Mine is very off
I don't use it so no idea.
Alright tysm again for earlier
How do I animate the Transform component without it animating everything inside the section? For example: I animate the Y axis, the X and Z axis also get animated without me touching it. How do I avoid this?
You can change just one value in the animation, just don't set the other ones, or set them back to 0
@fierce thunder if youre trying for independent animations of different axes youd have to use nested objects. ie parent always keeps z 0, child animates z and keeps xy 0
i have an avatar in unity, it wont let me do eye look or view postion i click on them to move/rotate and its just moving/rotating the whole avi
enable gizmos, ball icon topright corner of 3d view
I see, tysm
oh.... tysm XD
Has a mesh. But nothing shows up. What's wrong
funny looking number
Where?
im trying to make an emission glow in the full dark
but its permanantly on with poiyomi
ok so i was uploading an avatar i bought, and there's 4 options to upload it, is there a way to merge them? and if i need to only choose one what's the difference between a normal avi and a quest one?
Quest version is more optimized for quest, the non quest version is optimized for pc. They have different upload sizes usually
Ft is face tracking, and sps is a penetration system used to replace dps
if i upload the pc version, can everyone still see it?
Only for pc, its likely it won't upload for quest
Upload pc version to pc, then quest version to android
There should be no problems
so i do 2 separates uploads?
When you upload an avatar you have the option to upload it to windows, android, or both (if your avatar is well optimized) when uploading, select windows first and after it uploads switch it to android (be sure to deselect windows) then upload the quest version
okok thanks a lot
👍
I tried once to make an avatar for quest so it gets uploaded to pc instead of quest
any advice?
In the SDK above upload, you can choose what platform your uploading to. Windows is for PC/PCVR, Android is for Quest/Android Phones/Pico, iOS is for Apple Phones. So switch to what platform you want to build for, then upload. Keep in mind, the Android and iOS versions have different limits to the PC ones. So you might have to change things on your avatar before you can successfully upload to that. Most people simply make one avatar for PC, then another for the other two platforms.
Um would a Mac work?
Also, if you make an avatar for a different platform, make sure the new avatar has the same ID. Otherwise it will upload as a whole new one
For what?
I have a Mac book or mac computer
Okay?
i have a mac so its gonna give me errors
Does Unity not work on Mac?
you can develop on a Mac
I use my M1 Macbook for almost all of my Unity work
there are some issues for world development
this is the important bit
you upload different avatars or worlds with the same ID
Yes, as I mentioned in my next message.
i was just repeating what you said :p
#avatar-help message Would probably be a better way of doing that instead of a reply.
Copy message link sends the user to that message
without pinging the one your quoting/repeating
does anyone know how to have gesture activate certain things like a gun
You have a transition that has the condition of something like 'GestureRight = 1' aka if you do a fist with your right hand.
lemme see if that fixs it
a literal 3d mesh is being generated via the camera using depth
accuracy wouldnt matter at that point cause its literally being projected over the model
it didnt work
I only gave you an example, as I don't know anything about your avatar is set up. You would need to figure out the exact thing you need yourself
: ( alr
That's all I can do. I can't see your project.
Hewwo
quick call?
just send screenshots
Best to keep the discussion here for multiple eyes to look at it. That way anyone who might know a better way can also chime in and what not. So send some screenshots
so I working on this avatar of a mlp character it works fine on pc but on quest when i speak people can hear my voice near them if im not next to them is there a way i could maybe fix it or not
literally projecting onto the mesh
Near them? isn't that normal? Do you mean they hear it coming out of somewhere that isn't your avatars head?
first of all your layer is set to 0 weight so its not going to do anything
(im the mlp character and y friend is the furry) this what i mean people on pc can hear my voice where im at for the position but on quest its different, I took a picture and pointed it out i know it maybe confused.
So yes, they are hearing you from somewhere else. This is likely because your viewpoint on quest is in the wrong spot.
this is where my view point is on my avatar
is there a position i should put it so it can be fixed on quest
That's a good spot, though I don't know what else causes that issue. Hopefully someone else has some ideas
i hope so
total newbie here, how do you remove physbones?
for quest or pc
what's the total you got all together
Physbones are a component on a bone object. Just have to remove that component.
it autogenerated 143
bone object, got it!
is that just anything in the armature?
So if you hair has physbones, the component will be on the top hair bone
bones are part of the armature
oooooooooooh! Ok! Thanks!!
also i have picture of the rigging of the mlp character and i dont know if it would be the rigging on it that might be causing the problem the voice on quest to go else where cuz note; im not really good at doing 4 legged character like i did a palworld model that was basically a knight horse man and it works fine but i guess i got to work a lot harder for these kind of model
If it was the rigging, then it would do it for PC as well. So something is different between the two builds
okay
I've been clicking on every child of armature in the hierarchy and I can't find the component on any of them. Am I doing something wrong? Thank you for being so helpful to all of us, by the way
At the top of the hierarchy, you can search for vrcphysbone and it should show you ever object with a physbone component
I feel like I'm missing something here. Is it that I can only remove them all at once, and from there I have to manually add the component to every piece that I want to have physbones?
Trying to upload the quest version of an avatar I just bought and this error keeps popping up
How do I fix
Avatar validation failed
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3284)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2970)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleBuildError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__141:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2855)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
(this is the full text for the error if it helps)
That physbone isn't setup correctly. The way they work is, when you put a physbone component on an object, it will make that object and any of its children a part of the physbone chain. Moving with the settings the component has. Sometimes people put them on the root of the avatar then overide what children to start affecting by providing the correct root in the settings. Though that is less common.
There is a pinned comment from Tupper showing a video on how to get help with errors. Take a look at it and try to get us the results
Specifically we need to see the first few errors
ok! Got it! I think!
This is the error
First FEW errors. That doesn't tell us much
When I try to build the quest version of this avatar it says "avatar validation failed"
Bruh that's the only error that pops I don't know what to tell you
You didn't say that. Look at the SDK window and see if it's got any validation errors
Literally just hit build and this is everything it spits out
It's only the quest side for this avatar that's doing this. The PC version uploaded just fine
Expression menu is not properly setup
lmao that fixed it
just had to set the correct parameters
good lord avatar creators plz fix your damn shit like this before you put it up for sale thanks
Can learn a lot about a person by how the setup their unity packages
whenever i download it why does it say this?
Im trying to do this on my new laptop im kinda annoyed with unity lol
The security alert?
Technically the Unity version we are uploading with is unsafe, but only if you are building a game with it, which we are not.
VRChat is using an updated version without the issue.
Ohhh oki
my friend had their viewpoint drop to around their neckline when they were sitting down. i checked their avi and made sure that it was at their eyeline, but it moved down for some reason. does anyone know how to fix this? or what the cause was?
Could it be the wrong mesh?
I forget if it applies to non full body users as well, but by default VRChat is lock hip, meaning VRChat will keep the hip in the right spot regardless, so if the avatar isn't perfectly proportioned then the viewpoint will have to move.
You can change that in the small menu to either lock head or lock both (lock both is only recommended for avatars that are perfectly proportioned to you)
Yea it's blenshapes are gone. Might have bugged out during export. Probably a good idea to try exporting again
Usually missing blendshapes after export is because you have a mesh modifier that couldn't be auto-applied without removing them.
You'll want to deal with that (apply or remove it) before exporting
how do i make gun bullets work with worlds? like pap's shooting range, some avatar bullets actually activate the targets in the world, so i was wondering how they do that and how to add it to my avatar
got a question, so how do i make an particle fade out? like ive seen avatars with title cards that can fade out and ik its a particle, just trying to figure out how they get it to work
particle systems have a "color over lifetime" feature
alr i see that now, do i just move the little arrows to my liking?
Up to you, I'm not sure what exactly you want.
Also, Unity's documentation on particle systems is actually quite good.
hmm alr, but it wasnt anything crazy i just wanted it to play the animation whenever i join a world or reset the avatar or anything like that then fade out after 20-30s
sure, could work
Probably tweak the alpha parameter, maybe the color. Make sure your particle shader supports alpha transparency
alright about to go test it out thanks 
Might get it to work if you enable 'send collision events' on the particle system
huh does that actually affect world objects
im trying to duplicate an animation and change it so that it has a version of it holding a cup properly as a gesture, but its somehow not letting me use them
is there any way that i can make them see the animations such that i can preview it properly and such?
is there a way you can just update the FBX file without messing up anything else?
like the cloth rigging, shaders, everything else you're not gonna tinker with?
Cause I don't wanna import a new model to do the exact same thing where I'm at just because I added a blendshape
Yeah, you just overwrite the .fbx file, but you have to export the fbx with the same settings it was originally exported with and that is a matter of just knowing or guessing, there is no way to check.
Although
Alternatively, import it separately and in the rig tab set it to humanoid -> copy from avatar and then try replacing the mesh in the skinned mesh renderer with the one from your new .fbx, that way you can test without potentially needing to reimport the avatar from scratch.
anyone know why in blender and unity my blendshapes for planes seem to be different?
im guessing a export option im missing orrr?
Try disabling the outline for a moment
Otherwise best idea I have is that this isn't the only blendshape that is active in Unity or Blender.
Unless you are overdriving it in Blender
nahhh
i thought u were right for a moment
nah it iss 100%
no other blendshapes are on :/
Not directly. It triggers a code event (OnParticleCollide or something). World creators can do things with it, but its rare they do.
You can remap what is 100% in blender for a shapekey so in Blender if you set it to 50% does it look like it does in Unity?
i figured it our. i needed to add some cuts to the plane
once i added one it worked
..huh
Should material animations work regularly in vrchat? Ie. Setting up UV scroll to control face textures in the animator vs blendshapes etc.
As long as the shader allows it to be animated. Most do I'd assume
Thank you so much
can someone help set up the sps in a call? the tutorials and guides don't really help
wait I'm confused
can you elaborate more?
Can someone help asap, i added clothes to the avatar and anytime I export it back to unity it crumbles,
im trying to make an emission glow in the full dark
but its permanantly on with poiyomi
Does anyone know how to make an emission only activate under a certain amount of darkness?
It has a completely different color from the main texture so it only needs to activate under at least 70% darkness
you could try lowering the emission intensity that way its nearly invisble when you're in a bright world but will show when in darkness, it just wont glow as brightly as it would at max settings
See the "Light Based" section of the emission and adjust the values.
Buenas, alguien que me pueda ayudar con un avatar por favor?
My avatar is naked in avatar preview. Is there a way to fix it?
Are the clothes being displayed in unity?
Are the cloth toggle states off by default?
The parameter is on by default but the toggle is doing the opposite.
How can I fix it?
What needs to be fixed?
all 🥀
It isn't even a problem.
How would i fix it?
Try make it "Default Off" and see what it does.
The Default On button.
VRCFury preprocess avatar state to reflect the default parameter of your avatar. All of your default state was setting cloth to be off.
I mean I am aware of the light based function but I dont quite know what I am looking at if i want the setting to say,
not react to light above 0,5
and then turn on emissions from light below 0,5 / darkness above 0,5
Question: how do i turn off the sitting animation lock so i can move around in FBT when im in a seat?
ill give it another read, thanks!
Given you're making your avatar, you'd have to use custom sitting layer. Gogoloco already does that.
huh. one of the models i use has neither and it lets me move in FBT in a seat
Is it avatar you uploaded.
yeah, edited it in blender, done all the unity work, animations and it has no gogoloco or locomotion changes. all i did was update to latest SDK and it stopped me from getting stuck in seats but i cant seem to figure out how i did it.
The default sitting layer locks the hips and legs down to animation regardless of halfbody or fullbody.
I actually doubt that there is some edit to the sitting sample asset to allow fullbody movement. When you update the sdk, the change to the sample layers got reverted to the default.
i dunno what to tell you then, no locomotion changes, just updated to latest SDK and now i can move in FBT whilst seated, one of my friends can also move while seated but he has no idea how too. 
Just use Gogoloco. That's the safest bet.
i have gogoloco on other models and it didnt make it so i could move whilst seated. 
all up to sitting controller or the station wich can override your entire tracking control , see ingame debug when you sit
gogo probably does alot of wierd things somewhere with seated = stuff
Right, some seats don't allow hips down movement to begin with. It's part of the seat, nothing your avatar can do.
if you add one of those stations on avatar that override someones tracking it breaks their tracking stuck to animation , since we still have no way to reset after auto sitting (worlds can) , only way to reset avatar to fix it
is there any really good tools with making non-humanoid rig avatars with animations?
Blender.
I need help with wieght painting... The photos above are my current attempts at it and tbh I don't think an avi is meant to move like that.
Did you weight paint yourself or use some automation?
I used automatic and then touched it up to the best of my ability
This is my first non Vroid AVI and it is being an absolute pain
You still have lot of work to touch it up.
Do you have any tips or know any tutorials I can use to be able to fix it?
No. Just elbow grease.
Fahhh
I've already spent like 6 hours on this.
Do you know what is causing the avi to glitch out like that so I can spot it?
Auto weight paint is just bad as you see.
I fixed it up pretty well I thought.
Although I don't have any specific tutorial to recommend, you should watch multiple videos which many artist have different way of doing it.
Ok that makes sense.
Do you see any problems with the wieght paint on a few spots?
You should be careful on the part that clipped into other part, and be careful to clear out stray weight on the part that it isn't supposed to be on. In summary, you have to be thorough.
Sweet thanks for the help.. This is gonna suck but it will be worth it.
anyone can help me i have a avi with flipbook shaders but how do i make it quest compatible?
The prime example is under the arm right here.
You simply don't.
oh man but how did sprkplg do it with his osamason avi
I don't know what or who you're talking about. Animated material can still be achived by using mobile material and animate texture offset on spritesheet texture.
is there any way to avoid unity forgetting to clean up the bike pose from animation previewing
quest opti tips pls?
not really
check out the history in #quest-optimization
im not finding anything helpful its just a lot of people getting errors
The general of optimization topic is just "having less things".
Pretty much you have to know what the numbers in performance rating mean, make change to your avatar to lower those numbers down.
if i want to sculpt the body of my avatar : how can i do so? do i just import the fbx file into blender and enter sculpt mode and sculpt and what about when i export?
Hey does anybody know how I would make it so when I open my eyes on my avatar my iris gets smaller
The fbx in the asset manager has a little arrow to the right of it, if you click that you will see several things, one is the mesh (the thing that goes into the skinned mesh renderer) and if it is an avatar setup as humanoid in the rig tab then there will be an icon for that too, the latter you would put into the copy from part I mentioned (or just click the little circle to the right of it to search for it by name) and the former mesh you quite simply drag and drop into the mesh slot on the skinned mesh renderer component on the avatar (probably "Body") you want to update the mesh for.
i think im having a similar issue
when ever i try to apply a new mesh on unity, it doesnt show up, and always doubles or triples the vertice count
Their thing wasn't an issue, it was asking for advice.
oh. my bad
So elaborate what you mean with apply a new mesh?
is there a way you can remove this eye reflection from showing up? : I just want the main base black and red eye to show up without the reflection
You can repaint that texture
but thats tricky to match with the main eye
surely there is an easier way around it? 🤔
I'm not sure what you mean "match"?
if it is a recent model there should be shapekeys to hide them
look for something like "eye_highlight_x"
ahm its komano base build? and the body comes like so :
oh if I expand that first image (which I hadn't), I see a bunch of shader stuff, I don't really know this shader, so not sure what you're referring to. I was just looking at the texture itself, which you can of course edit however you like
you could always make a mask using the main texture as a guideline, then do other shader effects on only the masked area.
when i use the decimate modifier. which option do i use. collapse, un-subdivide, or planer
the one that you think looks the way you want it to.
would this be in eye_highlight_x in japanese?
idk what it would be in japanese
i guess ill just scroll through all the sliders
when i use collapse. it works, but when i try using that mesh in unity, it wont show up despite it being used
the highlights are most likely one of these in the texture so you could also try making them transparent
yea its that and the red blob next to it
oh true i didnt notice the pupils too
if you wanna open it in blender, you can just delete them too
thing is when i erased it on photoshop (painted over it with skin tone) the skin tone shows up over the eye 😭
like so?:
but if the shader doesnt support it (or you are uploading to quest) then you'll have to change shader or delete or hide with shapekeys
yes like that
well it shows up white now 😆
uhm about uploading it i use pcvr is that quest? and wdym by shapekeys? 🤔
blendshapes*
click on the body texture in unity and check the alpha is transparency box
also. when i use apply modifires for mesh with shape keys. it adds like 200000 more vertices
you have to apply the modifier in blender before exporting, but be careful because it will break all of you blendshapes/shapekeys
you know you told me to go through the sliders
I think i mightve found the way to hide it
nice! some models dont have the option but its the easiest way if your model has it
first one is called void / emptiness
uhh. little help? why is my avi suddenly down here
I think its just for the part when you do a blank dead stare yk
i tried reloading my unity and its still the same
did you toggle any gogoloco pose?
Yea I think your clothes arent fitted onto your avatar thats why
no they are, it was fine just now. now im suddenly floating
have you tried the decimate function in the mesh menu whilst in edit mode?
are you previewing an animation? or did you drag an animation onto the avatar?
i was working on my facial expressions
if you are previewing an animation it will go to that pose
i dont think that i am
it's good practice to duplicate your avatar before editing any animation but
if you remove the controller here it should fix it
IMO just choose a different animation after you're done editing/previewing, it'll reset the pose.
if you forget to do that you can fix it by resetting all the transforms, or using the fix in Pumkin's Tools
didnt work
just did that. worked. but then nothing shows up when being used
Once it's stuck, you can't fix it by switching to a different animation
not sure what you mean nothing shows up?
If I want to use these Eye_Emi?? : do i have to put them in emmision?
did you set "apply scalings" in the FBX export to something weird? Make it "FBX All" unless you know for sure your avatar uses a different setting
do you have any clips in the animation tab in unity?
was this in response to me? What are you showing?
That's the mesh I applied decimate to
explain in detail what you did
dont think so?
does anything look out of normal? was fine before I just added bones
it might be a good idea to take a look at her hierarchy @stark meadow
the only things I change in there are that setting, and uncheck leaf bones under armature.
Well i do one more thing but it's not likely relevant - leave the rest defaults.
Ok. I applied the decimate in blender. It did apply. Blend shapes and bones are there. But in unity it's invisible. Like nothing
Could be during export?
I just reuploaded the fbx into the hierarchy
if thats what you are tryna go for >.<
yah thats how it is
"applied the decimate" - this could mean multiple things.
im not sure what is causing it in that case, there may be an easy fix but what i would do is just drag a new avatar prefab into the hierarchy and start again
Like this
okay well that's just editing the mesh, so it's unrelated to whatever your export issue is
it has a body object right there though
Yes.
oh your scale seems wrong, see what I just said about exporting and the "apply scalings" option
not saying this will fix it being missing, but it's an issue
anyone know why my shader for tops is greyed out? :
That's the material embedded in the .fbx file, you can't edit it. You'll need to make a new material for this.
oh? is it possible to find this from the unity package i got it from?
find what?
material for that top?
a material? sure? if they included one
It should be there since ive done it before, but i mightve messed it up when i was sculpting my model in blender
is it fine if i just drag the outfit unity package into assets folder again then?
if it's already there there's no need to do that again
how do i get the material for it then
if it came with the package it's already in your project, so you don't need to "get" it
Uhhh guys I have a funny problem
Could it be because when I import it into unity, it's a new model
My avatar worked like this, and now it looks like this
what might this mean
Likely you changed avatar scaling when you just exported from Blender
see the "apply scalings" setting
where is that located
in the FBX export dialog - I just mentioned this to you, above
is there a way i can fix the jacket and not have my body parts showing with blendshapes?
if you change that setting from what it was the last time, you probably need to redo the rig setup, and may need to drag a new copy of your avatar into the scene and transfer stuff to it.
nothing has changed from before though when exporting was fine
well Unity thinks something has changed, so....
This happened when I touched the Animation Scene
a common way is to have a "body shrink" blendshape you use when the jacket is on.
I added 4 bones attached to the cheast was all...
And now it doesn't want to go back to normal 
Yes but then you re-exported with clearly different scaling settings than was previously used
so you think I went into scaling settings and started mesing with things before exporting....
I have no idea what you did, I'm just telling you what that message indicates has happened.
well i hid the shoulders and arms and heels with that feature but when i take off the clothes with toggle is there a way that my body doesnt look deformed thanks to these sliders?
Might someone help me? pls
I'm not sure what "this" you are referring to in this image, can you explain in words?
Have your clothing toggle animations also affect those blendshapes
I put the mesh into the model. Won't show. This is what I see
why would you do that?
is there a way to just reset scaling in blender so its not doing whatever this fuck up is?
It shows in the model it was exported in. But not in the original
This isn't a thing you change in blender, it's a thing that you now have to change in Unity
(as I said)
When I touched the animations menu, my avatar became deformed and now looks like a ball instead of how it should normally look. I tried to reverse it, but now it just looks like this xd
that does not make sense, its the import thats the problem
what import do you mean?
explain "touched the animations menu"?
importing from blender to unity....
I tried to add some animations for the material swap following tutorials, but It didn't work
are you animating the mesh that is being swapped or the whole avatar?
You export from blender, and import into Unity.
Again, so you are very clear: You changed the scaling setting in the Blender export dialog to be different than what was previously used by the model you have in Unity.
Now your options are to either re-export with the old setting, or deal with this in Unity by redoing the rigging setup.
the mesh, it didn't work so for that I tried to use vrcfury
I still don't know what exact action you just took to cause this, but I'll guess that this is the avatar stuck in "bike pose" when you were trying to edit an animation?
Use Pumkin's Tools to reset back to T-pose.
that is false the scaling settings did not change, Ill wait till maybe someone more experienced in here knows what might be going on
Haha okay sure, good luck then.
just create a duplicate of your avatar take that avatar into animations, record drop the new material on it name the animation then done
no need for fury for a mat swap
using easy toggles extension to create your taggle
how I use it?
I don't know, I don't use the tool, I just know it can do this. "reset pose" I'm guessing?
I have a script my friend wrote which I use to do this, though I've only really used it when I was trying to build a working digitgrade leg setup.
it didn't work 🦈
is you model unpacked in the scene? I wonder if it assumes it's not unpacked and just resets the transforms
Try other reset pose option in the menu to the right of the button.
if anyone else has this issue tell them to switch their avatar to generic rig then back to humanoid in unity, that will fix it
Lol
that is literally what I told you to do
what lol, you dont have to lie buddy its ok if you dont know
#avatar-help message
"redo the rig setup"
Does anyone know how to get the ejaculation feature to work when you are using the humi dick unity package prefab?
wrong server
Do you know of any server where I can ask for help?
probably VRCF or something
hii i have a question how do you make your avatar vr compatible?
what do you actually have right now?
i have a 3d model which i imported into vrchat, its compatible on windows but sadly not vr, here are the warnings
what do you mean not compatible with vr?
like, i cant use it in vr, only on pc
by "pc" and "vr" what exactly do you mean?
do you mean "desktop" for pc? an android/quest headset for "vr"?
ah ok. If your avatar works in windows in desktop mode, it will work in VR on a PC with a headset attached to that.
i have a meta quest... i cant really connect that to pc
so what you need to do here is just turn this PC only avatar into a Quest version and upload that
You can actually connect it to a PC, I do that.
if you mean connected as in through the app i have it connected to my phone, if u mean through cable then,,, i can try
yeah, cable or wifi. You don't have to do this, but you can.
If you want to run standalone on the quest, you'll need to convert your avatar to be quest compatible and upload that version too. There ought to be lots of tutorial videos for this, and some vrchat docs here: https://creators.vrchat.com/platforms/android/setting-up-unity-for-creating-quest-content
You can use steam VR on your quest and steam on your computer to connect them via WiFi. If you wanted to play PCvr
okay thank you
anyone with an advice of how to properly fit clothes to the avatar? im not really a big fan of blenders manual scaling
im also new to 3d modeling in general in case you wonder
I reshape manually in Blender
manual is such an headache. guess ill have to get used to the blender then
yeah it takes some time
check out sculpt mode in blender , the blob thing is handy 
When using for quest stuff toon shader? Why is everything turning green xD
disable vertex colors see if its that
kk
I find myself much worse at that then pushing and pulling stuff around in layout mode with proportional editing... should probably try it again
it is disabled
still is green
unity hates me today lol
there are quite a few different sculpting tools!
there are, yup
i do still like to use proportional editing a lot
Especially once you figure out the trick of scaling from the 3D cursor
adjusting your pivot point is very handy
Does anyone know what this hair or bow is?
why is it any time i try to do emotes in vrchat theyre always fucking broken
Did you try to convert a vmd in blender , they tend to look wierd in unity
a what?
hey question, can I upload a new avatar without overwriting the previous upload from the same Unity project? Or do I have to create a new one?
Sure, you can have many in one project
is there a video that shows how? I seem to be unable to understand how to do it
Blueprint ID
o h h
You'll see a selector at the top of the build window to pick which avatar is the one you're working on
or simply disable the one(s) you don't want to work on
or you could use a different scene - I usually do that
hmm, fair enough, thank u
"avatar uses unsupported shader "standard"" but i have the toon shader on the materials? why does it not work?
try to upload, if it worsk, then its just a visual bug,
does anyone know how to make the gestures be different if certain conditions are fulfilled?
like, a parameter that swaps from a few sets of gestures?
2nd parameter or a toggle to another set , you can even use 2 hands to trigger one (gestureleft+right = whatever numbers here)
i tried, but it keeps using the default set for anything that is not idle or fist
all the other hand states dont work
both have their own idle state
the animations only seem to work in the preview
not when the avatar is actually supposed to do the animation
Does anyone know how people import project diva assets into vrchat
The shader issue aside the other problem I'm having is with the material slots warning. I already made an Atlas, how else do I reduce them?
Hello, I'm having an issue with a custom idle animation. It looks fine in unity, even when I test with the gesture emulator but when I get it in vrchat the avatar's hips seem to move upward lifting the legs off the ground in a strange way. Anyone know why?
How to fix Quest transparent?
Don't use that shader, it's not supported. You could try one of the other ones, like multiply
Oh multiply, thanks.\
How to fix Skirt?
might try setting the animation so it doesnt do the micro pause when it restart, right click somewhere in the animation and set (? forgot?) and it wont do the small studder at end
can never remember the name of it 
somewhere in there, not constant
broken and linear maybe
Does anyone with dynamic expressions know how to fix this weird blush thing broken
nvm found it out
what is broken?
do physbones not work on quest or did i do it wrong
They do, but there are limits, you can only have so many
for making a quest avatar: is there any way i can remove or cut out the black areas of the texture without making the clothes invisible? 'cause i tried a load of shaders and either none of them worked or made things too transparent
is this more for this channel or avatar-quest?
if you want to cut it out... blender.
I've seen people link videos about using the knife tool but I don't really have any links myself
I got bought this hornet model and the neck collar is in my view point how do i make the neck collar not be in my view point or make it disappear in veiw point
attach it to the head bone, o ruse a VRC Head Chop component on it
probably set the viewpoint to be in front of the mask?
no, no need to do that
anything attached to your head bone (or a child of it) is automatically hidden from your point of view
ok
the collar is part of a clothing mesh and the view point is fine
i tried and it still does it
I'm not sure what that could be then, maybe you could show what you did
i did put parent constraint on the collar bone to the head unless i wasn't suppose to do that i can try using Vrc head chop
a parent constraint isn't going to make it be affected by the automatic "head chop" thing
im try this to see if this works unless i did this wrong
yep, you can do it with this
shader has nothing to do with it
but I believe that "scale factor" at 1 means it'll show up, you want it to 0
(see docs to be sure)
oh okay
ugh, why does my laptop keep locking up or rebooting
Uhm I don’t ask a lot but can someone make me an avatar its supposed to be a Roxanne wolf but Enderman like
i did that it still didnt so i message the creator of the model to see if maybe someday they can fix that issue
every single time i try to do any sort of emotes in unity the hips are always locked
it doesnt matter what model I use
it doesnt matter what animation it is
i have tried changing so many settings both in blender and unity
the hips are always frozen no matter what
you can see me have this issue from november of last year
ive tried for months to get this fucking issue fixed
enable Bake into pose for each root transform position
You don't need any help for that
It just means the package is installed and removable
have fallbacks been removed?
so my avatar is going into the floor now all of a sudden and idk what i changed by accident but it wasnt doing this before
my view position is between the eyes where i need it, the pivot point is set to the feet, its all at (0,0,0), the skeleton i mapped correctly....idk what i could be missing!!!
simply moving it up does nothing
the video shows me entering play mode and the model shifting halfway to the ground, then showing the viewpoint position, then going to my orignal blender file to show where the center point is set, but unity seems to be ignoring?
PLEASE let me know if you need more info to help me
what does your unity Humanoid setup look like?
If you're refering to the red button to the right, that is a "Remove Package Button". The grey-out button mean can't be removed due to dependencies. The white button means adding package.
Hey I am making a Quest particle effect using a spritesheet. I read one of your replies where you mention animating a UV map. How is this made?
Particle system already have animation frame module to use spritesheet. You just have to supply spritesheet texture and setup values in the module.
I cant find it! 😓
is it here?
Right above where you're looking at.
of course it is! 😅
Next question for you. How is your "Arc Mesh" different from regular quad?
it curves. the effect is meant to be an electric arc around a hand
Sheet Animation expects the UV to cover full texture area, not pre-scaled one.
ok so I make a full-sized uv?
You have to scale Y axis to full size too.
ok!
seems to be working!
there is no emission though, is there? because thats a shader thing? 😓
It's because of shader.
damn! ok...
hi, my avatar is making my game to Crash to Desktop (with no crashlogs) upon joining a new world.
heres the weird thing though: No matter what world it is, the first world that i load via home world or vrchat website launcher will not crash.
However, upon loading a new world, my game freezes for a second at initalizing world, into a crash to desktop with no crashlogs being deposited into Local...
As long as I have swapped to the avatar in anyway during the first world, even if i switch off of the avatar and clear avatar cache, the game will crash.
I will make a ticket very soon but i was just looking for any insights from the community before i start pestering support
?tag avatars
If your PC/Quest HMD freeze after logged in,
*Try reset your avatar from website https://vrchat.com/home/avatars
or
Hold ESC or Y+B the entire time you load into VRChat.
*Make sure firmware of HMD and app are up to date
*Try verify integrity and/or reinstall app if issue persist
*Power cycle router but leave few minutes after unplug
@ornate stump is there a way to make it randomly spawn above or below the circle?
Possibly you have to change shape module to use custom mesh.
i need some help how does one add multiple animations on a nonhumanoid or static avatar ive tried everything idk what else to do anymore i can get 1 animation to work and thats it like blinking then when i go to add a tail animation for example i cant or dont know how to add them and not to mention how does one add like expressions since its always blank when u do it, ik its possible since ive seen people do it but im struggling to find out how
In animator controller you would have multiple layers controlling different part of a model.
like tgese?
i mean
im using a pokemon as a example with the animations from game
i can only get 1 animation to work and idk how tf to make others like toggles or something
since its not a humanoid i cant add expressions and the expressions menus always empty so i cant add animations as toggles
this is what im confused about
hello
i have 2 problem and i dont know how to really fix them..
i'm using unity for editing my model and there are like... seams? where textures end. i tried coloring a bit more then texture map shows, but problem is still there
my second problem is...too many jiggle physics and i'm not sure what should i put in phys bone setting so that its not... just some jello...
Humanoid or not is irrelevant. One layer controls one part, by switching animator state within the layer, it switch to play other animations. Switching states is done by transitioning via transition. Transition is conditioned to a parameter. Parameter is changed via either radial menu, avatar dynamic, or other avatar parameter.
is there a uh video on that cause im really confused
ike i made multiple layers and they dont work
i dont understand it at all
You could look for how to work with unity animator in general.
ok..
sorry that its hard to find a tutorial on how to do this with these kinds of models ig
i can easily do animations on humanoid shit
:/
Again, humanoid or not is irrelevant.
then why dont expressions show up for me when i use a non humanoid
the expressions menu is blank i cant even reset the avatar
if that was the case it sorta makes it harder no
if i can simply get that to show up
i can easily do this
That's a different issue. You'd need every playable layers to be assigned because there is no default controller for it. You could just make blank animator controller and assigned to the slot that's empty.
oh hmm
ill try that thanks
well i mean i do have a animator controller
its just i dont got a avatar
and even when i do add a blank it messes it up
Did you actually assigned in FX slot in avatar descriptor?
well it sorta assigned it automatically but even if i removed it it wouldnt make a difference
🤷♂️
i have it on fx and i removed it and it did nothing sooo... idk what excatly to do
It isn't going to do work if you removed it.
well yeah ik thats why i just left it there
What do you have in the playable layers now?
just goloco base and action since i cant get the others to show up since its a non humanoid
even tho they dont do anything i can take em off and wont make a difference
Just screenshot it.
Assign in the Special as well.
the what?
Literally written Special in your screenshot.
oh sorry its late for me
alright
still nothing
added the speical stuff still blank on expressions
Ok let me recall this for a bit. It's about something being None in avatar descriptor.
well yeah but as i said if i add something there it just breaks it completely
even when i added blank stuff
like it will give me errors saying stupid oh must have head and feet mapped
so idk how tf people make non humanoid crap have toggles and crap
ive tried everything, watched tons of videos i just dont know what the secret to doing this crap is
looks around... could any1 help explain why my avatar bounces after jumping 😭😭
Nothing you can fix
It's the default falling animation
Add gogoloco to it and it will stop
Turn out the fix I had before no longer works. You could use the sample avatar from the sdk for dummy humanoid skeleton, remove all of its renderer, and setup your non-humanoid avatar inside of it.
ill try that thank you for your help
hey guys, i saw this one feature on an avatar, you could toggle like a HUD that would like let you see i think behind you, or something- so was that done by adding a camera to the avatar and if yes then how would i set that up on an avatar
He has a discord he will tell you how he set it up very amazing and helpful guy
Hey I recently bought an avatar and I uploaded the PC version of the avatar perfectly fine but when I linked the quest avi to the PC avi then hit upload as the tutorial I watched said to do it made it a quest only avi
Does anyone know why?
not the exact thing i thought of, but this is even better thank you!
Have to make sure you've linked the IDs
Do I have to link the quest id to the PC avatar?
Because I have linked the IDs
No the pc to quest
Well I linked the PC Id to the quest blueprint
Yeah to pipeline manager
So it's upload pc
Go to contact manger copy the id of that Avi your linking
Open your new project with the quest Avi
Go to pipeline manager paste the id in
Upload quest
I click attach correct?
Correct
Just android for the quest one it's better to do them separately
Yeah
Will I have to reupload the PC version if it only shows android version in game? Because I don't wanna have to wait 40 mins to reupload it 😭
is something up with VRchat? i keep having weird random errors when trying to upload my avatar, the website wont fetch avatar images, and half my avatars in game just show the error robot
hol on everything just started working again
yuh my avatars just loaded in and the website pictures appeared at the same time, no clue what happend lol must have been server side issues
I uploaded the avatar
Now it showed both the PC and quest icons
I switch to it and now it only shows the quest icons and I'm the error robot
I might just say fuck it and make it PC only if that is how it fixes it
As I'm new to all this stuff
maybe try reuploading it? i was just having the error robot on all my avatars a minute ago maybe someting messed up server side while you were uploading?
Alright I'ma try reuploading the PC version
Good luck to me
I do want to mention I installed the shaders and what not if that matters which I doubt it does
i did. ive tried everything
You have to turn off tracking
what?
Doesn't go on the Avi it goes on the toggle
You might of exported it wrong from blender
i dont think i did
ive tried many different settings
many different settings for baking the action on the nla strip too
for blender, how do i make the clothes fit an avi that it wasnt meant for
Sculp and move them so they fit properly, then transfer weights with a data transfer modifier
idk the controls for blender T-T
Definitely have to learn it.
could someone teach me?
All kinds of tutorials on the Internet
4 hrs..
Fitting cloth is more than just a simple a-few-click-done procedure.
ok no need to be rude was just wondering if there was an easy way but ig not </3
I'm just pointing out the matter of fact.
being rude isnt the way to do it
I think you might be just misunderstanding them. They are simply saying it's a long process and takes time to learn.
Has anyone managed to make a vrc fury toggle and combine it with a hand pose?
I have an axe that I want the hand to grasp. Apparently, I must make the hand pose in the Gesture Layer.
how do sps features on avatars work, i have an avatar with sps features and i just dont know how any of it works and i want to use the features
How do I fix this
why isn't my uploaded avatars showing on vrchat??
I not sure if this is the right cannel but im having issues with my audio in vrchat I have to get really close to the mic for it to pick any thing and inhance the audio in obs how do I fix this?
I just found that out lol 😅 still need obs though
so i want a custom avi made, dont know the price range it would be and i dont know how to go about finding someone to make it, im willing to pay pretty much anything below $400 but id need to do like a payment plan or whatever
?tag scam
Hey ho 👋 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. 😖
🚫 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. 👮
If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)
🌠 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.) 👀
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. 😱
Read the bot message above.
thank you!!
i tried, but it doesnt work
sorry for the late reply, does this help?
That's just one way I know of doing it, though any world creator can have different methods, so you'd have to probably ask them.
It seems like the feet are going through the floor here too. can you check?
you can get a better view if you click here to flatten the viewport
looks like it, do i just move the model up then?
Yes you have to pull the hip up until it looks right
am i doing it correctly? it still seems to sink when i go into play mode
do you have physbones on the avatar?
i do yes, on the tag
why cant i add the thing i need to to make the visemes work for lipsync?
can you turn them off for the moment and try again?
like remove the component from those bones temporarily?
no, just turn of the check box
also, where is the physbone component?
oh i see
its attached to the first bone in my tag
do i ask for help when uploading an avatar here or is it just making one?
i see why you made me read that, someone dm'd me and is being very persistent and making me uncomfortable with how persistent they arw
does it still sink after you turn off the physbones?
yea :(
Whelp, sorry, thats about as far as I can take this. 🤷♂️
Moving the humanoid hip usually fixes things like this. There may be some unknown thing also working against you.
well shiiiiiiii-
i appreciate the help nonetheless 👍
This channel is for help at any part of the avatar process. Just state what it is your having trouble with and people will try to help if they can
oh, there is one last thing we can check. Do you have Blender?
okay!
ok get a screen of the avatar and armature
like this?
So uhh question 1. what does this do like does it publish it to quest straight away or?
it all looks ok, so idk what the problem could be
yea and ive done ctrl+a > apply all transforms too, real frustrating lol
So when you have only one of those check marks, it will switch Unity to that build and you can then start the upload for that platform (Build and publish). If you have multiple checked and click build and publish, it will upload to one platform, then switch builds and immediately upload for the next.
ah okay!
Damn..
Looks like you have missing scripts. You'll need to get the dependencies of your avatar or remove the scripts. Removing might have unintended consequences though.
idk what scripts i need 😭
Most avatar creators will tell you on the store page what dependencies you'll need
the one i got this one from did not
You'll probably want to contact the creator then. Check around for their Discord info
That is odd
does ANYBODY know where I can find this model, I’ve been looking EVERYWHERE for MMD models and I CANT FIND ANY
I’m a fucking idiot thank you
is it possible to detect specific layers with a shader?
I'm pretty sure shaders can do things with layers, but you will not be able to send that info back to animation parameters or anything
this has been one of my white whales
you can't ask which layer is responsible for a specific pixel on the screen
I've tried some funny ideas, like using a very bright light that only affects one layer
just curious, for avatars with a lot of outfit toggles (say like more than 5 outfits), is it typical to just have those be separate meshes to easily disable/enable them? (pc only obviously)
i don't think i can use blendshapes really because what i have plans for the body is a little transparent + if there are specific bones with clothes that move around in certain ways, it'll effect the blenshapes still 🤔 ? yea? or is this flat wrong
Hiding large objects with blendshapes is awkward, yeah: they have to get shrunk down inside your body, and also correctly stay inside your body as they move around
If you aren't limited by performance ranks, then toggling off entire renderers is great
especially if they're significantly-sized outfits
you could also use UV Tile Discarding (e.g. on Poiyomi Toon). This is very efficient in vertex mode.
However, the game still has to try to render the clothing
(it just gets thrown out in the vertex stage, before it tries to color in the individual pixels)
Tile discards are great for toggling many small pieces of something.
with Poiyomi Toon, you can have up to 16 individual toggles per material
Notably, tile discards will be better for your performance rank than multiple renderers
gotcha, that was my assumption since i don't really care about performance rank with the pc version stuff (going to just disregard the clothing toggles entirely for the quest version due to how limit it is.) I have definitely heard about UV tile discarding, I think it sounds like a great alternative rather than blendshapes for my specific case, so I'll look into that!
thank you so much for the advice Fen!