#avatar-help
1 messages · Page 259 of 1
Can you screenshot this menu again when it's highlighting bone green?
how
It's in Rig Configuration menu in unity.
this?
Also front view.
You rather have to go through the Hips object which is the bone, go down through hierarchy until you find Head bone and put the hat object on there.
Can you screenshot this view again but try not getting the arm in the way.
the arm always gets in the way
It's hard to see what the knees actually do.
they go inside the body
So when crouching, the knees don't bend?
the legs go upside down into the body
no they go into the body like this
Go to some MMD world and see if the animation make it dances correctly.
the vertex colours are white what else is the issue here
im using toonlit shaders and its making tex black
why is there a black spec on the white line it just appeared there for some odd reason and there a way to get rid of it unless thats normal
How can you tell the vertex color is white?
went into blender and the vertex paint was white
emergency alert!!! it's MEMORY FLOODING MY PC!!!! 5000 ERRORS PER SECOND
It would be surer if you delete the vertex color attribute out entirely.
Just restart unity?
What did you do prior to that error showing up?
i dont remember. I just discovered this. wondering why unity was so slow compared to other projects for the past few days
where can i do that?
See in the vertex data tab when selecting the mesh.
Try reseting all layout first, from the Layout menu at the top right of the screen.
OK. I i think I narrowed down further the source. when I looked at the avi's torso... ehem chest ehem. The errors flood.
Likely some component is breaking it then.
in blender i’m assuming? will try tomorrow since it’s late here
Look as in you pan the camera to make it visible on the scene, or select the object and see in the inspector?
In blender.
pan the camera
Sounds like the shader is causing the issue.
Guys I just made this edit and applied a new tail but the texture doesnt seem to work on it? Idk if its a blender or unity thing
Your model have multiple UVmaps, you're showing the second uvmap in blender.
So, what do I do? The other UV is for the body
You misunderstood where the model needs different uvmap channel for different parts. You should just have one uvmap. And what differentiate the part actually are the materials.
Oh okay, so I should just make one new UV map? (Sorry im learning blender)
No. You already have 2 UVmaps.
Having multiple UV channels is fine and good actually
It depends on use case. It isn't necessary in this case.
If you expand the texture slot in Poiyomi you can tell it to use a different UV channel
Holy fuck that worked tysm!
Is it possible to also attach an animation to a visemes? For example, when "S" is activated, the character's tongue appears? (I need to use bones, not a shapekey, since I'm making a snake)
@plain mural https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters ye use Viseme index
So I have this AoE particle that I want to be able to move depending on where the head is looking. For example if my head is looking down it spawns closer, if it's looking upward it spawns farther. How would I set it up?
how should i position these cat ears on my head? this is what i did so far but idk if its in the right place
also, how would i get the texture to match my hair? i just used the colour adjust in poi yomi but idk if thats the best way to do it, it looks sorta fine (ill mask out the white bits later if theres no better method)
Position is just personal preference. If you like it then just keep it.
For shading, you have to make sure that they are all using the same shader, also adjust the shading(or lighting) option in shader material to match.
oh yea thats a good point, i didnt change any shading!
so i got a fbx and in blender it shows textures but when i import it to unity it appears white and there are no textures
im confused
That's normal - you have to setup materials in Unity anyway.
you can export it with those embedded, but you don't actually want to, since that wouldn't allow you to alter the materials in Unity anyway. Just set them up there and apply them to the model.
guys my avatar is supposed to have a glass thing that shows up on the headlights. it appears on the doors but not on the chest glass material. it clearly applies it but its invisible. how do i fix it?
Might be that the normals are backward. So you could switch from backface culling to front on the material
inspect the material, perhaps show us the settings.
oh, are you attempting transparency on quest?
yeah, and the weird thing is its the same method on the windows on the doors
and also i should've said, its invisible from the other side too
and applying the same material thats on the windows on the doors makes it invisible still
Okay, it's probably not what I was saying then. Something else is going on
click that checkbox thats all ideas i got
Could be a blendshape moved it somewhere, but that's all I can think of
checked
dude i know
just add two cubes and position them im so deadass
😭
tbh imma just leave it cuz this is his alt mode
and i animated it to appear with the body as it transforms
so it almost fills in for it and transitions to the glass on the vehicle mode
Tuff
please speed i need this
i think this is the place to ask but my friend is looking for a specific avatar asset , its a wing asset and it has like a wing controller it can go up down around the avatar n stuff idk how to explain it
photo of the wings
this is more of a headset issue than a direct vrc issue, but it is heavily linked to vrc
i'm trying to use an avatar (specs in attached image)
my quest 2's memory can only go up to half of these (10MB and 40MB)
how do i increase it's memory so i can use all of the avatar's features?
Quest limits are because the headset can't do anything more, not a setting. Avatar creators have to optimize their avatars to work with that limitation.
This channel is for helping with avatar stuff, so if you have questions, ask them and someone might be able to help
so, do i need to get an entirely new headset?
just so the avatar can work?
ill see if i can find more info on it then
doesn't help btw
No, VRChat doesn't allow more than the quests limit on the quest side of the platform. I'd suggest getting a gaming PC and run PCVR, then the limits will be massively higher.
what exactly do you mean?
What do you want?
like i need help setting up unity and stuff like that to make avatars
start here: https://creators.vrchat.com/sdk
that tells me how to play vrc
steam connect with my home internet is.. shit. there's no better way to describe it
the connection reliabilty is worse than the french chauchat
i cannot use my pc to stream vrc to my headset
no, that page tells you how to get unity and get started creating content
Android versions of avatars are limited so they can run reasonably on a Quest 2 - a "better headset" won't allow you to change those limits, it'll just make those run better. PC is the way to have higher limits
You can plug your Quest directly into your PC for wired PCVR, but this is fairly outside of this channel's topic. Might be better to discuss this in another one
so, im having an issue with my avatar's radialpuppet for changing the shirt color where it resets when it reaches 50%. in the radial puppet in unity i have the value on 1, but when i put it to 0, it still resets when it reaches 50%. I have it set up so that if its <33% the shirt is red, then if its >33% but <66% its black, then if its >66% its white. This issue happens ONLY in-game, and everything works fine in the unity editor. Any help would be much appreciated.
would USB-C work fine?
how is this setup?
Yes, but again, this channel is about content creation, not hardware setup.
thank you
and, i did'nt really know what channel it'd fit into
this was primarily an avatar/headset issue
I'm not sure either, possibly #quest-general ? Maybe just #1138891887374237706 ?
sorry if its a bit confusing, but thats how it works. theres 3 shirt colors
You generally do not want the same parameter in both of the slots on that control
the "parameter" one sets it to the given value when the radial is active, basically preventing the "rotation" one from working properly.
Remove it from "Parameter"
I'd just have 1 animation with all the shirt colors you want, then have motion time being the the parameter with 0 speed. This will make things a lot easier IMO
so Parameter should just be blank?
Also probably you want to use a float type here instead of int
Yes, that is what I said
I'd do it with a blendtree
(because I use direct blendtrees)
That too
i need like someone to get in a call so i can screen share bc i need help
do you have any videos on how to do this? i still cant seem to get ts to work properly
just the same issue
can you show one of your transition conditions?
I'm mostly wondering why that's an int variable
yeah. i switched it to using integers and it didnt work in the editor so i switched back to float because floats worked in the editor.
yeah it should be float. IMO you're doing what a blendtree does, just use a blendtree
sry if its a pain, but ive never used or learned how to use blendtrees before. you think you'd be able to help with setting that up?
Unity docs are quite good: https://docs.unity3d.com/2022.3/Documentation//Manual/class-BlendTree.html
even has images
you just need a "1D" type here:
https://docs.unity3d.com/2022.3/Documentation//Manual/BlendTree-1DBlending.html
There are videos on blendtree's as well. It's a pretty common thing in avatars
awesome!
for some reason on my avatar its arm wont change out of being silver colored on the pc version its fine and all the materials are vrchat/mobile/standard lit so i dont know why if anyone can help
Can you scroll down a bit more here?
Hi everyone! Please help me, I'm having a problem with my avatar in VRChat. I uploaded my model to Unity, opened it in VRChat, and the arms are just hanging and crooked. How can I fix this?
Can you show us what they look like in Unity?
They are crooked because Unity assumes your avatar to have it's palms facing down
How to fix this? Please help me
You'll need to take it back into blender and rotate the hands
And as soon as I change it in blender, I will have to do the whole unity again?
where?
I have another problem: when I sit down, my leg becomes crooked.
No, you can override the existing FBX in Unity and it should be fine. Just as long as you don't change the bone names/order.
Things on this rig are going to do goofy stuff as it's proportions are fairly different than a human. You can probably make it a little better if you make your own animations
ok
@lilac musk were you able to think of what was wrong
Help please
The only thing I can think of is the material is setup wrong or there is a bug.
Did you rotate the hands?
Can somebody please help me?
With?
Idk everything
I don’t know what to install anything
And I need to learn from talking, not texts
I'd watch some tutorials then. Here's a good and fairly recent one. https://www.youtube.com/watch?v=vWr4diTDqJM
Is it simple to follow?
Probably depends on the person, but it was make with the intention to be for beginners
I don't understand how to rotate them in a blender
Hold on, I responded but I think I explained wrong.
cannot find this avi, help!!
You'll need to select your rig, go to pose mode, rotate your hands, go to object mode, select your hand mesh, go to modifiers, apply the armature modifier, select the rig again, go back to pose mode, then click pose > Apply > Apply pose as rest pose, select your mesh again, go to modifiers, add an armature modifier and set it's Object to your rig/armature
I haven't done this too many times so make sure to save before you try it in case my instructions are wrong.
can someone help me figure out why my guns arent staying with the body when i move... also my vest disappears (linked with fury armature link) whenever i enter the gesture manager
oddly, this piece that i added onto the vest stays but the rest doesnt
how did you attach these items?
so i have my avatar imported into unity, how do i test it
push the play button at the top. Ideally have a testing tool such as Gesture Manager or AV3 Emulator, then it should work mostly like in-game
ok
how do i connect my headset to my computer?
i tried asking this in community support, but i got an error and it did'nt go through
The thing I said with the play button just plays the scene in Unity, it's not for connecting a headset to. If you want to test with the headset you can just upload the avatar.
i think you thought i was the astral guy-
my VCC isn't working
oh yes - but you replied to something I said to them, not sure why?
actually yeah, that was stupid
This channel is about content creation, not about how to play the game. Ask about that elsewhere.
why did'nt i just @ you
Is it possible to edit an avatar made by someone else?
tried that, did'nt work, got an error
if you have the source files, sure.
can i get help???
with?
my VCC isn't working
#creator-companion for that
Oh, I don't. I'll have to make my own avatar then.
Yep, can't do anything without those
You can edit whatever you want as long as you have proper files, Unity, and the SDK. Unless you meant one that is uploaded to VRChat, then no.
Oh didn't see kazin replied already, my bad
How do you make it so where you do gesture toggle, you don’t have to hold the gesture and it stays
Just don't have a transition to turning off the toggle
Though you'd probably want one using something, as the only way to turn it off would be to rewear the avatar or reset it
tried to import as humanoid rig, got this
no useful info in that message, sorry
see the first pin in here on how to find/share the useful stuff
it was working fine before, but then i fixed the whieght painting on the bones and it broke
Describe "broke"
I'm betting it's just a matter of exporting with different scaling settings than were previously used
i tried to import it as humanoid after fixing wheight painting and got this
it didnt do that before weight painting
Open the section it tells you to open and read the message therein
ooooooohhh
Yeah - I feel like many people post this exact error without having actually read it.
i had my bones named wrong 💀
How do I fix this?
technically names don't matter, but you probably have one named the same as a mesh object?
really hard to guess what this is about from just that
Yep, the name still doesn't matter, but if it's funny, Unity might not have guessed right, so click "configure" in that dialog and see what it's got in that bone slot
Idk either. Downloaded the avi and I'm tryna get it into VRC but that stops me
put the right one in if you need to
I'm guessing you have a texture slot with a broken reference in it, but you'd have to check the material to see
idk where the configure button is
in the image you just posted
OK Ima try reimporting maybe that'll fix the reference
I wouldn't expect so, unless you specifically unchecked something in the package before
so i did the config and clicked apply, what now
i dont want it to reset accidentally
was the right bone in that leg slot?
ah, good
dumb question but my sdk is apparently not at least 3.9.0, how do i fix that? Do i just update CC or something else?
now its this
Yeah CC or Alcom is where you update the SDK
Suggestion: delete that Poiyomi folder in Assets and install the latest shader the new way, via VCC or Alcom, and upgrade materials. I suspect what you have is a really old version that doesn't play nice with new stuff.
Beyond that, Poiyomi discord can probably help
Whats the latest shader called
... poiyomi?
i updated my CC and it still says my sdk is outdated and my id is not allowed to be used??
VCC version has nothing to do with the version of the SDK in your project.
in VCC or Alcom, click on the option to manage the project, and upgrade the SDK therein
Ohhh ok sorry
if I want to change the colour of my hair for creating a radial toggle for changing colour what am i supposed to target for animation from the hair material?
I dont really see a hue option toggle I can only set custom colors from main color / 2nd and 3rd 🤔 so is changing hue color not doable for this hairstyle?
I'm assuming the Hue slider at the bottom-right of this image. I don't use this shader but that seems right, you'd setup a mask so it only targets the hair mesh.
-# I think i fixed my shit and this isnt asking for much help anymore but Kazin you're legit the goat, helping like 4 people at once is a HARD thing to do. Youre awesome chat tysm 
eh, I'd say I'm more hinting than helping 🙂
Still it deserves appreciation :]
am i to move one of the mask into the color adjust mask place?
if one of those is a mask for the hair, sure, probably
is that the only error in the console?
I got them from another avatar I have
The vest however is an asset
And it was showing up fine before I’m pretty sure
But when I use fury armature link it disappears
You answered "where did you get these" not "how did you attach them"
Oh mb, I dragged them under the base hierarchy and did armature link
ah ok
The person who made the belt also made the vest, idk why the vest is tweaking out tho
anyone has a potential fix to the scarf just clipping into my body? (i want it to fall on my bodu, but not clip trough it if that makes sense)
does it have physbones? I usually prefer to use a limiter for this, colliders are a bit janky
yes it does
soo how could i possibly fix the clipping issue?
go playmode, mess with angle limits until it wont go inside mesh , copy value / paste after playmode
simple one on chest, adjusting value until it stops going inside
Yeah - use limiters with a curve, less on the top where it'll collide, more on the ends so they hang free
Can someone help me with creating a radial hue toggle for hair. I tried making it but when I use the radial toggle the hair color doesnt change
so uhm, small issue, the limits arent doing anything
Pretty sure that is one of the settings you might have to disable and re-enable the physbone component for it to apply
in play mode or outside of playmode?
Also, the first physbone you edit isn't even turned on
In play mode
oki
ok so i tried re-enabling the physbone multiple times and it dont work still
I would personally use physbone colliders though, they aren't amazing, but they work.
how do i do that then
You click the chest bone and add a physbone collider component, go back to the scarf physbone and drag drop the chest bone into the "colliders" list (which starts as 0, meaning no slots, set it to 1 to set the one chest bone in there)
still somehow does not work
Well then it sounds like the scarf physbone you are interacting with isn't the right physbone
Could also just be that you made the collider too large (and maybe that the scarf physbone needs a collider radius, so it has thickness instead of being just a line, don't think this should be required though)
Id like to make a float that everytime it goes over 80%, will play a particle but not remove the ones that have already played so they don't disappear until their lifetime is up. how can I make my particle system play a new one without removing the old ones/making them disappear?
I followed these steps
- create paramater named: Bandhair hue Float Default: 0 Saved: Check Synced: check.
- Animation tab and create new clip, named : Bandhair hue
- select hair, record in ainmation and change the hue to -0.5 (to the very left) then change frame and change hue to 0.5 very right.
- Checked color hue is working between keyframes. Stop recording. Select preview
- Animator layers make bandhair hue weight 1 then parmaters float toggle same name : bandhair hue
- Create new state from blend tree check motion time select bandhair hue :
- Blend tree add motion field add Bandhair hue.anim
- Add it to the gesture manager wherever you want it with radial puppet and rotation bandhair hue float.
But even after all this when i use the radial toggle the color hue changer doesnt seem to work, any idea as to what i can do?
right click on the name of the sliders you changed (Hue, Saturation, ...) and enable "animated (when locked)"
you mean to right click on the hue over here?
yea, if you click on the name, does it give you an option for that?
when i right click on it nothing shows up
mm, some shaders would give you something like this when right clicking on the name. shaders lock automatically and animated when locked would stop it from doing that for that specific value
im not sure about liltoon then, thought they did the same thing
do you think it might have anything to do with the fx?
Ahh I think that is the case 😭
Because hair swap was working when i went through the steps like so
And the new one i created for color isnt listed here
😭
yea I trust that your Fx is made correctly, it seems fine the way you described it
i managed to get the plate carrier to stay during play but for some reason it rotates😭
You using armature link
what else would i use?
Blender
the other asset from this guy works with armature link tho
Yeah but that's how your meant to use is blender and link it to the Avi
But
In the settings of armature link
Make sure you press
align position
Align rotation
yeah its all aligned
If it's checked then uncheck it
it workeddddd thank you🙏
Amazing
^
downloading and built an avi, but its animations aren't i appearing. Have I missed something?
ooh I didn't know about that repo
yeah that's a poi thing, I didn't think anyone else did that?
why is it that when i work on two the third one stops functioning?
I Cant get more than two radial puppet for the same mesh to work anyone know how to do so or is it not possible?
Does anybody know of an Avatar that's called "Nightclub Highwire"?
It's a Fortnite Character's (Highwire) Head on "Fexa the Pirate Fox's" Body.
It was Formerly Public, but for No Reason, the Maker of the Avatar Took it Away...
I'd recommend going to #1204490664637890580 and find VRCTraders. They are a community that takes commissions for avatars/worlds. I'd also be careful of anyone DM'ing you about doing an avatar for you, there are lots of scammers and simply mentioning avatars get's their attention
anyone know how texture swaps are done? im trying to change the texture of a face using the face image but whenever i do so it doesnt swap correctly
Anyone with experience with the CATS plugin for blender?
I'm trying to make an avatar for vrchat and I'm using the CATS blender plugin for blender 2.92. Under the eye tracking section where I'm supposed to select the bones for my models eyes, I only see a left eye bone but not the right one in the list. I can select both eye bones in edit mode and see them, but they aren't in the list to select for the eye tracking.
there ends up being a weird outline around the mouth and eyes
this doesnt provide anything other then basically saying it was a failed upload, show the topmost 3 errors in the console and a screenshot of the SDK upload panel
can somone smarter than me explain?
I'm trying to add gogoloco bc the base i'm using doesn't have it, but when i do i get this error
Ok give me a while and I'll get it bc I gotta boot up my old ahh PC and send it then I may wait till tomorrow bc its 1 am for me
fury is terrible but
stop using multiple fix write defaults components
<@&397642795457970181>
wow 2.92 is ancient.
Why are you using this? Just make your eye bones perfectly vertical, with 0 bone roll, and the head at the center of rotation. You don't need cats to do anything here.
this is it
there's nothing above that? weird.
I need help finding someone to make me my OC I'll pay how ever much
head over to the VRC Traders discord, link is in #1204490664637890580
Thx
Quick question which one is it
Um so I have a question. I do I fix her being cross eyed? It’s the aeri head.
So just VRC Traders
hey can someone help me how do i export a blender file without having them become tranparent?
Looks like the normals are backward. You can correct that in blender by selecting all the problem faces in edit mode, then go to mesh > normals > flip.
uhh i think i did somthin wrong
You flipped all of it. You only want to flip the ones that were problems. Try the auto mode, do mesh > normals > calculate outsite
You can also enable this setting to see where the issues are
auto mode?
why dont my pants show up when i place them in the pants mesh (They are the edited version from blender)
Can you explain more what you did? Not sure what "place them in the pants mesh" means
oh my god thank you sooooooooo much
No problem
I had clipping issues so I took the clothing prefab and placed it into blender alongside the sculpted model I did.
then i edited the pants to fit my base model. then i exported as so.
Once I drag the edited pants from the prefab and drag the pants mesh into the mesh field for pants, they show up invisible
I can try
It'll work unless you unpacked the prefab
Honeslty, I've never tried doing it like that. I just bring every asset into blender and assemble the whole avatar there. Along with doing some very simple optimizations
oof I tried it and it didnt work everything was gone. and it is unpacked... 😭
Yea never unpack. Anyone that tells you to do so are too new themselves to know its not a good thing to tell others to do
hmm the youtube tutorials ive seen always unpack them tho 🤔
Yup. It's a common thing, but you shouldn't do it on things like models. It ruins the references in Unity making it a huge headache to work on further
By models as in the vr avatar or anything such as outfits hair items etc?
Well both, it's just a more technical thing and depends on what your doing. A lot of people tell others to do it because they don't use things like blender. They are working around the issue but causing other issues in the process. If they would just use blender, they would never have the problem in the first place
Simular issue to tools like VRCFury. People use it to make toggles, which works, but it doesn't allow you to do more intricate animations and so they learn themselves into a corner. Then they either have to live in a world without awesome animations, or rip the bandaid of and learn the proper way
What kind of animations to be specific?
Like anything interactive. Pulling out a gun and firing it with an ammo count and working slide. Can't do that stuff with Fury
I already did things like this with VRCFury.
Oh? I'd like to see it
thnx god im not there yet 😭
This will requiere the "Full Controller" Component to work.
The Toggle component is not enough.
What does Full Controller do? I might have to do a dive in their documents
You can Reference one or more Animation controller, Menues and Parameter lists.
You can basicly have a item placeable in the world and interactable in both hands. with animations, contact senders and recivers and so on
I have a free lantern asset atm, I build with VRCFury in mind
I don't get it, what does it do? It sounds like it's just combining the already made controllers
in the background:
It takes your referenced Controllers, Menus and Parameters and combines them into your avatar.
If setup correctly, you can even have multiple items of the same prefab on your avatar, without changing anything in the controller
Yea, that's not what I'm talking about. I'm talking about Creating those controllers. Combining things is useful though, I've just always done it with Avatar Manager 3.0
There is no way arround to create a Controller, in one way or another.
Avatar Manager 3.0 seems to have a destructive workflow approach:
Combines Stuff in extra steps and may requiere extra work with renaming
getting a looping error regarding VRCParentConstraint but im not sure what's happening
Exactly my point, toggles are great with fury. But as soon as you want to make more complex stuff, you have to do it the good ol' Unity way
Sounds like a bug, have you tried closing and reopening the project?
let me try
im trying to make gesture expressions for an existing avatar which already has an FX built it, if i replace the FX for the hand gestures itll break the toggles
is there any way that i can merge the two or import the vrc hand gesture layers into the existing FX?
Gesture layer and FX layer aren't the same so you can't just call gesture layer "FX".
Its just that ive copied over the hands layer from the vrchat folder to use for my gestures and ive been told to import that into my FX on my avatar however it already has one that controls the toggles (im a little new to unity so im a bit confused)
im not sure how else to link expressions to my hands any other way
FX mostly refers to "FX layer" in playable layers section which primarily core of avatar toggles. For hand gesture, it's controlled by "Gesture layer", which is a different layer from FX. You could just replace the Gesture layer with a different controller to get different set of hand gesture.
Looks like it worked, thanks
I think they want face expressions controlled by gestures
So if you want to combine two controllers together, you can use tools that will do it for you, or do it manually yourself. Couple tools I know of are VRCFury and Avatar Manager 3.0. Doing it manually would just mean copying a layer and pasting it into the other controller while also adding any parameters it needs. That can be pretty tedious though
Controller logic is controlled by parameters. If you select transition arrow, you will see how parameters are used as condition. Here's the list of built-in parameter https://creators.vrchat.com/avatars/animator-parameters/
Also, if you simply duplicated that gesture animation controller, you'll want to remove the masks on the layers. Not entirely sure how they work myself, but I'm pretty sure it would only cause issues
I do already havey VRCFury, do you know how i would go about doing this?
I personally have never used it for this, but I'd imagine it's pretty straight forward. I'd either ask in their discord or look at their documentation. From a previous conversation we were just having a few minutes ago, I think the component is called "Full controller".
Alr ty!
VRCFury is just a "shortcut". It won't help much if you still don't understand the core of how playable layer is made.
I would say, people should first watch some basic unity tutorials first, to get used to Unity as a tool.
Its otherwise very diffcult to explain stuff
Pretty much have to do things by hand first: recording animation, creating transition, etc.
Yes I made the animations by scratch, i have basic unity knowledge however i just wasnt experienced with dealing with this specific issue
however this did end up working and everything is all good now, thanks for the help both of you :)
i cant find vertex data???? where is it in blender
wait nvm i got it
See? Better to take some time to look through.
how do I make something only visible on pc and how do I enable avatar imposter
Use tracking type parameter for transition condition https://creators.vrchat.com/avatars/animator-parameters#trackingtype-parameter
And what do you mean enable avatar imposter?
like where it shows a really low resolution of the avi for others instead of a fallback
But enable for what purpose?
just want to make sure we are on same page, im meaning for pc(vr) and hidden on quest
sorry if i missed something
nvm found it
So you rather mean having it generates imposter avatar?
yea I kinda would prefer people to see imposter rather than my fallbackj
but I think I found it
You could remove the object from avatar when you build for Quest platform.
Yes.
okay thank you so much for the help just wanted to make sure I didnt corrupt my entire avi, thank you
also one last question, can I do the same for shaders, like set quest to the mobile ones but for pc I can set it to the non mobile one
Yes
thank you so much again
how to upload the avatar for both pc and quest ?
Switch build target to either PC and Android, and build publish avatar twice for both target.
do i need to find a package that in PC/QUEST ? or i can just choose PC package, QUEST package to do it ?
That depends on the avatar author on however they package the avatar. If it has both PC/Quest in same package, that means either the avatar prefab can support both platform in one, or just have 2 avatar prefabs for 2 platforms in just one package.
Then import those 2 packages.
@ornate stump i swapped back to windows and now its over written everything
What do you mean over written everything?
its now basically duplicated what I had for android
In unity or you had uploaded it?
so I had made my avi and it was uploaded for windows, then I wanted to make it cross platform and then I asked for your help, i swapped my build platform to android and deleted the excess stuff and uploaded to android, then I swapped back to windows and it overwrit the origional windows model (in unity its got changed)
was I supposed to make different project files?
You rather have to duplicate the avatar in the scene first because you're actually editing the avatar itself.
so i can just make 1 project for it right ?
i get it now
Probably. Or just go to read the instructions the author give.
thank you for the clarification
I made a laser poiner like asset, but the laser goes right trough players, but stops at walls and such (world elements).
Is it possible to have laser collide with other players, at least the capsule collide arround other players should be possble?
These are the collision settings:
Can someone help me import a fbx, edit and export it successfully into unity again. IF someone can get on call with me max 5-10 minutes or less?
is importing as simple as clicking import fbx?
Mostly yes.
well then so far ive only selected pants and edited it : what settings do i use to export it once ichange back to object mode?
Most of the time it's Apply Scalings change to FBX All.
well i tried that and still nothing shows up
You had "original prefab" in the scene which doesnt' have data link to the original fbx file. You have to put new fbx file into the scene, and do not Unpack Prefab.
so am i to remove the c prefab from hierarchy and import unitypackage for the outfit again to asset and upload it to hierarchy?
Remove the c prefab from hierarchy. Then put the FBX file you exported back into the scene.
does anyone know the best way to rig digitigrade legs? just rigging them like standard human legs doesnt really look right
I've got one that works pretty well but it's kinda complicated and I couldn't really explain it easily. There are a few methods I've seen around, most use two sets of bones, one for moving the legs, one for your body to move, and then you use rotation constraints to have the "IK" legs drive the ones that move the model.
also.... any of these methods is going to have to be customized to the specific model you have.
Hey, got 2 questions, to start can anyone give advice on how to make like a digital eye screen?
can you describe or show what that is?
Yeah holdon
so id like to fit like a digital eye on this, like how protogen avatars do
i can try to find an image of what i mean by digital eye
okay so it's just a texture in a material, applied to a specific face on the model
how do they animate them?
could be a sprite sheet, could be a custom shader
could be a funny low poly circle plane that has blendshapes
i see i see, ill have to learn how to do that
yeah deforming a mesh is a pretty decent way to do it
ohh.. do u have any tutorial videos that can help? its really complicated for me
damn
I don't know of any tutorial videos, sorry.
I'm just going to repost this since I'm still struggling with the same issues,,,
first pic: how did you attach it?
second: what about this is wrong?
I dragged the hair asset onto the avatar first (in the hierarchy, not the scene) so that I could move and place it as I want, because when I drag the asset onto the "head" thingy in the side hierarchy, it doesn't allow me to make any changes to it whatsoever. So I first dragged it onto the avatar itself, again the hierarchy, then I moved it and used the transform tool to make it fit my avi's head better, then I dragged it onto the head in the hierarchy.
I'm not sure if the part on the left where there's a list of all assets and such is called a hierarchy but that's what I'm talking about.
The second pic is just messy? I didn't use to see all these green lines in play mode before. And when I just want to tilt her head only to check if her hair moves properly, it doesn't let me.
In playmode it only lets me select the whole avatar and only then can I move it, but it's full of those bright lines and I can't see anything, honestly. Just messy.
Is the hair asset a VRCFury prefab or something?
pic 2 is because you have "gizmos" enabled, upper-right of the Scene view, the icon looks like a globe.
when you load into the avi it reseats the base rotation so how could i make it face world on load not local
I'm going to check to make sure, but I just downloaded the hair from BOOTH, then dropped the package into my scene and then dragged the prefab hair onto the avatar (in the hierarchy)
If it's just a model with no stuff to link it to the avatar, just dropping it on won't make it move with the armature.
It does have an armature in on its own, though.
If I drag the hair directly onto the head, it moves with the avi as it should, but I can't move or shape it with the transform tool if I attach it that way.
Yeah, on unity. I can move stuff, rotate, scale, and kinda squish things which I call transform.
yep, that's all transforming
I can't do that if I attach the hair and all the other things in the asset to the head directly, which is why I first attach it to the whole avi itself, shape it, then drag all of it back onto the head.
It'll be easier with a picture but Unity is loading so I'll send it when it opens,,,,
?
not sure I understand what you're asking or what that video is showing
when i swap in and out of avi the points oriantaion changes ment to be a compas
"points orientation"?
there is a ring of cubes around the avatar
Create a new prefab and use that as the source
oh, I wasn't sure what that was supposed to be
I use this all the time to get a consistent position or rotation
I've created avatars that overlay effects onto specific worlds that way
ok thx
Now I've got another issue entirely, not sure what this even means.
this just means that unity tried to show a custom material editor
but it failed to do so
i don't use lilToon much
so I don't have any good ideas for why that's happening
it's possible you only have the shader itself in your project
and that you don't have the scripts that are used for the custom material editor
might have got the shader with the avatar but you should probably install it yourself
@somber sequoia hey do you happen to have like a specific website for free assets you use? Or do you make all of yours yourself?
Im after like a hydraulic cylinder im havin a hard time finding one and also am wondering how itll work with animating movement (first time)
hard objects are generally easy to animate
(well, they're very easy to rig, as compared to squishy things)
each part of the model follows one bone, rather than stretching between several bones
so even if you don't find a rigged model, it would be relatively easy to rig up
I dunno where I'd look for that, though
Thankfully i dont have any squishy pieces atm 😭
For some context, im looking to replace the muscles connecting your jaw and skull (yk what makes your jaw go up and down) with hydraulics, so i wanna find a piston/cylinder i can use for it
I usually make variants, and when I opened the project the variants were all white, so I just deleted them and now only have the main materials and textures that came with the package.
"variants"?
you mean material variants?
Yes.
if you only have the shader code (so, .shader and .cginc files), then you won't have the custom editor code
It's also possible that this one shader has a messed up custom editor definition
I noticed that it's "Hidden/lilToonOutline", which is a bit odd
anything starting with Hidden/ won't show up in the shader picker
I tend to make my own, and only know of the usual ones, such as sketchfab and turbosquid.
Sketchfabs been getting on my nerves, its trying to make me create an acc with epic
Will check out turbosquid!!! Btw are free assets frowned upon? Not that it matters ig cuz this is just for me and not for distribution
credit (or pay) artists as per their terms of service
How does one do that? I mean for public assets, i can make some my own but some things (cough cough teeth cough cough) really arent my specialty
I once again have to wait for unity to open up..
surely that depends on what the artist wants?
VRChat actually gives you a place to attribute assets now
I use that for any CC-BY licensed assets
I've published a bunch of open source software, always put my license clearly in the repo/package.
Well ig i dont know where to find what they want, i just have some objects i got off a database, hasnt really specified except for use privately (which i dont intend on distributing)
look at the license terms for each asset
I certainly don't either without researching the specific asset you're talking about
of course, all of this barely matters in non-commercial private-use settings
🫡 🫡 🫡 im sure its nothing terrible being free assets and all, thanks twin!
but it's nice to give credit where it's due
(and it can help other people find and use the assets, too)
Oh yeah that makes sense, ill have to document them all so i can direct accordingly
Yeah lol, im just making an avatar for use for vrchat/resonite (im unsure abt that but when i get a pcvr i told my friend id check it out with him), if it were for like selling stuff i definetly see the problem with not crediting. Thank you!
i really gotta get back into that game
i played a ton of it years ago
it appeals to the kind of person that has a project car
I mean hes hyped it up a bit, it seems really interesting in terms of how complex some of the UI sounds
👋
Im ok! Been in a zoom call for the last 3 hours while learning how to make an avatar, you?
Noo im an idiot 😭 i just dont enjoy avatar options and wanted to try to make my own
Oh no, im learning myself! Definetly a struggle at times 😭
Dreading learning how to texture
ummm idk what i did
Yeah! We'll get there eventually
Spin 😎
this prefab should not be added to your avatar
it should just be a completely empty prefab with nothing on it
call it "World Anchor" or something
? like it doesnt get uploaded
what?
The prefab will get included with the built avatar
It's an asset, just like a material or a texture
You're pointing the constraint at the prefab itself, not at an instance of the prefab on your avatar
like this?
The prefab should not be on your avatar at all.
ah
Its only job is to be the target of the constraint
Your HUD itself will still be on your avatar, of course
e.g. here's my "world anchor" prefab
and here's my VRC Rotation Constraint that uses it
I use this to prevent part of my avatar from ever rotating
You can use the same trick to prevent part of your avatar from scaling!
just use a VRC Scale Constraint
Here's what it looks like.
so likt this not inside?
you seem to be indicating a skinned mesh renderer
"Ancor" is not a prefab. It's just a normal game object in your scene right now
Right click in the Project window and go to Create > Prefab
This will make a new empty prefab asset
I'm pretty sure that, in this case, the "Ancor" object wouldn't get included with the built avatar
since it's not an asset (it's not in the Project window) and it's not attached to your avatar
is this correct settings?
Turn off "Freeze to World".
also, is "Ancor" now an actual prefab asset, or is it still an object in your scene?
if you haven't changed that, the trick won't work
Delete Ancor from the scene entirely
It should not exist anywhere in the scene.
Drag the prefab asset itself into the "Source Transform" property of the rotation constraint
does the prefab need to have anything on it?
No
The point is that this prefab has a fixed position/rotation/scale
it just floats in the void
That looks correct now
See how that behaves in game
(and try it in the editor, too!)
with Gesture Manager, you can move and rotate the Gesture Manager object
ok in gesture manager its fine but starts to spin when uploaded
It may be fighting with the "Show in First Person" VRCFury component
notably, i see that it's using its own constraints to make that work
My first thought would be to set it up like this:
- Root <-- has "Show in First Person"
- Hud <-- has the rotation constraint
k
going to try to remove it to see if it works
Why isn't the outline for the X bandaids as smooth and connected as the other outlines? It looks disconnected in some places.
ok that didnt even fix the spin
im having a slight issue with blender sculpting. i usually use the draw brush to fill in clothes areas that clip or dont fit. when i try the same brush on the shoes it does the opposite that is it tears the boots. anyone have any idea how i can fix this please?
this could be because the bandaids are clipping into your body
can you show me your current setup? hierarchy + inspectors for each object
#3d-modeling Might be a good place to ask as well
Tysm.
Does anyone here know how to fix the shading issue here? All those accessories that appear orange are actually a very light white-pink, but when I walk under a low-lit area they just turn a dark orange like that. Yet the rest of the avi doesn't react to light like that, how can I make them match?
fps of vid cant showe but its flickering every frame
sent
omg i am using wrong rot point i thought i needed y but it need to be z
thx
wait new problem now t-t
ok fixed that now need y and z
oh, did you have the rotation constraint set to only control a single axis?
yes
that can cause some really funny behaviors
i still don't fully understand how that works out
importantly, the meaning of your X rotation depends on your Y rotation, and the same goes for Z and XY
@proud cobalt first, youd need to check and compare materials, they may be setup differently. 2nd, you need to make sure you have anchor override setup on every mesh to the same bone (chest usually)
Avatar contact recievers seem to be triggered by the avatar's global contacts even when "self" is turned off? Specifically something I noticed with Marshmallow PB: In certain circumstances, the "breast contacts with others" will squish them in prematurely when on.
I narrowed down the bug to the contact recievers detecting the avatar torso. BUT these contact recievers are set up to only detect other player's contacts?
I know for sure this is the case because:
Only avatar in the testing scene in Unity
Play mode: the contact shows as something being within the limits (proximity)
Issues go away the moment I disable my avatar's torso contacts.
Any way to fix this? Is it maybe a bug with modular avatar making the contacts at build time? idk. it's just an annoying bug idk how to fix
Have you only tested this in Unity? It might not happen in game, so if you haven't tested that yet, might be worth doing
I have a problem. I used the VRC Head Chop to hide a cape and it works, but it doesn't work on some maps. How do I fix this?
What are some maps for example?
Freddy Fazbear's Virtual Pizzeria
It doesn't work as the cape is fully shown instead of hiding?
Well, basically when I activate it, I see it as if it's in my vision, but I put VRC Head Chop on and that fixed it. However, on certain maps, it cancels VRC Head Chop, and I don't know how to fix it.
So I tried re-importing an edited fbx into unity, however, the mesh is not visible at all. I madr sure that the correct mesh was selected on the body, but it will not appear in the scene. Does anyone know why this is happening?
Howdy, random issue Idk how to fix time.
My model is exporting with a blendshape I have turned off in blender set as the default shape in unity (which makes the rest of the blendshapes stop working when I try to turn one on).
I have re-exported the FBX from Blender with Apply Modifiers turned off. I duplicated the blendshape and deleted the original, and I even imported the fbx into a clean blender project (where it had the same import issue). The basis shape is still there and hasn't been replaced.
I have NO IDEA how to fix this. I have no idea what I can possibly do besides restarting the model entirely.
If anyone knows how to fix this, PLEASE TELL ME. I have no idea what's causing this.
does anyone know the number for each gesture
is it possible to port this to unity? im new with managing this type of rig, i bought this from someone and im trying to see if its even possible at all to upload it
can someone dm me and help me make my model work better for mmd worlds
trying to upload an avatar with the same base as another and the sdk thinks the avatars are the same, how do i change that?
and ignore the performance stuff
You need to clear the pipeline manager ID
Can you explain more what you mean by "turned off in blender set as the default shape in unity"?
I'm asking again but I have a problem. I used the VRC Head Chop to hide a cape and it works, but it doesn't work on some maps. How do I fix this?
That sounds like a bug. What world you're in shouldn't change something like that on your avatar
is that in the content manager? i think i saw ID mentioned in there
The problem is that it does this on 80% of the maps I visit.
It's on the base of your avatar, where the avatar descriptor is
The blendshape is turned off completely in blender, but for some reason is shown as the import default without being on. Basically like it replaced the basis shape
Do you have a component that does the same thing?
ah okay thank you
Oh strange. I've never heard of something like that happening
Not that I know of
Sobs
And can I fix the problem?
Well if it's a bug in the SDK, you could try reuploading the avatar in a new project. If it's a bug in game, you probably can't do much. Is the item part of your head mesh? Cause if it wasn't, you could just toggle it off locally. You wouldn't see it on yourself at all though
If it'd help at all, I can give a video in a second of what I mean? Maybe? Idk I'm desperate for help lol
Maybe? But really it just sounds like something is getting screwed up. I don't know enough about the lower level of blendshapes/vertex data to even be able to guess in what way though or how to fix it
Okay, it's an item of clothing, but it has a bug by default. I can see it in my field of vision, so I used the VRC Head Chop, and that fixed the problem, but in certain worlds it's like the VRC Head Chop
If it already has something bugging out, then that's likely why the head chop is also bugging out. So the solution is probably fixing the first issue
And how do I do that?
I don't know enough about the first bug to say, just that you said you can see it in your FOV
How do I hide it from myself?
If it's just a separate mesh, you can make an animation that turns it off, but only for you using the 'IsLocal' parameter.
I don't know how to do that
UPDATE I FIXED IT!
I accidentally had the blendshape selected in edit mode! I didn't know that made it the default according to unity somehow!!
So question, why do you tell it not to apply modifiers? I've never seen someone do that, but I'd also not imagine that would affect it, but everything else you did seemed normal.
Oh, just saw your message saying you fixed it
lol
It's advice I saw when I googled it first lol!
If a blendshape is on and won't turn off, sometimes turning off apply modifiers will reset the blendshapes to default on export
So it was the first thing I tried
You'll need to learn about making animations and animation controllers. It's a pretty complex topic, but the thing you need to accomplish is pretty simple so it shouldn't be too bad
Ah, interesting. Overall that still seems like an odd behavior for it to apply it when your simply in edit mode, but it's blender. It's got its quirks
Fr, it's never done that before. Nooo idea why it did it LOL
Isn't there just a toggle to hide it from myself?
Actually, you could simply make it a normal toggle, then just make sure the sync on the parameter isn't enabled
Too complicated for me
what I do for this is when I export from Blender, under "Geometry", I set "smoothing" to "face", and then in the Unity import settings I use "import" for the normals instead of "calculate" or enabling legacy.
It could be that the small amount of compression that happens is causing it to start to clip. Either way you could just move the nail up away from the thumb a small amount
unfortunately it completely shifts/lifts off the thumb whenever you move your hands so lifting it wouldnt stop it from doing that
Sounds like a weight painting issue of the thumb then
the weight painting has been tested by like 3 creators and redone twice 😭 the nail moves perfectly with the thumb no matter how its positioned in blender, this issue only happens in unity playtest and ingame
The nail is moving with the end thumb bone, but if the thumb itself is deforming strangly, then it could cause clipping. That or if it's got too many weights from other bones and because Unity only uses a max of 4 (I think), then that could cause clipping as well.
yo I am trying to make a ava and it is just a error bot and this
are you using VCC?
what does that mean?\
What unity version does it say youa re on right now, it should be in the top left
this is an example
this one
make sure that your vrchat sdk is up to date, you cant upload avatars with an sdk older than a certain period now
do you have the VRChat Creator Companion installed?
yes
Are you launching your projects through the creator companion?
does pressing the auto fix do anything?
you can update it by doing this in creator companion
so i should try removing weights from the thumbs for the rest of the body to see if that limits it?
i don't use the correct unity version and it works fine lol
I did that
and it is still a error bot
if you have the pumkin's avatar tools addon you can try removing empty scripts, that usually solved error bot for me when it happened, or deleting the avatar blueprint and uploading again as a new avatar
I delet it and then upload it
Having some issues uploading, any ideas?
nothing useful in those messages - see the first pin for help on how to share relevant bits. tl; dr: the first 2-3 errors in the console are most relevant
then idk what im supposed to do
it says check the console
and this is what the console says
it says only that?
yes
all 3 screenshots is what i see
it says "build failed, check console for more details" i then posted everything in console
okay, none of that is useful, unfortunately
maybe look at the build stats window, there may be some error there
build stats window?
above the "build and publish" button, where it tells you about polygons and materials and such
sad
@somber sequoia hey are you good with textures?
Please don't ping me for new questions.
Uh... alright... sorry i guess? Just wanted a reccomendation for a texture
?
Anyone know how do I apply the blush on the Nardoragon avatar?
check in the blendshapes
click on the base body and check under the thing labeled blendshapes
actually is it a texture thing your trying to apply or a toggle?
ok then in the material for the body you would drop that in as a decal, also on that texture click the checkmark that says "alpha is tranparency"
Decal? Im sorry idk about unity that much😭
your good, in your case bc your using standard put it where it says "detail mask"
id recomend switching it to "toon standard" too if you can, it gives you more options for shading
Ok I added it in, now what?
it should have just applied, if you dont see it then it might be bc your head and body are seperate materials
Not at all lol
ok then switch the material to "toon standard" and try to do it there?
I did, the blush texture is here now
Yup, does it have to be one of the detail masks, or both?
just on the texture one
Okay, I had it on both lol
may i ask: is the blush made for nardo or a different base?
It came with the nardo
Im thinking of retexturing as orange thi
Just gotta find out how to get it working first
ok just wanted to see bc it looked like its supposed to overlay on a different texture
Hmm
which is why i asked if it has a seperate head material lol
Oh lol
yea
Well should it work now?
cuz if i assume the head is at the top the blush doesnt look like is lines up so im just confused
its still on the mask not detail and you somehow locked it lol
its should only be in detail texture, not detail mask
Fuh, one sec lol
if it worked you would see it appear on the face
plus doesnt nardo use poiyomi normally or am i drippin?
It do
this the quest ver then?
Nah
then why are you not using poi?
I dont have much experience with this
Idk how to re-apply it
your good
when you opened up the nardo did it show up pink?
Yeah sadly
then you didnt have poiyomi installed
Where do I install that?
drag it in like the nardo unity package
Im about to install it into the project rn
yee you can drag and drop it
Alr I installed poyomi toon and pro
i would also recomend for future reference doing it thru VCC
Thats how I did it lol
select all your materials and change em to poiyomi toon
Alr, one sec tho bc the scene is opening
ye all good
Wtf the blush appears on the arms
yea thats what i meant by "it dont look like its for nardo"
hold down shift and select all of em
Right
you can change em all in bulk
Im not finding the poyomi thing tho?
show?
did you install the package into your project? poiyomi.com for instructions
Just how I did it
Wait wtf
The poyomi package disappeared off my project
I swear I added it in.
try adding it again??
yeyeye
So weird how the blush appears on the arms tho
Ill just go into a drawing app and scale it correctly
thats so weird tho
Very
whered you even get said blush
id open the base texture and overlay the blush on a different layer where it should go but im pretty sure thats the plan lol
It came with the Nardoragon package
It is lmao
yuuuh lets go no substance painter gang!!
my only assumption is you arent using the poiyomi settings the nardo is supposed to come with
I aint paying for that junk😭 🙏
it imported pink and they had to change it manually back so they most likely reset
Yurp
yuuurp
so you imported it in the wrong order
I didn’t know that I needed poyomi for it
you have to import shaders first
you can also try reimporting the package but ONLY the materials?
also did you make new materials or just swap the shader
i think they swaped
cause error shaders have all the stored data
Swapped
just not the scripts
if im guessing the eyes are here, i think its like this for nardos, i could be wrong tho
It is lol
good my very good very accurate diagram helps lmao
plus thankfully unity updates in real time so you can see and change it as you go till it looks right
Where do I add said texture
decals
Added it
should be the texture for decal 0, again not the mask lol
your good tho, comon mistake

you see where theres a "A" next to something called "alpha"? u wanna right click and remove "is animated when locked" and set it to however much you like
if you want the blush to still animate like on the base model and not have it on all the time then just keep it how it is
well does it look right?
It doesnt really pop up now
apply the material to the face, like drag it on
you can also slide the sliders in the material to see if it changes anythin
if not then say
Nope🥀
then take the mat from the bottom and drag it onto the face
That one?
yes :>
I did and nothing rlly happened
huh
And I know that the blush is in the right placement
Alr
you ok with dm vc?
Yup
how do i fix this, im trying to get the arm to bend at the elbow
im a newbie so im prob doing it wrong
Say I have a collider on a bone, I want the bone to scale and move, while keeping the collider in its same spot, but let it move with the bone's movement. What should I use? The problem I have right now is when I scale the bone, the collider moves with it, and no longer is able to collide where I want it to.
Because it doesn't have edge loop at the elbo so it can't bend the elbow.
I wanna say I need a constraint, but I'm not sure.
whats an edge loop
edge rings that go around your model.
😰
Do you understand the vertex, edge, face?
no
Vertex is a dot.
Edge is connection between 2 dots.
Face is assembly of multiple edged into polygon..
update: we fucking fixed it lol
It occurs in game as well.
my avatar projects got deleted because of onedrive, i had uninstalled it and i was deleting stuff and accidentally wiped my documents folder, i didnt even realize untill i had already cleared the recycle bin too, is there any sort of backup tool? i never... expected something like this so i didnt back it up elsewhere, is there some way to restore projects or if theres automatic backups in VCC?
There is no automated backup.
Hard-learn lesson.
Is that transparent mirror?
personal mirror
Is it transparent?
it's transpearant to remote users
if thats what you mean
You sounds like you still misunderstood the question. I asked if the mirror is transparent so it shows only avatar and not world, and the where it isn't showing avatar it can be seethrough.
what
Do you know mirror can be set to show just avatar, or show both avatar and world?
If it doesn't show world and background is seethrough, that's call transparent mirror.
The problem of transparent mirror is the edge of transparent object will become opaque.
yeah but it's a particle
It's still an object.
The stuttering is a different problem so that didn't help.
The problem likely is from multiple particles occupied the same distance from the camera, and that cause them to fight each other to render on the same space.
the pivots are different
That's irrelevant.
hey do you know any good website to get free avatar other then, jinxxy, gumroad, booth ?
No.
I'm not sure how to do the anchor thing?
@proud cobalt #avatar-help message
I'm trying to fix the hair being attached to the head but not moving. :(
Hello, while looking for avatar tutorials, how far back in time can I go before I stop seeing up-to-date information?
I am pretty sure most stuff still applies. Especially everything that is SDK3
Optimization and stuff liie that is still valid till this day
It toggles if you can see other users in your personal mirror not the face one
Uhm, what happened here and how can I fix this?
Does anyone know a good tutorial for making a pet/follower? I've got a plushie that has a walk animation and everything but I'm struggling to find a tutorial for setting up a follower.
Use the among us follower system :D! It comes with a tutorial on how to customize it
Ah alright! Tysm
The one by hfcred?
you can also make it quest compatible if you just convert all the constraints it has to vrchat constraints
yeah!
Is anyone available to help me out??
What do you need help with?
I am trying to resize ears in Blender, I get them resized and then when I try to put it back in Unity it just messes up literally everything. Like it won't be resized or it won't be resized AND the body is like toothpicks
export with the same settings as previously used. Usually this means setting "Apply scalings" to "FBX All" in the export dialog
unless you know for sure it should be something else
can anyone verify this
not without actually examining the model. It looks like it has an IK rig, which you won't need, but that's easy enough to clean up if you want to
alright basically that big panel with controls uses a bunch of stuff i don't know about to well.. for lack of a more specific term, animate the model
for example theres a slider for weapons, transformation
and idk how to implement any of that onto a vrchat avatar
so what i've been doing instead is rigging from scratch and adding shapekeys for such toggles (weapons and transformation)
yeah none of that is going to work in Unity or VRChat, you'd have to do that stuff in the way VRChat needs.
making them shapekeys (blendshapes) should work, no?
you're talking about the original stuff i described right, not the shapekeys and re-rig
right
how do I turn some of these emotions into toggles? idk what hand gestures I need to do for disgust, but I wanna use it now that I know its there
Can you tell me what to select
I did though
Right, sorry. I didn't know if there was more I should change
the rest you can do whatever you need with
probably uncheck the option about leaf bones under "armature" too, unless you know you need those
The ears are still massive, I just don't understand what to even do anymore
can someone tell me what to do about the spine hierarchy?
I of course have no idea what things you did, so not sure what to suggest
find the model file, click it, in the inspector in the "rig" tab, see if there are any errors. Then click "configure" and see what's in the chest slot
@somber sequoia @unborn thistle locate the fbx, and in the inspector and rig click configure.
Make sure chest is assigned, and i suggest disconnecting the toes and the jaw.
this sometimes likes to happen
had it on the nardo myself
Yeah, definitely disconnect the jaw. Not sure why you would do so for the toes though.
I had issues with my toes being stiff as they have physbones on them
ah, never had a problem myself.
i like paws so i ran into that issue ;3