#avatar-help
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cuz the eyes arent
the puils do
cuz they are 2 different textures
there for need to be 2 different mesh right?
i even have different uv maps
no, you can combine them together in the shader
it's like having 2 layers in a drawing program
oh?
ok how?
i dont know this at all
but i wanna keep them having 2 different uv maps if possible?
actually i can fix thuis
Depends on your shader of choice, but many of them allow use of up to 4 UV maps
well i am absolutely confused
cuz if i have the same mesh i cant have layers?
i dont understand
what's a layer?
exactly
i dont comprehend this statement
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.
can't say I've tried this at all before, I just use rotating mesh spheres.
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
(decals is one example in poi, the RGBA masking section is another)
shaders are code which can layer textures on top of each other before producing the final result, it makes lots of sense ๐
i have only 1 texture
those things aren't directly related like that
to me it doesnt cuz i thought they were
they can use the same UV map, but you also aren't limited to one UV map actually. You can add more UV maps in Blender.
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)
You can preview how this looks in Blender with shader nodes. Just add two image texture nodes, and then use the Mix color node and set the factor as the alpha of the 2nd image (the pupils in this case)
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.
it moves the eyes when i dont want them too
I think what you're trying to do is add a second mesh for the pupils that uses transparency to overlay the textures
not sure what you mean re-orders, what should we be looking at here? Are these the same object?
but you don't have to do that, you can just combine the textures in the shader on one mesh
what does? how is this setup? what action did you just take?
i dont get how...cuz to me a mesh has 1 texture ...the one you put on it...if i wanted more i have to add more mesh or completely redraw
just rotate on the bone
and they are both red on the weight paint
the eye and the 2nd eye are red
Meshes don't have textures, meshes have materials. The materials are settings for a shader, and the shader can basically do whatever you want. If your shader takes two textures and blends them together, then your mesh can have two textures.
when i make eyes i jst make shapekeys and eventually combine them with the head its just easier
its uv based
weight paint color is not really meaningful since paint is relative
you can just seperate the uvs or move them to a blank spot on ur textures
yall are speaking magic to me
x.x
like some forbidden knowlegde
XD
and i am from the understandingf its called a texture, and the materials are the set the textures apply to
its the same object, i was try to show how the bones order and how they are parented changes when u import the bear into blender, abd since it changes when i export it back to unity the asset stops working
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
lemme show you
so this is my texture and the uvs (projector) is at the top right
I've never seen blender "re-order" an armature, but I notice in your unity pic the bones have suffixes like '2' on them
as you can see my eyes match the color on the image
now if i move my eyes here
yes thats just how the creator has it set up for some reason, https://kimriovr.booth.pm/items/6268773
it projects this image
you can map any image on any part any where on a texture
including merging two objects into 1
and projecting different aspects of the map on your plane
yes i get that but how do i make 2 on 1 uv map
2 what on 1 uv map ?
two textures?
yes
cuz i wanted justt the pupil to move
and i only have 1 uv map for the eyes
i get the technical in unity
combine both the texture images, making them into 1 png file
blender "fix" it bye making the bones line up with vrc knowlegde but that isnt compatible with the orignal asset
and then moving the uvs to the respective areas
yeah i didnt want that
i wanted them seperate
i mean with combine just put them side by side
cuz what if i wanted a different pupil
oh you mean a material swap? like you mean that you can switch between them in game?
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.
i dont think you can switch the uvs position live in game
best you can do is two things
either make two textures so you can switch between them
or copy the eyes and switch between those
well you can modify it with a custom shader, but that's not really needed here, the texture offset property on the shaders available does everything needed for this situation.
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?
yeah thats fair
like for example you could use multiple UV maps and then lerp between them
i am just gonna not do eye tracking DX this is some intense forbidden knowledge
but i will change the pupils
like a texture swap
yeah that works too
@x@
if you feel comfortable with VCing and streaming your screen I can try to walk you through the setup for it
I can also try to write some step-by step instructions with screenshots here
ok i would love that
blender doesn't care if the first bone isn't called "Hips"
i'm guessing you have some other tool that's trying to redo the armature
just import the FBX to blender normally (rather than using the CATS operator)
yeah I'm not sure what this means
that animator not going to do anything
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
omg probably so is there a way to add on the jacket without breaking the asset
I don't know how it's setup
I mean, the answer is yes, there is a way to do it ๐
screenshots?
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.
could u ๐ ๐
that sounds like commissioned work
do u take commissions
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
sometimes, but I'm not cheap 'cause this sounds like a pain in the arse ๐
so like $5 bucks and a pack of gum?
๐
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?
its in packages now
where do i find it
Packages\com.vrchat.avatars\Samples\AV3 Demo Assets\Animation\Controllers
just search something like , vrc_AvatarV3ActionLayer , and select packages not asset
Why is my avatar medium performance in the VRC-Upload Tool, but Poor in the uploaded state?
ahh life saver, thank you
you using vrcfury/other things that add during build ? , sdk wont have a clue about them
i found d way 
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?
life saverrrr thank youuuu
is this normal or should i ignore it?
i don't know if the crotch is supposed to be clipping through the pants like that
You should delete that no nsfw stuff in the channel
I wanna mess with my audiolink settings in play mode but my shader keeps getting auto locked and breaks when I unlock it
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.
this is what it looks like in the guide I am following btw
visit the VRC Traders discord to commission people, you'll just find scammers here.
What does this mean?
Avi image is greyed out and there is an X in the corner
Got it, thank you ๐
idk if this is the right channel but does anyone know the name of this hair model?
I think I fixed it?
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
Ok itโs shooting pink on quest
What shader do I use for the particles on quest?
Oh you werenโt kidding Iโm getting like a million friend requests lol
Wait wrong server-
nope!
pro tip - go delete your original message
Ok ๐
Also don't fall for that ^
I believe that's a world shader, you can't use it on avatars.
Im trying to upload a quest version of an avatar and I get these errors when I try to upload it
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
also when i did it, the scale of all my colliders were much bigger
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.
Maybe check the dimensions of your skeleton in blender
youre able to export your avatar now and soon they are making it so you can export in a-pose which will make everything easier. id ask in the rec room creator hub discord instead as well. theres alot of people doing rec room to vrchat stuff rn
what do you mean? :o
Could u help direct me-
yeah can i dm you?
well its just a guess but maybe the scaling on the skeleton is set to something other than 1.0 in blender?
no its 1 :<
man that is weird. what about reconfiguring your skeleton in unity
that usually fixes my skeletons
oh i see, i reset it and then forced t pose again and it fixed it, thank you so much!!!
I think I got everything working :D
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
Is there a way to edit her blendshapes and only squish her right leg into a noodle or something?
yep, in Blender or other modeling software
Could also use the shrinkwrap modifier and apply the blendshape adjustment to the warmer
Okie I'm installing Blender off steam
I'm going to make a back up off the project in Creator Companion first though XD I'm going to muck it up
you only need to make a back up of the fbx
I like the way you think
and the scene technically?
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
create new blendshape select only the leg vertices you want it to do it in edit mode
blend from shape while having the new blendshape selected
and have it blend from the shrink knee
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
you mean the color or?
Its a mat swap but the bun wont change like the rest of the hair
is it poiyomi?
is the color from a mat swap or you animation the color in the material?
Poiyomi and its a matswap
so you are picking the color via swapping to a differently colored material or?
why are you changing the color through multiple materials instead of just doing it in 1 singular material
Because i can????
Idk its what im used to
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
but what about using something like av3 emulator or gesture manager
It breaks as well
No
what does the layer look like
Its a blend tree
right but screenshot
I used a toggle creator
toggle creator?
that doesnt show me anything
What do you want a ss of?
the inspector of the blendtree
if it works in the animation preview but not the actual animator then Im assuming it would actually be animated by something else
since the only reason Id see that happening is another animation overriding the swap
are you 100% sure
Yes
cause the animator doesnt change only specific parts of an animation
what is all of the layers in the controller
I see a bunch
what if you were to just move the hair color layer to the bottom
That worked
so you did have another animation changing it
it doesnt matter
if an animation layer lower than that one animates the same thing it overwrites it
No i mean i don't understand how i fucked up
Lol
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
Okie it didn't export properly nvm I'll do it another time
different scaling
I just quit blender without saving, I'll do it another time I suck
How do i stop these hideous lines from appearing-๐ญ
Would you say my model is mid or low poly?
can't tell from there
Mid probably? but depending on someones standards it could be Low
Ah. Ok Iโm trying to go low poly through decimation.
how many polys does it have?
not bad
He was high poly I tried to decimate it to low. But Iโd assume Iโd still need to retopo?
it could be excellent if you want it to be
you do a retopo if it doesn't bend and deform how you want it to
Ok. So he might be ok with out it? Iโll do test and see.
First try at low for this character.
So current was my second try.
Iโve heard some people use quad remesher instead of manual retopology. Is that valid or considered lazy?
why do things manually if a tool does the job
Work smarter, not harder. If the result is acceptable then it's good.
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.
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.
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
So, is there something I need to change on it or do I just upload it again with an updated version of the sdk
Are you using modifiers like Mirror with Armature? If so, the stack order is important. Mirror should be at the top of the stack.
heres a video that shows the issue better, and yeah my mirror modifier is at the top
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?
have you checked the name of the right ear bone? it should be same to the left side but with an R at the end
I have yes, and from what im aware the names are fine. the names are shown on the video.
sorry you only showed the left side. have you checked the vertex groups of the mesh? maybe its missing that bone
Ohh i miss understood, and yes it was missing the right ear vertex group thank you.
np!
Your bone is incorrectly named. The L and R should be at the start or the end of the bone's name. This likely happened because you extruded the bone after you named it.
This messes up the mirroring functions in Blender
Sadly, vrc constraints dont have that kind of limit. So yea, physbones + colliders...
aw that sucks.... colliders dont work on quest right?
they do!
they are very limited, but they work if you figure them out ๐
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
Thats all just with physbones and colliders? When i use any Physbones on my skirt the bottom part of the skirt goes crazy and bounces around
There are several settings happening here.
- Limiting the sideways motion of the physbones (they are set to Hinge in the video)
- Fixing up the bone rolls so the skirt spreads out when rotated on the local X axis
- Having the skirt rigged and modeled at a 45 deg angle and letting gravity pull it down.
I use steam deck but would like to use full body tracking with VR and also use this for vtubing. It would have static jaw and static eyes though as most communication will be through body language. Thank you for letting me know the correct numbers.
But Iโd still talk so itโs like a fursuit.
So what you did in the video could also be done with the skirt i have here? Atleast this looks like 45 angle
Though i'm not sure what a bone roll is. Gonna have to look that up
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 
Yup, that would totally work! Feel free to DM if you need help
I had already asked here regarding the skirt before. Even with angle limits it went total haywire.
This here is what i tried before switching to rotation constraints
how many tries does that skirt have, i am scared to ask
Wrong message link, wait a sec
For some reason i cant find the video, but the skirt just jumped around even with the angles
Might take up on that offer then. I'm still currently in the Blender phase, so i can check if the bones are even working for that
This was an experiment and it uses 16 bones in total.
Basically one bone for the direction each leg might rotate to.
Finally found it.
This here was happening with angle limits
Even when i did it extremely tight like 5ยฐ
physbone can be stopped with angle limits , also so not a quest avatar
, way over limit to some of those will be disabled
24 meshes, what even is in that avi
Very tuff furry model
Is it ok to use auto atlas UVs on avatars if theyโre low poly?
Minimum stretch with some margins in Blender is pretty good.
All you really need to worry about is the margins really, not enough margins and the colors will bleed between UV Islands because of mipmaps, only at slightly out of talking distance, but it will look broken.
I think I completely blanked on the atlas portion.
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.
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.
Is it ok for commissions or just personal projects? Like if youโre going to hand paint it. Iโve made personal projects with this approach and it came out well for what I was wanting. I get mixed results asking on Google.
It is less flexible, but if you are filling up most of the atlas with textures then it isn't that different from just having repacked the UVs.
Extra materials are expensive, because draw calls are expensive
Final result. Test in mixamo.
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
How do friend only toggles work?
don't do whatever was the cause of the ban.
I bought SFW versions of both avatars and didnโt make any modifications
Didnโt go into any public instance with either of them
obviously we don't know any details so can't really help with what the cause was.
So, ive a toggle for this pistole, how do i change a blendshape(in this case from 1 to 0) when i toggle on
This is the layer for toggle the pistol
Simply have an animation run when whatever toggle conditions are met which changes the blendshape
you could edit the existing animation clip to add that extra action
alr.... this is the theory, now i gotta figure out how to do it.....
Hello, I need help with correctly installing VCC and Unity
Last time I did, I messed smth up and made my computer unusable for 20 minutes
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
instructions are here: https://creators.vrchat.com/sdk/
Thx
if you get stuck with VCC, #creator-companion exists, otherwise here works fine.
alr
how do I make sitting work without vrchat assuming my arms are short af and without my avatar crouching constantly. Quest 3s no steamlink
how do i fix this [the ears and tail] o-o ive been at it for 2 hours T-T
seems like they just have very weak forces (and a high stretch limit)
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)
anyone got any matcaps that would be good for anime style avatars
I just checked the email and it says User Profile, so Iโm guessing itโs not the avatar
Still sucks somebody must have reported my Bio and got me banned for 24 hours ;/ Guess Iโm not writing anything in my bio anymore
Do you think I can appeal it? I just spent $120 on avatars and now I canโt use the SDK
I think it's not avatar-creation related so maybe #1138891887374237706 may be better.
Would be awesome to have some help with this :/
did you say exactly what about it needs fixing?
Yrah
Yo is there a way to dettect how fast an object is moving? On an avatar
I must have missed it.
Look at the video- the ears and tail aren't connected even tho they are on the correct armature
I added physbones to them and now they are like that
ahh, yeah I looked, but wasn't sure what about it you thought was wrong.
Idk how to fix it so that it's connected
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.
How do I do that? I bought the asset and dragged and dropped it onto the avi
how do you do which?
Check the weight paint
Blender or similar
Idk blender T-T
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
The default field is in there so you can use it, so feel free to set defaults ๐
okay thanks, for some reason i don't remember messing with it and just doing everything via entry state but guess not
in blender, how can i cleanly merge this head and body without scaling either of them up or down(as well as eliminate clipping)?
You'd have to either create some new faces between or reshape the head or something. Generically "remodel it"
Okay, thank you.
yeah nothing really specific, just rework it until it looks how you want it to
Add the physbone component lower on the strand of bones
i got it working, thanks :3
How do I define the parameter?
Add it to the parameter list
I'm gonna sound really stupid asking this but how do I do that?
#2 there
how do i make a static noise texture like on this avatars sheisty https://vrchat.com/home/avatar/avtr_1b4371df-ed69-4a89-887e-490cdc810e30
so if my rig has 2 jaws how do i set it in unity
2 jaws as in one left and one right
you could create a center bone and use rotation constraints for the others
im not touching blender ever again, my avatar's going to be talking with the left jaw
and that's that
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.
so, when i open a project it just sends me to unity, not the project, just the unity hub
what about this is "weirdly"?
Her arms aren't supposed to be moving at all when standing still.
VRChat has some idle animation stuff that you're probably seeing. You could replace the base locomotion controller if you don't like that.
IMO it looks kinda natural
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.
I'd like to bump this as it is still something I haven't solved.
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
I'm assuming the foot IK is still enabled for whatever reasn. Though, I'm not sure how to kill it.
oh, is this in the base layer?
It is, yes. I take it this is the issue?
I assumed this was the best place to do locomotion animations.
not saying it is, just making sure I know what's going on here
In tests, there is zero variation to when I disable all other layers but base.
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.
does anyone make vrchat avatars, and has used pcss before? or can understand unity really well
like knows where everything is and understands errors
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
does anyone know the name of this hair model? ive been looking for awhile now and i cant seem to find it.
again, #1138520828556890214 is the place to ask that.
how would i remove the background of this using liltoon shaders? (the original image was transparent and it gave it a black background)
Does anyone know what to do when this happens?
Yes, I recommend taking a look at the console for more details.
I have, but im still very confused :,D..
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.
It says im trying to save a Prefab with a missing script, is that anything?
Yes, you should install whatever package you didn't install
check the creator's docs for clues as to what it is
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
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.
"only" 80k, because the unoptimized mesh was 2.7 mil
haha, that's more like what I'd have guesed
alr thanks i figured it out, i needed fury
not possible with IKs? i do have the unity plugin with the whitelisted scripts
do you mean Final IK?
yeah
not that I'm aware of
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
o mb
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
ignore the XR folder entirely
okay, ty
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
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
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?
Does the store page mention any blendshapes?
And do the blendshapes show in blender?
the shape keys?
I think thats what they are called.
You have the vertex groups and under that in the ui they should be
No they dont T^T
You select the meah and then they should show. Or go in edit and see if there are any
Is the list empty? ๐
sigh unfortunately
Rip
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
ideally when you move it into the avatar, center it around the bone it's weight painted to
I didn't do that once and they stuck out of my avi lol
Im gonna be honest i started doing this just today...
a
Welp
What blendshape do you need for it?
Wdym?
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
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
Ah, shouldn't be too difficult to do.
If you merge it with your avi (which is good in performance and not having too many meshes), just move them inside your body then
Small video that should give you an idea on what to do
ok ok. now how to i toggle off two different objects with the same toggle?
What method that you used to make the toggle?
Well lets say i had two separate shoe models on two separate feet. How would i get one toggle to turn on and off both of them at the same time?
"Method" I'm referring to how you make the toggle: for example, with basic animation and animator logic in FX, with vrcfury, or with modular avatar.
Ah sorry! im using vrcfury
You probably have to look for exclusive tag.
I figured it out. You can just add another object toggle to the same command :b
any idea of why this is happening
Because animator can't match the bone path with the saved rig configuration.
I mean it's happening in editor scene.
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
So next question, is the bone heirarchy including bone names match between editing scene and rig configuration?
You could use Toon Standard shader instead for more matcap option.
what is that under?
yep, seems like it
What under what?
the shader
You should have seen it right beside the Matcap Lit.
ok
okay I triple checked all the naming and etc and still
doesn't detect half the bones
Hey, while I'm not the most knowledgeable I can't attempt to help. What exactly is the issue happening? Any screenshots will help too
Feel free to DM me too if needed since I don't get notifications from here
this
the fbx set to humanoid?
yep
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
honestly...
IDK QWQ
probs a fbx setting
YIPPPEEE
can you screenshot the physbone setting and whole scene?
i can hold on
whoa
hodl on
@lean cedar quick question, how do I make a physbone move in all directions instead of only rotating at it's root
erm...................... It should do that by default
unless you mean something spesific
caveman language it only moves sideways, and not up and down, is it because it's a single bone?
if nothing moves up or down it's a setting in the physbones
as I mentioned it only rotates on the root
i did what u said but its still doing it js not as bad
Are you referring to the phone just flies around?
If you actually need to "translate" a bone, that isn't a job for physbone.
its not the phone itself but the entire thing complete moves off her neck
idk how to get it to stay in place w the physic bones
Then you should put physbone in the first bone of its armature. Not on the object itself. And also remove the Root Transform assignment.
idk what any of this is
:((
If you actually take a look it's obvious.
That means you have to take a look inside of the Armature.001 object and you will see bone objects.
yup id check inside the armature.001 , could be alot of wierd bones, a entire skeleton 
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)
well the first bone i see is hips. so do i put the physic bones there?
If it's bone for body, then you have to get down deeper until you get the first bone for the sling.
but how do i know what the first bone is? there are different bone for bodys like how do i know wich one to click
If the phone starts from the neck, then the path usually is Hips > Spine > Chest > Neck.
after neck its the head bone but it ends there
Maybe on Chest then.
That would do.
wdym though? i added a physic bone like the other person said then did what u said to do.
Did you remove the other one that you put in the wrong place?
can i somehow bind custom shader values like hue to audiolink?
yes i did
This exact physbone?
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)
no i thought i had to take that off
You have to remove that.
okay so if i put one on there what do i put for the rooot transform
nvm
dont answer that u already told me js now
If you assign the root transform, it no longer matter where you put physbone component on.
ok so now im confused do i not add a physic bone compent to "Lanyard YamuVR" or do i add one too it?
You have to either:
- Put physbone component on object where you want it to be the root of physbone and leave Root Transform None. Or
- Put physbone component somewhere else, and manually assign the Root Transform.
how do i manually do that
You already have done that though.
okay well how do i do the first thing u said then
Literally "Add Component" to the object where you want it to be a physbone root.
did i not already do that by adding the lanyard to the tranform root, in the amature?
You already have done it correctly though with the manual assign Root Transform. And I'm saying that the next problem you have is there are 2 physbone component that's trying to control the lanyard object.
If you already put the lanyard bone into root transform, it should no longer fly around.
i did i showed you that i did in the ss
Of course that's one physbone. And there is also another physbone that you may or may not know about its existent trying to control it.
so do i remove the phsyic bone componet from "Lanyard yumaVR" SENSE ITS THE ONLY ONE THAT HAS ANOTHER PHYSIC BONE COMPONET
ooops
didint means caps sorry
Try it then.
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
okay
hey guys any idea why this is happening? is it a glitch in blender?
Seems like it's just got a different position in those shape keys, no idea how it got that way.
To fix, you could go to basis, select that vertex, and in the mesh -> vertices menu, pick "propagate to shapes"
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
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
The avatar in my uploaded list is grayed out, with an X on the top right corner
share an image of the build stats, that can happen if it's very very poor or something.
In the vrc SDK menu?
in the SDK build window, yes.
Alright. I'll send the image as soon as I can.
@knotty river @balmy barn #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 ๐
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
got your SDK and Gesture Manager packages up to date?
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?
you can use anything you want on any model you want. It just might take some work, such as reshaping or re-rigging.
How do I add a VRCAvatarDescriptor?
(I forgot how to do literally everything I did yesterday)
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?
hi i need an av
hi, I need another cup of coffee
๐ญ
I'm sure it's something to do with how the rig is set up but everything I've tried to fix it hasn't worked. Any help would be greatly appreciated.
what did you expect from that statement?
Lol
some help
How do I access the rig of the avatar?
You'd need to explain what you need help with then.
what is it you're trying to do?
Can you be more specific?
na
I am trying to fix some missing points on the hands
did i set it up correctly?
okay well I don't think anyone is going to be able to help you with that then.
or do i need to do some other things?
Are you literally just looking for an avatar to use?
not sure what you mean here but find the model file, click on it, look in the inspector, rig tab.
yea
ok
Ah, go to Prismic's Avatar Search in the game
They got 1,000,000+ avatars at your disposal
(no joke, it says that on the title)
oo thank u
Yw!
Well, that was easy XD
Now to find the rig tab ๐ญ
How do I enforce a t-pose?
Alr ty this is legit like my 3rd day working with avatars so idk the rules and signs of risk as much
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!
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
Is the rig setup right? (Check the configure button, and see if the names match where they should be)
You need animator component and avatar slot in the animator assigned. It should done that automaticcally, unless you "Unpacked Prefab" the model in the scene.
Alr, I have two more things I need to fix before it's perfect
First, the camera position
i did unpack prefab
That's a bad idea to do to begin with.
how do I fix this issue with the face?
What is it doing?
It looks like smth is clipping through the face
I'm asking my avatar's creator for an answer to this too
Look for blendshape on the mesh to see if there are some adjustment for it.
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
Alr
I think it could be that some textures overlapped
Three of my texture spheres have the same texture
That isn't how it works.
Isn't there a prefab that came included in the package showing the default avatar setup?
I believe so
That would be the .fbx file, right?
Wait I think I fixed it?
Okay, texture problem solved (at least for now)
Now these two
So, how do I position the camera that I'll be looking out of when using the avatar?
The Eye Look section in avatar descriptor.
Thanks
When I'm using my avatar in game, it floats up when I look down. How do I fix that?
can you screenshot where the player camera is on your avatar?
way too far
and another, it feels like the avatar is too small (irl arms extend farther than the avatar arms)
oh, didnt know it was too far lol
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.
yep, you're going to want that stuck pretty far inside the head. Imagine you're wearing a protogen fursuit and put it where your eyes would be
But now this
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.
Got it
@worn jackal
Update is almost done so we'll see
Update didn't work
Whats a good method to keep a game object always pointed down while retaining the other rotation axies from its parent?
Physbone with gravity?
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
About all else I can think of is a game object dropped on the origin as a reference point for a rotation constraint
this is what I did before but its a very ugly solution, was hoping there was something more elegant
Sadly, what Kazin suggested is what will likely work as you describe
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
@graceful elm we need an actual example. prob adding secondary aim constraint for other axes can work
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
Is there a good male mannequin model that isn't xbot, or Ybot, or Vbots or any of the usual avatars I see around?
Does anyone know how to fix this error please?
what error? there is no error shown.
But you don't seem to have a chest bone mapped - that's required.
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...
hihi, some questions about adding tattoos to avis:
- they have to be designed for the body/base, yes?
- any links to videos or tutorials on how to add tattoos?
- 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?
- 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.
i always struggle with this
if someone hasn't shown you this already, check out https://nanochip.gumroad.com/l/avatarlimbscaling?layout=profile&recommended_by=library
it lets you fuss with the size in-game
I also tend to scale up my shoulder bones
which would you suggest between the two options? i have VERY limited knowledge on how to do anything so the simpler the better
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
I have no idea what other options there are, this isn't a thing I have cared about. But I do use Poiyomi's decal feature a bunch, usually for t-shirt logos ๐
Yeah - I found that my in-game elbows were always bent, took me a while to figure out that just shortening my avatar's arm bones a bit made them line up very well.
do you have any tutorials on how to use that feature?
search engines exist for this reason:
https://www.poiyomi.com/color-and-normals/decals
Poiyomi has pretty comprehensive documentatino
Its basically messing up my resting pose and I'm unsure why...I've tried going in blender to straighten out the bones of the armature but it doesn't seem to fix the issue.
it looks like you only have two leg bones
definitely. i was moreso asking for your personal opinion on which resource to look at. thanks
but it's hard to tell what's going on
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
Should I show the blender picture of the armature?
๐
I've tried everything. It's not faceemo, it's not eyelook, I triple checked the shader...
I used this base before. I've done everything right...
Kinda hard to tell without seeing the project itself
I am learning more stuff about toggles. Sadly, VRC Fury doesn't cut it for certain things. ๐ญ
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.
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.
yep, the backfire of vrcf. at least it handles dbts itself
yep
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
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
you generally want every mesh to point towards the same bone ie chest or smth
I usually put it on hip since that is the root of the avatar
Um where can I set it? Wait i will open my laptop again
mesh renderer
I didn't expect someone to solve my problem this fast so I just turned it off lol, i was so tired debugging it
the Anchor Override tells Unity where to measure two things:
- light probes, which provide diffuse light
- reflection probes, which provide specular highlights and reflections
vrcf should be able to autofix it
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
i used Modular Avatar to put the hoodie on my avatar
i didnt use vrcfury ๐
i will try to change this to see if it makes any different, thx
is there anyways for me to see this problem when the anchor point is different, which makes the clothes go darker like in the game?
You'd need to bake lighting in the scene that your avatar is in
because in VRC Creator i dont see any problem, so I have to upload it everytime to see if its fixed
which would involve adding light probes to the scene, adding one or more baked lights, generating lighting, and then looking at the result
its called unity and ye you dont by default
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
I'd guess that you can see it with Hai's lightbox viewer
oh yeah, that would probably demonstrate how you respond to light probes
i have used that one and it doesnt detect it so yeah
Haven't actually tested myself, I just set this to the chest bone and don't worry about it further.
im just a beginner guys ๐ i will try to follow but man this is kinda hard
yeah, steep learning curve. but don't worry, you'll get it
if anything you can just blame world devs, technically its on them
imagine baking lightprobes this inconsistent
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
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
ok so i just did a thing, um can you help me with how can i do this thing to see if its fix? ๐
can't you just test it in game?
the problem is that even if you don't leave light probes beneath the floor, unity will still find the four probes that enclose your sample point
so you wind up snagging a probe from across the map
i will have to build and upload it which will take me a while cuz my laptop is not that strong
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)
i thought there will be a faster way
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
@finite moss nah, figuring out lightprobes is def not faster. not sure if hai's viewer implements them as well
any idea on how to fix this
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?
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
only import problem is smoothing groups for blendshapes
@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
this is separate from the messages that get logged to the console
screenshot the inspector showing the 'Rig' tab in the inspector so I can be sure
do you mean the rig hierarchy or
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?
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
this thing?
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
im pretty sure i have set the hoodie Anchor point to the same as the Blouse and every other default clothes of the avatar but damn it still doesnt fix it. This is so frustating
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
ohh, that fixes it, ty
weird because last time I did the same and it worked, so I was pretty confused
are both pieces of clothing using the same shader?
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 (:
(it's fine that it'll look broken; we're eliminating differences)
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?
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
yeah they are all Liltoon, the hoodie is the only thing I added T_T, the hoodie is sticking out like a sore thumb. Is there anything I can do to ruling things out?
That is expected. Armature Link modifies the model so that it follows your main armature.
there's probably a toggle to enable the clothing
(i see another VRCF component below the one you showed)
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
in play mode, select the object with the SkinnedMeshRenderer on it
you should see an outline around something in the scene view (hit F to focus the camera on the object's center)
i would try reusing a material from existing clothing
if that looks fine, then you have different material settings
found the issue
i can't tell if that's a blendshape issue or a scaling issue
uncheck all of the "Align" options and try again
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
I changed the hoodie material to hair material, and it still happened, do you have any other lead?
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?
@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
Ah! I'm not familiar with Modular Avatar, so I didn't know that would be a thing
good to know now, at least
okayy, managed to import but now my avatar its pitch black
despite looking fine in the preview and in unity
i got this only today and idk what to do about it at all
its causing my playmode to NOT work though
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
i like having it to make sure toggles properly work
restart worked nvm
okay i restarted unity and its fine now.?

is it relevant to ask help related to porting VRC avi to VRM format or this isn't it?
How do I put the bell sound onto a collar? I have the physbone and the audio source components already
I tried uploading an avatar, but I got this error. How do I fix this?
Anyone on here got time to spare and deep knowledge on how to bring avatars from blender to unity
that error by itself is of no use - see the first pin for how to share errors - you need to be looking at the first 2-3 errors, not the last.
I would have to get on call because whatever I'm trying to do is too complex for me to put into text
file -> export -> fbx, set "apply scalings" to "FBX All", uncheck the one about leaf bones under "armature", save the file into your Unity project.
if you can't explain what you're doing, then you need to think about it more (:
If only I knew how to. Spent hours searching for and watching tutorials to no avail
knew how to what?
Not only that, but the whole process
that is literally the whole process
I already have a model that's rigged on blender
okay, so you export it, exactly as Kazin said
That's the thing, that was the only error
I'll look at the video though
i have observed failures where it only logs the "Failed to upload file" message
Who can I get on call with to give me the step by step process on how to do this??
check the vrchat build window for errors/warnings there
Alright
Not me, but I would tell you exactly the same thing in a call.
that is literally the step-by-step process.
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
if you have specific questions, ask them
If I knew what to ask
I'm so confused and tired by all this
what about this series of steps is currently the problem?
after you have done exactly the thing I said, if you need more, like "how to setup avatar" then this is a good one: https://www.youtube.com/watch?v=dTlZXDJueks
ah I haven't seen this one, nice
I just want one good looking avatar that isn't rigged like a malformed fish
where do I find matcap lit
step 1: export from blender
shaders, and select toon lit
WEHRE IS SHADERS
dropdown at the top of your material
WHERE IS MATERIAL
I mean there's dozens you can download, you don't need to go through the whole importing proces if you dont need it
time for a basic unity tutorial
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
no instructions
None of this is helping, I literally need someone to handhold me through this process
no, you need to put in a modicum of effort by either reading or watching a tutorial
I'm trying
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
where do I find the shader
just follow a tutorial man it isnt that hard
I tried
I wish you luck in finding such a person.
None of them look the same
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.
try the blender discord theres ppl who know unity and vrchat
anywaysss
where do I find the shader
find your model materials
You need to find the material you want to edit first.
Thank you. That is helpful
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.
honestly, as someone in there, it's not helpful at all, you won't find much unity/vrchat help there. Here is where you will.
WHGERE
I am on the arm
bro just loook through the UI
I don't know where your materials are, it's not my project.
bones don't have materials, you need mesh objects.
each renderer on your avatar will use materials, and they're generally parented directly to the root of your avatar
e.g. "Body"
THANK YOU
I figured if you know you want to change a shader, you'd know which material you want to change
but ok
if you check any mesh of your mesh you will find the materials
and in there you can select the shader
you'll see all of the materials used by the object in the inspector, yes
theres a missing file IN body_base
texture*
shader*
wtvr
but I dont know how to get to it
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
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.
