#avatar-help
1 messages · Page 265 of 1
Post your question in #1138520828556890214
i did
Wait until someone who know the answer come across to see your post.
Has someone a idea why the boxers are not turned on visually. Blend shapes work seemingly. Gesture manager debug says bool is toggled on. the thing it could be is animation not working correctly since it is a mashup of two avatars of the same kind with different clothing pieces, but i have no idea how to debug that or even how tho fix that then.
You can switch to the Animator window and watch what it's doing while testing with gesture manager.
make sure when you do the toggle, the variable does indeed change, both in the parameters list and the animator, then watch that animator layer to see that it behaves as you expect.
Can you as well highlight which object in hierarchy is the boxers?
beware scammers.
I mean people should be aware that we often have scammers around here.
that's a weird conclusion to jump to
i ugly snorted at that reply-
because it's a good thing to mention from time to time, especially to new people.
There are tons of scammer around here.
Will do You May
ty
how does 1 get the blue role
you havent sent me a message req
Keep helping community.
is it just messages sent or
That doesnt sound good 🫠
What does that mean?
im having issues with blender weight painting. its been a week marathon and im still to find a tutorial that explains perfectly how to weight paint clothes. ive even invested in addons that should automate this like Voxel Heat Diffuse which did a remarkable job in merging the clothes to the avatar, but there is still issues of clipping around the pelvis area when i move. the effective option ive find is deleting the mesh underneath the clothes, but i thought maybe i should consult here before doing so.
is it a message based role
there is no perfect tutorial or perfect method, it's different every time.
My #1 suggestion though is to not be afraid to rework the topology so it bends the way you want it to.
No? It's just being helpful, consistent, and becoming well-known for everyone in this server.
im fatigued with hours of tutorials ill give this a try
thanks
oh yes, it's very tiresome 🙂
okiii
it doesn't show anything but works for everything exept the newly added boxers
of course
If you can still toggle the object active checkbox while testing with gesture manager, that mean the animation clip isn't working.
jeah thats what i thought as well
Do you confirm that you can still click on the checkbox to show the object?
jep i confirm
How did you make toggle for it?
using the standard vrc method by creating a parameter and menu item manually (if thats standard) since i found it easier than vrcfury
What about FX layer and animation?
Can you remind me what the fx layer is?😅
The animator controller for animating everything that isn't humanoid bone.
So you pretty much thought it's easier because you missed out half of the steps.
dont think so, just didnt know the name, at least i have it set up i think everything is just like the other toggles
How is it look like when you're record the animation for the toggle?
wait i just thought of something, since i have multiple avatars in scene maybe this is for a different avatar, is there a way to select witch avatar this animator belongs to?
i have no idea since all animations already exist from the 2nd avatar
When recording animation, you still have to select the object in the scene which already a part of your avatar.
Mutliple avatars in the scene is irrelevant. The problem for that only is you recorded animation from one avatar and used it in another avatar.
so i should make a new animation
Do you confirm that is a problem? If you're sure then record new animation for it.
i mean i have no idea im gonna watch a tutorial on animations and try that
where do I get free avatar bases
do i need blender 3.5 or lower for cats blender plugin?
or can i use latest version of blender?
look on Jinxxy,Gumroad,Payhip or Booth/Boothplorer
you could also just make a post in #1138520828556890214 with a short description of the type of base style you're looking for
thanks
Power went out last night while I was uploading this and now it won’t upload instead it shows me this. Idk how to fix it
thats a generic error that doesnt specify what the actual issue is
you should check the console log to see if there are more detailed errors
The console isn’t much help either :T one sec I’ll take a pic
The error already is showing in the first screenshot.
The hierarchy one? I can’t fix that without breaking the avatar :T
It is breaking already though.
I tried to rerig it but I couldn’t so 🤷♂️ I tried mixamo and it kept saying there was already a rig even after I deleted it
You need to configure the importing rig in unity.
not too sure how to do that 🤔
i unpacked the prefab earlier lol idk how to pack it all back up either lmao but this shouldnt be causing the validation problem. i work with messed up rigs like this all the time
You can't repack. Also watch the video.
It's just a bad idea to unpack to begin with.
i cant move stuff around otherwise :P
That's exactly what you should not be doing.
its what i gotta do. the model came with weapons unattached to the right bones so the weapons and stuff would just sit in the air when i moved and i dont want that
That's what you have to use constraint component for.
Yeah, that's not how you fix that. You could move them around in Blender if you want to actually move them.
This was its own thing in the hierarchy and I unpacked it so I could put it on the arm
2 solutions were given to you above.
I guess if you'll never ever update the model in Blender, unpacking it isn't so bad.
Easier for me to do unity. I dare not touch blender unless it’s to make blendshapes and fuse things. Plus I need this to be a toggle
but the downsides of doing that usually outweigh the benefit.
i made new animations but it still does not toggle on
Can you show how it's look like when recording?
could still be a toggle
it is always toggled on in animation except at the end of the off animation
with the position i hope that works in playmode😐
This look like the WOLF ALT (1) has its own Animator component and you're recording form its context, which isn't going to work of you use that animation in your FX layer.
aaaa merge meshes
pls 🥺
that guys not gonna listen lol
he is determined to do it the way he is already doing it
i have exactly 1 body mesh, you have 22 by default
it has that yes but i was told i should not delete it because without that i cant us the clothing from the donor avatar
the performance is gonna be atrocious
how?
If they aren't going to touch blender, one mesh can only be a dream.
It's better to just delete it because it's just useless there.
like 2% of vrc users have 1 mesh and its only the people who care about that kind of thing
you are wasting your breath asking a random beginner to have 1 mesh
that takes decent effort, relatively speaking
each mesh makes one draw calls per material. More meshes and more materials, more draw calls.
Also, do you really need so many sets of hair?
What tool that you use for linking clothes?
hair just being an example
hey i mean i can do a bit in blender but this one is basically the default version from foxiepaws you can buy
i plan on removing stuff and adding stuff but at the moment i am struggling with adding
very observent
none just adding in under the hierarchy
It hasn't even linked?
OMG all i used the remesh addon for a cleaner wireframe you were right! without even opening weight painting and it worked like magic no CLIPPING!! thank you so much
@somber sequoia
nah wait vrc fury my bad
anyone have an answer for this
vrc fury doesn't rely on animator component for linking.
What I said it you can just delete the animator component there.
any advice to get rid of the culling?
If you know what that is
Because the back of the jacket is invisible when it shouldn't be
In Poiyomi, it's all the way at the bottom, under rendering
same answer, but not all shaders support this
correct
Most built-in shaders don't support custom culling.
i think im getting closer now currently the animation loops instantly and infinite (while writing this i remembered to uncheck looptime for the animation) and now it works animation still needs some work but i finally have boxers that toggle 🎉 im just gonna say thank you. I have spent about 18 hours on this for that to work and now the rest should be so much easier
Any idea how to add animations like this to avatar?
probably in the Action layer: https://creators.vrchat.com/avatars/playable-layers/#action
Hey guys! I wanna make an asset/toggle for VRChat that is Dozer from the Roblox game "GRACE" The way I want it to work is as a HUD or GUI that I can toggle. He has two stages, eyes close, and eyes open. On the eyes open if you don't crouch or get low enough, I want it to flashbang. I only want it to work in a certain radius or only with friends.
Please help if you can, I am willing to pay for the help!
(the following image is what he looks like. I'll see if I can find a video of the way he works.)
(I also put this in a thread, it was suggested to be put here to)
You can't really detect if other players are crouching or not from the avatar side so that wouldn't work. Rest is possible
If I have to versions of the same .fbx, one with a slightly modified mesh but identical bones, is there a way I can replace the used fbx in my scene without needing to set everything up again from scratch?
If you didn't unpack your avatar prefab, then just overwrite the .fbx file
if you want two versions, make two files, drag each into the scene separately
use Pumkin's Tools to copy stuff from one to the other
ah punkin's has a converter. cool thanks
no, it has a copier 🙂
that's all I'd need, thanks
I assume it correctly re-asigns the selected bones and stuff in physbone and constaint components?
hey so currently, in unity, i cant change the shader or anything about these materials. wtf do i do?
That's the default material that's applied. It likely takes info from blender or wherever it was made.
You need to create a new material and place it on the object. Rightclick on your folder area > Create > Material
you could try exporting ur project and importing it in a new one
(but idk how to fix that)
ive got a quite specific question, but im trying to add facial animations without adding animations to the hands. I use index controllers, and i've always disliked the snap animations for hands since i got them. How would i go about this?
So you want to activate them with buttons and not making gestures IRL?
as i said im on index controllers, so i have full control over my fingers and what they're doing, and making expressions with them can be not great with the animations for the hands enabled, i removed the animations from the avatar already, i just need to add the facial expressions to poses i make with my fingers
the "snappy" feel of most avatars
thats what the animations control, shapekeys
its all just gesturesleft/right = x do stuff
Oh you mean the avatars that auto-pose their fingers as well. That is controlled in the Gesture file. Just remove that section.
Keep the existing facial gestures in your FX layer. Usually there's a Right Hand and Left Hand layer
FX layer handles all the shapekeys and animations, the Gesture layer tends to handle bone movement. Avatars designed for non-index controllers have finger positions in the Gesture layer, but if you're an index user, you can delete those
Ah okay cool, would you be able to help?
One workaround to detect if people are crouching or not, you could make a large invisible collider at around head height and set it to detect player heads. If it detects a head, do one thing, if it detects no head, they have crouched
I mean the rest is just a flashbang so a screenshader effect with a range. And a condition for friends which you can do by using the built-in IsOnFriendsList bool
yeah that's what I want to do! I just have NO clue how
honestly I can't find any tutorials anywhere, even reddit
Contacts have a max range of 6m of diameter
youd make a large vrc contact receiver set to Head, then with its boolean output you'd need to FX layer programme whatever effects you want to happen
Again, the range is hard capped
Could use multiple. Its something that could work, is all.
a large physbone that detects movement could also be an option. Detecting other players is hard. You need to find janky workarounds
if y'all could DM me with how to's that would be great lol
You'd quickly find yourself using like 9+ receivers for something that will be janky at best
if its an avatar designed only for a game then it doesn't matter too much if its jank
it's more of just for fun
I'm afraid you're not asking for an easy thing. Setting up a game mechanic like this will take time and a lot of knowledge of the weird uses of vrchat avatar features
Its the kind of thing people sell or take comissions for
constraints + empty , move it around crazy and whenever it detect something stop there for a few seconds - do stuff
sound extremely annoying tho and bounds probably instantly very poor
It's not difficult per see. Guess you could use a raycast and make it rotate to get a 360 detection method and detect PlayerLocal then attach a receiver to detect heads.
Locally players would be able to see your effect
ohh ok
uh, how much do you think i would have to pay for an asset like this?
i am also very willing to LEARN it, i just cant find any tutorials i can wrap my feeble brain around- or any tutorials i need at all
If I had motivation to make stuff again I'd make it
DM me when (or if) you have motivation again lol
there's tutorials for regular avatar setup and toggles and animations and all that. But when it comes to very niche things like this, you likely won't find many tutorials
Its lots of random knowledge put into one project instead of just "oh do this"
Yeah, but once you learn how the basic components work, it's all about experimenting in new ways to put them together.
exactly
Sadly that doesn't happen often, otherwise my shop wouldn't be so empty lmao
https://www.youtube.com/@SippsAvatarBox/playlists
Sipbox has probably one of the best avatar creation tutorial playlists out there if you want to learn
I recommend their basic tutorials all the time
ill save it for when i can take a deep dive then :>
Blender question for the blender enjoyers here:
So I've remade the UV maps of an avatar and have just been given the same avatar again but with its own modifications. Is there a way I can instantly replicate my new UV layout on this new avatar by copying/transfering uv positions or something??
nope, not really
big sadge
But assumed that was the case
So there's no equivalent to stuff like Transfer Mesh Data but for UV layout?
I haven't seen anything really work, and I have a few non-free UV map plugins. I wonder how hard that'd be to create though
probably it'd have to assume the mesh is identical, in terms of vertex counts anyway
maybe I'll take a glance a Blender's API tonight
it unfortunately isnt so likely would be impossible. I remade the UV maps on one avi, and now have been given a decimated version of the same one to get it into poor or better. So of course it looks the same but the polis are not
oh well
ah yeah, without the mesh identical I'm not sure what you'd do to get the UV maps close, guess the nearest vertex?
So, this would be kinda ugly, but if you mark all the seams in the same places such that when you unwrap it, the islands come out mostly shaped right, you could export a simple map texture, then use that as your background to align the islands on the new mesh. Probably wouldn't be very accurate but you could get it kinda close enough for basic textures
I will admit to way more than once editing two meshes, marking one's UV vertices pinned, and manually snapping each and every vertex in the other one onto the proper pinned vertex.
if you value your sanity I don't recommend this path, but sometimes we have to do annoying tedious things 🙂
You can copy a UV map from one mesh to another mesh provided both meshes have the same geometry/vertex order.
https://docs.blender.org/manual/en/2.82/modeling/meshes/editing/uv/workflows/layout.html
considering I've already spent two days manually aligning a few hundred triangles of hair manually, I don't want to do it again
Ohh right that is in there
now I vaguely remember trying it and not having any luck 'cause yeah, not the same geometry.
how do you make poiyomi not look pitch black and darker worlds?
change the min lighting value
how do you do that
under the lighting settings
what min lihting would you recommend?
🤷♂️
its your model
you don't need much, I put this on a slider and rarely go above like 5%
dunno, I don't use Fury.
fair
Which shader doesn't matter, it's the same process for any shader property
does anyone know anybody that's like super trustworthy that I can commission this from?
go to the VRC Traders discord, you'll just find scammers here. Link is in #1204490664637890580 somewhere
okay
Does anyone know how to upload avatars?
yes, lots of us do.
I need help uploading an avatar
This is the place.
start here: https://creators.vrchat.com/avatars/
I’ve read this stuff and watched videos but it’s still confusing
Also the link in this message leads to decent video tutorials: #avatar-help message
okay well then you'll have to explain what you have done and where you are stuck, we don't know what to tell you otherwise.
I haven’t even started everything is so complicated
not much I can suggest then.
I’m trying to find someone who can upload the avatar
just gotta hope someone responds :(
Not here, try the vrc traders discord, but sharing your account credentials is risky.
I used to know people who would help me do it, but I don’t know them anymore
I always suggest learning to do it yourself.
Dose any one know how to add multiple eyes on an avi I’ve been seeing it a lot and I wanna try to do it
I heard that there's hand packs, and that people generally just use different hands than the models come with, then attach them in blender?
Where do I find that?
Use one bone per eye, put rotation constraints on the new ones so they copy rotation from the standard ones, have VRChat run those
this is the place
Ayyy
Alright I'm trying to import an avatar, I have the files but don't know how to bring it into my project
drag and drop usually
Into where?
bottom part that says "project". You could also just put the files in there via other means such as a file explorer. doesn't really matter.
New project in this window?
Or?
Do I extract or not first
The avatar files
what kind of package do you have? If it's a zipfile, yes, extract
not sure what "new project in this window" means.
Yep
It's a zipfile
Ok
You saw bottom part that says project
Idk what that means in this context
Yes - the bottom section is the project window.
So in assests then
then you watch a tutorial, I'm not going to be able to walk you through each step.
Ok
Feel free to ask specific questions here if you get stuck

Already am
Problem is that all the videos are going about it way differently
So I have the rigs but can't do much with that
In the video's they import the files and poof, it's all there and ready to go
Now I'm stuck with the files in my project but nothing is loading
The file is a "blend"
really depends on what you got - if there's a scene file (icon is the unity logo), maybe you can double-click that and it'll open and have a ready-to-go avatar.
that's a blender file
is that all you have?
Yeah - you need blender to deal with that. Unity can by itself if you have Blender installed, but its best to import it there, then export from Blender as a .fbx
Sounds like you're starting on hard mode here.
Sure, you could commission someone to build all of this for you. Head over to the VRC Traders discord for that.
oh no - don't pay anyone who randomy friends you from here
I got like 20 requests man
Nah it wasn't someone random
Someone that was friends with the guy who made the model to begin with
okay
They are doing it for free which is nice
And showing me how to do it with some other professional modelers

Don't trust people on the internet. Scammers are everywhere
i've got physbones set up and this was working fine awhile ago but for some reason it no longer seems to detect when the physbone is being grabbed
i have some animations dependent on "_IsGrabbed" but it doesn't seem to be seen anymore
allow grabbing is enabled
it's been a couple months since i've worked on this avatar, i know it was working before but animations weren't doing exactly what i wanted so i changed something and i don't remember what but the grabbing stopped working altogether
I think i'm going crazy with unity and blender.
click the preview button
now what
ig click it again? if it's light grey it's enabled
preview usually is what poses it like that
When I go into play mode, it swaps my head mesh with my body mesh?? How do i fix this?
i tried each prt none of them moved it for some reason
Find the animation doing that and change it
if it's really stuck and this won't reset it, Pumkin's Tools has a feature for this
There shouldn't be one tho...i'm so confused.
your animators become active in play mode, so it's got to be there or on some prefab with an animator
I exported the FBX into blender to make some changes. I reimported it into unity, and the material slots aren't matching up correctly. I'm new to this but i think that is the issue. How do i get htem to match up in blender? they look in order to me...i'm very confused.
ohhh
Yeah so that's a tricky issue. You can re-order them in Blender, but if you have multiple objects you merge before export like I do, it's more of doing that merging in the right order
yeah it has 6 meshes making up the body, and idk how to get them to be in order i guess
so start with face and then just keep ctrl clicking the next and hit ctrl J?
Whichever order you need, yep
I don't have blender open so this is going on memory, but I usually select the lowest in the list, then the next, all the way up to the one with the top, then join.
so go backwards
and do them 1 by 1
nah, you can select select select then join
whichever works for you
I will say I haven't tried re-ordering recently, I started doing this in Blender 3.x and have been since, didn't think to see if you can just re-order them now
ill give ita whirl i guess
works for me
by default, Allow Grabbing is off
enable Allow Grabbing via toggle
if armL_IsGrabbed becomes True, should disable a position constraint and enable an audio source for a moment for a sound effect
when in game and i grab the arm, no sound effect plays and the constraint seems to stay enabled
testing in unity with the GestureManager, using the debug tab i can set armL_IsGrabbed to True and the sound effect plays and pos constraint is disabled, so i think the game just isn't detecting the grab
Physbone settings can't be changed at runtime without disabling the component first
if that's what you mean by "enable allow grabbing via toggle"
that would surprise me
do i need to do the transforms thing everytime before i export?
transforms?
apply all transforms
only if you made some transforms and haven't applied them
reording the material shouldn't matter then?
will this work then?
alirhgt i did them all in reverse order 1 by1
did you just move that keyframe? no that shouldn't make any real difference
moved the keyframe and at the start i keyed the physbone being disabled and at the end it's being reenabled
it just occurred to me that that specifically might cause issues since it's supposed to loop but that's besides the point
oh, sorry it's real small here, didn't see that. But yeah I think that should
well, something messed up lol
might not work how you expect though, if that physbone is moved it might get weird disabling it
my blendshape I added to it is now maxed out.
blender will export the current values of those, you can disable import of those in the unity fbx import settings if you want, or just set the default however you want in unity
i'm sure i can figure a solution out, just knowing what the obstacle is was all i needed
current value is on 0
in blender...thats confusing. going to reload my save i guess.
i actually don't even need to enable/disable grabbing, i can just enable/disable the physbone itself
saves extra steps
absolutely!
how do you control the parameters of other animator controllers within your avatar?
if they're the ones in the playable layers, then parameters are global
they are on a seperate animator, not the root of the avatar
you can use VRC Avatar Parameter Driver to set them
that's fine, if that's one of the animators in the playable layers
if not - is this on some other object for some reason?
yeah, its on a seperate object
that's definitely not ideal - follower or something?
i know its not ideal and itd be possible to combine the 3 armatures im trying to animate with blender but im not skilled enough to do that
basically its 3 characters that should all appear at once and play different (humanoid rigged) animations and this was the easiest way i could think of do this, and the only thing im missing is getting the animaton to play
so does the parameter driver work on those animators?
dunno, haven't tried it
it only says ones referenced on the avatar descriptor but ill try it
yeah that's what I'd assume
yeah i can't get this to work correctly.
yeah its not playing my animation on the other characters
hey, a friend of mine tries to upload a avatar, it works but on the website it says "security check pending"
is it normal ?
yep
really ?
and for the quest version it says "security check failed"
question cuz i put a earring on my avi and in the mirror its backward do people see it the right way or do i have to do this?
mirrors are backwards, so that makes sense, right?
does anyone know how to make the feet switch from heeled position to flat when switching shoes i cant find anything online
that doesnt look like a mirror though
so its facing forwars O.O
blendshapes
the way i see it in unity is how they see it right?
yes
OK! thank you<3
for the quest version it says "security check failed"
no need to ping me, I saw what you wrote
sorry, i always forget to deactivate the pinging
i did but idk how to make it flip back and forth when i take the heels off to put shoes on
im new lol
in the animation you made to take the heels off make the blendshape go from 100 to 0
ah thank youuu
anytime ^^
i've had no luck
is there any reason why the collision shows on the tail but not the limbs?
i have physbones set up in each bicep and thigh so that they can detect grabbing as a sort of button
grab a duplicate thigh, it disables a position constraint keeping it attached to the hip, and that duplicate and its children can then be moved around
the duplicate limbs are copying the rotation of the actual skeleton
i'm not sure why but it just isn't detecting the grab
anyway i wonder if it's got something to do with the collision boxes not being visible
do you only have the tail selected?
generally you'll only see gizmos for selected physbones or children of the selected object
ok - do those have a collision radius set?
oh teeny radius, fun with FBX scaling there.
erm anyone know how to add vrcfury clothes into a clothes sub toggle?
do you mean the menu item?
like i got a clothes sub toggle with nun in it i want to add stuff in it
I don't know what a "sub toggle" is I guess.
a toggle leading to other toggles
same answer, unless you're referring to menu items
well if you mean menu items, in the thingy in Fury that sets those up, you can put some text before a forward slash and it'll turn that text into a sub-menu item
it should be in the docs for whatever the menu item thing is, I don't really use fury so I forget where that is
alr
Yes, this is a sub-menu
or rather, a menu item that leads to a sub-menu.
Does some one knows why when I try to put some clothes on my avatar with modular avatar the clothes stays on T pose but the body moves normally?
prob not conected to ur avatar idk i js started doin ts
clothes not rigged, or not connected properly. I don't know modular either so not sure how to set it up.
When I make it manually it does work I can try using that but sometimes it breaks badly
hmmm
hmm
if i set the root transform as the shoulder, the bicep has collision again but so does the hand
makes sense
so does that mean that grabbing the hand will activate armL_IsGrabbed?
you can grab anywhere on whole physbone chain and it'll activate that
have it ignore the next bone then
but... physbones usually need two bones to do anything
(or the endpoint position value increased)
the only reason i want it to be a physbone is so it can be grabbed
i don't need sway or stretching or anything
you do realize that this will make the arm floppy and not be controlled by IK, right?
nah, that's all figured out
k
ah you're doing something fun here
yup, totally get it
sweet
I do something similar for digitgrade legs
the idea is that upperarm_l can be grabbed and still moves around when i move my arm
but completely detached
and by making it only grabbable at the bicep i'm not grabbing the left arm everytime i try to grab something with my left hand
yeah you'll need one physbone per segment then
all i want are the biceps and thighs, nothing past the elbow or knee
figured it out
set the ignore transform to the forearm, then move the endpoint position
nvm?
suddenly it didn't?
wait i got it
meow
uh
i think there's mirror editing on or something
i set the left arm up
looks great
go to do the right arm
it has left arm inputs
change to right arm
check left again
it now has right inputs
yeah i might be an idiot
it happens to the best of us
forgot i had locked the inspector
In short: Disable animation play in edit mode.
I'm modernising a project. I haven't touched unity in over a year, and the project is one overdue for retirement. It predates physbones.
While trying to modernise the models, i was meddling with animations.
I somehow ended up playing one of them unintentionally, and it mangled my avi's. Trying to "undo" didn't fix it and they remained unrecoverably mangled, so i just alt f4 the project, resulting in 2 hours of lost progress. It was easier to alt f4, than to manually fix every bone on the avi.
If there any way to block animation from manipulating any of the models in the scene unless I am in play mode
Hey how can I get my avatar removed from someone's account who ripped/stole it
oh that kind of idiot. Yes, all the damn time.
support request
I tried reporting and the AI just autodeclines it
mfw ai
I wasn't aware they used AI for that, interesting.
Well it auto responded in like 3 seconds
Can someone help with making an avatar I'm a beginner and I already have the fbx files
that's what this channel is for
I mean help like i'll share my screen on call type of help because i have no clue what I'm doing
ah I'm not sure who does that
Oh ok
like do u have the model u want?
Yeah
js drag the unity file into unity then
but what about my help :c
what about it?
if you play an animation, it'll play
otherwise no, there's no "block"
I would but the files are kinda all over the place and i don't know where some things go
I'd be curious to see what you mean by "mangled" though
wdym all over the place?
also anyone know how to connect clothes to the actual model
i just want to block it from manipulating my avi's when not in play mode
Merge them in blender
don't play an animation then, there really isn't a thing for this.
is there any other way😭😭
.dae files aren't going to be of much use
Don't like blender or something?
i dont understand blender TwT
Where did you get this mess?
Just start learning. It's not that hard, just seem intimidating at first for most. You'll get used to it
idk where to start
like the clothes fit the character but when i actually test it its stuck in a t pose
Look up some blender basics tutorials and go from there
they're either not rigged properly or you didn't use something to attach them to the avatar properly
I got it from this model pack that provides the ripped models and textures from a game
aha. Well you're in for a LOT of work then, if it's like this. I'd suggest importing it all into blender and sorting it out there.
if that's not enough info to go on, I'd suggest something that's more... finished.
so how do i fix that exactly
I have no idea what you have so there's no way I could provide anything remotely like "exactly"
wdym
Also I'd do this in Blender 🙂
ok
What I mean is you said "clothes" but that's vague - what is it? a model file? is it rigged already? for this avatar or for some other one?
Any tips and tricks for something like that?
Yes, I'd import it into blender and then see what you've got.
A thing a lot of people coming in here don't realize is that we don't have your project, so we have no idea what you have unless you tell us in detail, and often without actually having the files and inspecting it, there's not a lot we can really tell you about it.
from here it looks like you have a bunch of files. What are they? No clue.
Words like "clothing" mean nothing alone.
such is life lol
so if i want a physbone that is being grabbed to stay with the hand as it moves, that probably won't work if the root bone is the one being grabbed right?
i figured out how to see the physbones in game and i noticed that the endpoint position meant the collisions didn't move with the bones
that isn't such a big deal
they were grabbable but just spun around wildly when grabbed
Hello. I'm having a problem: when I re-enter the world, one of my avatar's clothing items disappears. How can I prevent it from disappearing? My avatar's switches are not implemented using vrcfury, but rather using regular controllers. Please don't recommend using vrcfury, as I want to learn how to fix this using regular controllers.
am i able to set physbones up so the root bone deforms but all its children do not?
the root stretches however far when pulled but the children keep a static length
Sounds like the parameter isn't set to save
Can you please tell me where this is?
The parameter on your perimeter list will have a checkbox for save.
Okay, thanks!
anyone here got major knowledge of the ins and outs of marshmallow PB 2.0? docs are wayy too vague and poorly written, prob a consequence of them being originally in japanese.
thats why they give you English docs
What problem you're having with it?
yeah but they were still translated to english
poorly
cant figure out the colliders, when the physbone colliders are too large the interference between them dont work, but work when theyre small, but when theyre small hands and colliders clip through cus now the collider is too small, they squeeze too early, etc
also got issues of when pushing together, they go up/under eachother and past
It's just fine-tuning the collider size until it works correctly then.
which ive been doing forrr
approx 5 and a half hours
theres too many combinations of different sliders that i cant understand what half of them do
the docs explain what each of them do but too short/vague to make any tweaks and tunes viable.
Random question, I bought a face blendshape for Milltina but it did not have the usual notepad or images that show me the blendshapes to adjust. I only got an animation file and no clue how to add that
Probably you have to add the animation clip to a new layer in FX layer.
Ahh, okay. Thanks

Nah, been a while since I touched animations I just realized. All I did was add a new Layers and dragged the animation clip in there but nothing
Can you screenshot the unity screen when you put that animation clip in?
Tried uploading without any playable layers and still showed up as 11
My avatar only has 8 materials but shows up as 11 in-game
Anyone have some ideas?
you must have another renderer on your avatar
note that vrchat is counting how many material slots you have – it doesn't care about material slots
you can find all renderers on your avatar by searching for t:renderer in the hierarchy window
I only have Body
Can you screenshot the search result to confirm?
Does the sdk also say you have 8 material slot?
Keywords is on the shader part, not relate to material slot count.
Yeah
So when in game, does the perf reports more renderer count like mesh renderer, skinned mesh renderer, or particle ,system and so on?
Can you check material slots in skinned mesh renderer component here?
I'm guessing you can't revert the material slot. Then you have to put Hat to element 7 and delete 8 and below.
Yup, it works now
Thanks a lot!
I got two questions at once. When i use a gesture, can i make it replace a material for that time? What i wanna do is change the eyes of my model for when i do a gesture. .. and second question is how i can replace that Rock n Roll gesture with something else?
- Yes.
- Customize hand layer for gesture layer to replace the animation.
- I get that with the arrows and such, but where can i do that so a different animation plays?.. and if i need to do one of those from scratch where do i even do that?
You could take existing "proxy_" animation and edit from there.
Duplicate the proxy file and rename to remove proxy prefix.
Where can i find those?.. or what are they called so i can search my project for it
In the sample in VRChat avatar sdk folder. In the Packages folder.
I assume the Avatar sdk?
I have said that in the previous message.
this here?
Yes.
So if i edit that, but do the rock n roll gesture my model will display the one i created, yes?
Duplicate the proxy file and rename to remove proxy prefix. Edit the animation, and put it in the gesture layer.
Ok i may not know how this exactly works then. How does unity know then that the hands are supposed to display that then? Because i wanna put a animation into the motion section for my gestures
Animation is targeting specific body part, there are multiple animation in gesture layer, each animation is selected via transition conditioned with Gesture parameter, Gesture parameter is set via vrc avatar system.
I tried to look through, but hm.. so which part of this tells the model that its supposed to do that when specific gestures are made with the controller. Is it somewhere completely different and not on this screen or.. how does this work?
The arrows are the transition parameter, yes? Inside those arrows are these values, i assume the values then equal to what input is needed to play the animation, yes?
Arrows are Transition. And parameters are being used in the transition Condition.
Transition is just for switching what animation to play for that layer.
So i need to edit it in the vrc avatar system then to play a different animation for the gesture?..
No. You have to just replace animation in Motion field.
So i do a animation for both the hands and the expression then, all in one and put it into the motion field?
Animate both hand in animation clip yes. But what do you mean all in one?
in the same animation clip, thats what i meant
so.. if i do that it should display a different hand gesture than the rock n roll?
it does not get overwritten or anything by the avatar system?
Of course that's what I've been telling.
If you actually take a look in the animation you're trying to edit, it has only animation for the hands. So it isn't going to do something else other than just controlling hands.
And you have to also understand different between each playable layer. If you're doing hand animation, then that's gesture layer, and of you did pretty much everything else that isn't humanoid bone, then that's for FX layer.
for more info read here https://creators.vrchat.com/avatars/playable-layers
now i´m confused again. I make a new animation with the hand gesture i desire and the face expression i want, put it into the motion section and it should work that way, right?
If you want to animate both hand and face, you have to do 2 animation clips for each Gesture layer and FX layer.
Of course yes.
And Left hand and right hand are the gesture layers?
No. It's just face animation layer.
They're being named bacause it's controlled by gesture parameter.
Then where do i find Gesture Layers?
or is that where i got that other animation from?
Gesture layer is a part of Playable Layers that you see in avatar descriptor, Just right beside the FX layer.
I see
okay so, but instead of doing 2 animations for each. cant i just edit this animation and replace the proxy animation then?.. or does that not work?
If you want to replace hand animation then you have to also duplicate the HandsLayer from the sample folder and put it as Gesture layer and replace the animation.
There is no layer to replace to begin with if it's a default controller for it.
But if there is no default, then how does it even do the hand gestures without one to begin with? Thats confusing me
Because that's how default works.
But it needs to pull the animations from somewhere then, right? Why cant i just edit that animation where its pulling from which it deems as the default?.. or is that simpy not possible the way i imagine it?
Because default controller has every default animations already implemented. The default is the same as HandsLayer I have been tellilng you to copy and edit it.
huh-.. but i already copied the hands layer. this here
or do you mean another one?
Do you want to do face animation or hand animation?
I use this for my expressions by doing a animation and putting them into the Motion tab for each respective gesture
i currently want to do hand animation
to replace the rock n roll
Then you have to copy another one and use it for Gesture layer.
So.. i copied the hands layer from the Avatar sdk. Then put it into the descriptor
that correct?
Yes.
Ok, so now i do a animation for the hands only and put it into the motion section for Rock n Roll gesture.. which then will replace it. Left and right respectively
Yes.
Ok good, now i feel like i 100% understood it all. I feel i was quite exhausting from asking all this, sorry
Hellloooo so I’ve never messed with unity or anything to upload avatars, anyway I have files for an avatar I wanted to upload and use but I have NO idea on what I’m doing.
Like I’m using VRChat SDK and i can’t upload bc I have like 7 alerts and I don’t understand any of it
paste the first 1-3 alerts in here - see the first pinned message for instructions on how to do so
So it seems like i´m trying to do this wrong. When i press record on the animation tab and move the fingers around the movement isnt getting recorded
You cannot directly move or rotate the finger bones, if that's what you're trying to do.
Then what do i do?
you have to use the muscle properties in the animator instead. I'm not sure where to find a useful link to point out where it is
but in the animator if you click 'add property' and scroll up to animator you can find those in there somewhere
(I don't have Unity open here)
basically humanoid bones are controlled by IK, you have to animate them differently than just any random non-humanoid bone.
under "animator"
there is a lot of things
Yes, getting close
That's also where I have told you to duplicate the proxy animation because those already have properties prepopulated.
yeah that makes sense
can just edit the values on finger/ect , like this is a common one people want 
I happen to have done exactly that one as well!
(left fist + right rock n' roll = right middle finger)
I´m just trying to do this gesture
should be simple enough
oooooh
so i use all this then?
there you go
I must sound so stupid to people that know this in a instant
none of us knew this in an instant, we all learned it just like you are
Trial and error, and remember.
While we are at it.. how do i make the animation.. like.. bound to the model? Because i can only click record when i create a new animation clip while having the avi selected
it deselects in the animation tab when i click on the model
and also isnt in the list
That means you don't have that animation in the avatar's active animation controller
that is, the one in the Animator component on the avatar root
this?
that
That Controller slot should have the one you're working on
whatever's in there is only used in the editor.
so i can have whatever in there but its not used for the avatar in vr chat itself? Its just for editing in unity
Correct
Well, i dont know which controller the animation belongs to
which one do you want it to be in? Put it in there.
Do i just drag it in?
alternatively, you could put it in any one or even just a throwaway
you drag it into the slot for the clip that Renfrew was showing earlier
So in the Left and Right hand layers for the motion section of Rock n Roll
if that's where you want it.
I want to replace the rocknroll animation for the hands
so if that is what it does, then yes
without seeing your exact setup I'll just go with "sounds right"
I'm still not going to tell you exactly - it's your avatar, put it where you want it 🙂
I take that as a it is correct then for what my goal is
So.. this does not look like rocknroll hands... is something wrong?
i pressed on record
and then it did that
I´m stupid it seems, because it had defaulted to a different animation when i did that
ahh
yeah. You also can click-and-hold near the number value and drag the mouse around and the values will change
sure is
confused about this though, when i click and hold it just selects the number
nvm
i gotta do it on the edge
This isn't the right channel, and VRChat staff don't monitor it.
I tried setting up 2d visemes using VRCFury. I wanted to do it as a material swap so that it’ll be easier and I put all my materials in the VRCFury advanced visemes box but I don’t know if it’s normal that I have to be practically yelling into the mic for them to work otherwise it just stays as my base silent viseme, is this normal? Is there any way to fix it or will I be better off just doing it manually?
I feel like they also move through each other too quickly for my liking
If anyone could please give me some tips or fix for this I would really really appreciate it😭
I'm guessing you're using some mechanism inside VRCF to make the animato,r and you didn't build it yourself? (I'm not saying this is bad, just checking)
What is likely happening is that your "Voice" prarameter limit is set too high, or material swap is too slow to work for that use case.
When I do 2D visemes, I tend to trigger them at voice > 0.1 for vowels, and >0.04 ish for consonants.
It could also be something about the way the animator is set up (transition time, exit time, animation length or proeprties)
I believe that Advanced Visemes does do some blending
which would make it hard for a material swap to be noticed
I'm trying to do face tracking on desktop with VRCft and I'm doing everything right that it says. I do not know what else to do or how to fix it. (using an iphone 13 btw to try it)
You're locking the Inspector panel.
LOL
How do I unlock it
Ouuu
Ok keep doing it.
have you checked if your laptop is commiting suicide and laggging like crazy?
theres only like 70 different versions of that cpu (probably more) , you can try unity layout reset - layout select something try again
What issue?
Seems pretty clear if you read the message.
I did
But what I’m misunderstanding is that it says it’s deprecated and won’t do anything but it says it’s applied
it says that component is deprecated, but that the parameter compressor feature is auto-applied.
Probably the Fury changelog will explain that
this reminds me to go see if I can turn off that feature, I don't want that ever running.
write defaults
figures, the docs don't mention the automatic parameter compressor
what about the sleeves is wrong?
in the first image it isn't see through ish the long sleeves work fine but when switching to short sleeves it defaults to original none see through.
it starts out see through ish then part way up where it's lighter i see it trying to default it's weird
it's best seen on the selfie mirror i think..
avatar not entering bike pose while trying to animate and wont let me animate stuff
An avatar I'm trying to upload has two errors/warnings. One being a missing prefab or script which is easily fixed but another warning that stops me from uploading is "Cyclic dependency found for component VRCPhysBone on '[Toggleable prop]'..." and I'm not sure what to do in regards to it.
Please reply ping
what do i change on a vrc phys bone script to make it floppy like a dogs tail and not stiff strait outeards
can you show the component?
likely you have a physbone that refers to itself somehow, in the collider section maybe? Or it's using a collider that's located somewhere on its chain?
I'm not sure how to fix it though
Its floppy when i move but i wish it wasn’t straight
You'll have to go look for the conditions I described
But floppy side to side
From the parts I can see, this looks reasonable
? Wdym
I mean I don't see anything weird looking in the image you shared.
how many bones is that tail?
gravity
Do you see how it’s pointing strait i want it fall
Thats it
Thanks
Cool I'll get back to you later
you can adjust it in play mode and move it til you get somethin you like, then copy the component and paste it once out of play mode
yeah
nope!
just use play mode :D
…
use Gesture Manager or AV3 Emulator, click play, then grab the model (in scene view) and shake it around and you'll see the physbones move
…. Thanks that would have been helpful 100 uploads ago lol
this thing?
Yes
which tool is it
I don't recall, you'll have to read the docs or try it out. I haven't used this in forever
it says use force tpose but its not in the package at all
how do i use these anyways
Check manual https://github.com/rurre/PumkinsAvatarTools
its in there
what's in "examples/presets"?
its
oh interesting
im cooked arent i
yeah
still hasnt changed your in pose editor not tools
Recroom in VRC?
now we need paint ball and i never have to think of that dumb game ever again
Lplll
Yea i love it its my home map Rec Room Dorm by drunkey kong
gen question if poiyomi doesnt work in vcc what do we do when trya upload a avatar
if you already have it installed, that's fine
otherwise you can get it in the free section on their discord
telling me to unreach the server when i try adding it to vcc
my internet etc is fine
hello, i'm new to this avatar creation and i have no idea on how to remove the feet so the boots look like they actually fit?
yes, the service vcc is looking for is currently unavailable
unless they are a separate object, the answer is to remodel in blender or similar
how would i add the shader still into my project?
instructions are available on their website or I think in the discord
(I believe it's just a .unitypackage)
is it safe to join the server?
I'm in it
Hello! Returning avatar maker and I remember NOTHING!! I need help. This ring is correctly parented to the bone in blender and moves with the finger in unity, but when it is tested in VRC, the ring appears a meter to the left of the finger but DOES move with the hand.
This avatar also has glasses that were parented in blender and are correctly positioned when tested. Am I missing a step?
the ring is parented to the bone or weight painted to the bone?
i cant find it
It is parented to the bone.
oh weird, not how I'd do that.
You'd weight paint it?
yeah and just join it to the body mesh
I don't see the need for that to be an independent object.
Is this an adequate method if I were intending to create a way to toggle it off?
sure, there are a few ways to do that, I prefer UV tile discarding, but a shrinking shape key would work great here too
Do you have the time to walk me through that?
nope, but there are lots of tutorials for the shape key method. for UV tile discarding, there's a good primer on Poiyomi's docs site
Oooooo
Much appreciated.
didnt work :<
i have an idle ear animation on my avi and i want to add a headpat contact where the ears go down and eyes close. the eyes work, but the ears dont move. i assume thats because i cant have them controlled by 2 animations at once. whats a good work around?
Poiyomi Pro doesn't get you a whole lot extra, most people don't need it.
really no idea what you're doing here or what problem there is - the discord server should be linked on that website.
i got a error
er
I typo'd didn't I. poiyomi.com
sorry about that.
mostly I figured you'd have just googled for it, but here we are
all good
i have been just found it on booth
okay, I have no idea where they've posted it
how would i make it so the particle system starts to play
disable the game object by default, enable it to play
(with the auto start setting on, it's in there somewhere)
so this but do auto start rite?
if that's the particle system game object, sure
would play on awake be correct?
that's it
k
I don't have unity open, wasn't sure the actual wording
yeah thanks
i might try to make the particle itself look good
im trying to recreate this
oh great
no embeds
is it safe to add poiyomi vcc in unity project?
again, details are on their discord
It’s a respiratory
Add it too the VCC
And yes
Its safe
How do I fix this ?
what "this" exactly?
find it in the hierarchy and double-click, the Scene view should center on it
Hey so my avatar on quest has barely anything on it and all the textures are not great and its still too big file size for quest even though I see multiple people have the same base with way more on the quest model. Can anybody help me?
hey uh My avatar is stuck in the bike pose- is there anyway i can fix it?
pumkin's tools
I'm sorry, I don't use it, but the manual should explain it. Also it was discussed in here roughly 3 hours ago, including images
fixxed tysm
excellent
help :<
ok so maybe someone here can help me? i use a AMD ryzen 5500 XT graphics card and a AMD Ryzen 3600 series Processor and i have 6terabyte of storeage devoted to VRchat but i cant load avatars properly like they appear as error robots and i cant leave my home world, or switch between my 30ish avatars i have. someone please help me :-;
this channel is for avatar creation, you probably won't find help on that here.
i see shit i dont really see a good support channel for this type of thing
#1138891887374237706 comes to mind
i dont understand all that their is too many subchannels i dont understand it all
okay
you just gotta click the channel and create your own post, all those channels are just seperate chats for people's own issues
you could also use the search function in it to see if anyone else is having load issues but prolly just easier to make your own post for something that specific
i tried the search but it didnt seem anyone had a similar issue so i maide one
anyone know what this issue is or how to fix it?
i have audiolink on my avatar (toggleable) and i want there to be a similar effect happening (also toggleable) in worlds or situations where audiolink will not be on/seen. so what i want is if you have both toggles, when audiolink is active youll see it, and when its not youll see the other effect. how would i do that if that makes sense
swap materials is probably easiest
muck about with the audiolink and default settings of whatever is being audiolinked Ig
if you want it to be like "automatic"
Does anyone know how to rotate eyes?
Let me elaborate, the eyes wont move in unity, and i got this model from gmod and once imported o couldn't move anything on the avatar including the eyes and im stuck. If anyone has had a similar issue and knows how to fix this please let me know
default position in the eye look settings in the avatar descriptor?
got a quick question
im uploading a avatar and its saying it couldnt compress the parameters enough to upload "parameter compression hook" is the error
sounds like vrcfury to me
think its possibly the wrong version?
actually screenshot the errors


