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
#avatar-help
1 messages · Page 264 of 1
Had you ever succeed uploading to the main account?
Yup all the time
Do you see the avatar information in the website?
Yes I’ve played vrchat for 3 years I know how to upload it’s just not showing up
I have creator companion and everything required
What can possible reasons be that the Physbones work in unity, but in VR chat they do not work?
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)
So they dont work because i´m over the limit?
can someone cricle the area i am supose to put the shoulder bones
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
To clarify, i have 3 Physbone scripts active. Is that really over the limit already?
The limit would only apply to Android build. The hard limit is 8 components. Also can you check the physbone count showing in the sdk build panel?
@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.
I dont see physbones mentioned anywhere in the SDK builder
Then you have to go into the Settings tabs first to enable all the reports.
It says 0 for some reason
Can you screenshot what you're seeing?
Did you actually put the component inside of the avatar?
the avi
i have it outside of the box
okay that makes sense
Everything out side of avatar root doesn't get included in avatar build.
Didn't you say it has 3 physbone components? It's saying it has 7.
3 active ones
i had 4 other inactive ones
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?
That would solve the physbone not working in game problem.
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
can someone please justt tell me a yes or no so i know?
You just have to play more.
okay thank you
?upload
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
Did you assign the collider into physbone component?
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
this, right?
Yes.
Then yes
@pseudo jasper ye. youl get notification in game actually when youll get there iirc
Your collider seems to be too far forward so it's being outside of the body.
colliders suck
otherwise be sure your physbone have radius or it wont collide at all
If i put it inside the body the hair without any movement steps back
do i make it way smaller?
and then inside the body
is it too small?
@alpine ingot you need to move it while in playmode to figure out good position, then copy component, exit playmode, paste values
You rather have to visually confirm by yourself.
I´m a bit stumped about how i confirm that visually. Because with movement they just phase through the colliders
Oh the white things?
Can you screenshot the objects inhierarchy where you put physbone component?
Did you put all the physbone component into one object?
wierd angle limits they tend to down not up
I did "Create Empty" and then put the Phybone components in. While the Phybone Collider Components are part of the Chest and Head
You better have one physbone component per one object. Easier to organize and less confusion.
I have created new "Empty" and have moved only 1 Component in each
so i got 7 Empty with 1 Phybones component each
Screenshot what you have now.
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.
Alr
So now that they are on different Objects, does that help me to solve the collision?
I had answered that in previous message. I suspected that the other physbone component is also trying to control the same bone and conflicting with each other.
Oh! So i should only have one enabled and try again?
Yes.
If you set radius larger, will it still go through?
Anywhere from a little to really big radius it went through
Can you screenshot when you set and test too big collider?
- 0.015
- 0.3
- 0.7
all went through once moved
welcome to colliders and yours are way too small it will flip around it
angle limits do this alot better
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.
When i move the collider the hair moves too
Then you probably just saw the physbone going around the collider. Not actually phase through.
When i set angles, if i or other people grab the physbone.. does that stop them from dragging them around and posing them outside of the specified angle?
So it just looks bad?
do i need to make the collider bigger then?
angle limits tend to go down , yours goes up
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
then your angle is massive , mine tend to be 45 iish
then you get funny angle like this
yup that
just mess around with values until they stop going through your mesh , tiny tweaks after maybe needed
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
like that one much longer, wont go inside mesh
zero colliders
and you do that just by setting angles?
yup , could be better sure but 'eh'
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
Like this?
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
is adding a sphere collider enough to make ppl able to grab it in vrchat?
bones + physbone radius = grabable
(well dont neeed bones but you want this thing to move - mesh need them)
thats how it looks like 😄
idk, my creator did it but she wasnt able to finish^^
and im noob in unity
you can test this in unity too, just go into play and game tab, click and drag it
i can try mby it works allrdy, but i tried grabbing it myself ingame and didnt work
there is a setting on physbone so you cant grab it
handy for skirt sometime i grab it
would be other that and ( other )
physbone component
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
where i can find it?
no clue where yours is
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)
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?
mixed can do wierd things, you can just force it on
this has probably been posted a thousand times before but im at a loss, i tried everything to fix it.
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
Import vrc fury then press on the avatar then search it up
u have to have vrc fury to do it
whatever that means I'll prob waste 7 more hours tonight to make it work 😭
so i ran into another problem. i can find the view camera at all
ive checked online but nothing i can rly find on it
make sure you have gizmos on - upper-right corner of the Scene view, icon looks like a globe
it worked thx💜
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?
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.
not sure how liltoon works but you could do that with a decal in poiyomi
well, what's your SDK version?
When you say transparent tattoos, what do you mean?
I believe I achieved a similar effect using the masking function in poiyomi
In Main Color 3rd, I have my tattoo, this is liltoon..
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
I see. I wish I could help more, it just sounded like you were struggling with the same issue I had a few days ago.
I know that what you're describing is possible, I saw it while working on my mine, but I'm not sure if I recall how to achieve
Upgrade your SDK version via VCC/Alcom to 3.9.0+
to whose avatar?
where do i find it?
in VCC or Alcom, manage your project.
ok ill let u know if it works
i updated it, getting same error
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.
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
You can use VRC Animator Tracking Control to disable VRChat's control of the mouth while you animate stuff.
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
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
That doesn't seem to be doing anything for me, either. But again, I could be doing it wrong
Hey does anyone know what was going on here?
@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
I'm a bit confused with this. I'm sorry, I've never used voice parameters before, so I'm not very acquainted with them
what about it are you confused about?
can someone help, i have a haptics vest and was wondering if theres a way to make it off by default on my avatar
probably can just disable all the contacts it uses
Yeah, you can do that
Just add a Bool parameter (like “HapticsOn”) and set its default to false, then make your haptics only activate when it’s true in your FX layer
You can add a toggle in your menu to turn it on when needed
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?
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?
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
yeah, that's a major problem with doing a blur – it's done in the space of the texture, and it has no idea about UV seams
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
The markings are not really complex, but I didn't make them entirely. It's a recolor of the Kita'vali model. I was planning on adding more complex markings soon. The wings on the other hand have custom markings I made with paths.
I doubt that.
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.
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
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.
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
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
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)
I used the displace modifier.
That would also work
I'm pretty sure I did that, but the texture was just black. I need to be sure that I use the correct bake mode, but I've gotten mixed answers.
Both for the bake mode and the settings to use for it.
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)
I'm confused.
you're recording the light that falls onto your actual body from the "shell"
hmm i should do this at some point
Should the inner body be white and rough and the shell shall cast emissions?
That sounds reasonable to me.
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
anyone else dealt with the avatar cupcake of doom?
i hate it
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
you probably need to reset your humanoid avatar's pose
especially if you've switched your Apply Scalings mode
I messed around with it and it's super janked up in the muscle settings
So Combined mode with just the emission on and I select the output image node and the inner body that catches the emission?
At the bottom of the bone list, click on Pose > Reset
The selected node should be a new image texture that'll store the glow
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)
If the issue persists, drag a new copy of the model into the scene
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
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
the mesh itself is expected to be rotated
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)
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
Fixed! Thank you!
as long as the model stands up correctly, you're good
the armature will have a rotation on it
do you guys know how to do the semi transparent (see through) materal for pc and quest user for unity?
for a avatar
Shall the entire material be transparent?
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.
no its on blender
solid
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.
but other avatars for quest is also semi transparent
Semi-transparent materials on quest will have to use one of the mobile shaders and I am not sure whether any of the shaders apart from the Mobile Additive Particle shader support transparency. You would have to apply that shader to the material.
Oh, I think I would have to flip the normals of the outer shell then as well.
So, Direct and Indirect lighting and only Emission as the contribution?
the contribution checkboxes decide where your surface's light can come from
"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)
Did that already. 👍
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.
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
Wait, should I or should I not have indirect light on?
emitting straight from the shell will make it a lot better
Just leave everything enabled.
I'm pretty sure this will count as indirect contribution, but I'm not super familiar
I did like 512 samples and that took a while. It looks really funky.
Also wondering whether I should enable denoise...
anybody have tips on how to weightpaint fingers properly?
That's hell of an uneven bake...
i've only ever really baked normals and unlit shaders into textures, so i don't know about that!
Bweh
show the weights for the other finger bones
i'm guessing that they're controlling too much of the finger
alternatively, your hand bone is weighted to part of the finger
Here's everything. I didn't weightpaint the hand/wrist bone yet because I wanted to see if i could even get the fingers to bend correctly in the first place.
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
There's no stray weights on the finger, triple checked the armature and even set the weightpaint overlay to 'All', and erased the paints on the fingerbones. Nothing lit up there after doing so. I don't know what could be causing the spaghetti fingers disease to happen..
It is very much acting like something else has influence on those vertices.
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.
I don't see how that would cause your fingers to bend like that.
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
what
Does anyone know how to change the rotating animation for avatars in the shop/menu?
Seems to be similar to this but I'm wondering if it's because I'm in seated mode? https://docs.google.com/document/d/1q7a6rH11PMfNagwt34mXeV_YHvtErvuXaU7Xjt0biK8/edit?tab=t.3pn14nt0gaoa
why is it a drive link
OH
whatever the default state is in either the action or locomotion layer is
???
states dont change until the avatar is loaded
Ok cool thank you sm
viewpoint isnt in the right spot
you need to place it based on where your headset irl would be
since yknow
is this not standard practice?
you dont have a giant anime head irl
I guess you're right, so further back in?
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
Thank you boss turns out that's all it was
I both love and hate when it's something super simple but what can ya do
you gotta remember its your irl proportions not the avatar's
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
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
whats the albedo hue shift property called in toon standard?
vrcpickup is worlds only, you want to check out constraints if you want others to pick it up some prefab for it out there
oh... dang
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
I see
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
doubt anyone heard of it, i for sure havnt
That's fair. Quite annoying to set up and the guide for install is ASSS
is there anyway that i can keep my silks straight?? when i add physbones and go into play mode, they become wrinkled/scrunched up.
less gravity could just straighten entire thing out with that heavy and no curve - cant tell how many bones there are without radius
6 bones
my issue with less gravity, was that it wasnt flowy at all, and TOO stiff
im assuming my issue is the bone/gizmo not following the mesh..
doesnt seem weighted to anything
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?
that orange one. Right click a state and there's a "set as default state" option
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?
it's either the default value for the animator parameter, or for the avatar parameter
gotcha
is the sdk broken? i log in and the info of my avatar keeps loading
the SDK is software on your computer. Perhaps you mean the API on VRChat's side which the SDK talks to
idk how it works, i just know is not working
make sure your on 3.10.2
if it already is
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?
weight painting
Did you do any of that? Verify the shirt's vertex group names match the armature's bone names
they r the same
The clothing mesh also needs an armature modifier on it in Blender
?
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
i did that bcs the avatar armature had "armature/hips/hips"
which i thought was weird
so i need to parents/armature deform?
probably is quite weird.
not sure what you mean?
do i apply an armature on this?
cus theres already an armature on it
I don't know what you mean by "apply" or what this object is, maybe don't crop so much?
mb i still kinda dont understand how to fix it
again, that armature modifier looks fine, but I would rename the armature itself
how do i fix that?
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
yeah i did the whole thing w a tut
but i still ended up w issues after restarting 3 times
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'
good
is that in unity?
how did you go from blender to there?
export fbx, import
exported a fbx, imported... then what?
drag n drop
and then?
also hips is missing
you could use VRCFury's armature link here if you want, or modular avatar though I don't now anything abou tthat
for some reason
thanks
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)
Sorry this is so incredibly late, I was at work. If you're still online, I'm confused what I'm supposed to set up exactly. I tried to do the stopped true thing, but I don't know if I'm doing it right
I actually think I figured something out for this. I should be good
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
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?
No animator error, but there is one. Reimported the model, redid the rig, neither had worked.
those are insanely cropped images
Oh wait, i think i got it. weird
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
is adding 2 face expression (animation) supposed to be ultra mega blaster hard?
Is there a way to make my droppable props sharable?
I have vrcfury if that makes things easier
Wdym by sharable
Others can grab the prop if i set it down
Thatd be insanely annoying requiring a physbone
@brisk crown https://github.com/ThatFatKidsMom/Avatar-Prop
^ requires the other person to have finger contacts
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?
I would use polar and have sideways movements be larger, but you want to make sure the max angle is large enough, and you change the angles so they point forwards away from the head, if the hair bones allow that
you just want to change the rotation specifically, lowering the max angle will make it stiffer since that's just how far its allowed to move in a circle, and you should be looking at the blue gizmos on the bones if you aren't
It still just kinda sways around like that no matter how i rotate or set the max with polar
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?
Might wanna set multi child type to Ignore instead of first?
Either that or put it on the ignore transforms
nice
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
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?
did you purchase a base of some kind? if you did then yes just get the unity vrchat runs on and VRChatCreatorCompanion off the vrc website. theres plenty of tutorials on yt regarding uploading a avi for the first time
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
i got unity so i will find a vroid tutorial thing
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
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
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)
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 vcc
Wow, thank you for your feedback and advice!
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
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?
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.
if you want new ones add them in blender , just want to make some with the current blendshapes?, you have unity
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,
You'd have to inspect the material used there
body and hands
i mean i could probably just use quest textures. i havent tested that yet though
wow 7.3
yeaaa
well you'll want to look at the emissions settings in the shader
i uploaded my quest avatar but it wont appear as quest when i get on it keep saying pc only
did you actually set the build type to android when you did it?
anyone know how to fix this- they keep going pink when i lock them- urgent pls
yes. i did
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?
i have been trying to fix it for like 2 hours bro
hello? can you help me any further
is anyone here familiar with lightmaps and how i can use them on poiyomi? many thunks
have you tried looking/asking in the poiyomi discord? might get you an answer quicker
not without any more info, that's pretty much all you should do to get an android build uploaded
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
scroll to the top of this list and look for errors, one there says something about compile errors but that's not shown
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
It was mmd4 I had deleted it and no, I'm seeing if it works or not.I'm reopening the project and the hell upload
drag and drop vrcfury gogo that's all
no i mean like- it won't detect it
i have vrcfury gogo but it just wont work when i use gesture emulator
your animator should have something in the avatar slot
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?
how do i do that?
which part?
the humanoid rig
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
okay thank you
the animator was added to the prefab instance, so it couldn't have been imported as Humanoid!
(you do get an animator if there are generic animations, but you always get one if the rig is humanoid)
I have no idea what happened before that picture, wasn't watching
oh I see now
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
you can try triggering animations based on the values of the Viseme and Voice parameters
I made a parameter named Voice like the video said, but it doesnt activate
i dont know what Viseme is though
both are described here: https://creators.vrchat.com/avatars/animator-parameters/
alright so i was reading what you sent, do i have to somehow add the premade parameters? thats atleast what im understanding from what i read
Yes, you have to add them to your animator if you want to use them
alright, i just have to find out how to get the parameters then
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
you add built in params in animator if youre bout to use em. you don't ever add em to avatar params
oh, so when in the actual animator itself not the avatar?
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
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.
i got both
why would you get the texturing set if you got the entire 3d collection set?
because it wasnt just for me
one for me one for smelly friend who does more complex stuff
oof so glad work pays for mine xD
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
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?
Avatar sound in vrc is very quiet but loud in unity. How do I fix it?
What do you mean by this? If you want to use poiomi as the shader for one of the materials you can just set it as the shader for your material
Im using a different shader that Poiyomi wont actually recreate.
If you are trying to combine shaders with a texture mask, that isn't going to work. Maybe it could be done with a multi-pass shader? I'm not really sure. But anyways, if you just want to create a new material slot, the easiest way is through blender
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
newto 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
Assignbutton 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'
That was more then I was expecting. Thanks.
anyone else unable to upload avatars? tried different unity projects, and avatar all couldn't upload some reason when it was fine moment ago
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
sure, you can reshape the mesh, either of them.
then update weight paint - probably be just fine to join the models
the mesh shouldnt need reshaping, it fits perfectly normally! its just when im lookin around in pose mode that it seperates from the mesh
so its just a weight painting issue?
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
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.
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
yes, the following reason
maybe show an image, but the physbones are setup to prevent clipping?
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.
Google is an amazing place
I've googled 40 different things none of them have given me a good answer 😭
Oki thank you! Every other tutorial has been telling me to do edge loops and its been a pain
Make sure your looking for vrchat avatars not just game avatars tutorials
I just restarted VRCCC once and deleted/reopened the project multiple times plus I also installed the packages just today
You only added repository. You have to actually add to project in the Manage Project button in VCC.
Ohhhh thank you sm^~^
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?
Does anybody know why the middle of the mouth is just kinda.. missing? In blender it looks fine
does it have facial blendshapes
Yup, though it also does that without messing with any of the blendshapes.. or it also does it with blendshapes as you can see in the left picture
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
that kind of mouth effect is usually quite normal on anime characters, usually it's a blend shape. unless you don't have any facial expressions setup?
Well its only in Unity where the middle part of the mouth just kinda disappears.. and pretty sure its not a intentional thing because why even make a :3 Blendshape for it if its just gonna not be visible
not the right chat + they've got their own discord but it seems like alot of their stuff is buggy and not kept properly up to date
they constantly have issues with their bots and stuff so id just wait and see if fixes itself later on or just use prismics
when i try to add seams, the UV just gets all messed up and doesnt even match the texture.
if you are good at UV unwrapping, dm me and i'll send you my avatar files
can anyone help with making the cloak weight painting
How you'd want people to help?
example for the cloak weight painting, it's being weird when i try
How is it weird? Also screenshot some weight.
Do you mean it's weird as in the 4th image?
Screenshot weight for the first cape bone too.
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.
wdym with constraint
"Constraint" in this case mean moving an object according to another object automatically.
okay
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
disable reflections
ahhh ok will do when i get home thank you
you can't, and really, you shouldn't.
why
only few stuff more
you're making everyone download half a gig just to see your avatar
that how like it tho
its okay
but can i make it lager then that ?
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?
I'd delete it in blender if you actually want it gone
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?
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.
Thanks Queen
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)
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.
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?
Agreed. It's kind of weird to see the raw code like this. I'm using Windows Notepad, which has never failed me before.
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. 🙄
ZIP file originated from Japan often has JIS encoding which make the app interpret character incorrectly. So you have to change view encoding accordingly.
that's a pretty dangerous question
generally you want to have decals that you mask out with a mesh with (I think) stencil bullshit
the mask would be a mesh that roughly approximates the volume of the blacklight and I guess you'd have another mesh over the... main surface with UV stains on it as the mask target
otherwise just having them be bright cyan-teal works
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
"bike pose" - you'll want to reset that. Pumkin's tools has a thing for it
Cyan teal... interesting...
so, it fixed the edit version but in play testing its still in that one pose
do you have Gesture Manager or AV3 Emulator installed and in the scene?
i have gesture manager
is it a humanoid rig?
i believe so, last i checked 
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
idk if this info helps, but in play test mode, i cant use any poses now but i can play the locomotion animations.
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
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
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 
yo guys
I’m the one who made the chibi avatars
Chibi demon slayer avatars and chibi jjk avatars too!
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
unity animator controller
I know what the animator controller is, i dont know why is set up like this
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
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
have you set the arm to Animated using VRC Animator Tracking Control?
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
There is no arm in the options 🙁
hand probably
Arm bends are not done in gesture nor FX, i think they need to be done in the locomotion or additive
yeah that too
The tracking of left Hand and right hand also need to be off
The hexa shape does make it optimal, but i can just make the center be an empty animation with parameters controls on each point of the hexagon
I want to know why was made this way
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
It worked with additive! Thank you so much ❤️
The center works as a hub
waiting for the next instruction
correction, all 6 vertex are connected, so they all flow nicely
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
that is a warning
nvm it fixed itself after restarting unity like 7 times
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
it didnt end up doing anything
i figured it out 
the baked cubemap was wrong 
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
you could use the Viseme parameter in the animator and do whatever you want with it, including having multiple sets
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
it's really the only way to do anything custom here
Man, oh well...
while you're there you could also use the Voice parameter to blend between different visemes for different volume levels 🙂
may anyone help me out with an issue per chance
let us know what it is your needing help with specifically
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.
Hi so, my neck twists when im in full body, but not when i’m in 3 point, is there a reason why?
Does it happen to only an avatar you uploaded?
Does the sdk warn anything about bones?
Not for the neck
Anything else?
It’d be lower arm not the first child type error
How twisted is the neck? Do you have reference images?
before n after fbt
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
Is the rig / fbx setup correctly AND set to humanoid?
that is the issue i did not make the rig and yes it is set to humanoid
Then make sure that avatar slot in animator component is assigned.
Did you edit the model in blender? If so then show how the bones look like in blender. See this as reference #avatar-rigging message
uhh how
Do you see Animator component on your avatar object?
yes i had to put it there
Does it have Avatar slot assigned?
i fixed it, hips,spine etc bones had a roll of 90
No it dont
Then assign it.
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
why is the hair, bow, nor glasses popping up on the avatar?
what does the stats look like in the SDK upload panel quest-side? you might have something on the quest model that's too far outside the performance ranks limits
check the parameter default state
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
Anyone know how to fix this
You have to have installed the platform-specific tools into your Unity editor, usually via UnityHub.
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:
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
This image isn't very helpful by itself. Is there an error in the Rig tab where you clicked "Configure" to get here?
Are the right bones in the right places?
Below the list of bones, there's a "pose" dropdown, which should have "force t-pose" in there, does that fix it?
Okay - do what it says
just for the avatar brow
?
no no
read the error in the rig tab, not the warning, and do the thing it tells you to do
there you go, that's the problem. You seem to have a duplicate armature in there
Thing is, I don't have an armature by the name of .001, i deleted it from my hierarchy-
it's not about what's in the active scene, it's about what's in the model file itself.
Ah, so do I have to go into blender to delete the duplicate? Or can I do it through unity
Blender.
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)
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
I did overwrite but nothing happened?
i use default export settings, i know nothing about blender
sometimes it does this magically, sometimes you have to right-click the model file, and select "reimport"
That is likely going to be wrong
well... did you export this previously?
Yes..-
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
kk
if you already have stuff like physbones setup then you'll likely need to rework their scaling
if not, great 🙂
i have no physbones on the avi itself
oh good, yeah set this up correctly the first time then, it'll be better for the future
where do i find FBX ALL in the export settings
I said, it's an option for "Apply Scalings"
oh ok
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.
nice, i did it all now i just overwrite?
yep
obviously I can't tell from here what should or shouldn't be there
maybe right-click and click refresh?
i did
nothing happened
should i do the "show in explorer" and then delete and reimport in there?
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
That's what this channel is for. Explain where you're stuck, provide details, ask specific questions. Etc.
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
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
It will always put your avatar into "bike pose" when recording an animation.
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).
ok ok thx
I am back with another issue, yay! This time it's animations not saving to my assets folder and giving me this
what did you do to receive this error message?
that looks fine?
how do i add the new pose/anim tho
not sure what you mean? This image ^ is viewing an existing animation
i want to add an idle animation/pose to the avatar
you'll want to put that into an animation controller, I assume the one in the idle slot
im still lost
imma leave my project for now, ive been working on this for a good while, thanks for the help
Head over to the VRC Traders discord if you want to commission someone, you'll just get DMs from scammers here.
ok
If you just want help, this is a good place.
alright, wheres that discord
there's a link somewhere in #1204490664637890580
i'll just delete the help message, since another one just tried to friend me
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
yup, that's how it goes
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
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"
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
Hello?
hi.
Hi, are you able to help me with my problem? (Replied to it in previous message)
Anyone know how to fix toggles not showing for other people? (It shows for me)
In the parameters list, are they checked to be synced?
I will look
How do I look at the parameters list again? I haven't done it in awhile 😂
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
Alright
Also... Face tracking works on my side but othe people can't see it- also a parameter issue or?
I don't know much on face tracking
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
I don't see anything that says menu and parameters -
it's probably a component in the face tracking prefab somewhere, usually a VRCFury Full Controller
I meant for this
then read that as: "it depends on how the toggles were built then"
Could I fix them even if its not my avi?
If you have this avatar in Unity, then it's your Unity project, you can do whatever you want with it.
Ok then- how would I find this then
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.
Where the vrc avatar descriptor...
maybe start with the basic docs here: https://creators.vrchat.com/avatars/creating-your-first-avatar/
Definitely not my first avatar
but you don't know where the avatar descriptor is?
Ive made hundreds of Avis but I've never seen one where the toggles don't work
It's a component on the root object.
Ok I see it
made avatars or just uploaded bases?
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
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?
I tried that once and gave up and just used a parent constraint. No idea what it was doing.
oh good idea
thank you, i will try this, idk why I didn't think of that
less good if you want to make a package for sale, but that's not what I was doing
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
OH MY GOSH you're my hero thank you so much, it worked ❤️
Again, can anyone help me with my problem?
Really? Nothing?
You need to disable the collider very shortly after you leave the ground. Otherwise you'll be sliding on it
Can someone teach me how to make avatars from scratch on blender
im sorry stone but i dont think anyone will do that
Worth a try ig
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.
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
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.
I’ve also found that apparently the textures broke great
given that screenshot, there are no textures anywhere in your project
They were working fine in blender though so that’s weird
well, yes, but they aren't in your unity project
they are not part of the FBX
they're separate files
The materials in the FBX will contain the image names that were used in Blender, so Unity will look for those files by name if they're in the same directory as the folder
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 .
why does it keep saying "avatar validation failed"
you'll have to look at logs or stats or something, that message by itself isn't very useful.
your path is wrong in your cc settings to unity
Anyone know how to add animations from a game that I extracted
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
it should just be a matter of checking the loop box on the clip
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?
do you mean the vrc fury toggle component?
yea
sorry, can't help with that, I don't use it
ah alright
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
only red errors would be what'd prevent upload, yellows are just warnings
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
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
You'll need to do multiple animation states. enter -> intro -> loop -> outtro -> exit. Use a parameter to decide when to exit the loop
idk how to do that so ima go find out
some basics, and I'm sure there are lots of tutorials on this too.
https://docs.unity3d.com/6000.0/Documentation/Manual/class-AnimatorController.html
oh that's just how to navigate in that window, not the best one
oh just go up to the overview
any1 know how to fix this, like its fine in unity but its corrupted on vrc
fix what though?
the hair
what about the hair?
gimmne a sec ill get a better pic]
yeah and indicate which is good and which is bad
Better to take a new one with a lighter bg because it's hard to see
left: unity, right: vrchat
how do you make a piece of clothing on by default with vrc fury?
add component/toggle/options
@somber sequoia idk if you can see properly
but the hair is like floating
unlike in unity
can't tell really
this is bad?
yeah
i mean the hair is stiff and isnt going down like it is in unity
idk if im doing the animator part right but i also dont know how to link this to the toggle component
I think the toggle is suppose to play a clip directly, if you're making a whole animation layer then probably you don't need the toggle component
I don't use Fury for this though so maybe there's a way I don't know of
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
use VRC Avatar Parameter driver on the next state to set whatever variables you want
no idea how to use that🔥, i got school so i gtg so ill prob find a way to do this tommorrow
it's documented on vrchat's site
alright ill check it out
nvm i fixed it
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
You should ask in #1138520828556890214
ty
do you know your base model names
i have a pic of the Avi
Why you're asking mine?