#avatar-help
1 messages · Page 266 of 1
ah I see now, yeah
what is even on the model
kitchen sink
I need to make a throwable kitchen sink so I can throw it at people who make kitchen sink avatars
100 draw calls
haha yes
what do i need to do?
put fewer options and gadgets and clothing swaps
remove stuff
you dont need EVERYTHING on a singular avatar
that is a lot of hidden meshes
are you even using them
its not good to try and shove everything onto a single avatar
upload separate avatars for specific things
rogerrrrr
It's usually is marketing scheme because of avatar has so many options and it sells. But practically, it's a bad idea using it as it is in game.
so am i just deleting stuff out of this?
youd delete what you wont use including the toggles and parameters in the parameter list and menus
ok how would i set up the vrcfury toggles to have an outfit on no matter what on the quest version of an avatar i uploaded, regardless of what clothing i switch to on the pc version
do i just remove the toggles for it on the quest upload?
yep
if no animation and menu toggle
no quest toggle
but will it remove the outfit if i toggle it off on the pc avatar
not if there are no animations
if the animation doesnt exist then it literally wont be animated
what i mean:
the full pc version has several sets of clothing i can switch from
i want the quest version to always wear only one set of them no matter what
yes
if its armature locked it wont be off by default then right?
without toggles
if its not animated then its not animated
itll just be whatever is unless specifically animated to be otherwise
but im saying if i switch outfits on pcvr, i dont want it to change what questies see
always the same outfit for questies
regardless of what i switch to on pcvr
yes, we get that
ok coolio
if the quest avatar doesn't have these animations, they can't run there
if its not animated on quest then it wont do anything on quest
pc and quest avatars literally only have 2 things that sync between them
the physbones if they are an identical armature
the parameters if they are an identical list
otherwise the avatars could literally be ENTIRELY different
got it thank you
i deleted a couple of things out of the project and that weird left menu but still getting the same error. doesnt seem to have changed?
it's avatar parameters you need to change, as that says.
im ngl im just used to getting an avi and uploading it. not messing with stuff like this
so im not really even sure what a parameter is
complain to the seller
def should cause its annoying that i cant just upload it automatically \
Doubt that the seller cares about their customers if they don't even care to make their product right.
cant guarantee it will work perfectly but you can try the VRCFury parameter compressor component
where would that be at :<
it should be automatic with the latest fury
do you have vrcfury in your avatar project?
yes
ok so select your avatar, scroll down in the properties thingy thats usually on the right, add component, and try searching parameter compressor
it said its automatically on by default so theres no point
should i be deleting stuff in this?
yep, I said that, though if you read the error, it said for some reason that wouldn't work anyway
you'll have to remove some
if you uncheck synced it should do it
of course, if you have vrcfury prefabs on your avatar, they may add parameters too
uncheck synced or check it?
that should have been explained in the docs link I pasted
Hello! I was having the bicycle pose problem that was discussed on here earlier and I used the pumkin avatar too to force tpose, which worked, but when I go into play mode on unity they are back to the pose. Also some clothes I had toggles for are no longer clickable just hidden (Like toggled ogg but I cant toggle them back on). It happened after I accidently closed the animator before unchecking preview while making facial expressions but when I go back to the animation tab it wont let me do anything,,
bike pose in play mode is normal if you don't have an emulator tool like gesture manager or av3 emulator.
Oh ok thank you I will try that now !
Click to see more detail on "Failed to build Avatar".
You have 5 errors, what are the other 2?
The second one is the issue. Do you see "Autofix" button in the sdk panel?
It will be showing up everytime you add something new to it.
ahhhh
its loading with my shitty ass wifi lol
i think its working :D
YAAAH
tysm :D
hello, I recently modeled this character for practice but I wanted to import to VRC just to check the whole process. I already made shapekeys, rig, etc. but I don't know how to handle the sword, as it's meant to be holdable and isn't part of the character mesh
do I have to give it's own bone and add an animation for each position? I'm not quite sure of the process
For objects that don't deform you can just use a regular mesh renderer. It'll be just a simple object and so, animated like one. Animations for avatars are done through a state machine called an animation controller using animations. If you haven't already, I'd suggest looking into some Avatar tutorials to get the basics. Once you're there, you can come back here for any questions, and I'm sure someone will help.
Also, your model is great!
Thanks, been trying out a more hand painted style lately
Well my question was more how holdable objects are imported, I saw you can use constraints also
Yeah, constraints are pretty common if you want to move the item around. If not then a simple toggle will work. You would just animate all the properties of the constraints and then throw that into the animation controller for the FX layer
Ye, my idea was for it to be able to worn on the scabbard and to be holdable also, would I do it the same way?
Yep, should be simple enough with constraints
Okay, thank you!
@lilac muskoh last thing if you can answer, is there any differnce to using metallic roughness to using HDRP?
or URP
I'm not sure how that's relevant to vrchat since it can't use either HDRP and URP.
yeah I realized
Anyone know how this happens?
guessing you have some bones that overlap and could do with a merging in blender
could be a rogue bone , constraint , no clue
why is it blue background and why cant i build it
You're in prefab editing mode, and the sdk doesn't like it.
Click
but cant open the ducky then
You have to drag your avatar prefab into the scene. And obviously not double click on the prefab, that's how you got into the prefab editing mode.
You have to drag your avatar prefab file into the scene.
What even is the issue?
I am severely confused tbh
I did everything right and it still kinda
Breaks
For no reason
What had you confirmed to be correct so far?
Rig, view position
How is the rig actually look like?
Cannot show right now cuz busy but I think the only maybe weird bone is the fact that hips is the armature
Something weird is that without the proper rig for vrchat (aka no animations), seems to be working perfectly
So that means you haven't actually confirmed it?
I meann, #avatar-help message
It seems to be working fine without the vrchat required rig (just my own) where the same hips are used, but it breaks with the bones required
Without bones moving, it just doesn't do anything.
I guess but it's also confusing how without the moving bones my model isn't in the ground and stuff
Because it isn't being moved so it stays like a static object. This doesn't even utilize the rig.
So I guess it's the rig, when I get on my pc I'll show the rig
need to be something like that or its generic
you origin should be near feet, that would solve alot of your issues
move av feet near the line when viewed from front , ctrl+a - all transforms
Does anyone know of a video or video tutorial that can walk me through adding a hair style and a toggle to an existing model?
Okay so, Google has been wildly unhelpful despite what I'm searching for, and so I've coem here for help.
How do I activate an object under the heirarchy? All of my objects are greyed out, and anything I add is greyed out.
select it, and in the inspector window, there's a checkbox at the upper left
Thank you. c:
the vrc sdk just loads forever and wont let me do anything and i got these errors
i know theres an unsupported shader and whatnot im gonna fix that later
but you can't build until you fix that error
i know
im just trying to get the download size thing to update while im at it so i know if im good there
im tryna fix the shader rn
the problem is i dont know what the other errors mean
it seems to think you aren't logged in
Yeah I did this:
Where could i find this and your other message where i can change it to >0.1 for vowels and >0.04 for consonants? can i still edit those when i did it with vrfury or will i need to create it all manually?
Is this it by any chance?
I wonder why my shader is being removed from the eyes of the glasses
UPDATE i realize this is all bcs of vrchat beta, my issues being a viseme being triggered even when muted, and voice volume having to be loud to trigger the visemes locally, i switched my game to the public vrc and its all working fine
ooh - may want to mention that in #open-beta-discussion
So, is there anyway to snap one object to another? Because manually moving the feet to match with the legs takes a long time.
ok so, i made an animation clip, sliding the volume of an audio source between 0 and 1, i made the parameter for the motion time and put it into both the fx controller and vrc expression parameter file, and put the parameter into a menu slider. but for some reason, when testing the avatar, the audio sourcce volume gets locked to 0 no matter what the slider is at
does anyone know why my test avatar turns into Something Wicked when i build it? lol
it looks fine in unity, i'm wondering if something got messed up when i joined another mesh to it in blender
also the camera gets all messed up, but the bounding box is okay
how do i get out of this screen?
you cropped that image so I can't tell where you are
I’m in unity
obviously
the upper-left that's cropped out should have the title of the window you're in
you could try double-clicking it, but that's a guess without knowing what it is
Alright hold on
they have the error console fullscreened, you can see the icons top right
i swear unity animations are gonna be the death of me
all i want, is a single volume slider, for my soundboard, which is just a vrc animator play audio, going into a single audio source
i made the animation to turn the audio source from 0 to 1 volume, it works when playing the animation
but now for the life of me, i cannot figure out, how to get it to Properly link to a radial toggle so that i can actually control it
i tried putting it with the volume float parameter and using motion time, and all it did was lock the volume to whatever the default value was on the parameter
Does someone know where can I find this hoodie?
nvm just figured it out im dumb
ive tried range & audio loudness a few times, work in unity not sure it will ingame (think range doesnt do squat) , its just a radial menu using a motion time
thats what i did though ;-;
Thats why im confuseed, because the parameters are clearly linked between vrc parameter file and the animation parameters, the motion time is set up like it should be i believe?
i dont understand why its not working
Can someone help me wuth dis? i renamed the hip bones no matter what and it still keeps happening..
You cannot have another object with the same name as a humanoid bone. Seems you have a second armature there, might not be what you want.
I thought i fixed it but I guess not 
pick a layout , upper right corner you managed to merge alot
thank you
ok so, looking at gesture manager, the entire layer with my volume controller animation simply isnt being applied to the avatar, yet the animation controller is being applied, and i know thats being applied because my soundboards selection controlling layer is applied and showing
How can i do this see through objects/walls in world effect on an avatar? I found it on an avi and its so cool
I forgot how to get links from avatars on the website- how do i do that again?
Play with the render queue values on your shader:
https://docs.unity3d.com/6000.3/Documentation/Manual/built-in-rendering-order.html
I read into the document but im so confused where to satrt or what to do lmao 😭
Yeah, probably need to learn some about how unity renders.
Anyone know how to fix the issue of when previewing your eyes go poof?
What are you previewing here?
okay but again, previewing which one?
any of them?
one that you rotated too far?
I just finished exporting this avatar but uhhh, I had no clue on how set up the sword as both being worn on the back and as an equippable, is this possible or do I just combine the sword into the scabbard
Parent constraints - you put one on the sword, then setup sources for its location in the scabbard, and another for in hand.
so I do I make the scabbard a separate mesh? currently it's part of the body
no need
do you have any resources or videos on parent constraints? I'm fairly new to unity
I don't, but I'm sure there are tutorials for this
hmm, well I found one, thank you
can someone help me upload my bought avi, ive watched multiple vids and also looked at the guide and it is not helping..
maybe someone here can help if you explain what you've done and where you are stuck
ive downloaded unity and have the files and stuff when i importt them to unity i have errors.. Nd with the poi not working ive downloaded the file from the server adn im not sure what the process is for that either, im just new to vr
i kinda just need help with everything
it says why - you don't have a humanoid rig
All i did was add a hat…
all good fixed the issue :)
excellent
i have a question iv'e been on this all day trying to figure out what i did wrong but the lighting , he's just a glowstick compared to my other avatar that's dark 😭 and i can't figure out what's wrong , i know it has to do with poi but i dont remember how to fix the lighting
my poor avatar's a glow stick in dark worlds
possibly increase min_brightness in the lighting section
i dont think that's the case cause i have the same settings for them both in that case
this is the lighting in unity he still stays completely white ;;
im trying to make an avatar, but whenever i switched the material to standard lite theres like, blue splotches all over and i cannot figure it out.
show us a pic?
apologies for the quality
hmm could be vertex colors, the standard shaders use those
you could remove them in blender or I think with vrc quest tools, or use a shader that handles them
thats what i thought, but when i tried to like, delete the attribute in blender it keeps coming back, and when i finally got it - still did not work lol
well fixed that but now theres a new issue…of course, now when i go to upload it - it says the bone mapping is incorrect but nothings wrong with it
First time doing an asset for vrc and first time using the liltoon shader, when i was doing the horns both in blender and substance painter it shined alright and showed the texture that i put in the horn but now that i uploaded it into unity and used the liltoon shader i looks like this, idk if theres something i have to do with the shader or if i should put another light in the scene near the horn no check if it works):
so I imported my model with the correct humanoid rig that vrchat requires, and set it to humanoid in unity, and every necessary bone was mapped properly, but when i add a vrc avatar descriptor component to the avatar object, none of the body colliders made by the descriptor show up, and the model and rig don't move when i enter playmode in unity using the Gesture Manager to test. I attached screenshots of the model, its rig, the inspector, and that its set as humanoid. YES it does have a head bone, but the head model is gone, i just attached a head model in unity.
my audiolink is being very cute and decided although my audiolink toggle worked before and i never changed anything, it now is permanently on even if i use my toggle to turn it off!!! thoughts?
any idea on how to reduce size without deleting too much? my uncompressd size is 67.90 (no joke.) and it needs to be around 40
i already used to blendshape optimizer from VRCFury and ive reduced the textured a good bit
i figured out that it deletes all the body colliders and doesn't give them back unless i undo any name changes i made to the original model. A very weird bug with the rc avatar descriptor I'm pretty sure
I have two animations that both interact with a specific blend shape in opposite directions. Is there a way to set a specific animation to take priority for blend shapes if both are actively toggled?
For example, I have an animation that hides the chest when shirt is enabled. I have a second animation that shows the upper chest when the shirt is shown but open at the top. If I toggle both the shirt on and the chest open, the body seems to take priority from the shirt and stays shrunk. I want to make the second animation have priority for the chest blendshape
@bold river layer order, lower takes over
Thanks!
You need to know what is taking up the size first. Use Thry avatar performance tool, and VRC world toolkits to inspect that.
anymore help on this ;-; or any other ideas
Screenshot how you set the shader on the part relates to shading and lighting.
if the arm is handless, how do i set the armature that makes the end of the arm close and open like how a mitten glove functions?
You still need all finger bones, but weight paint to only one finger.
k got it
Incorrect
Fingers are entirely optional
Even down to however many
My avatar only has 4 rigged fingers
You may not know that some worlds utilize all the finger bones so it's safer to have them all.
True
I’m having a slight bit of issue with armature connections if anyone knows how to connect two armature together without the mesh going off track please lmk
(By off track I mean it moves and resizes its self to miss align its self from its armature)
You might have to screenshot the problem as well.
I figured out how already. Thank you though. (Apparently it was just a cat addon needed)
i attempted to upload my avatar to quest and pc, and it uploaded to pc fine, but when it tried to upload the avatar to quest, it says that avatar validation failed. I tried removing all physbones, reimporting the sdk and the model, resetting the avatar descriptor, everything. The same weird bug that i talked about yesterday is still happening. I change a name in the model heirarchy, or change the colliders in the vrc avatar descriptor, and then if i undo it, all of the colliders disappear as if the model's rig isn't set to humanoid.
A bit of context for what I’m trying to do:
I’m trying to create a game called VRmon SPEED, a:
-
Monster-catching game
-
Where you catch vtubers’ mascots who eventually evolve into chibi forms of those vtubers
-
While teaching math & physics (not important for this question)
This game will take place across 25+ worlds, so I’m looking for a seamless way to help players save their VRmon data between worlds
I have an idea for using Avatar Contacts to do this. By changing a contact’s height, width, rotation, etc. to correspond with a VRmon’s data, and then being able to read that contact’s heigh, width, rotation, etc. to recreate that VRmon in the next worldIs that possible? Is it feasible? I’m not too familiar with avatar contacts tbh
you'd have to see what that animation clip in the 'motion' slot does - otherwise I see no audio anything here.
Found it, its in another layer, thx
best to ask in #world-development or #development-advanced
I have two avatars of the same base with similar setup, but somehow the more complex avatar is the only one that doesn't hang when switching build targets in the multi-platform build process. I have d4rk's avatar optimizer and VRCFury on both avatars.
this right
yo guys how do i upload a avi
Disable the Force Light Color first.
will do
okie dokie so that fixed my body issue now its my face and skin which ill send over the same stuff
nvm! thank u so much dude
hello, everytime i try to upload the quest version it gets stuck at 42 % for a while thenend with error
any ideas?
nvm, it worked the second time
i forgot how do i do partner dances like have a emote play 2 different animations that dance
While uploading my avatar, the SDK is stuck like this for around 20 mins after loading everything, any idea why?
do accessories (like ears or tails) with idle animations usually come with the animation built in or do i have to create it myself? if so, how do i do that?
Read the description for the asset, if it does then it will highly likely say.
If there is nothing about it then expect that you will need to do it yourself.
Idle animations are one of the simplest things you can do, so look up any tutorial about Unity animations and it should be pretty clear what you need to do.
Animate the tail swishing to one side, then back, make animation layer inside animator, put in animation, done.
sweet! thank you so much ((:
How can I get a shotgun to play a racking animation whenever a fist is done in the left hand? Here's my current setup
The shotgun does not use its own animator
1st image is gesture controller, 2nd is FX
The shotgun is its own model and armature
someone please help me figure out why i cant switch to android PLEASE dont say uninstall i have tried.
does anyone know if fan bones work in vrc? for better joints
anyone know what would cause the camera view to become a child of one of my clothing pieces and set itself off in the distance on build?
view position is normal on vrc avatar descriptor before building
goes back to the head when i toggle that piece of clothing off
How can I make my PNG avatar available to be seen on both sides because when I uploaded my first PNG avatar it was only seen on one side and was invisible when I looked at it on the other side
disable backface culling
for some reason my avatar gets compressed like that in play mode
i think this might be a reason?
the pc build of my avi is too big for quest, but when i first upload it it wants me to upload the windows version first. if i upload the windows version and switch it to quest, it gets mad because the last build was too big for quest. what im having to do it upload the android version for windows first, then uploading the android version for quest, then the windows version for windows in that order. weird work around, what can i do about this?
The last build does not matter for when you are uploading, the SDK checks the size after you hit upload.
Are you doing a multi upload? (selecting both windows and android)
In my opinion it is best to just not use the multi upload so you can be more specific about what you are uploading and just upload explicitly for each platform (select only one platform in the multi upload and leave the menu and it will change Unity to build just for it, telling you relevant warnings and errors for just that platform as well).
you indeed are right, although it shows me this, it doesnt in fact care when i actually upload it. i swear in the past it did? and just would throw like an error or something when i actually tried to upload but i guess not
that's not a blocking error
also sometimes unity/sdk goes mad and assumes youre on the wrong platform
seeing it actually fail to build&upload is different tho
those upper arm bones look wrong
actually the leg ones that have the twist bones there too
i tested them and they worked fine, my friend just names them horribly
that's a very strange thing to name a humanoid bone
good thing to name a twist bone though.
yeah, the model was intended for blender, but we are converting them to vrchat, the first one we did worked perfectly fine and it has the same kind of rig
okay - first time I've ever seen a twist bone being the right choice in one of those slots.
how do i fix this so i canapply a pose?
is it possible to do arithmetic in the animation state's Motion Time field
ex. use the result of VariableA - VariableB as the given parameter
Best you could do is pre-add that with the avatar parameter driver
this is how my audiolink toggle was set up and it worked fine, but all of a sudden it no longer works and my audiolink is stuck on even with the toggle not having the 'default on' thing chosen. why? i had all the individual parts set up on the toggle as shows, but thought "oh theres an apply to all renderers option let me try that" and i think thats when it broke so i switched it back but it still doesnt work?
Is the raycast unable to output a negative value?
I'm trying to set up a simple vehicle ik system using the raycast and constraints, but on any upward incline it goes 180 degrees backwards, or on the same incline as the ramp down
How can I keep my 2d visemes moving if I have toggles for different expressions using a 2d mouth? (vrfury) i hope my wording makes sense
Like i set up 2d visemes with the vrcfury advanced visemes and i amde toggles just to select each one like smile, frown, etc. but when those are toggled it stops the visemes when talking
How do I take off the glassy layer off? I’ve checked the mat caps,lighting and decals ;-;
Did you actually check if it's a part of body main texture?
yep everyime i unlocked the shader itll disappear but reppear after locking it
is the shader crashing? I've had that if I try to do too much at once. But on Linux, not sure this affects other platforms
I mean is it actually on image texture file?
its not on the texture
i can try remaking the project
that won't do anything for the issue I'm talking about
what?
Rather try creating a new material and replicate the settings.
alrighty
im confused
about what?
It simply means creating new project doesn't solve your issue.
oh gotchaaa
i tie remaking the material and got the sam result
Can you identify what feature you disabled to remove it?
it didnt go away
Didn't it go away when editing and came back when locked?
ohhh
i unlock the material it goes away but when i lock it in it reappears
Can you show how the model look like when unlocked?
Your poiyomi shader is really old.
yeah but that hasnt been n isue for me
Do you know what feature that make it shine?
nope thats wht trying to figure out
If you create a new material and replicate and test for every feature you enabled, you should be able to identify which feature that's causing it.
bet
Those are for bone contact triggers.
Contact senders actually.
Yes.
This had been available to configure since the first day of avatar dynamic release. I thought you might be talking about different kind of colliders.
pls someone help ;-;
hey guys ,anyone use outline helper ,i ve use it fine before but now (blender 5) it just turn everything red ??
Hi this isn't really a help channel for vrcfury
They have their own in there's
@foggy socket disable inverted normals preview
prev blenders would show front facing blue and backfaces red, now front facing is normal so you dont even know its on
OMG tottaly forgot thx
'show faces orientation'
would you rather have 6x 2048 materials or 2x 4096 materials?
Because having more mats decreased the amount of allowed materials and drawcalls but I heard that having high-res mats is also a bad thing, even if the performance-rank is better because of the less drawcalls and material slots.
That's my situation right now and that's the current situation, yesterday Blender tried to make me a 8192 material, but I think this would not end well, that's why I made a second atlas material.
If I say the material combiner, make it in a size I want, like 2048 or 4096, it will do it but not in a scare texture shape, but if I say square texture shape, I have no control of the resolution without manually checking all my 20 Materials and every material have a most diverse but square texture resolutions, from 32x32 up to 2048x2048, there is a full range of diversity texture-sizes there.
- (My goal with this avatar is to stay in a medium performance and also stay future-proof in case I want to ad later more fbx Objects in Unity to this Avatar, like a ChristmasHat.fbx for Christmas or a Witchhat.fbx for Halloween.)
anyone able to help with figuring out editing an avatar? I got one for free and am having difficulty getting it into unity to edit. I have both blender and unity installed, as a friend told me i would need them.
The six 2k textures would take up less vram if you consider that one 4k image = four 2k images. Vram would be more an issue than draw calls as long as the avatar is optimized.
I weightpainted 20 fbx objects in blender to the Avatar and scaled the bones down to 0.03 to make the items not be visible and scale them later up in unity to " 1, 1, 1" to make them visible again.
All those items now share 2x 4k materials with the avatar and because of an issue with the material combiner, I can only have either square atlas texture with a uncontrolable size or a controlled size but not a square texture, what will cause weird UV mesh glitches later in Unity.
So I tried to manually make 4x 2048 textures into 1x 4k via Pinta and placed manually the UV mesh poligons there, where the new texture is now and all the other 16 materials got auto-generated into a single 3087x3087 atlas texture what I will set as a 4096x4096 material in unity.
Higher res is fine. What you heard about bad thing probably is about utilized density on area, or in other words, it's like having too high resolution for some surface area which is just wasting of resource. But if the usage spreaded out to wider area or across multiple object like for atlasing, higher tex res is OK.
The plugins I've seen for atlasing textures aren't great since they often create a lot of unused space on the image.
If you venture to make an atlas manually, you should look into texture baking and UV map layers. With these tools you dont need an external app.
ill take one bad atlas over 10 materials, can always shift/rescale them after once they are all merged
( well learn to later)
uvpacker and stuff exsist but that make masking not fun, manual handy so you can shove things you know getting a mask in its own 'square'
Mio3 is also very good! 😁
I aslo like UV Packmaster. I can designate custom spaces if I need to.
afaik non-square textures are Fine in the modern day, especially if you're not tiling them
(though if you must be square then you might as well have fun and fill the space with a texture variant that you can switch to with scroll)
it was the glitter, thanks for your help!
does anyone have a link to the actucal cats blender plugin?? i cant somehow get mine to work correctly on my 5.1 blender
You have to downgrade to 4.5 for the official cats blender to work
damn. there site said it supported 5.0+
but alrighty ill go and do that. ill lyk if it worked
thx
That's the unofficial but that stops at 5.0 as some drama happened apparently
one of my submenu's icons (specifically for gogoloco) are being wiped on upload for my good rated version, they work perfectly fine on the normal very poor version tho? i didnt change a thing and imported the working one over again just to make sure but it keeps getting removed from the menu on upload, the icons are still in the project it just says missing texture on the subemenu now
i tried it and the paw is functioning as intended, ty
I use this to play multiple .ogg audipclips with only one audiosource.
- The question is, can I only use int or is a bool also be possible for the "KnifeL_Aktiv" parameter?
Empty is just a 1 second long .ogg with no hearable sound inside but its required so it thinks there is a Element 0 and Element 1 is just a equip sound.
I only need 2 not more, so a bool would be enough and safe 7 bytes for each Item my avatar haves.
I can’t tell if you are being sarcastic or not
I need to test some networking behaviors on my avatar.
My current method is to launch two copies of the game in offline mode from the command line. However, I don't see a way to get both players into the same world, other than by using --watch-worlds and then moving a .vrcw file into the world test directory.
Is there a better way to do this?
i believe bools become 0/1 when treated as ints, best to check though
but also why do you have one transition for both enable and disable
Yeah, you can mismatch parameters.
you'll sync a bool, but the animator will see a 0 or 1 in an int parameter
i wasn't really being sarcastic, i'm just thanking them
it deliberately doesn't have any fingers
a bool is 1 byte, a int or float is 8 bytes.
and if you have almost 20 of those like me, it stacks up pretty quickly and in case its compatible a bool (1 / 0) would also do it, but the big question is, is it compatible with the VRC Animator Play Audio?
before I remove all the ints and notice everything is broken now and there is no easy STRG+Z in Unity, atleast not for me on 2022 on Linux.
"strg+z"?
it doesn't matter where the int parameter comes from; all that the Play Audio behaviour cares about is that it has an int parameter
i would also just use two different states, personally
this doesn't seem like a good fit for the Parameter sound selection mode
so you mean If I have a ExpParameters.asset with a KnifeL_Aktiv (bool) and a parameter with the exact same name in the Animator but as (int) it will only count 1 byte but still count as integer for the VRC animator Play audio and the conditions to switch the animation from Disabled to Enabled?
A single bit will be synced
the animator's int parameter will be set to either 0 or 1
the type of the parameter in the animator doesn't affect what actually gets sent over the network
the last time I switched a int to a bool, it made the 1 as true and the 0 as true
existing menu controls can get into a weird state when you change the parameter type
notably, an int control changing to a bool control will wind up misbehaving if the value is anything other than 0 or 1
2 will show up as a checked box, but won't actually set the parameter to true, iirc
i do this kind of mismatching very frequently
thanks, that is very good to know.
the worst is when you switch a submenu item to something else without having deleted the reference in there - it says, and later can cause confusion. there's a 2ish year old bug report for this one.
yeah, the SDK will still check the validity of that reference
another short question, is it a smart or stupid idea to have this spaces between the parameters, so it looks more clean and you can differ categorys more easy like System, Submenus, Clothing, weapons, items.?
yep
I'd put something in there if I were doing that. Which I don't. But I do use paths for variables when I can, like Clothing/Shorts
the names can be pretty long already without it, so... are spaces ok or not? (can it break something or cause bugs to some parameters?)
spaces are fine if you aren't an old-school unix programmer like me 🙂
but the slash makes paths, so they're nicer to use in unity.
they make paths for you as optical-viewer or actually behind the system?
as the person editing the avatar, runtime functionality is no different
actually, I am doing this on Linux Kernel 6.17 right now, right here.
cool
I have no idea what kernel I have, it hasn't really been relevant in years.
(6.18.16 I guess)
basically all of my parameters are grouped into categories that way
e.g. Control/Active or Internal/Foo/Bar
one mildly annoying thing: anywhere that gives you a search box will only display the last part of the parameter name
so Control/Input/One will show up as One
so I'll sometimes just use an underscore instead when I have several similarly-named things
oh, you mean the actual blank entries in that list
i dunno how VRChat winds up handling that
(also, you can delete VRCEmote/FaceBlend unless you are actually using those)
they're used for the default playable layers
Why does it exist?
Those are being used in the default playable layers.
- I mean I dont use them for any of my stuff but not sure if any of the VRChat system logic needs it.
they should have removed that ages ago, no one really use it and it requires you have certain shapekeys no one ever make
Actually nothing else, other than what you're using in Action layer that often default using VRCEmote.
I only replaced Action and FX everyxthing else is default
If you replaced with the one doesn't use the default parameter then you can just completely delete from parameter list.
how do i change the shader this uses? as it doesnt work on quest
you don't - you create a new material and drop it into the slot on the object, whatever it is
that's the thing, there already is another material
so? it can have two
one for the particle and one for the trail, now that I see it's a particle system
but it has this error and it's the only material wit hthat shader
the slots you're looking for are under 'rendering' at the bottom of the particle system
yes, you need to swap out that material, you cannot edit it
how do i do that?
create a material, drag it into the particle system's material slot in the rendering section.
Helloooo... so i´m here once again. this time with the question about changing materials?.. or atleast some kinda way to change the eyes. I want Lilith here to have the eyes on the right, but i wouldnt know how to even approach this.
I forgot to mention.. i specifically mean make her eyes become like that on the right when doing a expression
Anyone having issues testing the VRC_Raycast Component in playmode? The component led me to believe it would also create peremeters in the animator, but it didnt.
It might not be supported yet by the Gesture Manager emulator
(i haven't tried to use the raycast yet at all, though)
Does this kinda mean "This avatar is not in T Pose" or smth?
no, they do not; see if you have any other errors in your console
the first message is reporting that something on your avatar is non-compliant. Look at your control panel and see if you have any errors like this
The SDK will allow you to try to build (because tools like VRCFury might fix the issues and make the avatar valid)
the second message is a red herring; it always appears whenever a build fails
and the last message is something breaking in the control panel itself
Question:
Is there a way to scale up a bone in blender like in pose mode, then apply that scale as a perm mesh edit?
I'm quite sure there WAS a way as I feel I did something like that in the far past
The outfit fits the body perfectly if I do X: 1.15 Y: 1.0 Z:1.15 in unity on the leg with no clipping on movement or bend but.. naturally both fury and modular don't like that when merging the armature.
They only like uniform scale changes after all.
yeah - you'd apply the armature modifier to the mesh
can apply it as a shape key too
is there an easier and simple way to add gesture disable toggles?
than putting a new variable into each of the transitions? not really
So I've done the size changes in pose mode, what would be next step?
is there a tutorial or something i can follow?
as I said, apply the armature modifier to the mesh
And then re-attach them after applied?
then add a new fresh modifier to it, yes
it's basic animator work, so any basic tutorial ought to give you a clue here. I have no links though
if you have shape keys on the mesh already, that's the only way you can apply it, then you apply that shape key to basis.
if you don't have shape keys, you can just apply normally
Most have shapekeys for the mesh for tweaks due to over-lapping outfit toggles
which ill tweak if need too ofc
just need to get the size correct first :)
yep, so you can't apply a modifier if you already have shape keys, but you can use the shape key method
understood :3
ya im brand new to the animator
i was just gonna copy how it was done here but i dont understand why there's a puppetmenu
probably disables those while the puppeting is happening
I'd guess that's used in a submenu with multiple directions, and it disables all the gestures while the menu is open. But you'd have to check
How do i let a different facial animation play when having a open hand?
find the way that animation is setup and swap out the clip for a new one
Do i replace the idle animation then? Because otherwise i have no idea where to look
there's one labeled "open"
oh wait.. i think i mistook that then for something else. So "Open" is for having no buttons pressed... but then how do creators do the thing where if they lay the fingers on the buttons but not press them to play facial animations?
no, idle is for the default position, "open" is an open hand, it's different.
what that means on your controllers.... dunno 🙂
So idle is the animation that plays when i have no buttons pressed?
that's my assumption from just glancing at that ^ state machine
these are all driven by the GestureRight and GestureLeft parameters
you'll have to match up how all of those transitions work to confirm, but it seems right at a glance
(the list is documented here: https://creators.vrchat.com/avatars/animator-parameters/)
What is open then? Because the avatar gesture manager also has a option for it, but i wouldnt really know how to trigger that in game
literally open your hand
(at least, on my Q2 controllers)
idle is when resting on the buttons
guys
I have put in a default animation for "open"... but i was constantly messing with the models facial animation itself
no wonder it never changed
iam so stupid
help
I can see in the hierarchy you have a prefab that's missing its package, looks like the face tracking stuff
look in the inspector, it may be missing stuff
Don't know if this has already been solved, but I'm having some inconsistencies with the hand gesture layer. For some reason the proxy hand gestures, even with a fixed 0.1s transition duration (WD On) take nearly a full second to switch to each one. I've taken the idle hand gesture out of the default states and that works ok for when I'm not doing gestures, but then any custom hand gestures I've added still transition perfectly fine too. Weirder still is that all the hand gestures appear to be working perfectly fine when testing in the Gesture Manager, but are then slow in game. Can anyone help with this?
not a useful error - look for others above it, usually look at the first 1-2 errors
do you use VRCFury's paramter compressor
No
My parameters only take up 55/256
Apparently i did something wrong. So i have my controller for the gestures with the parameters and all that. I have put my Left and Right hand layer "Gun" state with two different animations. A wink left and one right respectively. However only the left wink plays no matter which hand i use
Doesn't hai make a package to edit your gestures easily
Have a look she's got some stuff in there for expressions
Whats that?
oh, then i dont really want to use that. I´m nearly done with my avi so i dont wanna do the gestures all over again
Ummm with contacts...is it possible to somehow change the strength of the contact?
not really - what is it you're trying to do?
My friend is on desktop, I have a haptic belly rub device that works with contacts, friend wants to give me belly rubs if I just put a contact sender in front of his avatar is it possible to change the strength of that contact sender or am I just gonna have to animate proximity with it?
yeah proximity probably
Oke then
I still cant figure that out. the left hand seems to always be favored
help I made a vroid model and put it onto unity but it doesnt let me upload it and idk how to fix it aaaaa
That first one is the issue, try clicking auto fix
kinda curious what it is though
Figured out the problem. Proxy animations do not have Loop Time enabled by default. To give them proper transition speeds, you must check that box on all of them
wdym the model or the errors
The component it's saying must be removed
i fixed like 2 errors, still have 12
its very unoptimized and I need to remove or merge stuff but it kinda is hard for me bc I dont know shitt about unity
the only show-stopping error is that first message about the ContactManager
notice the stop-sign icon
everything else is just a warning (e.g. about bone angles) or a reason why your performance rank is Very Poor (e.g. too many physbone components)
well the first error message is this now
ok I added a mesh optimizer thing onto it idk if it'll help
yep, first one means you have to do the rig setup - did you do that part yet?
..no
ok but tysm for telling me lmfao.. gotta look it up tommorow (its 11pm here) and thanks for anyone trying to help me
yeah - usually tutorials will go over that step, seems you either didn't do it or some bones aren't mapped right
this might seem a bit silly of an ask x3 but uhm when im trying to add a contact receiver i dont seem to see a "sphere" of where itd be :< im not sure exactly what im doing wrong but can stream if that helps someone help
me!
for reference im tryna see the blue sphere in general 😭
do you have gizmos on?
wheres that at? :') im new sorry
yeah there should be a bar right below the scene and game things
Toolbar is hidden. Hit the ` key to show menu option first.
wait so i dont have to use the 2022 version? i was watching a video thats why i clicked it 😭
click the three dots
do you have overlays on?
2022.3.22f1 is correct
that helped!
does it show the gizmos option thing now
it does now
i would assume you turned it on
Gizmos are enabled in your latest screenshot.
ah i didnt see that
i just turned them on
thank yall for being so quick 👑
no problem
Aaa my fault looks weird to me
The editor screenshot on the left does look a bit weird -- I dunno how the video you're referencing wound up with a dropdown labeled "Gizmos"
that's probably why imdjd thought you were on a wrong editor version
(that's what you see in the Game view!)
i think the video is like 3 years old
maybe it's from 2019.x.y
i couldnt find any newer tutorials
Trying to build and test an avatar but this keeps popping up, I don't really know how to fix it
The grey one is in blender, colored is in unity. I`m trying to match the rotation constraint from blender into unity, but is makes the movement much more harsh in unity. they have the correct direction constraint (side movement) and strength. anyone know why it would be different or maybe even how to fix this??
I have a VRChat avatar (Misono Mika, converted MMD model). It has a halo above the head tilted at X: -25.392°. The halo loops with a rotation animation. I want the halo to float slightly behind when the avatar moves (rigid inertia, no deformation). I saw this effect on the public avatar "shiroko4.0" by WU YIN. I tried: PhysBone, VRC Constraints, Blend Tree with VelocityX/Z in Gesture/FX layer, hierarchy Halo_Root > Halo_Lag > Halo_0. Nothing works correctly. How to reproduce this effect?
Does anyone know how to fix this issue? It is on PC only, and no FBT.
I have made sure hips are accurately mapped in the configuration window.
hi i made a object in blender with a animation, how would i make the animation work on my avatar with a toggle?
Gemini said this for you issues (this is a ia he could be wrong) :
Hey! Based on your console logs, the issue is exactly this line: Unable to test avatar: Illegal characters in path.
This means Unity or the VRChat SDK is crashing because it found a character it doesn't support (like an accent, a special symbol, or a non-Latin alphabet) somewhere in your file paths. The NullReferenceException right below it is just a domino effect because the build process failed at that first step.
Here are the 3 things you need to check to fix it:
- Your Unity Project's Folder Path (Most Common Cause)
If your Unity project is saved inside a Windows folder that has accents (like é, à), special characters (@, !), or foreign alphabets, the VRChat SDK will fail to build.
Bad example: C:\Users\José\Desktop\My VRChat Avatar!\
Good example: C:\UnityProjects\MyAvatar\
How to fix: Close Unity completely. Move your entire Unity project folder directly to the root of your hard drive (like C:\UnityProjects). Open Unity Hub, locate the project in its new folder, and try building again.
-
The Avatar Name
Check the VRChat SDK Control Panel or the Pipeline Manager component on your avatar. Make sure the name you gave your avatar doesn't contain any forbidden symbols. Stick to basic letters, numbers, spaces, and underscores (_). -
Internal File Names
Check your Assets folder. If you recently imported a texture, material, or animation file that has weird characters in its name (like Japanese Kanji from an extracted zip file, or weird symbols), rename it using standard English characters.
It could be the same thing as The VRC Creator Company
got this sorted but now the model gets moved far from the avatar
this is sorted now but the animation wont play
Tried all of those things and it's all the same error. Any other things I should try?
i can try to ask a ia for try to fix but ia is not the best things for this he said this :
If the previous steps didn't work and the error Illegal characters in path is still showing up, the problem is likely hidden deeper in the Windows system or a specific file name.
Here is a more detailed follow-up you can send in English to help them find the "invisible" culprit:
Deep Fix: Finding the "Illegal Character"
Since moving the project didn't work, the error is coming from one of these three specific places:
- The Windows Username (The "Temp Folder" Trap)
VRChat doesn't build the avatar inside your project folder; it copies everything to a Temporary Folder in Windows first.
If your Windows Username has an accent (like Jérôme, Saül, Niña) or a special symbol, the path to your Temp folder looks like this: C:\Users\Jérôme\AppData\Local\Temp...
The Fix: You can't easily change your username, so you must tell Unity to use a different Temp folder.
Create a folder named UnityTemp directly on your C: drive (so the path is C:\UnityTemp).
In Windows, search for "Edit the system environment variables".
Click Environment Variables.
Under "User variables", find TEMP and TMP.
Change their value to C:\UnityTemp.
Restart your PC and try to build again.
- Search for "Forbidden" Characters in Assets
One single file with a weird name can crash the whole build.
In your Unity Project window, type these symbols one by one in the search bar:
é, à, ç, è (or any non-English letter)
#, %, &, *, |, :, ", <, >, ?
If any files or folders show up with these characters, rename them using only standard letters (A-Z) and underscores (_).
- Clear the VRChat SDK Cache
Sometimes the SDK "remembers" a broken path and keeps crashing.
In Unity, go to the top menu: VRChat SDK > Options.
Click on Force Logout.
Then click Clear Cache and Blueprint ID (if available) or manually delete the VRChat SDK folder in your Windows AppData/Local/Temp.
Log back in and try again.
Summary for them: The error Illegal characters in path is never a bug with the avatar's bones or textures; it is always a problem with a folder or file name somewhere on the computer.
is ia if it doesn't work I'm sorry for stealing your time
has anyone made a boop animation for their avatar?
contact receiver set to hands
I used finger on mine, but hands work
i think my avi doesnt have the gesture manager stuff on i followed that pinkys tutorial but testing it still doesnt work :(
"gesture manager" is a testing tool
Hii, I'm a total noobie to editing vrc avatars, and I ran into a issue with saving any changes I do, says something about "prefab"s? about some being missing/ not allowed, so im not sure how to save my edited changes.. any ideas?^^ (basically doesn't let me save in the existing project, and when I launch it it goes back to square one)
would i need jt to test the boop?
it's very helpful, yes. That or AV3 emulator.
hard to give advice with vague messages - can you provide the actual text? But it could be that you're in prefab editing mode, there should be a back arrow at the upper left
Will do, I'll send some screenshots tomorrow when I can! And thank you.
im not exactly sure how to set that up :')
there are lots of tutorial videos for stuff like this
im more than happy to stream to someone if it helps 🥀
if yall have a video link for it ill uhh watch that too
I just googled for "vrchat nose boop animation" and got like 6 hits
ive watched like 2 videos
the 8 min one and the 30 ish min one
uh.. sure
it's not like I know which videos you might mean
theres one by pinky and another by wolfy
the rest are like boop counters n whatnot
very abstract question but any idea on how to add a wavy animated ring around the eye? fluid like so it gets thicker and thinner
using shinano + liltoon, tried playing with a 2nd main color overlay but no luck, also no clue what to google
i followed the whole tut but it still just doesnt work
can you be more specific?
testing the boop doesnt activate for some reason
im not sure if im missing anything because i re did all the steps like 2-3 times
how exactly are you testing?
im just doing it by pressing the play button on the top and using a contact sender
ok good, that's correct.
and does the variable change in the animator when you poke it?
the variable where do i look at that?
in the animator
no change to what?
im not sure what you mean by this then
im assuming you mean when i touch the contacter with the sender
Yes
the way to debug this is to verify each step along the way works. That is the first
Would anyone be willing to show me how to add additional hair to my avatars?
in blender
hum would you be free to direct me in a call? it might be easier to show where i did wrong exactly
nope, sorry
okay :/
I’m not sure how to even use blender..
i can't seem to swap to muscles & settings
im trying to understand why this doesnt work, that animation clip is set to loop, and is recorded to take the volume on my audio source from 0 to 1
Any tips how to make a 2GB avatar quest comp?
how did you made it pc comp
was gonna say, max download size on pc is 400mb
OH, the project/avi i bought was like 2GB file download wise my bad
@crimson plover 200 download, 500 uncompressed
Ah
Go on layers in the menu
Got it
Then youll see on the right the "boxes" with the animation names
Yuppers
Named "point" , "gun" etc
Each corresponding to said gesture
You go on the right hand, click on the box, click on the animation (it has a triangle icon next to it)
Then go back to the left hand, and drag in the same slot that said animation, if it makes sense
Fuckin wha
Top right, "fist"
With the blue triangle
In the inspector
You click on it, it will select the animation
Yeah
Or wait do you not have a gesture right and gesture left tree ?
Then click on the arrow and change the parameters value then
The arrow bridging "any state" to the animations
Oh conditions?
Okay
Okay
It's set to right now instead of left
So u just remove the iterations of "gestureleft=" from each arrow thingy
And u replace them by corresponding gestureright=
By making sure you use the same number
So if for example the one on "open" has gestureleft=1
You remove it, and put gestureright=1
The process isnt complicated once you get the hang of it
Thank you for helping me
You're welcome
As for why I can't edit add things, write defaults.
I dont think it should be an issue
Uses vrcfury and it says something about write defaults and how it won't work
Its cause it can cause issue of having a mix of animations using write defaults and some not but you can just autofix and ignore it
Its really a non issue dont worry
There is no autofix
It's not an error. It's just that when I add the asset it just doesn't work cuz of something with the write defaults which I have to go into some setting to fix which I was looking for earlier but couldn't find
It should be in the FX as well, from screenshot u sent earlier
It is weird though i could be misunderstanding cause im pretty sure vrcfury had a script to autofix write default issues
having a problem with my gestures, my hands are completely stiff besides the upper half moving
I believe that's a rigging problem
bro 💔
I feel like its a pathilg issue on the fx installation ? I could be wrong
Would be easier to look up on screenshare but i cant rn sadly
Check if the bone mapping is correct on your fbx
Click fbx, on inspector you should be able to configure the humanoid animations and check if the hands have all bones mapped properly
I never had this problem on any of my other avis until this one
i've never ran into this so i'm not quite sure if this is correct or not
Should be on the right, you can change to hand mapping
Very bad idea to ask here. Try VRCTraders in #1204490664637890580 . A lot of scammers and bad people will dm you if you ask here
okk ty

From what i see you are most likely missing the rest of the fingers on the bone mapping thingy
Probably because of naming system
im kind of kicked from there since i tried to join the day after i made an account..
Its really just a drag and drop though, ping me if you need hlep on it
Yikes.
do you recommend anynone?
Unfortunately no. I would help you but I am still technically a beginner.
awh man
ty tho
Try tutorials and stuff.
@cold palm Possibly bad news but we gonna see when it uploads. The gestures might not work now even though I did what you said. Lol
Why though
Idk not working in gesture manager so I'm about to see in game
Also if it doesnt work i can try giving it a look in share next time its just, 6am in bed on phone isnt making it easier to explain stuff lol
i'm back in my nemisis problem: being unable to apply import settings (trust me, it's been a while since i've EVER made an avatar)
nemesis*
If i had to guess i would say an issue in the armature, like missing bones/wrong bone naming or just unity tweaking out for no reason
I never had the issue of not being able to apply this honestly
Could be cuz he's stripping the bones??
No i believe its the standard settings anyway
Update: I did an oopsie somewhere and it wouldn't upload and so I reverted changes and then did it again and it updated so I'm about to see if it worked
Hope it does!
Also noticed it changed to greater instead of equeals next to the options so I changed that too to see if that was another issue
this is how i set up the armature for hoppi, if there's a mistake, lmk
It worked
the armature is normal and i fixed the problem in unity myself
I set up some different outfits for my avi using Modular Avatar. Everything works in game but when i move worlds my outfit isnt saved. I did some research and saw i need to change a setting in the avatars parameters, but im not seeing the clothing in there. just wondering if anyone knows what i should do
If you added the parameter in MA parameters component, then you have to set synced type and saved option there. If you make it auto generated parameter in MA menu item component, then set the saved option there.
has anyone else ever had their avatar disappear completely after swapping it's FBX? cause i'm gonna need to do that with my avatar in the future ( only differences are new blend shapes and more geometry )
This is the primary reason you should not "Unpack Prefab" in the scene.
i'm pretty sure i never did that
i just replaced the file in file explorer
Original prefab doesn't have data link to the fbx file so that won't work either.
Denoted by the solid blue cube instead of cardboard box icon.
what's the second easiest way then? it has the exact same rig as my current model
Just don't unpack or make original prefab out of it.
?
That means if you had unpacked or make original prefab, the data link between the fbx prefab got completely deleted and there is no way to revert it (unless "Undo").
so you've never had the model disappear in unity after swapping the fbx even without doing that?
Your words are confusing, you might have to rephrase it.
i tried to swap my avatar's fbx once and it made my avatar disappear completely, i'm pretty sure i never unpacked or made original prefab so do u know what else could've caused that?
Do you see what kind of object icon is showing in the hierarchy?
let me backup the project in VCC before i try swapping
I only asked for confirmation of what you're currently having in the scene.
So those are FBX prefab. The model just disappear after you replace its fbx file?
i already have the new model imported in the project but it's bundled in the fbx with a lower poly version, is there a way to separate the high poly and make it it's own fbx file in unity or do i have to re export it from blender as it's own fbx?
You could just delete the renderer object in the prefab.
You know you could just simply delete object inside of the fbx file you put into the scene?
the delete option is greyed out
That isn't in the Scene.
i have to delete it from the scene? i've never updated an avatar's fbx before so you're gonna have to be more specific on what i need to do
Just simply delete the object you don't need from the scene. The avatar fbx file contain multiple model object in it, so delete what you don't need.
just to clarify the high poly model in the scene and in the FBX in the project window i just showed is the model i want to replace my avatar's current fbx model with
You asked for a way to separate the low poly and hi poly model as separate fbx file, and my answer was you don't need to separate the file because you could just delete either the model from the scene and work from there.
so deleting the android model form the scene will make the fbx file in my project directory only contain the high poly model?
No. And you shouldn't concern about the existent of android model in the fbx file because it isn't being used in the scene.
i should also clarify those models aren't set up for vrchat at all they're just the raw models i dragged into the scene
That's irrelevant to your current concern about separating the model file.
just realized those models are older versions so i need to import the new version from blender anyway, sorry for wasting your time with that
what export settings do i need to have?
Usually Apply Scalings: FBX All
How do I get out of this?
Out of what?
Idk what I clicked but I can only zoom in,it’s not 3d no more
So that's 2D view. Hit 2 key to switch.
Thank you so much,I’m just starting Unity😭
where's that option?, can everything else be default?
In the fbx export settings. If not mentioned, it's obvious that it's optional, or only for specific cases.
what scaling settings do i need to set cause it didn't disappear this time but it did get way to big when i swapped the file
Then leave Apply Scalings: Local
it still made it way too big
Then make it Apply Scalings: FBX All and make sure every child object in unity scene has scale 1.
will just rescaling it in unity with my current project that used the local scaling work too cause it takes forever to load backups
also it says it doesn't have a face mesh for visemes, i'm assuming i just slot in it's fbx from the scene right?
You assign the object in lipsync section in avatar descriptor.
yeah and slot in it's fbx right?
Being fbx is irrelevant. It's just whatever you had in the scene.
it screwed up the phys bones too
That's a different issue.
everything on my avatar is all screwed up
I really cant get the skirts right. I have attempted multiple times now over the course of a week to get something right, but for some reason it keeps going up like that.. not to mention when i sit my legs just kinda stick out. I have tried multiple ways to do it from different videos, but nothing works. Is there something wrong with the skirts itself or is it just something i do wrong?
This doesn't help much if it it doesn't explain that problem it actually has.
physbone contacts too fat, particle and sound effect isn't where it should be, and i'm sure the view position isn't where it should be either
This means you have to try to match export settings with what the original fbx file has. It's the Apply Scalings set to either Local or FBX All.
well it got screwed up with both those settings and every child object on my avatar with it's current fbx that i want to replace has a scale of 1
so what do i do?
Having an issue where the hips of an avatar face backwards while standing so the butt is in the front. Any idea on how to fix?
Great (sry fell asleep lol)
Why does this keep happening? i cant upload my avatar
Make sure that your sdk is up to date
anyone able to help?
Question. I have a model I want to port that has a cord on the back connected to the forearm, is there some kind of phys bone set up I could do to connect the to or no?
her arms are not straight when it's in-game :<
you dont add bones, you configure the rig. in unity, find the fbx of your avatar, click it and see the inspector. there are several settings like the rig tab, in which there is a "configure" button. there, you will need to map existing bones to their respective humanoid bone slots
how can i animate hue shifts? every time i make an animation using toon standard's hue shift and changing the values, it doesnt change anything in the animation tab.
i've attached a video of the method im using, if anyone could point me in the right direction to how to do this, that would be awesome!
(and you might get a tomodachi life: living the dream avatar out of it ;D)
You have to select the object you wanted to animate from the scene to record. What you did is selecting material from project folder which is incorrect procedual.
thank you so much, this helps more than you know!!
bump (how do i make the shoulders be in the normal posture?)
check the configure menu, scroll down to the bottom and click either "enforce tpose" or "enforce bind pose"
k
would this be the correct procedure?
Your shoulder bone is too long into the upper arm part.
If it works then it's correct.
thank you so much!!!!!
is there another way to add parameters? i got a new avi and somehow the creator packed it over the maximum,i wanted to add a follower but i need to merge his 2 parameters onto my avi which i cant do
Try with VRCFury Parameter Compressor.
i did,but theres been an update and now its always automatically added
Does the follower explicitly require av3 manager to merge?
i dont remember ,ive had his asset for months now and always added it that way,overall he follows,the parameters are for making him sit in place,i was thinking of making an animation toggle somehow? idk if its possible
get that scammer outta here
poor guy got hacked
Try manually adding the parameters into the avatar parameter file instead.
how do i do that exactly 
Do you know how to add/edit avatar parameters at all?
i only know how to merge em with av3
Locate the avatar parameter file, at least by looking in the avatar descriptor and see expression parameter file. Then edit the file to add the parameter according to what exist in the asset parameter file.
sounds a bit complicated but alr!
It's trivial for avatar creation.
is this how her shoulder bones should be? lmk if it's good enough or if i should adjust it a bit more
that'll probably work
small question if i open VCC will I be ok from the Whole poi thing?
as long as i dont update it?
there's nothing bad going on there, use VCC normally, you just have to get Poiyomi via the discord at the moment
ah ok i was like super worried to open VCC and open my unity that has poi in it
if you already have Poiyomi then you don't need to get it again yet, so you're fine
awesome thanks i wanted to get back to work on models but was terrified
je fais comment pour corriger tout je suis entrain de Peter un câble
that one that says "missing script" is the issue - you have to install whatever package is missing. I'm guessing it's FinalIK from the object names, there's a free version here:
https://github.com/VRLabs/Final-IK-Stub
put way less stuff on your avatar. You should be targeting more like 100MB
see #avatar-optimization for clues/discussion
cant i just like bypass it or smtn
no
hey im trying to make a matcap toggle to turn if off and on ive right clicked and set it to animate but when i go to make the animation the material locks and the mat doesnt pop up. not sure why not
which property are you trying to animate?
welp nvm, legit figured it out. i was animating the wrong tag lol
that's what I was guessing 🙂
any help deciphering this?
the VRCFury discord might be useful here
okie dokey!
oh actually, now that I read it I could guess - you have two toggles that affect the same thing, try to not do that 🙂
Reduce textures resolution & remove unused/unwanted GameObjects
This is like asking for being banned.
anyone knows what that one avatar asset is called where you can have a overhead marker in any world that shows your location?
Crazy
any help?
hey so here are some screenshots of the saving issue I have! any tips?
switch between Content & Upload tabs and it should be good
not working
"missing script" means you need to install some package required by something on your avatar.
check your console for any error then
there's over a thousand should i show the bottom ones or top ones?
only the first one
your path is waaaayyy too long
is uncompressed size just texture?
everything
so what do i do?
extract the backup somewhere, delete your library folder, try again
its just cache and yours having issues
backups shouldnt have cache at all so thats not a vcc backup
ok cause im messing around with my textures ive lowered them all, added crunch compression and yet the uncompressed size is staying the same and wont let me upload. any idea on what i could do?
would exporting everything in the project and importing all the stuff into a new project also work?
doubt it
these errors tend to be outdated scripts / missing ones / broken library cache , never once needed to export my projects to fix stuff 
then be more specific
how do i "extract the backup somewhere"?
Well mb gng
@uneven bough vcc has backup button. it creates zip archive and inside is unity project
that after extracting somewhere can be shown to vcc as add existing project or smth like that
hey so why are the particles so bright with addive but it looks messed up with multiply
additive ads to background color so theyd look like og particle on black background and black parts become invisible, anything else will be brighter, multiply multiplies it to background so itd look like og particle only on white background, otherwise it darkens it and white parts remain unchanged
the moment you made a atlas with the material combiner and later in unity, you find out its a singlecolor because a few of your materials got turned into a infinity small dot on your new atlas
that's what i did and apparently the path is too long which is causing the avatar upload settings to not show up
so can u actually help?
Hello... Peps 🙂 my clothing textures work when I'm on PC then I see the tures clearly.... but when switching to Quest.... it turns all pink... Is there a setting where I can get the texture to work on both Pc and Quest? Thanks 🙏🏻
When is it pink, in-game or in unity?
by "switching to quest" what do you mean?
It says which object the problem shader is on
er, no - it says which shader
you'll have to look through all the objects with MeshRenderer components
huh thats a good idea tho
or maybe vrc quest tools does this
I mean when I'm on quest, the outfit turns pink, but when I'm not on quest it just shows normally 🙂 sorry if it sounds confusing...
In Unity on PC the textures shows up normally
Yes but again, are you testing for pinkness in vrchat or in unity?
In VRChat
okay, I'd suggest testing your quest avatar in play mode in Unity, it might be a broken shader is being applied at runtime via animation
you'll have to find that material and fix it
I'll try that out and see if it works :))
Videos of an issue I am having.
1st video is of a blank fbx with only an avatar descriptor
2nd video is of the full avatar
It worked 🤩🙏🏻🥳 thanks so much for the help!
excellent!
exactly what is the issue though?
the hips, you can see in the videos they are flipping and not working properly
yep, got it, now that I know what to look for.
fix your hip or show how it look in blender , if its overlapping a bone funny things happen , your likely wrong way
bone roll might not be 0
I didnt make this avatar, I was only hired to do the unity work for it and we are both trying to figure out why its doing this.
The creator says the bone roll for the hips is at 0
old avatar have hips pointing the wrong way, only way to know - blender
I will take a look at it myself in blender and see
Yeah you definitely should look for yourself
only issue is they unpacked the avatar and re-named a bunch of stuff and moved a bunch of stuff in unity
So I cant really update the fbx without having a bunch of issues (issues I know how to fix but it would just be extremely time consuming)
unpacking avatar is a great way to break stuff
recommend never doing it
Yeah I agree, I personally never do it
does anyone have any clue what shader this creator used? Or just any recommendations for a really good shader would help
i did
I can't help you look from here.
that just looks like the absolute majority of shaders
ghh okay
really hard to tell from a pic
Unity Standard could just work as well.
How can I make a tail " Kickable"
In other words, how can I make it so the toe bone of any avatar colides with it and causes it to move
You can't.
BUT - what the kicking person can do is use a tool to move one of their finger bones to their feet, I do this. So I could kick your tail, but anyone who didn't do this can't.
Hum
Physbones only respond to hand colliders
Ah!
Yeah, I guess that's what I wanted to know
I wonder why though...
would seem like a fun gimmic to extend that interactivity to feet
I'm guessing they just didn't think of it. Pretty sure there's at least one canny asking for more collidr options
I appreciate your response though... I spent a good 45 min trying to figure it out on my own ^^"
(very niche topic I guess)
yep! It's a good party gag when I do it to people
Ive seen that used on a hairdryer
It doesnt seem to be bone roll, I have recalucalted it and cleared it and both times the issue still occured
yeah that hairdryer one is amusing
How can one move a fingerbone?
then it's something else
a script, I've seen a few around, I use one my friend wrote, but I think there's one in VRCFury if you use that
Well yeah, the reson why I am in this channel is to try and figure out what it is haha
it has to be done at build time
Right but you'll have to provide some more info, like start with an image of the armature
