#avatar-help
1 messages · Page 268 of 1
hold on i decided to try making a new definition from the new model that i already uploaded ( the one that's all messed up and stuck in t pose ) could this work? i noticed it's not showing the raptor bones
Yes, that's what I said to do
I mean, however you got there, this is the correct result
the fact it's not showing the raptor bones in the 3D view isn't a problem? the constraints should still work right?
That is correct - this part requires the armature that matches you. So use the humanoid one, unless you're a raptor IRL.
i just get terrified when things don't look exactly familiar with this stuff
"terrified" is an interesting word there
cause one little fuck up always reeks havok with computers u know?
the worst you'd have to do is redo the import
...............
yes?
any help with those?
Make sure those bones are mapped properly
they are aren't they?
and what should the correct order be?
posted in #avatar-rigging often, but hips -> spine -> chest -> upper chest (if present) -> neck -> head, which shoulders coming off the higher of chest or upper chest.
Then of course shoulder -> upper arm -> lower arm -> hand
does it matter where the raptor bones are in that list or nah?
the raptor bones should not be anywhere in this, they don't get controlled by VRChat's IK
well they are.....
that's weird.
so do i need to get rid of them or what?
read what I last said
removed the raptor bones and those build errors are still there........
In which controller would be a custom standing animation usually? I wanna get rid of it but I cant tell which one would have it...
probably locomotion
how would you fix the model turning black when using the matcap lit shader?
check for vertex colors on the model, if they are there, remove them
where would i find that?
alr ty
thank you I was losing my mind going through the controllers
Any one know how to fix this issue and yes I have uploaded it to pc already first
@somber sequoia u still helping me?
use the same parameter file for both avatars
I have no idea what state things are in from here, not sure I can help you
Well how do I do that it’s to separate prefabs for the quest and pc version
by prefabs, do you mean vrcfury or something like that?
No like I mean like separate prefabs of the model I used vrc quest tools to convert so it creates a separate version for quest
oh I get what you mean, that shouldn't matter, you still need to use the same parameters file for both of those if you want things to line up properly
and how do i do that
literally use the same file in the avatar descriptors
i will try this latter i'm doing school atm sooo
there is no risk of virus or malwares ?, i saw poiyomi discord account was compromised and the hackers was spreading malicious links through discord, im worried about the site being affected
that isnt an issue anymore, no. Adding poi to your repository shouldnt effect you. If you're nervous you can always download older files from their github
They did mention that it is safe to download currently, so you are ok
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Guys how do I get these clothes on my avatar, they're justing floating on me right now
Did you attach it to your Armature?
You can do it manually or use vrc fury Armature link and drag the hips to the hips
ok I'll try using vrcfury
i heard about this thing called cats for blender but i hae to downgrade for it what is cats? how do i get it? and how much do i have to downgrade my blender? (what version do i have to go to)
you don't have to downgrade, and it's an add-on with a few potentially helpful things
people told me its easier to make avis
unless you're coming from a MMD avatar there's little in there that's useful
4.5 / 5.0 cats | https://github.com/teamneoneko/Cats-Blender-Plugin , making visemes without it isnt fun - id recommend 4.5 LTS if you run into a script you use thats not updated
agreed, that's useful
what do u mean
cats can generate visemes vrchat want just using 3 blendshapes, or you will need to make them manually wich can be a pain , adding one.. at.. a time,.. by moving vertices or bones > save to shapekey
some scripts arent updated for 5.0+ so i stick to 4.5 but that depends what you using in blender 
I use 5.1, haven't had an issue with outdated stuff, so definitely just check what you use
nr 1 reason i use cats
ive done some manually but oh its.. 'fun'
i have 5.0 blender and my friends have been telling me to downgrade
5 should be fine
why though?
\ive seen those in unity when i added thevrc desc. but i was able to press auto and it worked fine'
idk they kinda gatekeep things so they could be leading me on
uhu, cause they already exsisted auto work
unless they can provide actual reasons, you should just ignore that
You should look for how to install blender plugin.
newer you can just drag it into blender
no, don't extract it
how come if you dont mind me asking
If you don't trust the link then you could just seach google to verify the link is valid.
or download it in an isolated environment and virus scan it
no i mea when i read the readme it like read my stuff
?
like something about debug something
you'd have to be way more specific if you want any help on this
and even knew i had roblox open
You sounded like you misunderstood something.
liek that
there is nothing in this message that gives us any clue what you are doing
Is there still a way to easily make mirrored versions of an animation? like if you've animated 1 hand's gestures you can duplicate those keyframes to work for the opposite side? ive got all my bones already named with _L and _R just not sure how to do it if its still possible, the main video ive seen/been sent is this but its on an older version and doesnt explain how to setup a animation controller thats shown: https://www.youtube.com/watch?v=UZY-ilBHlCQ&t=98s
so sorry okay i got it in now i want to find the separation tool where would i find that
What are you trying to separate?
nvm i used my brain for once and figured it out tysm for helping me out'

separation tool?
how do i use something thats liltoon/transparent on a mobile shader?
is there even a transparent mobile shader?
nope , some use the one ment for particles (somethingsomething)
yes they can do transparency but mobile in vr is just murder for frames having transparency with peoples "quest avatars" that can be insanely unoptimized
ahh works tenkss
small things you can fix with knife tool (eyebrows/skirts) , hair cards uh .. i wouldnt even try 
so.. basically
i could use the additive particle shader for transparency but it makes it extremely unoptimized for quest?
anyone got any hair assets they wouldnt mind sharin?
look on sites like Jinxxy,Nexxy,Gumroad,Payhip, Booth/Boothplorer, most creators dont permit filesharing of their content
yeah, if you want to use it, try to use it on small objects with minimal overlap with other transparent objects
does this count as unoptimzied? the blush
insufficient data 🙂
well there's not really a "counts" or "not counts" sort of thing, you just have to see how it impacts performance. This is a pretty minimal use, so I'd probably say it's fine. What you really want to avoid doing is spamming lots of large transparent particles, or making a complicated mesh transparent (like if your whole avatar was transparent)
both of these scenarios create a lot of overdraw, which is very difficult for mobile hardware to handle with transparent objects
well you could always use a detail texture if you aren't using it already. You can also use an alpha blending mode that way as well
this blends the textures directly together, like photoshop layers, rather than having a serparate mesh on top of the face
One of my friends is having an issue where the further they get from the world's spawn point the more objects on their avatar get like stretched. Anyone know what might cause this?
Nvm we got it LOL
a bone is missing?
A bone wasn't missing apparently, was a constraint thing
oop
the gold bit there is on its own bone and was accidentally getting snapped to a constraint for a prop rather than what it should've been on
Even I could have told you quest doesn’t really support them lol
me wen me dum:
why does the small one take the anim when the big one has the original animator and animation on it.
can someone help?
I'm trying to make an avatar but my rig is apparently incorrect??? i don't see the issue can someone explain?
Click the .fbx you imported in the asset window below and in the inspector go to the "Rig" tab, set it to "Humanoid", then "Create from this model", click apply at the bottom and then click configure so you can fix the misstaken assumptions Unity makes, check that Unity thinks the right bones are the right bones, if your avatar has a jaw bone then you will definitely want to remove that from inside that window.
thats where the second error came from, the only bone unnaivalble is upper chest
let me ask some question
-
How to add raycast on my avatars?
-
Isn't raycasting a form of RAY TRACING? What does it have to do with COLLIDERS???
Did you unpack your avatar? (not blue anymore)
you mean like this?
1 there should be documentation about this on the vrc website
2 yes it is and i don't know what colliders have to do with it :|
https://vrc-beta-docs.netlify.app/avatars/avatar-components/raycast/
-
You add the component called VRC Raycast.
-
Fundamentally yes, but this one doesn't bounce, only detects colliders and it is one ray instead of the millions that you would have with ray tracing. Raycasting is a very normal thing in games.
No, in the hierarchy on the left.
nope its aaaalll blue
I am lost with raycasting
If raycasting has to do with LIGHT then many people are using it as a form of COLLIDER that interacts with avatars???
Here, look https://fxtwitter.com/i/status/2046251782028828940
@indigo compass @gray turtle
@gray turtle So your avatar looks like the image I sent above?
nope, like this
Raycasting doesn't have anything to do with light, ray tracing does, path tracing does too.
But regardless, all it is doing is sending out a ray and seeing what it hits, that doesn't have anything directly to do with light, in game engines that is just math.
Do what the error message there says.
i checked the details and it just says that it can't find the hip bone
you can hit Configure to view the current bone assignments
then click "configure" and make sure the right bones are in the right slots.
first ss
already did
@gloomy breach raycast has nothing to do with lights. its send one ray and see what it collides with. same stuff that highlights for you buttons and menus when you aim at them. players are still represented as a tall capsule, not that they have limbs fingers etc
then what are the current bone assignments?
are you looking at the correct model? those assignments do look fine to me
i am
Although, you wouldn't see this error in that case
im so confused
I don't see which you mean, but I'll take your word for it
the first image
oh, I see, that is so cropped it's not at all clear where it comes from
we're already here xD
i was pointing Kazin to it
they're using a raycast component to move a physbone collider around
it doesn't make sense to be getting any errors here, so I guess I'd try switching the rig type to Generic (hit Apply, too) and back to Humanoid
No, raycasting and raytracing are different things. Raytracing and raycasting do both use rays and to detect collisions, but that's about where the similarities end.
Raytracing:
- Each pixel on a camera sends out a ray, then simulates light bounces based on the material properties of an object it hits until it hits a light (basically doing light simulations in reverse) This creates very realistic renders, but is also computationally expensive
Raycasting:
- This is just the process of sending out a ray from a point and a direction and then returning the information about where it hits colliders (and optionally the direction the collider is facing where it hit)
How the video you sent works (just my guess) is that they send a raycast out from the head to locate world colliders above the avatar. Then a physbone collider is placed at that position and rotation in order to effect the ear physbones.
was fine when applied to generic but got the same issue when going back to humanoid
and you got another copy of that message about the Hips bone not being found?
(in the console, I mean)
yyyyup
I am slightly suspcious of how you have a Root bone as a parent of your Hips bone
that should be fine
i tried without the root and got the same thing
anyways can i use legacy instead this one is fine for some reason
no, because then you won't get any walking animations in-game
one thing i'm curious about: uncheck "Strip Bones"
(that may only affect which bones get assigned to your skinned mesh renderers, though)
do i eaven have to say it at this point.. fail
i am curious if the bones are going missing during import; do you see them in the Hierarchy window when you drag your model into the scene?
oh wait i found the import messages
does it just mean that i'm supposed to re-name these or what
Yes, this is the message I was saying you needed to read.
You will have to rename any object that has the same name as a humanoid bone name
i was checking the over-all errors in the console didnt eaven notice these
ooooohhhhhh
ah, i also blanked on that, haha
I literally said to look right at it 🙂
so it's just the freaking head
you'll frequently see "HeadGeo" for that reason
I just merge mine into the body mesh
i always assume that the "import messages" would also get logged to the console
ok i tried with a renamed head and it created an warning but nothing's red yet!
the number of times people have posted an image of that and I've said "no really, read that message and do what it says" is... large 🙂
you should explicitly say "import messages"
it is pretty obvious in hindsight but i've gotten tripped up by that
I say "that error message" as in the one they literally paste a screenshot of but have not read.
but yeah, I could maybe word that differently.
anything that looks vaguely scary is an error :p
i'll have to remember that you do, indeed, get different info from those two places
I generally assume that people actually read those things they're screenshotting. This is a bad assumption.
(i was expecting to get that "duplicate names" message logged in the console)
it's really obvious after having it pointed out, haha
it is 🙂
can anyone help me with Mobile Toon Shader? I converted an avatar to quest version but the blush on the expression is now messed up when changing expressions and I wanted to know if anyone knows how to fix the blush mask on Mobile/Toon Lit or if I need to change the mobile shader
Blush usually relies on transparency. There is no proper transparency on mobile. You can try using the particle shader, it may be better to just not use blush
same brau 😭
each object has a network ID, usually this matters for worlds, curious why you get it on an avatar.
Alright, Ill try that and if its still cursed Ill just edit the mask to not have any blush
so.. network IDs make 0 sense for an avi and i shouldnt be worried about it?
Originates from a third party tool. It's warning them that, as it stands, their physbones won't sync between PC and Quest
Or at least not all will
I assume as a warning it's a sign of a potential problem elsewhere, but I've no idea what it would be since I've not seen that on avatars before.
oh I see, that would make sense
did you click world one instead of avis maybe?
so i had this issue once where my physbone could be grabbed on quest but it doesnt seem to be grabbed on my end (pc), does this have any relation to the network ID warning?
Yes it does
mine was really cursed it comes out fully messing up the face textures and eyes 💔
eoof
so.. is it possible to fix it?
The SDK has a utility that allows you to assign those network IDs
Use it
wat do i do with this
for worlds "scan for conflicts" is useful
holy shit it actually does make sense
so i just keep it there after regenerating?
keep what where?
i mean like it wasnt there before
I don't know which "it" or "there" you are referring to
How to I run expressions inside of Unity like this btw
I'm so new to this 
gesture manager, u can install the package from vcc ig?
I got the gesture manager part but is it is it inside of one of the menus
I mean like are network IDs not assigned to physbones by default, and by clicking on regenerate scene IDs which lists every physbone I have on the menu thing, is the physbone desyncing issue basically fixed
You then just click the gesture manager game object that appears when in game mode
I've never used this on an avatar, so I have no idea
eoof
After you press play on the emulator is there a place certain place in the expression menu?
yeee u need to have this selected on ur hierarchy in play mode
then it should appear in ur inspector menu
Ahhhh
Thank you I see it now
Tysm ;w;
seems putting the blush part on particles is the only way I could get it to not break my mask lol rip
how come this is happening when i go in play mode and use gesture manager
Can someone tell me how to solve problem ? It's keep show Loading
okay so im making this model and he has a little dot on his nose and i added it but it looks like shit from the side view so i tried adding a normal nose line but thats not accurate so what do i do help me twin :steamsad:
select these faces> invert them and add a backing inside the mesh so people cant see inside the head then put your little dot nose maybe?
thats how i see face parts done when it cant look good at certain angles rather then all of them normally
Hello I'm having some trouble figuring something out with avatar raycast
I wish for my capsule collider to only rotate on the X axis when theyre seen parrelel by my sides.
I have been trying to use rotation constraints but with no luck, the capsules will rotate into eachothers on Z rotations, I want them to stay parallel.
Ive also tried messing with the apply rotation raycast settings, but nothing seems to prevent any axis from rotating.
Is it just not possible? Or am i doing something wrong
Alright so im doing vrm to vrchat but im making the avatar quest compatible and i keep running into a few issues i cant seem to fix the first is an issue with the avatars blend shapes after i have exported the avatar from vroid and imported it into blender for touchups or unity the face mesh shows as combined theres no blend shapes to be found and i dont know why or how to fix this i want the lip sync and eye movement to work 😣
I'm having some issues with my avatars shoulders and torso area. I've has the same issue with other avatars when adding bulk to the upper torso. But when I enter play mode the shoulders fold into the torso. I don't know the solution to the problem would it be a weight paint issue or would I have to move the bones around? Because the shoulders seem too narrow now. maybe its both? If anyone has any advice I would love it <3 Thx
How would I go about rigging this cord for vrchat?
Man idk where else to put this. How does one release something for VRCC. I read through a bunch of stuff and am confused as hell
how would i go about adding lip sync to my arbiter, he has 4 jaw bones for his 4 jaw flaps. but the vrchat avatar descriptor only allows 1, how may i?
Use one and constraint the others to copy its rotation?
Okay so
I have this object or whatever that switches between white/black (it reacts to your voice)
How would I make it so that you can change it's color? Like at default its full white, but you can make it pink for example
Hue shifts aren't working
Hue shift should work, or you can swap a material.
Change to using shape keys instead of jaw flap
okie dokie
I just put the albedo to a pure red thing and tweaked the default to be the closest to white I could
It works now
oh - it should be noted that hue shift only works when you have a color to shift, it won't work on white.
Sure, we can be pedantic, but the point is when you tweak the S and V so that you get white, the H won't do anything.
Weird issue, for some reason quest keeps removing my physbones even though I only have about 5 in total with 5 segments max. Is there a certain setting that removes them?
it should be clear about what it's doing in the build stats list in the SDK console window.
Remember that VRCFury or similar prefabs might add extras you can't see normally.
It says nothing on the console window regarding her physbones or anything similar. The only vrcfury part i have is the WD Off. I dont think that would mess with the bones.
nope, it shouldn't.
but I misspoke - by "SDK console window" I mean the main SDK window where you click "build and publish", not the console with the logs.
Ah
how do i fit a asset to a avatrs base that doesnt fit? i have a swim trunks asset i want to use to fit zinpia rp base for swim trunks to my male avi but ive never done it before
Blender
Gotta edit the item in blender and then overwrite the fbx located in your project
hey there I have a known good vrc avatar but I just do not understand the blender to unity pipeline and getting changes to reflect, the fbx comes in with broken textures then when I look at the completed prebuilt unity package its built completely different and theres many unused blendshapes
this is what it looks like when i add the avi
Which part were you trying to fit?
i assume the dark grey shirt
these swim trunks
its inside the legs
btw its just the swim trunks
spoilered it cuz its the lower half
but its a ken doll lower half if that make sense
are you new new to blender or do you know a little bit about it?
completely new
https://www.youtube.com/shorts/yF1Rovp_fNM this might explain it better than i
you have to make materials in unity regardless, so the fact that the textures don't come over from blender isn't really an issue.
the video helped a tiny bit
i got it to here but still clipping im trying to figue out how to get rid of that and make it fit
sculpt mode works
I'd say these two help the most when it comes to moving things around
When I do this, I often put the 3d cursor at some center, like center of chest, or center of a leg, then scale from that point with proportional editing on. I don't use sculpting much
couple of things
clipping happebs when i enter play mode but in unity it looks fine and also the pants arent atthed to the legd at all
how do i fix the clipping and how do i get the rest of the shorts to attach
Weight painting probably.
i sculpted it
i dont even know what weight paitning is much
Hey
it's the thing that tells how a mesh will deform when the attached armature is manipulated. Without this, it won't move, it'll be stuck in the default pose
alright im in weight paint rn im trying to figure out how to get it attached
Your mesh object needs an armature modifier, with the armature in the slot on it
so do i need to connec the armature of the body to the shorts?
Unless you intend to export the shorts as a standalone package, yes, clothing should use the same armature as the body
currently looks like this how do i export the packagae with just the shorts because everytime i do it everything in the fbx moves over to it
the export dialog has options for picking which things you're exporting, by default it's all visible.
Personally, I do the body + outfit all as one .fbx
in "the export dialog". That is a menu
uh i cant find it sorry..
in the menu, you clicked file -> export -> FBX ?
the popup window you then get is called a dialog window. The options for exporting are in there.
How do I fix this, I did some proportional editing on the hair and now it does this when entering play mode with the Avi emulator in Unity
Yes, this is the export dialog.
i selected the object i wanted can i export it anditll be just the shorts?
That depends on the settings in the upper right, "Limit to".
But if you want a working shorts model you can use with something like VRCFury, you should export the mesh and armature.
explain what you mean by "does this"
though it's probably physbones
pretty sure i did it wrong
its still doing the same thing
not sure why you're replying to that message, it was for someone else
I also don't know what you are doing beyond exporting a model
i replied to the wrong messgae
im runnng into the same problem about it not attaching to the avatr
how are you trying to attach it?
copying the armature to the shorts
what does that even mean?
Explain exactly what actions you are taking, what you expect it to do, and what it does instead.
i copied armature 4 which is the main one
to the shorts armature
i expect it to not do this
but it does those images above
yes
Hey what do I need to do if the mouth is moving when someone talks ?
so why are you copying the armature?
i thought itll make the clothes move along with the avatar
like if i sit down it moves and nosent go into the ground like the scond image above
there's no need to copy the armature, just put the avatar's armature into the shorts' armature modifier
(then weight paint the shorts)
you said "copy"
yeah i copied and pasted into the armature?
into the armature or into the armature modifier?
"armature" and "armature modifier" are different things, please be specific here so I know what it is you are doing
armature modifier
And you want to put that in the slot inside there, not the name slot - that is the name slot
its getting late im gonna work on this another day i appreiate ya for helping me
i got work tmrw so i have to head to bed for the morning shift
sorry for the headache
The armature bone is locking the rotation to 10.46 in play mode, while it's 0 in edit mode
armature bone?
Yep
Took me an hour to figure out the cause of the deformation, but now idk how to fix it
which armature bone do you mean though?
The bangs
in the pic on the left, you can see a blue marker next to that rotation, that means it's been modified from the default in the prefab. Right-click, revert to revert it, see what that does
Same thing
I did work on it in Blender, maybe I screwed something up in there?
what work, anything bone related?
oh, then absolutely it could be something there
It's only that bone, which stumps me
I managed to compensate the rotation by moving the bones position to counter the rotation at playtime
Here to ask this question again, so recently i followed a video by Pinky to make a boop contact for my avatar but it doesnt seem to be lighting up in the animator when i go to test it! and was wondering if anyone had any idea what i could've done wrong :( im more than happy to show my screen if that helps me figure out the issue!
Fixes one problem, causes another cause I can't perfect it
this is hell on earth, this is what im trying to make (basically just a 2d png) but it always comes out as a cube when i get on vrchat 😭
just something really simple
I fixed it, was parented to the head rather than the hair root
hmmm im not sure where to ask this but in unity when i try to upload my avi it never enters that "building avatar" thing but it also never gives me a warning and never uploads lol hmmm
how do i change view point in generic avi it wont change
Any blender stans still up? I keep getting
Mesh 'body' has 343 (out of 9317) vertices with no weight and bone assigned (they will be assigned to bone #0 with weight 1). The list of vertices: 36, 109, 110, 111, 148, 149, 222, 223, 224, 261 and so on...
Literally no video or tutorial I have looked up has helped me actually find those vertices in blender. There's 300 vertices, I am not manually scouring the model and finding every one, tf.
So, this may not actually be an issue. If you move the model around and see them sticking out, yeah fix them. Actually selecting them.... well I tried this once, had to write a Python script to do it.
Yeah they're sticking out. In blender they move just fine, but in unity it goes everywhere. I'm losing my mind.
I think it may be related to bones meant for the jacket that I deleted.
But everything moves fine in blender's pose mode? Also, this "weaponol" and a few other things were deleted from the scene and heiarchy ages ago. Why're they still existing?
ok so ive made my first 3d model of a character and rigged it, and by design i gave it very few bones, head, torso, arms, legs ( & tail but i dont think ill bother with that) is there a way i can still import it as humanoid so vrchat will use its built in animations, i dont care if it looks goofy i dont want to animate
Wrong channel, there's one called avatar search literally just like 4 channels above. Delete and repost there man.
Unless you specify otherwise I believe vrchat just slaps the default anims on top of it anyways
the sdk is saying this and when i check the rig it complains about missing bones
Broski. You don't have the bone assigned.
Go onto your FBX, rig, click configure. Assign the bones.
when i say very few bones i mean very few bones
You'll need more bones :P
Thank you
these are the bones im apparently missing
Yep. You need knees and elbows for humanoid rigs.
see the pinned image in #avatar-rigging for an image of the ideal humanoid armature
Figured out the random lingering data, purged it or whatever, gonna check if that fixed anything here in a moment along with comparing my vertex groups to what bones I have, since apparently a vertex group has to be linked to a bone?
no
select all by trait for ungrouped or whatever did nothing, google told me that 20x
vertex groups have lots of uses, one of them is storing skin weights
I do have quite a few named "bone##" and I deleted quite a few bones with that same name format, that matter?
Those named the same as a bone name are almost certainly for weights, yeah
they don't get deleted when you delete the bone
this is good - it's what helps you swap armatures easily
So any idea what's going on? It moves perfectly fine in blender, but the lower part of the jacket goes haywire when moving in unity.
not really without seeing it or actually inspecting it
I remember before you said you don't do that sort of stuff free right?
correct
I did actually just get paid like an hour ago, how much ;w;
it's 2am and I'm sorta watching a movie. nope 🙂
Well ofc not right now
Are you able to give me a general quote for fixing the weight stuffs and maybe setting up a mouth rig for expressions whenever you're free?
we'll take this elsewhere
DM's?
How do I fix not being able to upload an avatar because of the download size?
decrease download size
By doing what
remove stuff, such as multiple outfits, accessories, etc. There's lots of discussion in #avatar-optimization
you wanna just add the extra bones and just give them zero weights, you might need to do some constraint stuff for the arms and legs though if you want them to be solid
does anyone know how to fix this?
is that the only red error in console? usually the top-most 3 red errors are where the issue actually is but if thats the only one id save project>close unity>reopen unity> attempt upload again for actual errors since one shown is kinda a empty error
this is the only other one i saw
oh actually theres this as well
ill try this though !
it didnt work </3
nvm i didnt realize i forgot to add a package required for the avatar !
Does using the same texture or material on multiple meshes make my avi more optimized?
Good question. I usually merge mine if that is the case.
Extra ears + my normal ears, as they are alwaya visible anyways for example
@misty ridge it saves vram, its still rendered separately (unlike worlds where unity auto-combines static meshes). if those meshes are always on, you must combine them into one. if theyre mutually exclusive (two bodies or two outfits), keeping them separate would be the best option from performance view tho vrc perf stats counting material renderers would disagree. if its a lot of toggles with not so many polys (like, having a set of armor with every part toggleable), then best approach on pc is uv tile discard (poi supports it) tho harder to setup. and finally, shrinking blendshapes approach has nothing to do with actual optimization, only makes vrc perf stats happier.
Ahh aight tenkss
What is the best and most clear completely beginner to coding tutorial for making a vr chat character and uploading that character into vr chat?
Cuz all tutorials I find skim over the most difficult parts to me
model making doesnt really require any coding knowledge but the stuff in https://discord.com/channels/189511567539306508/1139228456090087495 is pretty good
also asking specific questions in here might get you the answers you need, the more descriptive you are the better
uhhh can someone help me here? its throwing errors about the FX and its completely breaking the model
these only pop up in play mode
doesnt break anything, just it has a bunch of references in it that dont exist/broken , controller cleaner can fix it (even vrchat sdk come with a bunch of broken pptr)
This is often completely harmless
I dunno why, but Unity frequently fails to delete objects from the animator controller
so, for example, you could delete a state, but the state still actually exists in the controller
for some reason nothing on the avatar is being animation none of my toggles work and im not sure why
If a deleted object references another object, and that one gets properly deleted, then there will be a broken reference
and you'll get that error when the controller is imported
turns out for some reason it removed ALL the animations from my FX?
so i bought an avi, imported it to unity and all of that is fine, how do i upload it so i can use it in game? im kinda stuck on that part
https://creators.vrchat.com/avatars/creating-your-first-avatar has the bare-minimum steps you need to take to upload an avatar
You can skip steps 1-4, since you're using a pre-made avatar
or a video tutorial: https://www.youtube.com/watch?v=bSwMz4WcajQ
(i presume you imported a .unitypackage)
yes i did
actually, even step 5, since the avatar will already be set up, too
i looked at it but isnt there like a
button that says "upload" or smth
im literally clueless
it says "build and publish"
where lmao
in the VRChat SDK window
you upload content in the VRChat SDK window
see docs, tutorial.
that's a splash screen, the actual build window can be opened from the VRChat menu at the top
it is mildly annoying that this window also says "VRChat SDK" up top
yeah, it's just a welcome message
im completely lost on this
i have the vcc window open
with the
projects and stuff
so open Unity.
yea
once you open Unity you do the rest there, VCC is just a package manager and Unity launcher.
i figured it out
but it says i cant upload it
bc of a billion error messages
idek
Anything that has an "auto fix" probably click that. After that, see the first pin in this channel (the one from Tupper) for help on how to share error messages.
this is what i got from trying to upload it once
bought avi
instructions for that avi specified nothing but opening it and uploading it
consult the instructions that came with the avatar
"missing script" means you didn't install some package that's required.
you are missing packages
shit im stupid
nope, just inexperienced
mightve figured it out
lmao
ill try it when i got all the stuff installed
ty in advance
yellow is a warning, not an error.
that might be due to not checking legacy blendshape normals, or selecting import for those in the FBX import, but if you got a packaged up avatar, probably just ignore that for the moment.
your package probably has a scene you can just double-click to open, the file icon is the unity logo.
otherwise you find the model file and drag it into that hierarchy on the left side
ah
I really do suggest you watch that tutorial video I linked earlier, it should answer this question and others.
if what you mean is that the model file is in the asset folder, then yes, that's expected
again, tutorial video. It should be a folder in the "Project" window at the bottom of Unity.
probably do school things while in school
ive finished all ym work cuz im such a good student
my8
alr well ty! ill have a look at the video later
I'm replacing the hands on my avatar with ones from a different base but now the finger positions for each gesture are wrong, where can I find the animations responsible so I can match the values to the one from the arm's donor base?
are you doing this in Unity or Blender?
Both, I replaced the arms and bones in blender, re-did the weights and I changed the bone names to match the old ones, now its in unity
usually those animations are generic for humanoid avatars, but you may need to redo the rig setup (set to generic, apply, redo humanoid setup) if you significantly change the armature
Oh wait, I just realized the donor avatar has a dedicated gesture layer, I can probably find the values there
Yup, my bad
Thanks anyways
aha! That's a good clue
You might need to reset the humanoid avatar's pose if you've redone the hand bones
unity will have remembered the original bones' poses
ah, that's basically what Kazin said :p
switching to Generic and back will completely wipe the settings
Hi, I need help with a camera related thing. I have a camera on my avatar that I would like to be visible, even if it’s just for friends. I have made it so the camera is off by default but is turned on via an animation automatically after 10 frames of the model loading. However, my friends don’t see the output of the camera, and it’s just black for them. Any ideas?
Cameras need to be constantly animated On (I think the component itself) to be visible by remote users. And even then, it will only show to friends or people that have forcefully shown your avatar
Ah, so it’s the camera itself, not the game object?
That might be my problem then.
The animation I have enables the game object after 10 frames, not the component itself
And yeah the condition of being friends or the avatar manually being shown is find, I’d just like the system to work at all
Yeah no, the component needs to be turned on. You could always animate both
that's correct!
Gotcha, thank you
Does anyone know how to make a toggle to swap an item from one hand to another on vrcfury??
Could anyone upload a avi for me and am willing to pay if interested dm me
Turn one on turn the other off
but that would require to have 2 items at once
Correct
i saw people doing it with constraints
That's not using fury
then ill leave it like that, ty anyway
you can certainly use VRCFury to handle some stuff still
consider the following:
- have two empty objects, "Left Hand" and "Right Hand"
- use Armature Link to attach these to your hands
- put a parent constraint on the item and add both of those empties as sources
- use Toggles to play animations that set the weights of those sources
(you'd set the weight of one source to 1 and all other sources to 0)
anyone know how to get the new raycast component? i upgraded to sdk 10.3 but when i search for it, it doesnt appear
that is indeed how
it's not clear what object you are trying to add to
i need it for this prefab
im just trying to get the raycast component so that prefab works
ensure that you don't have any compile errors in the console
(these would be red error messages that don't go away when you clear the console)
yea i got these, maybe cuz i dont have raycast in my project >_<
the first two may be an issue, last one can usually be ignored
yea i think its becuase the prefab uses raycast so it has a "missing script" where raycast should be
restart unity if you just added it , might fix itself cause scripts goes hurg first time (random unity flavor)
the last one is just a random internal error
oh yea i should do that!! ill try
the first two appear to be compile errors that were already present in the project
perhaps you accidentally edited a file?
idk honeslty, i just imported the prefab i didnt mess with anything
oh its modular 
oh, okay, you just imported SimpleGroundShadow
yea
yeah, so that thing includes a script that is failing to compile
Installing a new package won't actually do anything if you have outstanding errors
ギミックを作りやすく、共有しやすくしていただいた「Modular Avatar」さま https://modular-avatar.nadena.dev/ja
do you have modular avatar thingamabob
I wonder if the script includes some Japanese comments that are getting interpreted wrongly
I mean...everything should just be UTF-8 nowadays.
yea the prefab uses modular avatar, i already got it in my scene
open the script and show us the code around lines 112 / 116
you can just screenshot the area (make sure to include the line numbers on the left)
okkk so i got the missing script, its no longer missing!
but those 2 errors are still there..?
you can double click the error message to open the script file
oh oki ill do that
back in the Olden Days, there were many different character sets
using the wrong one resulted in gibberish
is this good?
ahh, yep
i got no clue what those symvols are
that symbol represents an invalid character
unicode of some sort that your font doesn't have available
no, that's the replacement character
yes
it is possible for that to show up if you don't have a symbol for that unicode character
but given that we're also getting a compiler error, I think this is just straight-up invalid text
The quick fix is to just fix the broken text. The actual text doesn't matter
you could just swap that out with "Quest" and "PC"
I wonder what text encoding this is using
(you generally see )
this is all of the broken text i can see in the file btw
ok good to know
wait so what would i replace it with?
anything, really: the text itself doesn't affect how the script works
they're labels that get displayed in the UI
[AddComponentMenu("NDMF/ŠÈˆÕ—Ž‚¿‰e - SimpleGroundShadow")]
yeh its gibberish
e.g. replace this with "Quest"
the \ is the fatal problem here
\ is used to start an "escape sequence". That's used to type characters that would otherwise have special meaning, like line breaks – \n – and quotes – \"
\� is not a valid escape sequence
this results in a compile error
The more 'correct' fix here would be to open this file with the correct encoding (maybe Shift JIS? i don't know a lot here!) and then re-save it with UTF-8
ooh oki i get ya, idk what shift JIS is but i can try
In your case you can just fix the compile errors and ignore the garbled text
SimpleGroundShadow_ver.1.01 doesnt have any of that script, ( i dont use modular so im guessing it still want that )
ooh yea i was looking at 2.0 becuase it has raycast, i thought itd work better
tho its really no biggie i can always just use 1.01
just replace the entire thing in quotes with "Quest"
that's it
it can be anything you want; it just needs to not have that invalid \� in it
oh oki epic, ill do that then
If it has an optional dependency on MA, then it'll use an #if directive to exclude all of that code unless you have MA installed
yea those errors are gone now
and raycast is in my scene, so ill upload and hopefully its all good!!!
hi! i was wondering how one would make a collider for only blocking particles i.e. like a shield or something on an avatar without it colliding with the player itself
Hiya! So, I'm trying out colliders moved by raycasts but I think I somehow messed up the physbones on my fingers. They only act up like this in-game, in the editor they work fine. What have I done wrong?
is this the right channel to ask about a drone toy for an avatar?
building, yes. Finding/getting, not really
i guess it's related to building, i bought the files to attach to an avatar that gives it a drone toy
sure
but i've spent more hours than i care to admit trying to set it up and upload it with an avatar
what does a fella have to do to get someone to do it? is that something i can ask?
if you want to commission someone, head over to the VRC Traders discord, you'll just find scammers here. Link is in #1204490664637890580
im in there, which channel should i write this in
no idea, I've never been in there
hmmmmmm
@somber sequoia 2 people have already dm'd me from this server, is it safe to assume they're scamaz
I obviously can't comment on things I haven't seen, but will just say that you should be careful who you interact with, and it's likely that if they message you, rather than the other way around, you should be very wary of that.
are there templates for making avatars in certain styles?
and how can I make avatars on linux?
How do I fix these
If your avatar is fallback compatible would adding a little pet that you can turn on and off affect that?
ive been stuck on this error, and im not sure what to do
Google told me to Regenerate the Project Files under External Tools but i couldnt find the button :/
does anyone know put this thing on the vr model body? its like far away from the model so whenever i try to move the chsra in play test mode its hard to see because of how zoomed out it is
usually it's better if you don't clip the error messages so we can see the entirety of them, and also show the first 2-3.
Most of what's in there suggest weird issues with your unity - maybe restart, check if you have enough disk space, maybe reinstall the VRChat SDK
.... I should remember to scroll down first
only error i have 😭
I was trying to reply to this one: #avatar-help message
oooohh, whoops
but still - that looks like whatever package that file is from depends on something you don't have
I'd go see if it has requirements you didn't install
everyone is getting those red errors
?
ive been stuck on multuple errors and i have no idea how to fix them
same ones you posted before?
yep i need help fixing it idk what the issue is i have 6 of these
did you do what I suggested?
Guys
no
How can i fix this texture issues?? (It's an VRoid avatar
idk what to do
alright then.
Where do I look on the Mayo base to make the ears bigger?
Im pretty sure this is a blender issue (God help me if it is), but it was fine before, and now it just wont fit
what is the issue and what have you been trying to do about it?
Well the issue is that I cant get the shoes/socks to allign with the rest of the avitar
align? how are they added?
Hey, i need some help with something. So I bought an avatar off the marketplace, but it didn't have anything.It said it had
where do i need to look to find all the armature and stuff, the rigging so i can connect things to the avatar
I don't know how to fix this, it keeps leaning no matter how many times i adjust it
fnc type-0 slim-fit dress+ sweater
ive added the toggles,blendshape link and armature link everything works but for some reason the breast area refuses to link up its an fbx with remade materials
how do i fix this bruh? i'm using modular avatar and it just doesn't work
Might be due to different bone names
hey so recently uploaded a couple avi followed instructions correct packages and versions but the hand gestures arent working and my gestures are on but like they rarely trigger and when i get one to trigger i am unable to get a repeat preformance wondering if you knowledgable people might know wether this is an issue with my upload or my controllers (quest 3, pcvr)
You would have to test this in unity using an emulator such as gesture manager
Dose anyone know what happened to this avatar
wait could that avatar switch models with a toggle?
I’m new to uploading avatars but can someone help me out to fix this so I can upload it
See "Prepare Your Content" section.
yea?
It should be obvious that you should set the name and thumbnail image as it's telling you to do so.
yes i did that n it still didnt upload
Can you screenshot what you set?
Did you click Build & Publish after?
yes
And what is it telling you now?
Had you ever successfully uploaded before?
yes once before
or u mean with this avi
WIth this avatar.
No
If this avatar has never been uploaded before, it shouldn't have "Last Updated" dated in the information.
im at this point in the process to disable gestures do i just delete them or is there a different method i should be using
also do i do it to for both quest and pc and when im finished do i need to reupload or just save my project?
You have to upload to both platforms again.
Deleting is the simplest, then sure you can.
okay thank you
sorry shouldve made my question clearer do i need to delete the gestures for both quest and pc?
Both.
thanks for your help
just to clarify what im doing im trying to unlink my face expressions from one of my hands is that what this is , sorry dont know what im doing trying to fix my stuff but am unclear what i should be doing really
You have to learn about what part that animation clip is controlling. You was looking at the gesture layer which is exactly animations controlling the hands. If you want to remove face animation, then you have to look in FX layer.
thanks glad i asked
im trying to have face expressions only be bound to one hand
can get to the animations but im unsure what to do from there if there is even the right place
In the common setup, there are 2 layers for each hand, just simply delete one layer that you don't want.
sorry youve lost me, dont know enough about unity, thanks though
Are you going to continue trying or stop now?
still trying but dont know what you mean sorry realise how that came off
You'd have to ask more deeper specific question if you want more detail of something.
dont know where you mean by common setup
If you see 2 layers for left and right hand having outline similar to this, then it's a common setup.
what do the eye bones look like?
idk, just happend when i connect the root bone to their "Eye_Bone.L"
they rotate to below
no, in blender
they should be facing straight up, with the head at the exact center of rotation, and zero bone roll
?
cannot see the eye bones in that pic, but just check that they're how I said
how i change it?
edit the armature, move the bones around, standard Blender stuff
bone roll is in the "item" tab in the properties box when you click on a bone in armature edit mode
but my armature of her have Ik bones and physic bones
so should i duplicate my model in blender and delete the IK and physic bones?
What I usually do is put the IK bones into a bone collection, and then I just delete them when I'm prepping the model to export it. But sure, you could do it that way if you want.
I can't comment on the "physic bones" since I don't know what they're for.
BUT none of this is helping you fix the eye bones problem.
so?
what is the solution, in blender or in unity?
I said here: #avatar-help message
Check that in blender, and if it's not as I said, fix it there.
just be sure, when she arent in play mode of Gesture Manager, her eyes are correct, so could be maybe a problem of the model or the Gesture Manger?
I told you what to check. Go check that first.
like this? they are in exact rotation i think
looks okay, but check bone roll
where is the bone roll?
I said this too
so next?
that is not what I said to do
I mean, feel free, it's your model
I said where it is here, do please read: #avatar-help message
i not found "Item" in edit mode of the armature
no idea what you are indicating in that image, but okay
i mean i didn`t found the option item in the menu of edit mode, also not in the properties box of the bone
It's hiding in the N menu which you can hit N key to open from viewport panel, or click here
oh
so how much value i need to change
I already said this more than once as well.
I'm out of time for this, I'll wish you luck, you already have all the info you need here.
is okay thanks anyway
how do i get rid of these black parts?
what's the setup here? like which shader are you using?
toon standard
ok, then you'll have to cut out the mesh.
now is the time to learn then
there's not like a specific method here, you can re-model this any way you want. One common way I've heard is to use the knife tool.
I need manly help from turning my file from a fbx into a vrm avatar
it’s all set up but i literally can’t use unity it won’t let me and won’t open
id suggest learning
converting vrm > blender (optimize steps > unity and you will have one that 5-10 times better in performance for other people around you
how do i make it so all materials are in one thing?
what do you mean by "in one thing"?
Merge mesh objects in Blender, then change how the materials are assigned on the model. Might require reworking the textures (atlassing, baking, etc)
ok
each material can reference different textures, so if you're trying to combine materials, you'll likely need to combine those textures
however, the UV charts for the different parts of the model will probably overlap
that's where atlasing/baking comes in: you rearrange the UVs and combine multiple textures into one
If you use the unofficial version of cats it let's you atlas all the materials into one without having to manually change all the UVs. I say this version specifically because it also allows you to atlas all the Metallics, base materials, and others that are on your model at the same time. I haven't seen that in the official version. If you have the official version, it would still atlas the base textures, but as far as I'm aware you would have to atlas everything separately afterward. If that makes sense 😅 https://github.com/teamneoneko/Cats-Blender-Plugin
can anyone explain how i can do a spawn effect. bassically when my avatar loads or spawns, i want it to dissolve in quickly. i know how to do dissolve toggles and stuff but i dont know how to make them happen on spawn
technically that's material-combiner, cats just runs that, you can install it separately.
hey i'm trying to move my avi from unity to blender and when i imported the fbx i got this. is there anyone willing to teach me the ways of avi creation. i know a little bit
whered you get the model
its a free kitavalli model
that didnt tell me where you got it
You simply have to have an animation run in a default (orange) state without requiring an input.
i changed it from liltoon to toon lit, how do i fix this
trying disabling vertex color if you mean the face is now yellow
setting in shader
you want toon standard tho, much newer and more features
lit dont have any option to disable vertex colors last time i checked
i got it from the kita's gremlin house discord server
@balmy barn they dont update old shaders indeed
it went white
its standard lite or toon lit at that point. not even sure if they ever fixed uuuh albedo one on quest. diffuse?
did you try to use the unity fbx exporter or something
it went white when i switched the shader
Last I checked the Kita used weird scaling, was it all local? I haven't looked at that project in a while
also if you use that project, note that the "color shift" version uses 8 4k texture files by default 🙂
@drowsy hawk screenshot the whole inspector of material/shader, every blow and whistle expanded
yes i did, i selected the model and hit export fbx and when i imported thats what i got. should i try exporting only the model?
if its missing a matcap/mask expect your avatar to turn white if you switching from one material to another , check that (could also be emission, toon standard wants colors where others can use black/white mask)
further down in toon standard
absolutely do not use the fbx exporter
just import the fbx that was already in the project
ohhhhh
wont let me add anything
oh i didnt think of that!! good to know
i thought you were replying to the scam images for a sec 😭
"great idea! i'll try that!"
mods be like 😴 🛌
i have no clue what those are....
what even is that scam... free mrbeast bucks?
the scam claims that random popular figures are offering free money, basically
perfect, super appreciate it^^
Hey why does vrcfury delete my XR folder
see https://vrcfury.com/fixes; it moves the folder out of Assets
what version of the SDK do you have installed?
you can check in the Creator Companion
no, those are the latest versions of the packages. I'm not sure why you'd be seeing those errors – do you see anything else in the console?
duplicated?
So is there a way to fix that
the errors are the same, they just decided to multiply themselves in the console
is this causing a problem?
I’m getting those yellow error messages
show me the entire message
i'd close the project, then in the VCC, hit the "refresh" button up top here
that should have an option to reinstall all of the VCC packages
i feel like you're missing a file, somehow
idek how i could be missing a file, this is the 2nd project i made cus i thought the 1st one was a fluke and all my previous ones worked fine but idk
not sure how it could've broke between my last upload and now
let's see if it worked
instant safe mode popup
i think it's a lost cause atp
what happens if you ask it to install an older version (e.g. 3.10.2) ?
of which package
it just says it's doing it and then does it
doesn't that make avatars fail the safety checks if you upload it though?
no, you're thinking of how you can't upload new avatars with older SDKs (before 3.9.x)
This wouldn't be the permanent fix; I just want to see if the project now opens correctly
ooohhhh
had that issue once before, felt dumb when i figured it out, anyway i'll see what happens
Hang on
is there a way to download a avatar u made
comes up with this but opened normally, got rid of my avatar package though
If the project opens correctly, then I'm guessing your package cache is messed up.
The creator companion saves copies of the packages you download so that it doesn't have to re-download them over and over
ok heres the errors @pine valley
the fix would be to delete the cache to force it to download the packages again
this suggests that your project is missing a package; unity is failing to find scripts
I'm not sure it'll actually matter
I haven't observed that before
where do i go to do that
I was talking to Raine there.
where would i need to go to fix that
good question actually, where do i do that
i don't rlly dabble in this kinda thing, it usually just works
it looks like the cache is stored next to the settings.json file
you can open the folder containing it by going to Settings
@regal tulip why would you care for non red errors and where's the avi
i see em
Close the Creator Companion first, then go to Repos > com.vrchat.avatars and delete com.vrchat.avatars-3.10.3.zip
Do the same for com.vrchat.base
then reopen the VCC, switch back to 3.10.3 packages, and try opening the project again
done it, let's see what happens
is this important
just making sure i don't accidently break it more
hit Confirm, then update the Avatars package as well
It'll complain whenever they aren't lined up
alright, moment of truth, is my project fine now
oh my god it's completely empty
thank god
well, there are a bunch of hidden warnings, but those get handed out liberally :p
yeah idc about the yellow warnings cus they never cause problems (usually)
love to see this get fired at me over and over
am i not allowed to care?
hopefully the avatar package will upload now and if it breaks again, i'll know the problem
ok it's the avatar package breaking everything...
did i accidently install a virus that breaks the sdk or something
It's possible that the avatar package (incorrectly) includes SDK scripts in it
especially if it's an older package, where that might have been more common
is it possible to download a avatar you made in the past?
no
Rest in piece isaac
so I'm trying to make an avatar using vroid and the tutorial I'm watching is saying to add some repo's but I am on linux and alcom is saying the repo links are invalid, what do I do?
To any avatar creators who use assets from gumroad, jinxxy, etc, if I use a head model and the eyelashes load like this, how do I...fix it? Or, I'm guessing im supposed to impor my own texture file/png for them but I cant seem to find out how.
however it displays in Blender isn't very important
what repositories are you trying to add?
it says I need the vrm converter
@pearl spruce prob just search 'blender enable alpha channel'
what exact repository are you attempting to add? you can share the tutorial
mind thats also how itd look on quest cause no alpha there
and what URL are you trying to add?
(make sure it ends in .json; the URL for the website itself won't work)
now I have the new problem of the vrm erroring out every time I try to import it
it's saying assetion failed whenever I try to drag and drop
show me the console window
this is the interesting bit
i'm not sure what exactly is going wrong in those other errors
(it might be irrelevant)
open the project in your file browser and copy the .vrm file in that way
where do I put it? in the assets folder?
Yes, anywhere inside of Assets
it's in assets, now what?
you should now see it in Unity (in whatever folder you put it in)
how can i fix? really not sure what its asking of for me (Still saying this error message even after i fixed it
yeah, I see it in the folder
what do I do with it now?
you should be looking in the Project window in Unity
if you see it there, then continue with the tutorial from that point
yeah, that's what I said
i wasn't sure if you meant in your file browser or in Unity
unity has imported it, so you should be able to continue
I dont see any of the folders related to textures that Im supposted to, and I can't open the model
it says unity was supposed to convert for me with the converter but it didn't bring about any of the folders
is this linux unity specific?
describe exactly what you mean by "open the model"
what are you seeing here?
screenshot the project window so that I can see the asset
the model won't show in the scene window and none of the folders that were supposed to appear appeared
is "Celia" the VRM file?
yes
what happens when you double click on it?
it opens my browser asking if I want to save the file or open it with a text editor
what do you see in the inspector if you select the "Celia" asset?
okay, so it's not getting imported at all right now
ohh
do you actually have the VRM converter package installed?
yes, and it's enabled
clear your console, then right click on the Celia asset and hit Reimport
then, see if any errors appear
the weird corrupt-looking thumbnail is concerning
that looks like garbage data
I'd try grabbing another VRM file and seeing if that imports properly
should I do vrm1.0 or vrm0.0?
i don't know very much about VRM files, so I can't say
tried exporting it again only for it to say assertion failed again
I've been having an issue with re-uploading a model. The model I uploaded previously had an error with the skin and was uploaded just fine, but when I deleted that model and fixed the skin and then uploaded it, it failes the security checks. I know that sometimes deleting and re-uploading the model fixes that, but I've tried that three times now at different times and it's the same result
what do the performance stats look like in the SDK upload panel?
