#avatar-help
1 messages · Page 270 of 1
(images, essentially)
"mask" textures are often several different things packed together
e.g. the red channel is how metallic the material should be
whilst the alpha channel stores smoothness
this will be shader-dependent
was this model intended to be used in VRChat?
that would give some hints
so they are basically textures packed together with different options?
yes
its a pack of clothes for several avatars. Im using it for manuka rn
a material tells you:
- which shader to execute
- which textures to give to the shader
- (and numbers, and other stuff like that)
so, that's a reasonable way to think about a material, yes
you're seeing the "missing" text because there was a material asset assigned
but it doesn't exist in the project
thats weird. maybe I should contact the creator?
the weird thing is that some things do have materials pre-assigned but most parts dont.
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
oh awesome
I have never seen that. Idk why half of the textures are in a seperate folder but im glad it works now
the main model I use comes with like 8 packages or something ridiculous like that
thats insane. that would have broken me
anyone have a great tutorial on making a physbone that allowws me to push the glasses up and down?
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
try pressing Z or change from 'center' to 'pivot'
this dropdown right under the scene tab
OH thank you
i forgot how to add a seat to a model can someone tell me?
you want to add a VRC_Station: https://creators.vrchat.com/worlds/components/vrc_station
thanks
having this with a lot of avis :(
poiyomi discord might be more help, but I'd probably remove then reinstall the poiyomi package
mkk!
looks like version incompatibilities somehow
yeah poiyomi has had quite a few updates ima try an older version
changed the poiyomi and her textures broke..
you'll have to look at the material in the inspector, this image ^ is not informative
Expand those and click the "unlock shader" button for each
If that's not there, choose a different shader from that dropdown
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
mk so js pick a new shader?
the one you have selected is broken, so yes.
mk
Can someone help me with this?
909k , lots of work in blender or stop adding things to it in unity
How do I fix😣
Thank you!
guys for some reason my unity isnt letting me download the android build tool
does it just not have the option listed in unity hub?
no
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
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.
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.
don't trust that viewer, the build window is probably right.
i use window so do i just follow this?
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
okay
i deleted all the meta files for everything reimport and recompress again and now its showing as correct so it probably just somehow decided to use the original versions of the textures
so i did it and this is what it shows in my unity
that's fine - that alert doesn't apply to us, and VRChat has already patched it on the servers.
it doesnt say android tho
you might have had crunch compression enabled for the textures here
"uncompressed size" refers to the size of your assets before the entire asset bundle is compressed
crunch compression significantly shrinks the on-disk size of your textures (but doesn't affect VRAM usage)
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 😄
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?
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
how do I apply the poiyomi shader?
I would be careful with this, since you could break the other blendshapes. What I'd probably do is after applying the Sil shapekey to Basis, go through every shapekey that affects the mouth and apply the Sil shapekey with Add enabled and the weight set to -1. This should reset them so they look as they did before. Make sure you do this step to the Sil shapekey itself LAST.
select it from the dropdown at the top of your material
yeah - totally agree with this - it might work cleanly, but also may not with your avatar
you can apply a shapekey to another by selecting the shapekey while in edit mode, then going to Vertex > Blend from Shape. The dialogue box in the bottom left should have the options to change the applied shapekey, whether it's in add mode or not, and the weight of the blending.
so for example "L_UpperLeg" I would select "translate to poiyomi toon"?
shift+cmd+U is just my personal shortcut since I use it so much 😅
what's cmd on not-mac?
so do I select body?
it's the OS key, but a lot of Mac shortcuts use cmd as a stand-in for ctrl as well
not sure what you are doing here - that dropdown is at the top of the inspector when you select a material
what's this shortcut do then?
it's the shortcut I set in blender for Blend from Shape
ahhhhh
ah
I usually get it from just doing alt+v to get the vertex menu
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.
yeah - personally I'd go rework that in Blender.
If you want a Unity solution, you could always animate the blendshapes yourself using the Viseme parameter
True
It's a good option for stylized avatars
for example, having instant transitions between visemes
What's the purpose of the sil viseme if it isn't actually using it for the purpose of silence?
Honestly I'm not sure..
I thought it did, seems odd that you're finding it doesn't
how I created avatars I already downloaded Unity and CC I wanted create vision human or anime version
are you looking for a tutorial, or documentation, or.... what?
defend how you create it you know custom
also this my first creation avatar or world
Are you using a translator?
no
ok - not sure what you mean by "defend" then
if you don't mean for mobile, then whichever you like best. Poiyomi and Liltoon are popular choices that are very good
I personally usually use Poiyomi for avatars.
(it works fine)
download VR chat mods
I see. cuz poiyomi makes it look broken
what mods?
you may have to play with the settings to achieve the look you want, often the default settings won't be what you think looks best
vrc.mod
figured
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?
That's what's stumping me lol
It seemed straight-forward until I actually tried it.
You can see the issue here, the "teeth slightly grit" is the avatar's t-pose that it sits on when I'm not speaking. https://i.gyazo.com/0816ccc0a46a77ae52cfc6d21189909d.mp4
thank you for not embedding, discord
yeah I'm allergic to uploading stuff directly when I can avoid it
"Sil" should be this
cuz it literally breaks some parts of the avatar to use the shader
I apologize but what I'm trying to say is that I've been watching a lot of video and I download SDK avatar and World And Creator Companion and Unity but don't know
idk how to make avatar in Unity humanity this is my first time and I know what I need to download
Okay - that's basically all you need for software. Probably now a tutorial.
so is it just a known thing that shaders break vroid avatars?
I have no idea what that means unless you show or explain so... okay? Works fine for me. Adjust for your own uses. Maybe try Liltoon if you want
no
I mean, what does "break" mean
this is before
just need to load unity again
this is after applying the shader
all the textures are messed up ;-;. don't you see it?
Yes - I think I see but I want you to say exactly what about this you consider broken, so we aren't confused here.
well, in this case I mean that all the textures are broken
ah yes, "broken" is so descriptive.
they go from clean in the first image to whatever the second image is supposed to be ;-;. idk how else to describe it here
Anyway, probably it's due to you not selecting a shading mode which supports transparency, VRoid makes a lot of use of that.
where do I select that shading mode?
Poi docs are great:
https://www.poiyomi.com/general/render-preset
I did misspeak though, shading mode is a different section.
(default is toon, probably that's what you want for vroid)
and im guessing that'll fix the eyebrows/eyelashs too?
Oh so you do have specific things you think are "broken" 🙂
(yes, it probably will)
well it's better. the cape is still broken ;-;
Looks like the cape was designed to have the shader render backfaces. Set culling off: https://www.poiyomi.com/rendering/#cull
Note that this decreases rendering performance.
ah
That's also not "broken" 🙂
Why am I getting this error message? My avatars rig is humanoid and all the bones are assigned correctly
Do you have an error in the SDK build window that says it's not humanoid?
ya know what? I'm just gonna stick with the default shader until I can pay someone to help me out with it
I got this warning/error message
Yep, says right there it's not humanoid, so something is wrong with that.
But the animation type says humanoid and all the bones are correct, so what could be causing this?
just 'cause it says humanoid, doesn't mean it actually is. It's hard to say from the pics I've seen so far.
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
@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
ah I see this has been discussed before
Ok I’ll try this out
All the bones are specified correctly though, all of them are in the right place. I don’t know what could be causing this
you could try setting it to generic, then apply, then back to humanoid and apply and then see what that changes
(make backups, etc.)
Never mind I figured it out, the animator for the avatar didn’t have the avatar in it, thank you so much for your help!
ah! I always forget to check that because I've never actually had it happen to me
Good catch
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.
are you doing this in unity or blender?
Unity
are they rigged for your avatar model already?
is it just a model, or a prefab using something like vrcfury?
No but they fit on her though it’s not that they aren’t stay in place it’s just when I walk they like walk as well but move off my legs
ok so how are you attaching them?
Uhh I don’t understand what u mean by this
is the object you are dragging into the scene a .fbx file or something else?
I put them in place like on each foot and then I put the shoe on her actual foot bone in the Hierarchy
such as a prefab with vrcfury or modular components on them
I thought that would work but i guess now
oh fascinating, very old-school
Not*
😭😭
You might try using VRCFury's armature link instead
but if they aren't specifically built for this model, you may end up back in Blender making them fit and also move right
It’s a fbx
No I would have to add comments too them wich I tried doing to get them to also stay but it didint work (could be me doing smth wrong)
Okay thank you for ur help!
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)
I should send photos. I’ll do it after dishes
yeah a picture might help
i cant use play mode cause of these errors 🥀
no, those are warnings, the errors are red ones. Usually look at the first 2-3.
i mean these are the first couple
theres 51
I'd remove _PoiyomiShaders from your assets and install a new package via VCC/Alcom
alright
does anyone know how i can change scaling on my avatar?
whenever i do collider work they are MASSIVE
this is at a radius of 1
That's because the model was exported from Blender with "Apply Scalings" not set to "FBX All".
when i do fbx all the model contorts so i cant export it like that
Yes you can, you just have to deal with the contorting part by redoing the rig setup
errr let me see then haha
or export a new model and copy stuff over to it
The fingers are lit up as if the hand is still opened
thanks 🔥
excellent
So,
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.
It’s standard lite. It looks the same in vrchat
by "redo" I meant set it to generic and apply, then setup humanoid from scratch. Usually works for me.
Every shader is doing it
yeah I never use that shader. Did you say these were different mesh objects?
They were originally. I wet to object data properties in blender and turned the second one into a blendshape for the first one
I think it was the shape keys special drop-down menu that allowed me to do it
yep, makes sense
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
Any help would be greatly appreciated.
how do i setup humanoid from scratch?
when i change to generic then back to humanoid its still broken
qwq
when i go to config it looks fine
Looks right - if you apply from there is it good now?
what if you drag a new copy of the avatar into the scene, is that one fine?
ok then use Pumkin's tools to copy stuff over to it
sometimes it's what you have to do
Anyone know how to attach a item to a avatar correctly lol
depends on what it is and what you want it to do
not really what I meant
Oh?
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.
or use one of the VRCFury components
would this be right?
I haven't used this in over a year, but "copy components" I'm assuming
Uh so what if I wanted to attach a hat to a avatar
drop it on the head bone, or maybe use parent constraints to stick it there, or maybe one of the VRCFury components...
VRCFury components how do I use that?
it only copied over some physbones
and some colliders
no materials or anyting else
it has documentation and a discord server
Oh ok thank you
Ok I knife it but now the file doesn’t want to work on unity ?
@somber sequoia Colliders are still massive on the updated one
no, not in the export window
that, good.
same
maybe i export as a new fbx?
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
none I'm aware of, usually this is an issue with the model
Ok I got it but does anyone know how to fix the view of the eyes
have anyone know how to fix this ?
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?
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
im using polyomi shaders for the vrc one
this looks like a bloom, which is a world post-processing effect, not an avatar shader effect
ah alright
is there any way i could set the emission strength higher than 20
ig lighting works differently in the camera
Upload thw avatar with the viewpoint being set correctly in the avatar descriptor
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.
thank you how do i fix that?
Do you know how to use blender?
oh god a little
Then make new bones for ear base and weight paint to it, and remove head bone weight.
ok ill maybe try that thank you!
uhh so my avis clothes disappear in MMD worlds. im using Poi Toon
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
those stations will disable first 3 layers in your fx, do not have any toggles there like outfits, we still rely on a hacky way to set tracking still on them
trying to add a weapon to my avatar but i need 29 slots for parameters, is there a way to increase the maximum amount?
You can try VRC fury parameter compressor
tried, got a error msg
Yes, you don't need to add the compressor component, just need any vrcf component on and it'll apply compressor automatically
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
so just any vrcfury component on the base?
Well read what it says
just double checking
Blend shape optimizer is always a good choice
thats the one i added
the parameters is still 248 out of 256
any other way i could get more parameters?
No. Other than removing or unsync.
ah ok
yea but i fixed this issue before but forgot how
Just don't have anything that could be disabled on FX layer 2nd and 3rd layer.
idk what that means ngl..
Have you ever take a look in your avatar FX layer?
no
Well, you should at least know your own avatar.
true.
No brainer solution is, if you're using vrcfury or MA, you could just add MMD compatibility component to your avatar.
oo ok
got the weapon working
i would need some help adding stuff on my vrchat model.. dm me if you can help~
Why not ask in here then?
Can someone please help me
Someone might if you explained what help you need.
It’s making an avatar for me
So, "help" as in you need some guidance, or having people to do the job for you?
Yes
Why would you answer yes when it should be either those?
?tag scam
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. 😱
Read the bot message.
so i am needing help with some togges i want to make a toggles only work/show when another one is active
Can't you just add both bits to the same toggle?
no because i want to be able to take the armor on and off but keep the attachments when turned back on
Is "animated clone standard" the attachments you mean? Or you mean the Pauldron?
the clone standard is the armor while the kama and pauldron is attachments
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?
i think so yea its easier to do this type of things with textures but i need to hide and show models this time
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
the flip book was just for less clutter and i can try but rn the hierarchy is like this
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
i can try
ok so i remade the model and that idea you had worked
thx
Hurray!! You're welcome!!
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?
you want the avatar standing on the ground when it is positioned at 0,0,0
so, should i move the avatar to 0,0,0 in blender and re export? or is it fine to reposition it in unity, even though that would mean the object is technically not at 0,0,0 anymore upon upload?
Move it in Blender, apply all transforms, re-export, deal with the position move in Unity
got it, thanks so much c:
can anyone help me with mouth, eye and body rigs
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
You could look for blender tutorial on modeling and rigging. The basics are mostly the same.
i dont wanna mess anything up so thats why im kinda worried
Messing up is an essential part of learning.
Hello,
I have an issue for upload my avatar, can someone help me for that ?
?tag upload
No tag upload found.
i did not put tags
okay, but i'm Trusted so 🤨
would this be consittered a mouth cause idk if i am doing this right
In that case, it's just a temporary issue communicating with server. Try again in a few hours.
okay, thank you
Have you take a look in some modeling tutorial video?
If you only sculpted it, it isn't going to work well.
the problem was : i was i play mode -__-
oh
Sculpting is only good for when designing the model.
"Work well" is the keyword. That means work but the result may not look good.
Ok continue.
Does the video continue to the point of rigging and finishing with the model though?
yea
ill try and look at more videos
Why is it when I knife someing it always makes a cut in between it
Click enter to end the cut
I strongly suggest your mesh being symmetrical at this stage, it'll make a lot of things easier on you.
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
there's a whole discord for FT, if you don't find answers here, link on https://docs.vrcft.io/
i got these 2 weapons followed the guide to add them but when i toggle one the other toggles on aswell
OOH I didnt kn ow that, thank you 🙂
I hope it helps!
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
anyone know how to fix the issue?
its making me wanna blow my pc up
you'd have to look at the variables used in those toggles, it could be they use the same one. If so, you'll have to edit one prefab to change that
by variables do you mean the layers and parameters?
I mean the avatar parameters and animator variables
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 ?
thanks
maybe I'll not end up swearing by doing that upload as swedish guy on concert in poland
oh, swearing is part of the process
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
the swearing in this situation is primary defence of human being to prevent from any violation of equipment
there's an in-game toggle, in the radial menu.
Or for the avatar, find the animation layers (probably in FX) which run the expressions, and set its weight to 0
haha yes
hey so i:
- repositioned the avatar in blender
- applied transform and overwrote the fbx in unity
- repositioned added prefabs to match new height
- moved the viewpoint down to new height
and now in game the viewpoint has gone down into her chest. did i do something wrong here?
you will have to reposition the viewpoint if you rework the avatar position
i did that, i repositioned it to the height after her feet are now on the 0,0,0 point
but beyond that I couldn't tell you what's going on from just this description, sorry
what should i send a screenshot of?
I only have options to set them manually but no option to disable the conection to the hands in the radial menu. I will look if i find the animation layers. thanks
anyone know what ragatha this is?
no, I didn't mean the avatar's radial menu, the game has one in there somewhere
I'm not entirely sure, haven't encountered this myself
hmm though does the game one disable the hands too? I think it does
huh? where? how? am i missunderstanding something?
hey so does having an antivirus on prevent my avatars for being uploaded?
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
this one?
that's the one
thank you so much. i was so stressed out about that
I think that actually disables the hands too though, I haven't used it in forever
if it helps, heres how low the viewport is in game, the feet at 0,0,0, and the viewport ball in order
im fine with that (for now)
thank you
"the feet at 0,0,0" but you have "center" selected rather than "pivot", so that's showing the center of the object instead of its origin/pivot point. The center won't be at 0,0,0
right so set the pivot point to the feet?
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
ah, that might be part of why
i realised after checking the pivot point that it wasnt actually at the floor
thank you
no one got an answer?
i just end up looking at this text for ages when uploading
and its extemely annoying
not me, I don't use antivirus
What are dmca reports? All my favorite avatars are gone and I'm seeing people saying its because of DMCA
someone files a compaint that the person is using their copyrighted work/content
vrchat is required to immediately take it down in that case
It's possible the avatars you used were published in violation of the original artist's copyright
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
They're original though, so why are creators like lived and falling rain getting removed
visuals if it helps
obviously we can't answer these questions here
I mean most people in here are not privy to those decisions inside VRChat
True
couldnt figure out variables so i gave up and deleted the weapon
so real
the creator made so many cool weapons but by the looks of it can only have 1 on the avatar
weird they would use the same parameter name for those
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?
the creator even gave the models the same names being (Hide Unhide Base) which i think is causing issues too
Nope, those names won't, since they're at a different place in the hierarchy.
so it would have to be the toggle being done by animation?
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.
the models dont seem to have vrcfury
oh, then you'll have to figure out how the animations and parameters on those work
imma do the option that wont drive me more insane
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?
It should be using one called sil, which is generally a duplicate of basis. it stands for "silent"
OHHH I thought that was for the transition from s to l when talking! Thank you so much!
np!
btw, the reference sheet for those is here:
https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/
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?
Is it a separate mesh object? Or just part of an existing mesh?
This is currently in blender, i plan to join all meshes together before Exporting to unity. Do i need to keep it as seperate meshes?
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.
I´m unsure how to even do the second one, does the first option have any downsides?
@alpine ingot separate mesh creates an extra mesh renderer so not great perf
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.
for UV tile discarding, this is a good primer: https://www.poiyomi.com/special-fx/uv-tile-discard
@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
I wouldn't expect that performance to be very significant these days, got any numbers?
@somber sequoia were during 2022 transition, dont have at hand. its better than 2019 but still dozens of times worse afaik
(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
it was some git link iirc
k
does it have physbones/its own rigging for this thing already?
well are you planning to
It does should have physbones
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
Its already rigged
in blender make sure that scaling its root to 0 actually makes it go away
how do i do that? Just have a shapekey with it shrinking?
but then how do i use the bone normally?
scale it to 1
🤷♂️
when 0, should be invisible, when 1 should be normal
ofc keep it at 1
then animate it via unity
Yeah but, i make it going from 1 to 0 part of a shape key, right?
Otherwise iam confused on how to use it
bones are not animated by shapekeys
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
@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
in unity
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
armatures contain bones
Then how do i only select specific bones? Because it just selects all when i click
like your body, the armature is the skeleton and the bones are your bones
You have to edit or pose the armature to be able to work with individual bones
start with selecting an armature,not mesh
Also you'll have to weight paint this object to said bones if you want them to do anything to it
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
Well i did already use the Model for trying my first attempt at a Avi, it had physbones too.. however when i look at this it appears it has not much weightpaint?
you see one bone at a time
find vertex groups in right-bottom panel, thats a list of bones and scroll though it
right, i forgot that theres smth with that
so you probly checking atm how much feet affects the ribbons, which is not much
yeah weight paint is per-bone
to make sure
this is now, totally gone. yeah?
atleast i see nothing
which means no rigging problem
well this is it as scaling 1.. so i assume it worked
So this all was just confirmation that the rigging was good
The actual disappear into nothing part is in unity, right?
yes
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
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
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.
Main problem is that i cant cut these here out with a knife, thats why
well without deleting the black parts that are supposed to stay
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?
no, I mean in edit mode so we can see the actual geometry, rather than just an outline
this is the edit mode
sorry
i just got that
That!
here
ok so I'd just select that edge and delete it
i cant select the edge though, it just select one of the two verices
see also face-select mode
excellent
how do you make a Clothing preset that toggles multiple Clothes at once?
Fury or manual toggles?
For fury just keep adding "turn on x object" lines within the same toggle
oh ok thx
my video here explains the 2d visemes not affecting the mouths on different expressions
quickest fix i can think of would be having your mouth and eyes on seperate texture sheets
fyi, the mouth textures i use are based on spritesheets
Is it possible to make a vrcfury toggle that activates other toggles?
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 (?)
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
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
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.
not sure how to fix this, been fideling in shaders but idk
Sure
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?
i just took a prefab of the avi i was working on, put it in a new project, and that worked
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)
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?
You need developer cat's addon with an earlier version of blender. I think nothing past 3.6
ah I see
I made my model pretty much fully in 3.6.22
Would I have to remake my entire model from scratch?
Or can I download a past version of blender with the cats addon?
You should have no issue loading the project in an earlier version of blender. I'd say try and download the dev Cats addon first to see if that fixes things, if it still wont work, try going to an earlier one. Personally I use 3.4
Yeah I was correct.
Bet I will try it out!
Thankyou so much also!
Would it be alright to reply to you again if any odd problem pops up?
Yes, that would be fine, and you're welcome. Hope it works out.
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)
Blendshapes are additive so that issue is normal. It also happens if you alter the shape of the eyelids and also have blink shapes.
Either disable visemes when doing the expression or edit it so that it mixes with the visimes
But, when toggling on an expression in VRchat while speaking, won't it look strange?
Sometimes, yep
Is there a way to fix that or do I just have to deal with it 😭
there's no magic fix
Man😔 alright, thanks for letting me know, have a good night
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?
Weight it to a bone and make that bone a hinged physbone that's grababble. That way you can pull it and pose it in place
thats all?
is 18k triangles for a full character a good amount?
Its decent if you are into optimized avatars and want to meet the performance rank limits. Is this for PC or Quest?
medium in Quest is under 15k, so it would be Poor (15k - 20k)
or retopo?
decimate is gonna kill that nice topology 😭
I mean it's 17k triangles rn
if I we're to decimate very lightly it wouldn't take that much away
also this is kinda confusing
is it from 15k-20k considered medium and beyond 20k poor, or 15k+ considered poor
For the rating is "up to" those numbers.
Think about it, if 7.5k-10k is consider Excellent, then what about less than 7.5k?
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.
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
You need constraint component on the object, and assign sources to the position transform as many as you like, then you animate the source weight in constraint to move to any location.
Are there any good tutorials that also include world dropping?
I don't know about tutorial. You just need the fundamental knowledge and apply.
Is there anyone else that can help?
You could ask specific question right here in this channel.
Unless you meant help as in you need coaching personally or having someone to do all the work.
Just someone who would be able to explain or send over a tutorial for this
I have already explained the idea.
Then you have to either ask a deeper question or go to do some research on the topic I pointed out.
it seems pretty complex, been trying to figure out how to get props working manually for a while
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)
Thank you
I am unable to update my avatar because Builder is unresponsice
Click on the first tab then click builder again
It's an issue with with the newer sdks
Huh strange what version of the sdk are you on
3.9.0
update to the newest one 3.9.0 has issues with it
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
try exit time = 1 , you are likely skipping to next before its played animation fully
uh
updating to the newest version did not fix the issue
use some parameter , trigger animation
no transit duration it just slows it down , how i did it with my dancepad/jukebox to play entire animation before ending
that vid show one with just 1 exit time + one that has transition duration and lesser exit time
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?
You would only have to add descriptor to only the model you want to upload. Your question is still unclear why there were 2 models for it.
from that i saw they have diff textures of hairs and other stuff, so prob these both have some half of clothes and stuff and they're into one. but I just downloaded for Free from [REDACTED WEBSITE NAME] yesterday and they came out in Unity like that
That website hosts pirated assets so better not using it.
then what websites i can kinda use?
becouse like one have trojans
second pirated models
and others higher risk of second time hacked account
Jinxxy, VRCArena, Boothplorer
okie
Well ■■■■, all they have are payed ones. and worse for $ is between 3-4 and for € 4-5, so ye no other optiosn
You know that they all has free filter?
well even i checked their websited before and now they don't have any good looking ones for free to me
Price dictates quality.
ye, for me these prices kinda kill me from inside from Valut diffrence
commisions cost like 2 times more
id remove the website name in ur message as that breaks the #rules the chatbot is supposed to flag that 
You would need either:
- Money : to buy model or hire people to make it for you
- Skill : to make avatar yourself
- Friends : who is supportive enough to help you
- Time : for learning to get skill
If you have neither of those, like what you're doing with your life.
well here's the catch
none of them i have kinda ¯_( ͡° ͜ʖ ͡°)_/¯
learning to create your own is pretty easy nowadays just takes a bit of time
theres tons of tutorials and docs to look into
depends if your device can hold and i know it's not possible for mine to hold blender soo much
Time to change your life plan then.
yep
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
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
I just downloaded the 3.4 version along with cats (Its working with cats just fine I think!)
However I tried importing my model from 3.6 to 3.4 and now idek what its doing..
Its added new bones, became see through?? and its messed up the textures..
Should I be importing/exporting it differently?
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
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
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
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
oh bet! Let me see if I had leaf bones included on my export rq ty!
Are you working with MMD/Vroid models or something?
or making visemes from scratch? If not, there's nothing in cats you actually need.
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)
ok, not sure what you'd be using cats for here
I'm not entirely sure either
Thats just what I've been told through youtube videos ngl
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.
fair
What exactly is it intended for?
All I hear is that it makes it all easier
But thats it
No specifications at all
Have you not looked at the help docs for it? Interesting.
No I've just been going to youtube videos
I was hoping someone could explain it here hah
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
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
the material count thing in there actually just uses the material-combiner blender add-on
mm okay bet
"armature issues" probably refers to stuff for MMD/Vroid models
here, second hit on google, not sure if this is any sort of official page, but it does list features quite well:
https://addons.cgdive.com/tools/cats-blender-plugin
bet ty 🙏
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
Beautiful Elderach being.
lmao yesss
But genuinley if anyone can help me with my creature I could use it 😭
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
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
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
If you use a humanoid armature, VRChat will provide you all of that.
If not.... yes, you need to do all of that yourself
you can use a humanoid rig on most avatars, even if the required bones don't actually do anything
just set the rig type to "generic"
cuz i have been here for almost a decade, yet i still dont know
yes i get that but animations
you'll get nothing from VRChat's IK though, so nothing will really move unless you animate it
thats what i dont get
what about it don't you get?
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
whatever you want, it's entirely freeform
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
You can use the default parameters as inputs for the animation
^
there's documentation for it i'll get the link
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?
ok i will look at that later
Make sure the eye positions in the avatar descriptor are correct.
Also eye bones should be perfectly vertical, with no bone roll, and the head at the exact center of rotation. You can check/edit this in Blender.
but if i wanted to get more complex would that still work?
like lets say for sake of complexity, a starfish
it's hard to say anything other than repeating: it's entirely free form, whatever you want to animate you can animate
where it has 5 limbs or maybe more
yes, but do i just put it in unity
or is there an in game thing?
you do this in unity just like any of the tutorals tell you
the site which Sunshine linked has a "getting started" - I suggest reading it
the "you must use unity" part has not changed
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.
yes i get that
thanks
i was asking with blender in mind
cuz thats what i assumed
now is there an easy way for eye tracking with out making eey balls
cuz my mushroom has eyes built in
like so
thats all 1 peice
"eye tracking" isn't a thing by default with a generic avatar, so again, you animate whatever you want.
Everything is good is descriptor
Issue saves
well how do i make them then?
cuz i thought all fo them do eye tracking
dont they?
if not then i wont worry
humanoid avatars get some mock eye movement stuff, or you can use external things via OSC such as eye tracking in headsets.
ok hmmm
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
so dont worry about it too much?
oh does that work with generic too? neat, I didn't think it did
i wanted to do a texture eye tracking
where the eye itself doesnt move
but the textures do
yeah, i've just set empties as the eye bones in the descriptor and they work both for eyelook and eye tracking
oh that makes sense, neat
ok good to know
yep, this is very possbile. I've done this before using contacts to get X and Y coordinates to plug into a blendtree, then you just animate the texture offset
ok ...i have read what you said 2 times and i understood 1 maybe 2 parts
the animate and texture offset
is there a guide for this?
so i dont bother you XD
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.
well i was really hoping for a yes DX
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
don't worry about that lol
i thought it was a blender step
this channel is for the botherin'
cuz i am afraid people will think i bother with my hopefully well thought questions
x.x
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.
yes i got that and know how to
and good to know
also thoughts on my lad here? i think his default cap looks cute
i have like 5 cap options
and 1 with out a cap... for some reason
XD
very cute!
i am struggling on how i should make his cap edges bounce
i know it has to be rigged
but i am unsure how
also thanks ♥ i still have to get used to the first person that vrchat is
cuz i like seeing all angles
x.x
just in case i missed a spot for textures or something went wrong
plus i dont even know where to put the camera for when its in the game
maybe near the eyes
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.
hmmm yeah i can see that
Something like this all around the cap
but also back to the eyss...should i make a seperate plane or something for the moving part of the eyes?
i think that would be best but....thats not what i would usually do for other things
yes thats a good idea
OH i almost forgot where can i put my avatar for people to use
and how do i keep people with that to say they made it?
cuz i dont think thart would be a problem cuz i am NOT HUUUGE
XD
just in case
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.
ok well i dont know how to do all that BUT i ment like the files
so they can make their own caps and textures
You can't really prevent people from saying that they made it, but anyone who wants to see who made it can select the user wearing the avatar, click on 'avatar details' and see the creator of the avatar listed as the author.
if they ever wanna
but they would re upload it?
wouldent it say them and not me
x.x
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.
Is it normal for a model to just look worse when using a Atlas? Currently in blender. Right is the model using the Atlas
The thingy where all materials get combined into one
Atlases shouldn't change the fidelity of the textures unless something about them was changed in the process of creating it, like resampling the texture (downsampling, upscaling, rotating outside of cardinal directions, etc)
there's also the chance that you were just using a different shader setup on one of your materials, which you would need to reimplement if you combined materials together.
So its fine then to use? Because the colours just seem sucked away
try opening both files in a different program, like image preview, and see if that issue remains
if not, then you might just have the wrong color settings for the texture or in your scene settings
You can also try manually creating the atlas in an image editing or drawing program like Photoshop, Gimp, Krita, etc
I´m gonna just export one with and without atlas into unity and see what happens
wait you said that materials arent gonna matter?
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
cuz unity i have to reset them up
then i´m staying without atlas
cuz i dont have them in different meshes
i unsterstand too little about the texturing
just learn wich one need it after atlas or before
the material shader setup doesn't matter, but everything else you do need to set up (what materials they are assigned to become different material slots in Unity, and you still need to UV unwrap)
Well.. hmm
actually
i think i deleted all the faces that should have transperancy
I guess a atlas is fine then?
I just dont wanna end up working on the avi and then sometime later see that i fucked smth up by using a atlas
only rare times where you merge 2 different uvs you end up messing it up
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
This normal?
or something else
never touched it
oh
waiiit
that reminds me, in unity even with the last attempt the skirt looked like this
and in game too
that was without a atlas too
@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.
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
blender material red before atlas - blue after, see it doesnt setup alot since you'd need to setup that in unity anyway
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,
i see i see, i suppose thats sometihng for later when i export though.
uhhhh.... so i need to make bones for the pupils seperately and a different uv map....i assume?
that was a bit too wordy for me
x.x
You can always use empty transforms in Unity for the eye bones, but how you set up the texture is up to you. You can use a secondary UV map if that makes sense for you.
ok thanks
^U^
but wait
its not the entire eye
i would have to have it only the pupil
that will move with out me having to animate right?
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?
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
What I would probably do is create a second, transparent texture with just the pupils. You can use a second UV map for it if you want to. Then in Unity, you animate the texture offset value, which is similar to shifting the UVs (but it's the texture moving, not the UVs)
wdym?
and for some reason for my friend is working but in my point of view is not
cant enable objects/stuff in action layer, that goes in your FX controller
nope, just needs to be a bone.
wait animate? i thought you said i didnt have to animate the eye tracking?
now i am confused
now i am gonna have to figure out if the armature has to be the same for the other caps to work as options
if you want it to be 2D and not use eye bones, then you will have to animate the texture offset to match the rotation of the eye bones (which are controlled by VRChat)
here is him with a 2nd cap
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
For the blender portion, you just need the pupils texture to move independent of the texture for the rest of the model
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
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)
the next step is to add an empty transform to one of the eye bones and move it in front of the eye by whatever amount you want. This amount is important though, because the radius of your contacts will be 2x this distance
no, this is all unity
oh ok
this is all you need to do in blender
mhm
ok good to know
worked!
thanks~
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.
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.
help i cant fix his seperated eyes!!
no matter the weight paint value they always do this
DX
the eyes work
the pupils dont
dont know why
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
