#avatar-help
1 messages · Page 267 of 1
nope
so far haven't noticed anything weird - but I did only move the ring finger collider.
In unity VS Blender
if you can move the collider and attach it to the tow bone without moving the finger bone itself that woudl be great
But I guess this gimmick is a bit more advanced than I expected
Yes, that's exactly what you can do, via a build-time script
In any case thanks. If I decide to give it a go, at least I know to start looking in VRCFury
ummmm. what?
I have two meshes, one with 5 materials, the other with 1
Particle systems count
ah gosh
I just can't see my avatar in the world, even though I don't have the unoptimized avatar blocker enabled
Maybe I'm missing something
yo cosmo
whats up?
Lol is there somethin you need help with?
that doesn't sound like avatar help, maybe there's a more appropriate channel
Idk what to do, should I have a skirt or smt :<
Sum femboys have skirts, right :0
Hello?
If you want like fashion advice, there are discord servers and stuff for that. My DMs are open so if you want you can DM me and I can send you links to a discord server. But we should keep this channel in this server focused on avatar help
Ok! :3 ^^
this might be a stupid question but if you can see the blueprint id for any avatar on the website, does it not just allow you to overwrite some random persons avi if you used it in unity??
how do i agust the view point
edit your avatar descriptor component , look for the view / expand , be sure your av is at 0.0.0 and you have gizmo's on
You don't own that, you can't update it
i thought it had to be more than just letting you do that lmfao
i was like surely thats not a thing
but you'll note it means anyone can view a public avatar
yes c:
Private ones return a 404
(just checked, I was curious what return code they used)
Quick blender question why are my back faces heavily tinted red? How do I change that?
You have the face orientation overlay on
how do i make the syncdance prefab audio sound clear and not muddy
has anyone ever encountered this error? i've tried everything i can think of:
- restarting unity and the vcc
- reloading the sdk
- detaching the blueprint ID
- just waiting and trying again later
- restarting my entire pc
i seriously have no idea what's causing this. any help would be appreciated ^^
You cropped it so I can't see the error count - is that the only error in the console?
anyonw know what could be causing this on my arms
weirdly enough when I do play on unity, that doesnt happen
nvm it does
Looks like a shrinking blendshape used for fitting clothing
why does it fly when i jump
yeah and for some reason I cant even change this
its like forcing the 100
if you're in play mode and can't change that, it means some animation is setting it
that's way too cropped to give me a clue what it is
would someone pls show me how to add hair/clothing to my payed for avi?
I made the outline thicker and this black box appeared on the chat and is how to be rid of it
i have an avatar in my scene made my dragging and dropping a prefab in. i updated something on it in blender and reimported the fbx. how do i now update the prefab that was made from said fbx?
Simply overwrite the same .fbx file from Blender, and it'll automatically be updated in Unity. Assuming you didn't unpack the model prefab in Unity.
how would i make an emote that doesnt loop stop being toggled when its done playing, i cant find any tutorials that help 🥀
i did but that didnt update the prefab in my scene
i also havent ever unpacked anything
Right click the model file and select reimport - sometimes Unity doesn't realize the files is changed
still didnt work. does it have anything to do with the fact that my prefabs dont have the same name as the fbx?
not sure what you mean
my fbx and the prefabs made from said fbx. i know when you overwrite the fbx it needs to have the same name. idk if that applies to the prefab
Really not sure what you mean about the name - I'm talking about just the .fbx. If you stick that in some other prefab you may have to refresh it or something
oh did you make platform-specific prefabs there? Interesting
yeah i reimported the fbx, i can see it has the new thing i added, but the prefabs in my scene didnt change
yeah i did that so i have them to put on gumroad
I don't do that, not sure if you need to do something else there
shitt
I didn't think so but not really sure
u were right, i removed some parameters and it workeddd!!
figured out it doesnt work because i dragged and dropped the fbx into my assets to create the prefab, therefore it doesnt update like it should. i needed to have created a prefab variant instead which updates with the fbx.
new issue, how can i transfer all my vrcfury toggles and all my avatar info from one avi in my scene to a duplicate of it with nothing
more of a unity question
is there a way to to retarget animated properties by just renaming the property (i.e. "zipper_small_down" to "zipper_normal_down")
that edits the object's name instead
ohhh, yeah it would
you can do it if you edit the animation file itself, curious why you can't in unity
that works
how do i fix this?
"this"
?
what there do you want fixed?
the mesh it's doing a weird thing and I don't know how to fix it.
Yes, but which thing there is the weird thing?
assume we have never seen this before and don't know what you think is "correct"
it's doing the weird shading when i put on the texters
yes but which shading is the weird shading?
I'd guess and say maybe you can select the faces, then mesh -> normals -> reset vectors, but it depends on which shading you're trying to fix
mainly the entire face
ok I guess I don't know what you mean then, sorry
i look at it in blender and it look fine but idk what's going on when it get's in unity
yeah now that looks like weird vertex normals
okay how do it fix it??
it didn't work
Ok so I have unity 2022.3.22f1 installed
I click open project in CC
It opens unity hub but nothing else
Is it not supposed to open the unity project? What am I to do?
does this normaly take this long or did i break smt?
#creator-companion might be better, but yeah, I'd think that would work
@somber sequoia im missing this in the new fbx tho is that a problem?
so the avatar thing
not sure what you mean? That ^ component isn't "in" your model file
ye
did you do the humanoid rig setup on the new one?
i just opend the .blend file that was provided it has armature in it
not sure about the rest
i only did the del what i dont need part
None of that answered my question
i did not do any riging no
You probably want to setup the rig as humanoid, in Unity. That's what that "avatar" icon is
thats what i have in blender rn
oh
most of the basic avatar setup tutorials show this
might just be faster to just take the og replace the mesh n del everthing from scratch
you still have to do this if you haven't done it yet
but the og has it already
or do i need to do it for the mesh?
it's not a mesh thing, but if the original file has it, that's good.
i tought the mesh doesnt have a lot to do with the bones
it's trivial to do though.
Mesh is linked to the armature so it deforms when the armature moves
ye so my plan was just pull this back in
dont unpack it that time n just replace the mesh
pull my added stuff back on it and set it back up
del the stuff i dont need
bc i can just replace the mesh ez if its not unpacked right?
no
You seem to be working in Blender, that's where you replace meshes
ig yea i only use blender if i have to
ok lemme just look up the bone asigning thing n i should be gucci
cant i just do copy from other?
I haven't had the best luck with that, but maybe. If there's nothing really custom about this, there's not really any point though
Sure, you can use Alcom instead of VCC
you could just open unity hub then open/create a project there too
Are there any good updated tutorials on that
(you'd have to install the VRChat SDK and other stuff into it still though)
no idea
Cause i have unity open and i tried opening the model and that works
oh, then what's the issue?
But i have no idea how to do the sdk and gestures and all that bs
VCC isn't going to help you with that
The tutorial i was using was for cc but its not working and anything i looked up wasnt helping
Cc comes with the sdk and gestures does it not
Thats why i got it and the tutorial i was watching said to use it
But if its not working ill just import everything myself
VCC provides the VRChat SDK and related packages. It has nothing really to do with "gestures", whatever you mean by that.
A quest thing
I mean, it's a very generic term that could mean a lot of things.
its not
its not automatically in the project
I did not add it so idk why it came with it then
oh you mean "Gesture Manager" - yes, VCC can be used to get that.
the creator companion is not the sdk
Yeah no i know
all creator companion does is let you manage packages in your project
VCC is just a tool to add packages to a unity project and possibly launch unity, that's it.
I got the cc because it had the stuff in it and was following a tug
Tut
Ok where do i find everything that i need to put into the model
you have to specifically add it to the project using cc
idk what model you are using so Idk what it requires
gesture is not required
Where do i find the vrchat sdk
And the gesture management because the tutorial said it was required for quest users
you can get that with VCC (or Alcom)
it is in fact not
Ok how do i download it from vcc
all gesture does is let you test in unity
see that Manage Packages image you just posted? That is how.
You can pick the version added to your project on that screen.
they are already there
I sent the link to it
The project wont open using cc so im just not going to use it
Ok sorry you confused me by saying with vcc
I dont know what alcom is and i dont wanna just search alcom download💔
Am i going to have to download the vrchat sdk and everything separately and add it in unity anyway with alcom
no
Nd is there a certain version i have to have or is the newest ok
Also, it's already added to your project so you don't need to go download it again
Hi, could I get some help with fixing this error? The bones appear correct in the avatar rig, but it just refuses to upload
show the rig setup window, show the bone hierarchy
Anything else you need or is this ss good
close everything below head, we can't see the arms on this
you do seem to have a whole bunch of extra bones before the hips bone though, that's weird
Its a MMD model, I tried to optimize but I do NOT know how to get rid of those without a migrane lol
Here's the hierarchy
Yeah I see why, you have lots of bones between the upper chest and upper arm, VRChat isn't going to like that at all
there should be one shoulder bone
hm
So back to blender? Or is there any kind of tool I can put into unity
Back to blender
When I try to merge bones using CATS unofficial, this error pops up, I don't even know where to begin haha
I may have solved my own problem
what does this mean?
the build was aborted
what caused it?
maybe look in the error console
what did you think i did sherlock?
alright then.
sorry it looked like you were being rude i had a rough day
I was not at all trying to be rude.
i know i apologize
alright.
i figured it out now thank you
Hey I have a avatar where the physbones don’t work for quest but unity is not alerting me if there are too many physbones
@pearl pebble make sure youre checking stats in playmode if there's vrcfury involved
if some prefab adds physbones you wont see it outside and sdk doesnt block excessive physbones from uploading an avi, just deletes them
Alright thank you
anyone know how to toggle just the flying poses but making the main avatar disappear if that makes any sense
Im curious why you are even using a separate mesh for that
huh yeah, that's a strange thing to do
or why you are using fury to do the toggle
grab that animation instead and just toggle it whenver its ment to fly
mixamo have a bunch you can use / edit before downloading
ive seen other avatars do that with outfits where they will have the base outfit and then a second or 3rd outfit and when they toggle the 2nd or 3rd outfit the base one isnt there and it doesnt clip with the other outfits thats what im trying to do here but i dont know how they did it and im trying to see if theres something in vrcfury that can do that
thats what i did i grabbed one with the arms out and one without the arms out
why not just manually make the toggle?
wdym
why not just make the toggle yourself instead of relying on fury to make it
I like fury more I don’t feel like making a toggle manually in my opinion I feel like it would be a hassle to do and I’ve tried it before and it was hard for me so I started using vrcfury it’s more easier for me
making a basic toggle like that only takes like a minute to do
i still wanna try fury
That sounds exactly not the same issue and solution you are looking for. Avatar posing usually is done through action layer, and often customizing gogoloco.
It turns out I did it... kinda? I got one that properly shows up in VR, but it nuked the left side bones for some reason
argh, computer just crashed while I was weight painting in Blender.
FYI you don't need cats for this
Please, do tell me more
waaaah i keep running into issue after issue … why is android greyed out
install the android build tools into your unity
I saw something saying make pc version of avatar not visible so i did that and the quest one is there
Where can I find them
well what exactly are you trying to do?
Someone mentioned this on a reddit and said unity hub but theres nowhere to get other stuff
And apparently it has to be the same year version thingy as unity for vrchat
unity hub, gear icon for your editor version
Thank youu
Mostly just get this avatar working for now, then get VRCfury once its fully functional in VRChat
if you haven't installed unity with unity hub then you can't use this, and you have to find the files in the web archive.
I meant specifically where cats is involved
Ohh
I've been running into "There's no head bone here" errors when I tried a route with it and mmd tools, and cats was specifically mentioned as being good at mmd avis
.. I have no idea what most of that means. carry on 🙂
I think its tedious enough to just summarize it as "I tried multiple tutorials, checked with GPT, and this is attempt #3"
oh, I wouldn't expect chat GPT or anything like it to be of much use here.
yeah I figured after it hallucinated Japanese multiple times
Ok might need that tool, I don't think thats normal at all
Wtf are yout bones doing lol
I usually reset everything, configure all the bones and then use pumpkin avatar tools and gogoloco's pose animation to force it back to tpose
Can you also show how your bones are assignd to your avatar?
Wah… trying to install gogoloco
I have vrc fury, its enabled in this project, i downloaded gogoloco and imported it, dragged it into the model thingy in hierarchy but it’s not showing up in vrchat after i upload it
You should be putting only either All or Beyond prefab, not both.
Ok, i deleted it - does this look ok? Ill try to upload and see if it shows
Ok. Test it.
Did you put the proxy controller?
I am not sure what that is so im gonna assume no💔 this is my first time even uploading a model hdjshd
The instruction is right there writtn "IMPORTANT".
Its not there - i assume because of the proxy controller thingy
Yeah, i noticed and looked, but im not sure what Avatar Descriptor VF isor where to find the playable layers
Avatar descriptor is the component inside of your avatar root object.
Okok i have done it, trying again now
Still doesnt show on the wheel in expressions :(
Are you sure you're building for correct platform?
Ahh im not sure what you men
Mean
I have android sdk installed and its available for windows and pc if thats what you mean
Do i have to change gogoloco to android?
Between PC and Android build, what it's selected now and what platform you're testing?
Testing on quest, it’s set to pc&android
Screenshot the sdk panel showing what settings it has.
That's where you hit the Build & Publish button.
Thats what you want to see?
That entire panel of course..
Show some at the top of the Alerts as well.
Does it show "Multi Platform Upload Successfully" message after it's done?
It just says the upload succeeded
I can see the avatar itself on quest, just no gogoloco
When in game, did you change avatar to something else and back to refresh the avatar?
Ill tryy
I closed the game and reopened but ill try switching
Eek im not sure what i did but theres no gogoloco and now his legs dont move when i move the joystick
Im not sure what happened 💔
Ah ok i found this file titled important but dont know what it means
Not important if you use vrcfury to install.
Okok
Delete the gogoloco prefab from your avatar and put a new one in and test again.
This? Or only the one below it?
The one you're selecting.
Okok, deleted, now im gonna drag and drop it back in
It shows grey like this instead of the little green circle it had before
Because that's outside of the avatar.
Ohh i dragged it to the top one with the asterisk beside it
Okok
Didnt work and the legs are still not moving when walking
Where did you download the gogoloco?
Uh spokeek github.io
What spokeek?
I just hit the download zip button there
Im using alcom not vcc
So i couldnt do add to vcc
Alcom also has ability to add repository.
Do i also need to add it as a package in alcom?
Of course.
Okok, just drag the whole folder into it?
No. You add the repository listing in alcom and add package via manage project.
Should I reopen the project? I did that and it says it’s importing it in unity but I’m not sure
It will be inside of Packages folder.
Did you even add to the avatar?
That isn't a "folder". It's inside of the object.
Ahh ok
What you had actually still is the old gogoloco you imported with zip file.
Should I delete it from the model again?
Delete the gogoloco-1.8.6 folder, delete the prefab inside the avatar, and add the prefab from the Packages folder.
Also replace the proxy controllers in avatar descriptor.
Just drag the file in.
Still no 
Do you actually have vrcfury in your project?
I swear i added it
Confirm it by screenshot its existent in the project.
I got a unity package of vrc fury
I’m not sure where to find itt
Is in in the Packages folder?
You should just add via Alcom
The same way as you did you gogoloco.
No. Add via Alcom.
It won’t show when i click add package
I think because when downloaded its only a unity package
Not a folder
What dialog you're showing?
When clicking add package
You have to add Repository. Not adding user package.
For example if you go https://gogoloco.net/ and click Download Using VCC, what does it show?
It just opens vcc
You have both VCC and Alcom installed?
Yes i tried using vcc but it didn’t work and i couldnt figure it out so someone else said just use alcom
Those for managing project and packages and won't fix any issue that happens inside of unity.
No no vcc was having issues itself
It wouldn’t open projects at all
Is there no way to put vrcfury into alcom?
Click the Add Repository button. Not the dropdown menu to the right of it.
This happens
Go to see vrcfury website and see the install instruction which include the repository link.
Okok i think i did it and put it on the project, its importing
Do i have to redo the gogoloco stuff?
Yes.
Ok its in
Vrc fury is in packages
Do i need to put anything else anywhere?
I deleted and reput gogoloco and the playable layers thing is done
Put the same gogoloco back in again.
Yes.
Then make sure that you completely remote gogo from your project first, remove package from alcom(not repository) and add back to project.
You want me to delete it from here?
If it's inside of Packages folder, you have to delete with Alcom.
Delete that.
Ah ok thats what i was gonna ask
Im not sure what link to p it
Ah ok i got it i think
How easy is it to adjust an already made asset with like blender or unity for someone whos never made or even rigged an asset before? Because i cant find cat themed thigh highs and ive been looking for hours and found two and neither are what im looking for. i want something i can retexture to match this and I'm getting frustrated. Apologies if this is the wrong place for this question. ||Also sorry if im interrupting but id like to at least send this before i head to bed-||
Did you delete the gogoloco prefab in the avatar and readded?
Is the prefab the hierarchy?
Yes.
Yess i deleted and readded from the gogoloco in the packages section
Did you also delete gogoloco in the Assets folder?
Delete the gogoloco again. From avatar hierarchy first, then remove from project in alcom. Back to unity and verify there is no gogoloco exist, then add gogoloco back and proceed the usual step.
How did you delete from alcom?
I specifically said Not Repository. Remove from project via manage project.
Oh oh sorry
Ok its removed from the project and ill add it back to repository
Ok its in repository, but not in the project
Its not showing in unity
Add it back to the project now?
Yes.
Drag the vrcfury beyond one into the model again?
Yes. As usual
Ok, its there, and the playable layers are done
No error when publishing this timee
Well its still loading but nothing immediately
Multiplatform upload worked ! Ill test it now
Yesss it worked!! Thank youu
can you do mat swaps as bools?
Parameter type doesn't do anything for animation. That means you could just use any kind of parameter to setup transition for animation.
i need genuine help rn im trying to edit an avi and i am STRUGGLING
im new to this
not too new but new
Provide details, ask specific questions, etc.
Maybe be more specific?
adding edits to the avatar as a whole
like idk how to do any of it
like im trying to add other models into the avatar
really hard to help with that info, unfortunately
Can’t you show screenshots?
yeah but wont it be faster and better? plus im slow with this so it'll take ages
i dont mean to be difficult
If you can find someone willing to sit with you 1 on 1, sure.
if you want help from the channel as a whole though, there's no VC
that is quite the ask
im sorry if im being bold but its been like 2 hours 😭
what has been 2 hours?
since i have been stuck with this problem
oh that's not very long 🙂
wha..
I've got problems I've been working on for weeks!
alright sorry
anyway, if you want help from this channel, you'll need to explain a bit.
okay i figured out how to add the model
now how do i adjust this certain mesh
it wont let me
what do you mean by adjust?
if it's a separate object you select it and move it around.
if it isn't then you probably have to do that in a modeling program like Blender
?
its a joke
Do you mean like editing its shape?
yeah
I guess I missed it, no idea what "crine" is
stupid way to say "crying"
i assumed you meant “crying”
new lingo or sum
had a friend who always used that word
do i still need blender?
maybe? It's not really clear from that pic what we're dealing with
Depends what you want to do with it, I guess
Some model has Blendshapes for basic shape adjustment in the skinned mesh renderer component. If it doesn't have blendshape, then you have to take it into blender and adjust to your heart content.
oh well how do i add blend shape?
Blender
not add sorry
Blender.
check if it has it
In that SkinnedMeshRenderer component, if it had some, you'd see a category dropdown like you do for Materials
There will be a section literally written Blendshapes in skinned mesh renderer component.
I assume there is none
That's for a cheap model yet.
maybe because its for a certain model
More versatile model with lot more customizable option costs usually around 5000 yen.
also you underestmating my brokeness
You get what you paid for.
Blender is the way.
i got this twin
atleast salvage it with blender
what sort of package is the outfit?
huh wdym
Like did you already have the outfit you want to add?
its in the project but like idk how to replace it with the avis outfit
Have you put it in the scene yet?
yes
Does it fit your avatar?
yes
https://vrcfury.com/tutorials/linking-clothes
If you don't have vrcfury then follow installation instruction.
Hey, I get huge lag and stuttering on JP servers. Anyone know how to fix this?
That should be a question for #1138891887374237706
How long does it usually take for a response?
That's a community supported, answered by other players so there is no time estimated.
im eating only sardines this month bc I didnt like mamehinata and got kipfel afterwards

tasty, high in protein, omega 3 fatty acids... not a bad plan.
and cheap
never tried
I'll try tonight
I was thinking if I could make 4 kemono ear on my avatar
idk if it would look strange
btw if I wanna merge 2 object in one I need to do it on blender or is there any other alternative?
anyone got any tips for adding a head to a body? bassically i got this booth model but i wanna add a different western head to it. would i do that in blender?
definitely blender
oh ok, i did try in blender but it looks really messed up in unity! i joined the meshes then connected the neck by pressing "m" and "connect at center". the head matarial is like this... but the body material works fine
yeah looks like really materials there
i got no clue how to fix that or what i did wrong lol... i just assumed it would work if i joined it?
new vertices without fixing uv they are somewhere on the texture
cant tell
but ive seen that a few times when i do it
how do i fix the uv?
yea i just hit "connect at center" idk how it works really but it worked
Blender of course, it really depends on what "fix" you mean
select that part in blender and look at your uv/texture
merge by center shouldnt do that tho, usually when you fill something you get funny uv's
yea its like this in blender
i got no clue, whatever one you suggest
would turning off physbones when theyre not in use help performance? like when you have multiple hairs
I really don't have a suggestion since I'm not working with this model myself.
I think the goal would be a single material for the whole body and head
It of course helps.
oooh would that fix the wierd uv? i can try that
no, that would not fix a uv map in any way
oh, im trying to fix that, idk how
reworking the uv map would be part of setting it up for one material
thanks
you'd have to decide how you want to rework the textures from two objects into one.
exsample of a fill and you get a funny uv and texture lines, look familiar?
select that part of neck and look at your uv & texture
yea! i get that too i think
i can start again if its a pain to fix idm
easiest way to headswap , keep part of the neck and merge there, much easier to align vertices and sudden change of hue
ooh yea, i tried joinen the vertices by the neck but idk i hit join at center
joining*
at this point i do not know what im doing wrong,
ive got 2 animation clips for volume 1 and volume 0,
using a blendtree between the two, paramter names are matched, radial toggle is put on,
but it just doesnt work, the volume keeps staying locked at 0 no matter what
what is shown in those images looks fine
everything ive tried searching leads me directly to this, and it doesnt work
animator layer weight is 1?
theres full controller on the main object with the menu, animation controller, and parameter list, the object with the audio source has an animator on it linked to the controller,
the layers weight is 1 and set to overrride
i know the controller itself is set up fine because the other animation layer works fine to switch between sound files, i just dont know whats up with the volume control
I wonder if that's a property that can be changed at runtime?
yeah
ive tried manually sliding it in play mode, its locked at 0 as soon as i start
so the animation is kinda working, but its just keeping it locked at 0
i put this in for the blendtree's layer, for the any-state i turned off self transition
why use anystate there?
if that's the only state in the layer, you don't need that anystate transition
remove the motion time if you're using a blendtree
that's for doing the "offset within a clip" method
you do either-or
ok took that off, still not working
but i did just find something, the soundboard volume layer isnt even showing up in gesture manager debug menu
only the sound selection layer
fury problems 🙁
?
the only vrcfury i have on this whole soundboard thing is the full controller itself
can confirm, audio slider work ingame so its a thing you can change , range i think is clamped cause i remember trying to change that (world world , avatar didnt)
i also dont touch vrcfury
ive seen the mess it make of controller and leave some states always running instead of once
I only use it if I have to, like on stuff I'm giving/selling, or the face tracking prefab, 'cause I don't want to try to recreate that
so you, both think its the full controller causing this
on clue what the animation say
audio volume thing , work
i know it works, otherwise animations would be nearly useless
ok so if it is vrcfury doing it, how do i do it Without vrcfury?
put the animator layer directly into your avatar's fx controller
Is there a way to make the metallics look like how they do in the game screenshot?
ok so i think i found the issue as well, i was doing one last test before trying that,
i dont think my parameters are working right
that looks pretty decent to me
The hands and cloth around it look like they're lubricated compared to the in game screeenshot
oh yea thats definitly it, the parameter in the expression file isnt synced with the one in the animator
oh - probably use more roughness / less smoothness in those areas
even though they have the same name?...
If you use fury, it renames stuff like this by default, you'd have to mark those parameters as global to keep the names
(where? no idea, I've just read that it's a thing)
just weird that its doing that to the volume one, since the select one has no problems
My avatar upload is stuck and won't move
I have this WMI error but apparently it shouldn't affect trhe upload
I'm having the same exact issue
You are in prefab editing mode, and sdk doesn't like that.
is there any raycast overlay ingame for debugging
all i know my av3 dont like it, have to use gesturemanager 
i think i figured it out now,
vrcfury was doing its thing, renaming one of my parameters with VF130_, but not the other
im getting this error:
VRCFury encountered an error.
Failed to build VRCFury component: FullControllerBuilder.Apply on VF_ARKit_VRCFT/VF_EyeRotation
You're missing some files needed for this VRCFury asset. Are you sure you've imported all the packages needed? Here are the files that are missing:
Packages/adjerry91.vrcft.templates/Animators/Eye Rotation/Para - Eye Rotation.asset
Packages/adjerry91.vrcft.templates/Animators/Eye Rotation/Additive - Eye Tracking - Eye Rotation.controller
(Exception in Apply at FullControllerBuilder.cs:145:21)****
I figured it out, you need to drag the prefab to the left up corner, not just double click it at the bottom
Doesn’t work
try open it again and do it
from the bottom to the upleft corner
I can’t drag it anywhere
I just have the 🚫
How do I get out of prefab editing mode
I click this arrow?
Yep
It just goes here
Hello, I'm new to avatar creation but I'd really like to get into it. If someone could please help, how do I apply a makeup texture? I've tried tutorials but the furthest I've gotten is no difference or making it look corrupted.
The first image is the normal face, and the second is how it looks when I try apply the texture. Creepy
ok so, vrcfury was renaming my expression parameter and causing it to unlink from the animation,
i went into the vrcfury full controller and make it a global variable so it doesnt rename it,
and now it still will not link the animator parameter and vrc expression parameter's together
like, the two loudness variables should be linked should they not? especially if the soundboard select variable is working perfectly fine
I've heard rumors of a new blender addon or tool that helps fit clothes onto an avatar its not meant for, far easier than it has been so far. Is this true?
can't say I've seen something like that that's actually useful
https://xcancel.com/i/status/2046112831989575960 Can anyone tell me how this is achieved? I know raycasts are essential for this, but are constraints used? If so, what kind?
How's rigging with VRC work for stuff with unusual armatures? Trying to make an avi from this model of Andy from Undead Unluck but it's got a weirdly detailed setup for the shoulders for example. It's got a joint for the clavicle, one for the regular shoulder bit, and a weird midsection one that makes no sense and I can't explain it.
figure out what the bone do, merge , some have 2 bones and you will need to straighten those out
some are twist/rotation ones wich can be kept
arms/legs handy to avoid making it fold in on itself
I'm really not sure what half of these do honestly. There's usually two for every major joint it looks like. When I rotate one, it just moves a small disc of the joint. The other actually does the moving of the child bones if that makes sense, lemme get more detailed screenshots. I'm just not really sure of the purpose of the 'secondary' bones since the models 'folding' looks identical before and after.
By default it has this god awful mess of random crap. Ignore the big ones off to the side, there was a wood crate that I'd guess was meant to be able to break apart
How do I have a contact sender move identical to the physbone it is attached to, and preferably, have it the exact shape as the physbone?
I'd assume you'd bind the sender to the bone(s) the physbone itself is slapped on?
I have placed the sender on the same bone as the physbone, while also giving it the same root transform as the physbone's root transform
You may have to make one of those deals where it's a group of like 10 small senders for the shape, I don't mess with that stuff at all so I wouldn't exactly know.
Still really don't know why we can't have 'vacuum formed' hitboxes for that stuff at least on PC.
FYI you only need either of those things, not both.
What? A physbone or a sender?
Putting the physbone component on a bone and using the root transform slot.
(same for a VRC constraint)
Ah.
(not saying this fixes your issue)
(Sadly does not. I want to make a contact sender that is identical in movement and shape to my physbone.)
I've done this before, just as you said, both components on the same transform, same sizes.
Is there no way to have the shape auto-match the physbone?
The shape of the contact sender
not that I now of
Drat.
I mean, not without scripting that at build-time
Ah I think I perhaps figured out what's with the random bones.
substance 3d
I'm guessing it's because the characters whole 'bit' is he's unkillable. So those are for mangling him up a bit.
Gonna see if I can find some gameplay of the mobile game the model is from so I can get a better understanding
What about it?
im getting lost on the baking part xd
Whatcha baking? I'm bored and wouldn't mind you screensharing if it's tricky to explain lol
Alright, mind if I DM ya?
yah your good
SO I recently made a copy of an avi I have, and when I go to change the account signed in, it affects both the copy and the original at the same time
In VCC, two seperate project folders and files
how do I make one of these on my avi?
its just a type of menu setting you can pick
I can send a video here. This is what it says whenever I enter play mode inside of Unity.
how do you recreate this with raycasting
physbones
Did VRChat Avatar Expression Menu get changed recently? I noticed the Radial Puppet's parameter works differently now. It doesn't do the same with my older avatars but newer ones do.
Previously the way how it worked is when you opened Radial Puppet, it would turn off the parameter that you have assigned in there.
Now the parameter turns on when menu is open and turns off when menu is closed.
I know a fix would be just using Parameter Drivers, but it's such a hassle to deal with. I wish there was a way to modify that parameter value inside the Radial Puppet
You're probably asleep by now, but here
anyone knows how to use physbones without forces? so basically have bones affected by colliders but without being affected by forces (pull, momentum, stiffness...)
im running into a problem with the creator companion it wolnt let me open it idk if this is just my computer but its just saying it cant pull it up
im trying to work on my avatar and its flat out just saying i cant use it like idk what it is
nvr mind figured it out i need to update my unity stuffs
not sure what you were seeing before, its definitely supposed to turn the param on when you open the menu and off when you close it, its always been that way.
Not sure exactly what's happening, all of my bones are mapped correctly yet it isn't saying my character is in a t-pose. It greys out the setting I need to see to test its movement properly. Any ideas on what is going on?
pose > reset, pose > enforce tpose
Done, but I still can't use the Muscles & settings tab for some reason.
Snaps out of the enforced post if I hit 'apply' and 'done' too.
Figured it out. I turned off bone stripping and that seemed to fix it.
hey im trying to optimize my avi rn by del parts of the body mesh you cant see under the clothing and i just cant rly get everything to work
first i tried to just replace the body mesh with the armature after rerigging it wich kinda worked but the coliders got fucked up and the facial animations stopped working
then i starting from scretch n editng a new fbx fine n after del what i wanted to del and importing into unity the camera is way to high for some reason
and the cloth and hair physbones stopped working wich is fine bc im not using that anyways
Going off of that ss and this, can I get help with how to get the bones connected properly?
how on earth do you make one of those fluffy tails like the rex has? i cant for the life of me figure out the best way to do it
show a reference?
like this?
hard to tell from the reoslution, but it looks like Its a tecnique called cards.
theres a fluff 2d texture drawn on a plane, or a card, and that card is shaped and repeated over the tail to create an illusion of layering
Do me a favour and click wireframe view
yes yes i thought so, im just not sure how to go about placing them all?
this is a screenshot of a screenshot lmfao so i cant rn
its not as simple as placing them. it takes practice to "place" them, but its usualy planed in the modeling and UVing phase.
so what should i do?
there isnt an answer. the answer is get better at UVing and texturing.
ive been doing avatar work/world work for like 8 years and I still find fluff like that intimidating
you could research tecniques to making hair cards. or how they did it in ps2/360 era
since cards are an old tecnique
is there other ways to make a tail similar to this? i saw a method using geometry nodes which i thought of first but im not sure how to use it. id have to take some time to learn which is okay
i also thought like, can i make a high poly base and sort of pull out random verts to get a bunch of fur bits? then i could even make it a blend shape so i can texture the smooth base and then the fur can be pulled out with the blend shape? idk if those are dumb choices ive just never done this kinda thing before and im trying to find an easy ish way to do it
absolutly not. it will look bad and be terrible on performance. the easiest fur possible is to make a low poly "bulky" tail, and use liltoons fur shader
lil fur is aparently also apart of poiyomi, so ive just learned
its okay ill figure it out somehow
This is the way it's been in the 4ish years I've been doing this.
Anybody good at using substane painter for vrchat texturing on models?
kinda?
could i get some help
as in like befriending you for calling and stuff
been trying to texture an avatar for months and have never figured it out
especially with importing it into unity being a big problem
I don't do calls
oh that sucks
is it okay if i call and you can mute while i stream or just as in physically cannot be in a call
... no
it's not "cannot" it's more of "will not without being paid"
but if you have specific questions, lots of people in here might be able to answer.
ahhh
That's okay
But like i need help getting the unity file for a mayu avatar to be put into substance painter
how would i get rid of the inner foot so it doesnt poke through
blender, unless the model has shape keys to hide it
would i need to download anything into blender, i havent messed with blender for vrc yet.
Yooo Kazin I'm back if you're willing to help again
?
⬆️
what does that mean
I managed to get everything working, but I don't know how to setup the bones so animations work, if that makes sense
is it a humanoid avatar?
Yes
then all the bones are setup so animations work
Then why is my avi in a fetal position ingame? That's in the mirror, first person looks like the default tpose
I'm working on no backstory, explain what you are doing
I'm trying to get a mmd avi working from blender using CATS, but I have pretty much no experience working with this kinda stuff
i edited it in blender but do not know how to replace the original avatar with this version and keep all the accesories
write over the .fbx
I believe that there's issues with its bones being very complex, but idk how to make them work
that's all, unless you did weird things before, like unpacking the avatar prefab
Any other things I need to explain?
the body is gone now
then you used a different setting for "Apply Scalings" in the blender export dialog than were previously used
I suggest using "FBX All" unless you know it should be otherwise
nevermind i guess im stupid
when i tried deleting the foot i deleted the entire body without realizing somehow
ok now
i dont kno where to go to delete individual parts
is it vertex groups?
no - if the "part" isn't a separate object, then you'll have to edit the mesh to delete what you want
thanks its fixed now
theres these weird light spots on the foot now though
i did it chat, i made the tail. ashtray always figures it out somehow
hey that's nice
psst how do i make the top one rgba like the bottom one (they use the same material)
Is there a better place for me to get help with my specific issue? Not sure what I'm doing wrong
dunno, I'm not sure what your issue is so it's hard to suggest much
I mean its mostly just "How do I simplify this bone structure" if that helps
ah, so rigging
specular/metalness too high + normals need adjusting
Now that we have that clarified, here's the setup rn
I'm assuming that's way too many
looks good
what the hell happened
this is pc view
wait...
isnt this the pos of the camera in unity?
womp
it umm imported the camera and light from the scene since i didnt delete them
Not according to the control panel
So then how do I fix those?
make sure the right things are in the mapping slots
I believe they are? Already optimized the hell out of them
Can I help you
Heyy, I’m having an issue with a modified avatar. I received an avatar copy of another one and it has the same FX layer, expression menu, and parameters, but the toggles aren’t working.
The weird part is:
Body blendshape toggles work fine
But clothing toggles (like hoodie on/off or shoes) don’t work at all
The animations look correct (they reference things like blendshapes and GameObject active states that exist in the avatar)
I already tried recreating the animations by selecting the modified avatar and reassigning them, but no luck.
Everything is in the same place as the original avatar (which works perfectly), and all clothes are children of the avatar.
Any idea what could be causing this?
We'd need to see the setup most likely.
Of the FX layer?
or everything?
Most likely everything? It could be anything : wrong parameter list, missing animation references, wrong menu setup, some vrcfury fuckery on upload...
In this example i'm trying to make the toggle for the sucubbus outfit in the first and second image, everything in the animator and parameters seems in order to me, maybe the animations are greyed out because they're not linked? This uses a VRCFury Blendshape Link in the fourth image.
Sorry for the image spam 🙏
Could you do me a favor and drop your FX controller in the animator component on your avatar root? Then select your avatar THEN in the animation tab, select that animation in the list. That should show you if the properties are being referenced properly or not.
You mean this list ?
Yes
Wait, why do you appear to have 2 copies of the same avatar in one?
This is how it looks like, I'm hovering the mouse over it nothing appears
One is a belly my client added
oh man... it could be a conflict of names?
Let me delete that just to try
It's not an avatar, it's a mesh of a belly with a blendshape that the client modified himself.
I tried deleting it but didn't change a thing 🙁
Alright then let's keep going through the list of suspects, what about your synced parameter list? What about the menu?
The last image are the Parameters
and the outfit one that's connected to the sucubus
Looks good to me mhm...
Ikkkk right 😢?!!!
Last thing I could think about is some vrcfury tomfoolery but at that point-
Tried baking an editor-only copy?
wdym :o?
My avatar is invisible and doesn't show up.
There's a button under tools -> vrcfury I think that creates a copy of your avatar after vrcfury has run all it's upload steps
It can be various things, maybe you don't have the material, or you broke the rig
Could be useful to see any weird things happening
I would reset the rig, in the humanoid config
how i do that ?
that ?
could be but
did u bought this avatar?
probably you're lacking the material
do you know if it uses poiyomi?
I got it from the internet
does anyone know how to fix this
I don't know, but the videos that taught how to download avatars said to put this in, so I did
Sorry for the awful wording. Would adding parent constraints to 5 extra eyes and parenting them to the normal 2 eyes make them work like the normal eyes? (Normal eyes = normal human eyes and location.) I'd just need to lock it to only be rotation, yes?
if i want to delete an armature in blender but keep the object in the same place how would i do that?
Would love some feedback and suggestions for the eye colour. Also please don't ask to look at my photoshop layers for this. xD
deng, looks good
Ooooo I really like the eyes
10/10 adorable
any shaders use two different blend modes? I have a texture that makes a cutout and a transparency blend but im only able to do one, and im trying to keep my avatar optimized so it doesnt have a lot of meshes and materials
So none of my uploaded avis aren't showing on content manager
How do i add the poiyomi in Creator Companion i have the files in .unity
Click add to vcc there
If that doesn't work copy this url and add it manually
https://poiyomi.github.io/vpm/index.json
Could anyone help me or point me in the direction of a tutorial? I am trying to make my Avatar (Tiger Mafia's Vernid) have two different colored eye/heterochromia but it only has one eye texture that is used for both eyes. I am extremely new to blender but I'm trying to figure out how to make it so I can texture them separately. I tried asking in the avatar creator's discord but haven't gotten any help so I'd reallly really appreciate some guidance.
Don't use lights if not needed
-# the one Pixel part though uhhh, i sadly have too little experience about
i keep getting this issue, used to upload correctly but now keeps giving me this and i did nothing
changed the version of vrcfury and d4rks optimizer and it works now
Hey so my avatar on quest has barely anything on it and all the textures are not great and its still too big file size for quest even though I see multiple people have the same base with way more on the quest model. Can anybody help me?
Does the model have versions for each platform?
It doesn't unfortunately, I've been using vrcquesttools to convert the pc to quest version but I've done a lot of optimizing and its still too big
can vrc fury be used to replace my avatar's whole model? i got some new blendshapes and topology added to my avatar and it got complelty screwed up after i uploaded it
I still need help with this
even updated vrcfury and it still comes up with this error
now im getting this:
Error while saving Prefab: 'Assets/prefab-id-v1_avtr_61d89670-96be-451a-91a6-78cd67aeb103_7957688463.prefab'. You are trying to save a Prefab with a missing script. This is not allowed.
Please change the script or remove it from the GameObject 'RURU(Clone)'.
UnityEditor.PrefabUtility:SaveAsPrefabAsset (UnityEngine.GameObject,string)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportCurrentAvatarResource (UnityEngine.Object,bool,bool,string&,System.Action1<string>,System.Action1<object>)
VRC.SDK3.Builder.VRCAvatarBuilder:ExportAvatarBlueprint (UnityEngine.GameObject)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__141:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2854)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
missing script add whatever it requires
Not VRCFury, but you can use PumkinsAvatarTools, which allows you to copy the avatar descriptor, prefabs and stuff added to the avatar from another avatar.
But new blendshapes and topology won't break an avatar unless you exported it wrong (something you can only guess at unless told by whoever exported it first), if the "armature" is scaled to 100,100,100 then export with "local only" in Blender, if 1,1,1 then "FBX All".
You need to download Adjerry's VRCFT template https://github.com/Adjerry91/VRCFaceTracking-Templates
I already added that still getting Build Failed
Getting this now instead?
i removed the one missing script and trying to find if theres others
How many changes have you done to the base avatar?
Missing scripts generally aren't there for no reason and sometimes importing the correct thing won't "find" those missing scripts.
I would try making double sure that I have every dependencies that the base avatar and whatever assets ask for then reimporting the base avatar and only replacing the necessary bits, which would be the avatar's scene and, if there are any, the .prefab files.
Theres 44 missing scripts ;-;
Yeah, even if you just removed those, something would definitely still be broken.
where is this av from , most says what you need to import
i did use pumkins to export it and it still got stuck in t pose with it's view completely fucked
Did you setup the rigging and did you accidentally export the Blender camera as well?
i just used my current avatar profile for the new model and no i didn't export the blender camera
That doesn't answer whether you setup the rigging again, copying from your old fbx wouldn't work since the export seems to have been different.
the new model uses the exact same rig as the old model
Ok, should have asked this earlier, what do you mean "completely screwed up after upload"?
after i uploaded it when it loaded in game it was stuck in T pose and the view position was so messed up i couldn't even see my menus when opening them
If you just put the fbx straight into the scene without using pumkin tools and give it a basic avatar descriptor (you just need to give it the correct eye height) what happens then?
To me it still sounds like you have a stray camera that followed along overriding your view and that the rigging is messed up in some way, would be helpful if you could take a screenshot of what you set in the "Rig" tab on the avatar fbx.
i fixed that error by renaming this new model's armature.001 to just armature like in the old one, don't know why it's showing up again
You renamed it inside Blender or inside Unity?
Inside Unity doesn't work.
oh shit could that be what completely messed it up?
please tell me there's a quick way to fix this
Just renaming the armature in Blender and exporting again would fix it.
without having to re-add all the vrc fury stuff i added to it?
Using pumkin tools to copy stuff over would still be for the best.
But if you didn't unpack the avatar then I am fairly sure things should work.
Just overwrite the fbx
I mightve solved the issue
yeah you added vrc fury
How do i test the new VRC raycast? i wanna use a surface to test the raycast on my hat if it functions correctly
ive had vrcfury, i didnt have Modular and BD_'s
still giving me this even after i re scaled it in blender
Is just a guess, but would assume you exported as "Local Only" "All Local".
But at this point I feel like it would just be a whole lot easier if you just recreated the rig, manually copying over the bone mappings, within that menu.
it's giving me those errors no matter what apply scalings setting i set for export
Well then I do suggest you just create your own avatar definition instead of copying from that other avatar.
Take screenshots of the avatar definition of "1Avatar" and just manually make them the same, should work then,
i have no idea how to do that please tell me i don't have to manually copy over all it's over 100 bones or something
No, it is way simpler than that.
If you go to the same Rig tab on the base avatar, you will find there being a "Configure" button, clicking that will bring you to a screen where the humanoid bones have been defined, what the legs, arms, head, spine, feet and hand bones are, stuff that needs to be explicitly told.
The "humanoid bones" are how VRChat knows what bones to move.
You just need to take a screenshot of them and make sure that they look the same on your new FBX.
Most of the bones will autopopulate
The reason why we have to go into the configure tab is because the automatic system setting all the bones could be wrong.
You generally never want the Jaw bone being bound for example, with some avatars it might choose the wrong eye bones.
Sometimes it also gets the spine structure wrong.
But you are only really checking that everything is in order and fixing like 5-10 bones total, which is as easy as dragging and dropping the right bone on the left into the field on the right.
so instead of copying the definition from my current avatar just create one from my new model and make sure it matches the current one?
how do i do that then?
Simple, instead of having it "Copy from other avatar" you set it to something create from current avatar or something
You then click apply
And then click the configure button
Where you can check the definitions.
this is what i was worried about, since it's a full body ark raptor avatar it uses constraints for some of it's bones for the humanoid bones to puppeteer so it still stands like a raptor
As long as you didn't click enforce t-pose or something the base avatar probably looks the same
Do really check how that one looks before you think something is wrong
helps settle the mind
this is my new model
Yeah, check the old one
You need to screenshot the human looking display (not actually the display, it doesn't matter, but) and everything below it (scroll down) for the new model anyway
here's how the old one looks
Does the new one have all the bones it is supposed to have?
It looks like it only has the humanoid bones, but none of the raptor bones.
how do i tell?
Left side of screen holds the hierarchy of all the bones, which bones connect to which basically, just check if both the new and old have a similar amount of bones.
From the screen above it doesn't seem like the new one does.
Which is curious when it is the same model.
Assuming the bones aren't just not visible for some reason, did you export using CATS or something?
Actually, could you show the left side you cropped out here?
I want to personally compare how the armatures look
seams like the old and new have the same amount of bones but i can't be certain cause there's too many to fit on my monitor lol
Treading outside what I really know now, special rigs like this I have intentionally kept the same as to not break anything I couldn't fix. If there is a community, discord, for this model I would suggest asking there instead as someone there likely will have edited it before.
But as a last thread to pull on, how does the avatar look in Blender before you export?
think we should try copying the definition from the old model again? is there a way to find out exactly what export settings we need so there's no errors?
cause i have no idea what the export settings for the old model were
Well that's positive, then things are most likely going wrong during exporting most likely.
Not really, can only guess on most things, other things there is nothing to go off.
I would suggest exporting with these exact settings
and keep the model's scale 1 1 1?
Choosing FBX All is just the safe option because it is what most models should be exported as.
I may have missunderstood what you meant
Yes, keep it 1,1,1
and the stuff under animation?
As far as I know they shouldn't matter, you could turn it off entirely.
Leave everything default except Apply Scalings and uncheck the leaf bones checkbox
still getting those mis match errors
if you re-scaled, you'll get mismatch issues, set the rig to generic, apply, then redo the humanoid setup.
still got errors, did i screw up the order? what's the exact order i need to do that in
@somber sequoia To catch you up to speed with the issue.
How it should look #avatar-help message
How it looks #avatar-help message
Exporting from blender puts it into a t-pose
er
well yes, it should put the humanoid armature into t-pose, is it not like that in blender?
that matches you
rotation constraints to the lizard rig?
Seems so from what I have gathered
From what I know of those rigs the humanoid upper body in this case shouldn't even be weight painted to anything
yeah it uses constraints to puppeteer some of the raptor bones with the humanoid bones so it still stands like a raptor
I'm assuming "raptor spine" is exactly what it says? If so, looks like you have the raptor bones in the rig setup instead of the humanoid bones there
should i just try assigning the correct bones to the new model's definition? is there a way to copy and paste the mapping from the old to the new?
You could try and no way to copy paste them.
I do still worry about why the pose is different, it shouldn't, those bones shouldn't even have weights.
Yes, you should assign the correct bones.
The issue is that Unity takes a guess, and one of the criteria it uses is "bone has mesh weighted to it". In your case there's none