#avatar-help
1 messages · Page 263 of 1
?upload
Yeah , my thoughts
You must obtain at least "New User" Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Source: https://docs.vrchat.com/docs/frequently-asked-questions
Would anyone knows what that might be linked to ?
@dapper osprey and you cant be asking other people to upload for you, thats against tos and makes youre vulnerable to those people getting baned and your acc along
Try screenshot again but entire unity screen.
You are in prefab editing mode and the sdk doesn't like it. You have to be in the regular scene.
i'm still a beginner but it honestly just looks like a issue with vrc sdk, i take it as you've done the usual failtesting (restarting)
sdk is known to be... less then ideal sometimes
i take it as all versions are right
🫠 thats an actual thing that happens???
Yes
3 years of being here and happens to people hundreds of times.
okay im sorry
holy it was that
thank you so much
😭
getting from visitor to new user takes... less time then making a avatar usually does
i struggled so much yesterday night
vrc sdk the magic machine, now i know it doesn't like prefab editing mode
Me too dawg, I will remember it !!
was there seriously no like reddit post from 2 years back
I searched on ends yesterday night ,couldnt find it 😭
I don’t know how to place it in the avatar I tried before but couldn’t figure it out I even googled it
Notice the object in hierarchy, if you can collapse it and hide the object, that mean the object is inside of the another object, it's parent-child hierarchy relation.
as an example: the "Chest" object is parented to the "Spine" object
i'm still new to making avas but i'm about to enter the finishing touches -> optimising & upload
anything parented to your avatar's root object – the one with the Avatar Descriptor on it – is attached to your avatar
hi can anyone help me make this car meow
(you can also be a "grandchild" object, of course)
i'm probably gonna run into something similar so it would be nice to have someone to go to
hey my avatar is stuck in the floor in the motorcycle pose, its not in a preview state of an animation, exiting and reopening the project doesnt fix it nor does entering and exiting play mode
Pumkin's Avatar Tools can reset this, iirc
oh thats what the name was
if you don't mind installing code from a complete rando, I wrote a small tool for this
ill look it up
ohmygod i feel like giving up just seeing this
like an editor script?
ill trust ya
Drag your avatar's root object in and hit the button
sound
This only works if you have not unpacked your model prefab
nah its still packed
(which you shouldn't!)
good
All it does is revert the overrides on the position and rotation of each humanoid bone
should be fine
There's some kind of bug with animation previews where the humanoid pose gets stuck
ough
hmmmmmmm
😭
yeah
I think that's an Apply Scalings issue, actually
its the outfit being modular avatared
since its staying in its base pose
its why aniation previews in the anim prev window dont move the outfit if used on by MA
if you use the wrong mode, you wind up with very weird bone scales
what about unions/parents, the outfit doesn't stick to the rig?
Yeah, it hasn't been welded on yet
that yeah
Does the base model look correct if you drag a new copy into the scene?
wdym? like if i just drag a basic velle in?
but its weird why the outfit would move into that animation in that case and not go back
yeah, drag in the model asset
its fine
You can also reset position rotation of the merge armature component.
actually, this is very weird: my script doesn't try to change the scales at all
could you elaborate?
foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
{
if (bone == HumanBodyBones.LastBone)
break;
var target = animator.GetBoneTransform(bone);
if (!target)
continue;
var so = new SerializedObject(target);
var positionProperty = so.FindProperty("m_LocalPosition");
var rotationProperty = so.FindProperty("m_LocalRotation");
PrefabUtility.RevertPropertyOverride(positionProperty, InteractionMode.UserAction);
PrefabUtility.RevertPropertyOverride(rotationProperty, InteractionMode.UserAction);
so.ApplyModifiedProperties();
}
i have no idea how that would cause the dreaded Skinny Syndrome
oh!
wait
duh, that's just your clothing blendshapes
oh thats just my shrinks
LMAO
Apply the pose fixer to the clothing's root as well
If you take a look in Merge Armature component of the cloth you will see it.
whatever object has the Animator on it
how did it get worse
it didnt lol
ill install pumpkins tools and see if that fixes it
ah, i guess the clothing does not have a humanoid avatar?
The answer is no.
that's a bit odd
stickman
Did you refit the clothing while in the motorcycle pose?
I'm not very familiar with the mochifitter
i'm trying to imagine how it even got posed in the first place
i have no idea
lilemo maybe did it
i didnt mean to add it
As I said, you have to find the merge armature component and use the reset position inside of the componetn..
oh dugh
Ah, that makes more sense!
HAHA
oh dear
🫠
operating operationally
I know very little about MA, so Renfrew might have an idea of what to do
ah, excellent
chicken legs
yippee
vrchat put the "skip leg day" button where the camera toggle normally is
we had someone accidentally enable it and not notice for a while at an event lmao
ty @ornate stump
I primarily use modular avatar instead of vrcfury.
same
i copy this thing from project to project every time I run into the bug
i really gotta make a blender tool to add clothing in blender so i dont have the MA it
optimisations people
if i can make a tool to do this, it should be too hard 
-# wtf
this is doing too much
it's pretty simple really, especially if the clothing is already rigged for the model in question
yeah, mochifitted stuff i aint gonna touch
its just merging with armature which i think cats already does but idfk how it works
if the bone names and positions match, you can just switch the clothing's Armature modifier to target the original armature
yeah, that's one way, but you don't really need a tool for it
actually, even if the positions don't match, you can just switch it
oookay lads we have a new issue
non-matching names requires some more work
i've done a fair bit of evil stuff in python scripts
that is normal - choose a different animation to reset it
literally just pick another from the dropdown
oh, it's sticking after ending the preview?
ah, then pumkin's tools
if you always pick a different animation from the list after editing, then it will reset.
most recent
There was a bug that caused the animator's default values to get applied over and over by the control panel
which caused this sort of behavior
just as a sanity check, fix the pose again and then reopen the scene
ill just install pumpkins stuff
i wonder if the animator still has the old default values (which leave you in the motorcycle pose)
nah it did it before
i just ignored it but now since im here i wanna see if i can get it fixed
what
how are we going backwards now
because the pumpkin tools did fix it and fixes this
😔✌️
but now the clothing wont go with it
I experienced this bug, it was annoying, but not once did it ever force any of my avatars into bicycle pose, I suspect that was something else if you had that happen.
it would happen if you also experienced the bug that leaves you in the default humanoid pose, then closed and opened the scene
I have never heard of that
although, on second thought, i don't know if the animator even captures default values for the humanoid muscles
i'm not sure how it would do that
as far as I can tell, it does not
wasnt that a sdk bug , like this one - it will read controller if anything was in animator
last what 1-2 sdk versions
but the muscle one ive not seen , but i dont add things in unity much
3.7.0-3.9.x were just full of weird bugs.
yeah, it caused the controller to re-apply all of its defaults
which led to very confusing behavior
unity got haunted
I use the animator so little for actual animation that I wasn't sure about the muscle thing 😉
hello there , what to do if there isnt a Blueprint ID but it wants one?
still need help please
The ID will be filled in on first upload.
that prefab probably have more path issues - didnt bother checking its audio
animation path must be correct to do stuff
do you see any more warnings on the Full Controller?
is there a way to fix it?
my pc is using like alot.. of memory right now so its scary to open anything 57gb memory and 15.9gb vram
oh sorry i can wait
anything is fixable
it says there is a clone , but i cant find it....and i shall remove the clone
nevermind... i think i got it...
its loading now atleast
think it just mews every 7 seconds or something, its bit of a mess (vrcfury
) im so not touching it , something setting the layer to 0 somewhere in a layer and the audio it comes with is a instant block if its near me ( very loud annoying ones, but replacable
)
it was a script that had no role... removed it and now it seems to work :P ty for trying to help tho .. .i was just oblivious :P
the layer's weight is irrelevant if you aren't playing any animations
so VRCF sets it to zero for a tiny performance gain
does someone know why i cant move the mesh only the origin point. I have reassinged everything and i have spent 10 + hours trying to figure this one out. the clothes are duplicates but they dissapere visually if i remove the avatar version they where originally on but exsist everywhere else.
that green plus means it got added, the one without is part of the avatar prefab and can't be moved to another place without unpacking it. best to duplicate that if you really want it.... but if it's part of the .fbx this is not likely going to work like you want it to
thats the duplicate already
You can't copy an object with a SkinnedMeshRenderer on it and move it elsewhere
It's still looking at the original armature
the actual position of the object is irrelevant
yeah if it's skinned you really don't want to try detaching it from its armature.
but ive rassinged the rootbone and anchor override
if that does not work whats the way to do it correctly
can i send my blender avatar project to someone to upload it for me i would but im gonna be out of town for awhile it has been riged and i used vertex paint to color it i just need someone to import it to unity and publish it
Dangerous. Not a good idea.
We all there's also not much I can do im not very tech savy and my model just breaks in unity I'll send photos give me a sec
that doesn't matter; there is an internal list of objects that it's using
I think the best way to do this would be to:
- Copy the original avatar
- Delete everything off of it except for the armature and the object(s) you want to keep
- Remove all of the components from its root, too, except for the Animator
- Add a VRCFury Armature Link component
- Parent the entire thing to the target avatar
- Set its position/rotation to 0 and its scale to 1
the Armature Link component is designed to do exactly this: attach an armature (and any skinned mesh renderers that depend on it) to another armature
Only in playmode and in game it looks like this but completely normal in normal unity
How hair is supposed to look
Supposed to make a material and put the textures in
Ok one sec
Also assign armature and stuff I think as well. Humanoid
Install vrcfury and gesture manager in vcc
I did the armature and rigging already
Yes but you have to do it again in unity
Click the model, go to rig, set animation type to humanoid
Ok
Nvm misinput mods. It vanished as I did that
There were be a thing there like a layout of everything. Make sure it's correct
Ok
If everything is where it should be, from there do the material n texture thing I said
why does the Animator Play Audio component not work at all if i tell it to play a sound based on a paramater
i hav this and if i tell it to play a cerain clip based on this paramater it just never works ever
but if i set it to just play a random sound then it works completly fine
i also tried makign a new paramater that just always has the value of 4 and if i plug it in and try and play it nothing happens
hmm not sure I tried doing that
your paramter is an integer, right?
ya
could it hav anythign to do with it being synced??
ive also only testedd this in the avatar emulator so like could that be why?
it ought to work there
being synced does not matter
that's what I would've tried first
so the only change you're making to make it work is to set the Playback Order to random?
i mane a new patameter of type int called Test and made it the value of 3 and when i set it to that still nothing happens
if i set the order to random then it works fine but i wnan be able to control which sound i play so random wont work for my usecase
yeah, i'm just making sure there were no other changes
I guess I would test it in-game, just in case this is a problem with the emulator
ig the only other thing is make it just being for some weird reason it speseficlly wont work in the editor on mac os but idk why since everything else works
ill hav to test in game later since i dont hav acces to my main pc rn just unity on mac atm
some stuff does break on macOS because editor patching doesn't work correctly (the version of Harmony that comes with the SDK doesn't work on ARM)
is this AV3Emu or Gesture Manager?
(i'm only really familiar with the latter)
oh that would explain it
cuz i was just abt to say it also does not work with the round about option too
Anybody know why this is happening? i just spent about 4 hours rigging this thing and when i do a play test it does this.
click on the Gesture Manager object to activate it
you're currently seeing whatever animations are in that FX controller
although I still wouldn't expect the entire armature to flip over like that
select the model asset in the project window and look at the Rig tab in the Inspector
- see if there are any errors
- if it's humanoid, hit Configure and screenshot the entire editor afterwards
no errors, but here ya go.
it has weird proportions, but it looks valid
yeah, i've checked everything.
there are only two bones upper and lower torso
and hips
well you do need hips, spine, chest, (optional upper chest), shoulders from whatever chest you have, neck head
and i see shoulders coming out of 2nd bone it being spine then, not even lower chest
the spine + chest bones are very short
the large bone you're seeing is the neck bone
ah k
the actual bone for shoulders floats
drag another copy of the model into the scene and see if it also poses weirdly when you enter play mode
(don't assign anything to its animator)
i manged to miss the whole hierarchy being right there🫠
just checked that, it only does the issue when the fx is involved, even though the fx is currently completely empty
Go back to the humanoid avatar configuration screen and switch to "Muscles & Settings"
Adjust these sliders. Does the model move in a sensible way?
Open-Close should cause it to splay out or curl up
Oh! that might be it
I noticed that you don't have an Armature object
you go straight to the Hips bone
The armature is generally rotated by 90 degrees, and is also located at your feet
that actually makes alot of sense.
so if you applied that offset to the hips, it'd cause the offset you're seeing
im gonna give that a try.
did you create this armature in Blender?
yes.
here's how it looks in one of my projects
I'm not sure how you'd lose that Armature object
i don't know, i just checked it, mine looks the same in blender yet in unity it loses the armature root object.
do i delete all components from the avatar i want to add to or the avatars i want the other clothing from
or both
Only from the copy of the avatar whose clothing you want to re-use
figured it, if you export just an armature it doesnt get the armature object for some reason. trying this now.
that was it, thanks.
Looking for someone who knows their way around animated emotes.
I want to make an emote that will have multiple copies of my avatar doing different dances. I have the individual animations made already.
multiple copies? I don't believe you can cause that at runtime, but there is (was?) a non-free package you could use to setup clones in Unity
Quick question, does anybody still do texture atlasing for models in blender?.. or is that something of the past?
sure
So its still actively used for models?
sure, people still do it
So i should use it? Just making sure since the tutorial is 8 years old by now..
If you feel it's the best method for you, sure. it's still a perfectly valid technique.
Well.. i never did it before. so i got no idea if it will go badly when i have to reapply the textures in unity
or if its more work
more work than what?
than not using texture atlas
yes, of course it's more work than not doing the work
I’m trying to connect my rig to my mesh but if I do shift control p and auto weight it nothing happens!? Any help is appreciated.
Drag the mesh to be a child of the armature object, and make sure it has an armature modifier pointing at that armature.
Auto weights are.... generally pretty awful, but good luck
I mean for when the model gets put into blender. Is it more work to work with a atlas or with the individual materials?
Yes, it's more work to atlas vs. not atlasing
Which is good for optimization then?
but that's not really the relevant part - if you need to reduce the number of materials, it's a decent option. If you don't then you don't need to do it.
I´ll just try without for now since its my first model.. i can always go back and try to improve if it doesnt work out
Yeah if you get it into Unity and then are required to reduce materials, you can decide to use this technique then
Gotcha!
Though tbh
it might be too early rn to work on the model
i literally got all 4 of my wisdom teeth removed today....
ugh, that sucks
Ok. I figured it out. Thanks!
I tried to add the object to the hierarchy in the new one but it still said the same thing:(
Do you notice the indentation of the object list in hierarchy, or just collaspable arrow at the front of object name?
I had tried to get the Particles for my animation to work with my World Constraint I had set it up with but It never works despite the other being perfectly fine. Is there a way to fix this? I may not have the greatest knowledge in Animation much at all.
You might have to take a look for some other people screenshot here.
Did you make sure that the emitter position is correct?
I may not know what you mean by Emitter position but every particle is where they should be. In playmode above I had moved the model more infront to show the contrast between the working and non-working constraints
Seems like you're using an old method of making world constraints.
You could just delete the constraints on the "Container" objects and animate the "Freeze to world" toggle on the position constraints under your "World Constraint" objects
That should be the better way.
I'm also confused as to why you have 2 of them? Do you need them to be at different positions? Or freeze at a different time?
The only time youd really ever use the old method is to grab global position
I've never done world constraints much so I learned quickly by just looking up an old tutorial on youtube and went with that. It worked before on a few previous avatars, but considering that I've been at this problem for some time I tried different methods like separating the Flames & The Swords into different constraints it might work but to no avail.
Just put everything you need frozen under one object. Put a parent constraint on that object and simply toggle the "Freeze to world" checkbox on that constraint to freeze/unfreeze your objects. Just make sure to have a source (could be your avatar root) so it can return properly to you when unfrozen.
So If absolutely anything the settings should be like this?
I moved all my particles onto the first constraint under the same object of the swords
Yup, and you can just toggle that checkbox with animations
Tho, go to constraint settings and don't forget to lock it
i just made it home looking at unity rn
thanks i think this could work (finally) now i only have to understand how to set up my toggles with animiations when enabeling and disabeling on the new one🙃
I'm not sure If this is a dumb question but I can assume it works but is there more of a way to have it spawn ontop of my avatar's location?
You had it offset when you locked it probably, unlock it, set the position to be 0,0,0 and lock again.
Otherwise maybe the objects under it have an offset, make sure those are zeroed out as well.
Just before I do anything else for better understanding, do I put the object inside target transform or leave it empty as is?
Leave that empty
That's useful if the component is not actually on the target transform itself.
I do believe I have done it right but it does persist. I can only guess there's a limit to how much can be locked???
All pos are at 0,0,0 I have made sure of that.
Can you show me those particles? Like the objects those particles come from and their settings?
I'm not sure if it's a collision thing but everything should be fine I'd hope
That's odd, are they moved at all in your animation?
You could try changing the scaling mode to hierarchy as well
Not at all, they're just enabled and disabled for respective ON/OFF anims
I looked at the scaling mode and everything grew about 10x bigger and covered the screen as well.
That would be why (I think). I'd say just reduce the size in the particle settings and you should be fine
It's just really strange that the small ring of fire that emerges is indeed a particle itself and it's constrained perfectly fine but the rest arent. I'll see if this works and hopefully it does
It just seems like some object it's parented to had a different scaling and it might mess with it
How do I get my avatar to work for headsets and not look like the starters?
Is there’s a way to replicate the avatar with the blendshape and animations is already been setup without duplicate or I need to do all the time as new?
what does this mean?
in Unity, select the avatar root, ctrl+d to duplicate.
i've been try to upload my avatar onto the game. Every time i do it. It turns into a dan avatar insted of my fnaf avatar
hi does anyone know how booth model makers have the face shaded flat?
like the normals for the face are completely flat, giving the anime look
usually done in blender, not trying to use a mat
i assume this is a very stupid question but how do you install Chimera Maker? whenever I import it into my project it just becomes an asset and doesn't do anything.
i haven't found ANYONE ELSE who's asked this question and all pieces of information about it just have it already installed i am genuinely dumbfounded here
why is the eye texture not popping up when i use Poiyomi?
i would say try changing the cutout
why
i decided to restart and when i just import the green texture its still blue??
You decreased the blendshape of the legs
Great! ..how do i do that!
Click on the body
Under inspection there an option called blendshapes
you're in edit prefab mode, exit out of that first
okay! ..how do i do that!
Top left there's an arrow
Okay so first you open up your file fine one called system 32 and start deleting stuff in their (please don't do that I'm joking)
Click on the body and go to blendshapes
Miss clicked on it or their was clothes there that you deleted
please if anyone knows help i am literally the only stupid person on earth apparently
there was clothes there but they didn't fit on the avatar which is a whole other problem
You can use the blendshape to make it fit that's how I put maid outfits on my Avi 😂
Its probably at the top either called what it is or under tools
im a little new to the particle system and so uh, does anyone know how i can set the particle to a fixed size?
In the renderer module, set the min size to be a really high number like 999.
By default particles shrink as you go close to them to avoid cluttering your screen.
i wish it were so simple
thanku
Might be because your using an out of date unity
well i have to for everything to work
Really what's not working on 2022.3.22f1
it won't. open.
Huh like it just won't open what so ever or it opens unity hub
i can't even OPEN 2022
unity hub was already open
it just keeps opening until it stops and lets me try again
what can i do about this
i think for a lot of things you need to use unity 2022
well i wanted to but it wouldn't open
i think you should probably find out that issue first
are you using creator companion/alcom?
creator companion
close unity, delete the Library folder in your project, run Alcom to upgrade the SDK to 3.10+, start Unity 2022.3.22f1
why is my toggle only spawning hte particles and not doing cancerspace
i just made the project
ignore, see what errors show up
THIS ISwhat i ha
I always recommending knowing what software does before installing it.
im new to vr chat creation i assumed
it was important
Hello. I am having an issue where my avatar's hands won't do what my controllers are doing, are stuck as static. Also, people see me as frozen and not moving at all. I believe these issues are related. Any ideas about what causes this?
Basically lets you test all the menu stuff in unity instead of having to launch vrchat to see
whats everything else do?
Hello there peoples, I was wanting to make some modifications to my avatar (Moonfang creature) and could use some advice.
Does anyone know if there is a way to force a floor collider to be on all the time and ignore the toggle? Or set up separate ones so they can be toggled independently?
What I am trying to do is force the toes/feet collider to be on all the time so the toe tips don't dip into the ground but sometimes I want to disabled the floor collider for the tail as in some positions it just goes nearly straight up behind me and I'd like to turn it off for like, photos and sitting in interactable chairs and such.
I am very new to Unity but have been figuring things out decently well. Any help would be appreciated! Thx
I honestly have no clue what I'm doing wrong. I need the "toon standard" shaders but cant find a link to download them since they arent already in my VCC, I have the textures applied but everytime I try uploading the avatar I get a list of texture and shader errors I dont understand what I'm doing wrong. I thought if i could understand Unreal and blender I could understand Unity but it feels like Unity is bashing my head against a brick wall and calling me stupid.
Actually, I may have figured it out.
...just copy the collider and make separate ones with different names. Duh, of course. 
idk if I should ask people to message me direct but, I was wanting to see if anyone can go into decent detail when it comes to adding eyetracking on an avi; I put eyetracking on my current avatar, it does work, but I was curious of how to go about making eyes widen/pupil (I think called miosis? sorry if I'm wrong, but basically where pupils go small)
And for hardware/software since I think it also makes a difference (and if it even allows it to work), I use bigscreen beyond 2e with Baballonia software for the eye tracking
I do this but I notice when I install the addon PCSS and upload it give me error and can't upload, only work if I put the normal Avi from zero but it bothers to me I need to do the blend shape and the animations...
hey.. is it possible to make a toggle for it to switch on/off in vrchat? i dont want always to have the shiny skin. mby you can tell me how to do it? >w<
as anohter solution i would just upload 2diff models
also i would like to add a wet body. but the thing is other than pink glow skin i dont have it as a preset. its just a 2d texture.
i t might not work on my model but still want see how it would look like
Umm how do I fix this with my avatar?
at a glance it looks like there are two meshes stacked on top of each other with different materials and they're z-fighting. If there is a second mesh, disable it, delete it, or set the material of the clipping mesh to an invisble shader (e.g. VRC Mobile Particles Multiply)
I'm having trouble with animating the hand on my avatar. I have a layer in the gesture controller that transitions to an animation state and sets Animator Tracking control to "Right Fingers Animation", then sets it back to tracking once it transitions to the main animation, but when it transitions back, the hand gets stuck in a claw animation. Any ideas?
It didn’t work…
Update: Fixed it, turns out the "Empty animation, in fact, was not empty
withhout seeing the project, not much more i can do
Please? 🥺
hands at side or t-posing
My hands move with my controllers, but the fingers do not do gestures or do the grab animations and such. my fingers stay stuck straight or in a random gesture like peace sign
And no one can see me move around, i'm like a statue
even though i can see myself move around
sounds to me like somethings messed up in the animator
check your layers and look at your animation states, look for any state behaviors they might have
I added some to try ato fix this behavior, they used to have no behaviors and this wass still happening
did this just start happening one day?
Yeah I wish I knew exaactly the moment. I had figured out sliders, got them all working. I was working on blinking which I couldn't get to work (but now I do). I had also just gotten an outfit to work that day I think
hmm
make a duplicate of your avatar (so you dont touch the original) in your unity scene and start removing things from it one at a time, then do sdk test builds and check the hands to see if they are still broken.
if the hand animations start woking again, do a build and publish and test it with remote users.
if that fixes it then start adding everything back except for the bit that broke the avi.
Ok, thank you. I guess that's all i can do
why cant i move the view position
Can you type the position values instead?
idk what they would be
Just try out.
didnt move the arrow
the hell is a character controller
Turned out, you didn't enable the Gizmos so you don't see the view position in the scene. Enable with this button
And you should not be using character control and animation component. You need to add Animator component.
Just a default scene camera.
You have to look for more error above that. Also screenshot the entire unity screen instead of just a portion of it.
oh
As I have told you earlier.
didnt see this part mb
And Autofix whatever it has.
Did you remove character control and animation component?
ya
And if the model isn't humanoid compatible, it wouldn't take default vrchat animation.
i have the built in ones
What built in?
the ones from the prefab
Then you still have to setup animator controller to use that animation.
how do i do that?
Create animator controller asset, put your animation clip into that, and put the animator controller in the playable layers base layer in avatar descriptor.
how do i make it play on idal or walking
Better take a look in the Locomotion layer sample from the sdk and see how the animator is setup.
alr il do it in the morning its super late thanks for your help
So i´m finally at the step to export my mmd model that i prepared as fbx. Is anyone familiar with the exporting settings so everything gets exported properly? The tutorial i´m trying to follow isnt exactly the newest.. like all of this here
hello!!
I have an issue with poiyomi with making a flipbook
my gif has black in it (sunglasses)
the issue is that the flipbook doesn't read the colour black
I was able to make it work in the past but it isn't working at the moment sadly
Apply Scalings : FBX All
Apply Transforms : Checked
Everything else good?
heres even the animation tab
Do you have animation? If not then it's irrelevant.
I only have shape keys, which i assume dont apply here then?
It doesn't.
Shapekeys are not animation.
then i´m checking that box off
ok nvm, i thought i fixed it. Ok so, shes in unity now. No Materials though which i already got told happens. However.. do i need to manually add them now and if yes is there a easy way to know which Material belongs where? I also noticed if i just drag a material onto the model it applies it on all of it.
extract texture + material from fbx, but some dont include them (export setting in blender and sometime path to texture isnt right so it wont come with it) - not that much faster then manually assigning them
where can i do/see that?
inspector - click fbx , some tab there forgot the name
that
Oh! before i even drag the model in?
Select FBX file in the asset. Not the FBX object you put in the scene.
Before or after doesn't matter.
What matter is where you select it.
If it's grayed out, that mean it doesn't have embedded texture, but rather as separated image files.
So i did something wrong in blender?
No.
It's just a different ways of how to put texture file.
so what do i do then if its grayed out
manually add them aaall to every material
if you atlas/bake texture in blender you end up far less materials
(way better too)
Go to find where the texture image files actually are.
if have them all already in unity, so do i turn them into materials then?
Create new Material.
Like this?
Ok so i created a new material. Then put the texture in Albode, correct?
If you see the result is correct then it's correct.
Does it do something? If not then ignore.
I can still work on it
I just set a texture to transparent, like the background because it had black squares at the edges
Or is making material background transparent bad?
It's bad for android platform.
Is that why i'm getting the error then?
No.
Should i just ignore it for now.. or fix it somehow?
Does it do something? If not then ignore.
As I have said before.
Ok ok.. and if things like that continue to pop up and dont seem to do anything i do the same?
Just ignore it
Of course.
I applied the Shirt Texture but when Running the Texture just becomes Pink...
Are you on PC or Android build?
Then that material isn't using supported shader.
How much you sure the material doesn't get changed because material swap toggle and such?
Before and after Running..
i dont have any Material Swap atm.
See the material slots in the renderer component.
If you can't switch the blank material in the slots while in play mode, that means something is animating material swap.
Go find out whether the layers in FX is doing it, or some automation like vrcfury is changing it.
just stuck at this now...
Check with world toolkit and see what takes up the size.
does anyone know how to fix this problem? the vest isnt attaching right (this is my 1st ever avi lol)
tyyy i appreciate it
I'm getting an issue where the view position is correct in unity (between the eyes) but in game it shifts it down to between the mouth and nose. Anyone know what could cause this?
I have my head position locked in VRChat
okayyy, she has her materials where she needs em
Now my question would be... doesnt vrchat want a T-pose?
instead of a A pose
In the configuration of the Rig she is T-posing
either work, T just easier to add thing to
It does that only when doing rig configuration.
Okay okay, because my friend told me Vrchat needs a T-pose
Not necessary.
the model can be in literally any pose
its just that the humanoid rig typically requires to be in a tpose to animate correctly
gotcha, thx
Hi! I'm having trouble uploading my avatar. there is no "Online Publishing" checkbox anywhere near the "Build & Publish" button. The build just does nothing when I click the button. Does anyone know how to fix this?
its be significantly better to screenshot the entire thing and not cropped
okayyy, so to test out my avi i wanted to upload it... buuut....
What do i need to show so it can be helped?
Yes, thats the main error. I have no idea what it means though
Entire screen showing this menu.
its left click not right click
I'd be damn if it's right-left click confusion.
xD
Also screenshot the hierarchy panel showing around chest bone.
Your model has upper chest bone so assign in the slot too.
oh! i followd the Tupper tutorial. They said to not ever use Upper chest, so i just kinda did that
though its old..
so yeah
Like this?
Yes.
Gonna try to build again then and will share results
i was definitely left clicking it😭
i win
Check console panel when you click on it and see what error that show up. Also better take screenshot of entire unity window.
It uploaded! 👍
nothing shows up in the console at all
So it uploaded but the camera seems to be way above the head
You haven't set view position.
Makes sense, okay i´ll stop yapping for now and see if its in the tutorial
Close the sdk panel, open and click build again.
Walking animations work though, so thats good
i already tried that multiple times, still nothing.
what version is your sdk on?
(in CC)
obviously there's nothing we can suggest without seeing actual error messages
Can someone help me make a World Constraint that's Quest compatible? I know that it is possible as I saw many avatars with them
If i remember correctly, nowadays people dont use dynamic bones anymore, right? Instead it was something else?
Physbones was it?
ancient way of doing world drop, use vrc contraint - have a source that exsist and toggle 'freeze to world'
that old one wont work for quest
You need VRC Parent Constraint. Not the unity constraint.
Dynamic bones are totally deprecated for so long.
So Physbones it is
Can i see in unity which bone i want to have the root for the physbones.. or do i need to look that up in blender?
You could just check in the hierarchy.
Just check in the regular scene.
Select and try to move it in the scene.
Now you know which bone should be the root.
Gotcha
thx
How can i test the Physbones out in unity?
When i press play nothing happens, could also be becasue i maybe didnt do correct settings
Did you actually move the avatar?
note that depending on your physbone settings, moving the entire avatar might have no effect
oh wait.. with gesture manager, right?
(i.e. you turned on Immobile)
Physbones works even without gesture manager.
If you're using Gesture Manager, you can move the Gesture Manager object to move the entire avatar around. You can also go to Options -> Locomotion -> Velocity to wiggle around
I find it very useful to have a walk cycle that I can play
The clothes and Hair jump around a lot and clips through the body
this can be solved in a few ways:
- make the bones less flexible
- use Limits to prevent the bones from going into the body
- use physbone colliders
I'd start with limits
they're cheap and simple
Colliders are good for things that you can't reliably do with a limit alone
Its kinda a lot broken
I feel like i set up the skirt Physbone completely wrong with its root
The hair is also just kinda floating around
Make sure that there are only one physbone component controlling a bone.
I have a Physbone with 3 scripts. 1 for the Backhair, 1 for the Long Hair and 1 for the skirt
like this
You should at least screenshot in full screen so we also we whether the physbone values make sense.
You should try different value combination.
Maybe.
How do i stop the hair from Flipping over itself? Decrease the momentum, add more limits?
Are you really sure you add the correct amount of physbone component and it has no some extra on it?
I´m pretty sure because if i remove them the hair is completely still
so its most likely the values
immobile is very high and no curve so affecting everything
Then momentum probably is too high.
I decreased the momentum, but now it just feels slow?
Feel free to adjust various value and find out what each value does.
Is there a way to spawn some avi's mesh to world, but keep it at the same place globally even for those, who will load my avi later, not to reset mesh position every time my avi loaded/reloaded by others?
you'll need something like https://github.com/VRLabs/Custom-Object-Sync
this actually sends the position + rotation of the object to other players, rather than just freezing it in place
it can really eat some parameters, thou
Since it has to sync so it takes some parameters.
i had an idea to somehow always keep avis spawn point at place (with gogoloco for example) but still move avi itself (with spacemover, but somehow also rotate)
hiya ! i have a really weird question LOL. when i upload my avatar to the quest platform, it seems it uploads fine but when i load on game its an error bot and greyed out for both pc and quest. and when i check the website it says something about a security error. this is odd because i know there isnt anything wrong with the avi
so meshes constrainted to "world" will not be moved relative to initian avi's spawn point at all
you need to communicate where you're moving the objects to, though
and this point will be always the same for everyone
depends on how you config it
I have done something like this before
I made my own object sync system and used that to create an "anchor"
I then positioned another object relative to that anchor with a few menu controls
(for fine adjustment)
my anchor placement was very coarse, since I wanted to sync it instantly without using too many parameters
it uses 8 bits each for X/Y/Z position and Y rotation
i planning to just spawn object in front of me, then unconstraint it to outside avi's empty object, so im using my movespaced position and rotation to place it at first
I'm not sure what you mean by 'unconstraint'
i have barely ~10 parameters left ) anyway
well, i said it wrong i just set "freeze to world"
This doesn't change anything; people will see the object wherever it happened to be when "Freeze to World" was enabled
if someone loads your avatar later, the object will appear wherever it happens to be by default
yeah, relative to my avi.
if someone loads your avatar late, this position will also be inconsistent
It is impossible to get consistency if you're using Freeze to World
You have to actively communicate the position and rotation of the object
Well. It will be consistent relative to the point, where my avi was at the moment it was loaded.. so, what if i wiil never move my global avi point
like if i was stayed at the same point all the time
there is no way to work around this. simply turning on freeze-to-world cannot possibly communicate the correct position + rotation to someone who shows up later
You can use a constraint that targets a prefab to consistently place an object at the world origin
I use that in my own object-sync system
I start at the world origin, then move based on a set of "coarse position" parameters
(I'm pretty sure that's also what the Custom Object Sync package is doing)
doen't it makes it impossible to find the object in the huge worlds where world origin is at unknown point?
Yes, if the world origin is too far away, then the system doesn't work right
In my case, I added a "range" setting
it still uses the same number of parameter bits, so I trade precision for range
This might be a longshot, but figured I'd ask here in case anyone can help! Recently, my avatar has been having a weird issue where whenever I toggle something on or off, I see it immediatly, but it take anywhere from 10-20 seconds for others around me to see the change. I have confirmed it is not a network issue as when I switch to another avi of mine, the issue is not present.
I went through and removed every item of clothing I added to the avi and uploaded, but the issue still persists. The only recent additions I made that haven't been removed are the VRCFT parameters. And no, my parameters are not full, I still have a good amount of space. Every toggle is created using VRCFury. The base is a male Winterpaw by Julia Winterpaw.
Any help is greatly appreciated!
While it shouldn't be that slow, VRCFury forces parameter compression when you go over, so might be worth counting the parameters used when in play mode and checking that they haven't been compressed (look at if the names still exist I think).
That sounds like the parameter compressor trying to send a ton of parameters with very little bandwidth, yep
I had the exact same issue
Oh good to know, I will check on that for sure then. I am curious why it still happened even when I removed everything though? Because the parameters would be well below the limit, right? I guess I didn't remove them from the scene, just the avi before upload?
VRCFT was the main culprit here
The parameter compressor cannot compress those parameters
this means that it winds up with very little space to send the rest of your parameters
if it needs to send 400 parameter bits and it can only send 40 bits at a time, it needs 10 cycles to send everything
@pine valley That makes so much sense tbh
Well shoot, I will have to look into further optimizations then!
I believe VRCFury explains how the parameter compressor was set up
i'm not sure where to look, though
(i just examined the generated controller)
I had VRCFT plus quite a few two-axis puppets, which Fury also did not want to compress
i want to say it attaches a component to the avatar's root with details
wait, Fury automatically adds that? how do I make sure that is disabled?
you can configure it to just abort if you use too many parameters
you'll want to either:
- increase the amount of bandwidth by removing non-compressed things
- reduce the amount of data by removing compressed things
also, Fury will try to compress only float parameters first
if that isn't enough, it moves on to compressing bools as well
so, if you can free up some more space, your toggles will start syncing normally
Thank you all for pointing me in the right direction! I was about to rebuild everything thinking I broke something on the avi itself, so this potentially saved me a good amout of time!
yeah, it slaps this information on the avatar's root
For best practice, should I remove the VRCFury Parameter Compressor or does it still have value?
the component?
in sufficiently new versions of Fury, it's not necessary (and it'll tell you that)
Can someone explain, why VRCfury says, that parameter compression comonent is no longer needed, it means that compression still going on, but without the component?
Hey, I've been having some issues with this Caine avatar I was making. In order for me to make the blendshapes work properly, I had to keep his mouth closed, so I made the sil blendshape open. It's open for me, but my girlfriend said she can't see it open. I read that there's sometimes issues with the sil viseme not syncing for others, but I don't know how I would go about making it so that his mouth is open for silent (Second picture used Gesture Manager to get to sil state. I do also have the jaw bone unmapped)
Yes, it's applied automatically as long as VRCFury runs at all.
You can configure it to abort the build instead of running the compressor
you can try to get all thing back to mouth closed default and at sil, BUT instead make a new open-mouthed blendshape and make an animation to open mouth as soon as your voice volume is close to zero
that way you will not make a blendshapes adding to each other for opened mouth
use condition Voice creater than 0 and less than 0.01
the second you will turn your mic off or vrchats noise cancelling drops it to 0 - your mouth will return to opened state
I dont have the android build apparently but for some reason for vrchats unity version no matter where i look following the instructions I just can not find it anywhere, it i can download andriod just fine for other versions just this one is not even an option. what do I do?
If you installed the editor via standalone package vs. from UnityHub, you can't manage the add-ons via hub, it's annoying.
But look under windows in that component installers section - if you're not using Linux there should be standalone packages for the add-ons there too
ohhhhh i thought that was a download link not a menu, thanks i feel dense lmao
normally im good at menus but i got duped
why do impostors hate meee
I created a new open mouth blendshape and set up an animation for it. How would I set this up? Is it something I have to do in the animator?
do you using VRCFury?
I have VRCFury
oh, sorry, this wouldn't be enough... wait, ill try to explain step by step
You're good
first - you have to make 2 animation clips, first with mouth open, second with mouth closed
then you should select your avi and go to animator tab, layers section hit + and name you new layer
then you should press gear button and set weight to 1
then drag-n-drop your animations here, starting from open mouth one
select and check for each animation block to have Write Defaults checkbox in Inspector tab to be the same as other ones in other layers
this have to be the same in all avi's layers (mostly)
then you press right button at animation block and choose "make transition", and make it to another block, the same vice versa
now you need to add parameter Voice to tab Parameters in animator
So i converted my VRM model to VRC and then added the Gogoloco to my model. When I sat down with the model tho it does this. How do i fix it?
it should be float type
ow you should setup this arrows like this
now it should work.
Okay, I'll test that out. Thank you
who knows how to fix infinite loading? The problem is specifically with this stuff, all the others are loaded, and it doesn't work through the site either
The thing that fixed it for me was me having to literally delete and remove all files relating to VCC
#creator-companion may be better for this question
🔼
oh thx im sorry
no no, just suggesting where you might find better help
I kinda need some help with the skirt. So i have been trying to work with the rotation constrains. they seem to work well.. however they dont exist once i press play and let the Physbones be active.. so the skirt just kinda bounces around weirdly?
no matter what i do for some reson it wont lode my avatar i tried to put it under a new avatar id an it just dose not lode i left it last night to see if it will lode whil i was asleep an it was still lodeing i tryd to uninstall both unity and creator companion but that did not work
i just want to work on my avatars
looks like you're having a network timeout there
does anyone know how to get rid of this extra eye stuff on Manuka?
blender
, otherwise im guessing it might have a material for it you can change
So i converted my VRM model to VRC and then added the Gogoloco to my model. When I sat down with the model tho it does this. How do i fix it?
what about this needs fixing?
Hey can anyone recreate a rec room avatar since the game is shutting down?
Are you trying to find someone to commission?
yeah my bad if this is the wrong channel were do I ask for commission?
Head over to the VRC Traders discord to do that, you'll just find scammers in here.
?scam
tag_scam?
thanks man
Link is somewhere in #1204490664637890580
?tag_scam
I forget, Tony always does it
it's a bit overly verbose anyway
The skirt is lifting up into the Avi body instead of staying down
Ah - better weight painting required, or maybe physbones.
remove "floor" ie plane collider from physbones?
if its there
but again weve no idea
i dont see sny skirt doing anything weird, only tails
I'm assuming it's the red mesh
now that I know I'm looking for a skirt, that's my guess
It's a convert model so im not sure if it does have any physbones.
yea
You can certainly look in Unity to find out
convert from what. any conversion wants some proper blender love
100% agreed, may as well just import the VRM into Blender and deal with it all there
VRM to VRC using the VCC
otherwise its low effort, low quality output
ye vrm should be going through blender for sure but not an expert
"the VCC" is just a package manager and launcher for the Unity editor - it takes no part in that conversion process beyond launching Unity
I used the uhh converter mod/package? Sorry i'm new to all this
again, straight vrm to unity is ass. vrm to blender, then fixes in there to fbx then unity is the way. dont know much @balmy barn may tell more or check their prevous messages
tho none of those may fix your skirt, learning how to work with physbones may be more useful if its the only problem
Got it. Thank you
@dense wren https://youtu.be/PTTnWUkswkU
Oh thank you for the help
hey.. is it possible to make a toggle for it to switch on/off in vrchat? i dont want always to have the shiny skin. mby you can tell me how to do it? >w<
also i would like to add a wet body. but the thing is other than pink glow skin i dont have it as a preset. its just a 2d texture.
i t might not work on my model but still want see how it would look like
@jade aspen even if animating some shader property is impossible, which idk, then matswapping always is.
That is almost certainly a normal map texture
so i cant make a toggle for the preset?
how do i add it over my body?
im new to unity 😄
I'm not sure why you would "overlay" a normal map
but perhaps your shader of choice has some way of adding this as a second normal map or something, it's difficult to provide more specific advice
i want to add a wet layer on my body, so i have a wet skin. idk how to do that 😄
like this
You may use detail normal slot for that if it isn't used by something else.
where can i find it? under my body?
Of course whereever you want to put it on.
I'm just not sure where to set a viewpoint on this avatar. I set it between the eyes with one half of the view orb clipped into the head, failed. now i placed it directly in the middle of the head still lined between the eyes and still does this?
hmm i dont see a option to add it or am i missing something
The material below.
You have to edit the material.
You can't just slap any texture directly on everything. It has to be done via material.
sadly i cant do it like the shine body, it had preset xD
can you tell me how i do it in the program then after clicking edit? downloading the needed stuff^^
You could just edit the material after you set the preset.
search for some vrc material swap guide, then make two marerials
That "Edit" button is for editing the shader. Editing material is just changing value and texture inside of the material.
so then how i do it? i will not figure it out myself 😄 and idk what to look for for a guide^^
And edit whatever show up.
Why does the clothing here turn black when uploaded.. I tried using poiyomi to fix its brightness but its 'not compatible' 🙄
Do I need to just.. Brighten the textures or something?? Im confused
Only "when uploaded" or you saw the same black in unity too?
dark-gray clothes will look nearly black if the world has dim light
Head bone
Always set it right in front of the base of the head bone
I do avatars with massive heads all the time and it's a super common misconception to put the viewpoint at the eyes
Worst case you might see chest or neck in which case just add a vrc head chop
is it somehow possible to change the material + settings?
Too lazy to verify i'm thinking the same thing but just duplicate the material and change the settings
I do that for different shading options w/ toon standard
It shows normally in unity
I think Ill just change the brightness of the textures and see if that helps
hmm guess i will just upload 2 different models and just swap when i want use glowy skin 😄 idk how to set it up. i mean, it uses normal map, anistropy, matcap, matcap 2nd and such.. and idk how to apply it with the settings i want use.
mby i can save it as preset and then is it possible to make a toggle for a preset?
not sure why, every time I try to make expressions it just never works, it can work on one avatar, but when I do the same method again, it just doesnt work
My avatars eyes dont move or blink but its set right in unity how do i fix it
remove the eye bones from the rig menu
that's a weird thing to do
thats what i do, same issue if you keep the jaw on the rig menu when doing jaw flap, it wont move if its there
you won't get eye rotations if you do this
None of my physbones are working
I just added them and they have the default stuff and I added the correct root transforms
Like I haven't messed with physbones but there is no prefab for this avi
So I gotta do it all myself
Ah ok
tried adding expressions now my fingers wont move
i swear everytime i have the right method for doing something, i try it again and it breaks
Ong king
i removed the proxy anims for the fingers because if I kept them the avatar would just get stuck in the edit pose
but now nothing moves 😭
Okay never mind, I changed literally nothing and rentered play mode and now the physbone
getting stuck in edit pose is easy to prevent - just select a different animation from the dropdown and it'll reset
Anyone know how to flip faces in unity?
I'm stuck 😢
vrchat mobile toon standard shader, turn back face culling off
you can also flip face orintation in blender
You want the red to be on the inside of ur mesh
you can see face orientation by checking this box here
Yea I've done that but for some reason it's not fixed in unity?
I'm trying the shader method but I dont see the back face culling option
Did you re-import ur fbx?
ur using the wrong shader
needs to be toon standard
not standard lite
I see toonlit no toon standard, do I download that from somewhere?
no its just in vrchat/moble
is ur sdk up to date?
Just updated it
weird, no idea then
you can also use poiyomi toon but that isnt quest compat
All I can say for the vrchat/mobile/Toon Standard shader is just make sure ur using the most recent SDK, and if you are and still arent seeing it, maybe close ur project and open it again lol
I'll just download the sdk again maybe it just didn't update
You're using the vcc right?
I should
Okay nvm I fixed it I see the shader now
It was the sdk It just didn't update
Wheres the option for back face culling again?
Yay!

Thank you a lotta
Npnp
trying to find the right way to do constraints for shoulders, i have an avatar that i dont want the shoulders to move at all
i have an avatar that has its windows and quest versions uploaded seperately is there any way i can merge them into one so i can have 1 avatar that just has a pc and quest version?
it sucks because its pc and quest versions are seperate unity files and when i try to import the quest one after the pc one it overwrites the pc one
The different versions need to have the same ID in the pipeline manager.
ok
is there any way to give a broken prefab a new parent? because i have a prefab file that was missing its original model file, but now that i have the model back, the prefab isnt detecting it
You have to create new a material to replace that.
It might be expecting Hips should be a bone inside of Armature object. But your shirt Hips bone is just by itself.
Because bones usuaully contains in Armature object, like what you see for your avatar bones.
ig tbf the video im watching on the subject never actually opens the prefab to show its structure
so ill test with something i find online and see
created an empty "armature" object and parented it to hips and it worked
im lwk pissed abt that
alright different problem
im trying to import these pants but when i try to reapply the texture to a new material to retexture and reshade the pants, the texture is misaligned
i have no idea why
Probably wrong UV map is being use.
from where?
The pants. Did you check whether the pants have more than one uv map?
no, didn't see
Can you screenshot where you checked for it?
Check console panel for errors.
i found a bunch of seemingly vestigial ones in the data panel
Not even sure what you meant by that.
well i checked just now for the UV maps on the pants object itself and it not only had the original UV map, but it also had a bunch of other blank ones
with differing names
not interestingly different
Better keep only one uv that matters.
And delete the rest.
yeah ill see if that fixes it with new porting into unity
nah still messed up
ill have to come back to this tomorrow
or later today, i mean
dk what time it is for anyone else in here
in the AMs for me
hiya ! i have a really weird question LOL. when i upload my avatar to the quest platform, it seems it uploads fine but when i load on game its an error bot and greyed out for both pc and quest. and when i check the website it says something about a security error. this is odd because i know there isnt anything wrong with the avi
ok yeah, even after tweaking the values around the skirt keeps being this stiff bouncy mass. Did i set up the physbone wrong or like.. what did i do?