#avatar-help
1 messages · Page 261 of 1
i know its possible
and another issue is i dont have blender nor do i know how to use it at all
and particles/multiply is NOT doing her any justice
but it may be my only option
this is what happens when i use alpha cutout btw
When you see PC avatars like this, they are using transparency shaders. However transparency is not supported on quest shaders. The best solution is to go to blender and make a mesh that fits exactly the shape of the image. You say you don't have blender or know how to use it. Well everyone started off the exact same. Just go download it (Its free) and start learning. If you have any issues, you can always come here and ask for help.
ill do my best, ty
You got this!
hi, when converting my pc avatar to quest, it has a blueish hue added to the texture when it shouldnt, it even adds the blue hue to solid black colors.
(ive used vertex remover and everything for quest tools, even repainting it in blender to no avail).
i have a plane in blender, now what do i do??
google isnt being helpful either
I recommend you do some beginner blender tutorials. Walking you through step by step not knowing anything would be tedious and slow. First goal would be to setup the material with your image so you can start modeling.
Might be your lighting? Doesn't look like you have a skybox.
noo its nothing to do with the skybox and stuff, it just does this </3
Even in game?
yes unfortunately, only for quest version
No vertex colors, not a lighting issue, retexturing didn't fix it. This is very odd. What happens if you just remove all the textures? Is it just blue or does it go white as it should? Share a screenshot of your material perhaps?
i will, just a moment :^)
what do you mean by removing the textures ?
Select the texture on the material and set it to none
thank you, im opening the project one sec :>
okay, it appears when i swap to the android platform via vrchat sdk
on the windows platform it looks fine, but when i swap to the android platform it has a weird hue
Only when in android build? I'm at a loss. That just seems like something is straight up wrong with the project at that point. That or it's some setting that isn't generally touched for avatars that I wouldn't know of. I'd recommend package up your avatars and throw them into a fresh project
thats exactly what i did, thats why the hairs different from the first screenshot
i really appreciate you trying to help ! dont stress it :))
ill just scrap it ^_^
what is this used for again, i forgot ngl
Probably matcap texture.
Did you actually check the material settings? It rather look like emission didn't get masked out.
It's just any shader with emission option.
how do i do emissions 🥹 i tried enabling it in toon standard but it turned the object white 😢😢 do i not pick a color ?
You put texture for emission map: telling what color it should glow on what part of your model.
thank you 😭😭
any particle wizards? :(( this particle flowtoy asset im using on my avi is borked, tried reaching out to the creator already with no luck
below is how its supposed to look like, so without the 'blinking/breathing' and in unity playmode (av3 emulator+vrcfury on) it works fine as well its only ingame it doesnt, both on deskie and in vr - we replicated it in unity by reducing the max particle count which caused new particles to delete old ones, but ingame its at 1000 max particle (like its supposed to be) so it doesnt get reduced on upload but seems like it is
Cant set up visemes at all and the button is unresponsive. Already tried closing and opening the project(via VCC), but the issue persists
Rig definition is humanoid.
Mesh is named “body”
Descriptor is on the prefab root
Try deleting the descriptor component and add back again.
Wahhh pfff, I should’ve tried that first in hindsight lmao. Thanks!
whats strange is if i paste the component values from the previous descriptor, I can no longer add the lip sync back-
Though i did have VRC's default action layer controller resting in the action layer slot....
deleted it out of curiosity and the button is still unresponsive. Heh. Weird. re-doing the eye values on the new one is nbd, but now im just curious lol
Anyone know what is the maximum velocity value for a bone?
more specifically the wrist bone, does it goes only from 0 to 1 or can it surpass that depending on how
fast the person is moving?
Another meaning is the relative speed it has to get in order to trigger the parameter when hit.
The unit is in meter per second.
but does it have a maximum or does it keeps going up depending on the person's swinging velocity?
No maximum.
hmmm oky oky
Maybe the speed of light is the maximum.
you might be able to monitor the float value in the debug menu?
about that menu
OnEnter contact just trigger a parameter for one frame.
why is it so laggy?
i was in a world with only 3 friends of mine and i was having around 40 to 60 FPS, when i
open that menu it drop to almost 10
It has a lot to render. Especially avatar with excessive amount of parameters and animator layers.
Default running speed for most world.
did you ever find a solution? i’m having this issue too and trying to index search the channel for answers
check if physbone too near a collider or inside it when using gravity it can bounce around , duplicate av to test and remove its colliders ( id use angle limits )
some avs with scaling wrong (100) so the physbone using some insanely small radius
no colliders near it. it’s a hat with charms
i’ll upload a screenshot of my setting when i am at pc
Hey guys i am currently learning how to make a shield on my avi block particles
How or what system do i need to use to achieve this?
i need some help with my avatar i have an problem that when i talk in vrchat my mouth dont moves, the lipsync stats are the same on both of my avis but on 1 avi it dont works with the mouth
is there anyone who can help me? i'm trying to put some clothes on a model on unity but when I try the avatar the clothes just stay in T pose, i'm new to this stuff and i've been trying for atleast 13 hours, i'm desperate
well, how are you putting them on? share your method, screenshots help a ton as well
First of all the clothing has to be made specifically for that model, you can't just take any clothing and think it will work on any model without redoing the weightpainting in Blender or other 3d modelling program.
If the clothing was made for the model then there should be a pre-setup prefab that you are supposed to drag onto your avatar root in the hierarchy (the list on the left, you want the clothing to be under and indented, a child of it) and assuming the prefab was setup to be used with VRCFury (it will be listed among the requirements on the store page for the clothing) then you should just need to upload.
I mean for me when it comes to my PNG avatars I go into the materials for the quest version I duplicate using shift D make one of the things multiply and the other particles that’s compatible and then make another plate by duplicating it and put the other shader on it and then there you go
look into the “Knife tool” in blender
that is exactly what you want.
if you still haven’t figured it out by <t:1775246457:t> , i’ll be on pc and just send me the png, i’ll do it for you. it takes literally 5 minutes haha
how do i do base layer poses properly? I've got the action in blender, it imports kind of strangely into unity (not centered where it should, and slightly tilted?) and then in-game, the leg position is just overriden by the ik
(i'm using just head + hands tracking, no full body tracking)
(I'm using the base layer because i'm replacing the crouching and prone poses, which are on the base layer)
Modifying my .fbx in blender seems to cause Unity to order the shapekeys, any way to prevent this?
Ideally i think i'd like to just disable the ik for that animation. is there a way to do that?
anyone know how to fix this
i want my rest pose a tpose but when i do that the mesh goes into its old pose
please help me if someone can\
i don’t know how to solve your issue, but to change crouch and prone poses i use LocomotionFix package
you can insert a custom animation there
anyone know
You can change the resting pose by:
- Applying the Armature modifier on the model
- Selecting the armature, going into Pose Mode, and running the "Apply Pose as Rest Pose" operator
- Adding a new Armature modifier to the model and pointing it at the armature
you've prolly got keyframes
Just changing the rest pose doesn't help
it doesn't really matter what the rest pose is; what matters is how the current pose differs from the rest pose
so if you just apply the rest pose, the model will revert to its original shape
Applying the modifier permanently deforms it
if you select the model object and go into edit mode, you'll see that it's actually different after applying the Armature modifier
Im still kinda confused
about what step?
applying the modifer on what
this is what i have
this is what actually deforms the model
when you apply it, you permanently deform it based on the current pose of the armature
(ctrl-a or open the little dropdown menu and hit Apply)
I’m a bit late to the party, but this looks like a rigging issue. For cases like this, I’ll usually either sculpt the armor so it roughly matches the character’s T-pose, or set up a temporary rig for the armor, pose it to align with the character, and then apply that as the new rest pose. Once everything is in a similar pose, I’ll move on to properly rigging the clothing or armor to the character.
ctrl-a while hovering over the modifier will apply it
however
it looks to me like you need to fix your body
His issue is that the armor isnt the same pose as the model
your body is in an A-pose here after applying the rest pose
although, I can clearly see the bones are aligned with the body here
so i'm a bit confused
Hes trying to rig the armor to the model no? His arms go up, the armor goes up right? That's because the armor needa temp-rig first, to match the characters pose
He said he wanted to make the rest pose a t-pose
currently, it looks like the rest pose is an a-pose
i just want the armor to fit
I'm unclear what the goal is now
so im trying to get the armor on here but the armor is messed up
Okay, so you do not want to make the rest pose a t-pose – you're just trying to make the armor correctly fit the body
Yea I would not change your avatars natural resting pose, I would make a temp rig for the armor
Or sculpt
I would make a copy of the armature + armor so that you can pose it separately from the body
Pose that armature so the armor lines up properly
Then:
- Apply the Armature modifier on the armor
- Select the armor object, then the armature object
- Hit ctrl+P and select "Armature deform"
(simplified)
Close, duplicate armature is good, pose it properly, apply as rest pose, then add armature modifer, pose it to match the character model, then armor will be in a way better spot.
you'll need to re-parent the armor to the original armature anyway
You still need to modify the original armor model, though
You don't need to modify the armor, you just need the duplicate rig, to put the arms in the right place
but now you have two armatures with different rest poses
You're moving the arms down to match the base
Then after its reposed, you can remove the duplicate
This is all just to eliminate the first issue
this only happens if you apply the armature modifier, so that you permanently deform the model. otherwise, if you just switch the armor back to the original armature, you'll be back where you started
Well the armor needs to somewhat deform, either through armature or sculpting to be in the same arm shape as the characters A-pose because the armor is in T-pose, which is why when he tries to rig it currently, the arms are in the air
yes, and you achieve that by:
- posing the armor so that it matches the body
- applying the Armature modifier on the armor to make those changes permanent
Yes you either pose with the duplicate rig, apply, then delete the dupe, and work with the original base armature, (Now that that character/armor match pose) or you completely ignore, and sculpt. Where are we having a disconnect? lol
Oh, well you can do that too
"apply" could mean a lot of things here :p
Yea, either way though, dude has years of knowledge here at his disposal
Apply the duplicate armature's current pose as its rest pose would not work. The model would snap back to its original un-deformed shape (because the armature is now in its rest pose!)
You could certainly do that after applying the armature modifier
Nono, you change the pose of the dupe first
Without rigging
Then you apply as rest, then you rig the clothing to the dupe
Ah, okay, I understand now
It's just a different way to do the same thing
Yep, that makes sense
And it's what I'd do if I couldn't easily just eyeball it, like I did here
I try to do it that way though to naturally avoid model inconsistencies, if i'm not directly sculpting the arm deformations
yeag
theres to much
I would suggest doing what Kioshi suggested: make a copy of your armature and, in Edit Mode, make it match the armor
You can then easily pose it to match your body
(you can also fix it in Pose Mode and then apply that as the rest pose -- same difference)
So im running into a prominent issue, where I tried to Scale my avatar down in blender, and it scaled fine in blender, but now when I Export it to unity, still looks fine but if i open the import setting config or ingame it looks super stretched out. and i can't undo enough times to go back to my avatar's original height, how do i fix this?
Yeah i when i duplicate my old armature and try to put it on my armor it won't work
You probably just need to reset the pose of the humanoid avatar
Unity remembers how large your armature was when it was first imported
Select the model in the Project window and go to the Rig tab in the inspector
hit "Configure"
then, at the bottom of the list of bones, do Pose > Reset
This commonly happens when people switch the Apply Scalings mode
you can test it in play mode!
ooh yes
well im already uploading it :p hehe
well thank you, suprisingly simple as my searches ended up making it seem like this was going to be outlandishly complicated
it's a very confusing problem
anyone know where to find a human model thats rest postion is a tpose
i have a folder in my avatar for emotes, how do i make it so that if one emotes playing and i switch to another one, it stops and unselects the previous one and plays the new one?
im using vrcfury for them btw
hey yall i need help with Unity. i havent touched the program in like 2 years and genuinely forgot how to use it. Im making an avatar that has eye glow, but i genuinely have no idea how to do that.
Rather you have to make use of material emission.
Emission is ideal for that, yes
it causes a material to light up, even if there is no light source hitting it
Using real lights will work, but it'll be a bit expensive and make your avatar Very Poor
theres some avatars out there with the whole pupil glowing, but the whole emission texture thing doesnt really work for that (im also not the brightest)
i suppose something like this
thats just an emission
You'll need to create a texture to control where the emission happens from
how do i fix the eye texture being completley fucked?
Is it something with your culling maybe? Check your material settings in unity
And see if culling is set to off
If not make sure the uv is alright in blender
it looks like you have the incorrect culling mode
?
the eyes are these 2d planes
hey could i get some help i am trying to figure out how to get an asset to move when i change a blend shape on the avi
rotating these constraints poses them
wym exactly?
you could make an animation that moves the asset with the shapekey and play the animation at the same time if you are just trying to keep it alligned
idk how to explain it properly and cant really send a video of the issue here
here i am gonna basically show what i am talking about real quick
animation blendtree in the controller i think
there im trying to move the sphere when i change the blend shape
make an animation moving it, and setup in your controller a blendtree for your shapekey and animation clip
make 2 animation clips
1 where its in the original position
and one it the moved position
and what do i do if im using vrcfury?
first try changing that “cull” setting there
if not, check the UVS
i did
i think its due to the way the eyes were rigged to be on a 2d plane
ah
im not sure how well blender constraints translate to unity. i only do constraints in unity 😅
?
hihi, i am trying to upload avatars i have found online but there are a few errors i keep seeing that i cannot resolve. they are:
-# note i made sure i downloaded any necessary packages like shaders and VRC fury & made sure they are up to date
loaded data for an avatar we do not own, clearing blueprint ID
there is NO blueprint ID at all under the pipeline manager
NullReferenceException: objects reference not set to an instance of an object
i have NO idea what this means or how to fix it
the only alerts i have are performance based like too many bones & a triangles alert
anyone have any insight? ^^
also, when i'm going to upload, i select the character in the hierarchy that shows the descriptor & whatnot. is that the correct layer to select?
so ive heard from my friend that you can take face tracking "prefab" or whatever from an avi and put it on a different one... if this is true how do i do it?
the face-tracking prefab (probably one of Jerry's FT prefabs) just animates a bunch of blendshapes on your body
so it doesn't depend on a specific avatar base
can you click on the "NullReferenceException" item in the console and show us the full text that appears in the bottom half?
even if i add it to an avi it doesnt have it
well, no, it can't make up blendshapes
if the blendshapes don't exist, nothing will happen
ahh
Hey does anyome maybe know anything about this? Im having an issue messing with armetures
NullReferenceException: Object reference not set to an instance of an object
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c.<CreateContentInfoGUI>b__100_0 (System.String selected) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1522)
UnityEngine.UIElements.PopupField1[T].GetValueToDisplay () (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.BasePopupField2[TValueType,TValueChoice].SetValueWithoutNotify (TValueType newValue) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.PopupField1[T].SetValueWithoutNotify (T newValue) (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.BaseField1[TValueType].set_value (TValueType value) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.PopupField`1[T].set_value (T value) (at <332857d8803a4878904bcf8f9581ec33>:0)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.HandleAvatarSwitch (UnityEngine.UIElements.VisualElement root) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1721)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
here it is!
nvm!! i found a broken script that i was able to resolve i think ?? hoping it doesn't actually mess w/ the avi since i have no idea how any of this works lol
and what version of the SDK are you using?
you can check in the VCC's "manage project" screen
hey guys i bought an avatar recetly and i wanted to add a few silly stuff
can anyone help me with this error? i can't upload the avi :(
it's my first time uploading and adding stuff to avis
3.10.2 for both the base and avatars
this is the same issue we are discussing rn ((:
nono im letting you know so you can follow along haha
thank you 
Wonder whats causing it then. You ever figure it out?
Validation failed also get reported in the Info item(white icon) so you will have to take a look there as well.
this?
What detail it's written below? Also get the detail of Avatar validation failed.
okay, I've seen this error like 4 or 5 times now
this has to be a bug in a recent SDK version
fah
The error is happening because the SDK is trying to decide if a string is "public" or "private"
but it's being given a null string
If you have not yet uploaded your avatar, it stores the visibility setting locally
should i downgrade sdk by one version?
once you upload, that information comes from their servers
i did but im updating it
ah, hm, that throws a wrench into my theory
oh, but that's a different error
i can delete the old one and try uploading it from scratch again
this error is the one I was talking about
i wonder if the null reference exception happens after another error gets the SDK into a bad state
where it doesn't know what the visibility of the avatar should be

Have you tried regenerating scene ID's and then reloading the SDK?
Also one thing I've done, was upload an avatar that has nothing on it, copy that ID, and then attach it to the one I'm actually trying to upload.
Brute force it, if you will.
few questions since i am entirely new to all of this!
- are all clothing compatible with all bodies? do you have resize/reshape sometimes? if so, how?
- how do i add accessories such as a pair of glasses or something interactable like the poppable bubblegum or a laser pointer? any youtube tutorials or similar resources?
1: No, if you really want a specific article of clothing to fit an avatar, you're going to have to re-sculpt it in blender.
2: VRCFury is a powerful tool.
yeah, uploading a new dummy avatar and then re-using its ID may do the trick
im trying it rn
sweet! what is the best way to find clothing for specific avatar bodies?
do you have any good tutorials for using VRCFury to add these types of things? ^^
1: Search VRCArena, Gumroad, Payhip, or jinxxy, for "[Avatar Name] [Clothing Type]".
2: You can try youtube, but it's best to ask around.
ooh also another question. i uploaded a quest compatible avatar but when i look at it in my uploads on the website, it only shows the windows rating. does that mean it didn't upload for quest or?
Hey is anyome able to help me with armature amd avatar scaling stuff? Editing a friends avi, they wanted jackal scailing
Don't worry about those, VRCFury will fix them automatically upon upload, or it will prompt you to allow the fix.
Ahhhh okok
But when i joined the game to test it, the avatar just goes invisible when i use it
I follpwed the pdf instructions to the key
this depends a whole lot on what you're actually doing here
ah, its the scaling system
You need a VRCFury Fix Write Defaults component on the root of your avatar, for one.
if it can't find your Armature, then it's not going to work at all
First you need to actually install the build tools for android if they aren't already, and then switch your build to Android from the SDK, you've been overriding your windows build with your quest one.
Ooo, you know how to pop it in?
If you help me out i can send you a copy-o the system as thanks
I've been making avatars for a while, I imagine so.
Also I need to see the whole VRCFury component, not just the errors.
Ooo, smart and experienced, tight
Sure ok
Do you know how to take a screenshot?
Yup, ill send it in a sec
here it be, lmk if you need more info
I need to see your whole screen.
Oh ok, sprry you said vrf menu
Distributing paid assets is against TOS.
can i ask for help? i just loaded in my avi 👉 👈
hey! so, are you on quest or pc?
pc
the avatar look fine or is anythin lookin weird on it? you could ignore it for now if it looks fine
Your poiyomi is severely outdated.
his or mines?
huh?
Theirs.
are you sure?
Your repo may be up to date, but that shader says 7.3
how do i update it 🙏
Find your material and manually change the shader to the latest version.
The repo is updated, they don't need to search the web.
regular one right?
Don't use world on an avatar, but yes.
okay thank you
So what was ya prognosis dokta? Any ideas on what i should do? Im gettin paid 30 fir this weheheh
And i woulda done it for free
Your hierarchy is collapsed, I can't tell what's going on, and I just need a screenshot, not a video.
Your Armature isn't named Armature, a path rewrite is in order.
trust me, way ahead of ya's
You have an underscore instead of a space.
Let me know if that fixed it.
anyone got a bit more unity/blender knowledge than me here? just went to do a test export of my model into unity to make sure its all working but it seems to not be quite right... assume ive missed a step in exporting a texture somewhere?
You need to actually create materials, ones that support transparency at that.
thats these right, in the shading tab? or do they need to be elsewhere
blender materials basically dont matter
you use em mostly for your convenience
stuff needs to be remade in unity with proper shaders etc
since theyre using completely different render pipelines and shading languages
ahhh, k, thats gonna be fun to learn ig!
Yo guys so I fixed my unity last night but now it’s not working again ALSO I uploaded 2 of my Avis last night it says they uploaded all good right? No I check the actual app in game and they aren’t there
Has anyone had this happen if so can someone help
Cause it’s pissin me off🥹🥹
I’ve tried asking my friends none of them know what’s happening
@plucky brook are you on pc?
I was just on the app on my pc like just a deskie
To check
I’ve never had any problems till I moved states
Dunno what that has to do with anything
well chances are they were just that bad that they were flagged by inner security check ie they should be 'security check failed'. but i dont think they should be just straight missing, just inaccessible?
Yes it said upload succeeded or whatever it says when it works
security check happens after
I’ve never had problems with security it’s an avi I’ve uploaded in the passed but accidentally deleted
Past*
these are the two that are missing from my account
Hey Least, would you be able to help me with an oddly specific issue that one of my skinned mesh renderers has where it doesn't react to point lights properly? Been trying to fix it for the past few hours in #avatar-general.
nah no idea, id bet on some emission or whatever shenanigans so would try with standard to rule out (or pinpoint) the shader
i want to sell this avatar but i am unsure of a reasonable price
I've narrowed it down to be an issue with the mesh renderer itself, materials don't affect it.
It looks fine in unity, but something is happening during the upload to VRC that it just breaks.
Cann someone help me figure out what is exactly wrong with my unity?
ive been trying to upload an avatar for the past 4 hours and nothing is working
it prompts me with either failing to agree to ownership, failed to upload or failed to load data
then just stacks avatar upload tasks which never respond?
ive updated to the most recent SDK and reloaded it numerous times
im seriously not sure whats wrong with it
Look at the console for errors
Connsole doesnt help at all
it does it across all my projects
Hey guys i just need to be pointed at the right direction
I have an object and i am planning on making it so it blocks particles that interact with it
How or what do i need to learn or explore in unity to do so?
the head model is on the neck bone not the head bone
guy you know any other website that have free avatar beside gumroad, booth and jinxxy ?
any clue why a model is missing a hair asset in unity? it has everything in blender 5.0
does ANYONE have ANY idea what game this chararacter is from ?
i figured it out, i had to disable upper chest
Chat, am I better off doing facial expressions the usual way or is VRC Fury meta for those rn
Hiya, I'm trying to work with VRCfury toggles but keep running into issues. What I'm trying to do is set it up so the hoodie toggle is default on, as well as the clipping shrink default on. The problem I keep running into is that the hoodie will be default on, but not the clipping fix blendshape. If I change it to zero, nothing happens when i flip the toggle on/off. if I change it to 100, the blendshape is off when the hoodie is on but turns on when i toggle the hoodie off. Any ideas for a fix?
anybody?
what is your console saying?
I think I had a similar issue, except it was downloading the right unity. My fix was to close all unity programs in task manager first (yes, even the ones that run in the background) then run it as administrator
I have the right unity
2022.3.22f1
Sorry, let me clarify: I said my issue was similar, not exactly yours, but the fix for the right unity not downloading might be the same fix for the your avatar not uploading.
i dont think so
Well, wouldn't hurt to try, would it?
How heavy is your avi?
It def seems like a connectivity issue, it's hard to tell if its Unity or the SDK session being buggy. You can try signing out/back in, make sure vpn is off if you have one, worst comes to worst you can try to temporarily turn off your firewall or allow Unity to bypass it, its not common to do that but it does happen sometimes
does anyone know how to do those arm tuck toggles that every dinosaur avatar seems to have?
I just tried that
didnt work
hello, so im trying to upload this avatar but im running into an error, could someone help me out to solve the problem?
Does anyone know why my controllers are tracking way the hell over my head and my head tracking is inverted, meaning turning my head to the left turns my avatar’s head right? I’m using a quest 3s playing over steam link. No other VR game does this.
I’ve tried everything to fix it with no luck
I'm getting this message whenever I open a project with poyomi toon and vrcfury. I can't upload any avatars because of this. can someone help me remove this error?
Could someone be so kind to help me figure out how to sculpt an edit of the Novabeast? I usually never have this issue with sculpt tools but it's been a long time since I last opened up Blender and the tools look a lot different than I remember.
For some reason I can't sculpt the model and I'm not sure what else to do as I'm scared to touch anything else as I don't want to disrupt the textures and uvs. Not trying to make huge edits.
check if you are editing a viseme or the base viseme
Doesn't look like like it. I mean whenever I place a stroke nothing happens and I'm not sure what I need to do to change that
I feel like Unity is today terribly slow; clicking on the avatar or certain clothes, it becomes blue and sometimes there is a long, terrible wait. a year ago it was better and faster.is there like a way to maybe fix that?
turn off gizmos and see if that fixes it
basis blendshape and make sure the shape is at 1 so you can see the edits
hello again
can anyone tell me how can I fix this? it only happens when im in play mode
Screenshot entire screen instead.
You had the GestureManager inside of your avatar. You must put it at the root of the scene.
um like this?
Yes.
now it's saying this
Your avatar get disabled when testing.
is there something i can do?
Is there some dialog show up when starting play mode?
could anyone help me? I havnt seen this error before
another issue Im having for an opti version of a diff avi
the non version of the opti error is also having its own error
You imported an entire project as assets.
ty
Is your avatar enabled when editing but get disabled in play mode?
yes
trying it again
any clue for the other two?
Something in your animator controller is broken.
probably .meta file being wierd , reimport
Avatar gets disabled is because of some preprocess tool is failed. It should show the reason when you start the playmode.
ill give up on the gesture manager i only used it to try to preview the toggles soo... here's hoping i can finish this project
thank you for the help though 
one more question though
can poi shader be run with liltoon shader
If you mean using different shader for each material then sure.
ok
Hello, i need help figuring out why my avatar spins like crazy when walking, the only new thing i added was a cloth simulation from a tutorial, would this be the cause of the spins? and is there a way to fix it besides just going the route of removing the cloth simulation
set your collider to 'is trigger' or you spin using cloth
it will collide with your player capsule and send you spinning
dont like cloth so dont really recommend its all local and wierd
same for capsule or what you using

yeah, ill re-rig this thing and make it look good with phys bones at some point, ok let me try with the "is trigger" on
we need magicloth for much better flow , physbone is alright but requires some setup and angle limits
both on quest version
first is in unity
second is in-game
third is using gesture manager
for some reason the animation works in unity
but doesn't inside of vrchat
nothing has changed (toon standard shader/mats)
and im not sure why this is happening anyone know how to fix this?
edit: the animation doesn't change anything except the materials, none of the values inside the materials
What animation you talked about?
i know its incredibly not optimised lol
but its just changing the skinned mesh materials
and adding particles effects
ill try toubleshooting it anywho
I still can't spot the problem from the images you provided.
its alright thanks for looking!
I'm assuming you're no longer need help then.
i think im good
it seems to be a different animation layer
that doesnt even have any animation triggered
Is this upload for a plattform I dont even play Thrustworthy?
(I uploaded it for Android and iOS)
Thrustworthy? Or you just meant "worthy"? Then yes for Android. For iOS, there isn't many player on iOS to begin with.
*Thrustworthy
what does this error even mean? and is it for everyone?
I uploaded the avatars from Linux Mint (Kernel 6.17)
Shader error just mean that shader doesn't work. And that particular shader problably isn't something you're using.
nfsw contents are not allowed in this server.
You could use VRCFury component to move menu item.
It's something that's named very close to "move menu item".
No.
is there any unity wizards here that can please help me out?
my unity is perpetually bricked prohibiting me from uploading avatars
My avatar uses VRCFury and I have assets here that are not updated to use it, they use Parent Constraints (so like the "old-style" prefab setup and I'm wondering what components of VRCFury I would need to add where to make it work with it. VRCFury also creates the sub-menus on upload.
I’m working on an avatar and I uploaded it to quest and I tried to use it on my quest. The textures were purple and my arms were still like a T and I couldn’t move my arms.
Did you make sure that you're using supported shader?
It does say I’m don’t have a supported trader
Shader
Plus, are you able to help in a call because it’s like a lot
You pretty much have to go through every material and change shader to the supported one.
https://www.youtube.com/watch?v=rRAnDMUbWt8 Watch this, especially the latter part.
VRChat's Standard lite will work, but not just Unity Standard shader
so its good were its at
Don't know which you're using
Are you sure it's StandardLite, not just Standard?
is there a way to set them all to that
You can select multiple materials in your assets by holding shift. That will allow you to edit them at the same time
I'm trying to upload my avatar and this is the only error preventing me. Everything seems to be correct, does anyone recognize the error?
Embed fail lol
its says i have to masny material slots
i have 41
and i cant add a oicture for the avuy
avy
That's excessive but should not prevent you from uploading.
As I said that shouldn't prevent you from uploading. In fact you had already uploaded it as is.
how do i reupload
You using the texture file as thumbnail actually is the problem.
but i cannot even upload a scene picture
It seems to have problem loading data, so try sign out from sdk and sign in again.
if its set to humanoid and i pulled this from gmod should it be pre rigged?
Maybe. You have to actually check yourself.
Check the top op Review Any Alerts and see if there is any error.
there is no auto fix at the alerts
And be sure to distinguish between error which has red hexagonal icon, and the red circle which means very poor performance
Not every error has auto fix. Does it still have error?
yea
What is it?
one saying bad
i see 2/3 platforms selected , try one at a time
multi build is.. eeeeeehhh
cause you sure not getting that one working on quest
i need it to work on quest
Read the hexagonal icon which is the error. Check your bone assignment according to the video I gave you earlier.
then you need to merge meshes and optimize it
41 materials is terrible, no reason for more then 1-3 on that
fine for pc first attempts just
its a progress to learn
i got zero attention span and im doing like 8 things
so thats a no?\
https://www.youtube.com/watch?v=rRAnDMUbWt8 Watch this again on the rig configuration part.
People generally don't do 1 on 1 help in here.
oh ok is there other ways to be on a call instead with someone cause i dont understand a dang thing im looking at😂
aka 1 on 1? the very thing I just said?
nvm
feel free to share a screenshot
dawg what?
vrchat/mobile/particles/alphablended is an unsupported shader, because you can only use ones in vrchat/mobile
last time i checked
it said vrchat/mobile/particles/alphablended
The exact ones you can/can't use are not well stated. The only ones you can use for avatars in there are multiply and additive
alr ill try multiply
nope
toon lit works
i didnt need alpha or anything just color over lifetime
they're more accurately listed here: https://creators.vrchat.com/platforms/android/quest-content-limitations#shaders
Hi, someone know why my manuka eyes doesn't work? they are link to my gestures when they should be to the song. In older versions of my manuka it works fine i don't know what I changed. Thanks
I’m having the same exact problem
Nobody has been able to help ;w;
my unity got bricked magically over night and refuses to upload anything
I've tried redoing the project in different ways several times. I have no idea what it is ;-;
Nobody does
literally nobody
i’ve tried every single thing you can think of, i was recommended and i searched up to fix it
the handshake between my pc and the sdk constantly fails without any told reason
Could it be a bug in the SDK affecting only certain networks?
I dont know genuinely
ive went between numerous different SDK versions and reloaded upon each time
I hope we can fix this soon ;-;

Id say give it a day
mine just magically work out of nowhere
Wow, I'll try it. Thanks for letting me know.
It keeps failing for me :c
obvious what need fixing there but fine ignore it right 🥴
those parameters just dont exist XD
it gives an error with nothing to delete or define
those werent the issue though
Those will stop you from uploading. So it would be hard to know what the issue is if those are there
those specifically dont
Yes they do
that project is months old and has worked in the past
it was across all my projects yesterday
i already stated the issue and it fixed itself
So you can upload?
now i can yes
there was some sort of issue with the sdk failing a handshake with my network and not uploading properly
it fixed itself overnight just how it broke overnight

hello, ik its stupid but im a beginner on making vrchat avatars, but how do i fix this?
Quest avatars cannot have custom shaders. You have to change the shader to a vrchat mobile one on all the materials your avatar uses
is there anybody here who knows an avtar creator / rigger named moshi? he used to be in here and he helped me in the past but he has a different discord account now
i was hoping to chat with him again but i dont know how to contact him.
this was his old pfp
looking for help here, ty in advance
unfortunately, that error message is not of much use. If it's not the only one visible, share the first 2-3. See the first pin n here for help on doing so
Oh it's that error again
Is this the first time you've tried to upoad this avatar?
if so, I have a crackpot solution to try:
- Make another avatar (it can be literally anything: maybe just a cube, idk)
- Upload that avatar
- Copy the avatar's ID and plug it into your existing avatar's Pipeline Manager
- Try uploading
most generic error unity can throw even some games do it
this is stopping you from uploading, right?
that exception is in UI code, and it might not actually matter for uploading
It usually causes by some other error that stopped the UI from working temporary.
Can someone help me with this, my texture is low resolution
when you're making blendshapes, what part of the model is the best place to put them? rn ive got my head separate from all of the different pieces of the eye and im thinking of parenting/joining them all onto the head so all the blendshapes are in one place but cant tell if thats a wise idea
Oh-?
Thank you got it, it kept defaulting to a blank blendshape instead of basis so now it works I appreciate you :)
which texture do you mean, the normal map texture?
Yeah, like the textures from the avi @somber sequoia
hi everyone!! i am a beginner with anything avatar related and i was wondering if there was a specific unity version i should use? i will use it to export from vroid to vrchat but i saw i had to use unity
Then this normal map baking isn't a thing you need to do
2022.3.22f1
thank youuuu so much
@mortal tangle Do you want me to help you with that
show us your actual problem
suggestions on how to fix the strings? I have small bones on each string so in theory it'll be playable, and there is a bone on the area near the shoulder and a bone near the neck of the violin so people can grab and use it, but it isn't grabbable in the game for people
pls lmk (and ping) if there is something I'm missing here
Idk if anyone is familiar with jiggle physics for VRChat if anyone knows how to put ass physics on a avatar for VRChat please LMK I been having issues any help will be very much appreciated:)
you spammed it many places , so ill pass 
sure see these often now , id duplicate and remove things until it stops doing it , i dont use modular avatar/vrcfury and i havnt gotten one in years , but had that error a few times
just to narrow it down if some script messing , kinda generic error that one
The avi texture is low resolution
And also the glitter
this page is also useful: https://creators.vrchat.com/sdk/
And the suggestion that going from vroid to unity via blender is probably ideal - there are tutorials.
unity default everything to 2k when you import a texture unless its lower
are you talking about the weird static-y pattern on the front?
That’s the glitter pattern i tried doing
A friend of mine colored the texture and it came out like taht
check that the original texture isn't blurry
it kind of looks like JPEG artifacting is happening on the patterns on the arms
Yea
I’ll show the texture here
The lil designs she did are like low and can barely see it
this texture has a resolution of 1170x1168
that seems wrong
textures are usually a power-of-two resolution, like 1024x1024 or 2048x2048
I see well thanks but i'll just discover for now
this image has a lot of compression artifacts
your friend needs to export it again, as a PNG, at full resolution
don't send it as an image over something like Telegram, because it's going to get resized and compressed
She sent it too me through DMs on here
I’ll let her know
the filename suggests that it got run through Telegram or another platform
(IMG_0970)
This is how it originally looked
You can see that the lil details are hard too see
Hmm
oh, it is possible that Discord compressed it if it was too large to send
i'm not sure how that works
you should look at the resolution on your end to be sure
How ?
any image editor really
Hello there. I am extremely new to making avatars, basically have self-taught with different resources over the past two weeks (that's how baby i am). My avatar is looking nice, in my eyes at least. A lot more work to do but usable and a couple of outfits.
My problem currently: I cannot get blinking to work!
The weird thing is, I got it to work ONCE using VRCFury's write default, forced on. But I keep trying to replicate that one time and i have no idea what is causing it to no longer work.
I know it is simple, and blinking is not most important, but it would be nice to have. Any tips are appreciated!
i can somehow not drag my avatar from my left column into the section for the quest conversion. i need help 
whatever object you're dragging must have a VRC Avatar Descriptor component on it
ah and what is that? haha
oooh wait i found it
Usually the slots in Unity where you can drag stuff tell you clearly what the thingy they accept is
oooooh
Anyone here open to dms regarding avatar help and stuff? Been doing edits in blender to the Novabeast but could really use some help with questions or helpful critique with some things that I want to add.
I understand some stuff it's just been a long time since I touched avatar creation/editing in unity and blender so I could use some helpful pointers.
Feel free to discuss in #3d-modeling , it's what that channel is for
well the modeling part, otherwise here works
anything here look wrong? lol
no, assuming those are the blendshapes you want for the looking up/down states
thanks! I just cannot figure out why she won't blink in vrchat 🥺
does that blendshape do what you expect?
yes it does! i have actually gotten it to work once. i just can't fathom what is blocking it at this point
ATP do Vrc fury frace tracking
are you saying that to me? lol sorry
Try testing with no animators, it's possible something is using a thing like VRC Animator Tracking Control to disable the face
ok, thank you both I will try no animators first and then face tracking ❤️
@somber sequoia ah i suppose there is something wrong with it
dunno. I recommend taking a look at the console for more details.
that second one is certainly a problem
but when you post this, please don't crop out the error count indicator in the upper right and the scroll bar, so we can see if you're at the top of the list or not, and how may items there are.
saves lots of back-and-forth. First pinned post shows how to do this.
lmao but thats all i have as consol errors tho
again with the indicator blocked - but I believe you anyway - that one I mentioned is definitely a problem.
i see. i will follow that pinned video wait
ait i'll try to find to fix it
apparently i have to change the file type from .vrm to .fbx
I'd suggest importing the .vrm into Blender (with appropriate add-on) and exporting a .fbx from there, after cleaning it up. There should be tutorials.
So this doesn't work for Quest 2, right?
it should
alright, just not seeing that as supported on there :/
not sure what you mean - face tracking is just OSC-triggered animations that activate blendshapes
quest 2 itself doesnt have face tracking but the avatar prefab is just animations and parameters controlled via osc
alright, I think i was looking at VRCFacetracking. I'll try looking into OSC triggered? not quite sure where to start
osc triggered isnt a specific thing
osc is just how the game can communicate to a program outside the game to control parameters and such
ok, thanks. i will look up what i can and come back for help if needed 🙂
idk if this is the right place to ask but.. is it normal for people to ask for ur vrchat account for bought avatars? like full login 😭, i just wanted to know because it seems really iffy
if ur requesting an upload yeah but i personally wouldnt give anyone ur log in info and just learn to upload urself
please help.. his neck wont stop collapsing
its only when i go into play mode / use muscles and settings
Update on this: I added a form of radius so now it's grabbable (yay!) But it doesn't move away from my body and I haven't figured out what settings I should have for the strings because it's deforming more than it should, both on the violin itself as seen in the old pic, and on the bow which is partially obscured
why does alpha blended not work for quest?
Ive got this bell dangling between a set of horns i made, and gave it a bone so it swings around, and ive messed with all the settings, turning gravity and momentum way up, putting limits on and i got the movement like all right. but it still feels super jittery, is there anyway to make it like... look heavier, like if it were in slow motion ?
Because transparency is computationally expensive for specifically the hardware all the Quest headsets (phones in general) are using.
As for the confusing wording, it is meant to be a cheaper option for transparency within worlds, transparency is most expensive when you can't account for it, like with avatars, when you are building a world you can make sure that a player won't see transparency through transparency as that can get incredibly expensive for the poor Quest GPU.
Yeah nothing is working. great mystery of our times
just either stuck with eyes closed or no blinking. i tried to do animations correctly
how do i make a png avatar without making it transparrent or using alphablend?
i grow tired of using this old trick
hey i got a bit of a texturing question
Make a mesh in the shape of it
Maybe someone will have an answer
this is a bad unrwap right?
issuie i need to be able to texture it as other pngs
Um, yes? Sort of depends. But most of the time, that would be unusable
yeah... im gonna do some decimating
Could make a mesh for each
Spoiled because of the area, darker is unity. completely SFW tho. Unity is showing something way different the blender, anytime i make two shapekeys active, it does this wierd bright area thing. Ive tried reimporting, applying weighted normals, blend vertex from basis, checking for flipped normals, no textures (its not the texture), completely getting rid of and making new shapekeys nothing seems to work. im so confused as to what is causing it. Help???
i always used a preset specular setup bc i did rec room stuff and was used to it, but i wanna set up my substance painter stuff more like other people do it and have an audiolink part and have it be metallic instead of specular, but i dont know what material to use and how to set it up. i have the nardo model so i peak at that to see if it will help me understand but i dont. what materials should i do or can i make my own? i never understand what the different pbr setups and everything are
Ok now all of the sudden my bones aren't working again. I cannot move around in the eyes of others, but i can see myself. hands are not moving. i'm sooooo fucking confused
i am truly baffled. i would tip someone for some time at this point. this feels awful. my avatar fucking works, there's just something i can't see that's blocking it 🙁
Unity Standard already is PBR setup, the one with metallic value.
Okie dokie
If you're having the same blinking issue, it likely because you're using the same blendshape blinking for something inside of FX layer.
does anyone know how to get the mayu cheese in the hierarchy,,, Im so new to making avatars i have no idea where im lookin, any help would be appreciated 😓
Hierarchy is the Hierarchy panel that's showing object relations in the scene.
I'm not sure what you meant by anywhere else.
when exported it exports with the cheese, going through the entire panel and through all of the mayu I cant find it at all
its still there on the avatar though which is weird, I can still find it in the in the menus as well
You can just click the object in scene view, click until it's highlight with orange outline, and that will also select object in hierarchy panel.
I did indeed do that yes
So you found the cheese?
anyone why does poiyomi matcap does this now. ( its the newest poiyomi) ( it flashes when i goto play mode)
What is wrong in your image?
why the fuck is he balck
Because there is no texture?
what do oyu mean?
very crunchy images there, cant see a thing
and where is your texture
You rather seem have put roughness map into base color slot.
better
none of these really matter for unity unless you trying to bake first
in unity its back to and i cant get it to work i have 1 tex were the arm is white but there are not text like here
wich shader you using in unity
poiyomi
Try cutting the metallic and roughness out and see if it change something.
id just try a simple material first , having this on helps to see if its the right texture
yours seem to point to nothing from earlier image
Also should be aware of multiple uvmap channel.
Just delete the channel 1?
and then they get Merge?
No.
do i have to make new one
What is problem with just removing uv channel?
okay on vu channel 2 one the arm is ther on uv channel 1 not
thats maby why he is black
If uv1 is invalid anyway you could just remove it.
uv 1 is the main uv with the body and alle other things i have on my avi
Then you should separate the part to different object first, remove uv channel and rename to match, then join back.
ahh okay
heh same issue i had yesterday forgot i was using a different uv , converted a fbx to vrm (testing things) and ..right, its not using uv0 , back to blender it went 
Mtoon10 shaders are abit.. 'meh'
is it better to look around and see if someone has an avatar similar to what i'm looking for (https://discord.com/channels/189511567539306508/1489720503257006241) or comission one?
If you have time to look around then look around. If you have money to commission then commission.
i'm just thinking is it worth it to drop ~ 50 bucks on a comm when there could be an avatar i'm looking for out there somewhere that's kinda where i'm torn
It's going to cost more than 50.
hence the ~ it was an estimate
played that game, getting model isnt too hard, fixing/setting it up couple of hours, quest compatible ? hah no
it also can be taken down any time if Ubi dont like it (hiiighly doubt it)
( file found )
can someone help me replace one of the abbess hairs and like cofig it and make it work with the hue shift wheels and maybe substance painter if ya know how?????
What have you figured out so far?
so with hair i have never done and am new and with supstace painter every time i add the mes the texter never add right and like expands it
i kinda new to both
how do i fix the pixelated shadows towards the bottom of my leg? im using poiyomi toon
cant tell if its the texture or model, model > blender
sometime you get funny shadows like that
throw it in blender stuff not so jaggidy anymore
(clear normals)
think you can help?
I can answer specific questions. But not as a personal coach.
ok
For this, you have to check to make sure that your mesh is using the right UV map. I personally don't use substance painter so I don't know where in the app you have to look at. But general knowledge of 3D modeling still applies.
ah
could anyone help me with this ? i try to reupload my avatar i successful doing it on pc but i forgot what error was this and unable to fix it
this is the quest one
It's temporary connection issue. Wait for few minutes and try again. Or change the internet by using mobile hotspot, or proxy like cloudflare WARP.
is there a particular reason my skirt clips at extreme angles + jitters
I know nobody would ever actually hold a pose for so long the jitter becomes obvious but it's still annoying
physbone and colliders arent very good , enable debug you can see the bone just slides off it , for skirts i use angle limits and weightpainting
well yeah but how do I fix it
especially since I've seen other assets do it just fine
weighpaint / transfer from leg , connect bone to leg , angle limits no collider needed ( one more bones in front or back might be handy )
long skirts are much harder , short 'so so'
that
would work
if I was working on a short skirt and wanted to moon literally everyone when I sit down yeah
I always get this error on every avatar, when I open the VRC SDK Control Panel:
https://paste.ofcode.org/JtqtqiiSfDPyZGcLhjEt9r
does that filepath exist?
if not, i'd just do a mkdir -p /home/marcel/.local/share/VRChat/VRChat/Avatars
VRCFury/ VRChatCreatorCompanion/
MyPCName:~/.local/share$ cd VRC```
- It dont seems so.
go ahead and create the dirs then
i wonder if this happens if:
- you aren't using the VCC (you're on linux, so I presume you're directly using the
vpmbinary) - you have never built a test avatar before
I use "ALCOM" instead of the VRC Creator Companion.
I heard of the vpm binary, but I guess its not that what I am using on Linux.
How much do avatars usually cost, when being made from scratch?
That'd depend on what you're looking around. But usually a couple of hundreds
Someone is making an avatar for me and I've already given them 100 but they're trying to ask for more to "continue to the next phase"
Ah, okay, I also use that (well, the CLI version at least)
I dunno why the dirs would be missing then
What were you trying to make?
And by phase what have they done? Lol
Dm or nah?
Uhhh let me check
Why are you using the CLI version if this is avaiable for Linux?
because i'm a turbo nerd
i'm already in the terminal to interact with Git a fair bit
oh ok.
I just remeber a Youtube video of a guy that made a "challange" to try if you can make and upload a avatar to VRChat from Linux and he sayd its possible, with the help of windows in a VM because there is no way to replace the VRC Creator Companion and its upload tool.
@small valve pretty sure @somber sequoia uses linux just fine
VCC isn't an upload tool, that's just unity and the vrchat sdk
I've never used windows for this.
ah ye, sdk is unity package and it is what uploading, vcc just a way to keep packages updated
And alcom replaces vcc
I found no feature yet that I would miss with Alcom, what the offical VRCCC does contain.
I switched last month all my VRChat and None-VRChat Unity Projects all to Linux, so that I only use Windows 11 for Anticheat games and nothing more because Vulkan is stable enough in Unity 6 for my None-VRChat projects and ALCOM helps a lot and this out of the box.
vcc is just a package manager, its not meant to be mandatory or anything, before alcom linux/mac users could just use direct vpm import
VRChat also makes a command-line tool to do that, it's kinda awful and buggy though.
and afaik even on win alcom is preferable for performance reasons, tho dont care enough to bother
ALCOM is meant as a drop-in replacement
it worked fine after I convinced it that I actually had Unity installed 😉
but I then switched to vrc-get (which is the CLI interface for the same backend as ALCOM)
the VCC is not actually required to upload an avatar at all
it just installs packages for you
yeah that was annoying, I managed at one point but it's just not worth the annoyance, vrc-get is better
before the VRC Creator companion was realesed, I just dealed with the VRCSDK.unitypackage that I just put in a fresh Empty Unity Project. But VRCCC from VRChat helped a lot with stay up to date without breaking most of the packages all the time.
I develop my own VPM packages and build avatars on my Macbook
@small valve well, that was the idea behind. that unmutable by creators stuff like vrc sdk or community packages like poi or audiolink or whatever are made to keep track of backwards compatibility ie any further poi should work just fine with stuff made for previous one or at least detect it and convert, and people dont spread around outdated packages and especially sdks included as a part of avatar package
Thankfully we life in a time like that.
Now we only need stable vulkan support like in Unity 6 for VRChat and we are good to go.
The only None-VRChat thing that annoys me is, that I cant play my other favorite games because not even Proton can handle the Anticheat and there is no up-to-date PS5 version either.
Otherwise I could fully abandon Microslop with Win11.
lucky. im waiting for asio or whatever support for my usb audio interface for 14 years or smth now (og drivers are vista). and not even a day earlier will i even consider switching
wow, vista
well um... how do i put this...
i made a slinger pod (From monster hunter) prefab for my partner, it works totally fine on his end, but other peoples can't see the particles, only he can (even tho i've set all the parameters to "Sync" and i've made all particle world oriented)
although there was a small instance were i could see the particle colliding effect for a second, but never again after that ^^"
@somber sequoia i mean works just fine anywhere down the line🤷♂️
most likely you don't want or need the gesture right/left in here, that's a weird thing to do
no, the prefab requrire a hand gesture to trigger the shooting animation
Yes? But doing this means you intend to use them in a menu. And VRChat syncs them in the animator. And you probably don't want to save those values, they're set by vrchat when you make gestures.
oh
If you are using them in the animator as normal, there's no need for those in this parameter list
you think that will fix the syncing issue?
I don't know how those are used by whatever you have here, so I can't answer that.
but marking other parameters synced will likely make sure other players will be updated when their value changes
but that is the thing, it was already sync since the start, but peoples still can't see the particles, exept for the user themself TwT
usually people can tell you how you fucked it up if you tell them how it actually works
okay, then the issue is not caused by this checkbox, it must be something else
okay, so first, there is the basic on/off toggle to open/close the slinger for use
Then there is the loading/shooting param, where it requires the item to be on first before it can load, and for the item to be loaded first on top of that before it can shoot
First time I saw that parameter names can handle spaces and forward slash.
I use slashes all the time, it helps organize them
but in the name?
Yes, the slash separates them into a hierarchy
yes, it makes it more organized
the other one is the same set up, but i replaced the anims with blanks and mostly used this other one to play audio
then, there is the pod/ammo selection
witch also requires the slinger to be on first
is a typical Int going from 0 - 5 for each ammo, and 0 being no ammo loaded
and it goes to the exit either if it changes ammo, or if it is loaded and then shot
the last one is the same, but is for audio instead
that's about it for the prefab
trying to itbash this avi but mighta broke it a lil an idk how to fix it
@distant owl and the question is? they cant see colliding particles only? colliding on what?
cause particles colliding on a player should work only locally ie person getting shot, you dont have any collision on other players l
no like, none of particles, not even the shooting particle can be seen, (other particles are fine, just, the ones for this prefab specifically dont work) is mostly intended for colliding with the world, not players
@distant owl i dont see how loading is done ie what makes it true
this
how
using the menu
when the person toggles it true in the menu
thats... okay didnt expect that
the loading is done there
idk how to do a loading with contacts and triggers ^^" (and i dont want to know really)
sorry..
basically the person selects the ammo in the menu, and then with a diffrent button, need to load said ammo before they can shoot it with a hand gesture
and shoot state does what? given theres just one despite 5 variants
i
the shoot state basically turns on all of the Buffer Particles (1)
but only one them works at a time since the Empty object they are stitting in determins witch ammo is on or off
k i see, seems fine
idk, if its working locally fine then its goin to be challenging to troubleshoot
yes, it is working locally fine TwT
its just kinda overcomplicated? not saying that its going to fix it but having Animator Play Audio - Parameter on top of loading and shooting states saves you two layers
Hey guys! Has anybody messed with setting up radial sliders for cubemaps/skybox textures?.
I have figured out how to apply them, but when I use VRCfury to try and set up a radial, it does not let me choose the cubemap as the "altered texture"
Pretty new to things, and can't find any tutorials that talk about toggles on cubemaps or skyboxes
if Fury doesn't support that texture type, you may need to do it manually
I get this error in the VCC logs when I try to create a new project
Failed creating Project from template because: An item with the same key has already been added. Key: dev.vrlabs.repos.by-ids
What should I do??
#creator-companion may be a better place for that
I saw people get sent here but I'll ask there thanks
Hmm... Does that involve the "animation tab" that I've seen in some vids?
that is how you create/edit animations, yep
Thanks for the tip, I'll dig more into that. It's just so menacing
yeah, you right, ima try to include the 2 things in one param
been fightin with this all day
just trying to get it to work right but every time i enforce T pose it gets undone
an i know it can work cuz i fixed it accidentally at one point before all my work got undone
My avatar is not uploading because i'm not using "SDK 3.9.0" And it's telling me the id is not allowed to be used. What can i do to resolve this?
Use a more recent sdk
nevermind, i found the issue
Anyone able to help me with this? Ive listed everything Ive already tried. just don`t want the question to get lost in the abyss.
Does it do this in game? I've seen Unity do wierd stuff with lighting when changing blendshapes, but it doesn't do it in game for me
Thank you. This was driving me crazy. Also, this is the error that needed fixing. any idea what i need to do to fix this straight out of export from blender?
I don't think it's a blender thing. You would set it in the settings of the asset, or like most, by clicking auto fix
Alright, I have this up for free DL and I just didnt want people to ask something I didnt know the answer to.
how do i find the glitter/sparkle path in unity?
path?
yea like this
That's for choosing a shader. If you want a shader that has glitter, poiyomi is common
im asking how do i get to the glitter
You're going to need to be more specific. I'm assuming you want a glitter shader?
yea,
Then look into a shader called 'Poiyomi'. It has a section for adding glitter.
like this ss
Yup, just have to enable it and set it up how you'd like
oo ok
@willow heath , I see you sent me a friend request. Did you need something?
I imported my fbx into blener, deleted some mesh and then the bones and materials which were no longer in use, and reimported it back into unity.
My blendshapes still work but have lost their smoothness and become pixelated now. What could have happened?
Does it look like that in game?
I haven't uploaded this avatar yet, but I just checked with a new project and it didn't do this before I did things in blender
The unedited FBX doesn't do this
I'd see what it's like in game, as there are strange lighting issues in editor when messing with blendshapes
I've never seen this before and the unedited fbx in the exact same scene doesn't have the issue
oh setting legacy blendshape normals to on fixes it
I get that, but as I've seen similar lighting issues go away once uploaded, you should just try it
oh
nice
Okay, cause every server I’ve been in hasn’t been able to help me whatsoever—
I don't know if this is a unity issue or not but I've been kinda pulling teeth with this:
So I recently bought this model here, everything is working normal but for one small thing I noticed is that her body seems to tilt at an angle whenever turning or walking back an forwards, despite me looking straight ahead!
I’ve tried to remove an idle animation she’s had to see if it may of forced her body into a certain angle and that didn’t work
guys i got a skin and realized idk what im doing anyone wanna hop in a vc and try to help?
ill give sm1 5$ if all works out
You mean you're trying to upload an avatar?
So stuck while trying to figure it out? I could walk you through
yes i am downloading unity and vrcfury
Alright when you're ready, shoot me a DM. So I can walk you through
is there a way to move the origin or is this an "open blender" problem
what determines where it is?
because I don't feel like moving a bunch of clothing around to fix it
Blender / ctrl a , its a tiny dot near your feet (or should be)
yeah I know how that part works I want to know if you can avoid having to do this on all of the shit you ever import or is that too hard for the devs to make
i attached a mesh to my avatar, no physbones applied to it (except for on the base,) and the mesh is wobbling out of control
I have a hunched model I'm using constraints for, the problem is I can still see my entire head where he eyes viewpoint is, these are the settings for the constraints, does anyone have any idea why my head modl is showing in my viewpoint?
you using constraints to put head there ? , it should be weighted to headbone or use headchop to not render it for yourself
I'm using the constraints so the fake neck and head, which are humanoid like, are making the real neck and head bones of the model move.
id try https://creators.vrchat.com/avatars/avatar-components/vrc-headchop/ , anything weighted to that wont render for you
Is VRC head chop quest compatible?
i just bought a avatar but i lowkey forgot my password for my account... and if someone can point me in the direction to where i can change it that would be nice
yes
how do i open an sdk and choose which model i want to upload ? and then name and set a thumbnail
VRChat SDK will be at the top of ur window. select that and show controle panel
sighn in to the desired account in the authentication section before upload then go to builder
the rest is straight forward
u can hit this to select it for upload
or select it from the builder
would anyone be able to help with trouble shooting this?
im at a loss (feel free to dm me i might not see notifications
it's not clear what you're asking
idk how to open the menu and find expressions ugh
menu is listed in the avatar descriptor under "expressions"
hey chat i recently uploaded a new avatar and wanted to try it out on my quest 2 but for some reason i cant see my avatar but others can and i keep getting forced into a error bot avatar anyone know a fix to this? , ive tried the avatar optimization option but it says to hide very poor and below avatars but theres no block none option?
yow
all i added was a hair pieces on
why do you have that many physbone components?
im not even sure
its the base avi all i added to it were glasses bit of hair strands from another avatar hair base and a halo
im not sure where to checvk physbones
well you have 283 objects with a physbone component on them, I have no idea why
thats what im tryna figure out
i don’t build so idk lmk lol
probably figure out how they work, and work on combining them into fewer components
can't tell with no info, but probably whoever set this up has no idea how to do things properly
yeah cant figure out how to minimize physbones
usually you setup the bone chains with a common ancestor and put the physbone component on that, rather than one per chain
gotcha