#avatar-help
1 messages · Page 258 of 1
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
Possibly just put every prefab into the scene and test to see which of them starts breaking.
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
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 ?
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
@opaque widget
It's turning purple for Quest users because you can't use custom shaders on a Quest avatar
You have to use one of the built-in shaders
"add the texture folder it has" doesn't make much sense
Black Wolf's idea is correct: you need to use a built-in shader for Quest
This page lists the shaders you can use
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?
It seems to be both, as it has windows icon and android
Yes, you upload several avatars with the same ID
the Quest avatar must use Quest-compatible shaders
Do you retopologize the teeth, tongue, mouth bag?
It's the same answer as everything else whether something needs retopologize or not.
i have like 45gb of avatar projects on my system that i want to reduce
is it feasable for me to just hit the "create backup" button and then delete any projects that i'm not actively working on?
Yes. Or just simple delete Library folder in project folder and keep your project there.
gotcha, thank you very much
to clarify i'm also fine to delete the rest of the files provided i have a backup?
because it's still quite heavy
Sure you can delete everything after backup. Just double check if you actually have the backup file before doing so.
how do i set the origin so that I can rotate the 3D object around the x-axis in a circular motion, and so that
It's rotating correctly already though?
ye but not for my modl it was just a example
Do you actually mean constraining rotation tool to rotate on local X axis?
Setting origin is a different problem from what you're showing.
okay
then how do i make that with my model
Activate rotation tool with R then hit X(or other axis key) then rotate. You may need to change transformation orientation from Global to Local at the top bar.
Okay, great. So can I rotate it that way in Unity too for animations?
Yes.
were is the potion for local i cant faind it is it under object transform
The default would be written Global transfomation in both unity and blender.
sry i dont get it
Do you see Global or Local written anywhere?
nop
Take screenshot then.
Right there at the top-center of your screen.
omg sry
but its still rotating like an egg
Then you have to rotate to orient the object to global x axis first, apply transform rotation, and rotate back, then you can rotate with constrainted to local x axis.
i dont get it to work im sorry
How did you do it and what is the result now?
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
Did you do "Apply Transform Rotation"?
yes
What is it doing right now?
the saim thing
Screenshot it too.
Or preferably record how you did the steps.
You're orienting with Y axis though.
okay but Y is not working too
does it make a difference whether I choose x or y?
It depends on what axis you're going to constraint with. Did you actually make axis constraint when rotating?
what is constarin
That's what I said to hit X(or other axis key) while rotating.
oh wen i but it in place to match the y axis yes i did
Screenshot when you constraint rotate.
That's a wrong axis
but if i want to rotate it back in place i need the z or im rong
That wasn't I asked for. You have to reverse the rotation back first, Then try rotating in local axis which was I asked for.
like that
You just have to align it better before apply transform.
the mesh is not round that why it looks like an egg
but how do get it back in place
You have to remember rotation value how much you rotated, then inverse the value when you want it back.
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
Change back to global first.
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.
The shader you're using for the particle system's renderer has to have backface culling disabled.
gotcha
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?
(also yes, same project as the last few days if you remember... haha)
you cant have functional controllers on anything other that your avi (playable layers)
other animators are uncontrollable and care not for your variables
I had this working on a t-shirt prefab tho. I'm just trying to move it onto a different asset?
then its controlled by your avi in some way
I'm not very knowledgable on animation controllers or playable layers yet so idk exactly what that all means. sorry
Its been a lot of leaning as I go
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
learning id never recommend vrcfury (hit my qouta of the day saying it) 
The only thing vrcfury will be doing in the end of all this is toggling a single variable from the radial.
This asset came w/ the avi tho, but the prefab came w/ vrcfury toggles. Is there any way to get it so animation controllers can work with it?
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
just edit your existing fx layer
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.
weight is 1?
if you do have vrcf thing still itd probly override
so try getting rid of that controller
Its the main controller for the avi tho. Wdym get rid of it?
And no, the toggle I have only toggles the parameter I have in it and one blendshape. Nothing else
no i mean its own prefab, does it uuuh stil tries to do smth with controller? really dont know how vrcf work
i assume you do have gesturemanager or vrcemu
Gesturemanager
Idk where to find weight. Didnt know that was a thing until you mentioned it
The toggle I have should not have anything to do with animation controller. I dont even have the variable its toggling in the animation controller.
Ah its defaulted to 0 i see, 1 sec
Yea its still not running the animation. I set weight to 1. Heres the controller. It should be running this animation costantly, no?
uh, yes but why off
if on is controlled by vrcf then it again probly would end up on top of your off
Its default on
overriding it
vrcf isnt touching the object itself anymore. Only a parameter that will later be used in the controller.
can you select your avi, select animation from animation panel dropdown and show keyframes
if its not there just drag it on top of avi in hierarchy
Im sorry but select what?
Wait the controller listed in there is different from the one I've been editing? Should I be working in the controller listed?
oo
Thats all this animation is haha
(would it be better to just scale it to 0? im not sure whats optimal)
was checking if the paths were right
Ah I c
no scaling is dogshit btw it runs every vertex still. so only usable when youre mad optimizing for stats (and not real performance)
ooooof idk what to propose. try renaming hoodie object, then in animation it should turn yellow, press f2 and fix that as well
maaaay help with other stuff still trying to meddle with it
or just add a goddamn cube to your avi and animation and see if it does disable properly along while hoodie stays on
Ah I see. Will keep it at Is Active
Heres the full path btw
I changed it from toggling the prefab to the model itself too w/ no luck
looks right, should toggle the wholecobject
Oh the animation itself works. Trying with the cube, 1 sec
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?
i think i asked this in the wrong place, whoops
forget this
@long grotto if you never got reported, youre safe. worst case youre looking at 1-3 days🤷♂️
i just dont want to get banned for something that isnt nsfw anymore.
suppose so.. that sucks
thanks for the help dude!
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
Yea its able to toggle the cube, but I put the shirt animation back in and nothing
The shirt is in its own prefab. Should this be unpacked?
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
ie generates it on the fly
The only things I could find vrcf that were touching the shirt was the toggle that I removed.
Unpacked one of the other prefabs that im not using for shits and giggles, everything on that one, and it did nothing. Any suggestions on how to find what might be messing with it?
honeslty no idea. i dont think gesturemanager allows to see resulting fx animator in playmode does it
It does. I had this working on a different asset on a different base before
End goal is to get a collider to toggle the object.
Actually... I''ll continue this another time. Thanks for the help tho!
Plug the FX controller into your Animator and make sure the animations are valid (and work when previewed)
That is not the same controller.
Yet I did that test with the cube like he suggested and it worked to toggle the cube in the first controller I mentioned.
@pine valley #avatar-help message
so you plugged "Alphazear_FX" into your Animator, then recorded an animation that turns off the cube, correct?
(and "Alphazear_FX" is plugged into the FX playable layer in your avatar descriptor?)
No, I did not change the controller in that slot.
And it worked to turn the cube off
"Alphazear 2" has nothing to do with "Alphazear_FX". It's possible that both controllers use the same animation clips, of course
2 is practically empty. One sec. I can send a picture. Stepped away from my pc for a minute.
OK. It’s weird then this is how the base came.
The actual controller plugged into the animator has no effect on the built avatar
however, if you're intending to record animations for the FX layer, it would make sense to have that controller active
Alright. Any reason it would work to toggle the cube and not the shirt then?
I have no idea what your FX controller is doing right now!
so it's very hard to tell you anything
@pine valley no it doesnt matter. i just drag every animation of whatever on my root thus stockpiling em
it makes sure that you're editing the clips that your FX layer actually uses
i want to eliminate as many variables as possible here
that's probably "Alphazear 2", which wasn't actually being used at all on the built avatar
yet it toggles the cube
without the gesture manager running, at least
since it was plugged into the animator
once GM turns on, the existing controller is thrown out
but it does
i'm guessing that the animator then decides the default state of the cube was "off"
I removed the animation from the controller and the cube stayed
what controller? "Alphazear 2"?
Just got back to pc, going to plug the Alphazear_Fx into the animation slot
No, "Alphazear_Fx"
Okay, that makes sense, then.
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
the Animation window shows you all animation clips on your current controller
so it's now showing you everything in the "Alphazear_FX" controller
do you mean removing the "Alphazear_FX" controller from your Animator?
that should be fine; the controller in there should not matter at all
there is an edge case in the editor where you enter play mode before the Gesture Manager can do its thing
I put “Alphazear_FX” into the animator
the animator will wind up running whatever controller it was assigned
Ooohhh I see
once GM turns on, it'll get updated to use the combined controller
This should only matter in some kind of wacky default-value situation
Yea I’m seeing what was happening now.
(but I have gotten into such wacky default-value situations!)
it was just running useless animator and gm was never invoked ie selected
oh, was the gesture manager never even running at all?
But yea, now it works! Tyyyy. That was the last missing piece for this
you must use the Gesture Manager to preview your avatar
I was running it to test, yes
@pine valley doesnt it need to be selected unlike aviemu to start?
It needs to be selected at some point, yes
I often enter play mode, then click on the object in the hierarchy
You'll see your avatar snap into an idle pose
until the GM initializes, the behavior you see will have very little to do with how your avatar will actually work!
ye so with it not being a toggle that wasnt ever required, cause no toggles
without the GM, your animator will just play whatever controller it's given
so if that controller did not play the "Shirt off" aniamtion, then the shirt would stay on
love me aviemu
Well tysm for the help guys!!!! That should be the lsat piece of the puzzle to get this all working!!
I need to try out av3emu
previewing network behavior would be great
i've made some major oopsie-woopsies there
First time uploading an avatar so im a little out of my depth.. what does this mean and how do i fix it?
There should be another error in the console
You'll get a few that basically just say "it broke ):"
Which one might it be?
The one that's saying missing script. Missing script mean you haven't imported all the required package. This one is you have to import VRCFury package.
Ahhh
am i supposed to extract this substance paint file?
my textures arent applying properly and i need help step by step
All fixed, ty!!
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
Is there a way to move the arms resting position on desktop? I dont like my arms clipping through my waist lol
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?
It flickers to true for a frame then goes back
im not waiting, im using copilot to help me instead..
GogoLoco has a thing for this. Just add it and it give you 3 options for how wide your arms will rest
The contact parameter is going to override anything you do to it. Probably be better if you have a second parameter
I found the diffrerence between it workign and not working. I have this collider working in tandem with a toggle I have in my radial, and when I have the toggle flipped, its doing this ****
Your trying to set the same parameter as the contact, right?
Ty! Speaking of gogoloco, is there a key anywhere..? All these icon and a lot of them I dont know what they do
Yea, its all the same name
No idea, just learned from others myself. If you do find one, let me know. It would be good to have
Right, so when you set the value with your radial, it will instantly change because the contact is also setting that value.
Oooohhhh, no thats a different param
The contact is using "Custom_Contact" and the radial toggle is using "Toggle"
So when you touch the contact, it turns true, then right back to false?
Instantly, yes
I can see it running the animation I have linked to it for that frame too
W a i t, the animation had a loop time. 1 sec...
The animation shouldn't matter unless you have a parameter driver on the state
O yea. Still flipped that off
But yea, its an instant flip back and idk whats causing it exactly
Is the animation turning off the contact?
It shouldnt be. Its just running an animation to turn an object off
An object the contact is on?
The object is defaulted off. It can be toggled on, and if the collider is activated, it turns off
The contact is in an empty object
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?
Holy shit... the animation deactivates the whole prefab... and the collider is within the prefab...
Tyyyy
I thought I had the animation just turning the object off, not the wohle prefab
Yea if it gets turned off, the parameter would also turn to false lol
Yeeeaaaaaa that makes sense
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
Im just using gesture manager for this for now. Ty tho
No problem
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.
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
Anyone know what this means or how to allow thing I’ve never had this happen
You have some kind of addon that is preventing you from uploading. Either follow it's instructions (Probably just add a component it's specifying to the avatar), or remove it. Honestly VERY weird someone would make such a thing.
How do I know what add on is breaking it
How do I add allow pc lol what is this
Like I finally optimized it for quest after days now this lol
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
Thanks man
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
Well I fixed the issue but now I have a new one used D4rk avatar optimizer and now it up,pass but the avatar turns completely invisible
Hii how does one fix this idk how to use unity
Remaking my chibi and idk what I did wrong this time. I did it the exact same way
Second pic is how it's supposed to be
Gave up with that hair for now
You'll probably want to describe what it is thats wrong. Also the hair is just not set to transparent
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
I set it to transparent and it still didn't work. Also I just gave up
Not sure what that tool is your using, but it's saying that one of your parameters is set to two different types between multiple controllers
I don't know which one and it default settings from owner
i run it with no edit
just default avatar
Is it stopping you from uploading? Cause parameters do get cast and so it might function fine
yes
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.
okay thanks you
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)
https://github.com/ShyWolf42/Copy-to-MMD-Visemes , one way to copy & rename ones you have on avatar to vmd/mmd compitable names
think wink2 right got the wrong character tho - fixed it on mine
ウインク2 <
do i need to do anything in blender if so im cooked
Do u know blender?
maybe u can try to talk me through it?
idk how to port the model to blendere
or back without completly breaking it
import avatar / plugin , do that , export over fbx in unity ( do not do this if its unpacked )
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
You have to use TrackingControl state behaviour to switch between avatar control lipsync and animation control.
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?
use blender instead , you wont get a terrible unoptimized mess
vrm > blender > unity > vrchat
0 and 1 supported
whenever i see the tutorials that use vrm converter in unity it will be very poor instantly, no reason why
you can get good/medium on a vrm pretty easy
I know...but I still gotta ask, is there even a converter??? Or is it only blender? Let's just say I'm not worried about optimization.
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.
much better ways to export a fbx to vrm then that tool exsist
, been a very long time since ive tested univrm
Fair I guess
i assume ill never get my MMD done im lost
You could ask specific question if you stucked somewhere.
i just dont know MMD stuff
or better
the blendere side of it
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.
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
Make sure that the hair object scale is positive in blender.
Ah, I’ll have to look at it tomorrow. I just shut my computer off bc I’m too tired :,3 thank you! Hopefully that’s why
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?
It actually has 1 material. You counted 2 because it's material slots.
So what do I do to get 2 materials slot?
cause I wanna change te texture of the display
Blender shows as 2 material slots
here unity sees 2 material shaders but I can't edit them
Because you're using same material in both slot in unity. Just create a new material asset and assign in one of the slot.
idk if I'm stupid or I'm not seeing material asset
That's adding component, Not asset.
oh. then how do you do it then?
You should see the Assets menu in the top bar menu.
fixed it. thank you
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?
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
they need their own layer or a blendtree wich would be better
only the default state on these will work, cant go to other
see exsample i had, they are all in one layer each
I did it like that. Only one radial puppet works but the the other one doesn't work anymore
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
again , you motion time these gameobjects to move
How might one go about customising an avatar? Changing the hair etc from whats already built in
blender way
unity way
might want to remove the old first unless its own mesh then its pretty easy delete
(if it actually have its bones in it)
if my assets are hidden like these, do they count towards the avatar size?
yep
oh so i should just delete them then
duplicate and delete on that one incase you want to go back
sure
my model isnt rotated in the animation, but when previewing my animations in a timeline director, its rotated.
rotating the object itself does not fix this, because it goes pack the the rotation that its forcing itself into
Hi i am trying to work on a HUD using the old error shader. Does anyone still remember how
Or know of a better one for making a ODST One
How do i do that?
And i want to add various texture to it
Sure!
@real timber Careful, that account is very suspicious.
anyone have any ideas?
looking at my animation clip she is in the right position
previewing on a playable director has her rotated
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
run random locally, go to another state, set a parameter ( int in this case 1 2 3 4 )
my afk didnt have local first so it gave random roll to everyone
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
How do you get those colors arrows in unity
if you run a random parameter not local, everyone near you get a random number, not the one you rolled
where the part setting it after for everyone come in 
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!
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.
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
for later reference, how do i do glitter on a texture like in this image?
Only if the world has a sender
Yes? VRChat added avatar dynamics to world recently, so you should be able to do that kind of stuff now. However that would mean the world would have to be setup for it, and I don't know if there are flat contacts yet, so it would function terrible
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
thanks^^
what do you mean by game object I'm confused?
you mean this?
Each thing in the hierarchy is called a game object
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
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
check mesh size, they can be 90% of your avatar size if you have a massive one
for a quest anyway
so what can i do to help it?
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
offline build, check build size, lower whatever is the biggest 
( thanks hdr for making a fuzzy image )
you need more then 1 object if you want to rotate/leftright/updown, it can only do one axis at a time, why mine has 3 gameobjects ontop of eachother then the actual object under the least
if you dont only the last one in layer will actually be able to move it
"different game object not the same"
can you elaborate more? cause this sounds conflicting in my mind
make a chain of game objects
- Yaw
- Pitch
- Roll
- Holder
- Roll
- Pitch
each one gets rotated around a single axis
Rotations are remarkably annoying. Breaking them into single axes makes it much simpler
I think what Thulen was referring to, is when you're animating one game object with 2 different animations, they will conflict and only one outcome will happen. If you have 2 different objects, then animating one with one animation and a second with a different animation, then the results will combine.
each thing in the hierarchy is a game object
Laptop is a game object, as is marina_laptop_ARM and bip_skl_root
so just make an anim on anything but the .dmx? (as that one is being used for first animation)
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
I'm moving it. not rotating it
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
so what should I do then?
I'm still new to this, I just ported this model from another engine
show me the inspector for MarinaLaptop.dmx
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
Yes
next up: what are you trying to move here? the entire laptop, or just the screen?
Entire laptop
gotcha
I'm trying to move it up and down
forward and back just for adjust
Position only, not rotation, correct?
cause switching pose in goco loco won't make it follow, hence the 2 animation for 2 radial puppet
Yes. JUST poistion
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
- ForwardBack
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
You can read more about direct blend trees here https://vrc.school/docs/Other/DBT-Combining/
can I not just do 2 animations?
1 animation is for both up and down
other animation is for forward and back
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
so I NEED 4 animations?
Yes, each of which has only one frame
"Laptop Down" should have one keyframe that moves the laptop down by a meter
normally, animations play from start to end over time; Motion Time lets you pick exactly where you are in the animation
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

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.
...shall I continue trying to make 4 animations?
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
I just need to make sure cause I'm completely noob to unity. what do you mean by this?
okay after this. what do I do next?
I can send screenshot if you wanna double-checl
This would be the way to go if you didn't want to use a blend tree.
You'd have two layers, each of which plays one animation
They'd also need to target different objects
yeah, show me what you have now
?????? im so confused
that is not an error
I think Armature Link can delete the object it was on in some situations
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
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)
You dont say..... the object itself doesnt have an armature....
i see a SkinnedMeshRenderer listed on that component, though
show me the hierarchy, including the object you're trying to link
I've done it before I dunno what its doing now
which object has the Armature Link on it?
the gun
"Gun L"?
yes... cause thats how I've done it in the past with no issues
show me the inspector for that object
</3
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?
not as far as Im aware
then i'm not sure what you're expecting to happen
this object has nothing attached to it
and nothing uses the object
I mean, the renderer is there when I put it in.
thats alot of spines
"put it in?"
Nvm, I figured out what happened
Its... a game model...
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
Fen, how is my setup?
Anyone know why my avatar is disappearing on uploads and then in unity
@glass solar i dont think avatars are allowed to use such extreme renderqueues, stick to 3000ish values
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?
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 
@glass solar also having 10 overlaying sprites on mobile is a nice way to kill any double-digit fps. if its for mobile
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?
enabling legacy blend shap normals makes the head super shiny
Bro what's that?😂
That's not shiny, it's look like his face was Dip in the Cement
It's look Black Barbie
I'm not trying to be racist or anything..
What could be causing this issue where clicking "upload" results in the panel turning gray and then nothing happening at all?
i have 0 clue why the model is so fucked up
the nagle you look at changes the lighting ALOT
This one still better
its the same one
just looking at a different angle
Oh my bad
It's Quest 3s?
Sus
I see
careful if they DM you
Are you referring to me?
hey im trying to add this item to my avi, but its transparent on one side. how to fix?
disable backside culling , depends on shader you using
I tried flipping normals and it just causes the same issues on the opposing side.
How do I do that?
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.
This is all done on the shader, so it wont matter what your settings are in blender. Once its in Unity, you'll just fix it there
Ah I see
You can do it in blender too if you simply want to see the other side while you work on it
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
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.
How to fix?
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
why do you not want to use blender
gonna be hard to get any help with that .. program i never heard of 
weight transfer from leg , make it your skirt bone, parent to leg, now its very hard to clip it (blender) , it might have some wierdness on back tho, so another bone there might be handy - no collider needed just angle limits
that did not even answer the question
Cuz i want to do a avatar with my FRIEND CAUSE i cant do it alone
and blender is TOO COMPLICATED
you know what they say
strength comes from unity
does it spit out a fbx with straight humanoid bones , visemes ? (blender can do that easy)
majority of the time its the person that is overcomplicating blender
you can just not use the majority of blender's features
thats what makes it confusing
anyway can i or not
Ive never even heard of mixer
i mean i guess its the same thing as blender
wait let me research
Then it should work, but then again, why not just use blender at that point?
''Mixer: a Blender Addon for Collaborative Editing.''
i want to make the avatar with my friend cause working together not only makes it easier it can take faster too
ehhhhhhhhhhhhhhhhhhhhhhhhh
If it doesn't remove any function from blender, then yea, you can use it
ok im doen
you need unity in the end anyway , and that looks ooold
done*
alr
ru talking to me-
I think they were
ok nvm theyre not
Anyone good at making avis?
Yeah
Would you like to see before judging?
I'm sure there are a few around. If you need help, just ask questions here and people may chime in
doubt it, you keep saying random stuff in channels, not really showing much
and that funny bio
Yea that Sophize account is very sus
That's not very nice coming out from you
im not here to be nice
Really?
Yes.
How can you judged be without knowing?
I can see tha
I know that account is sus, so I'm not?
now show us what you can do 🐧 , you were about to show something ? or was that in dm's
there is alot of scammers / bots and stuff in this discord, be aware they might come to your dm's , suggest not having them on in this discord
So VRCRaycast was just released into the SDK beta, does that mean that would only work in the beta builds?
Ok you will dm me
that would be a first for me in this discord, i dont dm 🐇
Alright, YouTube/etc tutorial?
very handy program, https://github.com/sentfromspacevr/robust-weight-transfer
theres quite a few in here that're "good" at making avatars but you should probably specify what you're actually looking for
vague posting helps nobody :P
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...
(i mean uploaded to vrc)
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
this is deff not the discord to find people for that nor is it safe at all to share your login info with random people you dont know, if you dont have a PC then at worst id ask one of your friends to upload it that you trust
oh i mean for someone to make it a public or somthing
ideas on how to fix?
deleting custom normals in blender did not fix it
It's scam.
Did wherever you got the avatar specify other necessary packages? For mine I had to download 'lilToon' for shaders.
Nope
Why do seemingly all avatar bases have the head and body separated?
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)
Ohh right, the file size required for blendshapes comes from the amount of vertices, not from how complicated it is
Rename any mesh that has the same name as a bone
In your case it's the head mesh
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
ohhh ok thank you
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
is there a tool for viewing avatar fallbacks in the unity editor?
mind showing us what it does look like when you try and join them?
Ctrl + j and this is what I get
Like I can see them there because of the outline but like for some reason they are completely invisible
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
Terms so I did tho the ctrl + a ting but idk what u mean? Are you saying it’s ignoring the transparency?
Oh my fuck
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.
It isn’t the same name
Thats most likely the issue
Just a quick change and it should all be good
It happens to all of us at some point
Thank you soooo much lovie
I wanna cry cause I’ve been stuck on it for HOURS
You're welcome :)
I was asking chat got and everything
Okayyyy thx uuu
So now I just gotta make shape eyes for every thing?
Or like is there an easier way?
Wink wink
Did it not come with shape keys? If it didnt, yes you need to make them yourself
It's really not that hard, just takes time
You think I could just get away with just the blink and work on the rest later
Yeah
Just dont expect the lashes to follow the eyes if theres other expressions present
Okayyyyy
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?
Rig animation? Not sure what you mean by that. Once you set it to humanoid and upload, the rig should behave like 90% of vrc avatars.
like, i mean the rig in unity
wait
let me show you
i dont know how to configure this rig
it simply looks like it didn't populate the upper and lower leg. Just give it those bones and it should be good
it's showing an error now
The rig has issues. You might have to take it into blender to fix it
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
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
Nice!
i'll continue the tutorial i was watching, if i get more problems, can i dm u?
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.
all good
i think it's done
Awesome!
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
oof
Something wrong?
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 :, )
You did good for sure, most people never make something from scratch
do you have the requirements for publishing avatars?
thanks yippe
: D
requirements?
yeah, for some reason i can't publish it
it says i don't have the requirements
something like that
i don't remember exactly
You have to have a VRChat account with a rank of 'New User' or above
ohh
i don't have it lol
do u have? i wanted to use it tomorrow, i have english class in vrchat (im from Brazil)
It's not very hard to get, just play for a bit, hang out, and make some friends
okei
i'll try
10-20 hours..?
im cooked
i made this account only for creating the skin
i have 0 hours
only minutes
You made the avatar before you played vrc?
so you have another account?
yes
Then why not upload it to that one?
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
how to?
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"
anybody know how to fix "Avatar validation failed" error?
do you have any errors above that?
ya it says "Shader warning in 'Hidden/Locked/.poiyomi/Poiyomi Toon/b0205966c121d4b46adc17c55f22f5ab': floating point division by zero at line" for every material that uses poiyomi toon
anything with the 🛑 symbol?
⚠️ 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.
just "Encountered the following validation issues during build:" and "VRCExpressionsMenu uses a parameter that is not defined."
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
can someone publish my avatar for me please? i don't have new user trust rank for it
please dm
You can easily get it by spending a few hours in vrchat and making some friends
alr
buying or getting gifted vrchat+ also gives you a one-time boost
Is anyone having issues with avatar fallback not having clothes even though it does on its preview?
Do you rather mean imposter avatar? Fallback avatar would mean a different thing.
I think 🤔 its when people dont have my avatar unhidden apparently I dont have clothing. I have the clothing as default on using vrcfury but for some reason it still shows up that way for questies (im pc)
You should also test with animator component disabled. That will be your avatar default state.
Im not too sure how to test in default state
Just disable the Animator component in your avatar and test with gesture manager.
Alright ill try that and see if I get some results. I might have to manually set up the toggles but I really dont wanna T.T
im stupid how do i weight paint this skirt so then it doesnt show everything when i sit 😭 (ping or else i wont see)
I really want to make them too, but I hate dealing with either this, or clipping. There's a reason you don't see them on characters often
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?
Simple toggles and adding other prefabs can get you learning the basics of animation. Shaders can go pretty deep, though obv thats for PC only
No one trying to figure out why security check is failing for android? But unity says theres no issue?
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"
Usually for me it's a false positive and reuploading fixes it
Done that, still it wont work for quest
just an error bot
On the game, it says the avi is compatible for quest
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
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?
The FBX ought to have the armature already in the file
it wouldn't really work right otherwise
but i need to assign the armature through blender right?
because im kitbashing this from another avatar
if you're importing a working .fbx then that's already done
if you're kitbashing, it really depends on what you've got
not to mention i cant scale them down properly
the tac gear is from Eno3D avatar, while the base is chocolat from booth
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.
can i do that through unity?
like do i just copy and paste the armature?
no
also it wont let me scale down individual pieces in unity
so in blender
but you could use something like VRCFury's armature link to connect them in Unity
oh
assuming it fits already. if it doesn't fit, maybe blender
how do i scale it to fit individually tho😭
I do any reshaping in blender
How tf does iOS need the android debug bridge?
Yes, the build target is iOS for your information
did you click "build and test" instead of "build and publish"? that's what uses adb for the android versions
I want to make sure it works for iOS before publishing, VRChat updated their documentation about this new protocol.
oh so you're testing on an actual device?
ah neat, haven't tried that
I am going to reinstall Unity and see if that fixes it.
i mean scaling, not reshaping; like sizing it down
scaling is part of reshaping
Can someone tell me all the steps on how to make a 2-D animated avatar?
To save everyone some time, do you understand any portion of it? Or better question would be, what parts specifically do you need help with?
Making avatars is a pretty long process and so stating it all in one reply might be a little much
I know how to do 2-D I really wanna know how to do avatars like how pika1up does his avatar like their animated
I don't know pika1up, but animation is still a pretty broad category. Might want to look into animation controllers for more info.
Would there be any tutorials on how to do it because I’ve been trying to look for tutorials but I couldn’t find any I know how to make animation and I know how to do 2-D avatars. I just don’t know how I’m gonna make it compatible.
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
Alright, I tried to reinstall iOS support but because this warning is here, I can't modify it.
Probably not many video tutorials as it's a bit of a niche topic. Most people read/learn from the Unity documentation.
That warning is more for if your making your own video game. VRChat has already fixed their end and seeing as your just uploading content to them, you can ignore it.
Well, I can't install the iOS support while this is here unfortunately.
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
do you know the steps to do it in blender and how to successfully import it into unity?
I don’t really want to read that.. so then now I’m stuck in a pickle
Huh. This topic might be better suited for #creator-companion ? Maybe someone in there would know more.
I'll pose the question there then. Thanks for your help! :3
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
Avatar creation is fairly complex, so if you aren't willing to do some research/reading, it might not be for you.
Well, I’ve done research on 2-D avatars then I can make 2d avatar so.
Okay
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?
Opening the blender file should be fine. Sculping is usually done one mesh at a time, so can turn off the other meshes. Just be mindful about creating clipping with other items
By clipping you mean once sculpted, body parts can clip through clothes and stuff??
Yes
How do i change the colours for this texture on krita?
once im done sculpting how do i export and import into vrc unity? Do i need to toggle all the other scene collections on?
have you done retopo? or was this just sculpting on a base (not adding any geometry)?
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
I dont have anything on my unity project assets folder atm. I sculpted my model from this folder :
Used the file komano.blend
You can import the FBX into your unity assest later
are these settings as they are fine? :
I personally would set Apply scalings to fbx all and uncheck leaf bones
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 :
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
can anyone helpo me with blender if so please dm me
How do I work this hud stuff on vr
#3d-modeling possibly, or just ask questions here
how do i fix my avatar preview just being a floating head lol
im using vrcfury to switch which outfits are active, which works fine when wearing the avatar, but the preview is just a floating head
that missing item is probably an issue, even if not this one
this channel is for content creation, maybe you want #1138891887374237706 ?
i already fix that, i noticed it after taking the screenshot, im more worried about the fact the preview is just a floating head
i mean teh avatar works, but the floating head just lokos weird
Sure, it just caught my eye.
Ah I see, thank you
how can i merge a expressions para to the one on my avi?
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
ok
https://github.com/VRLabs/Avatars-3.0-Manager that thing can do it too
my visemes are pretty fucked up
on an old lil nas x avatar i made that was only the rodoe style, the visemes were fine tho
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.
question, is there a way to have a matcap only effect a specific part of the uv?
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
Can you show me weight paint?
thank you. do you by chance have any inkling as to the underarm issue?
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?
Does it have a rig/bones?
if this is what youre talking about, it did come with these..?
they move individually if i try to move them manually
physbones just dont affect them
What game object do you have your physbone on?
ive tried to put the physbone on literally everything that says "wing," and none work
What about chest? Also, can we see your physbone settings?
just tried chest, that doesnt move it either, still stiff
as for phys settings
i put everything to where itll move a LOT
just so i could see it if it moves
Odd. Do the gizmos show up at all?
what do you mean by "gizmos" lol
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.
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.
LOL no worries!! keep me updated 💔
?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
it only works for people with certain roles sadly
Ok thank yoh for that
Only idea I have is that the shader somehow bakes the pixels (voxels) when the model is static, which means it has to stand in a T-Pose to work, so if your avatar isn't standing in a T-pose then. . . try posing it like that I guess?
I have never tried making a A-pose avatar into a T-pose avatar so don't really know what can go wrong.
16 friend request from people as I made that message 😭
You can report them
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
The armature part is the bigger issue. Models have to have an armature to move
same way as you rig anything - add an armature modifier on the mesh, then weight paint.
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
any suggestions are appreciated so ty for that. will try that
Is it possible to animate avatar scale?
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
yeah i don't how to do it tho that's my problem
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
https://youtu.be/vWr4diTDqJM
This is a good one
Is avatar scaling with animation still possible?
It's a built in part of VRChat now
With an animation
Is the one built into vrchat not good enough or something?
Need it scaled with no locked constraints for thing
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.
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
Yea I'd guess it is too
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?
ok update, putting toe bones on her fixed the problem for this avatar specifically, but in rare situations i still have avatars with the usual foot build i use that sink into the floor and finding a solution for that would be great regardless
how do i make a toggle to turn off mouth viseme but keep my object toggle visemes on
lmk
@dark jay wth is object toggle visemes
I have a object toggle and its a hand puppet model and i made it so it also speaks its a separate model on the hand and when the main model speak it speaks
How do i fix this weird cut off at the top
@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
hey just a question anytime im trying to upload my avatar on android it keeps getting like a white X beside it
and the whole upload messes up and doesnt work anymore
you'll probably need to show what that looks like
what is that a picture of?
ah, is it like, really really poor?
possibly it is a poor avatar, ill try to optomize it and come back ill send upodats thanks
hey i just optomized the avatar more and it ended up working thank you
nice
why are the legs doing this?
they keep bending wrong and it looks fine in unity and blender
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
the model is also sideways but that is my problem lol i know how to fix it
The green box is "bounds" to determine whether the avatar is on camera or not.
wrong person
Opps sorry.
i see
my questions still stands
You also have to check view position in the avatar descriptor.
The model knee bone need slight bending in rest post so the tracking control can determine bending angle correctly.
oh ok
See this image from the right side view.
seems to be fine
like this?
Yes.
the only direction ive got to why is the model in the floor is this, and that doesnt help at all
Just noticed that the model is facing X direction which is incorrect. In blender You must have the model facing -Y direction and zero rotation.
nope
i know about the facing issue, but by zero rotation do you mean the armature needs 0,0,0 rotation?
All object: the armature, the mesh.
why is it still broken
Are the knee streight down when looking direct from front?
no
I mean the bones in blender.
what
You are looking from side.
Why it has 3 bones?
thigh knee foot
The foot should be planted on the ground.
You will also havae to adjust weight paint if you moved the bone.
ok
How come the hat doesn’t connect to the head correctly
Simply because you didn't connect it?
Hmm how do I do that lol
What had you tried to do so far?
I put the hat in the avatar head by dragging and dropping it on the thing that said head
still broke
Can you screenshot where you put it?
Sure one sec
Are the knees actually bending forward in that image? Can you take a picture from side as well?
looks fine in unity btw
In avatar descriptor, disable "Use Auto-Footsteps for 3 and 4 point tracking" and see the result.
😭
Is it actually fine when it stands?
like 50\50
Screenshot it intead.
