#avatar-help

1 messages · Page 270 of 1

pine valley
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these are textures

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(images, essentially)

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"mask" textures are often several different things packed together

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e.g. the red channel is how metallic the material should be

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whilst the alpha channel stores smoothness

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this will be shader-dependent

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was this model intended to be used in VRChat?

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that would give some hints

mellow halo
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so they are basically textures packed together with different options?

mellow halo
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its a pack of clothes for several avatars. Im using it for manuka rn

pine valley
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so, that's a reasonable way to think about a material, yes

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you're seeing the "missing" text because there was a material asset assigned

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but it doesn't exist in the project

mellow halo
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thats weird. maybe I should contact the creator?

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the weird thing is that some things do have materials pre-assigned but most parts dont.

mellow halo
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wait I might be stupid. I just looked at the purchase folder on booth and saw that there is a seperate Materials Folder between all the other outfits. I imported it and the textures automatically applied to the parts. GG

somber sequoia
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oh awesome

mellow halo
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I have never seen that. Idk why half of the textures are in a seperate folder but im glad it works now

somber sequoia
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the main model I use comes with like 8 packages or something ridiculous like that

mellow halo
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thats insane. that would have broken me

junior crag
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anyone have a great tutorial on making a physbone that allowws me to push the glasses up and down?

grizzled rose
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Im havin a kinda weird issue, where in unity the orgin isnt at the feet, but in blender it is? theres no other object selected that exports with it either

arctic ginkgo
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this dropdown right under the scene tab

grizzled rose
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OH thank you

gentle pewter
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i forgot how to add a seat to a model can someone tell me?

somber sequoia
gentle pewter
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thanks

turbid cedar
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having this with a lot of avis :(

somber sequoia
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poiyomi discord might be more help, but I'd probably remove then reinstall the poiyomi package

turbid cedar
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mkk!

somber sequoia
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looks like version incompatibilities somehow

turbid cedar
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yeah poiyomi has had quite a few updates ima try an older version

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changed the poiyomi and her textures broke..

somber sequoia
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you'll have to look at the material in the inspector, this image ^ is not informative

turbid cedar
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all mats are like this

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they have errors idk what they are

somber sequoia
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Expand those and click the "unlock shader" button for each

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If that's not there, choose a different shader from that dropdown

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this ^ can happen if you swap the poiyomi package while the shader is locked, or delete the locked shader files for some reason. I get this when moving between two computers

turbid cedar
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mk so js pick a new shader?

somber sequoia
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the one you have selected is broken, so yes.

turbid cedar
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mk

mental cairn
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Can someone help me with this?

balmy barn
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vrpill 909k , lots of work in blender or stop adding things to it in unity

mental cairn
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How do I fix😣

somber sequoia
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remodel

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or remove a lot of parts

mental cairn
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Thank you!

soft ingot
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guys for some reason my unity isnt letting me download the android build tool

somber sequoia
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does it just not have the option listed in unity hub?

soft ingot
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no

spare sparrow
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Would anyone know what could be the cause of this? VRC SDK is saying i have 350MB of textures when in reality i got a little above 40

somber sequoia
# soft ingot no

okay so this is probably because you installed unity as a standalone package. If you go into hub, then click "installs", then "install editor" and then in the "archive" tab there's a link to "download archive" - you should be able to grab the android package separately.
If you use linux like I do, those links are broken, the linux packages are mac ones. I have a solution there too.

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Which is - you remove that unity editor install, then you reinstall it from the package available at that same "download archive" link, then you can choose the android option.

soft ingot
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oh

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i will try that rn

somber sequoia
soft ingot
somber sequoia
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Yeah - this will work for any OS, it's just that the standalone packages for the add ons don't exist for Linux, so you can't do it that way

soft ingot
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okay

spare sparrow
soft ingot
somber sequoia
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that's fine - that alert doesn't apply to us, and VRChat has already patched it on the servers.

soft ingot
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it doesnt say android tho

pine valley
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"uncompressed size" refers to the size of your assets before the entire asset bundle is compressed

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crunch compression significantly shrinks the on-disk size of your textures (but doesn't affect VRAM usage)

jade aspen
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someone with some unity knowledge that can help me in privat? i try to make a spank to work (so it gets red and sound) but the one i have is a prefab for other models. and i want make it work with mine. text me if you can help me 😄

grizzled yew
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Having some trouble with the viseme behavior of an avatar I'm working on, if anyone wouldn't mind helping ^^;
It was modelled with the mouth open, and I was under the impression that the "sil" viseme (which I've created to close the mouth) would ensure that when there's silence, the avatar's mouth would be closed. However, in practice this does not seem to be working, causing the mouth to be stuck in the t-pose position when not speaking. The sil viseme is otherwise functional as I currently have it plugged into some viseme slots that aren't finished, so it's not anything wrong with the viseme itself. The jaw bone is not mapped in Unity, either.
I notice a lot of avatars have their mouths modelled closed, which probably fixes this issue by default, but that's not an option at this point. Is there any other way to ensure the mouth stays closed when there's no speech?

somber sequoia
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If you go into Blender you may be able to just apply the Sil blendshape to the Basis one. Otherwise that's interesting - usually the blendshapes all use the silent shape as their base

elder topaz
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how do I apply the poiyomi shader?

arctic ginkgo
somber sequoia
somber sequoia
arctic ginkgo
elder topaz
arctic ginkgo
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shift+cmd+U is just my personal shortcut since I use it so much 😅

somber sequoia
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I have no idea what L_UpperLeg is here?

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seems like a bone

somber sequoia
elder topaz
arctic ginkgo
somber sequoia
somber sequoia
arctic ginkgo
somber sequoia
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ahhhhh

somber sequoia
grizzled yew
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I was hoping I wouldn't have to change the base mesh at all and rather do something through Unity itself, since changing the base mesh at all would offset it from the face rig it has just enough to be annoying in use.
To clarify, it's a model I made from scratch. The blendshapes were all made working off of the t-pose (mouth slightly open) and they honestly look great. It's just that when there's no speech, VRC isn't using the sil viseme at all so the mouth is a bit open. It's not wide open so I think it would still blend fine if I could get it to use it correctly.

somber sequoia
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yeah - personally I'd go rework that in Blender.

arctic ginkgo
somber sequoia
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True

arctic ginkgo
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It's a good option for stylized avatars

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for example, having instant transitions between visemes

grizzled yew
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What's the purpose of the sil viseme if it isn't actually using it for the purpose of silence?

arctic ginkgo
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Honestly I'm not sure..

somber sequoia
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I thought it did, seems odd that you're finding it doesn't

pine monolith
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how I created avatars I already downloaded Unity and CC I wanted create vision human or anime version

somber sequoia
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are you looking for a tutorial, or documentation, or.... what?

pine monolith
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defend how you create it you know custom

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also this my first creation avatar or world

somber sequoia
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Are you using a translator?

pine monolith
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no

somber sequoia
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ok - not sure what you mean by "defend" then

elder topaz
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what shaders are good ootb with vroid avatars?

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cuz poiyomi just doesn't work ;-;

somber sequoia
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I personally usually use Poiyomi for avatars.

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(it works fine)

pine monolith
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download VR chat mods

elder topaz
somber sequoia
somber sequoia
pine monolith
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vrc.mod

elder topaz
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what is there to mod?

somber sequoia
# pine monolith vrc.mod

it would help if you would explain what you want in a full sentence. Mods are not allowed on vrchat right now. What is it that you're after?

grizzled yew
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thank you for not embedding, discord

somber sequoia
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if you just upload a .mp4 it'll embed

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(I watched anyway)

grizzled yew
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"Sil" should be this

elder topaz
pine monolith
somber sequoia
elder topaz
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so is it just a known thing that shaders break vroid avatars?

somber sequoia
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no

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I mean, what does "break" mean

elder topaz
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just need to load unity again

elder topaz
somber sequoia
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what are we looking at

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like, what about this is "broken"

elder topaz
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all the textures are messed up ;-;. don't you see it?

somber sequoia
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Yes - I think I see but I want you to say exactly what about this you consider broken, so we aren't confused here.

elder topaz
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well, in this case I mean that all the textures are broken

somber sequoia
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ah yes, "broken" is so descriptive.

elder topaz
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they go from clean in the first image to whatever the second image is supposed to be ;-;. idk how else to describe it here

somber sequoia
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Anyway, probably it's due to you not selecting a shading mode which supports transparency, VRoid makes a lot of use of that.

elder topaz
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where do I select that shading mode?

somber sequoia
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I did misspeak though, shading mode is a different section.

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(default is toon, probably that's what you want for vroid)

elder topaz
somber sequoia
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Oh so you do have specific things you think are "broken" 🙂

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(yes, it probably will)

elder topaz
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well it's better. the cape is still broken ;-;

somber sequoia
elder topaz
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ah

somber sequoia
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That's also not "broken" 🙂

elder topaz
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so my cape is partially back now

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the red part is still lissing

ebon dirge
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Why am I getting this error message? My avatars rig is humanoid and all the bones are assigned correctly

somber sequoia
elder topaz
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ya know what? I'm just gonna stick with the default shader until I can pay someone to help me out with it

ebon dirge
somber sequoia
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Yep, says right there it's not humanoid, so something is wrong with that.

ebon dirge
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But the animation type says humanoid and all the bones are correct, so what could be causing this?

somber sequoia
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just 'cause it says humanoid, doesn't mean it actually is. It's hard to say from the pics I've seen so far.

drowsy flicker
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Can some help me I’m trying to make a png avatar for quest and I’m just stuck it always a black background or it being to transparent

timber wharf
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@drowsy flicker here we go again. by vrc devs design there no proper transparency on quest. you should cutout a polygonal model of your png in blender

somber sequoia
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ah I see this has been discussed before

ebon dirge
somber sequoia
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you could try setting it to generic, then apply, then back to humanoid and apply and then see what that changes

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(make backups, etc.)

ebon dirge
somber sequoia
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ah! I always forget to check that because I've never actually had it happen to me

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Good catch

echo loom
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Okay so, im having a problem with getting these fur boots im putting on my avatar to stay on the legs when I move. Bc when I move they also move instead of staying attached. So how do I get them to stay attached when I move my body.

somber sequoia
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are you doing this in unity or blender?

echo loom
somber sequoia
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are they rigged for your avatar model already?

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is it just a model, or a prefab using something like vrcfury?

echo loom
somber sequoia
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ok so how are you attaching them?

echo loom
somber sequoia
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is the object you are dragging into the scene a .fbx file or something else?

echo loom
somber sequoia
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such as a prefab with vrcfury or modular components on them

echo loom
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I thought that would work but i guess now

somber sequoia
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oh fascinating, very old-school

echo loom
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Not*

echo loom
somber sequoia
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You might try using VRCFury's armature link instead

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but if they aren't specifically built for this model, you may end up back in Blender making them fit and also move right

echo loom
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Okay thank you for ur help!

valid vine
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I took a model into blender. It had two hand models with it. I turned the second model into a blendshape for the first model. The main is hand open and the second is fist. But whenever I hold a fist in vrchat, the lighting is bugged. When the fingers curl under the hand, it’s still lit up as if it’s opened.

Does anyone know how to fix this? (Also sorry if this was confusing to understand)

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I should send photos. I’ll do it after dishes

somber sequoia
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yeah a picture might help

wise spear
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i cant use play mode cause of these errors 🥀

somber sequoia
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no, those are warnings, the errors are red ones. Usually look at the first 2-3.

wise spear
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theres 51

somber sequoia
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I'd remove _PoiyomiShaders from your assets and install a new package via VCC/Alcom

versed marsh
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does anyone know how i can change scaling on my avatar?

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whenever i do collider work they are MASSIVE

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this is at a radius of 1

somber sequoia
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That's because the model was exported from Blender with "Apply Scalings" not set to "FBX All".

versed marsh
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when i do fbx all the model contorts so i cant export it like that

somber sequoia
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Yes you can, you just have to deal with the contorting part by redoing the rig setup

versed marsh
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errr let me see then haha

somber sequoia
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or export a new model and copy stuff over to it

valid vine
somber sequoia
somber sequoia
# valid vine The fingers are lit up as if the hand is still opened

I don't really pay much attention to how unity does lighting, by default the scene is kinda awful. Hai's Lightbox Viewer might give you a more realistic idea of how it'll look in game.
Beyond that... shader settings maybe? Looks toony, I don't really do toon stuff so don't have much to suggest.

valid vine
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It’s standard lite. It looks the same in vrchat

somber sequoia
# versed marsh So,

by "redo" I meant set it to generic and apply, then setup humanoid from scratch. Usually works for me.

valid vine
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Every shader is doing it

somber sequoia
valid vine
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They were originally. I wet to object data properties in blender and turned the second one into a blendshape for the first one

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I think it was the shape keys special drop-down menu that allowed me to do it

somber sequoia
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yep, makes sense

lyric dawn
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Hey! I hope this is the right place, but I need some help. A friend of mine is having issues with dragging and dropping files.

"I got a new pc and redownloaded vcc and now it’s saying all the folders and stuff don’t exist and all that"

And here's a video

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Any help would be greatly appreciated.

versed marsh
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when i change to generic then back to humanoid its still broken

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qwq

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when i go to config it looks fine

somber sequoia
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Looks right - if you apply from there is it good now?

versed marsh
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nahuh XD

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Still looks like abstract art

somber sequoia
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what if you drag a new copy of the avatar into the scene, is that one fine?

versed marsh
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The new one looks fine

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if i drag the fbx of her in atleast

somber sequoia
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ok then use Pumkin's tools to copy stuff over to it

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sometimes it's what you have to do

versed marsh
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buhh

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okay let me try that ^^

late wharf
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Anyone know how to attach a item to a avatar correctly lol

somber sequoia
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depends on what it is and what you want it to do

versed marsh
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also uh

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how do i use pumpkin tools

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XD

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ive never really touched it

late wharf
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bubble gum

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Just gotta attach it so it stays in place

somber sequoia
late wharf
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Oh?

somber sequoia
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you could simply drop it onto a bone. Or you could use constraints to stick it someplace, like if you want to reposition it later.

versed marsh
somber sequoia
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or use one of the VRCFury components

versed marsh
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would this be right?

somber sequoia
late wharf
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Uh so what if I wanted to attach a hat to a avatar

somber sequoia
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drop it on the head bone, or maybe use parent constraints to stick it there, or maybe one of the VRCFury components...

late wharf
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VRCFury components how do I use that?

versed marsh
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and some colliders

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no materials or anyting else

somber sequoia
late wharf
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Oh ok thank you

drowsy flicker
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Ok I knife it but now the file doesn’t want to work on unity ?

versed marsh
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@somber sequoia Colliders are still massive on the updated one

somber sequoia
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was your scaling weird in blender or something?

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it should be 1,1,1

versed marsh
somber sequoia
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no, not in the export window

versed marsh
somber sequoia
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that, good.

versed marsh
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a bit confused on why its still huge

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;w;

somber sequoia
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same

versed marsh
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maybe i export as a new fbx?

somber sequoia
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yeah that might be a good way to do this. do the rig setup on that and drag it into the scene, see if it looks fine

versed marsh
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lemme try that

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XD

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Yeah im not really sure

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could it be a unity setting?

somber sequoia
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none I'm aware of, usually this is an issue with the model

versed marsh
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alright well

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thanks for the help :3

drowsy flicker
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Ok I got it but does anyone know how to fix the view of the eyes

wide jasper
#

have anyone know how to fix this ?

warm berry
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Is this a me issue? It was working like 10 mins ago

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the vcc not working

unkempt canopy
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so for my hair toggles currently I swap between different materials and they are all the same colour. is it possible to have the colour selected by a different radial menu and then based on that decide the colours for my different hair materials in a seperate radial menu?

wise spear
#

how would i replicate the glow like this but in vrc, emission doesnt work like it does in ror2, at least in unity it doesnt

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im using polyomi shaders for the vrc one

arctic ginkgo
wise spear
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ah alright

wise spear
#

is there any way i could set the emission strength higher than 20

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ig lighting works differently in the camera

teal laurel
leaden summit
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how do i move an ear indavistially without it strching ive somhow done it once]

ornate stump
# leaden summit

If the ear base weight painted to head bone, the base is going to stick to head bone and stretch when moving ear bone away.

leaden summit
ornate stump
leaden summit
#

oh god a little

ornate stump
leaden summit
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ok ill maybe try that thank you!

winter plover
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uhh so my avis clothes disappear in MMD worlds. im using Poi Toon

mint badge
#

i need some help with poyomi
im have a hat with a detail texture and i have a decal inside the shader and im trying to have my decal not have the details
im trying to do it with global masks like "apply to global mask" on the decal and then subtracting on the details
but even if i try diff modes just nothing happends rly
do i forget some small toggle or smt?
or does it just not work like that

balmy barn
gentle iris
#

trying to add a weapon to my avatar but i need 29 slots for parameters, is there a way to increase the maximum amount?

junior void
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You can try VRC fury parameter compressor

gentle iris
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tried, got a error msg

junior void
#

Yes, you don't need to add the compressor component, just need any vrcf component on and it'll apply compressor automatically

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If that still doesn't work you'll have to either delete some or make a copy avatar that has the weapon but not something else

gentle iris
#

so just any vrcfury component on the base?

junior void
#

Well read what it says

gentle iris
#

just double checking

junior void
#

Blend shape optimizer is always a good choice

gentle iris
#

thats the one i added

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the parameters is still 248 out of 256

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any other way i could get more parameters?

ornate stump
gentle iris
#

ah ok

winter plover
ornate stump
winter plover
#

idk what that means ngl..

ornate stump
winter plover
#

no

ornate stump
winter plover
#

true.

ornate stump
# winter plover true.

No brainer solution is, if you're using vrcfury or MA, you could just add MMD compatibility component to your avatar.

winter plover
#

oo ok

gentle iris
#

got the weapon working

jade aspen
#

i would need some help adding stuff on my vrchat model.. dm me if you can help~

unreal juniper
timber sentinel
#

Can someone please help me

ornate stump
timber sentinel
#

It’s making an avatar for me

ornate stump
timber sentinel
#

Yes

ornate stump
timber sentinel
#

Having someone do the job

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For me

ornate stump
#

?tag scam

flat muskBOT
#

Hey ho 👋 I see you're looking for commissions.

You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. 😖

🚫 Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. 👮

If you seek a creator, check out VRCTraders and follow their protocols strictly 🥺
(You will get DM from bot to verify your account upon join.)

🌠 It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) 👀
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.

When in the slightest doubt, do not commission them and contact the moderators of the involved communities. 😱

ornate stump
#

Read the bot message.

loud arrow
#

so i am needing help with some togges i want to make a toggles only work/show when another one is active

unreal juniper
#

Can't you just add both bits to the same toggle?

loud arrow
unreal juniper
#

Is "animated clone standard" the attachments you mean? Or you mean the Pauldron?

loud arrow
#

the clone standard is the armor while the kama and pauldron is attachments

unreal juniper
#

Trying to make sure I understand haha I have an armor set too that the helmet has a "visor on" mode that saves between uses. That's the sort of thing you mean?

loud arrow
#

i think so yea its easier to do this type of things with textures but i need to hide and show models this time

unreal juniper
#

You could just set the Kama and Pauldrons to their own toggle (together for ease if they're never going to be on separately), and if they're within the Armor set in the hierarchy, their toggles shouldnt display the Kama/Pauldrons without the Armor being also enabled at the same time

#

I can't get screenshots of how my helmet is set up at the moment (I'm at work) but you might just be overthinking it. You don't need a flipbook or whatever you got going on there; just a separate toggle for the bits plus a "saved between worlds" status on them

loud arrow
unreal juniper
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Oh hmm that's a bit more complex 🤔 I wonder if you (backup first) can unpack the prefab and move the Kama and Pauldrons beneath the base part

loud arrow
#

i can try

loud arrow
#

thx

unreal juniper
#

Hurray!! You're welcome!!

limpid cargo
#

hi, when setting my avatar’s viewpoint, it’s sat directly between the eyes in unity. upon testing on desktop, the viewpoint is about 0.5m above my avatar’s head. i haven’t tested in vr yet.

if it has anything to do with it, im using VRBASE heeled, which means the foot bone is floating above the ground. BUT, i applied transforms, so i thought this wouldn’t affect anything?

somber sequoia
#

you want the avatar standing on the ground when it is positioned at 0,0,0

limpid cargo
somber sequoia
#

Move it in Blender, apply all transforms, re-export, deal with the position move in Unity

limpid cargo
#

got it, thanks so much c:

sturdy blaze
#

can anyone help me with mouth, eye and body rigs

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im new to making vrchat avatars and so far i got the propt of my avatar ready, but idk how to make bones and all that

ornate stump
sturdy blaze
ornate stump
lament mulch
#

Hello,

I have an issue for upload my avatar, can someone help me for that ?

flat muskBOT
#

dynoError No tag upload found.

lament mulch
#

i did not put tags

lament mulch
#

okay, but i'm Trusted so 🤨

sturdy blaze
#

would this be consittered a mouth cause idk if i am doing this right

ornate stump
lament mulch
#

okay, thank you

ornate stump
sturdy blaze
#

yes i have

#

but i have troubles with making mouthes

ornate stump
lament mulch
ornate stump
sturdy blaze
#

wait, can this work?

#

i saw videos where people did something like this

ornate stump
sturdy blaze
#

im willing to try

#

🙂

ornate stump
ornate stump
sturdy blaze
#

ill try and look at more videos

drowsy flicker
#

Why is it when I knife someing it always makes a cut in between it

proven quail
#

Click enter to end the cut

somber sequoia
final eagle
#

Does anyone know how to do ft shit? I have an avi and the ft is weird it like works, but sometimes the mouth barely moves. Turning gestures on fixes it but then moving my hands I end up doing tons of random faces and sometimes my mouth opens really wide. Is there something in the ft settings I can mess with or anyone know what’s up?

#

Haven’t had this issue on other ft avis

somber sequoia
gentle iris
#

i got these 2 weapons followed the guide to add them but when i toggle one the other toggles on aswell

final eagle
#

OOH I didnt kn ow that, thank you 🙂

somber sequoia
#

I hope it helps!

ripe stream
#

it doesnt work lmao

#

like my unity just wont open i tried dging it

#

😭

charred latch
#

why is it when i wanna upload a darn avatar i sit here for 15+ minutes

#

like that exact thing

#

i just sit and wait for more than 15 minutes

#

whatever the buildplayerdatagenerator thing is

gentle iris
charred latch
#

its making me wanna blow my pc up

somber sequoia
gentle iris
#

by variables do you mean the layers and parameters?

somber sequoia
#

I mean the avatar parameters and animator variables

wooden granite
#

hey, I'm here with question how to make or find VRCAvatar Descriptioner becouse I can't find it and I't impossible for me to upload avatar to game

#

even I'm following their tutorial

#

@golden pilot ?

wooden granite
#

maybe I'll not end up swearing by doing that upload as swedish guy on concert in poland

somber sequoia
#

oh, swearing is part of the process

mellow halo
#

Hey, does anyone know how I can disable or toggle hand gestures for my avatar? Everytime i move my fingers ingame it changes the facial expression and there is no option ingame to disable it for that character

wooden granite
somber sequoia
limpid cargo
somber sequoia
#

you will have to reposition the viewpoint if you rework the avatar position

limpid cargo
#

i did that, i repositioned it to the height after her feet are now on the 0,0,0 point

somber sequoia
#

but beyond that I couldn't tell you what's going on from just this description, sorry

limpid cargo
mellow halo
modern fractal
#

anyone know what ragatha this is?

somber sequoia
somber sequoia
somber sequoia
mellow halo
charred latch
#

hey so does having an antivirus on prevent my avatars for being uploaded?

somber sequoia
#

In the game in the radial menu somewhere not in the part that is the avatar menus is an option to disable gestures. I can't remember exactly where and don't have the game running

somber sequoia
#

that's the one

mellow halo
#

thank you so much. i was so stressed out about that

somber sequoia
#

I think that actually disables the hands too though, I haven't used it in forever

limpid cargo
mellow halo
#

thank you

somber sequoia
limpid cargo
somber sequoia
#

I meant that at the top of the "scene" view you have "center" chosen as the selection point. if you select "pivot" it should show the location as 0,0,0

limpid cargo
#

oh shit they are still floating

#

okay then, thank you

somber sequoia
#

ah, that might be part of why

limpid cargo
#

i realised after checking the pivot point that it wasnt actually at the floor

#

thank you

charred latch
#

i just end up looking at this text for ages when uploading

#

and its extemely annoying

somber sequoia
#

not me, I don't use antivirus

bright lion
#

What are dmca reports? All my favorite avatars are gone and I'm seeing people saying its because of DMCA

limpid cargo
#

vrchat is required to immediately take it down in that case

somber sequoia
#

It's possible the avatars you used were published in violation of the original artist's copyright

limpid cargo
# somber sequoia ah, that might be part of why

so, im facing another issue now, i set the pivot/origin properly, and in blender transforms are completely applied, when i overwrite the fbx, the change isnt honored and the pivot point isnt being updated

bright lion
somber sequoia
bright lion
#

nvm

somber sequoia
#

I mean most people in here are not privy to those decisions inside VRChat

bright lion
#

True

gentle iris
#

couldnt figure out variables so i gave up and deleted the weapon

gentle iris
#

the creator made so many cool weapons but by the looks of it can only have 1 on the avatar

somber sequoia
#

weird they would use the same parameter name for those

limpid cargo
# limpid cargo visuals if it helps

i ended up moving the armature object down in unity as a workaround, but does anyone have any idea if that will cause issues with fbt or animations in the future?

gentle iris
#

the creator even gave the models the same names being (Hide Unhide Base) which i think is causing issues too

somber sequoia
#

Nope, those names won't, since they're at a different place in the hierarchy.

gentle iris
#

so it would have to be the toggle being done by animation?

somber sequoia
#

I have no idea how this works, having never seen any part of it. Just guessing it probably has a VRCFury prefab, and somewhere in there (full controller?) is where it sets up the avatar parameters, and the global checkbox is enabled, but probably does not need to be.

gentle iris
#

the models dont seem to have vrcfury

somber sequoia
#

oh, then you'll have to figure out how the animations and parameters on those work

gentle iris
#

imma do the option that wont drive me more insane

ebon dirge
#

Is there a reason why every time I upload my avatar to VRChat it uses a viseme blend shape as the default face for the avatar instead of the basis? Even when it’s exported out of unity with the basis selected and looks normal in unity in play mode with all blend shape weights set to 0?

somber sequoia
#

It should be using one called sil, which is generally a duplicate of basis. it stands for "silent"

ebon dirge
#

OHHH I thought that was for the transition from s to l when talking! Thank you so much!

somber sequoia
#

np!

alpine ingot
#

So i want to toggle this thingy here.. do i need to prepare something in blender so it can be toggled on and off without issues or does that all happen in unity?

somber sequoia
#

Is it a separate mesh object? Or just part of an existing mesh?

alpine ingot
somber sequoia
#

no, just getting a feel for what you've got. You could make a shape key that shrinks it to nothing.

#

You could use UV tile discard, if you also use shaders in Unity that support that.

alpine ingot
#

I´m unsure how to even do the second one, does the first option have any downsides?

timber wharf
#

@alpine ingot separate mesh creates an extra mesh renderer so not great perf

somber sequoia
#

if the mesh is moved by bones, you should shrink it to match up with the bone, if there's a few it could get kinda weird, you may have to try it. Or perhaps disable a physbone when you shrink down the mesh so it's not weird.

timber wharf
#

@alpine ingot you want to toggle large or exclusive (one at a time) meshes with lots of polys ie the whole outfits. for relatively lowpoly like your little thingie ye, just have a bone to shrink it down or uv tile discard tho its harder to setup. dont blendshape shrink, perf is worse than via a bone

alpine ingot
#

ok so what now

#

Do i now just shrink it down or what do i do

somber sequoia
timber wharf
#

@somber sequoia were during 2022 transition, dont have at hand. its better than 2019 but still dozens of times worse afaik

somber sequoia
#

(to be clear, not saying you are wrong, just curious if there's actual data on this)

#

yeah far better than 2019, I knew that part

timber wharf
#

it was some git link iirc

somber sequoia
#

k

timber wharf
alpine ingot
#

This is blender

#

so it has nothing

timber wharf
#

well are you planning to

alpine ingot
#

It does should have physbones

timber wharf
#

looks very physbonable to me

#

then rig it for physbones and when you dont need it, in unity ie via animation, disable physbone+scale base to 0, thats your toggle

alpine ingot
#

Its already rigged

timber wharf
#

in blender make sure that scaling its root to 0 actually makes it go away

alpine ingot
#

how do i do that? Just have a shapekey with it shrinking?

timber wharf
#

im talking bones, not blenshapes

#

scale the bone to 0

alpine ingot
#

but then how do i use the bone normally?

timber wharf
#

scale it to 1

#

🤷‍♂️

#

when 0, should be invisible, when 1 should be normal

#

ofc keep it at 1

#

then animate it via unity

alpine ingot
#

Yeah but, i make it going from 1 to 0 part of a shape key, right?

#

Otherwise iam confused on how to use it

timber wharf
#

bones are not animated by shapekeys

alpine ingot
#

But the size of the bones can be part of a animation?

#

in unity

timber wharf
#

sure

#

not humanoid ones mind you

#

but thats not a humanoid bone

alpine ingot
#

is that what you are saying i should do? Make it 0 size in blender, when exported in unity i make it a animation where i can set the value from 0 to 1

timber wharf
#

@alpine ingot keep it 1 in blender

#

temporarily scale to 0 to see if its actually gone ie no rigging problem

#

then revert

#

otherwise yes

alpine ingot
#

how do i.. do something with the bones?.. or am i confusing armature with bones? Because then i got no clue where to find them

somber sequoia
#

armatures contain bones

alpine ingot
#

Then how do i only select specific bones? Because it just selects all when i click

somber sequoia
#

like your body, the armature is the skeleton and the bones are your bones

alpine ingot
somber sequoia
#

You have to edit or pose the armature to be able to work with individual bones

timber wharf
#

start with selecting an armature,not mesh

somber sequoia
#

Also you'll have to weight paint this object to said bones if you want them to do anything to it

timber wharf
#

then going to edit mode for armature, not mesh

#

tho wait

#

not edit

#

that one just moves bones without mesh

#

pose mode

#

that one makes mesh react to bones movement

alpine ingot
timber wharf
#

you see one bone at a time

#

find vertex groups in right-bottom panel, thats a list of bones and scroll though it

alpine ingot
#

right, i forgot that theres smth with that

timber wharf
#

so you probly checking atm how much feet affects the ribbons, which is not much

alpine ingot
#

oh yeah

#

it has weightpaint

somber sequoia
alpine ingot
#

to make sure

#

this is now, totally gone. yeah?

#

atleast i see nothing

#

which means no rigging problem

timber wharf
#

well hard to say

#

if it was there before scaling then yes

#

now undo and proceed

alpine ingot
#

So this all was just confirmation that the rigging was good

#

The actual disappear into nothing part is in unity, right?

timber wharf
#

yes

slate jackal
#

what does this mean and how do I fix it?
Package does not contain valid import settings for: Packages/com.vrchat.base/ShaderLibrary/VRCTime.cginc

alpine ingot
#

I´m trying to already kinda prepare the avi for quest. Problem is that this transparency thing here with the eye has the vertices connected... how can i stop them from making up a face? because the space between there will just be black with the movile shaders

somber sequoia
#

hard to tell with all the black, but if you want the non-black section to have no mesh, you'll have to cut it out somehow. the knife tool is a popular choice here, even if not my preference.

alpine ingot
#

well without deleting the black parts that are supposed to stay

somber sequoia
#

again, can't tell what the geo looks like with all the black all over it, so it's not clear why there's an edge there

#

maybe just a pic where you highlight the mesh so we can see the geometry?

alpine ingot
#

this?

somber sequoia
#

no, I mean in edit mode so we can see the actual geometry, rather than just an outline

alpine ingot
#

sorry

#

i just got that

somber sequoia
#

That!

alpine ingot
#

here

somber sequoia
#

ok so I'd just select that edge and delete it

alpine ingot
#

i cant select the edge though, it just select one of the two verices

somber sequoia
#

are you in edge-select mode?

#

(2 is the hotkey)

alpine ingot
#

well

#

thats a handy mode

somber sequoia
#

see also face-select mode

alpine ingot
#

i see i see

#

3

#

yeah thats quite useful

#

worked btw

somber sequoia
#

excellent

ripe prairie
#

how do you make a Clothing preset that toggles multiple Clothes at once?

unreal juniper
#

Fury or manual toggles?

#

For fury just keep adding "turn on x object" lines within the same toggle

ripe prairie
#

oh ok thx

soft thistle
left gull
#

quickest fix i can think of would be having your mouth and eyes on seperate texture sheets

soft thistle
#

fyi, the mouth textures i use are based on spritesheets

subtle atlas
#

Is it possible to make a vrcfury toggle that activates other toggles?

austere dome
#

Why would an avatar's animations look fine in preview-mode but incorrect in simulate mode for Gesture Manager?
Seems the feet get posed, even though I'm using animation mode properly (?)

final eagle
#

is there a simple way to make the face tracking a bit more sensitive? it works fine but the mouth barely moves unless im super eggagerated with my lips

slate jackal
#

what does this mean and how do I fix it?
Package does not contain valid import settings for: Packages/com.vrchat.base/ShaderLibrary/VRCTime.cginc

elder nova
#

Okay so I’ve been trying to upload this avatar for I don’t even know how long and i just cant figure it out so can someone give me a hand and just upload it for me. I’ll provide files and my login info.

vagrant dock
#

not sure how to fix this, been fideling in shaders but idk

ripe kelp
#

I'm having this same issue, minus the unsupported shaders. It won't let me log in. I can "log in" but it's a lie, the content manager doesn't load anything and switching platforms logs me out again. It worked fine yesterday 🤔
The only new thing I can think of is that it's not asking me for the confirmation code it usually does when I log in?
Did you figure it out?

civic cliff
dire linden
#

hi so im dumb and have never done this before someone please help me 😭

gritty marsh
#

Hey could anyone possibly help me get my model ready to use? I also couldn't find a cats addon that worked so I feel like I've been set back 😭 ( The model is done I just need to get it through unity so I can use it elsewhere)

jaunty shuttle
#

Does the MMD world reset the avatar body blend shape to its default upload state by default, even there is animation on the fx layer continuously writing to those blend shapes?

wanton cedar
gritty marsh
wanton cedar
#

Yeah I was correct.

gritty marsh
wanton cedar
celest fjord
#

Could anyone help me figure out how to fix an issue I'm having with an avatar I'm making? My avatar is a character with a sort of flat head and they don't have a moveable jaw so the mouth isn't supposed to go past the bottom of the character's head. But the problem is that when the shapekeys for the expressions and the Visemes mix, they cause the mouth to clip outside of the head..if that makes sense, this is kinda hard to explain with words -_-. (I drew this picture to demonstrate what I mean since I don't have screenshots)

obtuse trail
celest fjord
somber sequoia
#

Sometimes, yep

celest fjord
#

Is there a way to fix that or do I just have to deal with it 😭

somber sequoia
#

there's no magic fix

celest fjord
#

Man😔 alright, thanks for letting me know, have a good night

obtuse trail
#

I have this helmet with a visor. I know I can make a contact somewhere near the helmet to open or close it when my hand goes through.

Is there a way to make it look more like "pulling" the visor up or down?

lilac musk
slow sandal
#

is 18k triangles for a full character a good amount?

obtuse trail
slow sandal
#

both, good perfomance on pc and medium in quest

#

low poly isn't my style

obtuse trail
#

medium in Quest is under 15k, so it would be Poor (15k - 20k)

slow sandal
#

welp

#

decimate it is

obtuse trail
#

or retopo?

slow sandal
#

I already did retopo

#

I dont wanna retopo the retopo

obtuse trail
#

decimate is gonna kill that nice topology 😭

slow sandal
#

I mean it's 17k triangles rn

#

if I we're to decimate very lightly it wouldn't take that much away

slow sandal
#

is it from 15k-20k considered medium and beyond 20k poor, or 15k+ considered poor

ornate stump
#

Think about it, if 7.5k-10k is consider Excellent, then what about less than 7.5k?

sick loom
#

It’s 7,500 and below for excellent, 10,000 and below for good, 15,000 and below for medium, 20,000 and below for poor. that is the ceiling for each performance rank.

lunar orchid
#

How would i go about making an object that can be held with either hand or in set positions (like on the hip) and be dropped in the world

ornate stump
lunar orchid
#

Are there any good tutorials that also include world dropping?

ornate stump
lunar orchid
#

Is there anyone else that can help?

ornate stump
#

Unless you meant help as in you need coaching personally or having someone to do all the work.

lunar orchid
ornate stump
#

Then you have to either ask a deeper question or go to do some research on the topic I pointed out.

sick loom
#

it seems pretty complex, been trying to figure out how to get props working manually for a while

balmy barn
#

add 2 gameobjects somewhere on our avatar, add object you want to move - add constraint on that one and the 2 gameobjects as sources, a = 1 b = 0 , switch to other ? a = 0 b = 1 , object with constraint now move beeen the gameobjects , do it a few times you'll figure it out

#

world drop just toggle ' freeze to world ' on the object you moving

#

(physics and contacts/senders bit more setup)

lunar orchid
#

Thank you

lyric wing
#

I am unable to update my avatar because Builder is unresponsice

gaunt knoll
#

Click on the first tab then click builder again

gaunt knoll
gaunt knoll
#

Huh strange what version of the sdk are you on

lyric wing
gaunt knoll
#

update to the newest one 3.9.0 has issues with it

glass solar
#

hey so I want to have a smooth animation transition for this model but some of the limbs instantly snap instead of smoothly transition

#

here's what i have

balmy barn
#

try exit time = 1 , you are likely skipping to next before its played animation fully

lyric wing
balmy barn
#

that vid show one with just 1 exit time + one that has transition duration and lesser exit time

wooden granite
#

Btw about that VRCAvatar Descriptioner again, of There's Two Models of same avatar but not in one file, then i have to choose both of them with other Mandatory files or not?

ornate stump
wooden granite
ornate stump
wooden granite
#

becouse like one have trojans

#

second pirated models

#

and others higher risk of second time hacked account

ornate stump
wooden granite
#

okie

wooden granite
ornate stump
wooden granite
#

well even i checked their websited before and now they don't have any good looking ones for free to me

wooden granite
#

commisions cost like 2 times more

left gull
ornate stump
wooden granite
#

none of them i have kinda ¯_( ͡° ͜ʖ ͡°)_/¯

left gull
#

learning to create your own is pretty easy nowadays just takes a bit of time

#

theres tons of tutorials and docs to look into

wooden granite
ornate stump
wooden granite
left gull
#

well then you're kinda SOL till you find a solution to one of those options

#

nobody here supports or will help you with pirated content

wooden granite
#

ik and i'm trying to not use any priated content or whatever wont gave me same thing as i had with sum else before

#

and here we are

#

another victim of same virus i had

#

at least i had my account back

gritty marsh
somber sequoia
#

why downgrade? there's cats for 5.x

#

assuming you actually need cats at all

round comet
#

Also probably your export settings. If you’d prefer to stay with 3.4 don’t export with leaf bones

#

Leaf bones are what cause all those extra bones

somber sequoia
#

as for the see through and textures stuff, a version change is unlikely to cause that, but lots of things could, it's hard to guess from here

gritty marsh
# somber sequoia why downgrade? there's cats for 5.x

If there is a version that works for 3.6.22 I would be more than happy to use it
Every cats addon I've tried just hasn't worked at all with it so far

All I know is that the addon helps make everything I'm trying to do a lot easier but I wouldn't mind a few extra steps without it

somber sequoia
#

I don't know about that very specific blender version, but the last cats I saw published claimed to work with up to and including 5.x

gritty marsh
somber sequoia
#

Are you working with MMD/Vroid models or something?

#

or making visemes from scratch? If not, there's nothing in cats you actually need.

gritty marsh
# somber sequoia Are you working with MMD/Vroid models or something?

I made my model all in blender so nothing from Vroid if thats what you mean
I'm trying to make a vtuber avatar!
I have different shape keys dedicated to different face models for expressions

I'm not sure if that changes anything so I'm mentioning it just incase hah
(This is what it looks like in the 3.4 version and this is what its suposed to look like)

somber sequoia
#

ok, not sure what you'd be using cats for here

gritty marsh
#

I'm not entirely sure either
Thats just what I've been told through youtube videos ngl

somber sequoia
#

it's too bad the original creator of cats didn't like, put ads in it or something, there are so many people who got convinced it was absolutely required for using blender with vrchat models.

gritty marsh
#

fair
What exactly is it intended for?
All I hear is that it makes it all easier
But thats it
No specifications at all

somber sequoia
#

Have you not looked at the help docs for it? Interesting.

gritty marsh
somber sequoia
#

I'd think that whatever website you got it from has the description, I'm not sure who's hosting it at the moment, but the last time I looked, the features were clearly listed

gritty marsh
#

I just read that it helps shorten time with optimization
Like reducing material count and armature issues

But I may have already covered that in Unity so I may just continue there

#

Its mainly just hard to follow some videos without it ngl

somber sequoia
#

the material count thing in there actually just uses the material-combiner blender add-on

gritty marsh
#

mm okay bet

somber sequoia
#

"armature issues" probably refers to stuff for MMD/Vroid models

gritty marsh
#

bet ty 🙏

stable hull
#

Anyone able to help get me these avatars?

#

There’s more but ima put these for now

gritty marsh
#

How on earth did this happen
(I could not tell you what I did to make it look like this)
It only looks like this in the display also

prisma frigate
#

Beautiful Elderach being.

gritty marsh
#

But genuinley if anyone can help me with my creature I could use it 😭

somber sequoia
#

if you just exported from blender, and that image is from Unity (it helps to know these things beforehand), then go to the rig setup, set it to generic and apply, then redo the humanoid setup.

#

And if you don't have an already setup avatar in the scene, just delete it and drag in a new copy

gritty marsh
#

Sorry mb man this is my first time trying this stuff out fully

I'll go ahead and redo the humanoid setup though and see if that fixes it

low wing
#

ok am i over thinking this? I thought it had to have a walk, crouch, etc all with in the avatar...plus if i add a non basic bone like chest, head, hip....i had to animate it to work?

#

cuz i have a mushroom that will have no neck, and an interchangable cap

somber sequoia
#

If you use a humanoid armature, VRChat will provide you all of that.
If not.... yes, you need to do all of that yourself

low wing
#

OH

#

ok so short answer yes i was

#

ok thanks

somber sequoia
#

you can use a humanoid rig on most avatars, even if the required bones don't actually do anything

low wing
#

i seeeeeee

#

also what if i dont use a generic human rig>?

#

how would i go about that?

somber sequoia
#

just set the rig type to "generic"

low wing
#

cuz i have been here for almost a decade, yet i still dont know

#

yes i get that but animations

somber sequoia
#

you'll get nothing from VRChat's IK though, so nothing will really move unless you animate it

low wing
#

thats what i dont get

somber sequoia
#

what about it don't you get?

low wing
#

like what do i have to animate, i dont know what you mean....i am used to things i have to animate literally every little movement regaurdless....and then upload them

#

is that the same way for non human

somber sequoia
#

whatever you want, it's entirely freeform

low wing
#

yes, ok lets get basic...lets say i wanted just a quad, i have to animate the walk, run, crouch, etc ...but how do i get it in game in the right way

#

where when i crouch itt crouchs

arctic ginkgo
somber sequoia
#

^

arctic ginkgo
#

there's documentation for it i'll get the link

low wing
#

ok thanks

#

plain zenith
#

Hey guys
I have a little issue with avatar
In Unity, the avatar displays normally, but as soon as I enter game mode or load the avatar, the eyes are out of place. Does anyone know how to fix this?

low wing
#

ok i will look at that later

somber sequoia
low wing
#

but if i wanted to get more complex would that still work?

#

like lets say for sake of complexity, a starfish

somber sequoia
#

it's hard to say anything other than repeating: it's entirely free form, whatever you want to animate you can animate

low wing
#

where it has 5 limbs or maybe more

#

yes, but do i just put it in unity

#

or is there an in game thing?

somber sequoia
#

you do this in unity just like any of the tutorals tell you

low wing
#

ok

#

thats all i wanted to know thanks

#

somber sequoia
#

huh

#

yes, all avatars have to be setup and uploaded with Unity.

low wing
#

cuz i am used to having to do post upload edits

#

like for mods in games

somber sequoia
#

the site which Sunshine linked has a "getting started" - I suggest reading it

low wing
#

i did'

#

but i wasnt sure

#

this has been years

#

if its changed i will re look

somber sequoia
#

the "you must use unity" part has not changed

low wing
#

ok good

#

:3

#

than ks

arctic ginkgo
#

I would recommend creating the animations themselves in a different program though, like Blender. Unity isn't the best for animation imo. You can export animations in the FBX format, then in Unity you can select them and type ctrl+D to extract them from the FBX as Unity .anim assets.

low wing
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yes i get that

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thanks

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i was asking with blender in mind

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cuz thats what i assumed

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now is there an easy way for eye tracking with out making eey balls

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cuz my mushroom has eyes built in

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like so

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thats all 1 peice

somber sequoia
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"eye tracking" isn't a thing by default with a generic avatar, so again, you animate whatever you want.

plain zenith
low wing
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well how do i make them then?

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cuz i thought all fo them do eye tracking

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dont they?

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if not then i wont worry

somber sequoia
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humanoid avatars get some mock eye movement stuff, or you can use external things via OSC such as eye tracking in headsets.

low wing
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ok hmmm

arctic ginkgo
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afaik you don't need to have a humanoid rig to use eye tracking, since it's animated through VRChat's Eyelook, and that you just set up in the avatar descriptor

low wing
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so dont worry about it too much?

somber sequoia
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oh does that work with generic too? neat, I didn't think it did

low wing
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i wanted to do a texture eye tracking

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where the eye itself doesnt move

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but the textures do

arctic ginkgo
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yeah, i've just set empties as the eye bones in the descriptor and they work both for eyelook and eye tracking

somber sequoia
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oh that makes sense, neat

low wing
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ok good to know

arctic ginkgo
low wing
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ok ...i have read what you said 2 times and i understood 1 maybe 2 parts

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the animate and texture offset

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is there a guide for this?

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so i dont bother you XD

arctic ginkgo
# low wing is there a guide for this?

for this particular setup I don't believe so, but there is documentation on the VRChat Avatar SDK. The link I sent you earlier is to the creator docs.

low wing
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well i was really hoping for a yes DX

arctic ginkgo
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that's basically a guide to all the vrchat specific tools you have available to you when creating avatars. Unity has their own documentation as well

low wing
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but ok thanks

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OH it was a unity thing

arctic ginkgo
low wing
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i thought it was a blender step

somber sequoia
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this channel is for the botherin'

low wing
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x.x

arctic ginkgo
# low wing i thought it was a blender step

well you'll need to make sure your model, textures, UVs, and material slots are set up in Blender correctly so that the eye texture can move around without interfering with anything else on the model. The easiest way would just be to have the eyes on a different material slot, but you can also use a secondary texture blended on top of the first texture.

#

The materials themselves don't need to be set up in Blender, since you'll need to set that up again in Unity, but it can be useful to preview what it will look like.

low wing
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also thoughts on my lad here? i think his default cap looks cute

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i have like 5 cap options

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and 1 with out a cap... for some reason

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XD

arctic ginkgo
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very cute!

low wing
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i am struggling on how i should make his cap edges bounce

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i know it has to be rigged

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but i am unsure how

low wing
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cuz i like seeing all angles

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x.x

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just in case i missed a spot for textures or something went wrong

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plus i dont even know where to put the camera for when its in the game

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maybe near the eyes

arctic ginkgo
# low wing i am struggling on how i should make his cap edges bounce

VRChat has a script called Physbones that's a basic physics sim for bones. I would rig it however you think it needs to move; I'd probably have bones come out from near where the head meets the cap, and then going around the cap in a circle. You can add however many you want for smoother motion, but I'd think one or two per chain, and maybe 4-6 chains around the cap should be enough.

low wing
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hmmm yeah i can see that

arctic ginkgo
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Something like this all around the cap

low wing
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but also back to the eyss...should i make a seperate plane or something for the moving part of the eyes?

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i think that would be best but....thats not what i would usually do for other things

low wing
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OH i almost forgot where can i put my avatar for people to use

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and how do i keep people with that to say they made it?

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cuz i dont think thart would be a problem cuz i am NOT HUUUGE

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XD

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just in case

arctic ginkgo
# low wing OH i almost forgot where can i put my avatar for people to use

you can create an avatar world and place an avatar pedestal in it, you can just give it to people by allowing them to clone it, and you can also get it added to avatar search worlds, like Primic's. They have a database of searchable avatars, and I know they have some sort of discovery system, but you can also DM Prismic on discord with the avatar ID and ask for it to be added to the database.

low wing
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ok well i dont know how to do all that BUT i ment like the files

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so they can make their own caps and textures

arctic ginkgo
low wing
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if they ever wanna

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but they would re upload it?

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wouldent it say them and not me

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x.x

arctic ginkgo
# low wing but they would re upload it?

Some people do rip models and reupload them, but that is a bannable offense, and VRChat has technical measures against ripping that make it more difficult to pull off. It's still not impossible, and never will be, but you can always file a DMCA takedown with VRChat if you find out that someone has done this.

alpine ingot
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Is it normal for a model to just look worse when using a Atlas? Currently in blender. Right is the model using the Atlas

low wing
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i dont use atlas

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so i dont even know what that is

alpine ingot
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The thingy where all materials get combined into one

arctic ginkgo
balmy barn
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matcap/normals ect wontshow after so yes normal

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you add those in unity anyway

arctic ginkgo
alpine ingot
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So its fine then to use? Because the colours just seem sucked away

arctic ginkgo
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if not, then you might just have the wrong color settings for the texture or in your scene settings

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You can also try manually creating the atlas in an image editing or drawing program like Photoshop, Gimp, Krita, etc

alpine ingot
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I´m gonna just export one with and without atlas into unity and see what happens

low wing
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wait you said that materials arent gonna matter?

balmy barn
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atlas wont show transperancy either, you need to know wich one need it and have it on a seperate material , can always do that after tho

low wing
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cuz unity i have to reset them up

alpine ingot
low wing
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cuz i dont have them in different meshes

alpine ingot
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i unsterstand too little about the texturing

low wing
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i LOVE textures

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and animating

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XD

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rigging is my 2nd fave

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😛

balmy barn
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just learn wich one need it after atlas or before

arctic ginkgo
alpine ingot
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Well.. hmm

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actually

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i think i deleted all the faces that should have transperancy

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I guess a atlas is fine then?

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I just dont wanna end up working on the avi and then sometime later see that i fucked smth up by using a atlas

balmy barn
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only rare times where you merge 2 different uvs you end up messing it up

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would instantly notice that , but before merging you can check out what something like the skirt was doing , my guess some normal since its not greyish something after

alpine ingot
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or something else

balmy barn
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never touched it

alpine ingot
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oh

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waiiit

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that reminds me, in unity even with the last attempt the skirt looked like this

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and in game too

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that was without a atlas too

arctic ginkgo
#

@low wing To give more details on the Unity setup, here are the features I use for it:

Avatar contacts: These are trigger colliders that can change an animator controller parameter upon collision with another contact. There are two types, Senders and Receivers, each only being able to send a collision or receive a collision respectively.

Additionally, contact receivers have 3 different types that determine what kind of data they output: Constant, OnEnter, and Proximity. Constant uses a boolean that is true when there's a collider inside, false when there isn't. OnEnter is true for the frame that a contact enters it, as long as it has a minimum velocity (which you can set), and false any other time. Proximity uses a float value between 0-1 which represents how close another contact is to the center (0 being the distance of the radius or further). I use the Proximity type to get a float value for the X and Y coordinates of the eye.

VRChat Constraints: These are a performant replacement to Unity constraints, and they work similarly to Blender's object and bone constraints. I use the position constraint (equivalent to Blender's copy location constraint) so that each sender follows one axis of the eye rotation by tracking to a bone in front of and parented to the eye.

Animator controllers/parameters: Animator controllers are Unity's way of controlling everything about animations, such as which ones are playing, how they blend together, their speed, masking what bones they play on, etc. You set up different layers, and each one can be controlled using logical conditions utilizing parameters.

Blendtrees: Blendtrees are a feature of Animator controllers which blend animations together based on float values. These can have 1 or 2 axes. Using a 2 axis Blendtree allows you to place animations according to X and Y coordinates, and the animation that plays is a blend based on the distance from the current coordinate position.

alpine ingot
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hmm.. I think for now i´ll work without a atlas until i´m sure i´m done in blender and export 2 different versions of the model then

balmy barn
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blender material red before atlas - blue after, see it doesnt setup alot since you'd need to setup that in unity anyway

arctic ginkgo
# arctic ginkgo <@120471434144251904> To give more details on the Unity setup, here are the feat...

Animator controllers specifically are state machines. So the logic controls which states are active, and each state has a motion, which is either an animation clip or a Blendtree (which blends multiple animation clips together).

The motions in the state can be blended together as well using the transitions between them, and you can use states and layers to add certain effects to the animations.

States can do things like changing the start offset, speed, or playing a frame based on a float parameter. While entire layers can do things like changing the blending weight for the whole layer, using the animations as additive animations, or masking the layer so the animations only play on certain bones,

alpine ingot
low wing
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that was a bit too wordy for me

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x.x

arctic ginkgo
low wing
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ok thanks

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^U^

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but wait

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its not the entire eye

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i would have to have it only the pupil

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that will move with out me having to animate right?

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like if i make a copy of the eye mesh area and then just etxture it i dont have to make different textures for each eye movement right?

fallow parrot
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anyone knows how to add object to afk pose?

i added in the animation only in the action layer, on unity works normal but on vrc is not showing up

balmy barn
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detect afk in FX , enable something

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its a bool

arctic ginkgo
low wing
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ok can do

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fallow parrot
balmy barn
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cant enable objects/stuff in action layer, that goes in your FX controller

low wing
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ok do i need to specify in blender whats a phy bone?

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or what ever its called

somber sequoia
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nope, just needs to be a bone.

low wing
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ok thanks

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low wing
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now i am confused

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now i am gonna have to figure out if the armature has to be the same for the other caps to work as options

arctic ginkgo
low wing
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here is him with a 2nd cap

arctic ginkgo
# low wing i dont understand
  • VRChat tracking simulation or Eye tracking from headset ↴
  • Eye bones rotate ↴
  • Contacts detect rotation and send X and Y coordinates to animation controller ↴
  • Animation controller plays animation that moves texture offset
low wing
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ok... how do i do this?

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i am unsure

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cuz the eyes dont move...just the pupils

arctic ginkgo
low wing
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right

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i did that

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but for the unity side?

arctic ginkgo
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Then you need to create a empty transforms for the eye bones, and set those as the eyes in the avatar descriptor. This will make them rotate like eyes on other avatars

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the eye rotation is either based on eye tracking if your headset has it (or if using your webcam on desktop), or on Eye Look which is VRChat's eye tracking simulation (just moves your eyes around to look at other players automatically)

arctic ginkgo
low wing
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wait do you still mean on the blender side?

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cuz there are empties in blender

arctic ginkgo
low wing
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oh ok

arctic ginkgo
low wing
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mhm

arctic ginkgo
# arctic ginkgo the next step is to add an empty transform to one of the eye bones and move it i...

then you add a contact sender in the same location as the eye bone (but not parented to it), as well as two receivers. Offset one receiver upwards by 1.5x the radius, and the other to the side by the same distance.

Add a position constraint to both of these contact receivers, and under Freeze Axes uncheck all axes except the one that it is offset by. Add a source to both, and set it to the empty parented to the eye bone, then activate, and then lock the constraints.

Make sure that all constraints have the same custom tag (this can be whatever you want, just make sure it's the same), then uncheck the interaction for other players, and set the receiver types to Proximity.

The receivers also need to have their own parameters set. These should be different for each, something like EyeX and EyeY should work.

arctic ginkgo
# arctic ginkgo then you add a contact sender in the same location as the eye bone (but not pare...

After this, create animations for the eyes looking in each direction and for looking in the center. These should be done by animating the texture offset of the pupil texture.

In the FX animator controller, create a new layer and set the weight to 1, and then create a new state from a blendtree. Open the blendtree and set the type to 2D freeform. Then you can add new motion slots, one for every animation you created, and set the coordinates accordingly. Remember that your coordinates are 0-1, not -1-1, so (0.5, 0,5) will be your center point. Then just put all the animations in the correct slots.

Create two float parameters with the EXACT same names as the ones in the contacts, and use those as your Blendtree parameters, and that should be all you need to do.

low wing
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help i cant fix his seperated eyes!!

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no matter the weight paint value they always do this

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DX

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the eyes work

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the pupils dont

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dont know why

arctic ginkgo
# low wing the pupils dont

the puils don't have to be a separate mesh, you can just use a transparent texture an blend it on top of the main one