#avatar-help

1 messages · Page 264 of 1

proven harbor
#

Anytime I upload an avatar on my alt account it does not show up in the quick menu thing I’ve restarted vrchat and I’ve cleared my cache and I’ve made sure my rank is high enough on that account the only tab that shows is the SDK test avatars but of u press on it there are no avatars there and no Uploaded Avatars tab I’ve uploaded 3 different avatars and its been weeks and still nothing

ornate stump
proven harbor
ornate stump
proven harbor
#

I have creator companion and everything required

alpine ingot
#

What can possible reasons be that the Physbones work in unity, but in VR chat they do not work?

balmy barn
#

vrcfury/other things add more physbone/prefabs ect and you go over limits

#

old sdk wont yell at you if you are over (think thats fixed by now)

alpine ingot
vapid hedge
#

can someone cricle the area i am supose to put the shoulder bones

clear nebula
#

is it normal to the hair delay follow the head? like if I move backwards I see the hair comming

if I go forward I get bald in front

alpine ingot
ornate stump
timber wharf
#

@clear nebula your hair root is also affected by physbone and should be inserted into ignored transforms list. or not attached to the right place.

alpine ingot
ornate stump
alpine ingot
ornate stump
alpine ingot
ornate stump
alpine ingot
#

hm...

#

OH

#

it has to be a parent

#

right?

alpine ingot
#

i have it outside of the box

#

okay that makes sense

ornate stump
ornate stump
# alpine ingot

Didn't you say it has 3 physbone components? It's saying it has 7.

alpine ingot
#

i had 4 other inactive ones

pseudo jasper
#

i try to upload an avatar on my VR to play with it but it says something along the lines of "Before you can upload avatars or worlds to VRChat, you'll need to spend more time enjoying the app. We do this for security reasons, and so you can learn more about us." do i just gotta play VR for now and one day they will decide to let me upload and create stuff?

ornate stump
alpine ingot
#

Now i got another problem though. The hair just going through the body now even though i have colliders in place

#

could also be i´m making nonsense

pseudo jasper
#

can someone please justt tell me a yes or no so i know?

ornate stump
pseudo jasper
#

okay thank you

timber wharf
#

?upload

flat muskBOT
#

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

ornate stump
pseudo jasper
#

well obviously i have a VRChat account and all of that so i guess i just gotta spend some time wandering around until i reach the desired trust ranks

alpine ingot
ornate stump
alpine ingot
#

Then yes

timber wharf
#

@pseudo jasper ye. youl get notification in game actually when youll get there iirc

alpine ingot
#

here is a collider to see if i did anything wrong

ornate stump
balmy barn
#

colliders suck ratl otherwise be sure your physbone have radius or it wont collide at all

alpine ingot
#

do i make it way smaller?

#

and then inside the body

timber wharf
#

@alpine ingot you need to move it while in playmode to figure out good position, then copy component, exit playmode, paste values

ornate stump
alpine ingot
#

I´m a bit stumped about how i confirm that visually. Because with movement they just phase through the colliders

#

Oh the white things?

ornate stump
ornate stump
balmy barn
#

wierd angle limits they tend to down not up

alpine ingot
ornate stump
alpine ingot
#

so i got 7 Empty with 1 Phybones component each

ornate stump
alpine ingot
ornate stump
# alpine ingot

Also disable the object instead of the physbone component. This will make sure that there is no other physbone component interfere with what you're working on.

alpine ingot
#

So now that they are on different Objects, does that help me to solve the collision?

ornate stump
alpine ingot
#

Oh! So i should only have one enabled and try again?

alpine ingot
#

and it goes through it

ornate stump
alpine ingot
ornate stump
alpine ingot
#

all went through once moved

balmy barn
#

welcome to colliders and yours are way too small it will flip around it

#

angle limits do this alot better

ornate stump
# alpine ingot 1. 0.015 2. 0.3 3. 0.7

Just to confirm again, are you sure that the physbone aren't just going around the collider? Also try testing by moving the collider and see if it still hit the physbone.

alpine ingot
ornate stump
alpine ingot
alpine ingot
#

do i need to make the collider bigger then?

balmy barn
#

angle limits tend to go down , yours goes up

alpine ingot
#

hm

#

so i put a "-" infront of my angle values?

#

or how do i fix that

balmy barn
#

do they behave in play mode cause up would make my entire hair on avatars flip up

#

rare time you get a avatar with wierd bones going wrong way

alpine ingot
#

they dont flip up

#

they just stay in place

balmy barn
#

then your angle is massive , mine tend to be 45 iish

alpine ingot
#

oh

#

the angle

balmy barn
#

then you get funny angle like this

alpine ingot
balmy barn
#

yup that

alpine ingot
#

so i just

#

put it way down?

balmy barn
#

waaay too much , it will go inside your mesh

#

edit in play mode

alpine ingot
#

they now look like this

balmy barn
#

45 angle -35ish radius , most what mine end up being, but i also rotate the bones in blender to go towards the mesh , you it wont ever hit it even with long hairs

#

zero colliders

alpine ingot
#

and you do that just by setting angles?

balmy barn
#

yup , could be better sure but 'eh' ratl that requires editing curve values so bottom dont move much and other angels on the ones 'outer'

#

collider 'can' work, just i dont trust em much , you need a pretty big radius , exsample of angle limit vs collider ( notice i added upper arm )

#

just if you hair that is alot of thin bone radius its just easier to flop around instead of collide

alpine ingot
#

I notice though

#

In game the hair goes up a lot when walking

#

And when walking backwards the Limits let it branch out a lot

#

To the point it goes above her head

jade aspen
#

is adding a sphere collider enough to make ppl able to grab it in vrchat?

balmy barn
#

bones + physbone radius = grabable

#

(well dont neeed bones but you want this thing to move - mesh need them)

jade aspen
#

thats how it looks like 😄

#

idk, my creator did it but she wasnt able to finish^^

#

and im noob in unity

balmy barn
#

you can test this in unity too, just go into play and game tab, click and drag it

jade aspen
#

i can try mby it works allrdy, but i tried grabbing it myself ingame and didnt work

balmy barn
#

there is a setting on physbone so you cant grab it

#

handy for skirt sometime i grab it

#

would be other that and ( other )

jade aspen
#

thats all options it has when i click on it

balmy barn
#

physbone component

alpine ingot
#

Can i make Root bones in unity too so i only need to apply 1 physbones component instead of 4?

#

or do i need to do that in blender

jade aspen
balmy barn
#

no clue where yours is

jade aspen
#

when i go to play it syas this lol

pine valley
#

that's fine

#

VRCFury has an option to build a test copy of your avatar without entering play mode

#

which is useful for inspecting the performance stats (and to see exactly what happened)

#

but you shouldn't attempt to upload that test copy

#

i believe it also puts that notice onto the built avatar when you go into play mode

#

(all of your changes would go away anyway, since you are in play mode)

jade aspen
#

ohh

#

it just means that when i do changes on test copy that it wont be saved^^

#

btw should i do this

#

or can it break my model?

balmy barn
#

mixed can do wierd things, you can just force it on

plain panther
#

this has probably been posted a thousand times before but im at a loss, i tried everything to fix it.

pale cloud
#

im making my first avatar rn but is seems i cant find the vrc avatar descriptor

#

i made the unity file with the creator companion

#

actualy none of the vrc stuff or in the add components thing

proven harbor
#

Import vrc fury then press on the avatar then search it up

#

u have to have vrc fury to do it

pale cloud
#

huge help

clear nebula
pale cloud
#

ive checked online but nothing i can rly find on it

somber sequoia
royal bloom
#

Alright, so i'm having an issue with the avatar animator.

When i put the animator into the avatar section, the avatar completly breaks, you can see an example at the second image.

But when i try without the avatar animator, the avatar goes into a t-pose. I don't know what to do, so i wanted to know if someone could help me?

potent oak
#

In poiyomi, whats the equilavent of Main Color 2nd of Liltoon shader?

I have my main body texture, then I have transparant tattoos for my avatar that I want to add on top. In Liltoon, I used to do it easily by adding them to Main Color 2nd, but in poiyomi i cant find the setting.

somber sequoia
#

not sure how liltoon works but you could do that with a decal in poiyomi

white furnace
potent oak
#

i guess duplicating my texture then overlaying the tattoo on top and saving as textureWithTattoo would work but i would expect poiyomi to have this as an option idk

white furnace
somber sequoia
#

to whose avatar?

plain panther
somber sequoia
#

in VCC or Alcom, manage your project.

plain panther
#

ok ill let u know if it works

plain panther
somber sequoia
#

then you didn't update it

#

If you want to verify within Unity, you can go to the menu: Window -> Package Manager. Then scroll the list down to find "VRChat SDK" and verify the version number there.
But it should be quite clear in VCC or Alcom.

candid patrol
#

Hey, would anyone know how I can override my voice parameter in order for my animation to work properly? I want to make it so that it overrides the mouth open when not talking so it only applies the animation instead of both overlapping each other and making the mouth open further than it needs to

somber sequoia
#

You can use VRC Animator Tracking Control to disable VRChat's control of the mouth while you animate stuff.

candid patrol
#

I did try to put that on the serious animation, but it didn't do anything. It gave me the same result. I could be doing something wrong, though

balmy barn
#

voice greater then whatever + a bool toggle that need to be true (or false) for it to move

#

you can have multiple parameters to trigger something, wich is handy

candid patrol
#

That doesn't seem to be doing anything for me, either. But again, I could be doing it wrong

balmy barn
#

some layer in the FX controller

#

0.01 is very low for a float i tend to stick to 0.x

wraith salmon
#

Hey does anyone know what was going on here?

timber wharf
#

@wraith salmon aws that vrc uses as downloads provider loves to ban/suspect your ips and its not like you can enter captcha through sdk. should fix itself in a couple days afaik

candid patrol
somber sequoia
#

what about it are you confused about?

azure hornet
#

can someone help, i have a haptics vest and was wondering if theres a way to make it off by default on my avatar

somber sequoia
#

probably can just disable all the contacts it uses

leaden dragon
#

You can add a toggle in your menu to turn it on when needed

viral ivy
#

I am trying to create an emission bleed for my avatar's markings, which I tried to use the blur effect in Substance for, but it looks really weird on the UV seams. Instead, I would like to bake emission light spread or emission bleed in blender, but I don't know how I'd do that. Could anyone help me with that, please?

mellow crane
#

ive got these ears and tail on there, and they show up perfectly fine from the front or certain angles, but as soon as I try to look at them from behind they disappear. if I back up far enough they show up again, but I'm worried this will happen in VRC too. is this just a Unity thing? can i fix it?

pine valley
#

That's probably an issue with the bounding box

#

The SkinnedMeshRenderer only works if its bounding box is on-screen

#

Select the object that renders the ears, then screenshot the Scene View. Make sure that you have gizmos enabled.

#

it's the sphere toggle in the top right

pine valley
#

I feel like it should be possible to do a blur in the space of the model instead, but I don't think Substance can do that

#

How complex are these markings? One option would be to re-create them using the path tool, rather than hand-painting them. That would let you edit the brush settings later.

#

(instead of painting directly, you just mark a path for a brush to stroke along)

#

I also wonder if you could use the Blur tool here

#

it'd be hard to evenly apply it to the entire model, though

viral ivy
viral ivy
#

A 3D-space blur would be really handy. The only other idea I had is to bake an emission texture by letting blender calculate lighting/bleed, but I would be lying if I said that I knew how.

pine valley
#

i have a bonkers idea involving Blender --

#

haha

#

jinx

#

My thought is to create the bleed by bouncing the light from the emission back onto the model

#

Let me try this

viral ivy
#

I tried to use AI as assistance and I made a displaced copy of the body to shine onto the model and bake a texture. I probably did something wrong as it didn't work.

pine valley
#

That's roughly what I'm trying

#

bouncing the light back will actually wind up being noisier than that, so that's a better idea

#

once you set up that shell (use the shrink/fatten operator to push the mesh out uniformly), you should just need to do a Combined bake for the body mesh

somber sequoia
#

I've seen this done with glowing bracelets, you bake emission effects onto a texture on the model, then use that texture as your emission map

pine valley
#

you haev to make sure you have an Image Texture node selected in the shader editor

#

(and it needs to point at the texture you want to bake into)

pine valley
#

That would also work

viral ivy
#

Both for the bake mode and the settings to use for it.

pine valley
#

you'd want Combined to capture the actual appearance of the material

#

notably, "Emission" would be for capturing the emission of your body

#

but that's not very helpful (you already know what that is)

viral ivy
#

I'm confused.

pine valley
#

you're recording the light that falls onto your actual body from the "shell"

somber sequoia
#

hmm i should do this at some point

viral ivy
pine valley
#

You don't want to capture the original emission, and you want to ignore the albedo too

#

(well, that's debatable)

#

if you want darker fur to catch less glow, then use your original base color texture

gray badger
#

anyone else dealt with the avatar cupcake of doom?

icy yoke
#

i hate it

gray badger
#

had 'em all set up but I was trying to figure out what proper scaling methods are and now I can't get him to both import standing + not compress onto itself

#

All my scales are applied in blender and I've tried a few dozen export settings... turning things on and off in unity import settings when I reimport and nothing seems to be able to fix it past this point

#

But yeah basically can't get it to stop turning into a cupcake

#

its kinda cute tho

pine valley
#

you probably need to reset your humanoid avatar's pose

#

especially if you've switched your Apply Scalings mode

gray badger
viral ivy
pine valley
pine valley
#

You will then need to composite that on top of your original emission texture

#

(you could technically do this in blender, but it may be easier to just use an image editor lol)

pine valley
#

that should look normal

#

If that happens, then you probably have scale overrides set somewhere on your avatar

#

overrides replace the value from the prefab

#

so any changes on the prefab wouldn't show up on your avatar

gray badger
#

AMAZING that fixed the cupcake at least lol

#

I'm going to try to get the import rotation to not be on it's back

#

I lost the physbone constraints I set not knowing they'd get removed but I think I have a backup

#

with all the info i think

pine valley
#

you could use "Apply Transforms" in Blender to fix this, but it screws up meshes that use an armature

#

(i do this for non-skinned meshes)

gray badger
#

Hmm so I rotate in blender not in unity?

#

That's what it seems like at least, it doesn't like it when I rotate in the preview

gray badger
pine valley
#

as long as the model stands up correctly, you're good

#

the armature will have a rotation on it

supple cloud
#

do you guys know how to do the semi transparent (see through) materal for pc and quest user for unity?

#

for a avatar

viral ivy
supple cloud
viral ivy
#

There are glass shaders or you can use a standard shader and probably set the base color to something transparent. For Quest, I believe the only way to have proper transparency is the additive particle shader, but I might be wrong.

viral ivy
#

And is that inside Unity?

supple cloud
supple cloud
viral ivy
# supple cloud no its on blender

Hm. That must be a shader inside of Blender then. I believe that it should be possible to export shaders for use with Unity, but the thing is that those will only work with PC. And I am currently looking at the slight noise and edge refraction just to figure you'd likely need to use a non-standard shader unless the builtin ones support refraction like that.

#

I am mostly just guessing based on the few things I do know. So somebody else might be able to give you a more concise answer.

supple cloud
viral ivy
viral ivy
#

So, Direct and Indirect lighting and only Emission as the contribution?

pine valley
#

"emission" would be your own emissiveness

#

Leave everything on and see what you get

#

I'd suggest setting the background strength to 0 to make sure no other light comes in

#

(or the color to black)

viral ivy
#

So I leave it all on and I'll also see about how bright I'll have to make the emission. And I guess I should increase the sample count, because the video I watched was about baking regular emission maps and not the light bounce I am trying to bake, so that sample count of one will probably not do much.

pine valley
#

It will be noisy, yeah

#

At least you aren't trying to bounce the light :p

#

that was my idea

#

emissive body + white shell to reflect the light back

viral ivy
#

Wait, should I or should I not have indirect light on?

pine valley
#

emitting straight from the shell will make it a lot better

pine valley
#

I'm pretty sure this will count as indirect contribution, but I'm not super familiar

viral ivy
#

I did like 512 samples and that took a while. It looks really funky.

#

Also wondering whether I should enable denoise...

timber copper
viral ivy
#

That's hell of an uneven bake...

pine valley
viral ivy
#

Bweh

pine valley
#

i'm guessing that they're controlling too much of the finger

#

alternatively, your hand bone is weighted to part of the finger

timber copper
pine valley
#

Select one vertex closer to the hand and inspect its weights. I bet you have stray weights from somewhere else

You can view the weights in the “Item” menu on the right

timber copper
lilac musk
#

It is very much acting like something else has influence on those vertices.

timber copper
#

I'll check again

#

Only thing I discovered is that the whole armature wasn't symmeterizing itself properly???

#

That's. Probably it.

#

There isn't enough apple juice for the headache I have.

lilac musk
#

I don't see how that would cause your fingers to bend like that.

gray badger
#

Hmm the last problem I seem to be having today is that my head + hands are parented properly, but the rest of the body drifts along with the head like a puppet when I'm testing on the headset. It's almost like the armature seems too far behind the model -- when i stretch my arms out they don't reach their full length at all

#

I thought maybe it was because I hadn't weight painted any fingers + toes but even still i lift off the ground when I look up 😭

#

Gonna keep googling for a bit but a lot of the threads I'm finding just aren't the issue I'm having

night ember
#

what

mortal dawn
#

Does anyone know how to change the rotating animation for avatars in the shop/menu?

gray badger
night ember
#

why is it a drive link

gray badger
#

OH

night ember
gray badger
#

???

night ember
#

states dont change until the avatar is loaded

mortal dawn
#

Ok cool thank you sm

night ember
#

viewpoint isnt in the right spot

#

you need to place it based on where your headset irl would be

#

since yknow

gray badger
#

is this not standard practice?

night ember
#

you dont have a giant anime head irl

gray badger
#

I guess you're right, so further back in?

night ember
#

sure

#

too high up and your hands are now at your shoulders of the model
too low and now you cant put your hands in the air
too far forward or back your body gets dragged along the rotation point of said viewpoint

gray badger
#

I both love and hate when it's something super simple but what can ya do

night ember
#

you gotta remember its your irl proportions not the avatar's

blissful mantle
#

how to scale down a rig

#

mines scale 100 but this breaks things

night ember
#

blender export settings

#

also exporting in general

#

if dragged in and the model is massive scale it down in blender and export again after applying transforms

#

if something like armature or such is at scale 100,100,100 etc then thats the export settings

#

fbx all

#

by default its all local

spice sequoia
#

I was following a tutorial how to make an Item pickupable but the VRC Pickup isn't something I can place. Am I supposed to download it somewhere? I want the plush to be pickupable

waxen jungle
#

whats the albedo hue shift property called in toon standard?

balmy barn
spice sequoia
#

oh... dang

balmy barn
#

contacts + constraints you can pick stuff up and leave it places

#

tried it on some avatar shoes i have can place em in world , throw and put them back on , as example

spice sequoia
#

I see

white furnace
#

Has anybody had any luck with importing the Sounds ++ package prefab? I'm trying to get these parameters and animations working, but it's very difficult with no tutorial for the process

balmy barn
#

doubt anyone heard of it, i for sure havnt

white furnace
#

That's fair. Quite annoying to set up and the guide for install is ASSS

distant nimbus
#

is there anyway that i can keep my silks straight?? when i add physbones and go into play mode, they become wrinkled/scrunched up.

balmy barn
#

less gravity could just straighten entire thing out with that heavy and no curve - cant tell how many bones there are without radius

distant nimbus
#

6 bones

#

my issue with less gravity, was that it wasnt flowy at all, and TOO stiff

distant nimbus
balmy barn
#

doesnt seem weighted to anything

ripe basin
#

For the state, how does VRchat choose which is the default state? How do I set it so when it starts, it uses V0 instead of V13?

somber sequoia
ripe basin
#

Sorry, I didn't explain this clearly. I want it the orange one in my screenshot to stay default. What I had meant to ask is how do I set it so when it starts, it uses V0 instead of V13. Like, why is it just using V13?

somber sequoia
#

it's either the default value for the animator parameter, or for the avatar parameter

ripe basin
#

gotcha

fast saddle
#

is the sdk broken? i log in and the info of my avatar keeps loading

somber sequoia
#

the SDK is software on your computer. Perhaps you mean the API on VRChat's side which the SDK talks to

fast saddle
#

idk how it works, i just know is not working

gaunt knoll
#

make sure your on 3.10.2

gaunt knoll
whole sorrel
#

So i adapted a shirt for my avatar model using blender, i parented the armature to the shirt exported it as a fbx, after testing it out if everything was working, i imported it to unity, then put it on my avatar. but for some reason it doesnt move with the avatar arms. any1 mind helping?

somber sequoia
#

weight painting

#

Did you do any of that? Verify the shirt's vertex group names match the armature's bone names

whole sorrel
#

they r the same

whole sorrel
#

no idea whats wrong

somber sequoia
#

The clothing mesh also needs an armature modifier on it in Blender

whole sorrel
somber sequoia
#

You probably don't want your armature named Hips if that's the name of a bone

#

the usual convention is to name it "Armature"

#

otherwise, yes, that modifier is required to have the mesh object be deformed by the armature

whole sorrel
#

which i thought was weird

whole sorrel
somber sequoia
#

probably is quite weird.

somber sequoia
whole sorrel
#

cus theres already an armature on it

somber sequoia
#

I don't know what you mean by "apply" or what this object is, maybe don't crop so much?

whole sorrel
somber sequoia
#

again, that armature modifier looks fine, but I would rename the armature itself

whole sorrel
somber sequoia
#

OH I see it

#

ok so your armature should be the parent.

whole sorrel
#

how do i fix that?

somber sequoia
#

drag?

#

You drag one and drop it with I think shift to re-parent or un-parent

#

then drag the other similary and drop it to parent it

#

while dragging you can hit the modifier keys and a popup at the bottom will tell you what they do

#

blender 101 stuff about moving around, I always suggest tutorials

whole sorrel
#

like this?

whole sorrel
#

but i still ended up w issues after restarting 3 times

somber sequoia
#

Yes, that is what I described doing.

#

You should still rename that armature

#

unity won't like it - I can now see a bone named 'Hips' also

#

name the armature just 'Armature'

whole sorrel
somber sequoia
#

good

whole sorrel
#

k ill see if it works now

#

still isnt working

somber sequoia
#

is that in unity?

whole sorrel
#

yeah

somber sequoia
#

how did you go from blender to there?

whole sorrel
somber sequoia
#

exported a fbx, imported... then what?

whole sorrel
#

drag n drop

somber sequoia
#

and then?

whole sorrel
#

onto the project

#

then click play

somber sequoia
#

oh

#

yeah that's not attached, it's just an child object sitting there

whole sorrel
somber sequoia
#

you could use VRCFury's armature link here if you want, or modular avatar though I don't now anything abou tthat

whole sorrel
#

for some reason

fast saddle
dry ibex
#

why wont my animation work even though everything is applied and the animation works when i play it in the animation tab but not in gesture manager? i do this for all of my avatars but suddenly its not working (i didnt show me playing the animation but just know it doesnt work in unity or in game)

candid patrol
candid patrol
uneven bough
#

anyone know how to get ZeroFactory's avatar limb grabber working?, i also wanna get an audio clip my avatar plays to scale with it's size

jade aspen
#

how can i unsync a toggle? i want use the same toggle twice just angled differently. but when i do that and activate it then both toggle activate in the menu.

How can i unsync them?

hidden epoch
#

How do i fix this

unreal bobcat
#

No animator error, but there is one. Reimported the model, redid the rig, neither had worked.

night ember
#

those are insanely cropped images

unreal bobcat
#

Oh wait, i think i got it. weird

night ember
#

from the very little I can see in the screenshots
is the animator even on the root

#

cause I dont see the avatar descriptor under it

clear nebula
#

is adding 2 face expression (animation) supposed to be ultra mega blaster hard?

brisk crown
#

Is there a way to make my droppable props sharable?
I have vrcfury if that makes things easier

night ember
#

Wdym by sharable

brisk crown
#

Others can grab the prop if i set it down

night ember
#

Thatd be insanely annoying requiring a physbone

brisk crown
#

ah okay

#

thanks

timber wharf
night ember
#

^ requires the other person to have finger contacts

alpine ingot
#

I´m once again here since i cant figure this bit of hair out. My model here has front hair, which i want to move around of course with Physbones. However it always clips through or even weirdly moves left to right and if i set the angles sharply it just becomes stiff. Is there some way to fix that... like do i have to use the curves or something similar?

lavish kestrel
#

i cant open the review any alerts tab anymore

#

and i just keep getting this error

sick loom
sick loom
alpine ingot
#

My guess is if the Root bone moves it has this effect on it

#

So is there some way to have the Root bone not move while all the others do?

sick loom
#

Might wanna set multi child type to Ignore instead of first?

#

Either that or put it on the ignore transforms

alpine ingot
#

Seemed to have worked

#

thx

sick loom
#

nice

alpine ingot
#

Though i seem to be running into yet another issue with the skirt. The physics are fine, however when iam too fast it just perks up like that

lone garden
#

Does anyone here have any experience using Hais Combo Gesture Expressions tool? anytime i open up the prefab tool and go to edit, all these console errors pop up and it doesnt show any previews nor does sit let me select a different animations for the facial expressions in combo gesture expressions. does anyone know why?

next shale
#

im stuck what do i do once i got the things

#

like the model

#

unity?

sweet prawn
next shale
#

no i didnt

#

im trying to downlkoad a pack

#

i tried using vroid

sweet prawn
#

ahhh i see, same thing tho. theres plenty of vroid to vrc tutorials online that go more in depth on it but yea you need unity and vcc

next shale
#

i got unity so i will find a vroid tutorial thing

sweet prawn
#

yea also make sure you have the vrchat creator companion, its what allows you to upload it

#

you can download it off the vrchat website right here

pliant cargo
#

Hi, I’m thinking about creating my own Vtuber Model and importing it, I found some apps where I can get started like Mascoz and Warudo, and of course VRoid but I also want to import it. And I have a good quality pc, I just need it to turn on. I do have a character concept here, but if anyone has any advice or suggestions, please tell me, thank you

balmy barn
#

you can convert anything fbx / unity into a vrm , xpackager can also convert vrchat physbone into springbones for vrm , id do vroid > blender (optimize/add stuff to av here) > unity > xpackager > vroid > vrm (bit clunky yes , but you can add alot in blender) ratl you'd want mtoon10 shader for the vroid tho (univrm have the shader but i dont recommend using it to export a vrm wont convert physbone to spring i think ) , did it on a LM ai companion app thing where i have my av/ai yap at me when im playing random games -- XWear Packager is a offical vroid package for unity that also support vrchat vccratl

pliant cargo
azure dew
#

Hi all, been searching for the cause of this issue for a while but I can't find anything about it anywhere. It only happens on my current model but I can't figure out what the cause is - it rules out mic issues at least.

See the video attached - whenever I talk the visemes just snap in and out in a really unrealistic and robotic way. Sometimes it feels worse in less optimised worlds so I wondered if it was a performance thing, but then I don't know why it wouldn't happen on other models? And mine isn't even that badly performing to begin with. Perhaps some kind of system I'm using on the model that might be doing something?

#

Ignore the slightly overdriven visemes, I was using face tracking at the time

toxic panther
#

So I'm trying to learn face tracking for avatars and I wanted to know why the "disabled gesture expressions" won't work?
I did made my expressions normally in my fx layer,maybe something because of that?

alpine ingot
#

Just a quick little question to make sure. So i wanna add expressions with hand Gestures to my Avatar.. I need to create new Shape keys in Blender for the animations and then export them into unity to apply, yes?.. or can i just work in unity since i already have Shape keys for the various things like: Open mouth, Close/Open eyes... stuff like that.

balmy barn
#

if you want new ones add them in blender , just want to make some with the current blendshapes?, you have unity

smoky robin
#

is anyone able to help with this? the hands have the same setup as the rest of the body. theres no emissions on or anything for the hands,

somber sequoia
#

You'd have to inspect the material used there

smoky robin
#

i mean i could probably just use quest textures. i havent tested that yet though

somber sequoia
#

wow 7.3

smoky robin
#

yeaaa

somber sequoia
#

well you'll want to look at the emissions settings in the shader

uncut citrus
#

i uploaded my quest avatar but it wont appear as quest when i get on it keep saying pc only

somber sequoia
#

did you actually set the build type to android when you did it?

vapid slate
alpine ingot
#

2 things, is it normal for the blendshape menu in unity to be so laggy and can i change the value of multiple blendshapes at once?

uncut citrus
#

i have been trying to fix it for like 2 hours bro

uncut citrus
fallow briar
#

is anyone here familiar with lightmaps and how i can use them on poiyomi? many thunks

left gull
#

have you tried looking/asking in the poiyomi discord? might get you an answer quicker

somber sequoia
left hull
#

i cant upload i had been trying all night but i still have not fixed it

#

can anyone let me know how to fix this

somber sequoia
winter plover
#

I don't know where to put this but I am making a VRC avatar and I can't get GoGo to work when I try to test it out. I have an animator but don't know what else I am missing. Someone please help me.
Re-Posting this here

left hull
gaunt knoll
winter plover
#

no i mean like- it won't detect it

#

i have vrcfury gogo but it just wont work when i use gesture emulator

somber sequoia
#

very weird that it doesn't, but you can try dragging the avatar from the model file there. Or maybe you didn't do the humanoid rig setup?

winter plover
#

how do i do that?

somber sequoia
#

which part?

winter plover
#

the humanoid rig

somber sequoia
#

most of the basic setup tutorials go through this. find your model file, look in the inspector, rig tab, select humanoid and apply, make sure there are no warnings there, click configure, make sure the bones are in the right place

winter plover
#

okay thank you

pine valley
#

(you do get an animator if there are generic animations, but you always get one if the rig is humanoid)

somber sequoia
#

I have no idea what happened before that picture, wasn't watching

pine valley
#

i'm just looking at the picture

#

that component wasn't part of the original prefab

somber sequoia
#

oh I see now

glacial rock
#

Question, does anyone know how to do voice activated emissions? Ive looked up videos, but there all from years ago and none of them seem to be working anymore. Unless im doing something wrong

somber sequoia
#

you can try triggering animations based on the values of the Viseme and Voice parameters

glacial rock
somber sequoia
glacial rock
somber sequoia
#

Yes, you have to add them to your animator if you want to use them

glacial rock
somber sequoia
#

Get?

glacial rock
# somber sequoia Get?

okay i think im confused lol, cause i thought i had to like put built in ones instead of just making a Float and naming it Voice

#

cause thats what i did and it wont work at all lol

timber wharf
#

you add built in params in animator if youre bout to use em. you don't ever add em to avatar params

glacial rock
chilly solar
#

idk if you see this weird splotchy pixely bit but why is it like this? ive never seen it before :O
only see it in unity

surreal sinew
#

which one

arctic ginkgo
# surreal sinew which one

look at the plans to see which ones have the software you need. Also, if you happen to be a student, you can apply to get the entire substance suite for free.

surreal sinew
#

i got both

chilly solar
#

why would you get the texturing set if you got the entire 3d collection set?

surreal sinew
#

because it wasnt just for me

#

one for me one for smelly friend who does more complex stuff

gaunt knoll
#

oof so glad work pays for mine xD

azure crown
#

I need some help? My legs are saying that is the floor but it was just working fine a moment ago? I checked config, Also the pants are connected with armature link

barren tundra
#

So I have a model with only has 2 materials. I want to have a poiyomi shader over part of it. Is there a way to abuse masks to do this without me having to go into blender to create a new material?

zealous pine
#

Avatar sound in vrc is very quiet but loud in unity. How do I fix it?

arctic ginkgo
barren tundra
arctic ginkgo
#

this is how you would do it:

  • open blender
  • go to file > import > fbx
  • navigate to your FBX file in your Unity Project's asset folder, and click 'Import'
  • select your mesh
  • select the materials tab
  • press the + button to create a new material slot, and then press new to create a new material in that slot
  • go to edit mode, and select any part of the mesh that you want to move to this slot. If these are separate parts, you can hover over them and press L to select each one
  • press the Assign button to assign the faces to the material slot
  • go to file > export > fbx
  • change your 'Armature Scalings' to FBX ALL
  • under 'Armature', disable Add leaf bones
  • navigate to your original FBX file in your assets folder and click 'Export'
barren tundra
#

That was more then I was expecting. Thanks.

azure crown
#

anyone else unable to upload avatars? tried different unity projects, and avatar all couldn't upload some reason when it was fine moment ago

warm vortex
#

is there any way i can attach my head without a gap between the neck and the body mesh? i cant really find any tutorials that cover that issue

#

this is when the neck is looking all the way up in pose mode

somber sequoia
#

sure, you can reshape the mesh, either of them.

#

then update weight paint - probably be just fine to join the models

warm vortex
#

so its just a weight painting issue?

somber sequoia
#

oh so it fits when not deformed by the armature?

#

yeah, then weight paint is the issue

#

and I'd personally be joining those two meshes

lapis talon
#

Hello. I'd appreciate any insight or help with this, I'll try to be succinct.

I had had an issue where something was causing me to not appear as moving to others, and a related issue of my fingers not moving (my hands follow my controllers, but i cannot gesture).

I thought I had fixed this! I disabled the VRCFury addon that forced Write Defaults to behave a certain way. Everything was working great.

Then, I was adding new clothing and stuff, and tweaking menu stuff I think? And all of a sudden, the same issue returned. I tried replicating what happened last time, I reintroduced Write Defaults, then disabled it, re-uploading many times with many different ways of using or not using Write Defaults. I cannot fix it. I am truly baffled as to what is causing this. And it makes my avatar unusable. Makes me sad 🙁 I have worked so hard, and wanted to finally use it this weekend.

Thank you for any tips on what causes this kind of behavior: people can't see me move, can't gesture.

dark jay
#

If a dress is long should i remove the inner small portion that looks like shorts to prevent it or should i keep the back of the skirt poofy while the front isnt so it doesnt clip

clear nebula
#

yes, the following reason

sick loom
young vigil
#

How do I connect the neck and head so that it looks natural, I saw someone teach another person how to do this a while ago but I don't know how they did it.

young vigil
#

I've googled 40 different things none of them have given me a good answer 😭

gaunt knoll
young vigil
gaunt knoll
#

Make sure your looking for vrchat avatars not just game avatars tutorials

verbal gate
#

I just restarted VRCCC once and deleted/reopened the project multiple times plus I also installed the packages just today

ornate stump
# verbal gate

You only added repository. You have to actually add to project in the Manage Project button in VCC.

topaz wave
#

Hello, i’ve been facing a bit of a problem the searcher isn’t working for me for some reason…
Does anyone have a clue?

alpine ingot
#

Does anybody know why the middle of the mouth is just kinda.. missing? In blender it looks fine

sick loom
alpine ingot
icy crest
#

hey yall im tryna upload an avi i bought its pc and quest, i got the pc version uploaded just fine but vrcfury keeps giving me the warning that the pc verison isnt uploaded, i manually pasted the blueprint ID into the pipeline manager to be sace

sick loom
alpine ingot
left gull
#

they constantly have issues with their bots and stuff so id just wait and see if fixes itself later on or just use prismics

fleet solar
lime gorge
#

when i try to add seams, the UV just gets all messed up and doesnt even match the texture.

lime gorge
#

if you are good at UV unwrapping, dm me and i'll send you my avatar files

pearl trout
#

can anyone help with making the cloak weight painting

ornate stump
pearl trout
#

example for the cloak weight painting, it's being weird when i try

ornate stump
pearl trout
ornate stump
pearl trout
#

yes

#

it need to be smooth going from the cape bone to the arm bones

ornate stump
pearl trout
#

this?

ornate stump
# pearl trout

It probably is fine. What you need actually is the to change bone position so the cape bone follow the arm bone. Probably you have to do with constraint and physbone.

pearl trout
#

wdym with constraint

ornate stump
pearl trout
#

okay

civic cliff
#

anybody know how to make the jewelery not pick up the colors of the world around it? id like it to stay silver, pic of the settings i messed with that made it looks this way is in the screenshots

civic cliff
wicked olive
#

how i can make it lager more

#

so i can add few more

#

stuff in it

somber sequoia
#

you can't, and really, you shouldn't.

wicked olive
#

why

wicked olive
somber sequoia
#

you're making everyone download half a gig just to see your avatar

wicked olive
#

its okay

#

but can i make it lager then that ?

somber sequoia
#

yeah this is why I limit avatars by download size.

#

and again, no, you cannot.

wicked olive
#

oooooooooo

#

sad

jade aspen
#

hey 🙂

I learned my tongue is fixed with my head - so not a single thing. how can i make it invinsible? any way to form a invisible mesh around it so i can use a higher quality tongue over it?

somber sequoia
#

I'd delete it in blender if you actually want it gone

snow hare
#

Hello guys I just unlocked the functionality to upload avatars through the SDK, but I have a doubt... since I know some Blender and Unity, but I'm not really good at modelling, if I find anything for free on the internet, can I upload it and use it or do I have to ask for permission, example I find it on a website available to download it for free, am I allowed to do it?

somber sequoia
#

Check the terms of service that come with the model.

#

Usually if it's really actually free, you probably can, but the creator can have whatever sort of license they want.

#

Also confirm that your free site of choice is not actually just posting stolen non-free content.

snow hare
#

okay I'll make sure of it before I do anything

#

thanks

mortal holly
#

ratl Absolutely wild question... but is there a way to create a blacklight effect (not strictly emission... i mean quite literally replicating what colors are like under blacklight)

true flower
#

Oh, this one is pretty out there, so bear with me-- I bought an avatar off Booth, unzipped it, and found that a large amount of the text (distressingly, the readme file particularly) was not in Japanese, but in Unicode... but Google failed to locate a converter for me to turn this into something resembling human language. Since I wasn't able to plow through and get the avatar ready to upload to VRChat any way, I'm assuming there's a rather crucial add-on I need-- may be coming back to ask about that, in the near future-- the point is, I need that readme to figure out what to do. Does anyone have any suggestions? I'd include a random paragraph as an example but Discord scrambles the text even more.

somber sequoia
#

unicode? that's like, standard these days

#

not sure what weird thing you have that wouldn't render that, maybe missing fonts

#

now I'm curious, dm me the text file?

true flower
#

Agreed. It's kind of weird to see the raw code like this. I'm using Windows Notepad, which has never failed me before.

lilac musk
#

any chance your reading the .meta file of the readme?

true flower
# lilac musk any chance your reading the .meta file of the readme?

I got it working, some how running through a Discord DM turned it back into Japanese. Please don't ask me how, I cannot answer. Sadly, the text turned out to be a copy of the Booth page, which contained no installation instructions at all, meaning I'm pushed back to Square 1. Not even that, that would imply I could move forward with a reasonable level of competency-- There's something that should have been included in the VRCC before opening the project... The ONLY mention I can find is VRSDK2, which I assumed would be covered by VRSDK3, the current version. Silly me, what was I thinking. 🙄

ornate stump
#

ZIP file originated from Japan often has JIS encoding which make the app interpret character incorrectly. So you have to change view encoding accordingly.

shadow agate
timber bay
#

so i was trying to make a facial animation via a video guide, and i somehow messed up my animations as a whole? i think? in play test my avi does this now, and ingame, my legs dont work/ the model is above the "pill" hitbox, and my limited knowledge is failing me DX pls help

somber sequoia
#

"bike pose" - you'll want to reset that. Pumkin's tools has a thing for it

timber bay
arctic ginkgo
timber bay
#

i have gesture manager

somber sequoia
#

is it a humanoid rig?

timber bay
#

i believe so, last i checked vrcRat

shadow agate
# mortal holly Cyan teal... interesting...

like a base color of cyan and like, some really fuck-bright matcap that's a neon violet
something like that
I don't feel like opening unity so my credibility may be limited

timber bay
thin radish
#

I really doubt I'll get useful help for this but essentially, I'm trying to use unity cameras to change my viewpoint in-game on an avi, and it works just fine on desktop, but then breaks entirely in VR, changing to some weird inverted position regardless of actual camera position, I'm very confused

arctic ginkgo
# mortal holly <:ratl:1090025945081065493> Absolutely wild question... but is there a way to cr...

blacklights are UV lights, which means that different materials react differently to it. It's not based specifically on color, but the actual properties of the material itself. If you want to have data for this material, you'd need to encode that in a texture somehow.

The reason some materials 'glow' under UV light btw is that they are actually shifting the color to a lower frequency when reflecting, which makes it visible to the naked eye. How much they glow depends on how much energy the photons lose. If they lose a lot of energy, they will be less visible (because they will become IR light, lower frequency than we can see), but if they only lose a little bit, then they appear to be "glowing" because they are just reflecting light that we can't see to a frequency that we can see

#

the problem with recreating this effect realistically though, is that you need a light source to mask the strength of the emissions correctly, and if you're in a dark world, it's probably not going to light up very well

#

but my best guess for how to do this somewhat realistically would be to use the shading data as a mask, but remap the values so they are brighter than normal, as well as using another mask for slightly hueshifting the emissions and masking out emissions

#

this mask would be for masking the inverse of how much the energy the photons lose (basically how much UV light is visibly reflected)

#

it can only be reflected where there IS light though, which is why it's better to use the light source for the world, but it could create issues in dark environments, which I'm sure is what you intend to use this effect in

#

I can try seeing if I can come up with poi settings that could work for this effect later if you want

#

the hueshift btw is because the colors will shift towards violet

#

like for example, a white shirt usually glows a blue-ish tint in UV light

#

then also you should add a slider or toggle that effects the emission strength, and this will change how strong the "UV" light is

mortal holly
#

vrcRat that's a lot of technical and scientific information

#

Had to specify blacklight cause the times I tried searching UV it was the mesh and not the lighting

#

And the only results I wanted were asset from the unity store ratl

leaden wagon
#

yo guys

#

I’m the one who made the chibi avatars

#

Chibi demon slayer avatars and chibi jjk avatars too!

undone fable
#

I am trying to fix an avatar but i dont understand what i am looking here.
i cant find a documentation explaining what this set up is doing
isLocal and IsLoaded are very confusing and sync time
I kinda wanted to learn the purpose of doing this instead of just well simple boolean toggles

undone fable
stark meadow
#

i mean for documentation, at least for the unity part

#

im think the reason for a setup like that would be reducing the amount of layers for optimization but i could be dead wrong

storm granite
#

Heyo o7! I'm trying to create an arm bend animation for my character. I'm using a gesture layer with expressions, bool parameter and a mask for the right arm. Still the arm is not bending >-<, can someone throw me a bone please

somber sequoia
#

have you set the arm to Animated using VRC Animator Tracking Control?

undone fable
#

All arrows leaving the main box have IsLoaded to be True,
Vrchat has documentation on IsLocal: True if the avatar is being worn locally, false otherwise

storm granite
somber sequoia
#

hand probably

undone fable
somber sequoia
#

yeah that too

undone fable
#

The tracking of left Hand and right hand also need to be off

undone fable
#

I want to know why was made this way

stark meadow
#

oh is it like a toggle menu?

#

it would need transitions from each state to every other so that u can select any option from any other state

#

the middle is probably some unity black magic that i dont understand

storm granite
undone fable
#

waiting for the next instruction

#

correction, all 6 vertex are connected, so they all flow nicely

low moon
#

idk how this error happened and its also giving me another error that says unity is deleting the fx layers of my vrcfury toggles, the toggles still work, just behave weirdly and stay on at all times or turn on some parts but not others

#

i dont have the screenshot of the other error as i cant be on my pc atm

somber sequoia
#

that is a warning

low moon
#

nvm it fixed itself after restarting unity like 7 times

chilly solar
#

why when i add the audiolink avatar prefab into my scene does it randomly decide its going to stop working until i remove it and add it again? im trying to flip back and forth between play mode and editing my audiolink settings to get it how i want and when it just stops working i cant tell if its because of what i did or because the prefab just stopped working

civic cliff
civic cliff
#

the baked cubemap was wrong TE_DumbPog

mystic schooner
#

Is there a way, like with VRCFury or something, to change which set of visemes play on a toggle? The blendshapes I have make the normal visemes look perfect in a smile, but awful in a frown, so I made a separate set of viseme blendshapes specifically for the frown, but making a whole new copy of the head just for the frown visemes would be too many polygons, I think

somber sequoia
#

you could use the Viseme parameter in the animator and do whatever you want with it, including having multiple sets

mystic schooner
#

Eh, I was hoping to not have to deal with manually setting them all in the animator since I always have trouble figuring out what transition speed is ideal

somber sequoia
#

it's really the only way to do anything custom here

mystic schooner
#

Man, oh well...

somber sequoia
#

while you're there you could also use the Voice parameter to blend between different visemes for different volume levels 🙂

indigo wren
#

may anyone help me out with an issue per chance

lilac musk
#

let us know what it is your needing help with specifically

summer lotus
#

I'm trying to set up my avatar for upload but it isn't allowing me to select the platform type in the SDK. I'm on Steam Deck, Linux.

fallow briar
#

Hi so, my neck twists when im in full body, but not when i’m in 3 point, is there a reason why?

ornate stump
fallow briar
#

Yesh

#

Just this one avatar i uploaded

ornate stump
fallow briar
#

Not for the neck

ornate stump
fallow briar
#

It’d be lower arm not the first child type error

ornate stump
fallow briar
#

Oh i just got off

#

Let me get back on

fallow briar
obtuse bronze
#

can anyone help me with this I tried to do the humanoid option that you usually do and for some reason it's not working with it and all it's doing is T posing my avatar feel free to DM me or ping me

teal laurel
obtuse bronze
ornate stump
ornate stump
ornate stump
obtuse bronze
#

yes i had to put it there

ornate stump
obtuse bronze
#

let me look

#

This will take I few

fallow briar
obtuse bronze
ornate stump
obtuse bronze
#

Ok

#

Thank you so much!!

#

Testing it now

blazing plank
#

i keep having this error, i upload an avi for pc and its perfectly fine, but when i try uploading to quest, it acts as if it uploads, only for it to say it 'failed security checks' and disables the avi

odd inlet
#

why is the hair, bow, nor glasses popping up on the avatar?

left gull
stable citrus
odd inlet
stable citrus
# odd inlet how do i do that?

first use Gesture Manager and enter in Play Mode, check whether the glasses and other game objects are displayed correctly

tired roost
#

Anyone know how to fix this

somber sequoia
winter plover
#

I need help with unity not detecting my avatar rig as humanoid when it's clearly set to humanoid. When i configure it i get shown the following:

crimson plover
#

i have no idea how to do animations, but i have an asset that i need to play the full sound file instead of stopping sound once the collision is removed

somber sequoia
winter plover
#

There is an error in the rig tab

somber sequoia
#

Okay - do what it says

winter plover
#

just for the avatar brow

somber sequoia
#

?

winter plover
somber sequoia
#

no no

#

read the error in the rig tab, not the warning, and do the thing it tells you to do

winter plover
#

Oh

somber sequoia
#

there you go, that's the problem. You seem to have a duplicate armature in there

winter plover
#

Thing is, I don't have an armature by the name of .001, i deleted it from my hierarchy-

somber sequoia
#

it's not about what's in the active scene, it's about what's in the model file itself.

winter plover
#

Ah, so do I have to go into blender to delete the duplicate? Or can I do it through unity

somber sequoia
#

Blender.

winter plover
#

Somebody kill me, alright lemme open up blender

#

ok i deleted the Armature.001, now what, do i reimport the avatar into unity? (the hair got messed up)

somber sequoia
#

You export as .fbx, overwriting the existing one, and Unity will do the reimport

#

ideally you want to to use the same export settings as were previously used. Most importantly, "Apply Scalings". Probably set this to "FBX All" unless you know it should be otherwise

winter plover
#

I did overwrite but nothing happened?

winter plover
somber sequoia
#

sometimes it does this magically, sometimes you have to right-click the model file, and select "reimport"

somber sequoia
#

well... did you export this previously?

winter plover
#

Yes..-

somber sequoia
#

your scaling will be wonky if you didn't use FBX All, so if this is a first-time setup for this model I'd just set that properly now and deal with it

winter plover
#

kk

somber sequoia
#

if you already have stuff like physbones setup then you'll likely need to rework their scaling

#

if not, great 🙂

winter plover
#

i have no physbones on the avi itself

somber sequoia
#

oh good, yeah set this up correctly the first time then, it'll be better for the future

winter plover
#

where do i find FBX ALL in the export settings

somber sequoia
#

I said, it's an option for "Apply Scalings"

winter plover
#

oh ok

somber sequoia
#

under "armature" probably uncheck the leaf bones one too, you don't likely need those

#

Also - you can save these settings as an "operator preset" at the upper-right of the export dialog, so you can use them again in the future. I have one for avatars and one for worlds. Makes it real easy.

winter plover
#

nice, i did it all now i just overwrite?

somber sequoia
#

yep

winter plover
#

it's still thereee

#

along w the wolfcut which i deleted in blender

somber sequoia
#

obviously I can't tell from here what should or shouldn't be there

#

maybe right-click and click refresh?

winter plover
#

i did

#

nothing happened

#

should i do the "show in explorer" and then delete and reimport in there?

somber sequoia
#

I'm not sure what that is

#

(I don't use Windows)

winter plover
#

ohh-

#

i just decided to reimport the updated fbx and move everything over to it

tender hinge
#

Would anyone be willing to help me learn how to make toggleable facial expressions? Ive tried reading and watching videos but i cant get the grasp of it

somber sequoia
#

That's what this channel is for. Explain where you're stuck, provide details, ask specific questions. Etc.

tender hinge
#

Im still stuck at the beginning. I wanted to make a face expression, but when I hit record, It does this weird bending pose and I was told it shouldn't do that

languid rover
#

hey i'm trying to add a physbone to an object hanging off a belt, the object is connected to a empty object that's connected to a bone i made for it, its using a parent constraint so i can toggle between hand and hip, i'm trying to add a physbone it it has some sway while on my hip, but with the parent constraint it doesn't work, anyone know to to have a physbone and parent constraint on the same small hierarchy

somber sequoia
arctic ginkgo
# languid rover hey i'm trying to add a physbone to an object hanging off a belt, the object is ...

the parent constraint needs to be on the parent of the physbone, BUT physbones do not behave correctly when parent constrained, as they incorrectly apply the motion of the actual parent.

What I suggest that you do is actually unparent the bone that is the parent of the physbone, and add another bone as a parent to that. This bone will have a parent constraint with freeze to world enabled, and then the child of that should have your parent constraint as normal (one for the belt, one for your hand).

winter plover
#

I am back with another issue, yay! This time it's animations not saving to my assets folder and giving me this

somber sequoia
#

what did you do to receive this error message?

winter plover
#

creating an animation

#

nvm now it shows this

somber sequoia
#

that looks fine?

winter plover
#

how do i add the new pose/anim tho

somber sequoia
#

not sure what you mean? This image ^ is viewing an existing animation

winter plover
#

i want to add an idle animation/pose to the avatar

somber sequoia
#

you'll want to put that into an animation controller, I assume the one in the idle slot

winter plover
#

im still lost

#

imma leave my project for now, ive been working on this for a good while, thanks for the help

somber sequoia
#

Head over to the VRC Traders discord if you want to commission someone, you'll just get DMs from scammers here.

left bough
#

ok

somber sequoia
#

If you just want help, this is a good place.

left bough
#

alright, wheres that discord

somber sequoia
left bough
#

i'll just delete the help message, since another one just tried to friend me

charred epoch
#

I am working on making a dash system from scratch but how do people make is so it only goes a specific distance? I am stuck going until I hit a wall in the world

somber sequoia
fallen bison
#

Sorry if this is a stupid question, but does anyone know how to fix this weightpainting issue? every single time I make any avatar the armpit always folds in like this when I move the chest or upper chest bones and its genuinely infuriating me because its ruining like all of my models

somber sequoia
#

it's difficult to give good advice on weight painting without actually having the model and moving it around yourself, to watch how it deforms. Or seeing the geometry.
Often the answer is "better topology"

pseudo cypress
#

My rank is user and I have received the in game message telling me I can upload avis, but on vrchatsdk it says I cant bruh

somber sequoia
#

hi.

charred epoch
#

Hi, are you able to help me with my problem? (Replied to it in previous message)

vapid slate
#

Anyone know how to fix toggles not showing for other people? (It shows for me)

charred epoch
vapid slate
#

I will look

#

How do I look at the parameters list again? I haven't done it in awhile 😂

charred epoch
#

Click on your avi in the heirarchy, then in the inspector, scroll down ttill you see something that says menu and parameters, double click on the parameter one

vapid slate
#

Alright

#

Also... Face tracking works on my side but othe people can't see it- also a parameter issue or?

charred epoch
#

I don't know much on face tracking

vapid slate
#

Alright I'll ask the DC then lol

#

Even though they aren't nice :')

somber sequoia
#

Depends why it doesn't work, usually you get a Fury package already setup for your avatar, which includes a parameter list, many of which are synced

vapid slate
#

I don't see anything that says menu and parameters -

somber sequoia
#

it's probably a component in the face tracking prefab somewhere, usually a VRCFury Full Controller

somber sequoia
#

Yes

#

oh for just regular toggles? It depends on how you have built them

vapid slate
#

I didn't build the avi

#

I bought it

somber sequoia
#

then read that as: "it depends on how the toggles were built then"

vapid slate
#

Could I fix them even if its not my avi?

somber sequoia
#

If you have this avatar in Unity, then it's your Unity project, you can do whatever you want with it.

vapid slate
somber sequoia
#

Again, it depends on how the toggles are setup, I have no idea from here. You could start by looking for the avatar parameter list, it's listed under Expressions in the VRC Avatar Descriptor.

vapid slate
#

Where the vrc avatar descriptor...

somber sequoia
vapid slate
#

Definitely not my first avatar

somber sequoia
#

but you don't know where the avatar descriptor is?

vapid slate
#

Ive made hundreds of Avis but I've never seen one where the toggles don't work

somber sequoia
#

It's a component on the root object.

vapid slate
#

Ok I see it

night ember
#

made avatars or just uploaded bases?

vapid slate
#

Both

#

220/256 synced bits

#

But they're all checkmarked as synced

#

:/

forest zephyr
#

idk if im going crazy or not but most of my avatars ive noticed have like not symetrical fingers ... even tho the rig is correct (i use index controllers) mainly the index finger on the right hand is painfully obvious to me

#

idk where else to post this atm

proud vessel
#

Can anyone help me, I'm trying to armature link a hand puppet to the hand, but armature link is dumb and rotates completely randomly or assigns to the shoulder and flings the tail upward no matter what I do. Is there a setting to say "hey I put it on t he armature hand here, just keep it here?" I dont understand vrcfury at all, ive been trying for a month. Ive tried just dragging it onto the armature but with the vrcfury stuff it doesnt allow me to do that anymore. Are my settings off? ive been trying to finick with it but I just want it to stay put on the avatar for placement. do i haveto make an entire rig in blender and weightpaint it to the eel just to add something to the hand?

somber sequoia
#

I tried that once and gave up and just used a parent constraint. No idea what it was doing.

proud vessel
#

thank you, i will try this, idk why I didn't think of that

somber sequoia
#

less good if you want to make a package for sale, but that's not what I was doing

proud vessel
#

yeah im just trying to do a goofy thing for myself, I alraedy rigged the eel so I wanted to just drag it onto the armature i used for handpuppets until vrcfury came out

#

Ill have to learn parent constraints, unfortunately never done that

proud vessel
charred epoch
charred epoch
#

Really? Nothing?

heavy zephyr
fast zenith
#

Can someone teach me how to make avatars from scratch on blender

grand summit
fast zenith
#

Worth a try ig

craggy wave
#

Hello, I am trying to get like a avatar made which I’ve gotten a PC model done but having issues with trying to import into unity.

#

when I tried to import the model, it brings up this error and it does not appear in the scene.

pine valley
#

the model will not appear in the scene just because you added an FBX file to your project

#

you have to drag the model into your scene

#

That error is something going wrong with showing asset previews

raven arch
#

Me and my girlfriend just got new models and we tried getting them uploaded but something went wrong so I am wondering if anyone is willing to help us with getting them working? I am not sure what exactly was the problem because that was a few days ago when we tried and I just didn't think to check the console for an error.

craggy wave
pine valley
#

given that screenshot, there are no textures anywhere in your project

craggy wave
#

They were working fine in blender though so that’s weird

pine valley
#

well, yes, but they aren't in your unity project

#

they are not part of the FBX

#

they're separate files

pine valley
tardy geode
#

i need help with vr chat campion for some reason every time i open a project it opens unity hub instead of making the project
willing to join the voice chat if some one is willing to help ive been trying to upload a avatar but cant and i paid for it
its extremely frustrating

#

and yes im using the right version

#

does not even launch a project and i need this to download a specific avatar

#

I'm willing to do a call when ever so some one can guide me .

vapid slate
#

why does it keep saying "avatar validation failed"

somber sequoia
#

you'll have to look at logs or stats or something, that message by itself isn't very useful.

gaunt knoll
vapid slate
#

doesnt say anything

#

shader warnings- but what for

plain lava
#

Anyone know how to add animations from a game that I extracted

vapid slate
#

what does this mean

#

crazy scam brody xd

vapid slate
#

how to fix this

wise spear
#

im trying to add emotes to my avatar but i cant find a tutorial for how to add one that has a start and a loop for both audio and animation

somber sequoia
#

it should just be a matter of checking the loop box on the clip

wise spear
#

its 2 different audios and animations though, idk how to add them in sequence with the toggle component

#

does it just work if i add them in order?

somber sequoia
#

do you mean the vrc fury toggle component?

wise spear
#

yea

somber sequoia
#

sorry, can't help with that, I don't use it

wise spear
#

ah alright

steel sable
#

I'm a super beginner and I'm trying to make an avatar but i need help and videos aren't helping, I already have all the models

wise spear
#

is this whats stopping my avatar from building

#

wait i think it did upload

left gull
#

only red errors would be what'd prevent upload, yellows are just warnings

wise spear
#

ah alright

#

i dont think it uploaded

#

🥀

#

🔥

junior crag
#

yay

#

im tryna make a particle system like the glasses glint in this gif but i havent entirely figured out particle systems

#

oh great

#

no embed

wise spear
#

i cant find a tutorial on how to do anything for emotes other than a basic loop

#

i dont know how to even do a non looping emote and have it toggle off at the end

#

and i cant find anything for making an emote with an intro and a loop

somber sequoia
#

You'll need to do multiple animation states. enter -> intro -> loop -> outtro -> exit. Use a parameter to decide when to exit the loop

wise spear
#

idk how to do that so ima go find out

somber sequoia
#

oh that's just how to navigate in that window, not the best one

#

oh just go up to the overview

whole sorrel
#

any1 know how to fix this, like its fine in unity but its corrupted on vrc

somber sequoia
#

fix what though?

whole sorrel
#

the hair

somber sequoia
#

what about the hair?

whole sorrel
#

gimmne a sec ill get a better pic]

somber sequoia
#

yeah and indicate which is good and which is bad

fresh jacinth
#

Better to take a new one with a lighter bg because it's hard to see

whole sorrel
#

left: unity, right: vrchat

tardy portal
#

how do you make a piece of clothing on by default with vrc fury?

whole sorrel
whole sorrel
#

but the hair is like floating

#

unlike in unity

somber sequoia
#

can't tell really

whole sorrel
#

no idea how to fix it

#

k lemme get a lighter world

#

now?

somber sequoia
#

this is bad?

whole sorrel
#

yeah

wise spear
#

i mean the hair is stiff and isnt going down like it is in unity

whole sorrel
#

its supposed to be like

wise spear
#

idk if im doing the animator part right but i also dont know how to link this to the toggle component

somber sequoia
#

I don't use Fury for this though so maybe there's a way I don't know of

wise spear
#

ah, well i can see the animator being needed for the intro to loop animations but idk how to get a toggle to untoggle when the animation is over for the non looping emotes

#

the looping ones i dont gotta worry since it doesnt stop

somber sequoia
#

use VRC Avatar Parameter driver on the next state to set whatever variables you want

wise spear
#

no idea how to use that🔥, i got school so i gtg so ill prob find a way to do this tommorrow

somber sequoia
#

it's documented on vrchat's site

wise spear
#

alright ill check it out

whole sorrel
#

nvm i fixed it

tired osprey
#

Hii Chat

Question: Any1 Good at finding the names of Avi Body Bases/Head Have a Avi i would like to know the body base and head name its been so long sense i have had the avi i have a Pic i can send whoever knows

tired osprey
tired osprey
#

i have a pic of the Avi

ornate stump