#avatar-help
1 messages · Page 260 of 1
Don't ask how i found it out lol
hehe
(No, it wasn't sps)
(I wasn't gonna ask)
(to explain why: if the humanoid animation system controls your jaw, it'll wind up in a neutral, half-open position)
the built in locomotion animations do not close the jaw correctly
unmapping the jaw also makes it easier to animate yourself, since you can use a generic animation in your FX layer
Does anyone know a quick way of creating Visemes in blender for a custom head model? I did it before with some other headmodel I had but compleately forgot how to.
Drag the right bone into the slot. You seem to have chest in hips, that is probably not right, but the names don't technically matter.
There may not be a spine bone at all here
the hierarchy should be, in order, hips -> spine -> chest -> upper chest (optional) -> neck -> head
i'm so confused
by what?
we haven't seen your armature so can't really tell you exactly
screenshot the entire Hierarchy window
then this isn't a humanoid avatar
oh damn it
this will show us what bones your model actually has
in Unity it's the tree view usually on the left
Okay, that's going to be fine
yep; drag those objects into the slots on the right
You also might wind up just skipping Spine1 entirely
what slot
the ones in this image: #avatar-help message
stop and think for a minute about what we're doing here
the problem is that unity doesn't know what bone is the chest bone
therefore, you need to assign the bones!
Fen just told you
drag it into the slot
what bone do i drag into which slot
... we just told you this.
please read the messages we are sending you
i don't know what that's supposed to mean
sorry
left side is the name of your bone, right side is the slot name
Spine0 goes in the Spine slot
Spine1 goes in the Chest slot
Chest goes in the Upper Chest slot
like this?
any time you see a field like this, you can drag objects (e.g. from the Hierarchy) into it
yep!
that's correct
hit Done and it should be happy now
assuming there are no red slots there
bottom right of the inspector
That's a warning, it's usually not a big problem
if you want a texture
or does texture put itself
not many things put themselves here đ
how do i put texture
i downloaded an asset
like
the one
which
i was having problems with
I suggest basic setup tutorials, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
new problem
it doesn't have an unity package
but it does come with textures
it has a folder
named textures
You need a unity package
Wait is it a regular asset or a vrc asset
what's the difference
Because if itâs just a regular asset itâs only an fbx and it doesnât have an armature
Yeah so youâd need to rig it in blender
And the fbx file type comes with materials embedded, you just need to drag in the texture images into the project to make them work
Yeah thereâs plenty
wait what
i don't understand
what does that mean
FBX is a file type, and materials are inside the file
However the textures for the materials are separate
Ok so
I have a question i believe i know the answer to
531 mb is bad for an avatar... isnt it...
The sdk will compress that amount to like 300-400mb
Well the problem is im not done đ
The max you can usually go for uncompressed is like 680mb (donât ask me how I know)
Ive barely finished the head đ
đđ
Are you making a Milsim avatar or something
You can try lowering the texture res
There is no textures yet idk how đ
Indeed
If so you donât need to worry because the fbx type is memory efficient
I need some help texturing đ
When you export to fbx itâll cut down the size by a lot
You should probably join the blender server then
Im sorry idk abt that đ
Do you have an inv?
I canât send links here but itâs a public server so youâll find it easy
hey uh igna
how do i put the asset from unity to blender and how do i put the asset from blender to unity after i'm done texturing
I found it!! Ty!!
Just use the fbx you downloaded
i've never used blende
blender
how do i import stuff into blender
Then you need to learn the ropes
The same way you do with any other creative program, File > Import
uh
Thereâs an fbx plugin for exporting as fbx Iâm pretty sure
oh i see it now
Itâs gonna be stressful at first, you might get a few headaches too, but itâs a fun skill to learn
You don't need a plugin for the fbx format for modern blender
what
W mods
didnt know where else to ask, but does anyone know where to find free avatars besides booth?? i dont wanna go to vrcmods or vrmodels since i know they have ripped models đ
jinxxy, gumroad
thank you!!
Heya. I gave it a go. I can get it to do the walk animation. But not the idle. So it's just constantly walking. Any ideas?
oh alright, im on 4.0 and im pretty sure i needed to get it
shouldn't have, it was there in 3.something
really? i wonder if i got it without needing to thenđ
I didn't do much work with 2.x so I don't really remember those
can someone help đ
that second error is a problem, your armature isn't setup properly
same answer as this: #avatar-help message
i dont see any errors, did i do this right?
Click in the head section - Humanoid avatars need neck and head bones
thank you!!
Bonjour, je rencontre un problÚme avec un avatar que j'essaie de rendre Android compatible, mais je n'arrive pas avec les shaders. J'ai essayer déjà énormément de test, si vous auriez une solution pour m'aider, sa serait grave gentil et je vous serzit reconnaissant. Voici un rendu en jeu qui est parail que sur unity o-o
I'm using Gogo Loco via Modular Avatar and I noticed that some poses aren't resetting when I re-enter the game and are starting to break. The Vrcfury version works fine, but I need to install the MA version. Is there a way to reset the poses? I was told to go to the Debug tab, but it doesn't work in the mobile version. This happens with absolutely all avatars that have GGL from the MA version đ
Je ne parle pas trĂšs bien le français, donc ceci est une traduction, mais il semblerait que vos ressources soient endommagĂ©es d'une maniĂšre ou d'une autre ; il faudrait les examiner dans Unity pour en ĂȘtre sĂ»r. Il s'agit peut-ĂȘtre d'un shader dĂ©fectueux, ou bien de fichiers de texture manquants.
(I'm sure that's quite awful)
Les shaders sont des poiyomi, et en essayant de les rendres Android Compatible, il s'affiche correctement dans Unity, mais lors du test, il devient rose ...
oui, Poiyomi ne fonctionne pas sous Android
Hard to suggest without seeing your setup, sorry.
er, C'est difficile de faire une suggestion sans connaĂźtre la configuration đ
(that one I could almost do without translating)
En les remplacent par des shaders de VRChat Mobile, cela change rien
Can you wait 1min ? pls
oui, il faudra peut-ĂȘtre effectuer d'autres rĂ©glages, et pas seulement remplacer
Je n'ai plus la version afficher sur la photo que j'ai partagé ( j'ai essayer et je viens de casser plusieurs trucs, donc j'ai perdu plusieurs petites configs, mais le problÚme ne change pas)
"None" is of course a problem
@sleek pebble again thank you SOMUCH for the blender server, got in touch with a couple skilled people and i went from my avatar just having a head to a full body, your the bomb twin đ«
its no problem at all
i also got ahold of some texturing software, thats next on my learning list đ
The problem is that I've already looked into why it's happening, but I don't understand why it's not showing up on the Android version when I compile it.
it could have to do with mobile processing power? to be honest im not very mobile educated
The Android version is usually the same one used for Quests and phones. The tests are run on my PC's performance, so my phone's performance shouldn't be very important.
VRChat only permits a specific set of shaders for Android avatars.
You cannot use any other shaders.
Okay so if I add to the mesh of an avatar that already has a UV map set up for it, how would I edit the UV map to make the added part of the mesh also be added to the overall UV map itself?
Because I did that, but cannot texture the added part since it has no tile on the UV map of the mesh
This would be done in Blender (presumably, also, where you've been modifying the mesh itself)
Of those, only Color Eyes works
Yeah I'm more so wondering how I would do that inside of blender
You probably have an animation that is changing the materials.
(and those materials are using invalid shaders)
switch to the UV Editing workspace up top. You'll probably see something like this: overlapping UV islands
Ah, what you're saying isn't impossible, because I'm not 100% sure, but I have the impression that sometimes it works for just 1ms before turning pink. I'll look into it, but I don't know where that might be managed.
this is the cube and monkey objects joined together
That's definitely an animation then
Your avatar appears for a moment before animations start playing
if I wanted to put them all into one UV map, I'd need to rearrange these UVs to fit into the square
It might be easier to just use two different UV maps.
although, you'd need a shader that can handle that
I believe Poiyomi Toon could be used to sample colors from two different textures, for example
Hello i don't know if this is the correct channel im new to vrchat i was using this anime girl it was avatar given to me when i started but when i was using it earlier i suddenly changed to something else and the old avatar was not in the recently used is this normal?
did you upload this, or is this someone else's avatar you are just using?
I dont know when i started it was my default
Did you use the Unity Editor to upload this avatar yourself?
No
Then you have no control over the avatar, the owner can change it however they want
All i remember was my first started my vr chat account it was already there
I see the author probably privated it or something
yeah I know how to get to the things on blender, I'm just unsure how or if I can add to the UV map without having to remake it completely
That map is very densely packed. There isnât really any room to snag something in
What are you adding?
I just want to add the little fin on the head
My friends has an avatar that says
âassetbundle has not been set for the buildâ
See the first pin on how to share error messages, not much we can tell you from just that.
Not really an avatar question but im not sure where else to ask, how do people display their pc specs like that?
what, in the chat box? Please don't.
it's annoying, and nobody cares
It's unnecessary and obstructive.
Anyone know how to fix this issue? Had it a few times before and was able to fix it once but I don't remember how
How do the bones look in Blender?
I think this is happening because you don't have end bones, and because the final finger bone points in a notably different direction than the other bones
It does have end bones I even applied them and there was no change. hands also look fine in blender
can you turn off the custom models for the bones?
i'm not sure if there's a good way to do that other than removing them individually
i'd like to see them with the Octahedral display mode
pose mode, select bones, reset transforms?
also, if you tried turning on end bones, you may need to reset your pose in the humanoid avatar configuration screen
Blender is unique in having "heads" and "tails" for its bones
the FBX format only has the heads
therefore, the last bone in the chain doesn't have a meaningful direction -- it's just a point
Unity deals with this by extruding the last bone outwards a bit
...although, actually, that would produce less wrong behavior
the issue here is that the final bone in the chain got rotated so that it's pointing straight ahead
("Enforce T-Pose" might have done that)
now I'm not sure what actually winds up happening, haha
Alrighty. I'll screenshot this thread and try fixing it when I'm a bit more awake, thank you
This would be good to check too
if that causes the fingers to warp, then you just need to fix the rest position of the bones
you'd rotate them in edit mode to point in a more sensible direction
(the actual direction a bone appears to point doesn't really matter -- you only care about how you've rotated relative to the rest pose)
SO, I'm getting into avi creation. and I added a few toggles. They work fine. But on quest, they have no texture. Why?
What is it displayed as?
Thank you, I was able to solve the problem thanks to you, thank you so much
How do I have an animation go through a certain part of a texture
How do you mean
Can I dm you?
I got an avatar, but the gesture menu is all in Japanese - how do I go about changing it to English?
My dms arenât open at the moment, but Iâm chill answering here as long as youâre comfortable with it
two questions, if i uploaded an avatar 2 years ago and got rrid of the download file but not the unity file can i still open it and update it without it ruining the avatar? and secondly where can i buy accessories like spring joints
Like the pants on this avi is what I mean
Youâd need some sort of texture mask. Black being the parts you donât want and white being the parts you do â Looks sorta like a pulsing emission then a metallic mask to make the design look shiny too
Alr Iâll see what I can do
Poiyomi is super versatile, so Iâd recommend that
Yeah thatâs whatâs I got
Thank you
No probs. I hope it works out
someone help idk how to fix this in unity im trying to upload a private avatar download
Uh Iâm trying to like make a Pete kowalski avatar on vrchat!, mostly cause they already have Jimmy and Gary, but I lowkey have no clue what to do in unity or vrchat CC, I know I need those two, but the model isnât going into the thing
Idk if Iâm doing this stuff right or not, but im struggling a bunchđđ
found out its the vrchat animations themself for some reason
Is the file for the model in an fbx format??
I Donât really know, I donât make avatars at all!, I donât think I got the right model
I followed a YouTube tutorial and itâs just the model which isnât working well
Is this a model you made yourself or did you download it from somewhere??
I uh downloaded it
From some where yeah
I clicked on the very first website and I downloaded them there
What was the website?
Im really wanting to get an eyelook working for this guy,,,, however his eyes arent really standard. How would yall go about it? His eyes are seperate meshes kinda outside of the head.
Thing is, i HAVE seen avis that have an eyelook with this kind of style, though, i have no clue how they did it
Agh! I canât remember but it looked kinda childish in a way so I probably just got the wrong website
Does anyone know any cheap avatar commissions.
It needs to be 10-35$ & I need it PC+Q.
Lmk if anyone can refer me to someone or anything of the sort!âșïžđđ
you can make eyelook on anything, just use fake eyebones that tell mesh/texture to shift when it hits a contact /use float values inside one , this one just shifts texture abit whenever the fake eyebone hit a contact
Careful, you're going to get all kinds of scammers DM'ing you. They are a major issue with this topic. I'd recommend you head to VRCTraders discord and look how to commission someone there. You can find a link in #1204490664637890580 to their server.
I got banned from there so thats why im asking here.
Dw. I know the risks lol.
Huh. Good luck.
Thank you.đ
have a weird issue with vrchat's proxy animations specifically where in play mode it does this, vrchat and animations like gogo and syncdances seem to work fine but its only when it stands (have tried without gogo as well and it still does it) my bone rolls have been reset as well but still having this issue specifically only in unity
thank ya!!
Quick question for you guys.. Is it possible to upload two of the same exact versions of an pc avatar, except for the quest side is different on each?
Is there something that can automatically weight paint low poly avatars? I just tried weight painting for the first time and failed hard. I followed three different tutorials to try and figure it out. I think that where I got mixed up. My avatar was all red and didnât bind to the bones at all.
sure
Would I need to make two separate projects? Or can I use the same one?
most of the automatic tools I've seen kinda suck. RobustWeightTransfer is great but that's for transfer, not doing it from scratch
nah, one project can have many avatars. I use one per base model generally
I see i see! Thank you!
Ok.
Got this when trying to add materials, how do I fix this?
I'd delete that _Poiyomi folder in Assets and install it the modern way via VCC/Alcom
ah that's really old locked shaders too
can someone help me out?
with what? It tells you what to do.
for further details, the poiyomi docs on locking: https://www.poiyomi.com/general/locking
i right clicked on the textures inside the materials and selected animated when locked but it still appears inside the yellow box
i'm not sure what im doing wrong
I don't use that Fury component so I can't help with that specifically.
ill put it here since it's the "help" chat. my bad.
so I'd like to make the glow of an object scroll vertically. I know that's probably easy to do, but I can't figure out how to do it for this one specific thing. I want to do it with Toon Standard so it'll be cross platform.
it's like a megaman buster, and the glow of it moves slowly up from the "barrel" and towards where one would insert their hand or forearm to use it
can this be done with Toon Standard? I know there's a hue shift feature, but I'm trying to mask the emission map to only affect the white parts of the texture. im not sure if color ramp is the correct term here but that's what im thinking of
does anyone know how to disable this popping up every time i switch avatars? normally it only happens with test avatars but now its happening with every avatar, its annoying
i ignore it honestly. i dont even think you can turn that off-
uh t-pose? and or a-pose i would try that
in blender?
is there a way i can get it to automatically tpose kinda like the enforce t pose in unity or no
Literally just what you're seeing it as.
What part of it displayed as what?
You have to show the actual problem you're seeing.
whenever Im in game, playing vrchat on quest. the wings and gun has no texture. but on pc it does. dont really have my vr with me to play test again
You have to take screenshot of the actual problem. Because saying just "it doesn't do the thing" doesn't help to understand the problem. You have to see what it's currently doing.
"It has no texture" but it also has like 99 possible things that's currently doing.
And what does it do if you switch build target to android?
Saying it's showing as flat magenta color would be more accurate. That's "missing shader".
ok. then how do I get it to where there is no missing shader?
Did you switch build target to Android as I asked before?
yeah
Does the sdk say something is using unsupported shader?
yeahhh. unfortunately
That's the reason.
is there an easy was to optimize it?
Optimization is irrelevant to your current problem.
how would I make the shader supported? if thats possible?
You just change shader in the material.
this might sound stupid. how would one do that?
You're missing a lot. So better watch this first https://www.youtube.com/watch?v=rRAnDMUbWt8
Really strange issue. So I'm trying to import blendshapes from blender. They're all set up correctly, I don't have any modifiers on them other than the armature modifier. However, the only time they woke if the Normlas are set to 'Calculated' and I'm genuinely at a loss lol
Normals and Blendshape normals options shouldn't affect the blendshape import. It's more likely because blendshape didn't get exported into fbx file to begin with.
I fixed it! It was a blender thing, I had to mess with the export settings
So I'm trying to put shoes on my avatar but they are a unique shape which do not fit my avatar, so I want to make a toggle to make the lower legs not showing because the shoes are tall but everytime I tried to import a mesh with a blendshape from blender, the mesh just turned tiny and sideways, then I tried to make a vrcfurry scale toggle with the lower leg bones but that didn't work either and I even tried making an animation but it also didn't work. Please help I've been at this for hours
I just want to make it so my legs don't show but my shoes do
How about hiding it with alpha texture?
Well I only want to hide the legs and not the rest of the body so wouldn't that affect the entire body
That's exactly what the alpha cutout is for.
Mfw I completely forget cutouts existed
Hi I have a question since I have no idea how to fix this
I have uploaded a avi for quest and he seemed to work just fine in unity
everything worked and all particles were fine
all animations worked perfectly fine
but when I tested it in vrchat it just broke
the animations started to behave different than in unity
particles just don't work
toggles are suddenly broken
nothing works the way it does unity
I dunno what to do and how to fix it :c
We need more information than just something is broken. You might have to take screenshot of what the avatar is doing in game as well.
My avatar's shoulders droop in VR when using the model on the right and don't droop when using the model on the left. Is it just because of the shoulder bones? I can't check for myself now. Haven't touched Blender or Unity in four years.
alright so a particle that suppose to shoot out of a cannon does not do anything when I activate it
the shield which need to spin till the next stage just rapidly spins and doesn't go to the next stage
the sword just spawns and despawns over and over when I toggle it
some toggles just don't do anything
I tested it in unity and it all just works there
You said animations, are the animation just for the toggles or animation for locomotion as well?
toggle animations
How did you test in unity?
with the gesture manager
When testing in game, open Debug menu for avatar and see how your animator layers are working and transitioning. Menu is in the radial menu > Options > Avatar > Debug.
alright lemme try
it says in the debug settings that it does what it suppose to do
but it doesn't
Do you see the states and parameters are changing correctly?
yup
Your sword for example, is it just a toggle game object or some effect that spawn things like you said?
when I toggle the right sword the animation is suppose to make the sword slide out of my arm armor
then when it is toggled and I would do fist it explodes
then when I toggle it off it suppose to slide in my arm armor again
now when I toggle it it will slide out of the arm armor
but then right away slide back in the arm armor and keeps repeating that without me even using the toggle
How did you setup the layer for animations? Preferably screenshot it.
this? đź
it's the same as the left sword and the left sword just works
Does the sdk complain about using mixed write defaults state?
mixed write defaults state?
It's literally written "uses a mixture of write defaults" as a warning in the sdk if you're doing it.
no it has nothing to complain about that đź
Can you screenshot the debug menu in game?
o_o uh
I found the issue with the sword ._.
I feel so silly
I had Rightsword/True to spawn
and Leftsword/False to despawn...
đ
Ok. Assuming other problems are also from silly mistakes like this too.
I had 245 particles systems for quest ^^"
It only showed 200 cuz of the max amount ^^"
A friend told me
That's very excessive.
Is uh model spriter a good place to get models
Or an other place cause I got an other model from voice model
@potent scarab see: #avatar-help message
If ive imported a bunch of stuff onto an avatar but accidentally broke something, is there an easy way to reset it..?
Depends what you meant by breaking it.
Im trying to import an animation addon but in doing so broke some of the base animations
"Import" might not even be the correct word to describe what you did. Import usually mean putting files and assets into the project asset list.
That is what I did at first, then realised that did nothing so move the files into the avi's animation folder, which broke some animations
Ok i did fix it, but i lost all the translations i made đ«©
cant upload avatar due to this
generic error, look for others
so my issue is the hand is lookin alright in blender and in unity scene, but when i get in play mod something happens like this, and gestures are broken cuz of this i think.. idk what causes this
hey hey i have question
i bought a avi that PC QUEST
but when i went to upload it its 2 avis how do i make it one
fixed.. i had to go into avatar conifiguration lol
I need help with a shader for my avatar.
I need to have a mask in front of the camera, so that it doesn't render its own screen (otherwise it blocks the view of the camera). But for some reason, the screen is fully black. I tried using the ZWrite Off line, but when I do the screen is now masked no matter if its in front or behind the mask (which means that my screen become useless whenever I look down).
Does anyone know how to fix this?
You could modify the shader that displays the screen so that it doesn't render in the camera
You can check for its resolution and FOV
I dont really know how to do that.
lemme grab an example; i happened to have done this last week :p
Alright
Honestly, im starting to feel exhausted. I've been trying to solve this exact issue for a week now, and no matter how hard I looked online, I couldn't find anything. Heck, just to make the Stencil do what I wanted to do, I had to modify a youtube tutorial that was doing the exact opposite of what I wanted to do. (Aka, not rendering the screen when its behind the mask).
float t = unity_CameraProjection._m11;
const float Rad2Deg = 180 / UNITY_PI;
float fov = atan(1.0f / t ) * 2.0 * Rad2Deg;
bool fov_match = abs(fov - _CameraFOV) < 0.03;
bool size_match = all(_ScreenParams.xy == _TextureSize);
if (fov_match && size_match)
{
o.vertex = float4(0, 0, -2, 1);
return o;
}
I did this in the vertex stage
_CameraFOV and _TextureSize are float properties; you could just hardcode them here
although, this was designed to only render the shader in a camera
just gotta negate it
adjusted
I... dont really get where im supposed to put that. Im pretty new to unity shaders, and so far I just knew how to put stencils in a custom unlit shader .w.
This will go into the vertex stage. You should see a function named "vert" or something like that
you can also look for this line:
#pragma vertex FUNCTION_NAME_HERE
this defines which function is the vertex stage
You can put it at the very end.
right before it returns
This moves the mesh behind the camera, so that it doesn't wind up displaying on-screen
Vertex stage... you mean this thing that was put by default when I created the shader?
Yep, that's the vertex stage
insert that code before line 51
You can replace _CameraFOV and _TextureSize with the FOV of the camera and the resolution of the render texture
If the render texture isn't square, you'll need to adjust a bit
you'd do this for a 1920x1080 texture:
bool size_match = all(_ScreenParams.xy == float2(1920, 1080);
I wasn't sure if I had to erase the old stuff or keep it.
you needed to insert it before the return o; line
all of the existing code should be kept
you can fix this by moving line 49 -- return o; -- to the end of the function
You said I'll need to put the camera FOV, but my camera's FOV changes using an animation. It goes from 30 to 90.
You can just get rid of that condition, then.
The idea is to be as specific as possible about which camera to hide from
but just filtering on resolution is probably fine
to do that, remove fov_match && from the if statement
So... in theory, this should do the work and hide the screen without the need for a seperate mask?
Yes -- it'll cause the screen shader to hide itself when it's rendered at a resolution of exactly 2560x1440
so it would fail to appear if you were playing on desktop at that resolution, notably
VR headsets tend to have weird resolutions, so that probably won't happen
No
I mean that the screen will fail to appear at all if you're running the game at 2560x1440
Oh
When rendering to a render texture, _ScreenParams.xy is the size of the RT
Ah... I was a bit worried for a sec.
Ngl, thats a lot of work just to make a plane not render to a camera component. (I would have used layers to make it easier, if VRChat didn't override them in the client -w-')
Uh...
I think its not working .w.
_CameraFOV is not defined, so you're getting a compile error
you can get rid of the fov_match line
Seems to have fixed it. Now I just hope this will work in game...
Seems to work, the screen is not in the way! :D
Plus, this also fixes my issue with the mask moving toward the camera when I shrink my avatar's size.
Thank you so much! ^w^
nice (:
covering it up with a stencil was always going to be annoying
in fact, i wrote this code to help someone who was ALSO trying to cover up something with a stencil, haha
So hold on will that avatar be public? My friend will be so happy
If I get this working then most likely yes because of my 2 friends lmao
But I doubt I can release it because I still haven't found the issue
It's just
Yes if I fix it
No if it keeps persisting (and I'll give up on avatar making)
Cause I cannot possibly find why IS MY DAMN AVATAR IN THE FLOOR???
im still learning blender so I have no idea what im doing wrong...
I've tried searching online how to fix the blocky eyebrows and nothing seems to work
I wanted to have a greyscale skin tone but it seems I've also done something wrong there too
can someone please tell me what im doing wrong and how to fix this?
Check the material tab for the skin tone but the eyebrows idk
I have an eyebrows material but im unsure what texture to use and where to put it in the eyebrows material
To make your skintone
Dude I hate discord
Uhh
Basically I think the skin is using the png texture as it's material
Which is why it looks like that
Just make a new material in the material tab and color it grey
That's it
huh? but then i wont have details at all and it will just be grey lol
the second image looks like a bad normal map to me
Tangent-space normal maps depend on how each UV island is oriented
that causes the sudden changes in color: the surface winds up pointing in some bogus direction (and the direction is inconsistent between islands)
what did you actually do?
note that Blender materials will not transfer over to Unity at all
so you shouldn't be trying to set all of this up in Blender
I just took the body and head texture into photoshop and just tweaked the hue and vibrance
yeaah I just kinda wanted to see it fully in blender so I can get an idea of what it would look like before i carry on
some stuff is just straight up invisible and i dont know why, im guessing it has to do with the shaders but im not sure what in the shaders is doing this, the avi came like that so its not something i did either
ik it says nsfw btw and ik thats against TOS but im tryna make it SFW and the most covering clothes are invisible so first things first 
it seems like it works in gesture manager but not in the scene
i'm not sure what you mean by this
if i use gesture manager to toggle the invisible clothing on and off, i can see it, otherwise i cant, honestly atp im just gonna upload it and see if i can just use it via toggle instead since this is mainly an april fools thing anyway
so after entering play mode, the clothing is invisible
but then you:
- turn the clothing OFF
- turn the clothing back ON
and now it's visible?
no, before entering play mode its invisible, after entering play mode, its off by default, then i turn it on, and its visible
I need help, I have an avatar that I bought on a trusted website, that is made for all platforms, but the guy who helped me only added it to PC, but it also needs to be accessible on Quest and Mobile
Convert the shaders
Thatâs itâ
Assuming it is "made for all platforms" p much
How do I convert the shaders
Click the material then select "toon standard" do this for every material on the avi
On The VRCHAT website?
You need unity
If you want add actual compatibility
If you dont have unity then id recommend hearing back from em. Or get a friend to upload it
Hai I am having a issue(?) with my direct blend tree setup with multiple bools, I don't know if it's working how it's intended to or I missed something!
each animations are 40 keyframes (0.4 seconds long) and when I go to toggle each bool the animations to the emoticons decreases speed each time I am not sure by how much, I've tried looking for a fix and a bit of troubleshooting, no luck :^P
I've provided a video of if it helps
Thanks for any help!
hey I'm wondering if anyone could help me, I'm trying to make a handpuppet attach to an armture in unity but it's just flinging everywhere and attaching backwards etc, im not sure if im doing something wrong? do i have to make a rig by hand on blender to force it to be handpuppet? i've tried armature link but it always attaches backwards instead of how its positioned in unity, but if i don't do an armature link just flings around like a yoyo with a major offset on the hand
vcc isn't letting me import the VRChat Package Resolver đ
it's struggling to connect to any remote repositories rn
couldn't add one from github
it's failing to show any of the community repositories i added in the settings, it's stuck loading
oh it's loading now yay
Does anyone know how to do this with the unity of now?
https://youtu.be/cYnJX7WZajk?si=jNDIIKIJtQTp1AqF
Yes this is pretty easy. I would advise looking up how to make simple toggles for 3.0. Then you just want to toggle an object with an audio source set to "Play on Awake"
helppppp. unity keeps saying build failed and i dont know what to do
someone helpppppp
Look at the console for errors
Your avatar has missing scripts, either delete the object mentioned or import the necessary files
are these normal symbol wise for an animation in imported into unity? đ
every time I've tried using the animation I made in blender from a fbx it includes the whole T-pose into the animation instead of just the animation I madeđ«
for context I made a middle finger animation that I was planning to add on a gesture but the whole adding a t-pose issue is messing with it đ
Oo ok Iâll check this out in the morning
Hopefully this works đ„čđ
Thx a bunch for the help đââïž
Very new to avatar editing and unity as a whole. Im trying to make buttons that toggle different color presets for my avatar, but the buttons dont seem to be loading at all. Ive been able to make toggles just fine with the bool parameter, but I cant seem to get buttons to work at all with the int parameter. Im a newbie so I dont have a whole lot of knowledge about this stuff
gotcha, ill reach out if I cant figure this out, thanks
Careful. That persons interaction with you screams suspicious. Scammers are all over discord and really like to prey on people looking for avatar help. People wanting to DM are usually doing it to keep it private so they don't get called out/banned.
As for your initial problem. I personally haven't seen expression wheels not load like that, but it seems like a bug. Might want to try to upload in a new project.
ok, thank you, ill try that out tomorrow, its too late now for me to want to struggle with this anymore right now
I just was talking to someone in another discord running into strange behaviors with expression menus. There might be a bug in VRC right now
Does anyone have any good IK rigged Mannequins? Something like this?
you can grab the mixamo one , blue one exist too
just log in on mixamo , find it 'download'
Ah, not what i'm Necesarrily lookkin' for, but thank you for showing an option.
anyone know how to fix these error
Did you assign viseme in avatar descriptor?
viseme ?
If you take a look in avatar descriptor first it will be obvious.
can i delete it
Delete what?
the viseme
It isn't "Delete". It's rather that you have to set lipsync to None if you aren't going to use it.
what ? so you saying the package i am using is not a avatar package ?
Are you actually looking at avatar descriptor component right now?
yeh but i dont know what is it
It's literally called "Lip Sync" section in avatar descriptor.
so i have to turn that off ?
Do you need lip sync? If not then just set lipsync to none.
i dont know where it at
Screenshot where you're looking at now.
so it in the project ?
I clearly mentioned Avatar Descriptor Component so it's in your project.
It's going to be strange if you had never once seen avatar descriptor.
well i though avatar descriptor mean in the unity editing
What even is "unity editing"?
oh i mean creator companies
Unity Editor and Creator Companion are 2 completely different apps and should be not called them the same.
oh i am so sorry
i am so stupid
so umm but i still dont know what like project package related to lip sync
because i only have poi shader and vrcfury on
It isn't a package. It's a settings in Avatar Descriptor Component.
the avatar that i download and try to upload, the author didnt like make a specific description so
you mean this ?
No.
I have said it isn't a package. It's a component in unity, literally written VRC Avatar Descriptor.
It's a component in your avatar object.
As I have said it's a component, component lives on a object, so you have to select object and see component list in the Inspector panel.
See all what I have mentioned? VRC Avatar Descriptor. LipSync
haha thank you
Set mode to None or default whatever it at the top.
hey but what does like lip sync do though ?
Literally as the name said.
ohh so it like for when you talking and the lip move with and when the voice come through ?
Of course.
It's already written in the first error.
ohhhh so it overlap because the avatar itself already have the lip sync
How do you know it already has lipsync?
There is nothing to verify what you're assuming is true.
oh...sorry
so im using rigify to rig my model still learning does the line line means its coneccted?
And I don't know whether your avatar already has custom lipsync in another place or not.
Dashed line mean parent-child relation. Connected is a different thing.
oh
dang
ok ty
uh idk what to do now
when i try to do the parent thing it did not work
nvm i was in edit mode lol
hey sorry to bother you again
If you have a new question then you should not ping.
Just type out the question so everyone can reply to you.
so umm do you know what does this related this too ?
is just that you are the only person here
so i dont know who else am i suppose to ask so
Missing Scripts means you haven't imported all the required packages yet.
It isn't like I will always be here. Typing out the question and wait for people to come across and answer you is the way of asking on discord.
well the author doesnt write any like specific description of what package should not missing and should be there so
Then it will be guess works. The common requires script usually is VRCFury and Modular Avatar.
Apart from that, you will have to ask the author.
Read it.
The answer is written in the dialog.
Hi everyone, I need a help to upload my avatar, when I upload my avatar they keep fail me, they said âloaded data for avatar we do not own, cleaning blueprint IDâ. But I checked all of item and all item ID is empty and I watch the YouTube some one said make a prefab I also did that, but still failed. Does anyone can help me?
You have to see other error that came before Avatar Validation Failed.
how can i find it
Is there only 3 errors in total? You see the counting number at the top-right of the console.
Then screenshot the detail for Avatar validation failed and Failed to build avatar.
What is the detail of validation failed and failed to build?
1ïŒ[lilToon] PostprocessBuild
2ïŒblueprint ID
3ïŒNullreference Exception
I check my blueprint ID its empty
Detail is from when you click on the error item in the list.
It's pointless to type out the error. You will likely miss some word. You instead have to take screenshot.
ok, I read these error first
New avatar creator here. Is anyone familiar with this issue? Iâve adjusted the roll, and it looks correct in Unity viewport but the problem still persists
Unity viewport doesn't show bone so you won't be able to know actual bone angle. You have to check bone in blender and make sure that Hips bone and Upper Leg bones are totally pointing to opposite direction.
I had the hips pointing straight up and the thighs pointing straight down but it still gives me the warning
Can you screenshot to confirm?
i'm pretty sure that this tilted bone is your hip bone, given that your spine bone is connected to it
Which one is hip bone? If it's the tilted one, clearly it isn't 180 degrees from the leg bones.
the tilted one is the base of the spine. The hip is the connected one slightly behind it
Can you screenshot from differnt angle?
I straightened things out a little. went from 167.5 before to 170.5 now.
Base of the spine is the hip bone in rigging definition. As you can see it isn't exactly 180 degrees.
Oh I see. They're pelvis bones. I started from a meta rig. I'll remove them and try again
It's been solved with the removal and some proportion fixing! Thank you @ornate stump @balmy barn so much!
is this the place where i ask for help for my avatar?
Yes
im having trouble for switching my avatar to quest
Can you be more specific?
can i send a image?
Yea you can just paste them in here
What shader broke what?
For quest, when you swap to android, you'll be using mobile shaders.
Standard lite not work?
that breaks it too
What exactly is breaking?
Do you actually mean cutout, not matcap?
does this help at all?
No. You should screenshot how it supposed to look like.
We are still trying to understand what your problem is
I'm only seeing a lighting difference with those pictures provided, no issues yet
Oh.. the alpha / hair covering face?
Is that the issue though?
maybe?
That's what I said by "Cutout". There is no shader that support Cutout for quest.
Nothing.
It may work but it requires different approach.
like what?
blender probably need to remove things thats infront of the texture thats ment to be showing
Use blender to edit the mesh by using knife tool to cut it to shape.
That's a common problem for questies, they usually manually cutout whatever needs cutting in blender.
i dont exactly know how to do that
Well, if you're lucky someone can walk you through it, YouTube is the greatest alternative teacher though. Trust me when I say you're not the first - https://www.reddit.com/r/VRchat/comments/1ltxja6/how_can_i_achieve_the_equivalent_of_cutout/
miiight be easy cant tell unless its in blender, could just be a bunch of squares you need to seperate/delete
ive tried youtube but it never works
ive been doing this for 2 weeks and its not working
10+ years and im still learning 
lol
The cube still gets me
always different ways to do the same thing
If you keep repeating the same steps, it isn't going to work. You better have to get to understand what and why it doesn't work.
thats very very high poly for cubes
Probably for animation rig.
welp im screwed
No.
wdym
If you think you're screwd because of the polygon count, then the answer is No.
It's not difficult. Itll just be annoying, will have to cut the outer square in this exact hair shape all around. Same shape as the bangs etc
but then the second layer is gone
Just the bottom part of the layer, not the top
triangles to quad and its probably just painted to each square , cant see a reason they wouldnt - so removing it shouldnt be hard
Like an actual hair cut
idk how to do any of that
i might just take the model from the game at this point
lol
I'd probably stick with just cutting imo. Your options are, find someone to walk you through it, make a request. YouTube, Google or Hire someone, or maybe have AI tell ya, but AI is often a liar 50/50.
damn it
Next question would be are you going to learn it?
probably
It also has the exact same problem.
Just google "blender knife tool" watch some video and knife something easy first.
Then what is your exact problem with the knife tool?
There's also the blender documentation: https://docs.blender.org/manual/en/2.81/modeling/meshes/editing/subdividing/knife.html
at this point the model is gonna be broken
What do you mean break? There are multiple reason why the model break, depend on how it actually broke.
the shader broke it
only the shader
the model works fine on standered but quest doesnt use it for some damn reason
The shader didn't break it, the mobile version just doesn't have a cutout option
So you need to pivot your methods for android
That's your initial problem, we suggested you to use knife tool to solve it. It should not revert back to your original problem.
yea ik but its already taken so long
just to fix it
at this point it might just be not worth it
to make it
work
I've spent over 1000 hours over 2 years constantly working on and modifying a single avatar alone. For a lot of people it's not worth, which is why VRCTraders exists
Learn from mistake. Learning what doesn't work to narrow down other method that actually might work.
Iâve done everything I can. All the tutorials are useless, and whenever I try to make it work, it just breaks in a different way.
You have to actually learn why it broke it as well.
i tried
ive installed like 100 plugins at this point
and it all breaks the damn texture
We don't even know what you did wrong so we can't actaully guide or give suggestion to you. You have to actually try it one more time, and let us know how it break so we and suggest what you actually have to do.
i would share my screen but well i cant
I wouldn't be sitting here and watch you do it either. Just proceed until you get stuck.
hair could just be a bunch of quads like this 
youve given me a idea
thank you
havnt used blockbench much but you can make a rudementary one there not too hard , need some blender knowledge tho
'hat layer' is used for hair i guess , they have a template for you to just draw on
I've graduated from sculpting custom clothes to fit on my base model and its all thanks to most of the admins here, that i ever opened blender in the first place. im now feeling confident enough to get to the part where i make those clothes move with my avatar's body parts with no clipping; allegedly weight painting. if anyone has any advice what or how i should do please let me know. you dont have to be detailed much i can research so long as im informed
This is what I did for my minecraft avatar
Hello! Is there a way to convert an asset, that still uses parent constraints, to VRCFury for easier setup/install?
vrchat sdk should do it (auto fix)
Sort of
You'd add new empty objects and have your constraints target them
and then you'd use Armature Link components on those new objects to attach them to the avatar
you're thinking of VRC constraints vs. the built-in Unity constraints; this is asking about making the prop installable with VRCFury
there is any difference ? (i dont use vrcfury for stuff)
props just using constraints or dropped into gameobject/bones
VRCFury lets you attach props to humanoid bones without any manual configuration
can i get some help uploading a pc quest avi my android sdk isnt showing up
Hi, so my avatar's shoulders are now too stiff. Is this fixable?
When I test my arm length by T-posing, the length is fine, but when I put my arms down, they come up too short, because the shoulders barely move.
Where would I put those new objects?
You would add them to the prop. It'll look a bit like this:
- Prop
- Head Target <-- uses an Armature Link to follow your head
- Head Follower <-- point its Parent Constraint at the Head Target
obviously, you could go a step further and get rid of the parent constraint entirely
but you might have a more complex setup (e.g. the constraint follows many different objects)
Hmm
Use additive and multiply on top of one another. You will get an alpha blend effect for quest.
Vrchat > mobile > particles > additive and vrchat > mobile > particles > multiply
does anyone know how to fully work VRCEmoteManager?
You can add another material slot on the hair (if it is it's own mesh) or duplicate the hair mesh in blender.
heyy i got sum issue with my avatar textures pc/vs quest everything is ok with the pc version as long as i dont use gesture manager, the preview is ok on vr chat, but whenever i use gesture manager the textures juste get to the quest ones , same when im ingame
i re uploaded multiple time the pc one to windows
:c
Do you have any material swaps that could be activating? You need to change the animations to use the PC materials or change the materials in the animation to be pc
ohh lemme check
actually that may be the issue but i dont really get how to find the materials that are used in the animations
lemme search a bit
In gesture manager in play mode, check the material on the meshes. You can click on them in the material list on the mesh and it will open the location in assets
So the poiyomi material is looking like quest?
Yeah maybe some animations changing the poi settings
I don't know what it would do to make it quest looking but you can look in the poiyomi shader and see what things are set to animated (will have a green A next to the setting)
Since poi locks on upload, the animations can only touch those settings that are marked as animated. That narrows down that the problem might be
So that's just blendshapes, those aren't effecting the material.
arghh
Wait, is the problem blush box?
yea i think so
Like quest blush box?
Ohh, your poi mat might be set to opaque instead of transparent or cutout
sooo
lemme show u screenshots
Because blush usually uses transparency, and if your poi mat is set to opaque it will look like a quest blush box issue.
it will be more helpfull ig
Yeah screenshots will help
1 outside play mode
2 inside play mode once gesture is enabled
dont ask why the booba so big im looking for the setting to lower them đ
Ok, it's possible the PC material isn't having proper transparency on the blush. Or it could be something else. When you do the gesture, does the material change? (Even if they are both poi you might need to edit the changed mat to match the changes you did on the one in editor)
yep
Ok, so edit the material it changes to to match the material you have it in editor
Maybe it's a texture, or decal, whatever you did to the mat to make it have the details
actually i think it even just, put the quest version
because
look
the rope
or whateva is this
the black lines
the model isnt here anymore when i open gesture manager
lemme check
nevermind
that is probably my fault
ok ok
Could be a toggle, like the lines could come back when you toggle something on.
So maybe you can look in the FX or anything you added with vrcfury or anything else and see if you can find the animation swapping the material.
You could remove that animation or see if it's supposed to be a toggle or something
That's normal
That actually mean the animation is controlling that renderer material.
thank
Ahh
i tried fixing the materials in play mode it doesn change anything tho
i removed all anims to try
oop
still the same
i got my model from my 3d aritist, she said she cant work on it any longer so i have to add stuff myself now i want. but when i try to open it in vrchat unity this error comes. any ideas?
i found it
no way
im gonna go crazy
tyy
the problem was
i had a toogle on a deleted texture that was on
true
so
yeah
tysm

Anybody know what I'm doing wrong with these radial wheels?
They're supposed to change to a different material and then cycle through different decals that just go on top, but for some reason it only cycles through the decals
You probably mixed up the parameters.
Nope I've triple checked that
In both the radial puppet control and in animator controller?
Yep
Can you screenshot to confirm correctness?
Sorry for coming in mid situation, Iâve imported an edited model (I edited a dress onto her) into unity from blender as fbx, yet I canât change the materials at all, and everything is grey
Idk what to do
It sounds more like you can't change shader because materials are embedded. You have to create new material and replace it in renderer in unity.
where is your weight ?, you dont want to do a bunch of radials like that it reaally dont like it
I wanted to do 1 radial wheel but it made it so you had to be SUPER precise with selecting whatever Decal you want
Did you actually switched out material instead of animating material properties?
The first animation in the Radial wheel is a material swap, then the rest after that are decal swaps on that material
you can set it so it detect int , just ive noticed a bunch of issus with shapekeys
kinda hard to explain but id recommend doing it like this
It's just switching out material in the same slot so that's conflicting with each other.
Remember that you can't switch texture in the material. You're actually switching out the entire material.
That's what I'm doing
I'm switching out the materials then all the other animations in the radial wheel are decal swaps on that material
There are 2 layers that trying to do material swap in the same slot. So the layer below is the one that's switching the material.
So I should switch the material on the second part of the radial wheel
Remember again, one properties should be animated by one layer. And the said property is the material reference. And you're having 2 layers that's animating the material reference in the same slot.
yeah I don't understand you at all
The layer above switched the material first, then the layer below replace the material that got set by the layer above with its own material.
Layers in the blend tree?
Blendtree doesn't have layer.
Literrally written Layers here.
ohhhh
try to keep everything in one layer for blendtrees , easier to notice when something else messing with it
Root of the problem is they wanted to swap texture for different parts in the same material slot which isn't going to happens.
uv shift decals
poi have many slots , just make a tilesheet and tell it to shift one , wont affect the others
bit fiddly but ive done it for eyes on a 2d model
2x2 one on each and you have 16 different decals on one material on poi
Does anyone know why there is a hole here and how I can fix it
How do I put on a toggle on a PNG avatar with VRC fury? Without it breaking.
Because it wonât let me test it out nor the toggles are not working whatsoever
are you trying to make it swap between images?
Yeah
make multiple toggles with material swaps
set the one you want as the default to exclusive off state
Thatâs it?
yeah
and just make material swaps toggles for each image
also setup layer tag
and set the tag name to image or something
Would I want to toggle it to the setting that I want the toggle to be named?
Sorry bad grammar let me try to word this
menu path is the toggle name
Ohhh ok yeah thatâs what I was trying to say
the tag makes it so if you enable something else with the same tag it disables the one you had on before and replaces it
any reason why my unity wouldnt have an asset, like hair from a model which i had in blender?
OK also how do I get? Just your manager so I can test out the toggles because I know I need that.
what?
Fuck sorry
I use voice typing so a lot of things donât work
Iâm trying to say how do I get the gesture manager, so I could test out the toggles.
hi i'm currently making an avatar of my oc samplette and i ran into this problem
(not enough bones) you see i made the model in maya and i tried everything to fix it adding more bones renaming stuff
but nothing seems to be working
You have 2 things named chest which it doesn't like. Rename one of the two it mentioned.
Is there a way to make an object grabbable for all even though it is part of an avatar?
Physbones
this is a prop tho so no bones currently attached
would that still work?
I'm also not talking about the beta because idk how accessories works yet
how would i go about making a light switch toggle on an avatar..? like you pull a string on a lamp and it switches to on ..
i know it needs to be done in unity with a material swap but IDK how to set it up so it isnt a toggle in the gesture menu and instead you just do the action
Bones in Unity are just empty objects, so you could just make a chain of empties with some distance between them and put the and object on the end
The light itself is a component you'd add to an object and toggle it on/off via an animations. You can have the toggle by string be done with a physbone and it's length value parameter, along with some simple logic in the animation controller. Create an empty state to be your default state. When the physbone is stretched long enough, transition to a state with the aforementioned on animation. Then have another trasition to a new empty state when the physbone is let go. Transition to an the off animation when they pull it again and then finely to the first empty state when they let got, forming a loop of logic.
I'm going to add bones to it in Blender and reimport it into Unity
Goal: make a playable violin
Subgoal: make it under 6k tris
Current: 65k 
iss this possible to do with vrcfury đ im a bit confused, a visual would help BUT i can probably figure it out with time
I don't really use fury, but I don't think so. Look into how animation controllers and animations work in Unity. It's the two main categories of what you'd need to know
ALRIGHT ! thank you
hey everyone.. could someone recommend an avatar creation tutorial? I'm in the early stages of learning blender and have no idea where to start. I don't know a single thing about making avatars for VRC lol
For Blender:
https://www.youtube.com/watch?v=w-yhjgnhaNw
For Unity:
https://youtu.be/vWr4diTDqJM?si=LBm-ANHWHn4xh24m
thank you! will check both out!!
how to make it so when i drag over a new material onto an object in the hierarchy it doesnt remove all the materials and instead replaces a pre-existing one... đą
update i got the rig and changing the name of the mesh
now i gotta upload it and do the finishing touches
Select the object and find it's renderer component. It will have a list of the materials and you can drag your new one onto them
Looks like the upper arms are being set as shoulders. Does the rig have shoulders?
It's saying you have missing scripts. You need to either add those scripts or remove them
those parts were meant to be the shoulders but i tried putting it into an a pose but that didn't work
here is a diagram of what i want the arms to be like not disproportionate like very straight
The pose doesn't define how the avatar is animated, IK does. I'd recommend you make them the upper arm as they should be and add shoulders
ok
it does this now
What's the first errors?
this seems to be all it gives i think
Still got missing scripts
they cant freaking find the scripts for some reason
Looks like they are on Hand.L and Hand.R
yea exactly what i told them
must be something in the dropdown menus tagged as "missing script" and should be clicked none i think
its been over a year i dont mess with unity
...what?
ok in maya just recently added these cubes and they are gonna be the shoulders
havent binded it yet but i'm gonna
yeah its not me but my roommate lol
i told them the obvious and looks like it worked
simply told them pls search the hands in the hierarchy and there was the culprit, told get rid of these
seems like its compiling now
i have to always invade their computer bc telling in words never work ..........
I'm making like a million animations to have color toggles for different clothing pieces on this avatar I'm editing and the way its setup, the entire body is set as 1 object so I have all these animations stacking up in the list for body, is there a way to limit how many show here, or do I just have to keep clicking the down arrow like 30 times to get to the new animation button?
That list is of all the animations in the animation controller's top layer that your animator component is targeting. If you no longer need to edit them, you can just remove them from that layer/animation controller
Thank you so much, that was very helpful, I saw them stacking up there and I just didnt realize that was what was going on
Im super new to unity so Im kinda just learning as I go
You're doing good! Keep it up!
pasting this from avatar quest: