#avatar-help

1 messages ยท Page 271 of 1

low wing
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well ok...how do i do that?

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cuz the eyes arent

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the puils do

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cuz they are 2 different textures

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there for need to be 2 different mesh right?

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i even have different uv maps

arctic ginkgo
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it's like having 2 layers in a drawing program

low wing
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oh?

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ok how?

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i dont know this at all

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but i wanna keep them having 2 different uv maps if possible?

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actually i can fix thuis

somber sequoia
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Depends on your shader of choice, but many of them allow use of up to 4 UV maps

low wing
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well i am absolutely confused

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cuz if i have the same mesh i cant have layers?

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i dont understand

somber sequoia
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what's a layer?

low wing
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exactly

low wing
somber sequoia
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if your intent is to have separate texture images for the eyes, I'd consider doing this with decals in a shader which supports them.

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can't say I've tried this at all before, I just use rotating mesh spheres.

arctic ginkgo
# low wing i dont comprehend this statement

i'm saying that it's similar to using a drawing program that allows you to add layers, where one is drawn on top of the other. Some shaders, like Poiyomi, or Toon Standard have texture slots that allow you to combine textures in the same way

somber sequoia
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(decals is one example in poi, the RGBA masking section is another)

low wing
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....

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how the hell

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that makes no sense

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cuz if i have only 1 uv map

somber sequoia
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shaders are code which can layer textures on top of each other before producing the final result, it makes lots of sense ๐Ÿ™‚

low wing
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i have only 1 texture

somber sequoia
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those things aren't directly related like that

low wing
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to me it doesnt cuz i thought they were

arctic ginkgo
low wing
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i am trying but this happens

viral epoch
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trying to add this hoodie on the this follower/imitation pet , but whenever i import the fbx to blender it reorders the bones which breaks the asset unity(pet wont move with avi or imitate it)

somber sequoia
# low wing

I'm not sure what you are trying to show here

arctic ginkgo
arctic ginkgo
# low wing

this is a weight painting issue, but also you don't need to have a second mesh. What I'm saying is that the eye mesh has 2 textures: The white part (sclera) and the pupil. The shader will draw the sclera first, then the pupil.

low wing
arctic ginkgo
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I think what you're trying to do is add a second mesh for the pupils that uses transparency to overlay the textures

somber sequoia
arctic ginkgo
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but you don't have to do that, you can just combine the textures in the shader on one mesh

somber sequoia
low wing
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just rotate on the bone

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and they are both red on the weight paint

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the eye and the 2nd eye are red

arctic ginkgo
young blade
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when i make eyes i jst make shapekeys and eventually combine them with the head its just easier

somber sequoia
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weight paint color is not really meaningful since paint is relative

young blade
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you can just seperate the uvs or move them to a blank spot on ur textures

low wing
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yall are speaking magic to me

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x.x

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like some forbidden knowlegde

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XD

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and i am from the understandingf its called a texture, and the materials are the set the textures apply to

viral epoch
young blade
# low wing yall are speaking magic to me

okay so think of uvs as a projector. the texture as the image the projector is projecting. now you can move the uvs around on the image and make it project something else

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lemme show you

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so this is my texture and the uvs (projector) is at the top right

somber sequoia
young blade
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now if i move my eyes here

viral epoch
young blade
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it projects this image

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you can map any image on any part any where on a texture

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including merging two objects into 1

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and projecting different aspects of the map on your plane

low wing
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yes i get that but how do i make 2 on 1 uv map

young blade
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two textures?

low wing
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yes

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cuz i wanted justt the pupil to move

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and i only have 1 uv map for the eyes

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i get the technical in unity

young blade
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combine both the texture images, making them into 1 png file

viral epoch
young blade
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and then moving the uvs to the respective areas

low wing
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i wanted them seperate

young blade
low wing
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cuz what if i wanted a different pupil

young blade
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oh you mean a material swap? like you mean that you can switch between them in game?

low wing
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yes

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but

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not with the actual eye

arctic ginkgo
# low wing yall are speaking magic to me

alright, so meshes are made of vertices, right? these vertices store a bunch of data that tells the computer how to draw (render) the model. The program that actually draws the model is called the shader. You give the shader information, and then it runs code to draw the model.

Vertex information can be things like:

  • Position
  • Normal (Direction it's facing)
  • UV coordinates
  • Vertex colors
  • Vertex groups (used for weight painting)
    etc

What's most important to this discussion though is the UV coordinates. You can have multiple coordinates on the same vertex if you want, each set is called a UV map. By default there's just one, but Blender allows you to create multiple and give all of those to the shader.

The shader can also take more inputs, like textures for example, and mix all this information together. The UVs tell the shader where each vertex goes on the texture, but the shader can do things like using multiple textures, multiple UV maps, change the UV coordinates, really anything you can think of. It's just using inputs, and then manipulating them with math to get a result image.

You don't need to write a custom shader for this behavior, since there are ones that already exist in Unity for you to use, but if you want to write a custom shader for Blender, it uses a very intuitive node system.

young blade
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i dont think you can switch the uvs position live in game

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best you can do is two things

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either make two textures so you can switch between them

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or copy the eyes and switch between those

arctic ginkgo
low wing
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yes i need to have two seperate textures... 1 is gonna be all white all the time, the other is gonna be a transparent overlay where it can move accourding to where you look?

arctic ginkgo
low wing
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i am just gonna not do eye tracking DX this is some intense forbidden knowledge

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but i will change the pupils

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like a texture swap

low wing
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@x@

arctic ginkgo
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I can also try to write some step-by step instructions with screenshots here

low wing
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ok i would love that

viral epoch
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help pls

pine valley
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blender doesn't care if the first bone isn't called "Hips"

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i'm guessing you have some other tool that's trying to redo the armature

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just import the FBX to blender normally (rather than using the CATS operator)

somber sequoia
balmy barn
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that animator not going to do anything

somber sequoia
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I'm guessing that the model prefab had the bones renamed in Unity so they don't conflict with the humanoid bones on the main avatar

viral epoch
somber sequoia
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I don't know how it's setup

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I mean, the answer is yes, there is a way to do it ๐Ÿ™‚

viral epoch
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screenshots?

somber sequoia
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Personally I'm going AFK in a few minutes, and I'm not sure it'd be easy to figure out without actually having the asset itself. But "can it be done?" - yes, definitely.

viral epoch
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could u ๐Ÿ‘‰ ๐Ÿ‘ˆ

somber sequoia
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that sounds like commissioned work

viral epoch
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do u take commissions

lilac musk
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Careful about sending people money online, scammers are everywhere. Though Kazin is a well known person, they'd likely not do such a thing. Just FYI is all

somber sequoia
viral epoch
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๐Ÿ˜ƒ

chilly solar
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im watching a tutorial on custom gestures and they want me to locate the vrcsdk folder in my assets but i dont have that, why?

balmy barn
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its in packages now

chilly solar
balmy barn
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Packages\com.vrchat.avatars\Samples\AV3 Demo Assets\Animation\Controllers

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just search something like , vrc_AvatarV3ActionLayer , and select packages not asset

small valve
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Why is my avatar medium performance in the VRC-Upload Tool, but Poor in the uploaded state?

chilly solar
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ahh life saver, thank you

balmy barn
feral shell
chilly solar
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adjusted some bones in blender and now in unity one of them seems like its pushed into the other, you can see here it looks funky and i pull the arm bone away and its fine. why is this?

pine valley
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reset your pose

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Pose > Reset at the bottom of the bone list

chilly solar
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life saverrrr thank youuuu

vagrant dock
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is this normal or should i ignore it?

craggy elm
gaunt knoll
waxen jungle
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I wanna mess with my audiolink settings in play mode but my shader keeps getting auto locked and breaks when I unlock it

gritty marsh
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How do I fix the Z- axis?
I had tried both of these a while ago and ended up messing up my model somehow
This might be an easy ajustment I am just nervous to mess up hah.

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this is what it looks like in the guide I am following btw

somber sequoia
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visit the VRC Traders discord to commission people, you'll just find scammers here.

midnight anvil
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What does this mean?
Avi image is greyed out and there is an X in the corner

desert pendant
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idk if this is the right channel but does anyone know the name of this hair model?

ashen crane
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so like i have an animation that uses an audio and when i play another animation on top of it, the audio of the first animation replays.. i never had that issue and idk why is that happening someone pls help

midnight anvil
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Ok itโ€™s shooting pink on quest

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What shader do I use for the particles on quest?

analog grove
midnight anvil
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Wait wrong server-

somber sequoia
analog grove
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Ok ๐Ÿ™‚

somber sequoia
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Also don't fall for that ^

midnight anvil
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I hate unity </3

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How do I fix my nonexistent issue?

somber sequoia
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I believe that's a world shader, you can't use it on avatars.

half grove
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Im trying to upload a quest version of an avatar and I get these errors when I try to upload it

chilly solar
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so uhhh i rotated my model and everything 180 in blender and now in unity in play mode it uhhh looks a little??? like?? something really awesome and totally great??? why did this happen lmfaooo

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also when i did it, the scale of all my colliders were much bigger

radiant belfry
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Hey, can anyone help me make an Avatar? I am new to the server, yes, but I am trying to get someone to make my Rec Room Avatar into VRChat. Here is some reference photos. If anyone can help, redirect me, help, or DM me.

half grove
chilly solar
chilly solar
chilly solar
radiant belfry
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Yes ofc

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๐Ÿ˜„

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Tysm

half grove
half grove
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oh okay

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hmm

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did you apply all transformations?

chilly solar
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yes yes

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like it was totally fine, i just rotated it 180 and it did all that

half grove
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man that is weird. what about reconfiguring your skeleton in unity

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that usually fixes my skeletons

chilly solar
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oh i see, i reset it and then forced t pose again and it fixed it, thank you so much!!!

half grove
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yay!

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the reexporting will get ya

midnight anvil
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I think I got everything working :D

chilly portal
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I have a question about blendshapes

I bought Manuka base, which has blendshapes out of the box
I also bought these legwarmers which don't, so to use them I need to use Manuka's ones

However Manuka's blendshapes control both legs at once, what would be the best way to only have a right leg warmer

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Is there a way to edit her blendshapes and only squish her right leg into a noodle or something?

somber sequoia
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yep, in Blender or other modeling software

night ember
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Could also use the shrinkwrap modifier and apply the blendshape adjustment to the warmer

chilly portal
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Okie I'm installing Blender off steam

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I'm going to make a back up off the project in Creator Companion first though XD I'm going to muck it up

night ember
somber sequoia
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I like the way you think

night ember
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and the scene technically?

chilly portal
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Okay wait I'm close, I have the FBX in Blender, and I can see the Shape Keys, how would I copy and paste Shrink_Knee and only make it do the right leg

night ember
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create new blendshape select only the leg vertices you want it to do it in edit mode

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blend from shape while having the new blendshape selected

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and have it blend from the shrink knee

open spindle
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Can someone tell me why this is happening It's a radial and the red area works when swapped but the bun is stuck like that regardless of it changing in the actual animation

night ember
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you mean the color or?

open spindle
night ember
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is it poiyomi?
is the color from a mat swap or you animation the color in the material?

night ember
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so you are picking the color via swapping to a differently colored material or?

open spindle
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This is what its doing

night ember
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why are you changing the color through multiple materials instead of just doing it in 1 singular material

open spindle
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Idk its what im used to

night ember
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thats very not optimised

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but is the bun also actually being animated

open spindle
orchid blade
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How can I change the scale of different parts of an avatar (the mesh) withoutbreaking/effecting the rig or going back to the original transforms after posing or going back to object mode? I want to change the sizing of legs or head for example

night ember
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but what about using something like av3 emulator or gesture manager

night ember
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2 things

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do you have another animation messing with it

open spindle
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No

night ember
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what does the layer look like

open spindle
night ember
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right but screenshot

open spindle
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I used a toggle creator

night ember
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toggle creator?

open spindle
night ember
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that doesnt show me anything

open spindle
open spindle
night ember
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the inspector of the blendtree

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if it works in the animation preview but not the actual animator then Im assuming it would actually be animated by something else

open spindle
night ember
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since the only reason Id see that happening is another animation overriding the swap

open spindle
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This?

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I don't have anything else affecting it

night ember
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are you 100% sure

open spindle
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Yes

night ember
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cause the animator doesnt change only specific parts of an animation

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what is all of the layers in the controller

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I see a bunch

open spindle
night ember
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what if you were to just move the hair color layer to the bottom

night ember
open spindle
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I don't understand how

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Thats like 50 different key frames

night ember
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it doesnt matter

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if an animation layer lower than that one animates the same thing it overwrites it

open spindle
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Lol

chilly portal
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Oh I didn't realise I can post photos in here @night ember Thanks
I just ended up recreating one blendshape slowly via reference images

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Okie it didn't export properly nvm I'll do it another time

somber sequoia
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different scaling

chilly portal
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I just quit blender without saving, I'll do it another time I suck

empty parcel
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Meow

fluid wagon
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How do i stop these hideous lines from appearing-๐Ÿ˜ญ

zenith spade
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Would you say my model is mid or low poly?

somber sequoia
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can't tell from there

fluid wagon
zenith spade
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Ah. Ok Iโ€™m trying to go low poly through decimation.

somber sequoia
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how many polys does it have?

zenith spade
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Iโ€™ll have to check

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Stats.

somber sequoia
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not bad

zenith spade
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He was high poly I tried to decimate it to low. But Iโ€™d assume Iโ€™d still need to retopo?

somber sequoia
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it could be excellent if you want it to be

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you do a retopo if it doesn't bend and deform how you want it to

zenith spade
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Ok. So he might be ok with out it? Iโ€™ll do test and see.

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First try at low for this character.

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So current was my second try.

zenith spade
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Iโ€™ve heard some people use quad remesher instead of manual retopology. Is that valid or considered lazy?

somber sequoia
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why do things manually if a tool does the job

ornate stump
obtuse trail
# zenith spade Iโ€™ve heard some people use quad remesher instead of manual retopology. Is that v...

I've used Quad Remesher. Its a great tool but it doesnt do everything, yet.

Also, you need to know what you're looking for to decide if something has the proper topology. Things like joints, lips and eyelids can be easily messed up or completely ignored by an auto-remesher.

Also, what was the original triangle count? Do you have a target? For PC, 70k is ceiling for Good Rank to Very Poor. If you are making this for Quest, up to 15k is Medium Rank and up to 20k is Poor.

fast fern
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Im having an issue with an avatar that im making were ,while weight painting, the weight is mirroring on the mesh and not the bone. Its working perfectly normal on every other bone but for this specific bone it is not mirroring to the other, only the mesh.

glass geyser
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Not sure when it broke but i have a furry avatar I used to use and worked great till around December 2025 and started getting people saying my quest version looks broke with the blush showing and eyes closed, like some expressions are activated when its not like that on pc, its not like that when im using it on quest version though, and it worked fine before

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So, is there something I need to change on it or do I just upload it again with an updated version of the sdk

obtuse trail
fast fern
proper moss
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I have a model with an oversized shirt so to avoid clipping with the legs I set up two bones at the front which control that part of the shirt. I set up rotation constraints in unity and it looks all fine until the leg rotates back... Is there a way I can have that shirt bone rotate only forward without using physbones?

proper moss
fast fern
proper moss
fast fern
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Ohh i miss understood, and yes it was missing the right ear vertex group thank you.

obtuse trail
obtuse trail
proper moss
obtuse trail
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they do!

proper moss
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๐Ÿ‘€

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thats awesome

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thank you!

obtuse trail
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they are very limited, but they work if you figure them out ๐Ÿ˜

fervent spear
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hey guys, blender sometimes does this weird thing where a random vertice will move, but it affects every single blendshape except basis? anyone know why this happens? i did not intentionally make it do this

alpine ingot
obtuse trail
zenith spade
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But Iโ€™d still talk so itโ€™s like a fursuit.

alpine ingot
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Though i'm not sure what a bone roll is. Gonna have to look that up

balmy barn
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notice all the skirt bones point towards mesh , much easier for physbone to avoid going into a mesh , angle limits can be used now , can do skirts with zero colliders tho ratl

obtuse trail
alpine ingot
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This here is what i tried before switching to rotation constraints

teal laurel
alpine ingot
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Wrong message link, wait a sec

balmy barn
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thats an exsample my skirts only need 2 - 4 bones

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very old av probably 150k triratl

alpine ingot
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For some reason i cant find the video, but the skirt just jumped around even with the angles

alpine ingot
obtuse trail
alpine ingot
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This here was happening with angle limits

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Even when i did it extremely tight like 5ยฐ

errant jacinth
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How do I fix

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Itโ€™s causing clipping when I use fit

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*fbt

balmy barn
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physbone can be stopped with angle limits , also so not a quest avatar vrpill , way over limit to some of those will be disabled

alpine ingot
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24 meshes, what even is in that avi

errant jacinth
zenith spade
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Is it ok to use auto atlas UVs on avatars if theyโ€™re low poly?

indigo compass
indigo compass
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Low poly doesn't matter when it comes to atlasing, what matters is the texture resolution.
If you don't have 4 textures to atlas together then it will be a bit of a waste, if your texture is like 16x16 then that doesn't matter, but if it is 2k or 4k then I would not atlas automatically unless I had filled more than half of the atlas with actual texture.

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Since you want textures to be powers of 2, a 2 by 2 texture requires you to have 4 textures, 2 textures would leave half the atlas blank.

zenith spade
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Is it ok for commissions or just personal projects? Like if youโ€™re going to hand paint it. Iโ€™ve made personal projects with this approach and it came out well for what I was wanting. I get mixed results asking on Google.

indigo compass
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Extra materials are expensive, because draw calls are expensive

zenith spade
chilly portal
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How do I prevent getting banned again :( I uploaded a private avatar with what I bought off booth and I got a 24 hour ban

misty ridge
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How do friend only toggles work?

somber sequoia
chilly portal
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Didnโ€™t go into any public instance with either of them

somber sequoia
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obviously we don't know any details so can't really help with what the cause was.

strong summit
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So, ive a toggle for this pistole, how do i change a blendshape(in this case from 1 to 0) when i toggle on

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This is the layer for toggle the pistol

somber sequoia
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Simply have an animation run when whatever toggle conditions are met which changes the blendshape

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you could edit the existing animation clip to add that extra action

strong summit
fervent oxide
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Hello, I need help with correctly installing VCC and Unity

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Last time I did, I messed smth up and made my computer unusable for 20 minutes

ashen crane
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so like i have an animation that uses an audio and when i play another animation on top of it, the audio of the first animation replays.. i never had that issue and idk why is that happening someone pls help

fervent oxide
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Thx

somber sequoia
fervent oxide
#

alr

half belfry
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how do I make sitting work without vrchat assuming my arms are short af and without my avatar crouching constantly. Quest 3s no steamlink

vapid slate
pine valley
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seems like they just have very weak forces (and a high stretch limit)

cosmic lynx
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i have a question regarding liltoon shader presets. i bought this shader preset off of booth, what do i do if i clicked it already and its on my avatar but i wanna get rid of it again? (assuming i saved and quit before so ctrl + z isnt an option anymore)

vapid swan
#

anyone got any matcaps that would be good for anime style avatars

chilly portal
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Still sucks somebody must have reported my Bio and got me banned for 24 hours ;/ Guess Iโ€™m not writing anything in my bio anymore

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Do you think I can appeal it? I just spent $120 on avatars and now I canโ€™t use the SDK

somber sequoia
vapid slate
somber sequoia
vapid slate
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Yrah

zealous vector
#

Yo is there a way to dettect how fast an object is moving? On an avatar

somber sequoia
vapid slate
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Look at the video- the ears and tail aren't connected even tho they are on the correct armature

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I added physbones to them and now they are like that

somber sequoia
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ahh, yeah I looked, but wasn't sure what about it you thought was wrong.

vapid slate
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Idk how to fix it so that it's connected

somber sequoia
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looks like weight painting issues, the mesh is painted to child bones so moves entirely with the child bone, when I'm guessing you want some of it to stay fixed in place?
You might be able to use curves in the various physbone parameters to reduce how much the root bone moves, but I'd probably go inspect the weight paint first.

vapid slate
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How do I do that? I bought the asset and dragged and dropped it onto the avi

somber sequoia
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how do you do which?

vapid slate
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Check the weight paint

somber sequoia
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Blender or similar

vapid slate
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Idk blender T-T

ebon knoll
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question, the entry state is not enough to spawn on that specific state?
I have a bool toggle for shoes, entry state is ON, OFF if set to false
in game my entry state is with the shoes off

do i need to check the bool in the parameter menu attached to the descriptor? i thought it's okay to leave all unchecked or at 0 in the parameters menu

somber sequoia
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The default field is in there so you can use it, so feel free to set defaults ๐Ÿ™‚

ebon knoll
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okay thanks, for some reason i don't remember messing with it and just doing everything via entry state but guess not

green geyser
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in blender, how can i cleanly merge this head and body without scaling either of them up or down(as well as eliminate clipping)?

somber sequoia
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You'd have to either create some new faces between or reshape the head or something. Generically "remodel it"

green geyser
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Okay, thank you.

somber sequoia
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yeah nothing really specific, just rework it until it looks how you want it to

proven quail
vapid slate
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i got it working, thanks :3

near charm
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How do I define the parameter?

proven quail
near charm
grand summit
raw plover
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any way to make my imposter not have a hole in the stomach?

smoky kernel
#

so if my rig has 2 jaws how do i set it in unity

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2 jaws as in one left and one right

somber sequoia
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you could create a center bone and use rotation constraints for the others

smoky kernel
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im not touching blender ever again, my avatar's going to be talking with the left jaw

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and that's that

olive basin
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Hello! Does anyone have an idea of what could be causing my avatar's arms to move weirdly? I checked her animations on unity and everything looked normal. I've never had this issue with an avatar before so I'm not sure where to begin looking outside of that.

smoky kernel
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so, when i open a project it just sends me to unity, not the project, just the unity hub

somber sequoia
olive basin
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Her arms aren't supposed to be moving at all when standing still.

somber sequoia
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VRChat has some idle animation stuff that you're probably seeing. You could replace the base locomotion controller if you don't like that.

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IMO it looks kinda natural

olive basin
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Ok, I was just confused because the avatar already has a locomotion controller that came with her and when I play the animations in unity her arms don't move at all.

austere dome
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I'd like to bump this as it is still something I haven't solved.

somber sequoia
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in one case, that's the only animation playing.
in the other, all of the IK stuff is playing and then your animation on top

austere dome
somber sequoia
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oh, is this in the base layer?

austere dome
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I assumed this was the best place to do locomotion animations.

somber sequoia
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not saying it is, just making sure I know what's going on here

austere dome
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In tests, there is zero variation to when I disable all other layers but base.

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So it wouldn't be overlapping animations.

#

And in Edit Mode, it previews fine, therefore it's related to something the Runtime VRC animation system does.

slate jackal
#

does anyone make vrchat avatars, and has used pcss before? or can understand unity really well
like knows where everything is and understands errors

deep iron
#

I have a model with rigs, was wondering how to add a toggle that just makes a png appear next to the head, the rig is also kinda weird since the avatar is genuinely a cat, dm me if you can help

desert pendant
#

does anyone know the name of this hair model? ive been looking for awhile now and i cant seem to find it.

junior crag
#

how would i remove the background of this using liltoon shaders? (the original image was transparent and it gave it a black background)

upper thunder
#

Does anyone know what to do when this happens?

somber sequoia
upper thunder
somber sequoia
#

Feel free to post an error or something (see the first pin in here for help on how to) - there's nothing more we can tell you with just that message.

upper thunder
somber sequoia
#

Yes, you should install whatever package you didn't install

#

check the creator's docs for clues as to what it is

tacit shoal
#

im making this avatar and im wondering if i should make this chain full of trinkets a full skeleton tracing the chains with a phys bone ( end is anchored ), or if i should just make it one bone with squash and stretch

somber sequoia
#

you can't effectively anchor the end of a physbone chain, so the second one is probably ideal.
Also - that looks like a lot of polys.

tacit shoal
#

its actually only 80k in total

#

we love normal maps

somber sequoia
#

ah, so Very Poor

#

still not bad at all

#

chains are usually pretty ridiculous

tacit shoal
#

"only" 80k, because the unoptimized mesh was 2.7 mil

somber sequoia
#

haha, that's more like what I'd have guesed

upper thunder
tacit shoal
somber sequoia
#

do you mean Final IK?

tacit shoal
#

yeah

somber sequoia
#

not that I'm aware of

tacit shoal
#

hm, i may go with B anyways

#

tryna keep it optimized, yknow? even if the poly count alone makes it 'very poor'

#

i blame the feathers

high wedge
#

ive never uploaded an avatar into unity, do i need to upload it into the xr folder or what do i need to do?

#

i have a unity package file for it

somber sequoia
#

ignore the XR folder entirely

high wedge
hot parrot
#

Someone said on a quest 3 and quest 3s u have fbt but I don't know where to find or if it is true

somber sequoia
#

not really. But you can get basic chest and elbow tracking from a 3 if you use Virtual Desktop.
and#full-body-tracking is the place for this

ember jewel
#

sigh i got a bunch of FBX models off of the Gumroad store. Just clothes and stuff. My issue is right now none of them ive imported so far have had any blendshapes. Ive checked the import blendshapes option but that doesnt seem to work. I also went it to blender and got applied the un applied modifiers. Dont really know what to do next. Any ideas?

teal laurel
#

And do the blendshapes show in blender?

ember jewel
teal laurel
#

I think thats what they are called.
You have the vertex groups and under that in the ui they should be

ember jewel
#

No they dont T^T

teal laurel
#

You select the meah and then they should show. Or go in edit and see if there are any

teal laurel
ember jewel
teal laurel
#

Rip

ember jewel
#

time to learn how to do shape keys ig

#

im havin fun

teal laurel
#

Uhhh basically, if you want to hide stuff, you usually make it small and move it into the avatar

#

Just know you can't add or delete vertices when doing blendshapes

#

You can only move them

somber sequoia
#

ideally when you move it into the avatar, center it around the bone it's weight painted to

teal laurel
ember jewel
#

Im gonna be honest i started doing this just today...

teal laurel
#

Welp

#

What blendshape do you need for it?

ember jewel
#

Wdym?

teal laurel
#

Well, some assets dont need blendshapes

#

If you hold a flashlight on your avi, it is probably a static mesh.
No bones, no blendshapes

#

If it is a tshirt, it usually has blendshapes, as you might have body thickness sliders, female sliders with upper chest changes etc

#

If it does start clipping and what not, you will have to do your own blendshapes for your avi sadly

ember jewel
#

Im doing stuff like toggleable dog ears

#

Ok ill figure out the blendshapes later

#

does anyone have any sites that actually are known for including blendshapes with their models lol

teal laurel
#

Small video that should give you an idea on what to do

ember jewel
#

ok ok. now how to i toggle off two different objects with the same toggle?

ornate stump
ember jewel
ornate stump
ornate stump
ember jewel
#

I figured it out. You can just add another object toggle to the same command :b

slow sandal
#

any idea of why this is happening

ornate stump
slow sandal
#

everything shows up as it should tho

#

also no funky naming

ornate stump
sand cedar
#

im using the matcap lit shader so it can be quest compatible, but is there a quest shader that can make it shiny so it doesn't look like a walking piece of poop

ornate stump
ornate stump
sand cedar
ornate stump
sand cedar
#

the shader

ornate stump
sand cedar
#

ok

slow sandal
#

okay I triple checked all the naming and etc and still

#

doesn't detect half the bones

lean cedar
#

Feel free to DM me too if needed since I don't get notifications from here

lean cedar
#

the fbx set to humanoid?

slow sandal
#

yep

lean cedar
#

hmmm

#

whats the hierarchy like?

slow sandal
lean cedar
#

honestly...

#

IDK QWQ

#

probs a fbx setting

slow sandal
#

uhhh idk what I did but it just

#

fixed

lean cedar
#

YIPPPEEE

echo loom
#

can somone help me with why this is happening

lean cedar
#

can you screenshot the physbone setting and whole scene?

echo loom
#

whoa

#

hodl on

slow sandal
#

@lean cedar quick question, how do I make a physbone move in all directions instead of only rotating at it's root

ornate stump
lean cedar
#

unless you mean something spesific

slow sandal
lean cedar
lean cedar
slow sandal
echo loom
#

i did what u said but its still doing it js not as bad

ornate stump
ornate stump
echo loom
#

idk how to get it to stay in place w the physic bones

ornate stump
ornate stump
echo loom
#

i mean i get that part but i meanthe first part

#

no need to b rude yk

ornate stump
balmy barn
#

yup id check inside the armature.001 , could be alot of wierd bones, a entire skeleton ratl

mint badge
#

i have a questing bc of audio link im using poi pro rn and trying to do some audio link stuff but when i press play there is no audio playing and also the shader isnt reacting
i alr added the audiolinkavatar prefab and also added my own audio clip bc i tought the yt stuff is just broken
(just found it i needed a camera for some reason)

echo loom
ornate stump
echo loom
ornate stump
echo loom
#

after neck its the head bone but it ends there

ornate stump
echo loom
ornate stump
echo loom
#

do*

ornate stump
ornate stump
# echo loom

This is when you had 2 physbones trying to control the same thing.

ornate stump
# echo loom

And it rather seems you add new physbone without removing the old one.

echo loom
ornate stump
mint badge
#

can i somehow bind custom shader values like hue to audiolink?

ornate stump
echo loom
ornate stump
# echo loom

And is there still a physbone component on the "Lanyard by YamuVR" object?

cosmic lynx
#

i have a question regarding liltoon shader presets. i bought this shader preset off of booth, what do i do if i clicked it already and its on my avatar but i wanna get rid of it again? (assuming i saved and quit before so ctrl + z isnt an option anymore)

echo loom
ornate stump
echo loom
#

nvm

#

dont answer that u already told me js now

ornate stump
echo loom
ornate stump
ornate stump
echo loom
ornate stump
echo loom
ornate stump
#

If you already put the lanyard bone into root transform, it should no longer fly around.

echo loom
#

so i have two delete the 2nd physic bone componet?

#

or

echo loom
ornate stump
echo loom
#

ooops

#

didint means caps sorry

viral epoch
#

i have an asset and im trying to animate it to move along the xyz axis and control it with radial toggles but i wont let me, it gives me a vrcfury error, about the rest position how do i fix this or is it not possible

echo loom
echo loom
#

thank you!:)

fervent spear
somber sequoia
fervent spear
#

thank you very much!

#

yea i have no idea either, it just sometimes happens, i notice it happens a lot more when i use the knife tool so maybe i just messed something up with that

deep iron
#

Yep

#

Dm

fervent oxide
#

I keep receiving the security checks failed error when I upload an avatar that a friend had made for me, and I can't seem to find a fix for it

#

It's my first time using VCC and the likes, so I don't really know what I'm doing wrong

fervent oxide
somber sequoia
fervent oxide
#

In the vrc SDK menu?

somber sequoia
#

in the SDK build window, yes.

fervent oxide
#

Alright. I'll send the image as soon as I can.

deep iron
#

@knotty river @balmy barn #wutdatmean

knotty river
# deep iron <@192345831989444608> <@383209903172354059> #wutdatmean

uploading avatars for other will involve you logging into their account... that is a violation of terms of service, and it will end up tying your account together with theirs... if they then go get themselves banned, you will get banned too, because from VRChat's point of view both accounts have been accessed by the same people ๐Ÿ˜Ÿ
so, it is best not to do such

#

also, the user you replied to was bonked for violating rule 10 of this server, see #rules

fervent oxide
#

Okay, new issue

somber sequoia
fervent oxide
#

I think so

#

If not, how do I update them?

supple aurora
#

Hi, i got a question... i got some hairs for my vrchat avatar. but i noticed its only for the rexouium avatars... is there any way to use them anyways?

somber sequoia
#

you can use anything you want on any model you want. It just might take some work, such as reshaping or re-rigging.

fervent oxide
#

How do I add a VRCAvatarDescriptor?

#

(I forgot how to do literally everything I did yesterday)

cunning wedge
#

Hey, everyone! I've been working on an avatar entirely from scratch. It's my first time doing this!

Overall, it's going well, but I'm noticing an issue that's coming up in full-body tracking that doesn't exist in desktop.

She seems to have a permanent forward hunch when I'm using FBT.

When I get home from work at about 3:30-4:00 PM EST, can someone please help me diagnose and fix the issue?

fervent oxide
#

Alr, fixed the descriptor

#

Now to fix literally everything else

umbral flower
#

hi i need an av

fervent oxide
#

How do I make it to where my avatar is both PC and Quest compatible?

#

Oh nvm

somber sequoia
umbral flower
cunning wedge
somber sequoia
fervent oxide
#

Lol

umbral flower
fervent oxide
#

How do I access the rig of the avatar?

somber sequoia
somber sequoia
umbral flower
#

getting an av

#

like it says

somber sequoia
#

Can you be more specific?

umbral flower
#

na

fervent oxide
supple aurora
#

did i set it up correctly?

somber sequoia
# umbral flower na

okay well I don't think anyone is going to be able to help you with that then.

supple aurora
#

or do i need to do some other things?

fervent oxide
somber sequoia
fervent oxide
#

They got 1,000,000+ avatars at your disposal

#

(no joke, it says that on the title)

umbral flower
#

oo thank u

fervent oxide
#

Yw!

#

Well, that was easy XD

#

Now to find the rig tab ๐Ÿ˜ญ

#

How do I enforce a t-pose?

deep iron
fervent oxide
#

It's my second day with this XD

#

I have another small issue

#

is this something I need to worry about?

#

Alright, I'm gonna test if it works fine with PC only

#

If it works, then it's something with making it quest compatible

#

It works with PC only!

earnest wind
#

does anyone know how to fix this issue? my vrcavatardescriptor is detecting my rig as non-humanoid, but in the actual model settings its set as humanoid

teal laurel
ornate stump
fervent oxide
#

Alr, I have two more things I need to fix before it's perfect

#

First, the camera position

ornate stump
fervent oxide
#

how do I fix this issue with the face?

ornate stump
fervent oxide
#

It looks like smth is clipping through the face

#

I'm asking my avatar's creator for an answer to this too

ornate stump
fervent oxide
#

But I did have some other small things, the camera position (where you see when using the avatar) and the lip syncing so that the mouth moves when I talk

fervent oxide
#

Three of my texture spheres have the same texture

ornate stump
fervent oxide
#

Oh

#

Sorry

#

It's my first time using unity and whatnot

ornate stump
fervent oxide
#

I believe so

#

That would be the .fbx file, right?

#

Wait I think I fixed it?

#

Okay, texture problem solved (at least for now)

fervent oxide
#

So, how do I position the camera that I'll be looking out of when using the avatar?

ornate stump
fervent oxide
#

Thanks

fervent oxide
#

When I'm using my avatar in game, it floats up when I look down. How do I fix that?

obtuse trail
fervent oxide
#

Yeah

#

Give me just a moment

obtuse trail
fervent oxide
#

and another, it feels like the avatar is too small (irl arms extend farther than the avatar arms)

fervent oxide
obtuse trail
#

You have to place the player camera close to the headbone.

Think of where your headset would be in the virtual space as if the avatar was a costume. Sometimes avatars with big heads need the camera close to the mouth or neck.

If you've ever seen a rl costume of a large-headed cartoon character, often the wearer is looking through the mouth.

arctic ginkgo
fervent oxide
#

Oooohhhhh

#

Ty both, I get it!

fervent oxide
#

How come my irl arms extended longer than the avatar's?

obtuse trail
# fervent oxide How come my irl arms extended longer than the avatar's?

Fix the camera issue first and test it. The arm issue might go away.

The player camera is used to guess where the hand trackers would be in the virtual space. If the camera is wrong, the arms will also not work right.

Its not the only issue that can mess with the arms, but its a start.

fervent oxide
#

Got it

minor trail
worn jackal
#

huh weird

#

does look like bounding box but then why only close to the mirror

minor trail
#

Update is almost done so we'll see

minor trail
worn jackal
#

I dont think its render queue either

graceful elm
#

Whats a good method to keep a game object always pointed down while retaining the other rotation axies from its parent?

somber sequoia
#

Physbone with gravity?

graceful elm
#

Rotation constraints are my first thought but because of the conversion to quaternions its not as simple

#

Physbone is not an option

#

should have mentioned that sorry

somber sequoia
#

About all else I can think of is a game object dropped on the origin as a reference point for a rotation constraint

graceful elm
#

this is what I did before but its a very ugly solution, was hoping there was something more elegant

obtuse trail
graceful elm
#

Like I said physbones are not an option

#

they dont work well with setups that use many constraints. Which mine does.

#

I already tried physbones and their "down" direction is at like a 40 degree angle due to my constraint use

timber wharf
#

@graceful elm we need an actual example. prob adding secondary aim constraint for other axes can work

graceful elm
#

yeah this works, but you require another object to reference to give the object its rotation back, you end up with like 3 or 4 different constraints haha

radiant tree
#

Is there a good male mannequin model that isn't xbot, or Ybot, or Vbots or any of the usual avatars I see around?

sly kernel
#

Does anyone know how to fix this error please?

somber sequoia
#

what error? there is no error shown.

#

But you don't seem to have a chest bone mapped - that's required.

sly kernel
#

Even when I have the chest bone mapped, the model gets deformed and I'm unsure how to fix it. Its also giving me all those warnings...

quasi swallow
#

hihi, some questions about adding tattoos to avis:

  1. they have to be designed for the body/base, yes?
  2. any links to videos or tutorials on how to add tattoos?
  3. is there any way to make sure a set is designed for the newest base? i have seen some listed but the link they provide for the base takes me to some legacy models. i would hate to purchase something only for it to not be updated. any advice here?
somber sequoia
#
  1. depends on how you set them up - for example, you could use a shader's decal feature to just slap an overlay image wherever you want.
pine valley
somber sequoia
#

resize your arm bones in Unity.

#

I shrink mine 5% for my usual avatar model.

pine valley
#

it lets you fuss with the size in-game

#

I also tend to scale up my shoulder bones

quasi swallow
pine valley
#

i've noticed that the game's IK doesn't raise my shoulders properly

#

if I put my arms down at my side and then raise my shoulders, I can see my shoulders go up in-game

#

but if I raise my arms over my head, my in-game shoulders stay down

#

this, unsurprisingly, means my in-game arms don't reach far enough

somber sequoia
somber sequoia
quasi swallow
pine valley
#

Poiyomi has pretty comprehensive documentatino

sly kernel
pine valley
quasi swallow
pine valley
#

but it's hard to tell what's going on

timber wharf
#

to this day noone was able to answer me how to project a tileable texture as a cycled forearm tattoo or say fishnets tho i asked people who sortof live off this

sly kernel
somber sequoia
#

Sure.

#

actually no

sly kernel
#

๐Ÿ‘

minor trail
#

I used this base before. I've done everything right...

rocky hound
#

Kinda hard to tell without seeing the project itself

minor trail
obtuse trail
#

I am learning more stuff about toggles. Sadly, VRC Fury doesn't cut it for certain things. ๐Ÿ˜ญ

I have a sword toggle and I want to add a second option on the menu to make the sword sprout flames. I already have the flame effect animations and the toggle already works.

Should I:

  • add more states to the sword layer?
  • make a second layer just for the flames option?

This way of making toggles is from the VRC School website.

somber sequoia
#

Anything that needs to be able to be run all at the same time should be in a separate layer... or possibly a Direct BlendTree.

timber wharf
#

yep, the backfire of vrcf. at least it handles dbts itself

somber sequoia
#

yep

finite moss
#

anyone know why the hoodie on my avatar got a shader problem sometimes when i go to a dark place? I dont know what is the problem

#

i wish there was a way to debug this in the vrc unity creator tool but the lighting seems fine in it

night ember
#

thats not exactly a bug
the hoodie just has its own unique lighting (idk the term so "center?")
set an anchor override in the mesh so all meshes match

timber wharf
#

you generally want every mesh to point towards the same bone ie chest or smth

night ember
#

I usually put it on hip since that is the root of the avatar

finite moss
#

Um where can I set it? Wait i will open my laptop again

timber wharf
#

mesh renderer

finite moss
#

I didn't expect someone to solve my problem this fast so I just turned it off lol, i was so tired debugging it

pine valley
#

the Anchor Override tells Unity where to measure two things:

  • light probes, which provide diffuse light
  • reflection probes, which provide specular highlights and reflections
timber wharf
#

vrcf should be able to autofix it

pine valley
#

these are measured from a single point; it would not be practical to sample them per-pixel

#

(VRC Light Volumes samples per-pixel, which allows a single renderer to experience varying amounts of light in different places)

#

that's one of the thing that makes that system neat

timber wharf
#

and 600 extra executes per shader

#

which makes it not

finite moss
#

i used Modular Avatar to put the hoodie on my avatar

#

i didnt use vrcfury ๐Ÿ™

#

i will try to change this to see if it makes any different, thx

finite moss
pine valley
#

You'd need to bake lighting in the scene that your avatar is in

finite moss
#

because in VRC Creator i dont see any problem, so I have to upload it everytime to see if its fixed

pine valley
#

which would involve adding light probes to the scene, adding one or more baked lights, generating lighting, and then looking at the result

timber wharf
pine valley
#

this is a very easy fix, so I'd just set the Anchor Override of each renderer to the same object and be done with it

somber sequoia
#

I'd guess that you can see it with Hai's lightbox viewer

pine valley
#

oh yeah, that would probably demonstrate how you respond to light probes

finite moss
somber sequoia
#

Haven't actually tested myself, I just set this to the chest bone and don't worry about it further.

finite moss
#

im just a beginner guys ๐Ÿ˜” i will try to follow but man this is kinda hard

somber sequoia
#

yeah, steep learning curve. but don't worry, you'll get it

timber wharf
#

if anything you can just blame world devs, technically its on them

#

imagine baking lightprobes this inconsistent

pine valley
#

light probes can't be placed flush with the floor, or they'd get very weird exposure to ambient light

#

so they're generally slightly above the surface, which opens the door to this kind of thing for models whose anchor is flush with the ground

timber wharf
#

afaik its just some lightprobes left underneath. cause mesh samples and blends nearest light/reflection probes. so it cannot go dark unless there was a black lightprobe beyond map while baking them. not that unity method of scaling them is very intuitive so having some under a platform is kinda understandable

finite moss
timber wharf
#

can't you just test it in game?

pine valley
#

so you wind up snagging a probe from across the map

finite moss
#

i will have to build and upload it which will take me a while cuz my laptop is not that strong

pine valley
#

i believe it will give up and only use three (or fewer) probes if there are no probes below the floor at all

#

(at least, that's what the editor visualization suggests is happening)

finite moss
#

i thought there will be a faster way

pine valley
#

before you upload, look at every renderer on your avatar. you can easily do this by searching the hierarchy for:

t:renderer

look at each object and make sure its Anchor Overide is set consistently

timber wharf
#

@finite moss nah, figuring out lightprobes is def not faster. not sure if hai's viewer implements them as well

slow sandal
#

any idea on how to fix this

timber wharf
#

like, normally you really dont touch it (as an avayar creator), you just override and go. setting up lighting os a world creator thing

#

@slow sandal can we see green humanoid?

slow sandal
pine valley
#

actually, before you hit "Configure", look at the inspector -- do you see any error messages?

#

it's possible to have an import problem that means that:

  • you have a valid-looking humanoid avatar setup
  • the resulting model is completely broken anyway
slow sandal
#

only import problem is smoothing groups for blendshapes

timber wharf
#

@slow sandal are you double sure youre out of prefab mode when trying to upload?

#

can we see like the whole screenshot of its failing

pine valley
#

screenshot the inspector showing the 'Rig' tab in the inspector so I can be sure

slow sandal
pine valley
# slow sandal

No, I mean the place you clicked the "Configure" button in to open this screen

#

or did you double-click here to open that window?

slow sandal
pine valley
#

ah, okay, good

#

there would be a red error message here if it was importing wrongly

#

next: select your avatar's root object (the one with the avatar descriptor and then animator on it) and show me the inspector, with the Animator component visible

pine valley
#

this looks weird

#

your Animator component has been added to the prefab instance in the scene, meaning this is not the animator that unity originally generated

#

you've also got a SkinnedMeshRenderer on there ...?

#

show me the hierarchy; it looks like you're adding this stuff to the wrong object

finite moss
pine valley
# slow sandal

you should be putting the avatar descriptor on the "PilotTeest" object

#

right click on the component in the inspector and copy it, then remove the component

#

then, go to PilotTeest, right click on "Transform" in the inspector, and hit "Paste Component As New"

#

this will paste the avatar descriptor onto the correct object

slow sandal
#

ohh, that fixes it, ty

#

weird because last time I did the same and it worked, so I was pretty confused

pine valley
#

even if they are (e.g. they both use Poiyomi Toon), it may be helpful to set both to use exactly the same material

#

once you're in spooky territory, it's important to start ruling things out (:

pine valley
low pine
#

Hallooo!! Say I have a clothing asset with an armature that includes an upper chest and toe bones, but my avatar does not have those bones. VRCFury armature link is whining because it can't match those bones to anything on my avatar, how would one correct this?

pine valley
#

that's fine

#

it's just notifying you that it didn't find a match

low pine
#

when i go into gesture manager it's.. just gone? is that because of a vrcfury component issue?

#

"its" referring to the clothing

#

Also the armature disappears from the heirarchy

#

when in gesture manager

finite moss
pine valley
pine valley
#

(i see another VRCF component below the one you showed)

low pine
#

yes yes thats the toggle component

#

I have it setup to enable the asset but it doesnt appear when i click it

#

however it does show it as enabled in the hierarchy

pine valley
#

in play mode, select the object with the SkinnedMeshRenderer on it

low pine
pine valley
pine valley
#

if that looks fine, then you have different material settings

low pine
#

found the issue

pine valley
#

i can't tell if that's a blendshape issue or a scaling issue

#

uncheck all of the "Align" options and try again

low pine
#

its probably align scale now that i think about it

#

the only 2 blendshapes are on the jacket for opening and closing it

#

now it appears but its in the t-pose position

pine valley
#

does it deform as you pose the avatar?

#

or does it stay stuck in the t-pose/

low pine
#

its attached to the hip i think

finite moss
surreal sandal
#

anyone know where one could find a viltrumite outfit to put on their avatar? or maybe a superhero suit in general that could be retextured into one?

finite moss
#

@pine valley tysm, i fixed it, turn out i have to set the Anchor point here too...Mtfker I wasted 5 hours on this...but at least its done now jesus

pine valley
#

Ah! I'm not familiar with Modular Avatar, so I didn't know that would be a thing

#

good to know now, at least

slow sandal
#

okayy, managed to import but now my avatar its pitch black

#

despite looking fine in the preview and in unity

echo quiver
#

what is this error?

#

i saw this after uploading changed to an avatar of mine

sand fractal
#

i got this only today and idk what to do about it at all

#

its causing my playmode to NOT work though

left gull
#

issue with your gesture manager prolly, you could remove it if you dont need to use it otherwise look to see if its up-to date or you've got conflicting packages imported

sand fractal
#

i like having it to make sure toggles properly work

echo quiver
sand fractal
somber osprey
#

is it relevant to ask help related to porting VRC avi to VRM format or this isn't it?

minor trail
#

How do I put the bell sound onto a collar? I have the physbone and the audio source components already

fervent oxide
#

I tried uploading an avatar, but I got this error. How do I fix this?

light dust
#

Anyone on here got time to spare and deep knowledge on how to bring avatars from blender to unity

somber sequoia
light dust
#

I would have to get on call because whatever I'm trying to do is too complex for me to put into text

somber sequoia
pine valley
#

if you can't explain what you're doing, then you need to think about it more (:

light dust
somber sequoia
#

knew how to what?

light dust
#

Not only that, but the whole process

somber sequoia
#

that is literally the whole process

light dust
#

I already have a model that's rigged on blender

pine valley
#

okay, so you export it, exactly as Kazin said

fervent oxide
#

I'll look at the video though

pine valley
#

i have observed failures where it only logs the "Failed to upload file" message

light dust
#

Who can I get on call with to give me the step by step process on how to do this??

somber sequoia
fervent oxide
#

Alright

somber sequoia
#

that is literally the step-by-step process.

light dust
#

At least there would be some directions rather than just aimless searching for something that's probably in plain sight but I can't see shit

pine valley
#

if you have specific questions, ask them

light dust
#

If I knew what to ask

light dust
#

I'm so confused and tired by all this

pine valley
somber sequoia
somber sequoia
light dust
#

I just want one good looking avatar that isn't rigged like a malformed fish

slate jackal
#

where do I find matcap lit

somber sequoia
#

step 1: export from blender

slow sandal
slate jackal
#

WEHRE IS SHADERS

somber sequoia
slate jackal
slow sandal
somber sequoia
#

time for a basic unity tutorial

slate jackal
#

i have an avi that I bought but i need to put matcap lit on

somber sequoia
#

okay so find the material you want to change and select a different shader.

#

ah you have a broken script - you'll want to fix that too

pine valley
#

read the instructions that came with the avatar

#

you are probably missing a package

slate jackal
light dust
#

None of this is helping, I literally need someone to handhold me through this process

pine valley
light dust
#

I'm trying

pine valley
#

people are not going to drop everything and walk you through a basic process

#

if you have a specific problem, you can ask about it

#

but so far you've just told me that you've tried nothing and you're out of ideas

slate jackal
#

where do I find the shader

slow sandal
#

just follow a tutorial man it isnt that hard

light dust
#

I tried

somber sequoia
light dust
#

None of them look the same

somber sequoia
#

a lot of this process is the kind of thing where if you can't do the very, very basics, everything else is Mount Everest.

slate jackal
#

anywaysss

#

where do I find the shader

slow sandal
somber sequoia
light dust
obtuse trail
#

Anyone know Toon Standard?

I have the toggles created and they work fine. However the emission increases even though the avatar is masked.

I am using UV layer 1 for the emission map. I am also using the Emission Strength slider as a transition effect.

somber sequoia
slate jackal
#

well last time it was easy I just use the shader but idk how

#

ill see

slate jackal
#

I am on the arm

slow sandal
somber sequoia
slow sandal
#

this is the default

somber sequoia
pine valley
#

each renderer on your avatar will use materials, and they're generally parented directly to the root of your avatar

pine valley
slate jackal
somber sequoia
#

I figured if you know you want to change a shader, you'd know which material you want to change

#

but ok

slow sandal
#

if you check any mesh of your mesh you will find the materials

#

and in there you can select the shader

pine valley
#

you'll see all of the materials used by the object in the inspector, yes

slate jackal
#

theres a missing file IN body_base

#

texture*

#

shader*

#

wtvr

#

but I dont know how to get to it

lilac musk
# slate jackal

Once you have the game object selected, look for 'skinned mesh renderer' in the inspector. It will have a material list which you can use to find the problem material to edit

grizzled yew
#

I'm trying to make some replacement animations for the basic humanoid ones.. What would cause this difference in the animation between blender and unity? The avatar's spine position seems exaggerated, causing him to be leaning way back. Animation seems to be working otherwise. It just seems to be the spine. This is frame 1 for both.