#avatar-help

1 messages · Page 257 of 1

mental zephyr
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They're correctly parented. Foot bones are named Foot.L & Foot.R

lilac musk
mental zephyr
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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

nova thicket
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how am i supposed to rig my avatar? ive never done this before

mental zephyr
#

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

mental zephyr
nova thicket
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ok

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any way to make this rig work

mental zephyr
nova thicket
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a tadc character inspired by kinger

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hes kind of a worm as you can see

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or do i just need to redo the rig

lilac musk
# nova thicket a tadc character inspired by kinger

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.

nova thicket
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i want a custom walk animation, but it would be nice to have the traditional hand tracking

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is that possible?

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and whats the naming convention

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sorry, ive never done this before at all

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i only know blender 😭

lilac musk
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good thing though is to do .L .R or _L _R for left and right

nova thicket
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i mean i only have 3 bones for the body, so i cant do spine, chest, neck, and head

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im confused

lilac musk
nova thicket
lilac musk
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I'd suggest making the animations themselves in Blender, then when you get into Unity, you'll need to setup your own Animation Controller.

nova thicket
#

ok. how do i set up an animation controller

lilac musk
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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.

karmic portal
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im trying to upload an avatar for quest but im getting multiple versions of this error, how do i fix? never happened before

nova thicket
lilac musk
karmic portal
lilac musk
karmic portal
nova thicket
mental zephyr
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If you want it to work, then the minimum is fine

lilac musk
nova thicket
#

is it possible to import without any animations just to make sure other stuff is right?

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like eye hight and hand tracking

lilac musk
# nova thicket 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.

nova thicket
lilac musk
nova thicket
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ok. in that case, how can i make it humanoid without making a contorted mess?

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does the rigify basic human rig work?

lilac musk
# nova thicket 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.

nova thicket
#

so like this kinda

lilac musk
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Yea

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lol those teeny tiny feets

nova thicket
#

fr

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i just scaled them to zero now

lilac musk
#

That might flag some issues with Unity

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z length bones are a math nightmare for Unity lol

plucky moth
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does anyone know how to rig 3d models

lilac musk
nova thicket
lilac musk
nova thicket
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f**k it lmao

plucky moth
lilac musk
nova thicket
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😭

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this is the most cursed model ive ever made

lilac musk
# nova thicket 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.

nova thicket
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fixed it?

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ig i will weight paint this tomorrow and follow a tutorial, or come back if it doesnt work

lilac musk
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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.

nova thicket
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i can fix that later

plucky brook
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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

lilac musk
plucky brook
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It sometimes work

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Works

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Like it’ll upload

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But not all the time

lilac musk
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Is it giving you errors?

plucky brook
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It says a really long one about like Amazon or some crap idk

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But nothing that’s bad

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Usually I ignore it and I can upload it

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But now my thing is being stupid

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😭

lilac musk
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Ignoring an error might be the underlying issue here.

plucky brook
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Oh and I can’t put photos on my uploads anymore I have to take a photo in the scene

lilac musk
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Should be able to change them on the website

plucky brook
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Here is some old like pictures/videos from when it started happening

plucky brook
lilac musk
plucky brook
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I mean I did just move to a different state

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New stuff

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I’ll try uploading something right now

karmic portal
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where do i find VRChat/Mobile?

lilac musk
karmic portal
lilac musk
crimson canyon
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Can someone help

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I’m tryna import a custom texture onto a avatar but whenever I do, it just doesn’t change.

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Doesn’t say anything, just won’t change

ornate stump
crimson canyon
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It’s the same as the original texture, just edited to have tats over it

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It worked for the pc side

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But quest side won’t budge

ornate stump
crimson canyon
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Again, didn’t do this with the pc side…

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Pc side worked wonders with me

ornate stump
# crimson canyon

Can you click on the circle button next to the Main Texture slot and pick your texture from the list?

crimson canyon
#

Holy shit I didn’t even know you could do that

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It worked

ornate stump
# crimson canyon It worked

So that mean the Unity UI just bugged a bit. Usually after long session runing unity. Restarting unity usually solve it.

agile reef
crimson canyon
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I did edit her tho

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The tats, face marks and upper lip is added by me

agile reef
crimson canyon
jagged musk
#

looking for cool male avatars that are leaning towards realistic

ornate stump
#

?tag scam

flat muskBOT
#

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. 😱

ornate stump
elder latch
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so even though in vcc it says i have the newest version of vrcfury it still gives me this message. what do i do?

ornate stump
elder latch
elder latch
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oh im silly for not thinking of that. thanks alot

elder latch
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also no matter on what avatar i try to upload i keep getting this message and have no idea what to do

ornate stump
elder latch
ornate stump
elder latch
inland seal
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How to fix this bug? It breaks the eyes on vrchat but not in Unity

little plume
inland seal
somber sequoia
keen steeple
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Is this a storage issue? I have 165 gb

inland seal
little plume
inland seal
little plume
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Test them

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Sometimes default is fucked up

inland seal
ornate stump
ornate stump
inland seal
ornate stump
inland seal
ornate stump
inland seal
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yes

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They were before even with eye look on

balmy barn
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blender, eyebones straight up and test in unity looking straight should not make them roll back into your head

ornate stump
inland seal
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I fixed i

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t

inland seal
fluid sinew
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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

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Does anybody have an Idead why this might be?

agile reef
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how do I edit or adjust these? ;-;

ornate stump
somber sequoia
agile reef
somber sequoia
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Technically yes... but the real answer is that you can't change UV maps in Unity so you need Blender or something similar.

agile reef
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well can I use blender to edit this UV but somehow add it to the current model ? if that makes sense?

somber sequoia
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You can use blender to edit the model's UV maps, sure.

balmy barn
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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)

sleek pebble
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anyone know how i rig these boots? i got the chocolat version but they dont come with modular avatar or anything

balmy barn
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weight transfer would way id do it

somber sequoia
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(scroll down a bit)

sleek pebble
balmy barn
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nope blender

agile reef
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UV bs is way too much for me, im passing this up lol

fluid sinew
somber sequoia
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honestly, UV tile discarding is really easy to do.

balmy barn
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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

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(lazier way is just set hair bones to 0 as a toggle ratl )

lilac musk
somber sequoia
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or use the Viseme animator parameter and do the animations yourself.

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(I'd join the meshes)

fluid sinew
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How would I toggle it on and off then?

somber sequoia
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not sure what you mean?

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oh

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do whatever animator logic you like really

fluid sinew
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I can still reference only the mizzle if I joined it to the avatar?

somber sequoia
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sorry, I don't have any context about what you're doing

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oh a muzzle

fluid sinew
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Haha

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Yeah

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The mouth thingy

somber sequoia
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If you join it to the body mesh you could toggle it on/off with UV tile discarding

sleek pebble
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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 ()

somber sequoia
balmy barn
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find and click 'fix' in sdk , bottom should have it, only thing i got out of those errors

somber sequoia
sleek pebble
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okay im trying again

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it worked!

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thank you

sick mesa
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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

elder latch
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can someone tell me what to do for this error message?

balmy barn
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whatever that script is old / outdated / broken , never used it

elder latch
balmy barn
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being on root on assets is a wierd place to have it

elder latch
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oh alright

balmy barn
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handy cause sometime i forget to change mine only notice when i upload

elder latch
balmy barn
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newer stuff tend to be vcc/alcom supported so easier to update when they need to cause sdk now hates them

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that thing up there is this in vcc/alcom

elder latch
#

oooohhhh. unity is complicated sometimes but i think im getting the hang of it slowly. ty!!

somber sequoia
sick mesa
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oh i thought it's something to help the process alot more

somber sequoia
#

it can be helpful for a few small things, sure

sick mesa
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should I just disable it then?

somber sequoia
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that version doesn't seem like it'd work, so...

sick mesa
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ohhh

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would i need it if I wanna create something like this guy

balmy barn
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unless there is something you muuust have, just use 4.5 lts

sick mesa
lilac musk
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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.

sick mesa
somber sequoia
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The viseme thingy is neat, but iirc recreated elsewhere

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also nobody's developing cats anymore

sick mesa
# sick mesa

i honestly just want this platypus avatar but more optimized

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gotcha gotcha so it's not worth it

balmy barn
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whats is not optimized with it ratl

sick mesa
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thank you so much

balmy barn
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material/verticies ?

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not seeing anything that shouldnt be quest or lower <20k there

sick mesa
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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

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it's cute i like going around as that avatar but i just wanna fix a few things- unfortunately it's my favorite one

balmy barn
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non humanoid things have wierd boxes have to adjust them manually and generic just even more awkward

sick mesa
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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

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but i think the creator isn't on anymore

balmy barn
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see these colliders on avatar descriptors , sometime you need to manually edit them

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(head default way too small)

sick mesa
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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

sick mesa
# balmy barn

yeah but unfortunately I don't have the file for my avatar. I got him from prismic's

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i tried looking download him but nothing's working

lilac musk
sick mesa
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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

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so then I was thinking of just recreatinf him on blender myself

lilac musk
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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.

sick mesa
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okay so i downloaded blender and i tried- it was not working

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so i thought hmm

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oh heck

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ill buy this guy

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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

lilac musk
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Pretty much anything is possible. Just take effort

sick mesa
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yeah i'm just not sure how to go about it. I tried googling it but came up with nothing

lilac musk
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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.

sick mesa
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gotchu gotchu

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i downloaded the little guy and im gonna play with him

hasty crest
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anyone know the fix for this?

somber sequoia
#

import normals instead of having unity generate them. Also that's a warning so it might not actually be a problem.

cobalt cloak
#

how do i fix the bone position

hasty crest
lilac musk
balmy barn
#

cursor to selected -> selection to cursor ratl last bone you need manually but there is ways in blender to follow orientation

cobalt cloak
#

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.)

lilac musk
cobalt cloak
#

cool thx

cobalt cloak
somber sequoia
#

nah, I'd do it myself were I going to, I just like how that looks

stiff kiln
#

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...?

elder latch
#

what do i do if the model i got only works with poiyomi shaders but i wanna upload it to quest

cobalt cloak
pine valley
#

is it being used to hide parts of the model?

somber sequoia
cobalt cloak
somber sequoia
#

couldn't tell you what happens in a video I didn't watch

elder latch
cobalt cloak
somber sequoia
#

not sure what you mean by don't show up - did you not unwrap it?

cobalt cloak
#

yes

somber sequoia
#

should be there then

#

remember that each object has its own uv map

somber sequoia
#

doesn't look unwrapped to me

cobalt cloak
#

can send video

flint garden
#

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.

cobalt cloak
somber sequoia
#

ich spreche kein Deutsch, and I'm working at the moment. I'm not sure why that isn't working for you, sorry.

pine valley
#

Select one of the problematic objects and show me the scene view

pine valley
# cobalt cloak

Make sure you aren't getting an error. Look at the bottom of the editor after you try to unwrap

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If your model doesn't have any UV seams defined, that's going to prevent unwraps from working

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Seams tell Blender where it's allowed to split the UV islands apart

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(this is mandatory for turning a 3D object into a bunch of 2D islands)

somber sequoia
#

ooh i didn't see that, wasn't looking close. that's definitely going to be wonky

pine valley
#

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
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imagine cutting your model apart and laying it flat

cobalt cloak
somber sequoia
#

doesn't matter

pine valley
#

irrelevant!

cobalt cloak
#

ah

pine valley
#

Hold alt and click an edge to select the entire loop of edges

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you can then hit F3 and seach for the "Mark Seam" operator

somber sequoia
pine valley
cobalt cloak
#

like that

pine valley
#

that will make it more obvious what the problem is

pine valley
#

That may be enough on its own

cobalt cloak
#

and then i just select it and unwarp it

pine valley
#

the center is at [0,0,0]

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I believe this is going to actually mean the cube is centered at your feet

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(the "Center" view mode in the scene view is obscuring this – the handles aren't appearing at the actual position of the Body object)

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Also, one other thing

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Turn on gizmos!

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That will show the actual bounding box

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(top right corner)

pine valley
#

oh, you had a scale of 100 on your body previously

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that would've meant the bounds are actually 200 meters across

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what did you do between these two screenshots?

flint garden
#

my friend told me to scale to 1

somber sequoia
#

did you apply the scale?

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wait, scaled in what, unity?

flint garden
#

yeah

somber sequoia
#

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 🙂

flint garden
#

oh ok ill go back in blender I guess?

somber sequoia
#

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)

cobalt cloak
somber sequoia
pine valley
#

but it also means you have more islands

somber sequoia
#

I do usually suggest looking at seams in real world objects, such as clothing, for clues on how to unwrap stuff.

pine valley
#

yeah

somber sequoia
#

for a lot of things it's pretty obvious where to do it. For others... pick something.

cobalt cloak
pine valley
#

Compare the unwraps!

somber sequoia
pine valley
#

You also might wind up cutting around the base of the horn, giving you three (side, side, bottom)

somber sequoia
#

if the bottom is inside the head, you don't need faces there at all

cobalt cloak
cobalt cloak
pine valley
#

i'd do that if i was getting too much distortion

cobalt cloak
#

omg thx it works
Sorry for the trouble it's actually really simple

somber sequoia
#

yep!

pine valley
#

now you know!

#

i used to be very confused by unwrapping

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(also, unwrap them both at the same time to avoid overlaps)

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of course, if you're planning to move them into an unused part of the texture, then that's not relevant

cobalt cloak
#

ye

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but why is one horn transparent on one side but only the left one

pine valley
#

I bet you have an alpha map

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oh wait, no

#

that's inverted normals!

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Did you mirror a horn across the X axis? If so, the normals will be inside-out

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if you turn on Face Orientation, you'll see that horn colored red in Blender

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Select the horn and run the Recalculate Outside operator

cobalt cloak
#

ohh i didnt know that happens how do i prefent that

somber sequoia
#

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.

storm harness
#

Can anyone help me finish an avatar for free,I can't commission

flat muskBOT
#

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. 😱

storm harness
#

What it's not a scam-

worn kiln
storm harness
#

Ok I was js asking - sorry-

lilac musk
# storm harness 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

storm harness
#

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

lilac musk
#

Can't as in you don't have time or as in you don't know how?

storm harness
#

As in I don't know how

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And time due to school

lilac musk
#

Well we might be able to help with that if you can explain your trouble

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ah, time is a hard one

storm harness
#

Lemme send a screenshot rq

agile reef
#

trying to upload my model to vrc and im getting this error? anyone have an idea how to fix this?

somber sequoia
#

I would exit Unity, delete the Library directory in your project, start Unity and let it rebuild that whole cache.

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optionally just delete that ShaderCache directory.

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(note that this may take quite some time on slow machines)

agile reef
#

do you mean this here?

somber sequoia
#

If that is your project, then yes.

agile reef
#

okay ill try this thank you

storm harness
#

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

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I can send the concept art I made

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And the textures won't separate

somber sequoia
#

"won't separate"?

storm harness
#

As in when I tried to texture the top with a new one and the boot,the pants one went to both of them

somber sequoia
#

explain "tried to texture"

storm harness
#

Adding the new texture after UV mapping it

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Im currently on mobile as my pc internet goes off in an hour

oak totem
#

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

somber sequoia
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in the build report, does it say you have too many physbones and so it's removing them?

oak totem
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no, it has only 8 physbones and-.. oh

somber sequoia
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there you go.

waxen jungle
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is there a way to use vrcfury to adjust the alpha of a material on the fly?

somber sequoia
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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

waxen jungle
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oh true, ive never animated a material before though, can you just record it?

slow smelt
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Anyone know a decent tutorial for porting over the face alpha layer that pc avatars use to quest?

waxen jungle
slow smelt
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Yes thats why i said port

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:3

balmy barn
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delete them or make them thin linesratl ive used that on a few av's

lilac musk
sharp oasis
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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

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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

ornate stump
sharp oasis
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Oh it has a transparrent cone that makes it look like the torch shine. It controls that

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What's the difference between Allow Self on a Contact Receiver and Local Only? Aren't I the local player?

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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?

timber wharf
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allow self would react locally for any player that sees your avatar and your contacts interacting with it

sharp oasis
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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

timber wharf
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yes. overall local is more reliable and good for persistent stuff, while unsynced less latency

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and saves params ofc

sharp oasis
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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?

timber wharf
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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

sharp oasis
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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

timber wharf
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again, if you care about that contact results 10 seconds in the future you should probly sync it anyway

sharp oasis
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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

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Its one of those "this mess of an animator works. lets just not touch it anymore less it explodes"

#

Probably due an update though

austere bay
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how do you go past 100 with a blend shape in unity

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i remember doing it years ago but i forgot how :p

balmy barn
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dont anymore , its clamped to 100

austere bay
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:(

storm harness
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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

left gull
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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

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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

storm harness
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Yeah,I've turned down stuff BC of that

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Even advice would help though ngl

fluid sinew
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Hey, does anybody know why this happens? (The VRCFury thingy breaking completly)

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it happens sometimes when I export from blender

fluid sinew
somber sequoia
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this tells me very little, unfortunately. Maybe you didn't export something and some of those objects are attached to the wrong things?

fluid sinew
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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

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but it doesn't always happen

#

however when it happens it is undoable and the project is broken

somber sequoia
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hard to guess without understanding what these "VRCFury thingies" are, sorry

fluid sinew
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Sorry

somber sequoia
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did you export with the same settings that were previously used? Such as "Apply scalings"?

fluid sinew
fluid sinew
somber sequoia
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ok, I'm not sure then, given what I can see

cobalt cloak
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some how my arms feel they are not the same Length how do i check that

void plinth
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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).

astral atlas
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Im working on a model that has wheels. How would I link the wheel spin anim to movement when the player walks?

void plinth
balmy barn
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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 )

unkempt seal
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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

void plinth
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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.

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in which case, a button for it would not appear, I imagine

balmy barn
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custom fallbacks going byebye soon , too few used it so auto generated ones they going for

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but its like this now

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got a few but i dont make any custom fallbacks anymore

somber sequoia
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honestly it was way too much effort

stuck oxide
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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?

somber sequoia
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in what program?

stuck oxide
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blender

somber sequoia
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all I can think of is maybe it's trying to play an animation and you haven't keyframed those things

stuck oxide
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playing the animation turns them off too

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idk how to fix that

somber sequoia
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yeah it'll probably reset anything you didn't make a keyframe for

stuck oxide
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ive never had this happen before 😭 i dont really set keyframes for anything i just make rendered images not animations

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my model has no animation data on it either so idk why that would mess up

still turtle
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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

subtle atlas
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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)

whole nimbus
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Anyone experieincing issues with uploading? Toggles are not showing that I've created or even modified through testing.

worn kiln
whole nimbus
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Thanks Tony

merry briar
#

The sdk is having a fit for some reason

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-# ill be asleep

teal laurel
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i see sps sockets ;3

gaunt knoll
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What are you packages on CC

glossy needle
#

Hi, I'm looking for the Jax Toy emote; if anyone has it available for download, I'd appreciate it.

fluid sinew
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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?

somber sequoia
fluid sinew
somber sequoia
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I can't see what is wrong from here.

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oh! I do see where your UV maps are listed in the blender view, I hadn't clicked it open. Good.

balmy barn
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wrong uv slot / material , need to see farther out in blender

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this one easier to see, its row 0 , 1

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if you other meshes have other uv names, merging them and you now have more then 2 , exsample

somber sequoia
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you can see they have two UV maps listed in Blender if you click that image

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but yeah, zoom out the actual UV map too

somber sequoia
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looks good

fluid sinew
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The body mesh works fine

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But the muzzle doesn't

somber sequoia
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is that a separate mesh?

fluid sinew
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I joined the muzzle and Body mesh

somber sequoia
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oh good. and you're using the same material for both?

fluid sinew
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The muzzle and the body have two different textures

somber sequoia
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material

fluid sinew
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Booth

somber sequoia
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Okay so you're doing the muzzle tile discarding on the muzzle material, right?

fluid sinew
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I don't know if I understand
I selected the vertrecies of the muzzle material, and moved them to (1|1)

somber sequoia
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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

fluid sinew
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Ohhhhhh

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That makes sense

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I'll try it once I'm home

somber sequoia
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Yep - the body mesh isn't in charge of rendering the muzzle, if the muzzle is using a different material.

cedar edge
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Umm, how? why?

pine valley
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presumably you have some scripts running during build that add more lights

somber sequoia
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ha wow

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a certain 3-letter acronym tends to add a bunch.

pine valley
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121 is a remarkably big number

somber sequoia
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it is

pine valley
#

the control panel can only see what is on your avatar before you build it

cedar edge
pine valley
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notably, vrcfury has an option to build a test copy of your avatar, which is useful for checking the final numbers

somber sequoia
cedar edge
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I need to figure out what is making 110 lights

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because I can't see it in any of my prefabs

pine valley
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tools > VRCFury > Build an Editor Test Copy

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(i might have the verbiage slightly wrong)

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i accidentally clicked it and now i'm waiting for it to finish lmao

somber sequoia
#

excellent

cedar edge
pine valley
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Examine it with the control panel

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You’ll need to switch to the newly created avatar

cedar edge
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still 11 lights

somber sequoia
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you have 539 particle systems wow.

cedar edge
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that is next on the list

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for now, lights

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@pine valley unless there is another control panel, I'm not seeing a change with the test

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:(

pine valley
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reupload it and see if the light count corrects itself

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(make sure to delete the test copy)

cedar edge
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what the heck is doing this

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guess its time to play pull apart and see what fixes

cedar edge
pine valley
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you can view the stats in several different places

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i've noticed inconsistencies before

somber sequoia
pine valley
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(mostly with my avatar showing up as Very Poor in the avatar list)

cedar edge
#

well, i'm pulling off the celestial system to see if that helps

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it is... not an optimized asset xD

pine valley
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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

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by default, scripts only get run when actually building

#

VRCFury makes sure that this stuff happens when entering play mode

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I'm not sure how that would be possible though

cedar edge
#

well, how can i figure it out without manually picking this thing apart?

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celestial hands was not the culprit

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ok, i've taken half the stuff off my avi temporarily, hopefully this will help find the culprit lol

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OK, one of the things I took off was the culprit, time to figure out what

wispy spear
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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.

cedar edge
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not sure, but worth a try

wispy spear
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I gave it an image

cedar edge
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maybe some tags too

wispy spear
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But as I clicked build it disappeared

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My task manager shows that Unity is not actually working

cedar edge
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thats... odd

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hopefully someone here can help

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@pine valley I think I found the issue prefab

wispy spear
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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

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Like this

sick mesa
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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

cedar edge
wispy spear
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Yes

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Its weird

cedar edge
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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

pine valley
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(meaning that they're somehow escaping detection by VRCFury)

wicked olive
#

guys what i can do here to upload the avi

cedar edge
balmy barn
pine valley
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none of these are errors that block you from uploading

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(but 2 million triangles IS a remarkable number)

wicked olive
pine valley
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you'll have to show us an actual error you got

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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

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if you're getting an error when you try to build and upload, share that error

wicked olive
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do i need to del the sps ?

balmy barn
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security check goes, nope - havnt seen a 1m+ in awhile that recent uploaded

wicked olive
balmy barn
#

vrpill trash tier

wicked olive
balmy barn
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bet rest of stats terrible too

wicked olive
sick mesa
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the unity 2022.23.22f1 editor wont display its window

somber sequoia
#

is that little thing not unity?

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oh that's a thumbnail on the bar thing, right?

sick mesa
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it is but the window won't be displayed

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yep

somber sequoia
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k, I can't help - I don't use Windows 🙂

sick mesa
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so i cant do anything on it

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dang its okay

balmy barn
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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

twilit dagger
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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

balmy barn
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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

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not sure if they allow changing of value or not recently, but my older av's use that to change any physbone

twilit dagger
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ill try that thanks for the advice.

sick mesa
balmy barn
somber sequoia
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you do if you want to easily unpack a .unitypackage... though I suspect there's a tool for that somewhere

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hmmm I wonder if I want that

small valve
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Can you toggle physbones On/Off?
by enabling/disabling the component in a animation?

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Or would it not work / break?

balmy barn
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yup

somber sequoia
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yes

round comet
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Wouldn’t break, nawh

sick mesa
balmy barn
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you need unity in the end anyway

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no way you upload without it ratl

still shuttle
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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.

somber sequoia
#

Almost certainly that's an issue with your specific project

still shuttle
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What would be causing the issue?

somber sequoia
#

absolutely no idea without further info, it could be so many things

sick mesa
somber sequoia
#

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

sick mesa
#

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

somber sequoia
#

you can find tools to extract packages online

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I mean, they're just .zip or .tar.gz files with funny filenames inside and a manifest

rocky crescent
#

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 !

balmy barn
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ment for static poses so only moves it once (course people spam it to force it there)

rocky crescent
#

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

random raptor
#

Dose anyone know why when i ender play mode my avatars face mesh looses all materials

balmy barn
somber sequoia
rocky crescent
#

and sadly the doc doesn't help much ^^"

uncut plover
#

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

balmy barn
#

just toggle a camera on , now its your viewpoint

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enjoy nausiating low fov vrcRat

rocky crescent
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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?

balmy barn
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you dont ratl camera only way i know to have it stay there without spamming the posespace (plz dont)

hollow sable
#

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?

somber sequoia
hollow sable
#

oh alr

polar pelican
#

Uhh...... How do i fix this issue?

somber sequoia
#

add whatever parameters are missing. Unfortunately, they might be in one of the VRCFury prefabs you have

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it does sorta give you a clue, whatever NSFW Locomotion Full WD (VRCFury) is

#

and the menu item, seems to be gogo loco

polar pelican
#

But when i add this gogoloco prefab into other avis, they work just fine.

twilit dagger
somber sequoia
#

disable looping on the animation clip and on the animator state

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and make sure if you're doing this via AnyState, you disable "can transition to self" on all the transitions

twilit dagger
#

i dont see it anything that says "looping" is the problem

somber sequoia
#

not there, find the clip in the project, click it, and look in the inspector.

somber sequoia
#

that

twilit dagger
#

it was alredy disabled.

somber sequoia
#

cool

twilit dagger
#

thanks for your help not sure what did it but even tho it was already disabled it is working after i looked lol

somber sequoia
#

well I said 3 different places, but if that fixed it, that's great

twilit dagger
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ooh got cha

snow wolf
#

Does anyone know how to fix this?

somber sequoia
#

that error is not informative alone - see the first pinned message in here on how to show enough detail.

cobalt cloak
#

what is the ez way to replace the eyes on my avi with the new eyes

somber sequoia
#

delete old mesh, add new mesh, weight paint 100% to eye bones, export avatar as usual

cobalt cloak
#

But the mesh for the new eyes is on the floor, do I not have to put it where the old ones were?

somber sequoia
#

Yes of course, put the eyes where they should go.

cobalt cloak
#

but is there a eazy why to do that

somber sequoia
#

if you move the object, apply transforms after. or you can just go into edit mode and move the mesh

somber sequoia
#

Yes, do that in blender if you move the object around or scale it.

cobalt cloak
#

is ther not a why how i can snap it to the place were the old one were

somber sequoia
#

Sure, you can use the 3D cursor for that, put it at the right location, then snap the new object to the cursor

cobalt cloak
#

ohh ill try

cobalt cloak
somber sequoia
#

pace?

cobalt cloak
#

place

somber sequoia
#

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

cobalt cloak
#

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

somber sequoia
#

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

cobalt cloak
#

ye foud that out some how

tight quail
#

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

shell cairn
#

Anyone know how to fix where the particles on my avatar only show for me and not anyone else?

somber sequoia
#

probably your toggle variable is not marked as "Synced" in the parameters list

shell cairn
#

It is on already
That’s why I’m confused on why it’s not syncing

somber sequoia
#

yep, that's confusing 🙂

cobalt cloak
somber sequoia
#

ooh

cobalt cloak
left gull
#

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

cobalt cloak
#

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

left gull
#

what?

cobalt cloak
#

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

hollow forge
#

if anyone could help me with a fix lmk its driving me crazy ;-;

balmy barn
#

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

hollow forge
#

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

balmy barn
#

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

small dawn
#

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

sharp oasis
#

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

pine valley
#

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

somber sequoia
small dawn
#

so how do i put the actual HUD Menu Button into the place i want?

cosmic dove
#

When making a new project on alcomm should I add every repository or just some?

somber sequoia
#

add what you want

cosmic dove
#

all the others ik about but those idk what they are or if I need them or should want them

somber sequoia
#

you only need what you'll use, and you can always add later

cosmic dove
somber sequoia
#

each of those things can be looked up though

cosmic dove
#

I can try again i suppose I just looked them up and didnt really find anything useful about them. mb im just dumb tho

somber sequoia
#

for example, for me, the first hit on google for "vrc audiolink" is the creator's page about it

#

same for av3 emulator

cosmic dove
somber sequoia
#

I would not say, because I use neither

hollow forge
#

anyone know how to fix the review any alerts not showing up?

#

just stuck loading

proud cobalt
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  • 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?

onyx quest
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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.

somber sequoia
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explain/show what happens

vale tide
slow hawk
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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 vrcTupDead

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I tried to make it their own seperate things but last I checked toggles don't usually work when anims affect the same object?

late tinsel
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I have a avatar toggle for quest and PC everyone sees the toggle but I don't and it's driving me nuts

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And people on quest and PC see it too

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It's just you yourself cannot see it

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Why is that?

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And if other people toggle it you can see it but the person using the toggle cant

onyx quest
somber sequoia
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"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?

slow hawk
zenith spade
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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?

zenith spade
azure pelican
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Anyone know anything about uploading avatars? I need help please

lilac musk
azure pelican
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Error:Audio link already exists

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Assembly with that name already exists

lilac musk
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Are you trying to add Audio Link to your project when it already exits in it?

azure pelican
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I just uploaded what they sent me and it must of already had it but this is my 1st time

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How can I fix this

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I would appreciate any help

lilac musk
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All it sounds like is that you are trying to add it when it's already there. Don't add it and just upload?

azure pelican
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Where do I find it?

lilac musk
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Find what?

azure pelican
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I don’t want to delete the wrong thing

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When I click on the warning sign it highlights the audio link editor

lilac musk
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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.

azure pelican
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It’s a payhip avatar

lilac musk
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Okay?

late tinsel
azure pelican
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Ok I got that fixed now it’s asking about an VRCAvatarDescriptor is required

lilac musk
opal canopy
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why are they so different and how do I make them the same,

azure pelican
lilac musk
azure pelican
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Nope

lilac musk
opal canopy
lilac musk
lilac musk
opal canopy
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this ?

lilac musk
opal canopy
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basically im trying to make a flat png of a wind

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but it says I need an animator to upload

lilac musk
# opal canopy 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.

opal canopy
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testing now

fervent spear
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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?

opal canopy
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thank you so much @lilac musk

lilac musk
fervent spear
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yeaa i did fix it but the bone is still there for some reason, im not sure if it matters or not?

opal canopy
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also how do I upload for IOS?

lilac musk
lilac musk
sand cedar
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im trying to make an evangelion avatar how do i set the height so its taller than 5 meters

agile anvil
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ok certain shaders like standard lite/toon standard, for some reason their avatar is dark in some worlds, is there a way to fix?

lilac musk
rapid mirage
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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?

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i believe the avatar im using is using a shader called unitychantoonshader, idk if that hleps

astral coral
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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

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Help 😭

dense snow
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I am trying to animate changes in physbone properties and for some reason the behaviours do not change in spite of the numbers

ornate stump
astral coral
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Idk why when I go to a darker corner

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My avatar body gets really dark

ornate stump
astral coral
ornate stump
astral coral
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I have used the same model in the past

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With different clothes

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And I fixed it by using vrc fury anchor overrides fix

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And both of them in the light settings have the same thing

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So idk why that version of the avatar doesn’t work

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And the other one does

ornate stump
astral coral
ornate stump
astral coral
ornate stump
# astral coral 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.

astral coral
astral coral
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Both of them head and body

ornate stump
# astral coral Liltoon

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.

astral coral
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If u mean main brightness it exists

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But min brightness?!

ornate stump
astral coral
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OH it’s at 0

astral coral
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They both have it on 0

ornate stump
astral coral
rustic bolt
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does anyone know how to get the cats plugin to work on blender?

ornate stump
astral coral
lilac musk
ornate stump
ornate stump
astral coral
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Sure, also I used a head and body swapper so it will look little different

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@ornate stump

ornate stump
astral coral
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I’ve fixed the problem !!!

ornate stump
astral coral
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I copied the texture settings on the head to the body

ornate stump
astral coral
mighty kestrel
astral coral
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I hate vrc creator companion

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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

ornate stump
astral coral
mighty kestrel
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unity

rustic bolt
ornate stump
rustic bolt
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like could i get a link for both downloads cause i cant find the right ones anywhere

astral coral
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My bad I mean unity vrcPartyRat

mighty kestrel
ornate stump
mighty kestrel
sand cedar
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does anyone know how to do the thing where an avatar displays a visual effect to the whole map

fervent spear
uneven bough
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i'm wondering, can physbones be used to grab avatar limbs?

ornate stump
uneven bough
ornate stump
# uneven bough 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.

uneven bough
ornate stump
uneven bough
ornate stump
ornate stump
uneven bough
tardy locust
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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?

pine valley
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did you update an existing FBX file?

tardy locust
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Yeah

pine valley
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If so, check if the prefab got unpacked in the scene

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You should see a package icon next to your avatar's root object

tardy locust
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Naw, it's a disconnect between the armature and what the project in unity is expecting

pine valley
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the armature comes from the model

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there can only be a disconnect if you've unpacked the prefab

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(or deleted bones, i guess)

pine valley
uncut knoll
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Is there a way to load DDS files as textures in unity or does it have to be done in blenders shader editor?

tardy locust
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The prefab is referencing an FBX file that it's building off of, so you can just replace the FBX file with your own

pine valley
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i'm not sure how the blender shader editor would help you here, though

uncut knoll
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google said unity supports DDS files 😭

pine valley
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oh, yes, google says you can just throw them in the project

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although that post is from 2010

uncut knoll
pine valley
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yeah, this got removed

uncut knoll
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oof

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Im trying to port an asset made for unreal engine into unity so if that helps anything 😭

tardy locust
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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.

pine valley
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the SkinnedMeshRenderer will get updated when you reimport the model

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(since it's coming from the model prefab)

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if you unpack it, then the SkinnedMeshRenderer will not get a new list of bones

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so it'll be missing new bones, trying to reference deleted bones, and also might have the bones in the wrong order

somber sequoia
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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.

pine valley
tardy locust
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I mean, to be clear, it's also broken in the prefab

somber sequoia
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99% of the time easily solvable

pine valley
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you generally just need to reset the pose

tardy locust
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Like I said before, the prefab is referencing an external FBX file

pine valley
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I need to be sure that the model prefab isn't unpacked.

somber sequoia
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what prefab, the avatar prefab, or some other thing?

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'cause the latter isn't a problem

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(assuming you have that .fbx present)

tardy locust
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Avatar prefab

somber sequoia
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sorry I should have said "model prefab" as in the .fbx itself

pine valley
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please show me a screenshot of the hierarchy; i am not confident we're on the same page right now

somber sequoia
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yeah

tardy locust
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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

pine valley
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okay, now open the prefab here (by clicking the little > on the right side)

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This will show you another prefab

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Eventually, you should reach a model prefab, which will have the little package icon

tardy locust
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Ah, I didn't realize Azuki added another prefab layer...

pine valley
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That's a "prefab variant" – it lets you take an existing prefab and make changes to it, producing a new prefab.

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Very handy for this kind of situation

tardy locust
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Well, the base prefab does work correctly with the model I imported

pine valley
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Okay, so you have something like this going on:

  • Model Prefab (call this Mayu.fbx)
  • The original prefab variant
  • The prefab variant Azuki made
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The original prefab variant is working fine

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But the one Azuki made has weird skinning problems

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(and if you just drag Mayu.fbx into the scene, it should also look fine)

tardy locust
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It's 100% a problem with the armature

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You can see the same effect if you just start deleting the armature

pine valley
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I have seen a very weird issue where, somehow, the SkinnedMeshRenderer's bone list gets modified

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I don't understand how this is even possible – you cannot edit in the inspector, ever

pine valley
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i need to be sure before contiuing

tardy locust
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Well, yeah, something between the armature and the mesh, yeah

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And yes, it is

pine valley
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okay, so to confirm what's going on, drag an instance of the Azuki prefab into the scene

ornate stump
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You should answet this question first: is any of your prefab variant derived from the fbx file prefab?

pine valley
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then go to the body's SkinnedMeshRenderer, right click on it, and do Modified Component > Revert

pine valley
tardy locust
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All of them are derived from the FBX

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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

pine valley
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oh, okay

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i just needed a way to uniquely identify each prefab :p

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As long as the prefab variant chain ends with the original model prefab, you should be okay

tardy locust
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Yeah, so this whole setup works normally

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And no, this isn't a modification either

pine valley
tardy locust
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This prefab chain

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It's a deliberate part of the avatar and all of its variants

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Sorry, this is what I meant before with the FBX— The base prefab uses the FBX file as its base.

pine valley
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okay, gotcha

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and then there's a chain all the way back to the prefab you're using

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in that case, any change to the armature should be fine

pine valley
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If the bone list got changed (somehow), this will remove the override

somber sequoia
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love how that says "do not use"

tardy locust
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That's what I'm saying, there's no modifications, overrides, etc

ornate stump
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Also reverting has to be checked and reverted from the deepest variant first.

tardy locust
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Yeah, stuff like this is why it says don't use— Unfortunately, I'm using a modified model that I kitbashed together

pine valley
pine valley
tardy locust
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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

pine valley
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you've dragged a prefab into the scene

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so the instance will, naturally, exactly match the prefab

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make a copy of the prefab asset itself, then open it and try reverting changes to its SkinnedMeshRenderer

tardy locust
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That's also why I was asking if there's any way to check the bone list in the prefab

pine valley
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the list of bones is not displayed anywhere in the inspector; i've just seen this issue a few times, where it...changes anyway

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(genuinely no clue)

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The best you can do is to open the prefab asset in a text editor and read it

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(i do not expect you to do that lol)

tardy locust
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Actually, I didn't realize it was just a crappy attempt at JSON

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I'm going to read it now lmao

pine valley
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it's YAML!

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i have a tenuous relationship with YAML

ornate stump
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It's possible to use editor script to manually assign bones.