#avatar-help
1 messages · Page 269 of 1
Got this error trying to upload a modified Mayo Base model for personal use. Got told I should detach the pipeline for the id, but now it gives the error above.
Do you mean the review any alerts panel?
yes
ehhh not the worst model, are you uploading it for quest or pc?
ive never used that but it shouldnt change anything to my knowledge 
does anyone know a simpler way to optimize / del polygons
bc i was trying to replace my body mesh with one where i del polygons that you dont see and it just keeps breaking other stuff
are you uploading under a new blueprint ID or re-uploading over the old one?
I deleted the old one and am uploading a new blueprint
I have also tested with a Quest compatable model and a non FT model and am getting the same results
id try check all your sdk packages are up to date and saving project>closing it>reopen it and attempt upload again if you havent already
unity and the past few sdk releases have been a bit finnicky for me and that generally fixed my security check issues
I've just done a system update so my stuff should be up to date. if all else fails I can just try again from Windows and see if that works, but I'd like to use that as a last resort.
🤡
I think I figured out my issue. On Linux I didn't have my path set to VrChat for my uploads so it was technically uploading without a platform.
Hi, I'm trying to upload my first avatar, and I see it in the window, but it's saying that I can't apply it because it's windows only. How do I, equip it on the meta quest?
I tried to open it in the windows version- it says applied but it's the only default skeleton showing up
I finally have my avatar building but it's stuck at the beginning of the progress bar, is that normal?
Ok so I’m uploading an avi and the instructions say to copy and paste a blueprint id. I have no idea how to do this (I’m new to unity)
@elder nova in sdk window (wheres upload button) switch to the 4th tab, thered be your already uploaded pc avi and its id to copy. then find vrc pipeline manager component, its on the same object as avatar descriptor and paste id there.
I need help! How should I rig this? Vrchat hasn't liked any of what I have done
okay so why does my avatar get sent to outer space when i try to animate it in unity.. (basically the main rig gets displaced when previewing an animation)
Am I missing something with setting up VRC_Raycast values?
Tested in-game, works fine there. Looks to just be an issue of testing in Unity.
anybody know if it's possible to make marshmallow pb scale with animations? (e.g., breast size slider)
In theory it's possible, but not that easy.
i've been trying to figure it out for a while now, i'd luv for someone to help
You'd have to be specific what you got stuck with.
so, as of right now, i have an animation working by scaling the "marshmallow_PB_L" empty, and the breast parent bone on my avatar, however, it more so seems to stretch instead of getting bigger
i made sure to enable constraint proportions, so the XYZ are all the same scale
obvious
If you use a base asset and it has shape key sliders, you use them, THAN go into edit mode and sculpt the body a bit, its showing up while im in edit mode but when i switch back to object mode, its not changed.
Did you set shapekey usage value in the vertex data tab?
Absolutely not! Thank you!
question is there a way with vrc fury or smt to make one toggle for a outfit that just toggles other toggles
bc if i just make 2 toggles for the same thing it kinda gets stuck
are the eye bones parented to the head?
If it doesn't work in blender, it won't work in unity.
idk how to test it in blender, i only know a lil bit about blender
Pretty much that's what Pose Mode for.
kinda lost on what u mean
Do you know Object Mode, Edit Mode, and Pose Mode?
Just doing pose mode for the armature and see if model follows bones correctly.
it does
Can you show the relevant part when testing the eye movement?
i dont know how to do it in blender
Did you enter pose mode and answer me it works without actually moving any bone?
yea i did-
You obviously have to make some bone movement to test it.
this shi spooked me at 4am last night so indeed
Hope were thinking about the same thing 💀
How is the arm movement relevant to the eye problem?
the eyeballs
The lips
sorry im slow
UMMM
ping pong balls :D
There is no eye bone to begin with though.
how would i make one
If you don't need eye movement, you can just weight paint the eyes to the head
idk how to weight paint either XD
How did you add the eyes first?
Go to edit mode, click a to select all, then go to vertex groups and find or add 'head' or whatever the head bone is named. Then click assign
i just imported the head, it had the eyes
The body and head were separated files?
Then the problem is you didn't join the head armature from the head model.
ah
another issue, idk when i delete everything that wasnt apart of my main armature (and i dont want to restart for thr 15th time)
That clearly is the problem.
Of course yes.
Yes.
it broke when i joined it
nvm i just did the wrong way
thanks for the help, imma check if it works
it's still happening..
What is it doing now in blender?
can someone please inform me as to what each of these icons mean?
exact same thing. im thinking of seeing if a different head works
Those are somewhat self explanation though.
I have no idea what Visemes and Impostors mean in this context
impostor is what people see when they dont have ur avatar enabled
eyelook and sdk 3 I can figure out
ahh, so the low rez version?
basically
ahh
Viseme is avatar can move the mouth according to how player speak.
Imposter is the pixelated avatar version when being blocked by performance or not available in the platform.
ohh, so that's how my avatar's mouth can move when I talk
That's the basis.
Did you join the head mesh to the body?
- If not and don't want to, then you have to set Armature Deform Modifier and assign the main armature to the head.
And did you parent the head bone the the body head bone?
It wouldn't help much if you don't get in depth on how it broke.
ah alr
Pretty much: learn how it broke, so you know how to solve and avoid that in the future.
mhm
If you're still unsure then take screenshot of how you tested it.
Clear console and see error at the top of the list.
That script is breaking it.
Hai! I was wondering where I ask to ask somebody to help me upload an avi?
I just bought this avi I found cute and idk how to upload to both quest and pc
Help as in asking specific question, or having a person do all the job?
More of the latter
I bought this aviii :3
It was on sale
Having a random person access your account will make you liable for whatever action that they make, and that will also affect you in the future.
do not have other people upload to your account, bad idea
I mostly had it done from servers who own the avis
And my account has been fine
still a stupid idea
Oh
see many times people get randomly banned ? someone uploaded to their account -
Still doesn't change the fact that you became liable for that person action. You should pray that they don't do something wrong to get banned because you will also get caught in the ban too.
I'm confused now-
The people who'd upload the avis are people that the creator of the avi allowed
im scared when i see a creator that kitbashed a bunch of stuff and 'i made this' with no stats what so ever on their page, anyway its abit of a older avatar
I'm sorry I'm just confused I thought this was a normal thing?
The problem is, I repeat again, letting other person access your account. It isn't about the avatar.
Oh..
I mean I've been doing it for over a year and my accounts been fine
Well ignoring that
How can I upload the avi then?
It should be some instruction written in the page where you got the avatar from.
Maybe it's in the file?..
I'm sorry I tried checking if they had a discord server and they didnt
Saying this is like I'm riding bike without helmet for years and is still fine, until that one accident hit you.
You would have to install the required apps and packages first.
once you done it abit its not hard and newer sdk probably need to update the vrcfury its using anyway
Yes
I know how the stuff and independencies work
Its just
Do I have to upload the pc version and quest version separately?
Huh...
Now that I'm checking the profile she didn't have any reviews
Am I cooked
be aware of any creator who never list their stats 🥴 it usually pretty terrible
140-200k my guess
Sigh
I just liked the style
And the clothing was the kind I was looking for
Since most VRChat girl avis are...
Very realistic
you upload pc and then quest after using the same blueprint , but im pretty sure the quest is waaay over limit, you have to import the pages in unity to see
The quest part is why I'm scared of doing kt
ooh nvm
I think there's a quest version
usually 2 scenes one pc / quest , or they are in same scene
how quickly would i have to build & test an avatar to get rate limited for spam, i'm trying my best to match the colour of a previous avatar with a new shader yknow
Build and test is all local
Build & Test doesn't even call the API so there is no rate limit.
Thank you for letting me know
my avatar has a phone and i want it to cycle between multple screenshots automatically, can anyone help?
You have to either use Flipbook feature on some shader, or animate material swap.
well i was trying to see if anyone could help me with that
bc idk how to do it
Someone can help but you'd need to explain what you had tried and where you got stuck so far.
what's the extension everybody uses to get poses from a menu entry?
You probably are looking for Gogoloco.
yeah, that's it
I've added vrcfury to my project, how do I add gogoloco? do I just import it now?
it has good documentation
You'd do the same way as other vrcfury asset by drag and drop the goloco vrcfury prefab into your avatar hierarchy.
And there are some extra instruction there you have to read.
the only instructions I get in the readme are to add vrcfury to use the auto prefab install
further docs are linked here, but that's the basics: https://gogoloco.net/
The extra instruction is right beside the prefab file you have to drag into your avatar.
with what?
all I have is the .unitypackage
open that
oh-
see the first pin about sharing error messages, always show the first 2-3, not the last.
You obviously have to import the package first and foremost.
???
I'm not sure what question you are asking?
and do I just drag the gogo folder into the root of the heirarchy?
or where do I drag it?
No. Importing unitypackage by dragging it into the Project panel.
It's pretty much exactly the same way as you import your avatar package.
it's already imported
so far i havent tride anything. thats why i came to ask for help so somone can maybe guide me on what to do!!
cus its my first time doing smth like this lol
Use Poiyomi shader Flipbook feature that's what I'm telling. You can take a look into that first because it's quiet obvious on how to use once you looked at it, and it also has documentation on how to use it.
now what im trying to figure out is where I put the newly imported gogo folder
okay ill try that, is this a add on i can add into vcc or does it already come with the poi shader that u import into unity, and oh okay my apolgoies lol
Look for a VRCFury prefab in some folder inside of Gogoloco, that's the file you have to put in your avatar. And read IMPORTANT file right beside it.
It's a shader feature already came with it.
and do I put the prefabs anywhere in the heirarchy?
cuz it's a folder
okay thank you!
or do I add the indivigual files?
You have to look inside the folder of course.
idk if vroid uses write defaults or not ;-;
This shouldn't matter because auto installer prefab doesn't care about write default.
sorry where do i find the feature in the poi?
Probably in Special FX.
And there is a search function there to be used.
oh i didint notice that, thank you!!
so I'm seeing gogoloco beyond and gogoloco all for the vrcfury prefab assets. does it matter which I pick?
Also the poiyomi documentation (on poiyomi.com) is great, and searchable
Yes of course. Read the website to learn about the different.
again, the documentation explains this
vrcfury is complaining about multiple avatar descriptors
only have one on your avatar
I mean it says my heirarchy has multiple descriptors
do I need to remove one?
So really make sure that you have only one.
I just said that
well how do I remove one? I don't see where they're stored
same as removing any other component in unity. and of course we can't tell you where it is from here.
cuz the only parts in the hierarchy I have are the root which contains the joints and the secondary and body which don't have any child items
but the one thing I don't see is descriptors
its a component script somewhere on your avatar, should always be one root nowhere else
does anyone know how to use flipbook cus im so confused on ts
we cant guess where it is, you have to check every bone/gameobjects/mesh for it , probably searchable i have no idea how
well I found em
for some reason vroid did 2
and should I perform some of the recommended optimizations or would that break my avatar?
cuz it's saying my avatar is overall very very poor performing
idk with how vroid does stuff though
once you have it in Unity, vroid is no longer relevant
nvm fixed it
now how do i fix this tho?
what is "this" here though?
my main concern is something will break if I optimize it
possibly
so that's why idk if I should
univrm
, convert vrm/vroid in blender and optimzie you will have good/poor very reasy
I would, I aim for Medium.
the gesture manager not working
it's not installed, that's why the prefab is red
cuz I still have the vrm file
its not hard to convert a fbx back into vrm they have a offical vcc compatible tool for it and even support physbones
OH
but univrm is terrrrible
what exactly am I converting into an fbx file?
the vroid-produced .vrm
import into blender, export as fbx
ahh
so I import it into blender, optimise and then export as an fbx right?
sure, do whatever you want between import and export
cuz all I wanna do is get it above poor without breaking anything
#avatar-general message getting old but its a few clicks using blender
v0 or v1 dont matter
just keep in mind quest will have issues with any vroid, they use alot of cutout shaders
quest have none of those
how do I install the extension?
To install legacy add-ons, click the Install from Disk menu item and select the add-on’s .py file (if it has only one such file) or its .zip file.
thank you!
drag'n drop into blender or manually
I see
Okay so upload the pc version first?
just gotta wait for blender to download
id do pc first , get android build likely not installed after, switch and upload the quest (its going to look very very different , im guessing its also not using the newer quest shader)
i thought that was cause the eye itsself
and i couldnt find the eye
NVM
thank you
old shaders might need a unlock to refresh to newer
can I make blender skip the driver thing? cuz I'm doing blender 4.5 in a vm
and it's complaining about wanting a gpu driver that supports opengl 4.3 or newer
does anyone know how to use flipbook cus im so confused on this
I've used it before
because I've been trying to do all this in a vm
okay... why though?
cuz I thought there was no native package for blender for my linux distro but apparently there is
just great, now I'm getting a bunch of policy violations with the plugin
guessing that's fine?
no idea what you're referring to
this is with the unofficial cats blender plugin
any ideas on the errors thulen?
doesnt matter
so it's fine?
have the same errors
cuz I don't see any options to import my vrm file
oh it does? huh, didn't realize that
I thought everyone was using the vrm tool one
n - open side bar (unless its changed again)
yep, found it
I don't have body, face and hair, all I have for the visemes step is body.001
is that fine?
Stations in vrchat want a mesh named Body to animate shapekeys , but it can be anything
I see
my avatar's style just heavily changed
So.. if i want to edit my Avi´s mesh that is currently in Unity.. how do i go about importing it into blender then after editing it get it back in unity.. without needing to redo the entire avatar?
now that I've saved it as an fbx, now what?
unity - create and open some scene , drop fbx & texture in (unless its embedded) , and stuff setup avatar
stuff setup avatar?
ahh, right
setting up material and its textures, assigning them, setting up vrchat descriptor/eye/viseme - physbones , ectect
this channel is good for answering specific questions, expect to have to watch tutorials on your own, read documentation, do your own research, and experimentation.
guess I'll do it from here
once you done it a few times it get pretty fast
👍
how do i configure these things again-
curves are edited in the preview window at the bottom of the inspector
great, unity keeps crashing ;-;
clicking on the curve (causing it to become colored, as it is in this screenshot) will let you edit it
ok thanks
e.g.
to adjust the range the curve can cover, edit the number in the top left corner
eyah i know how to do that stuff i just had a brain fart lol
Bumping this a little.. since i´m kinda under a time limit. I want this done by today so my Quest friends can see me too uvu
import the FBX into Blender, edit it, and then overwrite the existing file when you export out of Blender
there is only one thing to check: does your Armature have a scale of [100, 100, 100] or [1, 1, 1]?
if it's [100, 100, 100], then use the default settings in the FBX exporter
if it's [1, 1, 1], switch the 'Apply Scalings' mode to 'FBX All'
Where do i check that? You mean in unity or blender?
look at it in the scene in Unity
great, now creator companion won't load
the Armature object in particular
So Apply scalings then
i need to use a fbx exporter, right?
in that package manager
anyone know why cc refuses to load in my vm now?
Just import that directly into Blender
I just drag it in?
Yeah, Blender will recognize it
import fbx into blender - edit - export and overwrite to update one you already have ( dont do that if its unpacked you will need to start over / copy things over from old )
the defualt import settings will work fine
and yes: this depends on your model prefab not being unpacked
you should see a package icon next to your avatar's root object
that is a single mesh imported from the source file
it's a sub-asset
drag the main asset into Blender (either from Unity directly, or by navigating to the folder in your file browser and finding the .fbx file)
e.g. I have a file named FBX_Cat.fbx
Correct, that's the asset created from your FBX file
Theres also the prefab
you can drag it into another program and it'll work just like draggign the FBX file itself
The prefab is not meaningful for Blender. You're editing the actual model file here
okok
If you aren't using version control, I'd advise backing up the project before you start working on the model
in case you mess up and, for example, export it without an armature
use alcom, it runs natively on Linux
was tryign to do the vm again for some reason
now I just need to do the animator
no, that is just saving a copy of the scene
use the Creator Companion to back up your project
But wait.. so the reason iam trying to edit the mesh is because the eyes and such have transparency. Those dont work with the Mobile shader. The PC version is more than fine, but if i edit the mesh.. does it automatically also overwrite the mesh for the model indented to be uploaded as PC or only the one in the scene for Quest?
it can make a complete copy of the project so that you can restore things later if needed
If both avatars use the same model, then yes, it would
I don't know how your project is set up
In that case, it would be reasonably easy to export a new model and then switch the Quest version so that it uses the new model
Can somebody help me with avatar contacts? For some reason, it doesn't want to work despite it set up correctly
yes, ask here or #avatar-dynamics
Thanks
So i make 2 Projects? One for the PC version and one for the Quest version?
So they dont use the same model
No, you would not make two projects.
You'd just use different models for the two avatars.
how do I add an animator component?
if this is a humanoid model, then there should already be an Animator attached to the model prefab
Theeen.. i´m confused.. do i just copy and paste the fbx?
cuz I just imported an fbx from blender
i mean duplicate
but it is humanoid
select the model and look at the Rig tab in the inspector, then screenshot the inspector
I don't see a rig option
ah, I meant to select it in the Project window
the asset, not an object in your scene
set the Animation Type to Humanoid, then hit Apply
Did you create the Quest version of the avatar yourself, based on the model used for the PC version?
well now the vrchat sdk isn't complaining
Currently i have only the Package, with the fbx and all the rigging, physbones and what not which is indented to be uploaded as a PC avi
also how do i know if a backup is created? I did click create backup but cant see if it was succesful
okay, so you're making your own Quest version here
yes
In that case, you absolutely want to make a new model
I'd just import the existing FBX, then export a new FBX file
(rather than overwriting the existing one)
Show me the hierarchy for the Quest avatar. I want to see how you have that set up
unfold the object and then screenshot that
(you don't need to unfold all of its children)
I dont have a Quest Avatar yet. Unless we count Duplicating the Package of the PC Avi
that is a prefab
indeed; it does have a "package" icon, though
i would call that a model prefab, because it's a prefab produced by importing a model
If you're going to set up the Quest version from scratch, then just make a new version of the model and build the avatar with that
Actually, even if you want to keep everything, it'll be basically the same process
But thats exactly it, i dont want to set it up from scratch
Unity allows you replace a prefab with another prefab
I want to just change the mesh
it'll keep all of the changes you've made (assuming the relevant objects still exist)
it'll get confused if you added a component to a bone that you deleted from the Quest version, for example
what's up with my avatar's eyes?
depending if VRC lets me upload it or not i might remove Physbones for the quest version, but i´m not there yet
you do this by right clicking on the model prefab instance, then doing Prefab > Replace and Keep Overrides...
You could still have issues if the material order changes
(this depends on the order that Unity read the model in, not the order they appear in Blender)
Ok ok ok, i think i´m getting more confused.
also why isn't it's mouth moving when I talk
hmm
you probably haven't set up visemes
ohh, probably
you are going to:
- import the existing FBX into Blender
- make edits, such as:
- removing the parts of the model that need transparency
- reducing the triangle count
- export a new FBX out of Blender
- switch your Quest avatar to use this new model
If i wanna do the things as i have said... I export this into blender. Do the changes i want.. then i Export it from blender to unity as a seperate model and paste the prefab onto it?
oop
The last step is the only "tricky" part
any idea why the eyelids are messed up?
I always stick with the default settings here
(Save a .blend file so that you don't have to go back-and-forth every time you want to edit it)
oh, go to the model import settings and turn on "Legacy Blendshape Normals"
VRChat is going to force you to do that anyway
where do I do that?
blendshapes can affect the direction the mesh appears to be facing
however, Unity's calculation of this is...awful
select the model asset in the project window to view the importer settings
this will be in the "Model" tab
The eyes and the eyebrows have transparency. I cant simply remove them... so how do i go about that? From what i saw i need to edit the mesh to leave out any of the transparent part, that correct?
it's already on
If they use a specific material, then you can easily get rid of them by:
- selecting the body in Object Mode
- going into Edit Mode
- hitting 3 to enter face selection mode
- picking the eyebrow material and hitting Select
this will select all faces that use that material
you can then delete them by hitting X in the 3D viewport
If you have no experience with Blender at all, then you'll probably need to learn a little first
I learned enough to get a mmd model to fbx and export with viseems..
i know that i can edit vertex and so on
also i dont see the materials in blender. Do i need to reapply them all in blender again?
if you want them in blender you'll need to make them there, yep.
those won't transfer to/from unity in a useful way
I know how to apply them in unity, but what do i do in blender?
is that the uv editing?
You don't need the materials to be set up at all in Blender
all that matters is that you have the correct number of material slots
but then how do i know which part of the eyebrows i need to remove for the "Transparency"
if you need to make fine edits (not just deleting specific triangles), then i guess you set up a material that uses the eyebrow texture
but if you're deleting an entire chunk of the mesh, then just select those faces and delete them
Yeah, because thats my core issue. The mobile shaders dont have a transparent setting.. so everything just becomes black
quest shader and especially vroid you want to learn the knife tool, highly recommend seperating the mesh you working on and never make a new verticie it will have no weight paint (always end on a line that turns yellow to avoid that using knife tool )
typical vroid eyebrow
test shapekeys after if its not weighted it will go straight down
ok so
i have a eyebrow here
how did you focus on the eyebrows? (hide everything else)
select any part of it hit , to center (keypad) , ctrl+L selects mesh, p to part it , select it again - ctrl+i select everything but what you want to edit , h hides it temporary , alt + h shows everything again after
normally id use g keys so that would make no sense , and your blender shortcuts can be different then mine,
after that select that mesh and scroll through all the shapekeys , to check if they work, new vertice = no weight and wont move
just pick top one and hold arrow key down
uhm
i dont think thats right
yup those are new vertices , so have to try again
Vrchat > mobile > particles > multiply
It just becomes see through then
i already tried that
Take the alpha map and negative image it
Black should be the eyebrows and white should be not eyebrows
Alrighty peeps so ive never done this before, so i got someone to make me an avatar from scratch, i payed them to have it finished an be able to upload with no problems, but it has well over 500 errors that i have no clue what to do
need to end at a line, if not you are making a vertice and id rather not recommend that particle one it might just stop working one day
(also + 1 material )
oh, i just kinda did it wherever
Why would it stop working one day? That makes no sense
Don't make me tap the sign
Alternatively, the skin shading looks pretty flat. You could just create a texture where the eyebrow is colored the correct color and then the background is the skin color. I've done that for vroids in the past
eyebrows move , rather not add alpha on quest when you have knife tool its already struggling with fps, +1 material on quest too
instant poor
knife tool is very easy to learn , just good luck if its hair cards
if i cant make my quest av good rated, ive done a poor job
Quest doesn't struggle with the particle shaders, and an extra material... You can for sure cut the mesh but then the eyebrows are not modular (you can't swap them easily with different brows, for example). Also it's a lot more work but pretending like quest can't use transparency is just dishonest. And everyone gets so upity about the rank when every good quest avatar is Very Poor.
Very poor on quest is optimized quite a bit
It's nothing like very poor on pc
vroid avs use alot of cutouts so slapping on a shader to skip knife tool wont help much for a skirt
but i see you constantly recommending it you do you, i dont recommend it at all
Yes vroid usually needs the cut tool, but not the eyebrows. I've done my fair share of cutting up vroid assets. But doing tedious cutting on eyebrows, something that doesn't need to be completely opaque, is kind of much.
Vroid is supposed to be the 'easier' route to avatar creation, yet their assets require a lot of work for quest.
Pretending like quest can't do certain things just makes the process longer. I've seen people completely give up on quest versions because they are convinced it has to be within 70k polys or can't use a particle or something.
did i do it correct now?
yup long as they dont go straight down when testing shapekeys it will behave
then just merge everything after, skirts/shirts probably have black spots too
i did click the star with one of the shapekeys so it should work then
i dont think i saw any black spots
even with mobile shaders in unity
test them all , only some affect them - vroid have funny names
when in unity , anything using a cutout shader appear like solid black
least quest have backface culling now so both sides can be visible
your average vroid skirt ^
why is the skirt fucked up in unity suddenly?!
thats with normal shaders
something weird is going on
when i do the shortcut for undo it spazs out
if you are using the outline shader it wont work on quest and backside will turn black if culling is off (i think not sure ive tried it)
yeah i know
but like
something weird is with the avi
i dont know since when it happened
but for some reason the skirt is all fucked
in earlier versions its okay?
OH wait
i did a backup
how can i access it?
this here, right?
aaaand even in the backup its broken, cool
check rig setting, if it says alot of transforms changed reset it by setting it generic and back to humanoid
Did nothing
though i can also say in the rig itself it looks fine
atleast the uploaded versions seems to be fine.. before that happened with the skirt
ok i forget, since its been many years since i made anything, how do i tell how tall something is, along with doing the action wheel thing?
plus i need to figure out shape keys XD
^ but that last one is not relavent
also how do i get shaders again?
How many bones 💀💀💀
The skirt alone has more bones that my entire avatar
also quick question.. do i need to merge any bones or reduce triangles?
make things exsist first , then optimize later , vroid ones shouldnt need much bone merging to hit good/medium rating - grouping up bones in blender is a must for good optimization tho , so you use one physbone for a group of hair / skirt ect instead of one for each
oh yeah, that i did already
and this not too high?
<70k for a rating that not very poor , hairs in vroids tend to be massive
83,000 triangles is already Very Poor on PC
if you're intending to use this on Quest, then that's excessively high
some strands can be 5k each and you wont even notice if its removed 
so i decimate a bit?
i got it down to 57K triangles
still looks alright i´d say
just so i make sure, that is a okay amount of triangles for quest? Dont want to go back again in blender if its too much
quest is much much lower
<20k wich is pretty hard , why you see so many very poors on it
If i´m over 20K.. do i still get to upload the avi? or will it just deny it
Will still work
you can , but it also have a 10mb limit and some meshes are just plain too big
But will be set to a very poor performance rank
just upload it will tell you if its too big, doubt yours hit 10mb+
ok so, i have removed the black parts of the mesh... i now just export it as fbx and replace the mesh of the avatar i plan to use for quest in unity?
either overwrite old one , or save as new fbx and set that up , quest and pc dont need to be the same fbx
can be 2 totally different avatar looks
many used a square with a image on it for quest
I did import it as a second model.. but..
is the mesh supposed to be sideways?
in this little preview
ok, because the first one doesnt have that
alright
so
I copied the prefab package of the first one, the PC one
do i now do this?
err no , never done that
ugh. can I just disable VRCfury's parameter compressor?
then uhm.. i suppose i ask the person that suggested it
i just overwrite fbx from blender , replace never used in 100's of avs ive setup
oh
but i dont want to replace the PC model too
i want 2 different versions
but keeping all the stuff i did in unity like physbones and animations
then just save it as another fbx , pc.fbx , quest.fbx exsample, you can always copy stuff over using pumkin tools
that i did do
then i imported it
oh huh, I'm way over, interesting
So i have a second fbx now that is edited in blender. How do i replace the mesh now in unity?
just drag it into scene then set that up , only time ive ever replaced a mesh when i was messing with vrcfury blendshape optimizer and i just duplicated the mesh it spit out so i didnt have to run it again on build
i just replaced this Body
this is very brittle
if the bone order has changed at all, the deformation will no longer make sense
you'll want to swap out the entire model prefab
right click on the prefab instance – the object with the package icon next to it – and then run Prefab > Replace and Keep Overrides
This will prompt you to select a prefab to replace with
Search for the name of the new FBX you've exported
explosion
did you switch the Apply Scalings mode to "FBX All" when exporting the FBX?
if not, re-export it with the correct mode
From blender to unity right?
Correct.
you're just changing an export setting.
didnt explode
but
this
i assume its just the materials in wrong order?
Yeah, they probably got scrambled
Do you have any material swap animations right now?
If so, it might be worth fixing the order
otherwise I'd just reassign them as needed
i can make materials swaps a animation?...
You can use animations to switch materials, yes
I just used a plane and moved it infront of the eyes for a eye change...
i asked here for that but didnt get a answer so i improvised
there used to be a very funny bug where you couldn't animate material slot 3
(starting from 0, so the fourth one in the list)
but that is no longer a problem
record the animation, then assign a new material in the inspector
its that easy?!
why couldnt i find a answer anywhere
i searched for like half a hour
oh no..
The new one doesnt have any blendshapes
I dont have to redo that all again, right?!
you probably just have an issue with your export settings
Do you have shape keys in Blender?
i do
yeah
do you have any modifiers other than "Armature" on your body?
decimate
decimate deletes your shapekeys, you want clean up instead
Blender can't apply most modifiers to a mesh with shape keys. Very annoying limitation.
You can easily replace the Decimate modifier with the Decimator operator
then how do i optimize that for quest?
with that?
same as decimate and keeps shapekeys
okay, yes, it does
so i remove all decimate
ah, yes, it's in the Clean Up menu
(I basically always run operators from the F3 search menu 😛 )
Correct – you'll then manually decimate the model instead of using an operator
This is a nuisance
Since you can no longer adjust the level of decimation later on
manually?
by using the Decimate Geometry operator, as Thulen showed above
also where can i even find that
id avoid face/fingers , hair is one that get decimated ifi i have to and too lazy
the image includes the menu to click on
select the part of the model you want to decimate (or just hit A to decimate the entire thing)
but where do i find that menu
it's in your 3D viewport
you must be in Edit Mode
after running the operator, you'll need to adjust the level of decimation. You do this in the Adjust Last Operation panel, which will pop up in the corner after running the operator
so i have to manually click what i want to decimate with that?
you can select the entire model if you want to decimate the entire thing at once
which is what you were previously doing anyway
okay, but you were decimating entire objects
face got too ugly even at a 1 angle
yes
select the hair object, go into edit mode, hit A to select all faces, and then run the operator
i did that, can i not edit it? I clicked the menu away
oh, so not a neat little menu to adjust..
This is the downside to destructively using an operator, yes.
matcombiner spits out square texture , select what part of it you want cleaned up/decimated in the uv selection and apply modifier
(also make it easy to mask things but thats a future thing)
also for the shaders.. do i use Toon Standard or Toon Lit?
standard is the newest and have backface culling and ability to disable vertex colors
comes with a bunch of new stuff for quest shaders
these things helps quest alot
aaah, i forgot the eyelashes
How can I make grabbable and moveable mesh/physbones? for example an avatar that the eyes popping out can be grabbed by myself and other players and moved and can be posed elsewhere on the head
Also stretchable too if possible
put a physbone component on the eye bone. You'll probably lose rotations but you could rig that up with constraints, using a set of bones that VRChat drives as the source.
@sleek elm
OK, so I’m uploading an avatar and I have the PC version uploaded. I’m just trying to upload the quest version, but there is no scene there’s only a fbx. What do I do?
you could add a "fake" eye bone that VRChat controls
and then use a parent constraint to move your eyes between those bones and a separate set of physbones
that is what I said
if that's all your creator provided, you'll have to set that up from scratch. Could drag it into the scene, then use Pumkin's tools to copy stuff over to it.
Yeah I have no clue how to do anything from scratch lmao.
there are tutorials
Oh ok I’ll find one. Thank you
so i have my quest file on the unity and everything is good but it wont let me pick android
what should i do
install android build tools into your unity. In unity hub, under installs, you'll find the editor. If "android" is not listed, click "manage" and add it
how would I make a toggle when you open your hand its like your throwing something it like a spear?
thanks
Tried to build the avatar for Android, gave me this for some reason
I´m only using Mobile shaders
so no idea what this one is
look in the build window for warnings/alerts
Does it show errors in Review any Alerts?
tf.. apparently somewhere are non mobile shaders hiding
You just have to be thorough.
check material swaps and particle systems
omg
i think i´m going to explode
If i dont meet the Maximums atleast it just wont work, right?
nvm.. it seems it uploaded..
It works. Only downsides are your avatar won't be shown by default and is unusable on phone.
Vrchat exists on the phone?
Yes.
why would anyone do that to themselves..
haha
Some people just don't have many choices.
Yeah but, you can barely see anything then not to mention not being able to see the avatars. Vrchat doesnt sound like a phone friendly game
There actually only a few phone models that can run it.
Also Quest is just a glorified android phone strapped to the face.
fair
but damn, making a avi Quest compatible is straight up torture
OMG somehow all this ruined my skirt even for the uploaded version
I´m gonna explode
question for those who have been messing around with the raycast system, When trying to set up a throwable object, for some reason my axes orientation flips when on a wall or a floor, The Walls Orientation is set up properly, but when the ray hits the floor i start to have some problems
just a quick dummy setup for this case
Legit how does this happen? How can the skirt just change in unity without me directly touching the model. I cant even move parts of the skirt in the corret position
Anyone know a better way to run topology on the Hips and shoulders on my base? No matter what I do for rigging, it doesnt seem to help when importing to VRChat, so im assuming its a topology problem.
Topology doesn't have anything to do with model importing.
lol, it does when the bones don`t deform the mesh properly when imported.
You would have seen the same result in the 3D modeling software if you moved bones in the same way.
Negative. I made a post a while back here precisely because the bones were moving differently in unity/vrchat. here are the results. Grey in blender, colored in unity
like an RGB?
yes
This rather seem to be bones are in different position. Still it isn't about mesh topology.
that`s what i thought so I tried to straighten everything like a reference found in the rigging channel and it was the same result even while uploading on a seperate project as well... so i was assumin the mesh was bieng wierd at this point
How does the model look like in rest pose in unity?
the same
the deformations are the only thing acting wierd
You might have to be aware about number of vertex group being assigned in the vertices. Unity usually limit 4 vertex group per vertex and discard the rest.
You can check the number of vertex groups by selecting a single vertex and looking in the 'Item' menu on the right
(in Blender)
ahhhhhh so they need to be less blended? the chest,neck,shoulder,and arm are the only ones there?
Sounds about right because that area often has 4 or more bones close to each other.
so if you add twist bones, would you get rid of the weights on the arm bone and replace them with the twist bones??
Should put on the twisted bone instead.
any one have good shaders or particles to have fire? Trying to add heatblasts fire but dont really have anything for his fire
anyone able to help me
ok, that might have been what was interfering there. I never put the weight to 0 on the upper arm bone so it was probably interfering with unity recognizing it. would never have figured that out honestly.
Sounds about right too if the twisted bone is the fifth bone there.
try to use this animation process and make sure that it has loop turned on before assigning it as you would any toggle in vrc fury. that should work. I couldn`t find any videos specifically for this. since it is meant to loop, you may need to also run the process backwards so that animation loop is smooth https://www.youtube.com/watch?v=EkVlkrQ6ypE
As I say that LOL https://www.youtube.com/watch?v=dJ9fD2fcp0w
Oh yuh
why wont gogoloco apply to my avatar
dunno. can you describe what you did and what is happening?
i opened up gogoloco
into the assets
and it just doesnt work
im not sure
i didn't touch it at first
im trying to use the MAYU model but it seems to be a bit broken now. and despite having purchades it and having the key. and my email on gumroad maching my discord email. i cant join the creators discord to ask for help there
but then after the first time it didn't work i put it in the avatars folder
i usually dont have these kinds of issues, that's why i'm here asking
Just dropping the package there doesn't add it to the avatar. Have you read the documentation on it? If you're using VRCFury, all you need to do is find the right prefab and drag that onto your avatar.
i'm using vrcfury, is this the prefab?
that is a folder
Looks right to me, but I don't use this and haven't read the docs in a while.
it says there's an auto install
afaik you just drag one of those prefabs onto your avatar and that's all
There is.
Top of unity>Tools>GoGoLoco>Add Prefabs
Since you're using VRCFury either select all or beyond.
Beyond gives you flight option while all doesn't
ooh I didn't know that was there
anyone know why the hip is down there?
not sure what you're looking at in this pic
the hip tracker is all the way down there for some reason
thats towards steamvr not avatars
#full-body-trackingif it happens on all avatars
ty
Well it looks like all you need to do is drag the avatar into the slot and then click the button for which prefab you want to add.
Is anyone else struggling to get raycasts to work? I added a vrcraycast component for a gimmick on my avi and set the collision to both world and avatar, but it seems to only sometimes hit the world?
I've managed to make it work in Unity, both with particle effect and sound! BUT I have a problem! For some reason, neither me or others can interact with it! Player interaction is enabled in vrchat too! In Unity, everything works just fine! I have no clue why it's not working!
I return bearing a new issue
is it possible to add videos to a item, like if i gave my avatar a phone could i add videos to it?
how tf do i do what its asking me to do
Could someone help me for this please 😣
only if it's a flipbook, you can't play videos on your avatar
look at your avatar descriptor, and if it has gogo-loco named animators in the playable layers slots, then you shouldn't be using the vrcfury prefab version
gah thanks so much
What is a flip book?
Hey i need some help for anyone willing. I bought some add on clothes for a paid avi but im having the damndest time uploading and the videos ive found move way to fast Anyone willing to help me figure this stuff out
a sequence of images which you can animate like a video
can someone help. idk why my avatar's doing this is this a blender mess up orrr can it be fixed in unity?
What are these colored patches that appear when using the VRChat Mobile Standard Lite shader, and how do I removed them ?
It's vertex color, aka color data that exist on the model itself. You could remove it in blender, or simply change shader to Toon Standard instead because it allows you change whether it's going to use vertex color or not.
🙏 thank you
Can you change/edit an avatars sculpt in unity instead of blender? I wanna edit a personal paid avatar but I only have unity files for it.
if it has a fbx you can import it into blender, if not you got scammed
No.
And "only unity files" doesn't make sense. You likely misunderstood about unitypackage file.
@worn kiln
Sorry idk how to get the active chat mod ping
Spam post Mr. Beast scam
?tag report
If you notice something that doesn't look right, please report it as follows or mention Active Chat Mod.
Oooohhhh ok
Im use to servers were we @ the mods. Never did a report that way thank you
hai~ would love some help.
1- using the gestures manager, left hand gesture overrides right hand gesture, but then if i uncheck right hand and check it again it doesn't override left hand.
2- unchecking both doesn't reset to default, how/where do I set this up?
Blender doesn't let me import any of my unity files directly, but I have since learned thats because I have to export it as an fbx from unity before anything. I'm so sorry for being dumb!
What kind of model file that you have exactly?
confusion, what exactly are you asking? ;o;
You know that each file has its own extension? And if you don't have fbx file, then what the file the model actually is?
First question, I'll be honest lost me there. Second, its a unitypackage file, its like just an entire paid egirl avi I wanna edit ;o;
As my initial thought, you're completely misunderstanding about the Unitypackage file.
I definitely am, I have no clue what I'm doing. I just finally got the hang of uploading avatars and thought to jump right into doing edits. I'm so lost lmfao
You have to import the unitypackage into unity first and foremost, then you find the model FBX file from what you had imported.
idk what happened, but my Unity personal license just decided to just... not exist for today
and i can't get it back
What do you mean you can't? Did you do it via unity hub?
i just get this, and im logged in
download / activate one, gotten that twice over the years cause *reasons🤷♂️ *
i just restarted my pc, that seemed to fix it
oh nice, Jellejurre has a PR open to add raycast to AV3 emulator
is there anyone that uploads avatars?
you should do that yourself, don't share your account credentials.
Also if you want to commission someone, go to the VRC Traders discord, you'll just find scammers here.
Hi I am looking for little bit of help with Tsuranari-san the Corporate Slave that has phone gimmick. I want to use it on the Zev base but it is not working in gesture menu? when go in play mode also this keeps remove it seems? this NDMF tool?
Did you actually put the prefab inside of avatar hierarchy?
Yeah it in the right place I think?
Are you uploading android platform? That's the camera got removed because android doesn't let you put camera component on your avatar.
Well even on pc all the other items like mic and such work just this phone prefab is not show up in.
Can you actually double check that the build target is set to PC?
No this for pc I normal do like basic version of it where quest can see me hold it
the toggle should show on both though right?
and am on windows
Then the problem is the error on MA Menu Installer component.
😞 I am think that or ive not setup the gimick right maybe
Just click "Select Menu" and choose the correct menu on your avatar.
🙃 got it to work it was menu not setup right
can someone help me upload my first paid avatar
thanks it working
the pivot point?
If it paid one normal their a little page that tell you how to upload
If it fbx their is a very basic website u can use with next to no skill
mixamo does that for free
but super bad you better to learn rigging
How do I fix this because I set it up like how it came?
Guys, I want a object to be hidden on the avatar preview, but when I unmark the object on unity and upload it, it doesn't show even when its toggled on, have you guys had any trouble like this?
I'm using modular avatar, I also tried to set default off on toggle but it doesnt hide on preview for some reason

If the object is toggle via MA Toggle, you have to set parameter default to disable the object toggle.
First time trying to play around with parameters, layers and animation, wish me luck
With modular avatar, you don't even have to go into layers or animations.
Unless you meant MA exists in your project but you aren't actually using it.
When i setted, default off even toggling on it doesnt show up, and it also appears on preview, something i dont want to 
Does it show in the editing scene?
A bit of a technical question. I'm trying to make a height changer. (not a scaler). For my avatar I can't seem to make the root position of the avatar change in game but it works in Unity. If any one knows how this is done by loco im all ears becuase loco is magic to me.
Make sure nothing is making the skin mesh layer turn off. MD loves to do things behide your back
Skin mesh layer what?
"Skinned Mesh Renderer"
Technically its a component not a layer
No one had called that a layer.
I did
You should start using terminologies the same as everyone else.
And MA doesn't toggle by component so disabling the component is incorrect solution.
Yes the radical amrature is not colibrating to my avatar 3.0. The terminologies are useless tbh
If you're going to communicate with other people then the terminologies are important.
I think useing a language humans understand is actually important
If you're calling a cat as a dog, you're going to have a problem with communication.
I feel like at this point it should be so easy and clear thing to do, but for some reason it just doesnt work, i dont understand why some objects when disabled on unity and uploaded show up when its toggled on vrchat but some when disabled dont work, thats so dumb, its prob me the issue 
That how's MA works, it shows the "default" object states according to the default MA parameters.
does anyone know how to have a toggle for the colour on a particle other than just duplicating the object?
If you disable object in hierarchy, but reactive object parameter is to enable by default, it's going to be shown in the scene regardless of the object active state.
You have to make animation that animates particle starting color.
If an object is turned off the turning off signal to it won't do anything because it was already off.
oh you can animate it?
ty
Its so good to just give up on things when they doesnt work 
I will try another time... one day i will learn it
it took me 2 days to get a windows vrchat avatar to work as a complete dumbarse from a vrm
Hey, Its my first time working on a character so I'm very stupid when it comes to working with unity. I bought a character and clothes because they were on sale but I dont know how to add the textures to them. They are in a bright pink and I cant find a way to add the textures. I cant even find the textures i have to add o7
I found a solution guys, i just deleted that object and got another one with from another creator that is hidden on preview and shows up when its toggled on

pink might be missing textures, but might be a missing shader. Click on the object, then look at the materials in the inspector.
Element 0 - 3 says Missing (Material) do I need to drag and drop a texture onto that field?
No, if it says Material then that's what you need in there
textures go into materials, materials go into the material slots in mesh renderers
ok i kinda get it. I have a file called 3_UV Materials and 2 files called Texture 1_3 and Texture 2_3
what do these numbers mean?
that's up to whoever created the materials
might just be a numbering scheme to organize them
i thought so but now I have to figure it out o7
If you're seeing missing materials immediately after importing the package, you're probably missing something
Check the instructions that came with the avatar
(although, it would be pretty unusual to provide the materials in a completely separate package)
there are no instructions. thats my problem
difficult to take guesses that way, unfortunately
I also had .fbx files and 4 different .prefeb's for the clothes. I wasnt sure which one I should use. The .fbx is just grey and the 4 prefebs are pink
how can i fix this?
also I have 2 materials. one is the base color and one is a mask. how do I apply those?
