#avatar-help
1 messages · Page 262 of 1
probably
if at first you do not succeed, try, try again 🙂
i dont understand why but my avatar is stuck T posing. its set as humanoid rig, when i try using gogoloco on it it does not respond to it.
i swapped the head on it from another model
show your playable layers in the avatar descriptor
that seems to be the layers inside an animator
a) those things that say "none" - hit the X so they use the defaults. None means it won't use anything.
b) this isn't a humanoid avatar, you probably want it to be unless you're doing the whole locomotion system yourself
the X are grayed out so i think thats done?
oh, true, missed that. I rarely work with generic avatars.
it was set to humanoid earleir before i tampered with it
left side image - see the error? do what it says
i can do enforce T pose and apply but after i hit done and go back to it it acts as tho it never happened
that won't help
errors found while importing rig in animation file. open import messagees folder found below for more details
That'll be an issue
ill just add fake eyes for now
check the head section of the bone layout there, maybe that bone isn't in the right slot
are those eye bones direct children of the head bone?
probably scroll to the top of that list and see what's there
nothing blocking there
fixed
ignore the streaching i know what thats from
any idea how to handle mouth rotating?
am i just cooked
u uploading for quest or pc?
maybe dum down the textures or something
when iu click on a image in ur assets u will see this
u can reduce image quality for like memmory
its a override that can be applied to pc and or quest
Heya! Unity is throwing a null reference exception with the SDK when I try to upload an avatar for some reason. I uploaded several avatars just fine and then suddenly it does this.
8 errors but you aren't showing the first - scroll up, look there.
also that Unity is buggy, I'd suggest using .22f1
Circumvented the issue by using a different unity project that worked
how do u fix this issue on the chocolat model my friend is making an avi and is having this issue😞
looks like bad weight painting
i see thank you!
Hi
Me and @thorn iris need help
provide details
Chichi will
Basically @thorn iris needs help uploading there models into the game
To be used as avatars
Hey! I’m on mobile so I can’t upload avatars myself, but I’ve made and rigged two original models (Tikky and Chi Chi from my project TRC).
Would anyone be willing to help me upload them to VRChat? I can send the files, and I’ll fully credit you if needed 🙏
They’re already rigged—just need Unity + SDK setup and upload.
Head over to the VRC Traders discord to commission people, you'll just get scammers DMing you around here.
Can you invite us
I'm not in there. There's a link somewhere in #1204490664637890580
I couldnt find it in there
there's a search box at the top...
Is there a common issue with Eye look looking above people's viewport instead of looking directly at people? I have a custom rigged avatar and it looks to be following the style guide for eye look, but it still always looks slightly above where it should be. When I use eyetracking its correct, but eye look seems to be the issue.
@bleak basin i also suggest to merge some materials in blender.
And remove assets you do not need for quest.
Adding thrys petformance tools to identify what takes up the most size in textures is also an easy way of reducing size
Im trying to make an avatar that can swap forms. How do I swap make it so both models are rigged and can swap
Im new to unity and avatar creation as a whole, and I want to put an asset(A sword) on a avatar I bought. However when I import the avatar its body is just shown as one. No drop down for limbs or anything its just one thing. And I can't find anywhere else to attach the sword to
IMO just use two different avatars, it's way more efficient and takes very little time to swap. That said, if you can do it with one rig, you can swap body meshes easily, but VRChat only runs visemes on one mesh so you'll have to animate those entirely yourself if you swap that mesh.
usually you'd constrain a sword to a hand bone
But I can't find bones anywhere, there's no drop down menu that lables different parts of the body
look in the hierarchy
it's under "Armature"
ohhh im stupid im so sorry tysm!
nah, just inexperienced.
hey guy if the package were both in PC and QUEST but not separate what does that mean you only need to make one project ?
you can put multiple avatars in one project, sure.
it not like seperate package for you to download the window first and implant the quest later
Im trying to add an avatar to quest
having issues atttaching pipeline manager without this grey screen not allowing me to move forward
You have to check errors in the console. There are a few more showing up after you attach blueprint ID.
idk how to fix these ive only ever done this tdy
If you don't know what the error mean, you have to post it here so we know what is going on.
Pretty much means you have to try to signout and signin again.
Can you upload as a new avatar again though?
like restart? 🥲
oh i see yeah but i want the two connected and just wish i could figure this out
does this mean anything
That mean something else is error.
which would be? or does it not say
It doesn't say of course. "Other error" literrally is the error above that.
it won’t let me upload as a new one keeps saying relogin which i have
Try reset your modem or router as well.
Try changing the internet, or use cloudflare WARP app.
?
A script is stopping you from building
okay... does it say which one?
Yes
so....?
Under Assets/Tools/copy_paste
Whatever asset that is, try re-installing it or removing it completely
mk
where can i find he DOLLY model base?
i have no clue which package that is ..
if its public/p2u try jinxyy nexxy payhip and gumroad
Well, what all did you install in the project?
modular avatar, liltoon, gogo, d4rkopti, poiyomi, vrc quest tools, gesture manager
Hmm, none of those create that folder if i am aware, dunno aboit modular avatar though
Bad advice, but just delete the script and see if it then works :P
well the entire avatar uses modular i think it would explode...
can just move it out of unity temporary and back if stuff explode
dont think that modular , some obscure script 
might've been in one of my assets ill do some digging through em
there no SDK Pannel
i try to open this package on my creator companion it tell me to install a unknow Unity edit
i try to follow it step but it say the Unknow Unity Edit was unable to download
it a already existing file so it not the same thing where i gotta create a project and find the package and input it in
Check for errors in the console.
alright
it say something about AssetbundleFooterTest the type of namespace name "Test" could not be found (are you missing a using directive or an assembly)
Try close unity, and delete Library folder from the project folder, and launch the project back.
no idea what to do here , remove change sdk down a version and back up / try a new project
hey irumi thank you again and sorry for the ping i just know why it didnt show the SDK pannel
i extracted the file in the same zip file that have the same file i trying to extact
so it just completely didnt work in someway
but i just solve it by now
and thank you again
irumi how do i fix the VRChat Avatar Descriptor
How I suppose to know if you don't tell what problem you're having with it?
Same energy as I ask you how to fix my PC.
i forgot to double check the update project
but thank for being here
this stuff make you hair go complete white
is not luck is just i randomly i encounter some issue couldnt find a solution and ask irumi about it but after a few minute later before irume could response i accidenlty found the problem
Hey everyone how are you doing.
Are there any latest tutorials/tools and tips for phys bones and making cloth/hair physics realistic?
Bones already exist
I appreciate any help 🙏
Have a problem with viseme in MMD. I added the Japan viseme to the original ones in blender but in some MMD worlds I think both Japan and english visemes are used causing the exagerated movement. Any assistance or suggestion would be appreciated. Thanks. Instructional writeup or video would be great.
did i post in wrong area?
not much you can do about that if they included both in the animation (guess they expected you to have either not both on the mesh) , you can open debug ingame to confirm if its trying to use both
i got animations but prefer to stick to japanease visemes for stations
( could force the ones not ment to animate with a toggle setting them to 0 when seated detected but kinda dumb way of doing it ) 
Looks like the tutorial is still useful in 2026. Thanks!
After playing around with the phys bones settings and getting normal result, i noticed this issue with the jacket when crouching. Not sure how i would fix it.
skirts and jackets like these are not easy, weightpainting / physbone angle limits / constraints
nr 1 reason you see very short skirts, they clip alot if they are long
physbone collider are .. terrible so id never recommend it , usable for small things 
thanks . the visenes i refer to a fascial for mmd. thought there may be a bool function or someting i am missing
The thing is i don't want to fix it in blender. Even without physbones the jacket is not moving correctly when bending over or crouching.
Weightpainting would be so much work 😭
No phys bone collider added
changed the angle but it still looks weird. Well i will play around till i find a fix. Thanks for tips
id try parenting the front part of it to legs so it would follow them instead of clipping, these jackets ive not tried at all
not all the jacket neet to move, uppper part will barely
It's weird cause some models don't do that. Gotta take a closer look in blender.
what do i do in this case?
Is there more error than that one?
ughhh
The d4rkAvatarOptimizer one probably is the problem.
yea found out, there are 2 of them in one avatar lol
how could i make my avatar textures ok with any world ?
because rn it just look ugly as fuck and pmo 😭
What do you mean ugly to begin with?
it looks neon
or
like
lemme show u
yeah
uh
If material isn't the same shading, then you just have to make sure you're using same shader for all material and all of them have same shading settings..
yep thats one thing
but the shaders will still look ugly, is there any preset that can be found online ?
Default liltoon shader is good enough, unless you don't like that.
mhhh
id check
can i use poi instead ?
You have to configure the shading manually because default setting is flat shaded.
guys how do i find a good avatar to wear? i just downloaded it on my pc i dont have vr tho
and how do i import it to the game
Ask in #1138520828556890214 . Also "good" is subjective and depends on personal preference. You better have to describe what exactly you're looking for. Otherwise, just go explore avatar worlds.
i did that but when i searched up stuff nothing came up
You have to create a new post.
what does that mean?
It literally has a button "New Post" in that channel.
oh no i thought u meant avatar worlds in the game
idk how to import any avatars into the game from here or any website
Avatar worlds are world that got listed in avatar category.
so u cant get avatars from it?
You use the public avatars.
If you mean uploading your own avatars, those will be personal avatars.
oh idk how to make an avatar
Just use public avatar then.
alright ill try to thanks
got a blender question for anyone able to help.
The hair UVs of the avatar I'm working with is made up of tons of triangles, all the exact same number of polis.
Is there settings in the UV window that would snap these all to the same rotation and position so they all lay on top of each other?
Nope, but there are add-ons that can "stack" them, I use one called ZenUV (not free), you might try Mio3 UV for a free one.
You'd probably have to re-unwrap them first though, they tend to work with like shapes only
I admit that often I still do stuff like this manually
at that point I'll just keep doing it by hand 🫠
I know I should re-uv unwrap this model but sunk cost fallacy...
if you do any baking with that, it's probably going to be a mess
I only ever bother baking the position
tbh almost all the avatars I've worked with bake really badly anyway due to all the overlapping parts and seams so I've given up on AO maps
even though they do really look nice
tbh while I'm here I'll ask, in case someone is good in substance painter:
Is there a generator that would work alongisde the 3D Possition gradient generator that would turn the gradient blur into a zigzag more like this?
It's pretty much just using image editor paint blush tool with smearing tool.
I'm usoing the position image to create a gradient on this messy UV
so wondered if I could "generate" that effect
that texture is fine if everything is facing the same direction and in the same location. but this uv isnt
That rather is baking into an texture.
what do you mean, sorry?
Baking mean creating a texture from the result of how material being rendered.
yeah I've already baked the possition and I'm using that for the generator
I want to know if I could turn the regular gradient line into a zigzag looking like via some generator or something
I did this once, just made a separate UV map on the object where all the islands were aligned, then did a single direction gradient.
so pretty much this..
I guess I keep going then
can anyone help me with importing an avatar to unity?
its kinda just drag and drop
i tried it just says it couldn't decompile the file
show the actual error message
Also tell us what kind of file you have.
its a .unitypackage file
ok good.
Show the message in the console - see the first pin for help on doing that
pin?
pinned message in this channel
oh
if unity can't decompress the package, it's probably malformed
yeah
random disk corruption is unlikely but possible
or maybe something went wrong with the download
Probably not needed here, but that message describes not cropping the image so much so we can see the context around it and other messages.
You usually want to provide as much information as possible.
I'm with Fen on this one though, try to re-download.
is this better?
For future reference, no - show the whole console window, including the error count indicators at the upper-right and the scroll bar. So many times there are more errors above what someone has cropped the image to.
again, in this case it probably doesn't matter, so no need to keep doing this here.
it is just 2
sorry 1
but ok
btw where do i drag and drop it?
i'm just making sure
personally I don't, I do Assets -> import package -> custom package, and then pick the file
but I assume into the Project window?
(someone else can confirm that)
the area with the files
yeah, that
i drag but very very rare im working with unityfiles 
i redownloaded the file but it didn't work
Try getting some other packages. If you can import other packages, that mean the package you had is broken.
it was just the package it seems ty guys for helping me
ah good
i need help agian
we be here so wassup
the materials are jank
could you describe or screenshot what is happening with some more details
it's a bit hard to describe
Looks like just basic blank materials.
did you just drag the model into a new scene? There's a scene you can open there, probably all setup for you
I assume you read that thing that says to read it...
i forgor at first
huh.
not always, but most of these purchased avatars have some info on how to set them up
ig i got to start over
they are also often already set up in one of the folder as a Scene or as a Prefab
anyone know how to like put a toggle into another toggle💔
are you creating this yourself, or are you using VRCFury Toggle components?
either way, you should explain what you're trying to create
no technical details; just describe what the avatar should be able to do
weapon toggle
it uses modular avatar
vrcfury i can understand but not modular avatar
i made a weapon sub toggle and was able to put all the vrcfury weapons into it but cant find out how to put the modular avatar ones in it
are you talking about moving a menu control into a different sub-menu?
like yk how some avatars have like a sub menu that says something and u go in it and it leads to other sub menus of diff things?
You make a menu item that's a sub-menu, and then drop a different menu file in the menu slot it has.
no idea about modular though.
Anyone else having issues with the creator companion?
There can be multiple different issues. If you want someone to help looking into, you have to elaborate what issue you're having with.
See this message #creator-companion message
Tyyy
Is there a way to hide the bones when in the configuration window. Im tryna do something and I cant see through allat
all the bones? Just hide the armature. Otherwise you can set up bone groups and hide specific groups that way
Weird hiding the armature doesnt seem to do anything
Sooo im having an issue with weight painting a bodysuit when i dont include the leg weights, the bodysuit clips into the hips. however i want the bodysuit to be weighted only to the hips to avoid clipping when the legs move im not sure if the leg bones are too close or whats causing it does anyone know how to fix this
so im having issues porting my vroid vtuber model (Vrm model) to make into a vrchat avatar, ive gotten many errors especially with bones and other stuff, i need a full help cuz i dont know unity well enough and tutorials havent helped, tried to ask chatgpt but they gave me useless information. ive gotten phy bone errors and other errors and poor optimation. i am really stuck and i am trying to use my model to do streams and its hard using a model that i cant call mine.
feel free to show the errors, see the first pinned message in here for help on how to do that. Also state which method you're using - trying to import the .vrm directly to Unity, or importing it into Blender first, then exporting an FBX from there (what I would suggest).
looks like weight painting issues to me.
no way 😭
i know but is it possible to remove the leg weights, i just want the hip bone weight
yeah well, it is possible when i do it the mesh goes in to the body
even when i weightpaint the hip bone weight
without actually having it in blender and examining it myself, all I can say is yep, sounds like weight painting issues 🙂
can i send you the fbx file? i dont know whats causing this and it happens everytime
I'm not doing commissions at the moment
dont worry abt fixing it.. just an explanation pls :c
it'll be the same answer
oh well alright thanks anyway
this is Unity, not Blender!
it's the humanoid avatar configuration screen
oh! that wasn't clear, sorry
Question! Does anyone know how I can have my quest avatar remain clothed when I change clothes in my PC avatar because my quest friends say I'm naked and yeah I'd rather not be naked for them. If there's a way to get a default clothing that'll be great!!
Sorry I meant quest version of my avatar lol
It's one avatar a quest side and my PC side I play PC a lot more but I want her clothed not naked...
I don't mind if it's a default outfit for quest as long as she's clothed
i did vrm directly to unity but i can try to do fbx. the errors ive gotten before is then..
don't crop the console so much, show the error count indicators in the upper right and the scroll-bar on the right side.
but, it seems to be an error with the vrm convertor tool, I can't help with that anyway.
does anybody know why when i imported the fbx the leg mesh split?
faces not jioned?
how would that work, sorry im still learning all this haha
just a guess without seeing the mesh, maybe there's a sharp edge there, either by declaring it sharp, or it's two edges on top of each other rather than one
i can see through it though, like as if it's a crack
Yes, then it probably is
unless it's a flipped face - which you can check by turning on the face orientation setting in the view overlays in blender
Ok here's a dumb VRCFury thing, which I am annoyed to be working with. Got an empty game object at 0,0,0 and have ArmatureLink on it, trying to stick it to the right hand. The object moves to the right place in the hierarchy, but is positioned somewhere not actually on the right hand at all. Why?
all of the checkboxes under "transform alignment" are checked, but it doesn't seem to matter.
this?
if by "this" you mean the "Face Orientation" checkbox, yes.
yes, sorry i should've circled it
what am i looking for tho, i don't think anything changed
Heh, if I 0 out the transform in play mode, it's in the right place. Why is that offset?
Make sure your avatars are using the same parameter lists. Then also make sure your quest side animation controller has proper solution states for any given setup the pc expression menu values are. Should keep everything in your control.
If you're using VRCFury, Modular Avatar or anything like that, those will likely have their own solutions of which I couldn't advise you on.
I am trying to fix up the collisions on my skirt as they don't do very well. I got told this but really unsure how to fix it. Any help would be appreciated.
"There's also an issue with the bone rolls of your skirt, so the axis are facing unfavorable angles. Instead of pointing out spherically to do angle limits properly"
So don't use the quest parameters for the quest avatar? Use the same one as PC?
always use the same parameter list, yes
it's the easiest way to keep things functional
Ah okay :3 so say for instance I change my outfit on my PC Avi and my quest Avi doesn't have it obviously will it stay in one default outfit I have on her so my quest friends see her clothed ?
you can use different animations on each avatar, they're totally different other than the parameter list
It completely depends on how the animation controller is setup. If you have a state for every possible parameter change, then it should do as you made it. However if it doesn't, it can do things you didn't expect/want
Well I'm crossing my fingers it worked 🤞🏻 only cause I'm a noob when it comes to unity
Thank you all so much 😊🙏🏻
Unity will split edges wherever there is a UV seam. I'm not sure why the vertices on either side would move, though
(oh, is this in Blender?)
can sm1 make me one
bump
Bone roll is set from blender.
Yes, I am asking for Blender help
You can visualize bone axis by enabling "Axes" in the armature data property tab, Viewport Display section.
heya guys, i got an issue with the NKD Protogen base. I noticed that the hand and toe claws of the avatar are not affected by the worlds light, like, at all? It looks very weird and is bothering me quite a lot.
For more context: The hand/fur colour changes with the worlds light, while the nails always stay the same colour, as shown on the picture.
Already tried searching up my issue but well, i havent found much. Would appreciate any help :,)
and disclaimer, idk much about Unity, just enough to edit textures, assign materials and upload an avatar. and dont let me get started on blender. i can barely remove triangles
how do i get him out of bike pose?
this is a bug with animation previews, iirc
Pumkin's Avatar Tools have a button to fix this
alr i downloaded that how do i fix it with it
Look for a button that says 'enforce t-pose' or something like that
in what menu exactly?
face tracking error
just bought this a few mins ago follwing intructions but this error popped up
You're probably missing a package
this prefab is a variant of another prefab
but that prefab is missing
check the instructions again; i'm guessing you need to install Jerry's Templates
nah its hashs edits
but i got the face tracking i think but new ossue when the face tracking added
it made my vrc fury toggle this
when i go to use gesture manager my jaw rotates 180 anyone know how to fix this?
got the ft i think but made the vrc fury toggle this
nope it i dragged the prefab up to the hierarchy as the intrcutions told me cuz it added it to my avatar so i had to redo my stuff
Depending on your exact version, this sounds like a "curves" filter
it lets you remap values
e.g. 0..100 becomes 0..10
huge
I forget which version introduced that
You could also probably just use a Contrast filter
can definitely try both
So for some strange reason I am only able to upload avatars while using a vpn
This singular generic error is the only thing the console spits out along with a "avatar failed to upload" when I'm not using a vpn
no idea how too explain but i'd like for the black parts inside the ears to be visible in unity,, but it's not visible, how do i fix this?
check that your shader isnt removing it due to transparency settings
using toonlit i'll look now ty
i dont think it's the shader,, it's still happening even when i switch it to standard
whoops did you mean the one in blender..
yeah it's still happening
Does anyone know what’s causing this lighting glitch?
The hair model was made in vroid studio and I modified it in blender to be more optimised, I also fully remade the rigging and weight painting for it.
It’s using vrc/mobile/toonlit as the shader
It looks perfectly fine in blender and I can’t find any issues with the geometry in that area so I’m kinda stumped on what to do here. It looks the same in-game as well and this model is for a friend so I don’t want to leave it like this when I give it to her.
disable shadows
Hi everyone, I'm new to this community, and I'm looking for someone who can make me a simple avatar.
this is either a normal issue or vertex colors. Try removing any color attributes in blender. It should be towards the bottom of the vertex data tab.
can anyone help me rig my rec room 3D models bc i wanna make it an Avatar, as its hard for me to rig as i don't know how to use it right and my hardware isn't the best but its good
colour attributes?
like just remove the materials on it completely?
no, it's a category called "color attribute"
wrong server 
OH found itt
look up youtube tutorials for low-poly rigging. Recroom avatars shouldn't be too difficult to weight paint, since the only connected parts that deforms are the fingers. Make sure to follow the unity humanoid rig standard: https://docs.unity3d.com/510/Documentation/Manual/UsingHumanoidChars.html
OMG sunshine you are a life saverr tysm
What this last part means is that you need to have the correct bones in the correct order, even if your model doesn't have that body part
ofc! glad to help :D

the models are fully render and done its just that trying to give it rig bones is hard to shape and keep still as most of the videos that i watch on them is just people talking to fast in the vid, btw they were made by me and exported
i use blender
if the tutorials are going too fast, I like to use captions, slow down the video speed, and pause when necessary. Also look out for tutorials that show the keys pressed on the screen so that you don't miss any shortcuts you may be unaware of.
This tutorial is good, it's what I used when starting out, but it is slightly outdated – the current way to select bones while in weight painting mode is: Shift + Ctrl + Left Click https://www.youtube.com/watch?v=XkiWBSSuxLw
thanks
Any fix for hair cutouts not working on quest standard lite shader?
cut out the mesh manually
looks like hair cards, that's going to be difficult to get to look decent.
I'd like to see the result if you do though
you can try using the particle shaders: Additive and Multiply, but these won't give the correct effect. You can also cut out the mesh in blender, but try not to create new vertices from faces, only from edges, otherwise you will lose vertex data (blendshapes, weight painting, etc). Another potential solution is to use both multiply and additive together, but this is even worse for performance, so I would advise against it, especially in this use-case, since this avatar would require a lot of overlapping transparency, which is very performance-heavy on mobile devices
not a question about a model directly, but more about an icon of an avatar, is there another alternative way to put your own custom photo besides putting it in unity?
Use VRCX app.
thank you so much!!!
Also the vrchat website.
i remember not being able to, but turns out you just have to click on the avatar icon on itself.. whoops!!
Hey guys, just got finished adding a bunch of animations to my avatar, and it's stuck in a crouching position. I'm worried that I won't be able to accurately map the eyes if the model is away from the default position.
The red dots on top are the eye bones for the model, and they aren't even close to lining up currently
I did it accidentally earlier, but not sure what I did to reset the pose after using gesturemanager
If it stuck bike pose in edit mode then you have to use Pumkin's tool to reset pose.
pumkin's tool, I'll look into that. thank you
THANK U
Hello! So i got a Avatar here in blender. It's a MMD model, so i tried to look up tutorials on it. However those that i saw were like 8 years old or already prepared for VRC in mind.
I'm kinda grasping at straws. I have absolutely 0 idea how to bring this Model into Unity correctly because it does seem to be fully rigged, textured and even seems to have Bones for Gravity related things. I dont know what i need to prepare for Unity however if anything at all. Are there Ressources available that are up to date or am i simply stupid?
Just export as FBX file and import into unity.
I do not need to prepare anything at all?
It's vague for whatever you already have done everything or not. Just proceed and see the result.
I can give some more detailed info later today, however i can already say that by exporting as a fbx and importing into unity will create these lightly coloured bubbles all around her and there are no textures
Pretty much because you have to setup material in unity again. And I have no idea what the bubbles you're talking about.
Also "material", "texture" and "shader" are not interchangable terms.
Hmm... i'm not on my PC rn so i can only show these bubbles based on a similar thing i did before
Hm.. well in that case i think its Material, since its just all white
Perhpas... use this as a refrence?
https://creators.vrchat.com/avatars/creating-your-first-avatar/
That's what I said to setup material in unity. Because material in blender can't correctly translate into unity material.
I got a friend that is good with making avatars in unity, i'm mostly here because of the Blender part of it all
making in unity... ??? eh... okay.
It seems to be a different model? And those bubbles probably are the objects for rigging that's got hidden in blender.
Yes, as i mentioned it is a different model. But it was the same issue.
Am i not getting something right? You use Unity for uploading the Avatars, yes?
Atleast thats how i did it before
It usually doesn't exist for other model. You might have to take a look for hidden objects in blender first.
more like... unity is like a work bench where you slap everything together. You can export your finished "workbench" and sell that as a product so all the customer needs to do is slam the upload button. Or change something quikcly.
I probably should come back when i'm on my PC to properly give accurate information. I didnt expect to get a answer so quickly.
Yeah, she has done a couple Avi's with that. So i should be fine in that regard if i can correctly get it out of Blender.
mmd > blender (cats remove the colliders for pmx on import and you can add other things like translate/add viseme) > unity
they come with alot of them
ugh, i cant find the setting at the audio, how do i turn it on?
It's not a setting on the AudioSource component
This is a setting on the asset
e.g.
select it in the project window and then turn on "Decompress On Load" in the inspector
I believe the control panel can select the offending audio clip for you?
So i´m on my PC now with the model open. Do i press fix mmd model?
99% of time on a pmx sure, rare one dont like it
importing with cats all the capsules are gone, just a few steps more and you have visemes (then there is atlas/adjusting bones/material merging/ect)
Oh! so i just have to import it with cats, nothing else?
well with like the
few extra steps
how do i fix this?
Have you got any issue from that?
It went from looking like this (left) to this (right) Thats how it should be, right?
Idk why I keep getting this message when I try to open a avatar project
Anyone know why?
Probably incomplete unity installation. So try reinstall unity.
Thanks will see if that works
heeeello everyone!!! i'm trying to upload an avatar i bought and this is what keeps showing up
anybody know what i should do?
That error is a sideeffect from other error. So check the more error above that one.
even after i give it a BP ID this shows up
Blueprint ID is also sideeffect. It's the one that's failed to build avatar. Click on either of them and see more detail.
could i paste the entire BP ID log here? i am not a techy person whatsoever and i'm just trying to upload a quest-friendly avatar so my friends can see me ;; i have no idea what i am looking at!
Blueprint ID is again sideeffect so you have to ignore that, and focus on the failed to build ones.
How make a collider that plays an audio source on impact with VRCFury?
alright i got it! should i show it to you then? because i still don't know what any of it means
If you don't understand and want people to look at then you have to post it.
Are there any more item above the failed to build?
Can you screenshot the entire unity screen?
You had even more error, you have to scroll up.
oh no those are the same ones
i just tried it multiple times
ohhh wait
From the image, the text length of the top one is much shorter than other so it can't be the same.
this is the very first one
sorry i don't know anything about this so i might not know ;;
Pretty much you haven't import the package.
the first 3 are problems - the gesture manager one isn't a big deal - but yeah, that's why
that first warning isn't a required fix but it does mean something might not work how you expect
i see
these are the next ones after the gesture manager thing
i tried looking at the gesture manager thing and it's just not there lol i have nothing to import
seems like you didn't clear the console before doing whatever you just did
it's an external package you have to install via VCC/Alcom
if you want to use it. Or simply remove the object if you don't use it.
Yes.
Clear, build, and see what error came up first.
The white symbol to the left signifies that it is just info, not an error.
Look for the first red
oh alright!! thank you
Try to not crop the image so much so we can see the whole console
Specifically this symbol.
sorry ;; i am showing it how it shows me
Yep, just trying to help you make it easier for us to help you
is the yellow one an error? or just the red one
red = error, yellow = warning, white = information
okay okay thanks!
It's alway better to take the entire screen instead of small portion.
okay this seems to be the very first error i found
Unity docs on this: https://docs.unity3d.com/6000.3/Documentation/Manual/Console.html
That is the problem
"missing script" means you didn't install some pre-requisite package.
i see! do you think this is an avatar problem or a unity/vrccc problem
it's a problem in that you didn't install some package the avatar project requires
i see! thank you
can't tell you anything else from just that error, but go look at the documentation the creator provided to see what is required
(hopefully there is a list)
there is! which is why i'm a little confused because i did put everything i needed with it, it didn't work, then they suggested getting rid of avatars manager, so i did, and the problem persisted, so i'm just at a loss raaaahh
but i will try adding it back and see how it goes. thank you once again!
avatars manager doesn't put scripts on your avatar, so that's not it
tried again and this is the first error
is that not the same thing?
i added everything
Same thing. Then it's a guess work, the common packages are vrcfury and modular avatar, so add those if you haven't.
i have everything it requires ;;
Well you can go to the object in question and remove the script if you want.
i tried looking for it in the search bar but i can't seem to find it
it says the name of the object
there are multiple... none of it is specifically "string"
no, not here, look in the hierarchy, since it's an object on your avatar
no idea what you are looking for in the project window
there doesn't seem to a be a string
i mean that what the object is called no?
no
it says "please change or remove it from [the actual game object here]"
So, I recently got eye tracking on my avatar, but for some reason when I look to the sides, my eyes are actually moving position slightly and clipping through my eyelids. Anyone know how to fix this sort of issue?
Probably the model isn't designed for the eyes to be rotated as far as you are, you'll have to limit that via the eye tracking software if possible, or remodel the avatar
so is it the clone?
It is on the game object it tells you it's on.
It got cloned during build process, you have to look for object and subtract the (Cloned) out.
oooooooooooooooooooooooh!!!!
okay okay so the object will have (cloned) in the name?
It tells you the exact name of the object in the error message
You have to look for the object with the same name without the clone in the name.
oh is this a case of Fury doing a weird thing?
okay guys this might sound insane but what is the object
because all i get from this is that the name is string
Look before that
it says "please change or remove it from [the actual game object here]"
the avatar itself is a game object
remove from the object
nobody ever said to remove any object
oh i did find this
there it is
That is one way to fix this, if you can't find out what package it uses
okay i'm trying to build again
oh my god THANK YOU guys
holy fart
thank you thank you
thank you sososo much
Okay so i´m having a little problem with the Visemes from Cats, if anybody is familiar with that. I can select the "AA" "OH" and "CH" things for the mouth, however only the lips move and not the Teeth or Tongue.. and i absolutely have no idea if its supposed to be that way or simply something that has to be fixed
the cats thing just turns 3 visemes into more of them. If the source ones don't move parts, the newly created ones aren't going to
Thanks
with the sources you mean the keyframes opening the mouth, yes?
iirc cats generates new viseme shape keys based on 3 basic ones, so by "source ones" I mean those 3 basic shape keys. Key frames are not used here.
I admit I haven't looked at cats closely in years so correct me if my info is out of date
So we got these 3 basic ones, yes? I only selected the first currently
Refer to the cats docs, but yes, you put 3 shapes into there and it should generate more
When i preview the "A" it just opens the mouth without moving the teeth and tongue
My question is how i fix that by also moving the teeth and tongue
are the teeth and tongue separate objects?
you "fix it" by making it do what you want it to do, i.e. move more parts around
if those are separate objects, I'd just join it all into one head object first.
i just noticed i misspoke, i meant Shape keys, not keyframes
ah, yep, makes sense then
okay so, i got 3 Shape keys. One for the Lips, one for teeth and one for the tongue
I put all those in a head object and then it should work?
not sure what you mean "put all those in"?
I have no idea what a Head object is, so i assumed that it was similar to the parents stuff just for Shape keys
it's just a mesh object, possibly named "head" or "body" or whatever you want
hang on
you seem to be confusing things.
shape keys are properties of a mesh object. They can only affect vertices on that mesh object.
mhm
if your teeth are a different mesh object than the face, then the face shape key cannot affect the teeth
I see very little reason to have a separate object for the teeth, so I'd join those together if they are separate.
So it is not normal for them to be seperate objects? Just to be clear before this here i did in Cats the Join Meshes button for all
"normal" 🙂
Sorry if iam a bit hard to work with btw, a bit tired and nervous because i got a Wisdom tooth removal operation tomorrow
Once you export it to .fbx for use in VRChat, each separate object * each material slot on those objects = one draw call. Draw calls are expensive, so you want few of these.
I join all my blender mesh objects into (usually) two for export: body, clothing.
You do whatever you want here 🙂
BUT - VRChat can only manipulate viseme blendshapes on one mesh object.
So probably having everything face-related as one object is ideal.
How do i make them one mesh object then?
Because i did already Join all meshes together
join them in blender (or similar)
did i not do that? Atleast when i click on the model everything is highlighted as one singular mesh
oh okay, maybe you did then
the list also only shows 1 object
Thats why i´m trying to ask if i can somehow join the Shape keys together so i can let all 3 for Lips, Teeth and Mouth be played at once so i can put it into the Cats Visemes
Yeah, Blender has ways to do that, you can set as many shape keys however you like, then do "new combined" in the shape key menu, or edit one and select vertices then in the vertex menu is "blend from shape", picking a different shape key as the source
Just as a quick side question, which would seem more natural in the Visemes. The mouth opening up quite a bit or only a little?
sometime you run into a pmx that has sepereate shapekey for teeths, have to merge them before creating viseme (cats way)
could also be a bone, wich is 'fun'
Well i dont see a bone named Teeth, Tooth or anything named similar
i can look what it is tho
names translated or default tend to be upper/lower or anything really, just look for bones under headbone
go pose mode and move them to see what they do
I want to create a map which contains different information on each R, G and B layers so I can use a single texture instead of three separate ones.
How can I do this in substance painter as making three layers with black masks of course just covers whats underneath instead of blending to make areas that overlap
how i did in gimp
I've heard you can combine things like roughness, metallic and AO in export settings but I don't even know how I'd draw on those
poi shader can combine 3 and make it into a rgb i think, think ive used it once
Is this good for the "Viseme AA" or does it seem a bit weird with the mouth that far open?.. and kinda no teeth.. or is that how it most of the time looks?
I'm expanding on an existing asset and they overlap a lot
I guess I could make them separately and get poi to combine them
I'll go ask over on that discord
I make a custom export preset to do that, and just color some layers
if I'm dealing with already produced greyscale maps, I use ImageMagick to combine them (the compose command)
so instead drawing on the mask of three colour layers, I should draw on the maks of one layer thats only metalic, one thats only roughness and one thats only something else?
oh it's combine: magick [4 input files] -combine -channel RGBA -colorspace sRGB output.png
no no
Check out the Poi export templates here: https://www.poiyomi.com/general/substance-painter
they have one that produces a combined one already
tweak as needed
I based my own on this, and do a few more things with it. I also have a preset for "export a single map" and it just writes the base color, I use that for doing things like emission masks or similar
the poi export settings takes the roughness and the metallic info and combines them into one. I want to be able to combine three painted layers. I can keep them coloured just so I can see but I guess I give one of them max metal, one max rough and one max something else?
Anyone know why some facial expressions are doing this thing where the background becomes transparent? If it helps, the base I'm using here is Mayo and I swapped out the body and face materials for something more pastel
so I can then take their data and combine when exporting?¿
-# precious smile tho hehe
You can't direct a specific layer's output to a specific output via export preset, you can direct specific output channels to different files
BUT
How can i find mouth references so i can accurately use the correct shape keys for these sounds? Like what are these sounds called... or anything of the likes
all the layers that have some kind of output on a specific channel (say, metallic) will automatically be combined into a single output channel for you
if that's what you're trying to do
one sec, I know where that doc is
tbh showing an example would likely be easiest. Won't send whole thing because paid asset but.
How would I recreate this???
Would what you're saying work or no
Nvm I fixed it
oh, didnt think it was the meta post
Turns out I left base mayo's face mats in there and the masks conflicted
thx
lol
Is that just R, G, B channels combined?
it's a bit buried in VRChat's docs but they do link to this page
its one texture with differnt info on each of its three channels, yes
ok so have the 3 layers just be that one color output via base color and your output template should just have those three channels
like the default "base color" one does
Ok nvm it isn't fixed quite
but the default combines all colours on top of each other. So I would lose some red and green here, no¿
The issue is this material here that gives her facial expression effects like blush and starry eyes and what not
Idk where to look to see what's causing it, that's the thing
Oh that's not a matter of exporting, more a matter of how your layers stack, you probably want them to add rather than override. I forget which settings those are, I don't have Substance open, but it's the stuff on the right-side of a layer that controls how it mixes
Hmmm
Checked base mayo, this isn't really a problem present with the default body textures
that's more like it ye!
You don't want it to be transparent?
Was that answering my question?
Yeah I don't want it to be transparent
Why?
Do you mean you'd rather it be cutout kind of transparent? Cause no transparent would look bad
Show me?
Oh, no I see it now
Straight faced vs smiling for comparison
Yeah
Its really weird but tbf this is my first time editing actual body textures this much
Seems like both materials are conflicting a bit weirdly
Disabled the facial expression effect materials and it didn't happen anymore
Yea, two transparent layers do funny things. I'd suggest try making your hair not transparent
that's using a 2-pass transparent shader, for some reason, probably that's doing weird things
Oh I see
What should I try then
I dont think it is? Let me check rq
I don't know anything about that shader, can't really advise its use
Tbf it is what came with base mayo
Let me compare with my sio edit since they're by the same creator
Okay so
I fixed it by changing the other face materials to cutout instead of transparent
ah so probably it was the render queue values
It removes some expression stuff like her face getting darkened with her disgusted look and the more visible blush things when she smiles but otherwise everything else looks fine
well maybe, could be a bunch of things, transparency is weird sometimes.
Okay so it was that + the face mats was supposed to be opaque
Fixed, now she's happy again c:
kinda difficult to know what's wrong without knowing how the shader works, perhaps ask in #shaders
and show the graph or code
ty 🙂
Ok I am new to uploading avatars and I’m trying to upload a new avatar I got but the hands won’t move at all how do I fix it??
Nightbeast redux, ive never dealt with facetracking. Was trying to prep an avi for when i get it. Should this be a concern at all? Idk where to even start if so
add the face tracking package
I cant find it😭 Do u know where i can get it?
Does anyone know how i can make my textures work on my model
cause i have 19 diffrent textures
can you provide more info?
textures go into materials, materials go into slots on mesh renderers...
.. I'm not sure what you're asking here
Every time I open Creator companion this happens does anyone know how to fix it
someone posted a solution in #creator-companion but I'm not sure where (I don't use it)
Does someone know how I can optimize a Booth avatar that uses modular avatar ?
Or turn it into an FBX where it doesn't break
is it not a .fbx already?
It's as Prefab
no model file? ugh. hope you didn't pay for that.
They do have the files but it looks like this . They used modular avatar to Put them together

yeah the main avatar is Prefab and the Fbxs is the Parts like hair, body etc
annoying.
heres how one of the fbx looks like
This is why I dislike Booth avatars
I'm not sure what you mean to be showing here? there's no useful info in that image
in that window, I always mess with the zoom slider so you can actually see useful filenames
this doesn't mean much on its own
it's pretty common to have one model file for the body and then others for add-ons
you can quickly find all of the models by searching for t:model in the Project window's search box
What I am looking for is the fbx of the main avatar which I can assume that it doesnt have because I can't find it
did you search for files named *.fbx by some operating-system searchin' thing?
just searching for model assets will be sufficient
I did look for it but It seems that it only has the Prefab
where is it
in the rig setup, near the bottom
Chat I need some desperate help for this avi I just bought
Please and thank you for any advice
make sure all states are either write defaults on or off.
it's not blocking you though - is something not working right?
How do you check for defaults?
examine each state in the animator. Or use a tool like Avatars 3.0 manager, it has a way to show them all
Could someone give me a little assistance on how to increase blink frequency using vrcfury blink controller? I have the speed in which the blink animation plays the way I want but I would like to have my model blink more often instead of just once every so many seconds.
Is this possible with the component?
the way I'm reading those last two options, yes, they are for exactly that
Alrighty
Hey, I need some help to figure out why CATS is not recognizing my model's mesh to run it. I try to search how to fix it but couldn't find anything
Wouldn't transition time be more like the speed in which a blink is performed and not the interval? Then hold time being how long the eyes are shut for?
This is literally the first time I have seen this component. I imagine it has documentation.
are you looking for less time between blinks? I agree, I don't see that there.
what are you trying to do with cats?
oh I see, visemes
can you click those to choose the shape key?
Hmm I looked at the documentation before asking here for help and didn't see anything regarding intervals between blinking. Cause I'm trying to look for some kind of way to blink once wait 5 seconds blink again then wait 8-10 seconds before repeating the loop again.
It doesn't show anything, just the "None" option
it says 'no meshes found' too
there's a vrcfury discord if you don't find an answer here
Yep I just asked hoping I can get some answers there thanks for trying to help ^^
Yeah, I try to re-name the mesh to see if it was that but nothing changed. I've chacked in other models that I made but couldn't find the reason why is not recognizing the mesh
the name shouldn't matter, it probably works on what mesh is selected
Oh, I fixed, It was the armature that wasn't assigned yet
I uploaded a new avatar. This appears on the avatar details. Is this new???
what is happening? None of those acknolwedgements are accurate (except gogoloco)
Bug? Probably info from another avatar got attributed to yours. VRChat does funny things sometimes
where is that configured?
oh I didn't know that existed
Yea it's been a thing for a lil while now, but not many people have used it. I think once more specific market stuff comes out, it will be somewhat more relevent
yea. I am very confused. where can I edit this?
did someone hacked my account?????
on the website, as was just said?
On the website, find your avatar and click the edit button.
Your account likely isn't the problem, though there's nothing wrong with changing your password to something more secure
I am on the website, looking at my avatar details and there is no acknowledgements tab
Do you not have this button?
yes, I did click on that
ah, I refreshed the website and now it shows up
however, it is... blank... weird. thanks tho!
sorry to interrupt but for some reason when i play the animation only I can see the character dissapear and reappaear ingame, only others see the character only dissapear ingame
Hey stupid substance painter / texturing issue, so I wanted to retexture my model and I was having this weird bleeding/artificating issue with it so I decided to completely re-uv unwrap the model, did it and I still have the same issue. In the screenshot I'm texture painting with allignment set to UV and no matter what I do when I do the green painting it wont paint over the weird pixel artifacts. Anyone got any idea's what I can do to fix this?
heres a gift so you can better see the problem
can you zoom out so we can see the size of that island on the whole UV map? I'm betting it's just kinda small, and also since it's curved it's always going to have some jagged edges
obviously straight edges are way better, though not always possible
heres the full uv
yeah, makes sense
I doubt it's worth the drawbacks
so would it be better to just manually paint the texture in something like photoshop?
because the jagged edges look really shit LMAO
i installed pumpkins avatar tools and I still dont know how to fix the bike pose
Is there a way to make a sender/receiver where only the person with said sender/receiver can see a item that others without can't?
Can someone lowkey help teach me how to rig a model like this it's confusing
hey rq what base is this??????? I remember liking it but I don't know what to search to find more
a heart reaction is unsurprisingly unhelpful
i don't know anyone who can make avatars personally, i'm working on my own but it's very overwhelming (i'm doing just fine though, not asking for comms).
Is there any better discords or closer communities since this is really broad and its hard to ask for questions (learnt everything from similar posts)
if so please dm me
❤️
might as well add on, it's based off trickle's MV
Here is the place to ask questions about it!
Or
fennix
i can never get the shoulders right can somone circle the EXACT place i need to put the shoulder bones
does this look right?
i did it works now
Would I have to reimport vrc fury in the project?
You should be reading the message with red border.
is there a way to bypass clipping distance?
What export settings should I use in Blender? I just exported my avatar and when I rotate my head the camera moves about 100 meters away.
In the past, another avatar would be fine, but the shader's border ratio would be 100 times too large
I use these
Buh wont embed
Thanks, I will try them out!

Sometimes if you import with the incorrect scaling it can possibly mess stuff up. Also applying transforms may solve it too
Your settings worked, thank you! The textures are broken if I place the FBX directly in the screen, but if I overwrite the old FBX it works flawlessly. All I'm doing is making new shape keys, so you've solved my problem
Awesomesauce
Yeah you'd have apply your materials to the fresh model
that's expected
When selecting material, Unity suggests from the list of all materials in the scene. Same when I choose eye bones for eye tracking, and colliders for dynamic bones. So if I have 5 copies of said avatar in the scene, the names will be the same and I won't be able to tell which is correct. This is a little unrelated, but I want to know if users more experienced than myself managed to find a way to deal with this
I know which materials go where, so I simply drag them into the appropriate slots on my mesh renderers, or optionally set defaults in the materials tab in the inspector for the model file itself
This is really just a project organization issue.
I also generally have very few materials on a given avatar, often just two.
what's going on here, exactly?
I figured out how to bypass clipping distance with poiyomi nvrm
Im trying to make an effect where you are under water and that planet is there
wait nvrm the bypass isnt working, strange
well it was working but now its not idk what i changed
(did you turn off Cull?)
Oo wow thats so pretty
does that turn off distance clipping?
it causes triangles to be pressed against the far/near clip planes instead of being discarded
(which will cause absurd amounts of z-fighting)
I've used it for a world with extremely large objects in its skybox
in that case, they're 100% fogged by the time they'd start fighting
so it's a non-issue
i need to add some more effect but im getting pretty close to the effect i want
somehow before i made it so it doesnt clip but now it does
all i did was change the fake skybox clipping
rotate it
In unity?
yes
it being face down like that suggests the orientation is wrong in the model - is +Z up in Blender, and all transforms are applied?
also try editing its humanoid
yeah listen to this guy idk
or did you export with some weird orientation settings?
Does this model actually have an armature?
the mesh itself (the asset with the grid icon next to it) is expected to be tilted forwards
however, the prefab should still be upright
Biggest hurdle in blender Y+ not being up
heh, that's such a fun debate.
In my mind Y = yaw and I don't know why they don't change it
too late now
I was going to say that 🤣
in my mind Z goes up because X and Y are map coordinates.
Aaaa I can see that
If they change it now people will got mad I bet it's been the same for what 20 years or even more
yep
good start
ty
i got help from a avatar creator
named SirBubbinator
how do i upload it?
i know its blank
but i mean as a avatar
first you need bones or it wont do a thing
something like that, some just need to exsist for it to be humanoid
probably want weights on head / wrists / chest - torso - or spine << this part can be bendy (neck maybe)
guyss i've been trying to fix this for a long time now
i just wanna have a little annoying cat following me
i dragged the prefab (https://booth.pm/en/items/5560021)
into the hierarchy of my avi and thought vrcf would handle the rest
and it did but the cat didn't meow and didn't dissappear
it was following me even if I toggled it off
name in the prefab seems wrong its looking for Awesome Cat Follower [VRC_CONSTRAINTS] , but prefab name is Awesome Cat Follower [VRCFURY]
rename it, then it works
fix the name of prefab to > Awesome Cat Follower [VRC_CONSTRAINTS]
thank you!!!!
soo how would i fix this...
Optimize the avatar
Check with world toolkit and see what takes up the size.
Drop textures, remove assets that aren't used, set right compression etc
World?
I suggest something like Thrys performance tools to find textures you can drop
VRC World Toolkit has a tool for checking build size which can be used on avatar.
Huh, what does that all show?
Every asset that got included in the package.
Oo
I personally use https://vsk.lox9973.com/abstat/ for that.
But imma definitely also take a look at what you mentioned
It probably does the same thing.
i just use editor log
after a offline build
buildsizeviewer does the same just in a unity window
pretty sure that one up there have a massive FBX (mesh) people love slapping on quest shaders and call it a day
Ye
add fury to the packages
actually nah, world toolkit misses some internal unity stuff. so while fine to look for big stuff while the numbers add up and to see what to crunch, in some cases the other one shows some extra assets (being 2/3rds of the world size, sometimes), since its working with an actual file that gets uploaded.
also world toolkit doesnt care for vrc compressing the final asset where 4k mostly black texture turns into basically nothing for download size etc
how can i make that other person can interact with my objekts like a ball
this is the funniest thing i've seen today
it doesn't meow :( can you help me again
Hey ! Sorry to bother , I have a problem I can't seem to find the solution to !
I'm trying to upload an avatar , using vrc ce , i got all the good packages needed ( I checked multiple times) but when I try to hit "Build & Publish" It just doesnt do anything, and stays on this :
Does anyone knows whats up ? I can't for the sake of me find anything online !
Thanks !!
guys can someone publish an avatar for me? im unverified my cc and i cant 🙁
I'm not the right person to ask but it looks like your exceeding the limit of vrchats constraints (skinned meshes renders: 25, max 16), 113610 verticies (max 70000?)
the others are just recommendations and performance but your avatar is unoptimised and exceeding the max limit
Well its not the first one that I import that have this message, if I remember corrrectly, would that make it so the building avatar bar would just not budge ? ( i'm still learning)
@grim python none of those are 🛑 blocking issues, just
very poor
"unverified my cc"?
