#avatar-help

1 messages · Page 258 of 1

pine valley
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yeah, you can reach in and mess with the array

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Anyway, my working hypothesis:

  • The original model prefab is fine (by definition; that'd be a Unity bug if it wasn't)
  • The first prefab variant is also fine
  • The second prefab variant has something wrong with its SkinnedMeshRenderer
ornate stump
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Possibly just put every prefab into the scene and test to see which of them starts breaking.

tardy locust
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Ehh, I had a similar problem before. It's a new project because I had to do a major version update, hence I'm starting over again. That's why I'm almost positive it's a disconnect with the armature

opaque widget
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I just got my new avi and have it uploaded, but it will appear purple on quest.The creator said to add the texture folder it has, how do I do that ?

teal laurel
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i suggest to duplicate the materials, and use something like toon standard for your material. Then replace the material on your qurst avatar, and see if itlooks correct

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@opaque widget

pine valley
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You have to use one of the built-in shaders

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"add the texture folder it has" doesn't make much sense

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Black Wolf's idea is correct: you need to use a built-in shader for Quest

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This page lists the shaders you can use

sick mesa
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Hey y'all I can't launch my unity editor everytime I start a project on creator companion. I can only view it via thumbnail and can never full launch it. Does anybody know how to fix it?

opaque widget
pine valley
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the Quest avatar must use Quest-compatible shaders

zenith spade
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Do you retopologize the teeth, tongue, mouth bag?

ornate stump
south agate
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i have like 45gb of avatar projects on my system that i want to reduce

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is it feasable for me to just hit the "create backup" button and then delete any projects that i'm not actively working on?

ornate stump
south agate
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gotcha, thank you very much

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to clarify i'm also fine to delete the rest of the files provided i have a backup?

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because it's still quite heavy

ornate stump
south agate
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yep yep

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thank you

cobalt cloak
ornate stump
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It's rotating correctly already though?

cobalt cloak
ornate stump
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Setting origin is a different problem from what you're showing.

cobalt cloak
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okay

cobalt cloak
ornate stump
cobalt cloak
cobalt cloak
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were is the potion for local i cant faind it is it under object transform

ornate stump
cobalt cloak
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sry i dont get it

ornate stump
cobalt cloak
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nop

ornate stump
cobalt cloak
ornate stump
cobalt cloak
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but its still rotating like an egg

ornate stump
cobalt cloak
ornate stump
cobalt cloak
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so i rotatit the objekt in the why it fits the globel then switcht to local and its still not working maby im to stubide

ornate stump
cobalt cloak
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yes

ornate stump
cobalt cloak
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the saim thing

ornate stump
cobalt cloak
ornate stump
cobalt cloak
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okay wait

ornate stump
cobalt cloak
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okay but Y is not working too
does it make a difference whether I choose x or y?

ornate stump
cobalt cloak
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what is constarin

ornate stump
cobalt cloak
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oh wen i but it in place to match the y axis yes i did

ornate stump
cobalt cloak
ornate stump
cobalt cloak
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but if i want to rotate it back in place i need the z or im rong

ornate stump
cobalt cloak
ornate stump
cobalt cloak
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the mesh is not round that why it looks like an egg

cobalt cloak
ornate stump
cobalt cloak
# cobalt cloak like that

but the rotation is on local and if i rotate it back i cant rotate it like in the video bc in not on the line eny more

cobalt cloak
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oh

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thx

stable isle
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any way to fix particles not appearing in mirrors? there's a particle system on an avatar i want to show in mirrors, but it's not.

somber sequoia
tight quail
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I'm trying to toggle an object using an animation controller and I can't get the thing to work. I have a working animation to toggle the object off that I confirmed through a vrcfury toggle that ran the animation. I cant get the animation controller to work to toggle the object. I confirmed that the animation controller is doing nothing by having both states set to run the animation
Long story short I need to use this animation controller to run this toggle. I am not what what all I actually need to get this animation controller to work with this object.
I put a full controller onto the object's prefab. It had the FX layer in it, it has a parameter list that I made in that full controller with the param to toggle in it. I even added that parameter to the global params under that full controller. Is there anything obvious missing that would cause issues?

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(also yes, same project as the last few days if you remember... haha)

timber wharf
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other animators are uncontrollable and care not for your variables

tight quail
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I had this working on a t-shirt prefab tho. I'm just trying to move it onto a different asset?

timber wharf
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then its controlled by your avi in some way

tight quail
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I'm not very knowledgable on animation controllers or playable layers yet so idk exactly what that all means. sorry

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Its been a lot of leaning as I go

timber wharf
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idk bout fury as well, i understand that it supposed to somehow append those to your main but no idea how youre supposed to set it up

balmy barn
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learning id never recommend vrcfury (hit my qouta of the day saying it) ratl

tight quail
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The only thing vrcfury will be doing in the end of all this is toggling a single variable from the radial.

tight quail
timber wharf
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sure. this whole fury thing exists for makers (through more complex setup for em) to not have to deal with customers unable to create a toggle

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just edit your existing fx layer

tight quail
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I added a new layer in the existing FX for the base and set both states to run the animation yet nothing still happened. Do I need to somehow link this controller to that object? The object has its own prefab.

timber wharf
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weight is 1?

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if you do have vrcf thing still itd probly override

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so try getting rid of that controller

tight quail
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Its the main controller for the avi tho. Wdym get rid of it?

tight quail
timber wharf
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no i mean its own prefab, does it uuuh stil tries to do smth with controller? really dont know how vrcf work

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i assume you do have gesturemanager or vrcemu

tight quail
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Gesturemanager

timber wharf
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and again, weight is 1?

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for the layer

tight quail
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Idk where to find weight. Didnt know that was a thing until you mentioned it

tight quail
timber wharf
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@tight quail cog near layer name

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whenever you make a new one its on 0 so useless

tight quail
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Ah its defaulted to 0 i see, 1 sec

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Yea its still not running the animation. I set weight to 1. Heres the controller. It should be running this animation costantly, no?

timber wharf
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uh, yes but why off

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if on is controlled by vrcf then it again probly would end up on top of your off

tight quail
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Its default on

timber wharf
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overriding it

tight quail
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vrcf isnt touching the object itself anymore. Only a parameter that will later be used in the controller.

timber wharf
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can you select your avi, select animation from animation panel dropdown and show keyframes

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if its not there just drag it on top of avi in hierarchy

tight quail
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Im sorry but select what?

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Wait the controller listed in there is different from the one I've been editing? Should I be working in the controller listed?

timber wharf
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no

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you should be working on whatever is in fx slot

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this on your img is discarded

tight quail
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So I should be working in Alphazear 2?

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Oh

tight quail
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oo

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Thats all this animation is haha

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(would it be better to just scale it to 0? im not sure whats optimal)

timber wharf
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was checking if the paths were right

tight quail
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Ah I c

timber wharf
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no scaling is dogshit btw it runs every vertex still. so only usable when youre mad optimizing for stats (and not real performance)

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ooooof idk what to propose. try renaming hoodie object, then in animation it should turn yellow, press f2 and fix that as well

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maaaay help with other stuff still trying to meddle with it

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or just add a goddamn cube to your avi and animation and see if it does disable properly along while hoodie stays on

tight quail
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Heres the full path btw

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I changed it from toggling the prefab to the model itself too w/ no luck

timber wharf
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looks right, should toggle the wholecobject

tight quail
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Oh the animation itself works. Trying with the cube, 1 sec

long grotto
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question ;
if i uploaded an avatar, publicly, which previously had nsfw toggles - but i removed the abilities to both see, use, and have them -- will i get banned for that?

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i think i asked this in the wrong place, whoops
forget this

timber wharf
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@long grotto if you never got reported, youre safe. worst case youre looking at 1-3 days🤷‍♂️

long grotto
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i just dont want to get banned for something that isnt nsfw anymore.

timber wharf
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well again, depends on how many people saw it

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and were bothered

long grotto
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suppose so.. that sucks
thanks for the help dude!

tight quail
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Okay so I changed out the animation in the FX for the cube toggle animation and it was able to successfully remove the cube? Testing a couple things rn to see whats going on

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Yea its able to toggle the cube, but I put the shirt animation back in and nothing

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The shirt is in its own prefab. Should this be unpacked?

timber wharf
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well then it is smth below yours fx layer that keeps shirt on. and based on youre renaming and it doesnt care i assume its vrcf whatever that dont care for names

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ie generates it on the fly

tight quail
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The only things I could find vrcf that were touching the shirt was the toggle that I removed.

tight quail
timber wharf
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honeslty no idea. i dont think gesturemanager allows to see resulting fx animator in playmode does it

tight quail
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It does. I had this working on a different asset on a different base before

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End goal is to get a collider to toggle the object.

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Actually... I''ll continue this another time. Thanks for the help tho!

pine valley
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Plug the FX controller into your Animator and make sure the animations are valid (and work when previewed)

tight quail
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The controller im working in

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Controller in the menu

pine valley
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That is not the same controller.

tight quail
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Yet I did that test with the cube like he suggested and it worked to toggle the cube in the first controller I mentioned.

timber wharf
pine valley
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(and "Alphazear_FX" is plugged into the FX playable layer in your avatar descriptor?)

tight quail
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And it worked to turn the cube off

pine valley
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"Alphazear 2" has nothing to do with "Alphazear_FX". It's possible that both controllers use the same animation clips, of course

tight quail
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2 is practically empty. One sec. I can send a picture. Stepped away from my pc for a minute.

pine valley
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get rid of it

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use your actual FX controller

tight quail
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OK. It’s weird then this is how the base came.

pine valley
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The actual controller plugged into the animator has no effect on the built avatar

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however, if you're intending to record animations for the FX layer, it would make sense to have that controller active

tight quail
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Alright. Any reason it would work to toggle the cube and not the shirt then?

pine valley
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I have no idea what your FX controller is doing right now!

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so it's very hard to tell you anything

timber wharf
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@pine valley no it doesnt matter. i just drag every animation of whatever on my root thus stockpiling em

pine valley
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i want to eliminate as many variables as possible here

timber wharf
pine valley
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that's probably "Alphazear 2", which wasn't actually being used at all on the built avatar

timber wharf
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yet it toggles the cube

pine valley
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without the gesture manager running, at least

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since it was plugged into the animator

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once GM turns on, the existing controller is thrown out

timber wharf
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but it does

pine valley
tight quail
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I removed the animation from the controller and the cube stayed

pine valley
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what controller? "Alphazear 2"?

tight quail
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Just got back to pc, going to plug the Alphazear_Fx into the animation slot

tight quail
pine valley
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Okay, that makes sense, then.

tight quail
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Wait a minute. Need to try something. Now the animations in the dropdown menu changed. Let me remake the animations and plug them into the controller again

pine valley
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the Animation window shows you all animation clips on your current controller

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so it's now showing you everything in the "Alphazear_FX" controller

tight quail
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Yes

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And the shirt is now gone!! Will changing that FX layer break stuff tho?

pine valley
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do you mean removing the "Alphazear_FX" controller from your Animator?

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that should be fine; the controller in there should not matter at all

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there is an edge case in the editor where you enter play mode before the Gesture Manager can do its thing

tight quail
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I put “Alphazear_FX” into the animator

pine valley
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the animator will wind up running whatever controller it was assigned

pine valley
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once GM turns on, it'll get updated to use the combined controller

timber wharf
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oh i see the flaw here

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it want a toggle to begin with

pine valley
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This should only matter in some kind of wacky default-value situation

tight quail
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Yea I’m seeing what was happening now.

pine valley
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(but I have gotten into such wacky default-value situations!)

timber wharf
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it was just running useless animator and gm was never invoked ie selected

pine valley
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oh, was the gesture manager never even running at all?

tight quail
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But yea, now it works! Tyyyy. That was the last missing piece for this

pine valley
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you must use the Gesture Manager to preview your avatar

tight quail
timber wharf
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@pine valley doesnt it need to be selected unlike aviemu to start?

pine valley
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I often enter play mode, then click on the object in the hierarchy

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You'll see your avatar snap into an idle pose

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until the GM initializes, the behavior you see will have very little to do with how your avatar will actually work!

timber wharf
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ye so with it not being a toggle that wasnt ever required, cause no toggles

pine valley
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without the GM, your animator will just play whatever controller it's given

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so if that controller did not play the "Shirt off" aniamtion, then the shirt would stay on

timber wharf
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love me aviemu

tight quail
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Well tysm for the help guys!!!! That should be the lsat piece of the puzzle to get this all working!!

pine valley
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I need to try out av3emu

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previewing network behavior would be great

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i've made some major oopsie-woopsies there

mental fulcrum
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First time uploading an avatar so im a little out of my depth.. what does this mean and how do i fix it?

pine valley
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There should be another error in the console

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You'll get a few that basically just say "it broke ):"

mental fulcrum
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Which one might it be?

ornate stump
mental fulcrum
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Ahhh

lime gorge
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am i supposed to extract this substance paint file?

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my textures arent applying properly and i need help step by step

small dawn
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I still need help with this, like, how do i actually put the HUD Menu into the root/Items/Funny Stuff Menu? I cant figure it out

mental fulcrum
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Is there a way to move the arms resting position on desktop? I dont like my arms clipping through my waist lol

tight quail
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Um... so im back already haha. I have a variable from my collider that is instantly flipping itself back to false when I flip it to true using GestureManager?

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It flickers to true for a frame then goes back

lime gorge
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im not waiting, im using copilot to help me instead..

lilac musk
lilac musk
tight quail
lilac musk
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Your trying to set the same parameter as the contact, right?

mental fulcrum
tight quail
lilac musk
tight quail
lilac musk
tight quail
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Oooohhhh, no thats a different param

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The contact is using "Custom_Contact" and the radial toggle is using "Toggle"

lilac musk
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So when you touch the contact, it turns true, then right back to false?

tight quail
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Instantly, yes

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I can see it running the animation I have linked to it for that frame too

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W a i t, the animation had a loop time. 1 sec...

lilac musk
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The animation shouldn't matter unless you have a parameter driver on the state

tight quail
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O yea. Still flipped that off

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But yea, its an instant flip back and idk whats causing it exactly

lilac musk
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Is the animation turning off the contact?

tight quail
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It shouldnt be. Its just running an animation to turn an object off

lilac musk
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An object the contact is on?

tight quail
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The object is defaulted off. It can be toggled on, and if the collider is activated, it turns off

tight quail
lilac musk
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I'm not getting a direct answer here. Is the contact on the object, or any of the children of that object, that gets turned off?

tight quail
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Holy shit... the animation deactivates the whole prefab... and the collider is within the prefab...

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Tyyyy

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I thought I had the animation just turning the object off, not the wohle prefab

lilac musk
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Yea if it gets turned off, the parameter would also turn to false lol

tight quail
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Yeeeaaaaaa that makes sense

lilac musk
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Also for debug reasons on contactors/physbones. You can turn on an overlay in your radial menu. This will make it so you can see them and get more info on what they are doing

tight quail
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Im just using gesture manager for this for now. Ty tho

lilac musk
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No problem

violet maple
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Hi, I have a problem. I imported a garment on my avatar and it is correctly placed and there shouldn't be any problem, but when I look up at the sky, I see the garment. It's as if it's standing right in front of my eyes, but it's not moving when I move my head that I look with my camera , and I don't know what's causing it or how it's fixed.

fervent spear
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hi guys asking again, anyone have any idea why my constraints are doing this to my avatar? i recently added rotation constraints to the legs, hip, spines, chest and neck bones, but only the leg ones work properly, the rest make my avatar look really weird in play mode?

also theres this massive "armature" bone, but i dont think it would be the cause of this

late wharf
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Anyone know what this means or how to allow thing I’ve never had this happen

lilac musk
late wharf
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How do I know what add on is breaking it

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How do I add allow pc lol what is this

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Like I finally optimized it for quest after days now this lol

lilac musk
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You would have to either dig into your asset files and find it, or ask the creator.

I wouldn't really know how to "Allow PC uploads" as it suggests as I've never used it. But again, asking the creator might be your best bet

late wharf
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Thanks man

lilac musk
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Just thought of something, what steps did you do to optimize your avatar? Cause if any of those was an addon, it might be the thing that's causing this

late wharf
radiant socket
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Hii how does one fix this idk how to use unity

minor trail
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Remaking my chibi and idk what I did wrong this time. I did it the exact same way

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Second pic is how it's supposed to be

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Gave up with that hair for now

lilac musk
low oxide
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i need help with this error i got it since purchase her on booth and i send a messages to owner but got ghost but her/him

minor trail
lilac musk
low oxide
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i run it with no edit

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just default avatar

lilac musk
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Is it stopping you from uploading? Cause parameters do get cast and so it might function fine

lilac musk
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Odd. I'd probably contact the creator of the avatar and see if they know what's going on.

Though if you really want to try to fix it yourself, is to just use deduction to figure out what parameter it is. I'd remove the animation controllers 1 at a time till that error goes away. Then you'll know which controller it is. Duplicate it and replace it. The error should be back, so now 1 by 1 start removing each parameter in it till the error goes away again. You'll have the culprit at that point. You can then figure out which type it should be or if it's one in another controller and set it correctly.

low oxide
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okay thanks you

desert sonnet
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Im trying to get my models lip synk to work in MMD worlds but idk how to can someone dm me and help (i say DM bc im not active here and may miss a reply)

balmy barn
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think wink2 right got the wrong character tho - fixed it on mine

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ウインク2 <

desert sonnet
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do i need to do anything in blender if so im cooked

balmy barn
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yup

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its blender

desert sonnet
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Do u know blender?

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maybe u can try to talk me through it?

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idk how to port the model to blendere

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or back without completly breaking it

balmy barn
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import avatar / plugin , do that , export over fbx in unity ( do not do this if its unpacked )

desert sonnet
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what

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can you help

dark jay
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I have a question lets say a model has a toggle for a hand puppet how would i get that model to speak with the hand puppet and what i mean is when toggled off its the regular model speaking but with the puppet in hand turned on its the puppet talking

ornate stump
glass condor
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Quick question for the late at night avatar makers: Is VRM 1.0 supported by Vrchat? I'm noticing that there's no dedicated program to convert them to fbxs for Vrchat. What do I do?

balmy barn
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use blender instead , you wont get a terrible unoptimized mess

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vrm > blender > unity > vrchat

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0 and 1 supported

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whenever i see the tutorials that use vrm converter in unity it will be very poor instantly, no reason why

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you can get good/medium on a vrm pretty easy

glass condor
balmy barn
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doubt its for v1

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guess there is

glass condor
# balmy barn guess there is

Is that univrm? Cuz when I check it out, there only seems to be an option to export the vrm 1.0, not convert it for VRC.

balmy barn
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much better ways to export a fbx to vrm then that tool exsist ratl , been a very long time since ive tested univrm

glass condor
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Fair I guess

desert sonnet
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i assume ill never get my MMD done im lost

ornate stump
desert sonnet
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or better

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the blendere side of it

ornate stump
# desert sonnet i just dont know MMD stuff

First of, the model needs MMD compatible blendshapes(or shapekeys in blender). You have to check whether if your model has those blendshape or not. You can look MMD shapekey list on the internet.

hazy pike
#

actively going insane trying to figure out why this happens when I import this model into unity,,, and this is what happens when I turn outline on 😭 (using liltoon)

I've checked my normals and they're correct, Im not sure what I did wrong here

ornate stump
hazy pike
somber osprey
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this model has 2 materials but when I drag the texture png on it, it applied to both

how can I change the 2nd material?

ornate stump
somber osprey
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here unity sees 2 material shaders but I can't edit them

ornate stump
somber osprey
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idk if I'm stupid or I'm not seeing material asset

ornate stump
somber osprey
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oh. then how do you do it then?

ornate stump
somber osprey
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fixed it. thank you

somber osprey
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I know I'm doing something wrong here but Idk how to do it exactly

is there a way to have 2 radial puppet control the animation motion time on the single object?

basically the object I have as 2 radial puppet with 2 animations, both meant for adjusting height and distance, but I can only get one working but not both. how can I do that?

austere forum
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Hi there, have a strange problem need a hand. Changed avatar a little bit (added new sittitng/lying positions, and some items with toggle), buw smh broke lipsync and now it's looking by default like this. In gesture manager it still looks ok and idk what the problem is (really don't want to do all the changes from the vanila model)
When mouth is closed it looks like 1st screenshot, when opened it's ok

balmy barn
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only the default state on these will work, cant go to other

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see exsample i had, they are all in one layer each

somber osprey
balmy barn
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just be sure they are moving a different gameobject not the same - it wont like that , and these are not 'i did it like that' , completly different images

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again , you motion time these gameobjects to move

mental fulcrum
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How might one go about customising an avatar? Changing the hair etc from whats already built in

balmy barn
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might want to remove the old first unless its own mesh then its pretty easy delete ratl (if it actually have its bones in it)

lone brook
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if my assets are hidden like these, do they count towards the avatar size?

balmy barn
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yep

lone brook
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oh so i should just delete them then

balmy barn
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duplicate and delete on that one incase you want to go back ratl sure

little plume
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my model isnt rotated in the animation, but when previewing my animations in a timeline director, its rotated.

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rotating the object itself does not fix this, because it goes pack the the rotation that its forcing itself into

real timber
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Hi i am trying to work on a HUD using the old error shader. Does anyone still remember how

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Or know of a better one for making a ODST One

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How do i do that?

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And i want to add various texture to it

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Sure!

lilac musk
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@real timber Careful, that account is very suspicious.

little plume
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looking at my animation clip she is in the right position

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previewing on a playable director has her rotated

winter kite
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Does anyone know of any good tutorials/guides/documentation on how one should properly set up VRC Parameter drivers, especially syncing randomized parameters?

I was working with a friend just last night for over 3 hours trying to get a single randomizing synced parameter to work for remote users

balmy barn
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run random locally, go to another state, set a parameter ( int in this case 1 2 3 4 )

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my afk didnt have local first so it gave random roll to everyone

winter kite
#

Like this is what I'm talking about! Thank you! Why does one need to do Is Local the first time, but then not the second. There's a lot to this in particular that's really hard to understand the logic of that I can't seem to find a lot of info on

umbral cargo
balmy barn
balmy barn
#

where the part setting it after for everyone come in ratl

winter kite
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That's the part that was throwing me off. Setting a random param, even when Is Local was checked, and synced in the expressions, was still producing random results for remote users at times. There were additional steps like you mentioned now that were required that I wasn't aware of before. Thanks for helping!

somber sequoia
# austere forum Any help? 😄

can't tell what's going on there, sorry. if it doesn't happen while testing in play mode then that's quite weird, normally I'd say to check if any animation is activating one of the visemes when it shouldn't be.

charred epoch
#

Is it possible to get an avatar contact reciever to go off to being in ontact with the world, like its walls?

#

Or anything similar as I just need it to send out a arameter when it does

hallow coyote
#

for later reference, how do i do glitter on a texture like in this image?

balmy barn
#

looks like poi glitter

#

other ways to do the same effect exsist ratl

somber sequoia
lilac musk
dapper peak
#

My physbones are not visible even when I have them in my hierarchy. Gizmos are set to be shown so I don't know what is going on

hallow coyote
somber osprey
lilac musk
sullen fern
#

how genuenilly do ppl get so many toggles and physbones on quest, i try too and its too big, i do blendshape optimizer,optimize the texures,direct tree optimizer, and more and it still is too big

lilac musk
#

Well blend trees have nothing to do with that kind of optimization. They are probably reducing poly count pretty dramatically as well. Poly count does impact size quite a bit

balmy barn
#

check mesh size, they can be 90% of your avatar size if you have a massive one

#

for a quest anyway

sullen fern
#

so what can i do to help it?

lilac musk
#

Well seeing as you're already using a blendshape optimizer, you'd either need to find out if you have other unnecessary vertex data and remove it, or start reducing poly count as I mentioned

balmy barn
#

offline build, check build size, lower whatever is the biggest ratl

#

( thanks hdr for making a fuzzy image )

balmy barn
#

if you dont only the last one in layer will actually be able to move it

somber osprey
pine valley
#

make a chain of game objects

#
  • Yaw
    • Pitch
      • Roll
        • Holder
#

each one gets rotated around a single axis

#

Rotations are remarkably annoying. Breaking them into single axes makes it much simpler

lilac musk
pine valley
#

Laptop is a game object, as is marina_laptop_ARM and bip_skl_root

somber osprey
pine valley
#

doesn't MarinaLaptop have a SkinnedMeshRenderer on it?

#

rotating that object will do nothing

#

a SkinnedMeshRenderer only cares about the pose of the bones it uses

somber osprey
pine valley
#

same thing: if it'a a SkinnedMeshRenderer, then it won't react at all

#

if it's just a MeshRenderer, then that armature doesn't make sense being there

somber osprey
#

so what should I do then?

I'm still new to this, I just ported this model from another engine

pine valley
#

show me the inspector for MarinaLaptop.dmx

pine valley
#

that's correct!

#

and yeah, that has a SkinnedMeshRenderer

#

To most the laptop model around, you need to move the bones in the hierarchy. I'm guessing those are:

  • bip_skl_root
  • bip_screen
pine valley
#

next up: what are you trying to move here? the entire laptop, or just the screen?

pine valley
#

gotcha

somber osprey
#

I'm trying to move it up and down

forward and back just for adjust

pine valley
#

Position only, not rotation, correct?

somber osprey
#

cause switching pose in goco loco won't make it follow, hence the 2 animation for 2 radial puppet

somber osprey
pine valley
#

Gotcha

#

(i was originally confused and thought you were doing rotation!)

#

You have two options here:

One is to do what Thulen suggested: add some more parent objects and have two layers.

You'd set your hierarchy up like this:

  • LeftRight
    • ForwardBack
      • Laptop
#

Record your animations so that one affects LeftRight and one affects ForwardBack

#

Play them on two separate animator layers.

#

The other is to use a blend tree. Here is how it would look:

#

You'd record four one-frame animations for "down", "up", "back", and "forward"

#

The root tree plays two trees at the same time!

#

the other two trees are straightforward: they use a parameter to blend between the two animations

pine valley
somber osprey
pine valley
#

You can't do this if you're going to use a blend tree

#

Your current animations depend on being able to use the "Motion Time" setting on an animator state

somber osprey
#

so I NEED 4 animations?

pine valley
#

Yes, each of which has only one frame

#

"Laptop Down" should have one keyframe that moves the laptop down by a meter

pine valley
#

this is very useful for complex blends; you can do a bunch of animating in one clip and then scroll through it

#

Although, you know what

#

Hang on

#

ah, nvm

somber osprey
pine valley
#

i was thinking you could still use Motion Time on the state that controls the blend tree

#

But that would not be very helpful. It would scroll through both the front-back and up-down animations at the same time.

somber osprey
#

...shall I continue trying to make 4 animations?

pine valley
#

Yes.

#

You can duplicate your existing animations and just delete one of the two keyframes

#

that's often how I create these simple animation clips

somber osprey
somber osprey
pine valley
#

You'd have two layers, each of which plays one animation

#

They'd also need to target different objects

pine valley
brisk hazel
#

?????? im so confused

pine valley
#

that is not an error

#

I think Armature Link can delete the object it was on in some situations

brisk hazel
#

its still on the avatar.

#

its just refusing to link

pine valley
#

this is not the problem, then

#

something else is wrong

#

Did you try to link the object with the SkinnedMeshRenderer on it? This would not be correct

#

I presume this is on a model with an armature

#

you want to link the armature

pine valley
#

That's almost right, but your direct blend tree should use a "One" parameter for both of its children

#

(make sure the default value is 1)

brisk hazel
pine valley
#

show me the hierarchy, including the object you're trying to link

brisk hazel
#

I've done it before I dunno what its doing now

pine valley
#

which object has the Armature Link on it?

brisk hazel
#

the gun

pine valley
#

"Gun L"?

brisk hazel
#

yes... cause thats how I've done it in the past with no issues

pine valley
#

show me the inspector for that object

brisk hazel
pine valley
#

this is an empty object with nothing else on it

#

do you have something else that uses a constraint to follow the 'Gun L' object?

brisk hazel
#

not as far as Im aware

pine valley
#

then i'm not sure what you're expecting to happen

#

this object has nothing attached to it

#

and nothing uses the object

brisk hazel
#

I mean, the renderer is there when I put it in.

balmy barn
#

thats alot of spines

pine valley
brisk hazel
#

Nvm, I figured out what happened

brisk hazel
glass solar
#

so im making an avi that uses transparency and whatnot they all use multiply and I'm using renderque. it looks fine in unity but in vrchat its not

somber osprey
#

Fen, how is my setup?

late wharf
#

Anyone know why my avatar is disappearing on uploads and then in unity

timber wharf
#

@glass solar i dont think avatars are allowed to use such extreme renderqueues, stick to 3000ish values

plain mural
#

My avatar is a snake. When the player looks at the tail or generally turns even slightly away from me, my avatar and its long tail disappear. How to fix it? Through a bounding box?

timber wharf
#

yes

#

physbones are disabled when bounding box is culled

balmy barn
#

keep entire av 1 mesh to avoid wierd culling when viewed from certain angles, always funny to see those avatars in world , poof goes their hair or clothes ratl

timber wharf
#

@glass solar also having 10 overlaying sprites on mobile is a nice way to kill any double-digit fps. if its for mobile

quasi swallow
#

is there somewhere i can go to get help with specific errors i'm experiencing when upload an avatar i found? or would it be this channel?

little plume
#

enabling legacy blend shap normals makes the head super shiny

rain epoch
#

That's not shiny, it's look like his face was Dip in the Cement

little plume
#

ok now looking up makes it looked fucked up

#

looking at a normal angle

rain epoch
#

I'm not trying to be racist or anything..

obtuse bison
#

What could be causing this issue where clicking "upload" results in the panel turning gray and then nothing happening at all?

little plume
#

i have 0 clue why the model is so fucked up

#

the nagle you look at changes the lighting ALOT

rain epoch
little plume
#

just looking at a different angle

rain epoch
#

Oh my bad

little plume
#

the lighting is being so weird

#

why tf is it doing this

#

i cleared custom normals

rain epoch
#

It's Quest 3s?

lilac musk
#

Sus

little plume
#

well

#

desktop

rain epoch
#

I see

lilac musk
pine valley
rain epoch
#

Are you referring to me?

glass condor
#

hey im trying to add this item to my avi, but its transparent on one side. how to fix?

balmy barn
#

disable backside culling , depends on shader you using

glass condor
#

I tried flipping normals and it just causes the same issues on the opposing side.

glass condor
balmy barn
#

wich shader are you using

glass condor
#

I'm not sure cuz this is in blender, but I plan for this to be toon standard for both.

I did find a Shadow section in the material and enabled Double Sided, and that fixed it...but idk if it's permanent.

#

Or if it will work in Unity.

lilac musk
lilac musk
#

You can do it in blender too if you simply want to see the other side while you work on it

glass condor
#

Aight that fixed it, the Toon Standard setting. Thanks @balmy barn and @lilac musk ! Turns out the tutorial I was using was outdated too

#

Old quest shaders didn't support fixing the culling ig

lilac musk
#

Yea, the new toon standard was the first to introduce it for quest. Old workaround was to duplicate the mesh and flip the normals making 2x the poly count. Glad that added it

#

Oh and just FYI, backface culling is actually the standard way of rendering in video games. Just that avatars in VRChat are kind of odd and so having it off becomes more common.

hot loom
#

How to fix?

flat mauve
#

can i use Mixer to make avatars for vrchat? i dont wanna use blender

#

cuz like i wanna do a avatar with my friend so

night ember
#

why do you not want to use blender

flat mauve
#

This

balmy barn
balmy barn
night ember
flat mauve
#

and blender is TOO COMPLICATED

#

you know what they say

#

strength comes from unity

balmy barn
#

does it spit out a fbx with straight humanoid bones , visemes ? (blender can do that easy)

night ember
#

majority of the time its the person that is overcomplicating blender

#

you can just not use the majority of blender's features

flat mauve
#

anyway can i or not

night ember
#

Ive never even heard of mixer

flat mauve
#

wait let me research

lilac musk
#

Then it should work, but then again, why not just use blender at that point?

flat mauve
#

''Mixer: a Blender Addon for Collaborative Editing.''

flat mauve
night ember
#

ehhhhhhhhhhhhhhhhhhhhhhhhh

lilac musk
#

If it doesn't remove any function from blender, then yea, you can use it

flat mauve
#

ok im doen

balmy barn
#

you need unity in the end anyway , and that looks ooold

flat mauve
#

done*

flat mauve
lilac musk
#

I think they were

flat mauve
#

ok nvm theyre not

fair roost
#

Anyone good at making avis?

rain epoch
#

Yeah

rain epoch
lilac musk
balmy barn
#

doubt it, you keep saying random stuff in channels, not really showing much vrpill and that funny bio

lilac musk
#

Yea that Sophize account is very sus

rain epoch
balmy barn
#

im not here to be nice

rain epoch
lilac musk
#

Yes.

rain epoch
#

How can you judged be without knowing?

rain epoch
lilac musk
#

I know that account is sus, so I'm not?

balmy barn
#

now show us what you can do 🐧 , you were about to show something ? or was that in dm's

balmy barn
lilac musk
#

So VRCRaycast was just released into the SDK beta, does that mean that would only work in the beta builds?

balmy barn
#

that would be a first for me in this discord, i dont dm 🐇

hot loom
#

Alright, YouTube/etc tutorial?

balmy barn
left gull
#

vague posting helps nobody :P

covert ocean
#

hey is there anyone here that could upload a vroid avatar for free on here? theres a very simple model i want uploaded but im very impatient and want it soon...

vagrant totem
#

There is a avatar called Goku black with a side of kiwi fruit I know it’s a stupid name and one of the attacks is called judgment cut, and judgment cut end. How do I both of those

left gull
covert ocean
little plume
#

deleting custom normals in blender did not fix it

surreal sinew
#

Please help me CatSob

#

It’s saying object references not set to an instance of object

hot loom
#

It's scam.

stable citrus
vagrant kayak
surreal sinew
#

Nope

radiant night
#

Why do seemingly all avatar bases have the head and body separated?

somber sequoia
#

there was a time when having blendshapes on a mesh with over a certain number of polygons was really expensive to render, so people started splitting the head from the body, as that's where more blendshapes are (visemes, expressions)

radiant night
#

Ohh right, the file size required for blendshapes comes from the amount of vertices, not from how complicated it is

hot anvil
#

anyone know how to fix this?

#

it wont let me set the rig in unity

still shuttle
#

In your case it's the head mesh

bright raft
#

so my avatar's hand colliders are just gone and I can't interact with physbones at all and haven't been able to for like a year. I've been banging my head against this for so long, but I just can't figure out why it happens, if anyone has any ideas to try out I'd supper appreciate it, even if I've already tried it

hot anvil
spiral jay
#

How do I add these lashes to the head it’s Ilumina or whatever head. I’ve literally been trying to add the lashes, enjoying the matches. I’ve been shrink deform and all of that but because it has more than two polygons, the shrink the form won’t work any sub surface deform won’t work on the shrink wrap doesn’t look right and when I try to join him regularly, you don’t work they don’t move with like when I try to join a regularly for some odd reasonthey disappear like what the Frick and then not only that it’s just they won’t I just want I just want lashes on her

knotty lichen
#

is there a tool for viewing avatar fallbacks in the unity editor?

wanton cedar
spiral jay
#

Like I can see them there because of the outline but like for some reason they are completely invisible

wanton cedar
#

Did you Ctrl + A the lashes before joining them? Maybe the UV map names aren't the same, so the lashes uv maps are being overwritten

spiral jay
#

Oh my fuck

wanton cedar
#

the uv, which tells the mesh where to go on the texture, will move if you don't have the same map names before joining them together.

spiral jay
#

It isn’t the same name

wanton cedar
#

Thats most likely the issue

spiral jay
#

Maybe that’s why? Blender is kinda funky like that

#

Are you kidding meeeeee

wanton cedar
#

Just a quick change and it should all be good

spiral jay
wanton cedar
#

It happens to all of us at some point

spiral jay
#

I wanna cry cause I’ve been stuck on it for HOURS

wanton cedar
#

You're welcome :)

spiral jay
#

I was asking chat got and everything

wanton cedar
#

Id say go to gemini if you want to ask ai for help

#

But go here first before ai

spiral jay
#

Okayyyy thx uuu

#

So now I just gotta make shape eyes for every thing?

#

Or like is there an easier way?

#

Wink wink

wanton cedar
#

Did it not come with shape keys? If it didnt, yes you need to make them yourself

spiral jay
#

Dang

#

Sighhhhh

wanton cedar
#

It's really not that hard, just takes time

spiral jay
#

You think I could just get away with just the blink and work on the rest later

wanton cedar
#

Just dont expect the lashes to follow the eyes if theres other expressions present

spiral jay
#

Okayyyyy

quartz quiver
#

hi guys, i just joined vrchat server looking for help so i can finish my avatar, this is it but i dont know how to make the rig animation works, can anyone help me please?

lilac musk
quartz quiver
#

wait

#

let me show you

#

i dont know how to configure this rig

lilac musk
#

it simply looks like it didn't populate the upper and lower leg. Just give it those bones and it should be good

quartz quiver
#

it's showing an error now

lilac musk
quartz quiver
#

i was checking it rn but what i have to do?

#

it's my very first avatar creation, im sorry if i am saying stupid things

lilac musk
#

No your good, it takes time to learn. You're already doing more than most people by being willing to use blender lol

It was saying your foot bone isn't the child of your leg. So select the rig, go to edit mode, select the foot, make it's parent the leg

quartz quiver
#

alr

#

YESSS

#

it worked

lilac musk
#

Nice!

quartz quiver
#

i'll continue the tutorial i was watching, if i get more problems, can i dm u?

lilac musk
#

Best thing to do is simply continue to ask for help here. That way if I'm not available, someone else might be able to help.

quartz quiver
#

okei

#

sorry for asking also

lilac musk
#

all good

quartz quiver
#

i think it's done

lilac musk
#

Awesome!

quartz quiver
#

time for testing : D

#

oh my god, i was about to test it on my quest 2, IT RESTARTED MY PC AND MY VR BATTERY JUST DIED LOL

lilac musk
#

oof

quartz quiver
#

im testing it on my pc anyways

lilac musk
#

Something wrong?

quartz quiver
#

the eyes are moving with the skin

#

like

#

it's ´´falling``

#

i personally think that's VERY good for my first creation

#

im proud of myself :, )

lilac musk
#

You did good for sure, most people never make something from scratch

quartz quiver
#

do you have the requirements for publishing avatars?

lilac musk
#

requirements?

quartz quiver
#

it says i don't have the requirements

#

something like that

#

i don't remember exactly

lilac musk
#

You have to have a VRChat account with a rank of 'New User' or above

quartz quiver
#

i don't have it lol

#

do u have? i wanted to use it tomorrow, i have english class in vrchat (im from Brazil)

lilac musk
#

It's not very hard to get, just play for a bit, hang out, and make some friends

quartz quiver
#

okei

#

i'll try

#

10-20 hours..?

#

im cooked

#

i made this account only for creating the skin

#

i have 0 hours

#

only minutes

lilac musk
#

You made the avatar before you played vrc?

quartz quiver
#

yes, but i didn't know about this

#

i play vrchat since last year

lilac musk
#

so you have another account?

quartz quiver
lilac musk
#

Then why not upload it to that one?

quartz quiver
#

it's only on my quest 2

#

idk how to enter on it

lilac musk
#

You can link your accounts. That way you have your hours/friends/favorites but it will be a VRChat account for you to upload your avatar

lilac musk
#

You should have a way to do so in game. So get on your quest profile and go to settings and find a button that says "link account"

analog pivot
#

anybody know how to fix "Avatar validation failed" error?

arctic ginkgo
analog pivot
arctic ginkgo
#

⚠️ means something might break, but the avatar will upload correctly. 🛑 means something is broken enough to cause issues with unity or for your avatar to be unable to be built or uploaded.

analog pivot
#

okay so i did this before and it didnt work but after messing around with some stuff and deleting the parameter that is not defined, fixed it but the parameter was for vrc expressions menu which seemed important to not delete so idk

quartz quiver
#

can someone publish my avatar for me please? i don't have new user trust rank for it

#

please dm

teal laurel
left gull
#

buying or getting gifted vrchat+ also gives you a one-time boost

rare jacinth
#

Is anyone having issues with avatar fallback not having clothes even though it does on its preview?

ornate stump
rare jacinth
ornate stump
rare jacinth
ornate stump
rare jacinth
misty musk
#

im stupid how do i weight paint this skirt so then it doesnt show everything when i sit 😭 (ping or else i wont see)

lilac musk
mental fulcrum
#

Ive gotten a handful of avatars now, but im not quite sure how to customise them beyond built in options.. what guides are the best?

lilac musk
leaden token
#

No one trying to figure out why security check is failing for android? But unity says theres no issue?

lilac musk
#

What?

leaden token
# lilac musk What?

I don't understand why. On PC my avatar is perfectly working, but for some reason when I switch to android it says it uploaded for android

But when I check the website, it says "Security check failed"

lilac musk
leaden token
#

just an error bot

#

On the game, it says the avi is compatible for quest

lilac musk
#

Then the avatar probably has something that's causing it. If it's not straight up telling you, you'll have to use some deduction to figure out what specifically is causing it. Try just uploading without any extras. Just the barebones meshs/materials. Then slowly start adding things back one at a time until it gets flagged again. That should give you an idea of whats causing it

sleek pebble
#

how can i make all this stuff fit?

#

im guessing i gotta take it to blender, but how do i do that? taking the fbx and applying the armature and then bringing those fbx's back in and applying the textures from the original?

somber sequoia
#

The FBX ought to have the armature already in the file

#

it wouldn't really work right otherwise

sleek pebble
#

because im kitbashing this from another avatar

somber sequoia
#

if you're importing a working .fbx then that's already done

#

if you're kitbashing, it really depends on what you've got

sleek pebble
#

not to mention i cant scale them down properly

#

the tac gear is from Eno3D avatar, while the base is chocolat from booth

somber sequoia
#

never seen either, but you'll want to fit the clothing, then swap it to use the avatar's armature, you only want one armature there.

sleek pebble
#

like do i just copy and paste the armature?

somber sequoia
#

no

sleek pebble
#

also it wont let me scale down individual pieces in unity

sleek pebble
somber sequoia
#

but you could use something like VRCFury's armature link to connect them in Unity

sleek pebble
#

oh

somber sequoia
#

assuming it fits already. if it doesn't fit, maybe blender

sleek pebble
somber sequoia
#

I do any reshaping in blender

tranquil heron
#

How tf does iOS need the android debug bridge?

Yes, the build target is iOS for your information

somber sequoia
#

did you click "build and test" instead of "build and publish"? that's what uses adb for the android versions

tranquil heron
#

I want to make sure it works for iOS before publishing, VRChat updated their documentation about this new protocol.

somber sequoia
#

oh so you're testing on an actual device?

tranquil heron
#

Yeah.

#

I got an iPhone 16 I want to test it on

somber sequoia
#

ah neat, haven't tried that

tranquil heron
#

I am going to reinstall Unity and see if that fixes it.

sleek pebble
somber sequoia
#

scaling is part of reshaping

light heath
#

Can someone tell me all the steps on how to make a 2-D animated avatar?

lilac musk
light heath
lilac musk
light heath
lilac musk
#

Not sure I'm understanding the question. You want to know of assets to put on a known male base? Might need to rephrase it

tranquil heron
lilac musk
lilac musk
tranquil heron
lilac musk
#

I don't know of something in Unity that would just make a base not skinny. You would either have to get another base that fits your needs, or modify the original in blender

slim osprey
#

do you know the steps to do it in blender and how to successfully import it into unity?

light heath
lilac musk
tranquil heron
worthy carbon
#

i think i might need some help on making avatars, i'm keep doing the old method with the creator companion and got my own model facing backwards lmao

lilac musk
light heath
lilac musk
#

Okay

slim osprey
#

so i got these two files / I opened komano.blend in blender IF I Want to edit only his body, can i turn all the toggles off except body and then enter sculpt mode?

#

or was i supposed to import the fbx file into blender?

lilac musk
slim osprey
#

By clipping you mean once sculpted, body parts can clip through clothes and stuff??

lilac musk
#

Yes

mental fulcrum
#

How do i change the colours for this texture on krita?

slim osprey
#

once im done sculpting how do i export and import into vrc unity? Do i need to toggle all the other scene collections on?

arctic ginkgo
slim osprey
#

just sculpting on a base the "karada"

arctic ginkgo
# slim osprey just sculpting on a base the "karada"

Well you'll need to export whatever was imported. If everything in your project was imported, then the default settings should be fine. Just make sure to set "Apply Scalings" to FBX All. In order to export, just go to file>export>fbx

slim osprey
#

I dont have anything on my unity project assets folder atm. I sculpted my model from this folder :
Used the file komano.blend

arctic ginkgo
slim osprey
still shuttle
slim osprey
#

I already went ahead but where is the option for apply scalings to fbx all? / i did turn off leaf bones

#

I placed the mesh into the mesh but how come it shows up like this :

gusty inlet
#

dk if this is the place to ask but does anyone have a lip mask for ''Cici's type 3'' Male head? I'm trying to add lipstick to the top lip and I don't have substance painter nor very good blender knowledge when it comes to painting on meshes

unique palm
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can anyone helpo me with blender if so please dm me

austere gale
#

How do I work this hud stuff on vr

somber sequoia
little plume
#

how do i fix my avatar preview just being a floating head lol

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im using vrcfury to switch which outfits are active, which works fine when wearing the avatar, but the preview is just a floating head

somber sequoia
#

that missing item is probably an issue, even if not this one

somber sequoia
little plume
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i mean teh avatar works, but the floating head just lokos weird

somber sequoia
#

Sure, it just caught my eye.

gentle iris
#

how can i merge a expressions para to the one on my avi?

balmy barn
#

you can use vrcfury full controller like this and it will add to the one on your descriptor on build/play

#

there is other ways of adding everything to another one , but havnt used that in awhile

gentle iris
#

ok

balmy barn
little plume
jade parcel
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anyone familiar with the easy voxel shader and know why this is happening?

wondering if there is also a way to hide this from quest side as i have quest users saying i turn completely pink when i enable it, but was sure the shader said it was supposed to be incompatible with quest. im learning that incompatible =/= wont show for them when i toggle it on pc.

short ferry
#

question, is there a way to have a matcap only effect a specific part of the uv?

indigo compass
# jade parcel anyone familiar with the easy voxel shader and know why this is happening? wond...

Incompatible does mean "not compatible", won't work.

And since it simply won't work you need to remove or modify the toggle for it, becoming pink on Quest like you are describing is what happens when you ask it to render a shader it can't render (because custom shaders aren't allowed on Quest avatars), the pink is the fallback for when there is no shader or the shader itself is broken (in this case it is that there is no shader).

Also since I can't tell if you know, Quest and PC avatars are completely separate things, the only thing making them one avatar is the ID they both share, the Quest version could be completely different from the PC version.

#

I am going to guess you are using easyquestswitch to handle the Quest version, in it you can change a whole load of stuff, so for compatibility reasons I suggest finding the toggle for that material and swapping it out to be the exact same body material the Quest is already using, so basically making it not swap at all, outright removing the toggle is possible but I would recommend against because it is liklier to be problematic

jade parcel
distant nimbus
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im trying to add physbones to this wing asset i put on my avatar. its connected to my avatar properly, and moves with the body. however, there is no sway or wiggle, its just stiff.. any ideas?

distant nimbus
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they move individually if i try to move them manually

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physbones just dont affect them

lilac musk
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What game object do you have your physbone on?

distant nimbus
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ive tried to put the physbone on literally everything that says "wing," and none work

lilac musk
#

What about chest? Also, can we see your physbone settings?

distant nimbus
#

as for phys settings

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i put everything to where itll move a LOT

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just so i could see it if it moves

lilac musk
#

Odd. Do the gizmos show up at all?

distant nimbus
#

what do you mean by "gizmos" lol

lilac musk
#

When you have physbones on an avatar, and you have that avatar selected in the hierarchy, the script will add visuals of the pyhsbones in the scene camera.

distant nimbus
#

like this?

lilac musk
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Yea, you can see all the other physbones for your hair and such, but it doesn't look like its showing for the wings. That would also mean it's not working. I'm a little stumped. I'll try to think about what could cause this, but for now, all I can say is maybe close and reopen the project in case it's bugged out.

distant nimbus
#

LOL no worries!! keep me updated 💔

lilac musk
#

?tag scam

#

Why the bot not work for me 😢

#

Careful about asking for that stuff on this server, lot of people will try to scam you in your DM's. Go to #1204490664637890580 and find VRCTraders. They are a group who deal with avatar commissions

left gull
indigo compass
manic basin
#

anyone know how to fix this

left gull
#

turn culling off so it renders both outside and inside

#

in the meshes material

rough void
lilac musk
#

You can report them

dire dagger
#

Does anyone know how to rig clothing to an avatar in blender? Data transfer won’t work, theres no armature either I’m using blended 5.0

lilac musk
somber sequoia
analog pivot
#

So this has been a problem since last night, I’m trying to download a face tracking package to creators content and it’s not working, everytime I click upload package, the upload button bugs out and it shows it’s loading but doesn’t make any progress and it flashes, I waited like half hour and still no progress

#

Anybody got an idea why or how to fix it? After work I do plan to reinstall the entire program hoping it won’t delete my projects but if there’s another solution instead, it would be nice to try out

jade parcel
ripe tide
#

Is it possible to animate avatar scale?

lilac musk
# manic basin ?

They are saying, if it's invisible on one side of the object, you can disable backface culling. It's a setting on some shaders for materials.

#

Unless that's not the issue

manic basin
#

yeah i don't how to do it tho that's my problem

lilac musk
#

Create a material, change it's shader to something like Poiyomi or Toon Standard, then turn culling to none/off. Then apply that to the mesh.

If you're still not understanding, I'd recommend watching some basic avatar tutorials

ripe tide
#

Is avatar scaling with animation still possible?

lilac musk
#

It's a built in part of VRChat now

ripe tide
#

With an animation

lilac musk
#

Is the one built into vrchat not good enough or something?

ripe tide
#

Need it scaled with no locked constraints for thing

lilac musk
#

Well I think the old way isn't possible anymore because of the official implantation. No idea if new way is possible or not, but it would probably defeat the limits vrchat put in place for world creators, and thus, might not be something they want you doing.

ripe tide
#

Ah

#

On the subject of radial sliders I'm not sure if this is just a bug with unity itself or my avatar but sometimes when I flick it back to 0, the radial slider and parameters n stuff say 0 but the animation is still like at an odd pseudo 45% that no one else sees

#

Probably just a VRChat bug

lilac musk
#

Yea I'd guess it is too

late heath
#

this might be a no brainer question - but how do i prevent avatars from sinking into the floor? would giving her toe bones with no weights on them fix this issue?

late heath
dark jay
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how do i make a toggle to turn off mouth viseme but keep my object toggle visemes on

dark jay
#

lmk

timber wharf
#

@dark jay wth is object toggle visemes

dark jay
hidden epoch
#

How do i fix this weird cut off at the top

timber wharf
#

@dark jay k, makes more sense. overall viseme is expected to be a blendshape on main avi, since nothing else would be controlled by a lipsync by default

#

overall your thing is easy, disable mouth tracking and enable these or those values jumping to these or those blendshapes, also add state to enable mouth tracking back when the bit is over

#

and no you cant just switch it between the two, not THAT easy

cold flicker
#

hey just a question anytime im trying to upload my avatar on android it keeps getting like a white X beside it

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and the whole upload messes up and doesnt work anymore

somber sequoia
#

you'll probably need to show what that looks like

cold flicker
somber sequoia
#

what is that a picture of?

cold flicker
#

^ completly greys the avatar out

#

it says security checks failed

somber sequoia
#

ah, is it like, really really poor?

cold flicker
#

possibly it is a poor avatar, ill try to optomize it and come back ill send upodats thanks

cold flicker
somber sequoia
#

nice

west current
#

why are the legs doing this?

#

they keep bending wrong and it looks fine in unity and blender

clever fern
#

so ive had this issue for quite a while and i cant really tell the fix for it???, my camera seems to be in the place it should be in but the model is in the floor when testing with the head sticking out
the green box (unsure what it affects, most likely collision) is only on the head when previewing the avatar, weird

clever fern
ornate stump
west current
#

wrong person

west current
#

my questions still stands

ornate stump
ornate stump
west current
#

oh ok

ornate stump
west current
#

like this?

ornate stump
clever fern
ornate stump
west current
clever fern
ornate stump
west current
ornate stump
west current
#

no

ornate stump
west current
ornate stump
west current
ornate stump
west current
#

thigh knee foot

ornate stump
west current
#

ok hold on

ornate stump
#

You will also havae to adjust weight paint if you moved the bone.

west current
#

ok

late wharf
#

How come the hat doesn’t connect to the head correctly

ornate stump
late wharf
#

Hmm how do I do that lol

ornate stump
late wharf
#

I put the hat in the avatar head by dragging and dropping it on the thing that said head

west current
#

still broke

ornate stump
late wharf
#

Sure one sec

ornate stump
west current
late wharf
west current
#

looks fine in unity btw

ornate stump
west current
ornate stump
west current
#

like 50\50

ornate stump
west current