#avatar-help
1 messages · Page 257 of 1
Should just be able to manually map it, right? I've always wondered what goes on under the hood of that detection system. Cause sometimes it just does weird things like this.
Yeah I've manually mapped it but it seems to be a problem when applying gogoloco so I wanna fix the rig for automatic detection
how am i supposed to rig my avatar? ive never done this before
Fixed; I've added some weight painting to the hoof and now it works :p
I was under the impression that I didn't need to weight paint the mesh andd that as long as the bone exists, it would work
youtube guides are the best
what are you rigging?
a tadc character inspired by kinger
hes kind of a worm as you can see
or do i just need to redo the rig
If it's not humanoid, then you can kind of do whatever rig you want. Though it also means you'll need to make the animations for everything you want.
Having humanoid means you don't have to deal with making and setting up animations, but you have to stick to, well, human like rigging. Unity wants the Hips to be the start bone, then have spine, left leg, and right leg as children and follow down to the top of your head, tips of fingers and toes.
i want a custom walk animation, but it would be nice to have the traditional hand tracking
is that possible?
and whats the naming convention
sorry, ive never done this before at all
i only know blender 😭
This is Unity's documentation on humanoid rigging
https://docs.unity3d.com/2019.1/Documentation/Manual/UsingHumanoidChars.html#Rigging
I'd not worry to much about the names, as you can remap them in Unity if it doesn't understand during it's auto setup
good thing though is to do .L .R or _L _R for left and right
i mean i only have 3 bones for the body, so i cant do spine, chest, neck, and head
im confused
Right, that wouldn't work as a humanoid. You'd have to do all your own animations, or make a new rig that would be compatible with the humanoid system.
so how do i go the path of making my own animations
I'd suggest making the animations themselves in Blender, then when you get into Unity, you'll need to setup your own Animation Controller.
ok. how do i set up an animation controller
It's a state machine. VRChat will provide you with parameters like VelocityX, VelocityY, Grounded, Gesture(Left and Right), ect.. These will allow you to transition and blend the animations together.
im trying to upload an avatar for quest but im getting multiple versions of this error, how do i fix? never happened before
so i just need to make a forward anim, a back one, two strafe ones, and a jump?
Quest can't use custom shaders. You have to use the ones the SDK provies in VRChat/Mobile
so do i try without poiyomi?
That would be the minimum IMO, but it really depends on what you want.
i don't have any other shaders beside that
idk i just want it to work first, then i can add features
If you want it to work, then the minimum is fine
Then yea, just swap it out and it shouldn't stop you anymore.
is it possible to import without any animations just to make sure other stuff is right?
like eye hight and hand tracking
TBH, I don't know how hand tracking would work with a non humanoid. I've never actually made one. But If I had to guess, it's not going to function. They woudn't have any way of understanding how to puppet it via IK or anything.
it doesnt have arms lol. the hand just needs to be at the controllers position
Doesn't matter, the rig is still there and would need to be told how to animate. If you really want your hands to be at your controllers, you'll very likely need to make it humanoid. If anything else knows better, please feel free to chime in here.
ok. in that case, how can i make it humanoid without making a contorted mess?
does the rigify basic human rig work?
Not sure. What I'd recommend doing, is find any bone that would more or less be the same between your character and a humanoid. Add those, then fill in the remaining as the humanoid system wants. Any extra parts that remain for your character to function correctly you can add. You'd then just animate them on top of what the humanoid/VRChat animations do.
so like this kinda
That might flag some issues with Unity
z length bones are a math nightmare for Unity lol
does anyone know how to rig 3d models
That is what we're discussing right now actually
this then idk
Uh, maybe? Idk. Could try it
f**k it lmao
may i get help cause my laptop isn’t powerful enough to run blender or unity
I don't know what anyone can do about your computer, but if you have questions or anything, ask away.
my man, you gotta get a new laptop
😭
this is the most cursed model ive ever made
I'm not sure if the perspective is giving me the wrong idea, but you might want to make the arms longer. Something like the length of actual arms. If they are too short, they will never be able to reach your IRL hand positions, as it doesn't stretch the rig at all.
💀
fixed it?
ig i will weight paint this tomorrow and follow a tutorial, or come back if it doesnt work
Yea that should work. Though I'm not sure about them being out forward like that. Most of the time its either A-pose or T-pose.
i can fix that later
Guys idk if this is the right channel but I’ve been trying to upload my Avis for the past 2 weeks now and it keeps saying failed to upload idk what to do can someone help (I’ve been uploading for a year now) it’s only started happening after I got my account unbanned
That sounds like you need to contact vrchat support. Might have a problem with your account
Is it giving you errors?
It says a really long one about like Amazon or some crap idk
But nothing that’s bad
Usually I ignore it and I can upload it
But now my thing is being stupid
😭
Ignoring an error might be the underlying issue here.
Oh and I can’t put photos on my uploads anymore I have to take a photo in the scene
Should be able to change them on the website
Here is some old like pictures/videos from when it started happening
Oh yea I forgot about thatttt
That one amazon error makes me think you're having connection issues
I mean I did just move to a different state
New stuff
I’ll try uploading something right now
where do i find VRChat/Mobile?
In the shader drop down. Should say VRChat, click that, then go to Mobile
i don't have a shader drop down
Go to your material you want to change, at the top, it will tell you what current shader you are using. Click it and it will drop down to all the shaders in your project.
Can someone help
I’m tryna import a custom texture onto a avatar but whenever I do, it just doesn’t change.
Doesn’t say anything, just won’t change
Are you actually using that said texture in the correct material?
It’s the same as the original texture, just edited to have tats over it
It worked for the pc side
But quest side won’t budge
Do you saw the change in unity?
Can you click on the circle button next to the Main Texture slot and pick your texture from the list?
So that mean the Unity UI just bugged a bit. Usually after long session runing unity. Restarting unity usually solve it.
this is such an adorable avatar- is this a personal?
Nope! It’s nami by buffin
I did edit her tho
The tats, face marks and upper lip is added by me
love your edit ❤️ you did a great job!
Tyyy 
looking for cool male avatars that are leaning towards realistic
?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. If you're looking a public avatar, look in or post in #1138520828556890214
so even though in vcc it says i have the newest version of vrcfury it still gives me this message. what do i do?
It's showing the version you had uploaded before you updating it.
oh so i need to upload the desktop version with the current one rn and then the quest version again?
Yes.
oh im silly for not thinking of that. thanks alot
also no matter on what avatar i try to upload i keep getting this message and have no idea what to do
You have to look for errors above that.
oh. i feel like ill never grasp this avatar uploading thing🥲 /j
That statement is not needed. Did you actually see other error and find out the cause?
i see the other errors and im pretty sure what the issues are
How to fix this bug? It breaks the eyes on vrchat but not in Unity
What's your eye look settings look like
Wheres that
VRC Avatar Descriptor
IS that what you wanted
What's ypur rotation states
Default
The eyes dissapear after a milisecond when showing on the avatar and rotating doesnt help
Is it defaulted to zero or you mean default from avatar prefab?
Do the eyes still move if you just disable eye look?
How do I check if they move?
Just take a look at the eyes.
I mean, they're still
Still as in the eyes are looking forward correctly?
blender, eyebones straight up and test in unity looking straight should not make them roll back into your head
Screenshot the rotation state for eye look then.
The problem was in the rotation of the eyes and @little plume was correct, I was dumb to understand
Hey, I'm trying to get the blendshapes to work on this asset. The blendhsapes work in Unity and share the same name. However in VRC when I talk for example the muzzle doesn't move along and the blendshapes aren't linked
Does anybody have an Idead why this might be?
how do I edit or adjust these? ;-;
See detail here
you'll need to unlock the shader - look at the top of the material for a button to do that.
so basically- I have a model that has clipping with a shirt. I added the clothing on using modular avatar and I dont want to take the OG model into blender.
There is a UV Tile Discard that works very well to hide the upper body to prevent clipping BUT it also hides the neck. I wanted to edit that so it didnt hide the neck- is that possible without blender
Technically yes... but the real answer is that you can't change UV maps in Unity so you need Blender or something similar.
well can I use blender to edit this UV but somehow add it to the current model ? if that makes sense?
You can use blender to edit the model's UV maps, sure.
enable 4x4 tiles in blender/uv easier to see, add another uv select part of avatar you want to hide, show it in some direction , ( since i use commands alot +1 would be >> g x +1 ect)
anyone know how i rig these boots? i got the chocolat version but they dont come with modular avatar or anything
weight transfer would way id do it
Poiyomi also has a decent primer on tile discarding here: https://www.poiyomi.com/special-fx/uv-tile-discard
(scroll down a bit)
through unity?
nope blender
UV bs is way too much for me, im passing this up lol
The gestures work, but the mouth movements when I talk don't
honestly, UV tile discarding is really easy to do.
one of the easier one , just to hide hair since its a atlas uv are near eachother, otherwise you would 'manually' select all the parts you want in that uv discard slot
(lazier way is just set hair bones to 0 as a toggle
)
You're going to have to take the two meshes into blender and join them. The viseme system can't do more than one mesh at a time unfortunately.
or use the Viseme animator parameter and do the animations yourself.
(I'd join the meshes)
How would I toggle it on and off then?
I can still reference only the mizzle if I joined it to the avatar?
If you join it to the body mesh you could toggle it on/off with UV tile discarding
i got an error while trying to uplaod my avatar, "Avatar validation failed" (bulk of error here:)
(VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<>c__DisplayClass141_0/<<Build>g__AvatarValidation|1>d&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<>c__DisplayClass141_0:<Build>g__AvatarValidation|1 (object,object)
VRC.SDK3.Builder.VRCAvatarBuilder:<ExportAvatarBlueprint>b__22_1 (object)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool,bool,string&,System.Action1<string>,System.Action1<object>)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__141:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2806)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
Thank you, I'll do that
nothing useful there, unfortunately - see the first pinned message about how to find relevant errors and share them
like this?
find and click 'fix' in sdk , bottom should have it, only thing i got out of those errors
Yep, that's perfect.
Do you still need cats plugin for avatar creation in blender? I downloaded blender 5.0.1 and downloaded a cats plug in on github from team neoneko and it keeps saying "policy violation" for me. I'm new to this so go easy on me
can someone tell me what to do for this error message?
whatever that script is old / outdated / broken , never used it
i downloaded a texture compressor tool to get textures to suit android vrc
being on root on assets is a wierd place to have it
https://github.com/Thryrallo/VRC-Avatar-Performance-Tools , checks all textures , size, compressions and easier to select something else
oh alright
handy cause sometime i forget to change mine only notice when i upload
oh also if i dont put them in assets where do i import it?
newer stuff tend to be vcc/alcom supported so easier to update when they need to cause sdk now hates them
that thing up there is this in vcc/alcom
oooohhhh. unity is complicated sometimes but i think im getting the hang of it slowly. ty!!
technically, you've never "needed" it.
it can be helpful for a few small things, sure
should I just disable it then?
that version doesn't seem like it'd work, so...
unless there is something you muuust have, just use 4.5 lts
no
Pretty much everything CATS does, you can just do yourself in blender. It just makes some of the processes faster. Though I'd argue it also does them worse.
ooohhh
The viseme thingy is neat, but iirc recreated elsewhere
also nobody's developing cats anymore
i honestly just want this platypus avatar but more optimized
gotcha gotcha so it's not worth it
whats is not optimized with it 
thank you so much
so- the hitbox is weird- like i sink into cushions, people can't pick me up, and sometimes it makes me go really slow on some worlds. Also some worlds weirdly inflate me and i can't make myself back to my smaller size
it's cute i like going around as that avatar but i just wanna fix a few things- unfortunately it's my favorite one
non humanoid things have wierd boxes have to adjust them manually and generic just even more awkward
yeah i was thinking of making my own since i can't get the files to that avi so i can just adjust everything myself
but i think the creator isn't on anymore
see these colliders on avatar descriptors , sometime you need to manually edit them
(head default way too small)
or what i was thinking is getting a avatar similar to it and just messing with it. I found a platypus follower on jinxxy but i have to make it into an avtar first and im not sure how to do that
yeah but unfortunately I don't have the file for my avatar. I got him from prismic's
i tried looking download him but nothing's working
You can't download avatars without breaking VRChat's legal clauses. It's theft.
yeah i realized that when i looked it up. I first though all avatars in vr chat are downloadable cause I saw green download icon but it was just info not like a button
so then I was thinking of just recreatinf him on blender myself
Making your own avatars is a very fun and rewarding process. I highly recommend it. Just remember to take things slow. It's fairly complex and takes many years to master.
okay so i downloaded blender and i tried- it was not working
so i thought hmm
oh heck
ill buy this guy
and try to turn him into an avatar. he's a follower but i wonder if it's possible to just turn him into an avatar
Pretty much anything is possible. Just take effort
yeah i'm just not sure how to go about it. I tried googling it but came up with nothing
When you get into this specific of a topic, usually you have to learn step by step. Things like google and AI are too general to take you very far. I'd suggest starting off with blender tutorials just to start to understand blender basics.
anyone know the fix for this?
import normals instead of having unity generate them. Also that's a warning so it might not actually be a problem.
how do i fix the bone position
how do i do that?
nevermind
Click the armature (one of the bones) and hit TAB to go to edit mode. Click the end you want to move, then press G and move it.
cursor to selected -> selection to cursor
last bone you need manually but there is ways in blender to follow orientation
Oh, thanks, but I used the bones from my Nova, and since it's an arm for the Nova, it goes a little faster. What do I need to do again to connect the bones to the mesh? (I've forgotten it's been too long since I last did it.)
The armature modifier needs to point to the correct armature
cool thx
ooh I like that design
thx but i didnt made it (can send you the like to it)
nah, I'd do it myself were I going to, I just like how that looks
Okay... I found something weird.
I switched the shader for my camera mask to Poyiomi, and after some testing, it appears that the size of my avatar is what's causing the black screen to appear (which sucks because I often change my avatar's size).
Is that normal...?
what do i do if the model i got only works with poiyomi shaders but i wanna upload it to quest
ohh your that good in blender so if that so I have horns on my Nova. How can I place them in the UV map so I can apply a texture to them?
what about it depends on Poiyomi Toon?
is it being used to hide parts of the model?
I suggest blender tutorials, it's not a thing I could easily explain in a sentence if you've never worked in the UV editor before.
I watched some tutorials, but after UV unwrapping, what happened in the videos didn't happen for me maby im just stupide
couldn't tell you what happens in a video I didn't watch
well if i do switch the shader to something compatible with mobile it reveals some parts and makes them appear glitched on the avatar
so i shoud have a flat gird like that but i never get that they just dont show up
not sure what you mean by don't show up - did you not unwrap it?
yes
(after unwraping)
doesn't look unwrapped to me
can send video
So basically I've been having this problem with an avatar I made... when people look at me in certain angles both far and close either my clothes or body will disappear. I've checked and made my bounding boxes bigger on unity yet the problem is persisting. Ive looked everywhere for answers other than bounding boxes yet couldn't find anything so this is my last hope.
Hey, it worked, but why the hell are they just little dots?
ich spreche kein Deutsch, and I'm working at the moment. I'm not sure why that isn't working for you, sorry.
sorry
it is absolutely an issue with the bounds of your SkinnedMeshRenderers
Select one of the problematic objects and show me the scene view
Make sure you aren't getting an error. Look at the bottom of the editor after you try to unwrap
If your model doesn't have any UV seams defined, that's going to prevent unwraps from working
Seams tell Blender where it's allowed to split the UV islands apart
(this is mandatory for turning a 3D object into a bunch of 2D islands)
ooh i didn't see that, wasn't looking close. that's definitely going to be wonky
For a horn, you probably need to mark seams like this:
- a seam around the bottom
- one seam along its length
- a seam around the top
imagine cutting your model apart and laying it flat
so the horns are a part of the body
doesn't matter
irrelevant!
ah
Hold alt and click an edge to select the entire loop of edges
e.g.
you can then hit F3 and seach for the "Mark Seam" operator
heres the body
just right-click, it's in the context menu
hit Z to switch to "Pivot" mode in the scene
like that
that will make it more obvious what the problem is
and then i just select it and unwarp it
your bounds are currently set to have extents of 1 meter, meaning that you have a 2-meter cube
the center is at [0,0,0]
I believe this is going to actually mean the cube is centered at your feet
(the "Center" view mode in the scene view is obscuring this – the handles aren't appearing at the actual position of the Body object)
Also, one other thing
Turn on gizmos!
That will show the actual bounding box
(top right corner)
oh, you had a scale of 100 on your body previously
that would've meant the bounds are actually 200 meters across
what did you do between these two screenshots?
my friend told me to scale to 1
yeah
wrong place to do that if you're 100x due to incorrect scaling settings in the blender export
you may have just scaled that down to 1cm 🙂
oh ok ill go back in blender I guess?
export from Blender with "Apply scalings" set to "FBX All" and it'll be properly sized in Unity, where it should be set to 1 by default.
(this may result in needing to redo the rig setup)
shoud they go around the objekt
they should go however you want them to go, in order to result in the UV map you want. There are no right answers here.
Generally speaking: more cuts means less distortion
but it also means you have more islands
I do usually suggest looking at seams in real world objects, such as clothing, for clues on how to unwrap stuff.
yeah
for a lot of things it's pretty obvious where to do it. For others... pick something.
so i shoud get to islands for 1 horn
Compare the unwraps!
"to" = two? If you want two, then make two 🙂
You also might wind up cutting around the base of the horn, giving you three (side, side, bottom)
if the bottom is inside the head, you don't need faces there at all
the bottom is just 1 point (the top to)
ye sry tow
i mean a ring of edges near the bottom, at least
i'd do that if i was getting too much distortion
omg thx it works
Sorry for the trouble it's actually really simple
yep!
now you know!
i used to be very confused by unwrapping
(also, unwrap them both at the same time to avoid overlaps)
of course, if you're planning to move them into an unused part of the texture, then that's not relevant
I bet you have an alpha map
oh wait, no
that's inverted normals!
Did you mirror a horn across the X axis? If so, the normals will be inside-out
if you turn on Face Orientation, you'll see that horn colored red in Blender
Select the horn and run the Recalculate Outside operator
ohh i didnt know that happens how do i prefent that
it really depends on the way you make the face. Often it's just easier to have that checkbox on, and flip stuff as needed.
Can anyone help me finish an avatar for free,I can't commission
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. 😱
What it's not a scam-
read well, thanks
Ok I was js asking - sorry-
You're good, we just didn't want you falling victim. In the group the bot linked, they started a new way to keep you anonymous so scammers are less likely to even know your looking for work. I've heard it's working well
Alr,thanks
Just struggling with an avatar and I need to finish it for a group I'm in and I can't finish it
Can't as in you don't have time or as in you don't know how?
Well we might be able to help with that if you can explain your trouble
ah, time is a hard one
Lemme send a screenshot rq
trying to upload my model to vrc and im getting this error? anyone have an idea how to fix this?
I would exit Unity, delete the Library directory in your project, start Unity and let it rebuild that whole cache.
optionally just delete that ShaderCache directory.
(note that this may take quite some time on slow machines)
do you mean this here?
If that is your project, then yes.
okay ill try this thank you
this is the avitar, i want to rig and add the outline and texture the leg, and put eyes on it but i can't figure it out and idk how to use unity at all i dont have it
I can send the concept art I made
And the textures won't separate
"won't separate"?
As in when I tried to texture the top with a new one and the boot,the pants one went to both of them
explain "tried to texture"
Adding the new texture after UV mapping it
Im currently on mobile as my pc internet goes off in an hour
I gotta problem, so Im uploading an avatar for quest, and in unity + testing stage, the avatar has physbones but in-game every compontant that supposably has physbones are stiff as a rock, how do i fix this? so far I've tried reuploading, made sure I was in andriod for build settings, and checked if the phys were even turned on
in the build report, does it say you have too many physbones and so it's removing them?
no, it has only 8 physbones and-.. oh
there you go.
is there a way to use vrcfury to adjust the alpha of a material on the fly?
Probably, it's a thing that can be animated, so even if you can't do it directly with Fury, you could make an animation to do it
oh true, ive never animated a material before though, can you just record it?
Anyone know a decent tutorial for porting over the face alpha layer that pc avatars use to quest?
transparent textures aren't allowed on quest, you can try using quest compatible particles and seeing if one works but apparently thats a workaround and is gonna be patched
delete them or make them thin lines
ive used that on a few av's
Depends on the shader, but usually yes
I have a torch asset on my avatar and it has two light sources instead of one for some reason and I'm trying to cut down on light sources.
What does this second one do? Only difference I can see is its Directional instead of spotlight and very low intensity and set to Culling Mask UiMenu
doesn't seem to do anything other than make the world orange if set to 1 intensity..
I'm asking because I know lights can be used for more than you'd generally think of so wanted to check whether it was important or not
The purpose of directional light is for enabling depth texture usage to shader.
Oh it has a transparrent cone that makes it look like the torch shine. It controls that
What's the difference between Allow Self on a Contact Receiver and Local Only? Aren't I the local player?
Local means it only works on my client. In which situations where I have a Allow Self only contact receiver would setting it to Local Only break its fuction?
local would work only on client youre wearing it ie would require some synced vars parameter drivers etc for others to see change
allow self would react locally for any player that sees your avatar and your contacts interacting with it
Right so if I simply have a contact receiver float for example and I'm using that exact float value for an animation, that wouldn't work.
But if I was using it to drive something else, it would work becuause its using other parameters
yes. overall local is more reliable and good for persistent stuff, while unsynced less latency
and saves params ofc
Asking mainly because I've got the SDK builder alert that I've got a lot of non-local contacts. Are they very bad for performance? Or just not ideal but not terrible?
pretty sure sdk hard limits their amount and being under is as bad as having lights and other frowned upon but usable stuff
used to be possible to easily crash with bunch of them colliding but afaik now not a thing
If I find it's a problem I could probably make some of the parameters be synced and set them to be local. I think I have some parameter space
again, if you care about that contact results 10 seconds in the future you should probly sync it anyway
Some are already partially synced. I just don't know to what extent. I'd have to dig through my work from two years ago
Its one of those "this mess of an animator works. lets just not touch it anymore less it explodes"
Probably due an update though
how do you go past 100 with a blend shape in unity
i remember doing it years ago but i forgot how :p
dont anymore , its clamped to 100
:(
Also btw if anyone from here reaches out,know that I am 14 and can't pay commissions as I don't have any banking apps or anything
That's really not gonna stop the messages, delete anything you've put here about looking for comms and turn off DMs for users from this server
the only people that'd reach out would be bots/scammers and they dont read the server #rules let alone all a user's clarification messages
Hey, does anybody know why this happens? (The VRCFury thingy breaking completly)
it happens sometimes when I export from blender
what here is broken?
This is how it is supposed to look like
this tells me very little, unfortunately. Maybe you didn't export something and some of those objects are attached to the wrong things?
Ok so, I changed the avatar mesh, the .fbx file (added one blendshape). I importet it from blender back into unity and then this happened
but it doesn't always happen
however when it happens it is undoable and the project is broken
hard to guess without understanding what these "VRCFury thingies" are, sorry
Sorry
did you export with the same settings that were previously used? Such as "Apply scalings"?
bad choice of words
Yes. Apply Scalings: FBX all and no apply modifiers
ok, I'm not sure then, given what I can see
some how my arms feel they are not the same Length how do i check that
Animation mirror de-synchronization bug...?:
While testing an avatar animator controller the other day in-game, I noticed something unusual. For a majority of the time, the animations that I saw play from my first-person view, and the animations that played in a nearby mirror, were synchronized as normal... but for about half a minute, seemingly at random, the two went noticeably out of sync (over 500ms), before eventually coming back INTO sync.
Does anyone have a broad idea of things that may cause first-person-vs-mirror controller desynchronization to occur in this way? It is odd to me in particular that it went out of, and then back into sync, in the way that it did. I would expect that if I had broken something serious in my controller logic, it would just always be out of sync, or progressively get more and more out of sync over time.
The only potential problem spaces I can think of are that I'm heavily branching behavior using the IsLocal flag, and I'm using a lot of animator parameter driver behaviors on my states (including the Random Set parameter driver). But, if either of these things are responsible, I don't know how (or how to fix it).
Im working on a model that has wheels. How would I link the wheel spin anim to movement when the player walks?
https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
I would explore using the built-in parameters VelocityX/VelocityZ/VelocityMagnitude
something like VelocityZ greater then 0.1 do stuff ,dont use super low numbers unity wont like it since you are never 0 but some decimal waaay after , check ingame debug you will notice it goes fast up just moving a tiny bit ( less + greater = range wich can be handy )
i missed a few updates in the year i didnt have my pc, we cant upload fallbacks now right? or am i not seeing the button? :P
I believe you can still upload fallbacks...! But the restrictions for avatars allowed to BE a fallback are significantly stricter than for normal models. Last I checked, the upload UI should tell you straight-up if your avatar is invalid to be uploaded as a fallback.
in which case, a button for it would not appear, I imagine
custom fallbacks going byebye soon , too few used it so auto generated ones they going for
but its like this now
got a few but i dont make any custom fallbacks anymore
honestly it was way too much effort
im trying to make a render of an avatar and everytime i try to click render image all the blendshapes i have set just get turned off in the actual render. anyone know how to fix that?
in what program?
blender
all I can think of is maybe it's trying to play an animation and you haven't keyframed those things
yeah it'll probably reset anything you didn't make a keyframe for
ive never had this happen before 😭 i dont really set keyframes for anything i just make rendered images not animations
my model has no animation data on it either so idk why that would mess up
Hello! Sorry to bother, I'm very new to all this avatar thing and I've found myself with an issue I seem to not be able to troubleshoot.
Whenever I use a face gesture with Eyetracking enabled and I blink, the animations seem to overlap, is there any way to solve this?
May be helpful:
This is Eku's base from Booth
Eye (and face) Tracking is done through a digital webcam (droidcam to OBS) and directly handled by Selfie Expression
The VRC Animator Tracking Controller for Eyes & Eyelids was deactivated by default (Completely unchecked) but that made the eyetracking break, forcing me to restart OSC, I have it set as 'No Change' currently
Hi, I'm trying to change the blendshapes of my usasaki's faces, but when i enter the play-mode it just resets to default. How can I fix that?
( first image is the customized)
Anyone experieincing issues with uploading? Toggles are not showing that I've created or even modified through testing.
likely temp, try again in half a hour
Thanks Tony
i see sps sockets ;3
Hi, I'm looking for the Jax Toy emote; if anyone has it available for download, I'd appreciate it.
Hey, I'm trying to use UV Tile Discard on the muzzle. However it doesn't appear to work in Unity.
Doesn anybody know what I'm doing wrong?
You have selected UV1 - can't tell which UV map you are using from your overly-cropped Blender image, but make sure that is the correct one.
I selected the correct one.
I tried putting the rest of the body UVs in (1|1) which worked. However, putting the body mesh back in (1|1) and instead placing the muzzle UVs in (1|1) has no effect
I can't see what is wrong from here.
oh! I do see where your UV maps are listed in the blender view, I hadn't clicked it open. Good.
wrong uv slot / material , need to see farther out in blender
this one easier to see, its row 0 , 1
if you other meshes have other uv names, merging them and you now have more then 2 , exsample
you can see they have two UV maps listed in Blender if you click that image
but yeah, zoom out the actual UV map too
looks good
But it doesn't work :/
The body mesh works fine
But the muzzle doesn't
is that a separate mesh?
I joined the muzzle and Body mesh
oh good. and you're using the same material for both?
The muzzle and the body have two different textures
material
Booth
Okay so you're doing the muzzle tile discarding on the muzzle material, right?
I don't know if I understand
I selected the vertrecies of the muzzle material, and moved them to (1|1)
Yes, that's good, you have setup the model correctly.
In Unity if you have different materials for the body and muzzle, then make sure you are doing the tile discarding on the right material. I.e. the muzzle material if you want to discard the muzzle mesh
Yep - the body mesh isn't in charge of rendering the muzzle, if the muzzle is using a different material.
Umm, how? why?
presumably you have some scripts running during build that add more lights
121 is a remarkably big number
it is
the control panel can only see what is on your avatar before you build it
I do not have that at all
notably, vrcfury has an option to build a test copy of your avatar, which is useful for checking the final numbers
well you do have something that's doing this
how do I use fury to test that
I need to figure out what is making 110 lights
because I can't see it in any of my prefabs
tools > VRCFury > Build an Editor Test Copy
(i might have the verbiage slightly wrong)
i accidentally clicked it and now i'm waiting for it to finish lmao
That was it
Thank you :)
excellent
ok, I have the test copy, what now
you have 539 particle systems wow.
that is next on the list
for now, lights
@pine valley unless there is another control panel, I'm not seeing a change with the test
:(
reupload it and see if the light count corrects itself
(make sure to delete the test copy)
did that yeah, its still 121 😭
what the heck is doing this
guess its time to play pull apart and see what fixes
also lol, 90% of that is the celestial magic system prefab
you can view the stats in several different places
i've noticed inconsistencies before
ah that makes sense
(mostly with my avatar showing up as Very Poor in the avatar list)
well, i'm pulling off the celestial system to see if that helps
it is... not an optimized asset xD
One annoying possibility is that you have something that runs during build, but somehow doesn't run when entering play mode or building a test copy of the avatar
by default, scripts only get run when actually building
VRCFury makes sure that this stuff happens when entering play mode
I'm not sure how that would be possible though
well, how can i figure it out without manually picking this thing apart?
celestial hands was not the culprit
ok, i've taken half the stuff off my avi temporarily, hopefully this will help find the culprit lol
OK, one of the things I took off was the culprit, time to figure out what
Hello everyone, this is the first time I bought an avatar from booth and tried to upload it. Everything went well until me trying to upload it. It stucks at building avatar and the progress bar doesnt move a bit.
I think you need to give it an image?
not sure, but worth a try
I gave it an image
maybe some tags too
But as I clicked build it disappeared
My task manager shows that Unity is not actually working
thats... odd
hopefully someone here can help
@pine valley I think I found the issue prefab
Another thing Id like to mention is that every time I switch to another tab such as Authentication and switch back to Builder, it gets back to the state before I clicked build&publish
Like this
Hey guys Im trying to edit an avatar on unity and the unity window won't be displayed- like it's invisible. I'm not sure what's going on
im guessing you clicked save changes already
well, apparently the Ace of Spades asset that I have been using for ages is only now using 110 lights? even though it's not showing any of them on the asset
I can't imagine how that would happen, unless it has custom scripts that fail to execute when entering play mode
(meaning that they're somehow escaping detection by VRCFury)
guys what i can do here to upload the avi
idfk, I have used this asset for like a year and havent had a problem until recentlyh
delete it , 2m vertice one wont work
none of these are errors that block you from uploading
(but 2 million triangles IS a remarkable number)
what is then
you'll have to show us an actual error you got
if the control panel says that you had errors you need to fix before uploading, then you'd see them at the top of the list
if you're getting an error when you try to build and upload, share that error
security check goes, nope - havnt seen a 1m+ in awhile that recent uploaded
1m is not that much tho
trash tier
why
bet rest of stats terrible too

which window?
here i'll send a picture thanks
the unity 2022.23.22f1 editor wont display its window
k, I can't help - I don't use Windows 🙂
ive gotten things stuck outside screen before, try shift+rightclick on unity in taskbar - maximize ( other ways to move it into screen exsist but i forgot what that was) can happen even on 1 screen
sorry for interrupting but , i was told to ask bout my problem here, im working on a snake like avatar and want to have two toggles, one where it goes from the head to hand . now here is where my problem starts, i also want to make it so i can toggle between it being flying and slithering, i cant find out why the toggle that changes the phisbones from 0 gravity to .22
turn off physbone change value on physbone , turn it back on really quick - do it while you use constraint ? to move the snake from hand to head
not sure if they allow changing of value or not recently, but my older av's use that to change any physbone
ill try that thanks for the advice.
i wonder if the file im opening is because it's a follower-
The reason why Im opening it into unity is because i want to convert it into a file for blender so I can turn it into an avatar
this is still the way
import fbx to blender, dont need to export from unity unless whoever made it did something wierd and only a prefab
you do if you want to easily unpack a .unitypackage... though I suspect there's a tool for that somewhere
hmmm I wonder if I want that
Can you toggle physbones On/Off?
by enabling/disabling the component in a animation?
Or would it not work / break?
yup
yes
Wouldn’t break, nawh
unfortunately it's a unity package
Anyone else having issues where Phys bones arent moving on pc when an avi is uploaded? Everything moves fine in unity, and the avatar was working good for a while then Phys bones just stopped working. This is a PC only issue.
Almost certainly that's an issue with your specific project
What would be causing the issue?
absolutely no idea without further info, it could be so many things
yeah it's that the unity editor refuses to launch.
I have now deleted everything and now im gonna reinstall it
for one project or all projects?
you could (without Unity running), delete the Library folder in the project, it's full of cache and compiled data that will be regenerated when it starts, sometimes it gets screwed up
well the only project I have is that so all
I bought a platypus follower on jinxxy and want to make it into an avatar I also want to fatten it up lol
but the follower is in a unity package
you can find tools to extract packages online
I mean, they're just .zip or .tar.gz files with funny filenames inside and a manifest
Hi ^^
how's everyone doing ?
I may need some assistance about the VRC Animator Temporary Pose Space in understanding the requirement for it to work properly.
does it follow the head bone to define the new Viewpoint location ?
an overall explaination is welcomed ^^"
thank you everyone who will read this and answer !
ment for static poses so only moves it once (course people spam it to force it there)
yee for sure but how do you make it actually move, i tried to make it work for like a "fly" state where my avatar would be higher than he originally was by parent constrained it to a higher target the the viewpoint wouldn't follow
Dose anyone know why when i ender play mode my avatars face mesh looses all materials
https://creators.vrchat.com/avatars/state-behaviors/#animator-temporary-pose-space , you caaan move it using a camera, but boi is that nausiating in vr and wierd
you likely have some material swap animation activating
yead I tried that but having that setup for 3+ hour really get in my head xD
that why i am looking into that !
and sadly the doc doesn't help much ^^"
hey, I have a bit of a problem with fbx clothing, in unity it displays normally in its untouched form, then I open blender, import fbx, then export fbx, the file size increases by 600 kb and the clothing disappears completely in unity
I made sure I have set FBX unit scale and apply transforms and nothing helps
my question is what do i need to move in order for the view point to move as well if I wanna use the animator stuff and not the cameras method?
you dont
camera only way i know to have it stay there without spamming the posespace (plz dont)
How do i make Hair??? Mine looks very bad and its not what i wanted. It would take me hours just to duplicate and place stuff. Any Advice?
#3d-modeling may be better
oh alr
.
Uhh...... How do i fix this issue?
add whatever parameters are missing. Unfortunately, they might be in one of the VRCFury prefabs you have
it does sorta give you a clue, whatever NSFW Locomotion Full WD (VRCFury) is
and the menu item, seems to be gogo loco
But when i add this gogoloco prefab into other avis, they work just fine.
hi, im having some trouble still with this, the animations seem to wbe doing what they should but they are looping so it keeps turning on and off. how do i stop animations from looping?
disable looping on the animation clip and on the animator state
and make sure if you're doing this via AnyState, you disable "can transition to self" on all the transitions
i dont see it anything that says "looping" is the problem
not there, find the clip in the project, click it, and look in the inspector.
you mean loop time?
that
it was alredy disabled.
cool
thanks for your help not sure what did it but even tho it was already disabled it is working after i looked lol
well I said 3 different places, but if that fixed it, that's great
ooh got cha
Does anyone know how to fix this?
that error is not informative alone - see the first pinned message in here on how to show enough detail.
what is the ez way to replace the eyes on my avi with the new eyes
delete old mesh, add new mesh, weight paint 100% to eye bones, export avatar as usual
But the mesh for the new eyes is on the floor, do I not have to put it where the old ones were?
Yes of course, put the eyes where they should go.
but is there a eazy why to do that
if you move the object, apply transforms after. or you can just go into edit mode and move the mesh
apply transform?
Yes, do that in blender if you move the object around or scale it.
is ther not a why how i can snap it to the place were the old one were
Sure, you can use the 3D cursor for that, put it at the right location, then snap the new object to the cursor
ohh ill try
do they have to 100% match the pace
pace?
place
it's your model, do whatever you want with it
I guess if they're exactly the same size and in the same place, and rigged the same, then they'll behave the same
but really "looks right to you" is the only rule
okay how hard could that be
How can I make sure that only the eyes gain weight without the rest of the body gaining weight? in weight paint
tab to edit mode, select mesh you want to mask, tab back to weight paint mode, and at the upper-left is a button to enable masking. Then only the selected faces will accept weight paint.
Eyes I'd not bother painting though, I'd just use the "set weight" option in the menu to make the weight 1 for the appropriate eye bone, rarely do you want eyeballs to actually deform
ye foud that out some how
I have a working animation to toggle an object, tested in a toggle running the animation clip. When I try to throw it in the animation controller, however, it doesnt work. I'm not sure everything the animation controller needs to run an animation for a given object tho
I put a full controller on the object with the animation controller in it with only the base layer and my toggle animation and a parameter list with the two toggle parameters for this controller
Anyone know how to fix where the particles on my avatar only show for me and not anyone else?
probably your toggle variable is not marked as "Synced" in the parameters list
It is on already
That’s why I’m confused on why it’s not syncing
yep, that's confusing 🙂
thx for the help
ooh
questoin why prefabe rotate main dont
check that the animation used on the prefab works with the new fbx in the animation tab
if its yellow then it wont work and you'll need to reanimate it
ohh i see the problem the animator has 3 mesh main its just 1
I could fix that by turning the eye into a separate mesh and then re-animating it
wen yes how
what?
ohh i see the problem the animator has 3 mesh main its just 1
I could fix that by turning the eye into a separate mesh and then re-animating it
those models have alooot of face bones and can do wierd things unless you fix em, laziest way is just to merge all of them to headbone
seen some thats not even connected to headbone cause its probably a xna model wich tend be a mess
i mean i could try that actually the only thing i cant merge is the eye bones tho since, yea eye movement, lemme try that
it’s connected to the head but it’s just the visemes i’m having a problem with, if i move my head up and down nothing like stays stationary
you can also group them up using a duplicate of headbone wich i tend to do , make some wierd facial / gestures with them
most of the time i just auto generate them using cats so they end up looking like that , (ah, oh , ch = visemes) wont work on some models
So i need help with getting Prefabs into specific areas in the Menu
whenever i change the Prefix, its kinda wonky
like, some of the items go into the Menu i set it to, but it get too full so it put the rest in a new HUD menu in the root
Just opened my project and it got stuck on generating lighting in the bottom right. Force closed it and it opened fine, I open and preview an animation, exit preview and this pops up. Its now stuck on this
if you're having weird issues like that, especially after a force quit, my first hunch is that the library has something corrupt in it
this is easy to deal with
but i would still advise backing up the project first (the VCC can do this!)
after doing that, with the project closed, delete the entire Library folder from the project's root folder
unity will take quite a while to start back up afterwards (it's re-importing all of your assets)
it'll also open into a blank scene, so you'll need to find and open your avatar scene again
that's what "prefix" does, puts things into a submenu with that name
so how do i put the actual HUD Menu Button into the place i want?
When making a new project on alcomm should I add every repository or just some?
add what you want
I dont know if I need/want some like the audio link, av3 emulator, avatar 3.0 manager, or the vrc package resolver tool.
all the others ik about but those idk what they are or if I need them or should want them
you only need what you'll use, and you can always add later
yea ik that but idk what they do to know if ill need to or want to use them
each of those things can be looked up though
I can try again i suppose I just looked them up and didnt really find anything useful about them. mb im just dumb tho
for example, for me, the first hit on google for "vrc audiolink" is the creator's page about it
same for av3 emulator
ok one more thing, would you say quest tools or easy quest switch is better
I would not say, because I use neither
- First Pic
I can't figure out why the side hair, ONLY this piece, doesn't move and is static when I move the avi in play mode.
- Second Pic
Also when I go into play mode to move her and check, it looks like this (second pic) and it's a mess, I don't know how to fix that.
- Third Pic
I can't put an outline on the X-Shaped bandaid, yet it's there but I can't see it, anyone see an issue I'm missing?
So, I've been trying to make this character of mine a VRChat model, but I just can't. It won't even let me start the process in the Creator Companion.
explain/show what happens
did you try closing the vrc control panel window and opening again?
I wanted to make it so when toggled on an animation plays when touching a contact but I'm not sure how to set it up in animation to where it actually works? I got the animation to work then it wouldn't toggle off 
I tried to make it their own seperate things but last I checked toggles don't usually work when anims affect the same object?
I have a avatar toggle for quest and PC everyone sees the toggle but I don't and it's driving me nuts
And people on quest and PC see it too
It's just you yourself cannot see it
Why is that?
And if other people toggle it you can see it but the person using the toggle cant
We make our avatar a .fbx file, and then the Companion just can’t see it in the files.
"companion" is not a thing which loads .fbx files, I assume you mean unity?
What do you mean "can't see it" - did you save the file into the avatar project folder?
Please someone help
Did you by mistake turn local off?
I’m aiming to have this bat at mid poly. He’s going to have a flap jaw rig and static 2D eye textures. How does he look? Am I on the right track for my goals?
You're doing good! Keep it up!
Thank you!
Anyone know anything about uploading avatars? I need help please
Plenty of us do. What's giving you trouble?
Are you trying to add Audio Link to your project when it already exits in it?
I just uploaded what they sent me and it must of already had it but this is my 1st time
How can I fix this
I would appreciate any help
All it sounds like is that you are trying to add it when it's already there. Don't add it and just upload?
Where do I find it?
Find what?
I don’t want to delete the wrong thing
When I click on the warning sign it highlights the audio link editor
I wouldn't know either as I've never used audio link and don't know what your project looks like. If you're unsure what to do, might be worth starting the project fresh and not add audio link.
It’s a payhip avatar
Okay?
How do I check that
Ok I got that fixed now it’s asking about an VRCAvatarDescriptor is required
Yes, it's a required component for VRChat avatars. You'd add one to the root of your avatar and fill in it's settings. I'd recommend watching a tutorial on avatar basics
why are they so different and how do I make them the same,
I did and I followed it step by step but this part stumped me
Did the video you watch not explain anything about the descriptor?
Nope
What do you want it to look like? One's a box, the other is a quad/plane. Just change to what it should be?
they are both a box, the one on the right is a scale of 1, 1, 0.001 but always when I use it in game its a 1, 1, 1. as well as it halfway into the ground
https://youtu.be/vWr4diTDqJM?si=qaOyahIvpIbHrCy_&t=643
Here's a tutorial at the avatar descriptor time stamp
Sounds like something is animating it, otherwise it should just stay as is
this ?
Wait, is your whole avatar the box?
basically im trying to make a flat png of a wind
but it says I need an animator to upload
The avatar should get an animator from the model humanoid setup, but it looks like yours isn't the typical rig and model workflow? I'd suggest maybe using a rig from another avatar (There is a basic avatar in the vrchat packages) and just remove the renders and then add your box. But this is not something I've ever done and so I might not be the best to help you here.
testing now
hey guys, ive been trying to add rotation constraints and extra bones to my avatar for it to work properly with fbt (the avatar does not match me irl), ive successfully made the legs work but the hips,spine, chest and neck behave really strangely (1st picture). i also noticed that when i import from blender the "armature" bone appears and is set to the hip bone, which i can fix, but i still dont really know why its there?
thank you so much @lilac musk
The automatic system that populates those is kinda wonkey. Just have to correct it sometimes
yeaa i did fix it but the bone is still there for some reason, im not sure if it matters or not?
also how do I upload for IOS?
It probably depends. For most setups it's probably fine, but seeing as your doing specific rig things, it might interfere. I'm not sure myself as I'm not experienced with any of that
Just like Android, you switch to the iOS build (make sure you have it installed) and upload
ah okay thank you
im trying to make an evangelion avatar how do i set the height so its taller than 5 meters
ok certain shaders like standard lite/toon standard, for some reason their avatar is dark in some worlds, is there a way to fix?
This is one of the more frustrating thing about avatars. You can make it look perfect, but then you switch to a world with bad lighting? Looks terrible. I try to simply add material swaps and/or emission sliders. Give myself more options for any given world
hi so when i try to build my avatar, it always shows up as an error ingame with this error:
PPtr cast failed when dereferencing! Casting from Shader to Transform!
does anyone have any idea how i could fix this?
i believe the avatar im using is using a shader called unitychantoonshader, idk if that hleps
This is driving me crazy
I used the same settings on my last avatar and used VRCfury anchor overrides fix
And it didn't do jack shit
Help 😭
I am trying to animate changes in physbone properties and for some reason the behaviours do not change in spite of the numbers
Can someone please help me
Did you double check the min brightness setting in all materials?
Yes and they all have the same
Idk why when I go to a darker corner
My avatar body gets really dark
What value is it?
Where do I find the value?
that ur talking about
Then what did you mean by all have the same even you didn't know where to find?
Oh my bad, I haven’t slept 😭
I have used the same model in the past
With different clothes
And I fixed it by using vrc fury anchor overrides fix
And both of them in the light settings have the same thing
So idk why that version of the avatar doesn’t work
And the other one does
What value is the min brightness settings?
U mean the base settings in lighting?
Min brightness in the material being used on avatar.
Where can I find that?
In the material. If shader it used support custom lighting then it should have "min brightness" property or similar name. And again, you didn't even look on to the value, you can't be sure that the value is right.
When u say material u mean the skin of the avatar right? And I don’t see min brightness
What shader it's using?
As I said earlier each shader may have different name so you have to look for other property with similar name too. Min brightness or min lighting and so on.
I can’t find the min brightness ur talking about, I’m sorry
If u mean main brightness it exists
But min brightness?!
For Liltoon is "Lower Brightness Limit"
OH it’s at 0
Just like the head
They both have it on 0
So did it turn black before when standing in the exact location?
Nope, they look fine, as soon I go to a world that has a dark corner it does that
does anyone know how to get the cats plugin to work on blender?
That's when I asked for when standing in the exact location.
I don’t understand what you mean 
If you have the right version, it should just work. What is it your trying to use it for?
Given that world is Avatar Testing Chamber, that corner is for testing light probes, standing in that corner with different distance from corner will give you different brightness result.
Yes
Can you screenshot where you put the vrcfury anchor override?
Sure, also I used a head and body swapper so it will look little different
@ornate stump
What does the swapper actually do?
So when u want to use a different head and a body and attach them together, u use a tool where it swaps head of an avatar and the body together
I’ve fixed the problem !!!
Ok. What is it?
I copied the texture settings on the head to the body
Do you rather mean material settings?
Yes! Even tho I did copy the exact same settings, I just did it again and it worked
need to know blender vers first
I hate vrc creator companion
But thanks for taking ur time and helping me @ornate stump much appreciated, sorry if I’m slow, I still suck at using this program
creator companion has nothing to do with this problem.
It does? I copied the material settings multiple times and it didn’t work and now for some reason it worked 
unity
i was trying to use 5.0 but what version am i supposed to use?
Creator Companion and Unity Editor are two completely different app.
like could i get a link for both downloads cause i cant find the right ones anywhere
My bad I mean unity 
original vers of cats is super old & can only be used with old versions, i think there’s one that’s being made for cats now, but it’s different so one sec
What value is the Lower Brightness now? As of if lower is zero as you said before, then it should become pitch black at that corner.
sent you a dm with a youtube video & the cats link for 5.0.0 just in case it’s not the right version
does anyone know how to do the thing where an avatar displays a visual effect to the whole map
hey does anyone know why my constraints might be doing this to my avatar?😭
i'm wondering, can physbones be used to grab avatar limbs?
Yes but not in a straight forward way.
so what's the more complicated way?
Having 3 set of armature, one is for tracking, one is for mesh, and last one is for physbone, constraint the mesh armature to tracking armature and physbone armature, then switch constraint weight between the 2 according to physbone grab parameter.
can it be always on or does something have to turn it on?
It's up to you.
is there a youtube tutorial for that?
I don't believe so.
It's an advanced specific topic combining multiple knowledges so you should have basic knowledge of avatar setup and available component that you can apply into your system.
i'll see if i can tackle that tomorrow i've done enough avatar work for tonight
Is there an easy way to figure out where your armature is messed up if the associated part of the mesh is stretching to 0,0 when you import it into unity with an existing setup?
what does "import it into unity with an existing setup" mean?
did you update an existing FBX file?
Yeah
If so, check if the prefab got unpacked in the scene
You should see a package icon next to your avatar's root object
Naw, it's a disconnect between the armature and what the project in unity is expecting
the armature comes from the model
there can only be a disconnect if you've unpacked the prefab
(or deleted bones, i guess)
that's why I'm asking you to check this
Is there a way to load DDS files as textures in unity or does it have to be done in blenders shader editor?
The prefab is referencing an FBX file that it's building off of, so you can just replace the FBX file with your own
I don't think that Unity can actually import a compressed format like that
i'm not sure how the blender shader editor would help you here, though
google said unity supports DDS files 😭
oh, yes, google says you can just throw them in the project
although that post is from 2010
its just so i can skip baking around 30 textures
oof
Im trying to port an asset made for unreal engine into unity so if that helps anything 😭
Also, if you import an armature into your project and then remove some of the bones later when you update it, it will get broken in unity because it saves them and expects them in the future. As far as I know, you can't remove them from unity either.
You can freely add and remove bones in Blender, as long as you don't unpack the model prefab
the SkinnedMeshRenderer will get updated when you reimport the model
(since it's coming from the model prefab)
if you unpack it, then the SkinnedMeshRenderer will not get a new list of bones
so it'll be missing new bones, trying to reference deleted bones, and also might have the bones in the wrong order
at the very extreme case you might have to set the rig to generic then redo the humanoid setup, but there's no reason you can't add/remove bones safely.
humanoid avatar issues are another thing, yeah
I mean, to be clear, it's also broken in the prefab
99% of the time easily solvable
you generally just need to reset the pose
Like I said before, the prefab is referencing an external FBX file
Show me what you mean by this with a screenshot
I need to be sure that the model prefab isn't unpacked.
I don't have a clue what this means?
what prefab, the avatar prefab, or some other thing?
'cause the latter isn't a problem
(assuming you have that .fbx present)
Avatar prefab
sorry I should have said "model prefab" as in the .fbx itself
please show me a screenshot of the hierarchy; i am not confident we're on the same page right now
yeah
I can literally go into the prefab like this. I can jiggle most of the armature around and the mesh moves correctly, but there's the few broken parts that I'm having issues with
okay, now open the prefab here (by clicking the little > on the right side)
This will show you another prefab
Eventually, you should reach a model prefab, which will have the little package icon
Ah, I didn't realize Azuki added another prefab layer...
That's a "prefab variant" – it lets you take an existing prefab and make changes to it, producing a new prefab.
Very handy for this kind of situation
Well, the base prefab does work correctly with the model I imported
Okay, so you have something like this going on:
- Model Prefab (call this Mayu.fbx)
- The original prefab variant
- The prefab variant Azuki made
The original prefab variant is working fine
But the one Azuki made has weird skinning problems
(and if you just drag Mayu.fbx into the scene, it should also look fine)
It's 100% a problem with the armature
You can see the same effect if you just start deleting the armature
I have seen a very weird issue where, somehow, the SkinnedMeshRenderer's bone list gets modified
I don't understand how this is even possible – you cannot edit in the inspector, ever
(is this the case, though?)
i need to be sure before contiuing
okay, so to confirm what's going on, drag an instance of the Azuki prefab into the scene
You should answet this question first: is any of your prefab variant derived from the fbx file prefab?
then go to the body's SkinnedMeshRenderer, right click on it, and do Modified Component > Revert
If the body suddenly looks fine, that was the issue
All of them are derived from the FBX
Oh, uh, I only mentioned Azuki because he's the avatar creator, this is all his, not some random person who made a variant of the avatar
oh, okay
i just needed a way to uniquely identify each prefab :p
As long as the prefab variant chain ends with the original model prefab, you should be okay
i don't understand what you mean by this
This prefab chain
It's a deliberate part of the avatar and all of its variants
Sorry, this is what I meant before with the FBX— The base prefab uses the FBX file as its base.
okay, gotcha
and then there's a chain all the way back to the prefab you're using
in that case, any change to the armature should be fine
Try this out. Do it on a new copy of the prefab you're using
If the bone list got changed (somehow), this will remove the override
love how that says "do not use"
That's what I'm saying, there's no modifications, overrides, etc
Also reverting has to be checked and reverted from the deepest variant first.
Yeah, stuff like this is why it says don't use— Unfortunately, I'm using a modified model that I kitbashed together
don't use it directly :p
oh wait, of course there are no overrides here
One other thing to be clear on is that I didn't actually modify anything in unity either, this is just me dropping the new FBX into the base project
you've dragged a prefab into the scene
so the instance will, naturally, exactly match the prefab
make a copy of the prefab asset itself, then open it and try reverting changes to its SkinnedMeshRenderer
That's also why I was asking if there's any way to check the bone list in the prefab
the list of bones is not displayed anywhere in the inspector; i've just seen this issue a few times, where it...changes anyway
(genuinely no clue)
The best you can do is to open the prefab asset in a text editor and read it
(i do not expect you to do that lol)
Actually, I didn't realize it was just a crappy attempt at JSON
I'm going to read it now lmao
It's possible to use editor script to manually assign bones.
