#avatar-help

1 messages · Page 266 of 1

night ember
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you are using too many parameters

somber sequoia
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ah I see now, yeah

night ember
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what is even on the model

somber sequoia
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kitchen sink

night ember
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horrible

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wait

young tangle
night ember
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I need to make a throwable kitchen sink so I can throw it at people who make kitchen sink avatars

somber sequoia
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100 draw calls

young tangle
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what do i need to do?

somber sequoia
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put fewer options and gadgets and clothing swaps

night ember
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remove stuff

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you dont need EVERYTHING on a singular avatar

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that is a lot of hidden meshes

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are you even using them

young tangle
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i just got the avi tbh

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first time ive had this problem

night ember
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its not good to try and shove everything onto a single avatar

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upload separate avatars for specific things

young tangle
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rogerrrrr

ornate stump
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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.

young tangle
night ember
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youd delete what you wont use including the toggles and parameters in the parameter list and menus

tardy portal
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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

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do i just remove the toggles for it on the quest upload?

somber sequoia
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yep

night ember
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if no animation and menu toggle
no quest toggle

tardy portal
somber sequoia
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not if there are no animations

night ember
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if the animation doesnt exist then it literally wont be animated

tardy portal
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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

somber sequoia
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yes

tardy portal
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without toggles

night ember
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if its not animated then its not animated

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itll just be whatever is unless specifically animated to be otherwise

tardy portal
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always the same outfit for questies

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regardless of what i switch to on pcvr

somber sequoia
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yes, we get that

tardy portal
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ok coolio

somber sequoia
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if the quest avatar doesn't have these animations, they can't run there

night ember
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if its not animated on quest then it wont do anything on quest

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pc and quest avatars literally only have 2 things that sync between them

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the physbones if they are an identical armature
the parameters if they are an identical list

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otherwise the avatars could literally be ENTIRELY different

tardy portal
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got it thank you

young tangle
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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?

somber sequoia
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it's avatar parameters you need to change, as that says.

young tangle
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im ngl im just used to getting an avi and uploading it. not messing with stuff like this

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so im not really even sure what a parameter is

somber sequoia
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complain to the seller

young tangle
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def should cause its annoying that i cant just upload it automatically \

somber sequoia
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parameters in there ^

ornate stump
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Doubt that the seller cares about their customers if they don't even care to make their product right.

young tangle
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can someone hop in a call with me and help vrcRat

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im trying my hardest :<

tender sorrel
young tangle
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where would that be at :<

somber sequoia
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it should be automatic with the latest fury

tender sorrel
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do you have vrcfury in your avatar project?

young tangle
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yes

tender sorrel
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ok so select your avatar, scroll down in the properties thingy thats usually on the right, add component, and try searching parameter compressor

young tangle
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it said its automatically on by default so theres no point

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should i be deleting stuff in this?

somber sequoia
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yep, I said that, though if you read the error, it said for some reason that wouldn't work anyway

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you'll have to remove some

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if you uncheck synced it should do it

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of course, if you have vrcfury prefabs on your avatar, they may add parameters too

young tangle
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uncheck synced or check it?

somber sequoia
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that should have been explained in the docs link I pasted

young tangle
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rogerrrrr

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im trying. its just alot tbh

peak dagger
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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,,

somber sequoia
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bike pose in play mode is normal if you don't have an emulator tool like gesture manager or av3 emulator.

peak dagger
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Oh ok thank you I will try that now !

vague spade
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how does one fix avatar validation failed

ornate stump
vague spade
ornate stump
vague spade
ornate stump
# vague spade

The second one is the issue. Do you see "Autofix" button in the sdk panel?

vague spade
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i already clicked it

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ah

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found one

ornate stump
vague spade
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ahhhh

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its loading with my shitty ass wifi lol

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i think its working :D

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YAAAH

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tysm :D

slow sandal
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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

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do I have to give it's own bone and add an animation for each position? I'm not quite sure of the process

lilac musk
# slow sandal hello, I recently modeled this character for practice but I wanted to import to ...

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.

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Also, your model is great!

slow sandal
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Thanks, been trying out a more hand painted style lately

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Well my question was more how holdable objects are imported, I saw you can use constraints also

lilac musk
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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

slow sandal
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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?

lilac musk
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Yep, should be simple enough with constraints

slow sandal
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Okay, thank you!

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@lilac muskoh last thing if you can answer, is there any differnce to using metallic roughness to using HDRP?

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or URP

ornate stump
slow sandal
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yeah I realized

bleak basin
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Anyone know how this happens?

balmy barn
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guessing you have some bones that overlap and could do with a merging in blender

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could be a rogue bone , constraint , no clue

celest owl
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why is it blue background and why cant i build it

ornate stump
celest owl
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how do i change

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or can u just call u and screen share

ornate stump
celest owl
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but cant open the ducky then

ornate stump
celest owl
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what too click

ornate stump
# celest owl

You have to drag your avatar prefab file into the scene.

celest owl
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thx alot 😄

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it works haha 😄

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u are the best

clever fern
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I still don't got any help 😭

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I hate my issue

ornate stump
clever fern
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I am severely confused tbh

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I did everything right and it still kinda

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Breaks

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For no reason

ornate stump
clever fern
ornate stump
clever fern
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Something weird is that without the proper rig for vrchat (aka no animations), seems to be working perfectly

ornate stump
clever fern
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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

ornate stump
clever fern
ornate stump
clever fern
balmy barn
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need to be something like that or its generic

balmy barn
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you origin should be near feet, that would solve alot of your issues

mortal dawn
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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?

exotic whale
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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.

somber sequoia
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select it, and in the inspector window, there's a checkbox at the upper left

exotic whale
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Thank you. c:

civic cliff
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the vrc sdk just loads forever and wont let me do anything and i got these errors

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i know theres an unsupported shader and whatnot im gonna fix that later

somber sequoia
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but you can't build until you fix that error

civic cliff
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i know

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im just trying to get the download size thing to update while im at it so i know if im good there

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im tryna fix the shader rn

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the problem is i dont know what the other errors mean

somber sequoia
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it seems to think you aren't logged in

civic cliff
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interesting

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imma relog

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that wasnt it

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same errors as before

orchid blade
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Yeah I did this:

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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?

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Is this it by any chance?

cobalt cloak
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I wonder why my shader is being removed from the eyes of the glasses

orchid blade
# orchid blade Is this it by any chance?

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

somber sequoia
exotic whale
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So, is there anyway to snap one object to another? Because manually moving the feet to match with the legs takes a long time.

crimson plover
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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

fringe quiver
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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

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also the camera gets all messed up, but the bounding box is okay

gilded ember
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how do i get out of this screen?

somber sequoia
gilded ember
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I’m in unity

somber sequoia
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obviously

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the upper-left that's cropped out should have the title of the window you're in

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you could try double-clicking it, but that's a guess without knowing what it is

gilded ember
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Alright hold on

crimson plover
somber sequoia
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oh yes, that is the console, isn't it

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I was looking for the window title

crimson plover
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i swear unity animations are gonna be the death of me

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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

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i made the animation to turn the audio source from 0 to 1 volume, it works when playing the animation

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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

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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

spring gyro
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Does someone know where can I find this hoodie?

gilded ember
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nvm just figured it out im dumb

balmy barn
crimson plover
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thats what i did though ;-;

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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?

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i dont understand why its not working

strange crown
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Can someone help me wuth dis? i renamed the hip bones no matter what and it still keeps happening..

somber sequoia
strange crown
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It didnt work

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Hold on

gilded ember
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I thought i fixed it but I guess not vrcCrying

balmy barn
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pick a layout , upper right corner you managed to merge alot

gilded ember
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thank you

crimson plover
orchid blade
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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

glad dirge
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why is my scene black

slow briar
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I forgot how to get links from avatars on the website- how do i do that again?

glad dirge
orchid blade
somber sequoia
wraith sail
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Anyone know how to fix the issue of when previewing your eyes go poof?

somber sequoia
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What are you previewing here?

wraith sail
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when setting up eyelook

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in the descriptor

somber sequoia
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okay but again, previewing which one?

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any of them?

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one that you rotated too far?

slow sandal
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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

somber sequoia
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Parent constraints - you put one on the sword, then setup sources for its location in the scabbard, and another for in hand.

slow sandal
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so I do I make the scabbard a separate mesh? currently it's part of the body

somber sequoia
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no need

slow sandal
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do you have any resources or videos on parent constraints? I'm fairly new to unity

somber sequoia
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I don't, but I'm sure there are tutorials for this

slow sandal
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hmm, well I found one, thank you

indigo storm
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can someone help me upload my bought avi, ive watched multiple vids and also looked at the guide and it is not helping..

somber sequoia
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maybe someone here can help if you explain what you've done and where you are stuck

indigo storm
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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

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i kinda just need help with everything

torn remnant
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Does anyone know why it’s doing this, it started all of a sudden

somber sequoia
torn remnant
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All i did was add a hat…

wraith sail
somber sequoia
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excellent

uncut wharf
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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

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my poor avatar's a glow stick in dark worlds

somber sequoia
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possibly increase min_brightness in the lighting section

uncut wharf
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i dont think that's the case cause i have the same settings for them both in that case

paper inlet
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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.

paper inlet
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apologies for the quality

somber sequoia
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hmm could be vertex colors, the standard shaders use those

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you could remove them in blender or I think with vrc quest tools, or use a shader that handles them

paper inlet
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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

paper inlet
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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

red nebula
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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):

civic sinew
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Hey fellas, what do I do when it refuses to let me swap the rig to humanoid?

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Nvm

crisp oasis
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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.

chilly solar
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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?

civic sinew
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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

crisp oasis
bold river
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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?

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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

timber wharf
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@bold river layer order, lower takes over

ornate stump
uncut wharf
ornate stump
soft thistle
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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?

ornate stump
soft thistle
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k got it

night ember
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Fingers are entirely optional

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Even down to however many

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My avatar only has 4 rigged fingers

ornate stump
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You may not know that some worlds utilize all the finger bones so it's safer to have them all.

night ember
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True

frank dawn
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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)

ornate stump
frank dawn
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I figured out how already. Thank you though. (Apparently it was just a cat addon needed)

turbid cedar
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only happens with quest version

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thats the full error btw

crisp oasis
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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.

drifting crypt
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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 world

    Is that possible? Is it feasible? I’m not too familiar with avatar contacts tbh

somber sequoia
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you'd have to see what that animation clip in the 'motion' slot does - otherwise I see no audio anything here.

strong summit
viral ivy
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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.

raw coyote
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yo guys how do i upload a avi

ornate stump
raw coyote
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this my first time

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holy im confused

uncut wharf
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okie dokie so that fixed my body issue now its my face and skin which ill send over the same stuff

uncut wharf
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nvm! thank u so much dude

wraith geyser
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hello, everytime i try to upload the quest version it gets stuck at 42 % for a while thenend with error

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any ideas?

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nvm, it worked the second time

dark jay
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i forgot how do i do partner dances like have a emote play 2 different animations that dance

compact dragon
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While uploading my avatar, the SDK is stuck like this for around 20 mins after loading everything, any idea why?

quasi swallow
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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?

indigo compass
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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.

quasi swallow
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sweet! thank you so much ((:

valid marsh
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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

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The shotgun is its own model and armature

azure glacier
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someone please help me figure out why i cant switch to android PLEASE dont say uninstall i have tried.

stiff void
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does anyone know if fan bones work in vrc? for better joints

azure glacier
pastel night
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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?

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view position is normal on vrc avatar descriptor before building

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goes back to the head when i toggle that piece of clothing off

plush ember
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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

night ember
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disable backface culling

ruby summit
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for some reason my avatar gets compressed like that in play mode

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i think this might be a reason?

chilly solar
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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?

indigo compass
# chilly solar the pc build of my avi is too big for quest, but when i first upload it it wants...

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).

chilly solar
timber wharf
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that's not a blocking error

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also sometimes unity/sdk goes mad and assumes youre on the wrong platform

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seeing it actually fail to build&upload is different tho

somber sequoia
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actually the leg ones that have the twist bones there too

ruby summit
somber sequoia
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that's a very strange thing to name a humanoid bone

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good thing to name a twist bone though.

ruby summit
somber sequoia
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okay - first time I've ever seen a twist bone being the right choice in one of those slots.

hallow coyote
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how do i fix this so i canapply a pose?

shadow agate
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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

somber sequoia
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Best you could do is pre-add that with the avatar parameter driver

chilly solar
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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?

old yarrow
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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

orchid blade
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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

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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

tulip radish
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How do I take off the glassy layer off? I’ve checked the mat caps,lighting and decals ;-;

ornate stump
tulip radish
somber sequoia
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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

ornate stump
tulip radish
tulip radish
somber sequoia
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that won't do anything for the issue I'm talking about

somber sequoia
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what?

ornate stump
tulip radish
somber sequoia
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about what?

ornate stump
tulip radish
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i tie remaking the material and got the sam result

ornate stump
tulip radish
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it didnt go away

ornate stump
tulip radish
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i unlock the material it goes away but when i lock it in it reappears

ornate stump
ornate stump
tulip radish
ornate stump
tulip radish
ornate stump
ornate stump
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Those are for bone contact triggers.

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Contact senders actually.

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Yes.

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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.

foggy socket
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hey guys ,anyone use outline helper ,i ve use it fine before but now (blender 5) it just turn everything red ??

gaunt knoll
timber wharf
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@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

foggy socket
#

OMG tottaly forgot thx

timber wharf
#

'show faces orientation'

small valve
#

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.)
dense pendant
#

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.

obtuse trail
small valve
# obtuse trail The six 2k textures would take up less vram if you consider that one 4k image = ...

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.

ornate stump
obtuse trail
balmy barn
#

ill take one bad atlas over 10 materials, can always shift/rescale them after once they are all merged ratl ( 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'

obtuse trail
#

Mio3 is also very good! 😁

obtuse trail
raw saddle
tulip radish
frank dawn
#

does anyone have a link to the actucal cats blender plugin?? i cant somehow get mine to work correctly on my 5.1 blender

gaunt knoll
frank dawn
#

damn. there site said it supported 5.0+

#

but alrighty ill go and do that. ill lyk if it worked

#

thx

gaunt knoll
#

That's the unofficial but that stops at 5.0 as some drama happened apparently

frank dawn
#

ah.

#

also it works. thank you very much

steel flume
#

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

soft thistle
small valve
#

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.

sick loom
pine valley
#

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?

raw saddle
pine valley
#

Yeah, you can mismatch parameters.

#

you'll sync a bool, but the animator will see a 0 or 1 in an int parameter

soft thistle
pine valley
small valve
#

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.

pine valley
#

"strg+z"?

pine valley
#

i would also just use two different states, personally

#

this doesn't seem like a good fit for the Parameter sound selection mode

small valve
pine valley
#

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

small valve
pine valley
#

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

small valve
#

thanks, that is very good to know.

somber sequoia
#

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.

pine valley
#

yeah, the SDK will still check the validity of that reference

small valve
#

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.?

somber sequoia
#

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

small valve
somber sequoia
#

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.

small valve
somber sequoia
#

as the person editing the avatar, runtime functionality is no different

small valve
somber sequoia
#

cool

#

I have no idea what kernel I have, it hasn't really been relevant in years.

#

(6.18.16 I guess)

pine valley
#

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

pine valley
#

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

ornate stump
small valve
#
  • I mean I dont use them for any of my stuff but not sure if any of the VRChat system logic needs it.
balmy barn
#

they should have removed that ages ago, no one really use it and it requires you have certain shapekeys no one ever make

ornate stump
small valve
balmy barn
#

remove these ratl cause im sure you dont have these on avatar

ornate stump
small valve
glossy isle
#

how do i change the shader this uses? as it doesnt work on quest

somber sequoia
glossy isle
somber sequoia
#

so? it can have two

#

one for the particle and one for the trail, now that I see it's a particle system

glossy isle
#

but it has this error and it's the only material wit hthat shader

somber sequoia
#

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

glossy isle
somber sequoia
#

create a material, drag it into the particle system's material slot in the rendering section.

alpine ingot
#

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

winged dirge
#

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.

pine valley
#

It might not be supported yet by the Gesture Manager emulator

#

(i haven't tried to use the raycast yet at all, though)

strong summit
#

Does this kinda mean "This avatar is not in T Pose" or smth?

pine valley
#

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

loud leaf
#

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.

somber sequoia
#

yeah - you'd apply the armature modifier to the mesh

#

can apply it as a shape key too

pure mica
#

is there an easier and simple way to add gesture disable toggles?

somber sequoia
#

than putting a new variable into each of the transitions? not really

loud leaf
#

So I've done the size changes in pose mode, what would be next step?

pure mica
#

is there a tutorial or something i can follow?

somber sequoia
loud leaf
#

And then re-attach them after applied?

somber sequoia
#

then add a new fresh modifier to it, yes

loud leaf
#

Understood

#

Would you reccomend to do it as a shape key?

somber sequoia
somber sequoia
#

if you don't have shape keys, you can just apply normally

loud leaf
#

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 :)

somber sequoia
#

yep, so you can't apply a modifier if you already have shape keys, but you can use the shape key method

loud leaf
#

vrcAevSip understood :3

pure mica
#

i was just gonna copy how it was done here but i dont understand why there's a puppetmenu

somber sequoia
#

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

loud leaf
#

Able to reset pose position back to rest pose?

#

nvmd just didn't select the bone haha

alpine ingot
#

How do i let a different facial animation play when having a open hand?

somber sequoia
#

find the way that animation is setup and swap out the clip for a new one

alpine ingot
#

Do i replace the idle animation then? Because otherwise i have no idea where to look

somber sequoia
#

there's one labeled "open"

alpine ingot
#

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?

somber sequoia
#

no, idle is for the default position, "open" is an open hand, it's different.

#

what that means on your controllers.... dunno 🙂

alpine ingot
#

So idle is the animation that plays when i have no buttons pressed?

somber sequoia
#

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

alpine ingot
#

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

somber sequoia
#

literally open your hand

#

(at least, on my Q2 controllers)

#

idle is when resting on the buttons

alpine ingot
#

omg

#

i just realized

proper slate
alpine ingot
#

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

proper slate
#

help

somber sequoia
# proper slate guys

I can see in the hierarchy you have a prefab that's missing its package, looks like the face tracking stuff

proper slate
#

just that in the hierarchy

somber sequoia
#

look in the inspector, it may be missing stuff

proper slate
#

i solved

#

but now this

weak token
#

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?

somber sequoia
# proper slate

not a useful error - look for others above it, usually look at the first 1-2 errors

somber sequoia
weak token
#

My parameters only take up 55/256

alpine ingot
#

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

gaunt knoll
#

Doesn't hai make a package to edit your gestures easily

gaunt knoll
#

Have a look she's got some stuff in there for expressions

alpine ingot
gaunt knoll
#

They make packages for unity

#

It's just a link to their library

alpine ingot
#

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

ripe tide
#

Ummm with contacts...is it possible to somehow change the strength of the contact?

somber sequoia
#

not really - what is it you're trying to do?

ripe tide
#

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?

somber sequoia
#

yeah proximity probably

ripe tide
#

Oke then

alpine ingot
green pine
#

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

somber sequoia
#

kinda curious what it is though

weak token
green pine
somber sequoia
#

The component it's saying must be removed

green pine
#

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

pine valley
#

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)

green pine
#

ok I added a mesh optimizer thing onto it idk if it'll help

somber sequoia
#

yep, first one means you have to do the rig setup - did you do that part yet?

green pine
#

ok but tysm for telling me lmfao.. gotta look it up tommorow (its 11pm here) and thanks for anyone trying to help me

somber sequoia
#

yeah - usually tutorials will go over that step, seems you either didn't do it or some bones aren't mapped right

green pine
#

i will free them from tpose hell, but thats the avatar fyi

#

also, good nite

cosmic sequoia
#

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 😭

cosmic sequoia
junior crag
#

top right

#

maybe go fullscreen

gaunt knoll
#

Make the middle tab bigger

#

Also looks like your not using the correct unity version

cosmic sequoia
junior crag
#

yeah there should be a bar right below the scene and game things

ornate stump
cosmic sequoia
junior crag
#

do you have overlays on?

cosmic sequoia
junior crag
cosmic sequoia
junior crag
cosmic sequoia
#

yeah haha 😭

junior crag
pine valley
#

Gizmos are enabled in your latest screenshot.

junior crag
#

ah i didnt see that

cosmic sequoia
#

thank yall for being so quick 👑

junior crag
#

no problem

gaunt knoll
#

Aaa my fault looks weird to me

pine valley
#

that's probably why imdjd thought you were on a wrong editor version

#

(that's what you see in the Game view!)

cosmic sequoia
pine valley
#

maybe it's from 2019.x.y

cosmic sequoia
#

i couldnt find any newer tutorials

undone coral
#

Trying to build and test an avatar but this keeps popping up, I don't really know how to fix it

ivory star
#

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??

rocky quarry
#

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?

still shuttle
#

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.

gentle iris
#

hi i made a object in blender with a animation, how would i make the animation work on my avatar with a toggle?

rocky quarry
# undone coral Trying to build and test an avatar but this keeps popping up, I don't really kno...

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:

  1. 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.

  1. 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 (_).

  2. 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

gentle iris
undone coral
rocky quarry
# undone coral Tried all of those things and it's all the same error. Any other things I should...

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:

  1. 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.

  1. 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 (_).

#
  1. 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

cosmic sequoia
#

has anyone made a boop animation for their avatar?

crimson plover
#

contact receiver set to hands

somber sequoia
#

I used finger on mine, but hands work

cosmic sequoia
#

i think my avi doesnt have the gesture manager stuff on i followed that pinkys tutorial but testing it still doesnt work :(

somber sequoia
#

"gesture manager" is a testing tool

lapis sun
#

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)

cosmic sequoia
somber sequoia
#

it's very helpful, yes. That or AV3 emulator.

somber sequoia
lapis sun
cosmic sequoia
#

im not exactly sure how to set that up :')

somber sequoia
#

there are lots of tutorial videos for stuff like this

cosmic sequoia
#

im more than happy to stream to someone if it helps 🥀

#

if yall have a video link for it ill uhh watch that too

somber sequoia
cosmic sequoia
#

the 8 min one and the 30 ish min one

somber sequoia
#

uh.. sure

cosmic sequoia
#

????

#

what

somber sequoia
#

it's not like I know which videos you might mean

cosmic sequoia
#

theres one by pinky and another by wolfy

#

the rest are like boop counters n whatnot

somber sequoia
#

still useful since that's half of the setup

#

pxinky's stuff is usually good

tall mountain
#

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

cosmic sequoia
#

i followed the whole tut but it still just doesnt work

somber sequoia
#

can you be more specific?

cosmic sequoia
#

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

somber sequoia
#

how exactly are you testing?

cosmic sequoia
somber sequoia
#

ok good, that's correct.

#

and does the variable change in the animator when you poke it?

cosmic sequoia
#

the variable where do i look at that?

somber sequoia
#

in the animator

cosmic sequoia
#

theres no change

somber sequoia
#

no change to what?

cosmic sequoia
#

im assuming you mean when i touch the contacter with the sender

somber sequoia
#

Yes

#

the way to debug this is to verify each step along the way works. That is the first

indigo storm
#

Would anyone be willing to show me how to add additional hair to my avatars?

night ember
#

in blender

cosmic sequoia
somber sequoia
#

nope, sorry

cosmic sequoia
#

okay :/

indigo storm
soft thistle
#

i can't seem to swap to muscles & settings

crimson plover
#

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

near anvil
#

Any tips how to make a 2GB avatar quest comp?

timber wharf
#

how did you made it pc comp

crimson plover
#

was gonna say, max download size on pc is 400mb

near anvil
#

OH, the project/avi i bought was like 2GB file download wise my bad

timber wharf
#

@crimson plover 200 download, 500 uncompressed

crimson plover
#

Ah

minor trail
cold palm
#

Then youll see on the right the "boxes" with the animation names

minor trail
#

Yuppers

cold palm
#

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

minor trail
#

Fuckin wha

cold palm
#

Top right, "fist"

#

With the blue triangle

#

In the inspector

#

You click on it, it will select the animation

minor trail
#

Yeah

cold palm
#

Or wait do you not have a gesture right and gesture left tree ?

minor trail
#

No

cold palm
#

Then click on the arrow and change the parameters value then

#

The arrow bridging "any state" to the animations

minor trail
#

Oh conditions?

cold palm
#

You want your toggles to work only for the left hand correct ?

#

Yeah

minor trail
#

Okay

minor trail
#

Only for right hand

#

Not left

cold palm
#

Okay

minor trail
#

It's set to right now instead of left

cold palm
#

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

minor trail
#

PC might not like it but opening pc project rq

#

And doing the same

cold palm
#

The process isnt complicated once you get the hang of it

minor trail
#

Thank you for helping me

cold palm
#

You're welcome

minor trail
#

As for why I can't edit add things, write defaults.

cold palm
#

I dont think it should be an issue

minor trail
#

Uses vrcfury and it says something about write defaults and how it won't work

cold palm
#

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

minor trail
#

There is no autofix Kaiylast_Cry 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

cold palm
#

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

minor trail
#

Weird cuz it's on

#

Gimme a sec

still ore
#

having a problem with my gestures, my hands are completely stiff besides the upper half moving

minor trail
still ore
cold palm
# minor trail

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

cold palm
#

Click fbx, on inspector you should be able to configure the humanoid animations and check if the hands have all bones mapped properly

minor trail
#

I never had this problem on any of my other avis until this one

still ore
cold palm
minor trail
#

Very bad idea to ask here. Try VRCTraders in #1204490664637890580 . A lot of scammers and bad people will dm you if you ask here

minor trail
cold palm
#

Probably because of naming system

hallow coyote
cold palm
#

Its really just a drag and drop though, ping me if you need hlep on it

hallow coyote
minor trail
hallow coyote
#

awh man

minor trail
#

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

minor trail
cold palm
#

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

soft thistle
#

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*

minor trail
#

Check the other things

#

Model, animation, materials

cold palm
#

I never had the issue of not being able to apply this honestly

minor trail
#

Could be cuz he's stripping the bones??

cold palm
#

No i believe its the standard settings anyway

minor trail
minor trail
# cold palm 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

soft thistle
minor trail
soft thistle
burnt ocean
#

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

ornate stump
uneven bough
#

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 )

ornate stump
uneven bough
#

i just replaced the file in file explorer

ornate stump
#

Denoted by the solid blue cube instead of cardboard box icon.

uneven bough
#

what's the second easiest way then? it has the exact same rig as my current model

ornate stump
ornate stump
# uneven bough ?

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").

uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
ornate stump
# uneven bough

So those are FBX prefab. The model just disappear after you replace its fbx file?

uneven bough
ornate stump
ornate stump
# uneven bough ?

You know you could just simply delete object inside of the fbx file you put into the scene?

uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
#

what export settings do i need to have?

ornate stump
past marten
#

How do I get out of this?

ornate stump
past marten
#

Idk what I clicked but I can only zoom in,it’s not 3d no more

ornate stump
past marten
#

Thank you so much,I’m just starting Unity😭

uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
ornate stump
uneven bough
#

everything on my avatar is all screwed up

alpine ingot
#

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?

ornate stump
uneven bough
ornate stump
uneven bough
#

so what do i do?

still shuttle
#

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?

cold palm
cedar grail
#

Why does this keep happening? i cant upload my avatar

stable citrus
soft sentinel
#

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?

soft thistle
#

her arms are not straight when it's in-game :<

green pine
#

how do i add bones ?

junior void
#

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

frozen imp
#

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)

ornate stump
frozen imp
#

thank you so much, this helps more than you know!!

soft thistle
frozen imp
soft thistle
#

k

ornate stump
ornate stump
frozen imp
#

thank you so much!!!!!

wintry ledge
#

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

ornate stump
wintry ledge
ornate stump
wintry ledge
#

get that scammer outta here

#

poor guy got hacked

ornate stump
wintry ledge
ornate stump
wintry ledge
ornate stump
# wintry ledge 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.

wintry ledge
ornate stump
soft thistle
somber sequoia
#

that'll probably work

vestal ridge
#

small question if i open VCC will I be ok from the Whole poi thing?
as long as i dont update it?

somber sequoia
#

there's nothing bad going on there, use VCC normally, you just have to get Poiyomi via the discord at the moment

vestal ridge
somber sequoia
#

if you already have Poiyomi then you don't need to get it again yet, so you're fine

vestal ridge
indigo mica
#

je fais comment pour corriger tout je suis entrain de Peter un câble

cursive elbow
#

how can i optimize it ;-;

somber sequoia
somber sequoia
# cursive elbow

put way less stuff on your avatar. You should be targeting more like 100MB

cursive elbow
somber sequoia
#

no

west cipher
#

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

somber sequoia
#

which property are you trying to animate?

west cipher
#

welp nvm, legit figured it out. i was animating the wrong tag lol

somber sequoia
#

that's what I was guessing 🙂

frozen imp
somber sequoia
#

the VRCFury discord might be useful here

frozen imp
#

okie dokey!

somber sequoia
#

oh actually, now that I read it I could guess - you have two toggles that affect the same thing, try to not do that 🙂

stable citrus
ornate stump
sick oasis
#

anyone knows what that one avatar asset is called where you can have a overhead marker in any world that shows your location?

sick loom
uneven bough
#

any help?

lapis sun
#

hey so here are some screenshots of the saving issue I have! any tips?

stable citrus
somber sequoia
stable citrus
uneven bough
stable citrus
uneven bough
stable citrus
#

sps

balmy barn
#

your path is waaaayyy too long

west cipher
#

is uncompressed size just texture?

balmy barn
#

everything

uneven bough
balmy barn
#

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

west cipher
#

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?

uneven bough
balmy barn
#

doubt it

#

these errors tend to be outdated scripts / missing ones / broken library cache , never once needed to export my projects to fix stuff ratl

uneven bough
#

how do i "extract the backup somewhere"?

cursive elbow
timber wharf
#

@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

glass solar
#

hey so why are the particles so bright with addive but it looks messed up with multiply

timber wharf
#

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

small valve
#

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

uneven bough
#

so can u actually help?

verbal lagoon
#

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 🙏🏻

somber sequoia
#

When is it pink, in-game or in unity?
by "switching to quest" what do you mean?

drowsy hawk
#

i changed everything

#

how do i find it

somber sequoia
#

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

timber wharf
#

huh thats a good idea tho

somber sequoia
#

or maybe vrc quest tools does this

verbal lagoon
#

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

somber sequoia
#

Yes but again, are you testing for pinkness in vrchat or in unity?

verbal lagoon
#

In VRChat

somber sequoia
#

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

verbal lagoon
#

I'll try that out and see if it works :))

still shuttle
verbal lagoon
somber sequoia
#

excellent!

somber sequoia
still shuttle
somber sequoia
#

yep, got it, now that I know what to look for.

balmy barn
#

fix your hip or show how it look in blender , if its overlapping a bone funny things happen , your likely wrong way

somber sequoia
#

bone roll might not be 0

still shuttle
#

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

balmy barn
#

old avatar have hips pointing the wrong way, only way to know - blender

still shuttle
#

I will take a look at it myself in blender and see

somber sequoia
#

Yeah you definitely should look for yourself

still shuttle
#

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)

balmy barn
#

unpacking avatar is a great way to break stuff ratl recommend never doing it

still shuttle
smoky robin
#

does anyone have any clue what shader this creator used? Or just any recommendations for a really good shader would help

somber sequoia
#

I can't help you look from here.

night ember
smoky robin
#

ghh okay

somber sequoia
#

really hard to tell from a pic

ornate stump
sturdy escarp
#

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

somber sequoia
#

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.

sturdy escarp
#

Hum

somber sequoia
#

Physbones only respond to hand colliders

sturdy escarp
#

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

somber sequoia
#

I'm guessing they just didn't think of it. Pretty sure there's at least one canny asking for more collidr options

sturdy escarp
#

I appreciate your response though... I spent a good 45 min trying to figure it out on my own ^^"

#

(very niche topic I guess)

somber sequoia
#

yep! It's a good party gag when I do it to people

sturdy escarp
#

Ive seen that used on a hairdryer

still shuttle
somber sequoia
#

yeah that hairdryer one is amusing

sturdy escarp
#

How can one move a fingerbone?

somber sequoia
still shuttle
#

Well yeah, the reson why I am in this channel is to try and figure out what it is haha

somber sequoia
#

it has to be done at build time

somber sequoia