#avatar-help

1 messages · Page 272 of 1

obtuse trail
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it would help if the screenshots included the skeleton. 😁

grizzled yew
wanton cedar
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Forgot how to solve this issue. In rendering mode everything's black. I was told it shouldnt be on cycles, but eevee does no better and when baking, the map is just solid black. last image is in the viewport shader.

low pine
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@pine valley I got the uniform working on that avatar I was needing help with earlier! I basically ripped out its skeleton and slapped my avatar's in there and used auto weight painting to get it to work

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Your help pointed me in the right direction though, thank you!

alpine flax
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So i'm working on an avatar for a friend, and I'm having a weird issue with some sort of texture? showing up on the eyes that wasn't there in blender ot substance painter. Ive applied all transforms, and the faces look correct in blender, so I'm not sure what it could be

obtuse trail
slate jackal
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its a toggle thing that overlays tattoos over the body

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I fixed it here

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for the main body

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or wtvr

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but when I toggle it breaks

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or turns pink and ion know where to find it

lilac musk
# slate jackal or turns pink and ion know where to find it

You need to find the referenced material the animation is targeting. You'll have to do some investigating on how it's being toggled, then go down that path looking for it. This is getting deeper into avatars, so don't get frustrated if you have trouble figuring it out.

silk knot
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Hey im having trouble with the new raycasts. I cant seem to get them to collide with players avis

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As far i can tell it will only collide with the player local capsule (even though i have it set to players and not custom)

Mostly just wanna know if this is a known issue or if something is going wrong

grizzled yew
# obtuse trail I can see a couple of things that can cause issues, but I cant say they are the ...

Oh yeah, I know the rig's not fully unity-friendly, although the IK seems to have exported through correctly in this case. It's only on the legs and arms. Blender IK isn't completely incompatible from my (somewhat limited) experience, though I fully expect to hit problems in the future. I'll switch it to FK later if I have to.
I'll probably just have to counter-animate or overcorrect it in Blender and see if that resolves it, was just hoping there was something specific I might have missed so I can fix it across the board. Appreciate the time anyway!

slate jackal
somber sequoia
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you can use a testing tool like gesture manager or av3 emulator, and watch the avatar parameters or the animator while you toggle it in play mode

slate jackal
somber sequoia
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nope

drowsy flicker
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is there a way i can put multiple png avi as toggles ?

somber sequoia
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sure. could do multiple mesh objects. or material swaps. or a animate using a spritesheet texture on one material

spring wren
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does anyone know why im getting this error when trying to upload

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idk much abt unity so any help will be appreciated

somber sequoia
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can't really read it, and it's not a useful one - see the first pinned message about to share console logs

somber sequoia
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those don't look like the first errors, that's where the root cause will be

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ah, the first one tells you to do a thing

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oh yep, I see, your entire project is wrong, you copied a project into a project.

slate jackal
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Failed to build the Avatar, check logs for more details
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3309)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2989)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleBuildError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__141:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2874)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()

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what does this mean

somber sequoia
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maybe there are other errors, maybe the build window with the stats gives you a clue.

spring wren
somber sequoia
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It tells you how to fix it and open the project properly

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gtg.

lime ember
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Lowkey trying to find like a jester avatar that looks like it's mate by ʟᴜᴠᴇᴅ

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Like their avatar style

candid glade
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Do you know of any Avi Creators that create these kinda Avi's?
I'd also like to have the ability to customize n Unity as well.

Mostly rn I'm n Prismic's Avatar Search, where I found this avatar.

So Far I could only find a few Creators, but... These avatars I've found are decent.
However, one of the Avatars Background music feature got someone to tell me to stfu, ur not gansta enough bitch.

... I wasn't tryina be, I just liked the Avatar I was wearing. “It was Noice!”

But have to admit the Music was badass, It was super bassy, but still, stfu, u arn’t gangsta enough.

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Maybe any Avatar Discord Server's I could Join. Thanks n advice.

candid glade
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I’d create my own, but...
I’m ah fucking noob when it comes to Blender.
Trust me, I’ve tried, but... Not that much.
More of ah content creatorrr... Nvm

elfin ether
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Hey so I have an issue I only know super basic stuff, but I’m basically wanting to upload an avatar I bought for pc and quest. I’m having so much trouble with it since I don’t know much- and I’m not sure if there even is a quest avatar version for it

lean radish
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Anyone else not able to actually apply color to the accessories?

indigo compass
# elfin ether Hey so I have an issue I only know super basic stuff, but I’m basically wanting ...

There are plenty of good tutorials on youtube, watch one or more of those to get a gist and visual of what you need to do, but quite a few of them go too deep for what you need, so the short list of what you need to do and keep in mind so the unnecessary parts of videos don't get overwhelming is:

  • Read the instructions for your avatar, it should tell you what other things you need to import, often times Poiyomi (a shader, which determines how things look) and VRCFury (tool for creators to simplify various things)
  • If your avatar's instructions don't list this as the next step then there should hopefully (because it is easiest) be a Unity scene file somewhere among the files for the avatar your imported into Unity, scene files are quite simple, they just tell Unity where to place things and what to use in what you can see (the brown void you see on startup is an empty scene file). Some bases ask you to drag one of the imported files at the bottom of Unity into the scene.
  • With the scene open, or the avatar in the current scene, for simplicity's sake you should just try uploading immediately without changing anything. All the recent VRChat tutorials about this should be the same, find VRCSDK, give avatar name, hit upload, by default you'll only be uploading for PC, but small steps.
indigo compass
# elfin ether Hey so I have an issue I only know super basic stuff, but I’m basically wanting ...

Which avatar base is it?
I could take a look at whether it has a Quest version, some times it is listed, other times you have to find it in the avatar's discord, worst times there isn't any public.

In the last case it isn't great because the avatar will be quite unperformant for the platform, but asking you to fix that is a bit much so I can recommend https://kurotu.github.io/VRCQuestTools/docs/intro, but with the extra context that Quest avatars and PC avatars are basically the same, the only difference is that some expensive (performance wise) stuff isn't allowed on Quest and that Quest has stricter performance rankings (the stuff on your avatar measured basically) and the most important bit, the only thing that tells VRChat that a Quest and PC version of an avatar are the same avatar inside VRChat is the blueprint ID that you get when uploading for the first time, this ID is something you can detach and attach to any avatar inside a thing called a "pipeline manager", it sits right below or above the "Avatar Descriptor", a component on the avatar telling VRChat some basic stuff.

And with how much text I have just written I hope you understand why visual tutorials are better :P
I just hope this keeps you on track better than somewhat blindly looking at tutorials, seen many get frustrated.

elfin ether
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tutorials made me more confused- and I just haad someone else help me and we both found out in one tiny section of writing it said quest coming soon..

indigo compass
elfin ether
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ohh- well last time I tried doing that apparently nothing on the avi was showing up for people

indigo compass
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I can imagine like two ways for why that may have been, both being dependent on circumstances, I think you should try again.
Unless the SDK tells you there is something extra on the avatar not allowed then you generally just duplicate the materials and change the shaders on them for VRChat mobile shaders, like "Toon Standard" or "Standard lit" (you can search for those in that menu).

If you run into the avatar being too big then you find the textures and in the inspector you can set its max size and such, but also overrides for Android (which Quest is), setting the max resolution lower and changing the texture format to ASTC 10x10 usually solves that issue.

fringe bobcat
somber osprey
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why did me copying materials from one project to another doesn't work here?

balmy barn
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didnt import the shader it wants or selected one

ornate stump
fringe bobcat
somber osprey
ornate stump
somber osprey
fringe bobcat
ornate stump
somber osprey
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but now it won't let me tick the Textures

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if I click on it, it immediately unticks

balmy barn
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thats one way to import it, otherwise vcc/alcom . much easier to update (downgrade) shader when needed

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others exsist

ornate stump
somber osprey
# balmy barn

But this is running on lilToon, idk how to make poiyomi match with this one

ornate stump
balmy barn
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( see vcc link )

ornate stump
somber osprey
ornate stump
soft sentinel
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I was wondering if anyone has a resource on learning stepping sound effects systems?

frigid light
frigid light
# elfin ether I just found out they didn’t

Ahh yeah that happens a lot, most avatars are PC only unless the creator includes a Quest version.
It can still be converted for Quest though it just needs optimization and a few changes.

elfin ether
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Hm yeah so idk how to do that at all im literally such a noob

somber osprey
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how do I know which unity version this package is meant for?

I' trying to find old lilToon shader for 2021.3.45f2

somber sequoia
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unity version shouldn't really be that relevant for a shader though

somber osprey
somber sequoia
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I'd be surprised if liltoon was too different since unity 2019, which we used recently for vrchat

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ah perhaps they have purposely put a check in the package, interesting.

somber osprey
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So how do I check which liltoon is meant for older version?

somber sequoia
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it should be visible in the package metadata, though I don't know if they have a way to query that

somber osprey
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idk how, considering it doesn't even import it

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this is what I see

pine valley
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spooky

high zenith
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Was looking at assets that an avatar creator used, and noticed that they had stuff for manuka on a maya base model, does anyone know if they're compatible or did they manually refit it

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Will look for some free clothing for manuka and try it later but am at work atm

teal laurel
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Well, who is the developer of that avatar?

glass bear
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hi can help me

grand scaffold
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Wait did they AI the pictures? The in game model looks nothing like that

glass bear
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bc like it wont work at all

grand scaffold
teal laurel
glass bear
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hold on

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@grand scaffold

teal laurel
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Set your shader

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Also you have missing scripts. Make sure you import them

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For example vrcfury or whatever the avatar uses

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The maker usually writes this in the download page after you bought it

frigid inlet
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hello. I've been working on an avatar for my oc, and for some reason his eyes do this. how do i fix it?

hybrid basin
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Having to manually setup physbones for this shirt, but even without colliders, I think it's reacting to the base's breast bones. How can i fix this?

icy loom
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question, can someone help me on how to properly attach a head to a model base that doesn’t have a head

icy loom
proven quail
hybrid basin
proven quail
hybrid basin
proven quail
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Ok, so edit the clothing prefab, and rename the breast bones in the armature for the clothes. Save it by clicking the < in the hierarchy, and then modular or vrcfury shouldn't be able to find the breast bones to merge

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So the clothing breast bones won't move with the real ones, and the clothing should stop moving with the breast physics

hybrid basin
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Thank you! I'll try that out

proven quail
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Typically you want the clothing to move with the breast physics, but for the odd cases you don't, like for a jacket-like asset for example, renaming the bones should do the trick

hybrid basin
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That actually worked perfectly, tysm!

icy loom
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so this is the problem I’m running into how do I attach this head to the avatar properly?

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I know I have to go to texture, but I don’t know what I’m doing. I tried to look at some videos about this, but they’re old and they don’t seem to show the same method that my blender has.

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like I know how to at least make it look like it’s matching, but that’s about it. I don’t know how to make this one whole avatar.

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so how do I attach this so it’s one avatar

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I’ve tried to follow the tutorial to look for this, but all I see is this

somber sequoia
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pick a channel

icy loom
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Here

frigid inlet
somber sequoia
frigid inlet
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No textures get applied to em. Is it a model thing

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Or is it with the texture system

somber sequoia
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Which shader are you using?

frigid inlet
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Cuz it worked on blender

frigid inlet
somber sequoia
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first step is to find out

frigid inlet
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Okay let me figure that out

somber sequoia
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it's possible the one in use uses vertex colors, in which case you'd want to remove those in blender

quasi swallow
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how do i make a toggle to change an avatar's skin color? i have two materials (one w/ tattoos and one w/ out) that i would like to be able to swap between

i tried vrcfury -> toggle -> material swap but when i add a toggle on/off, it turns off the whole body/skin rather than swapping the material so unsure what i need to do instead

lone hedge
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weird thing, but ive had this issue for like forever where hand gestures with gesture manager only work with the left hand and not the right, is there any fix to this?

quasi swallow
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also, how do i change the default clothing? the items shown when people have my avatar shielded? i tried unselecting an item under the inspector but that didn't remove it

pine valley
pine valley
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So, if you want something to appear by default (including to people who are blocking your animations), find the relevant toggle and enable the Default On option

golden holly
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Trying to learn how to upload avatars and I keep getting hard-stuck on one specific part of the build process on this one.
And then I hit cancel and it seemingly does nothing until I force-quit unity

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also also for some reason in 2022 unity I don't see the preview but in 2019 I do and I don't understand how that works

crystal whale
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I'm trying to upload an avatar and unity is saying it uploaded right for pc and quest, but when i look on the website, it says security checks failed and i'm not able to change into the avatar? What do i do?

quasi swallow
timber wharf
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@crystal whale tldr vrc considers its too heavy or bugged out upon their server side review. is build&test runs fine? comparable frames to a typical world?

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oh lol thought its #world-help

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then just show its stats on mobile

crystal whale
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Do i need to select a primary style when building it? i've just got it as not specified for right now

timber wharf
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the what.

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cross platform upload?

crystal whale
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the avatar, yes.

timber wharf
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ah you mean tags. no they dont matter

crystal whale
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I'm just retrying the upload right now. gonna test it on pc then test it on quest. Everything works excellently in the unity play test, so i don't know why it's not happy with me.

timber wharf
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again show upload stats

crystal whale
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The reupload seems to have worked by itself. It's not giving any errors now and is showing the rank

golden holly
icy loom
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OK, so I looked at the tutorial for this. I took out the word testing like it said it still failed to install.

timber wharf
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@golden holly can you upload test robot? and 2019 is not supported, no point trying it (well, old avatars can be still updated)

pine valley
icy loom
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5.1

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the latest version

pine valley
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and what are you trying to install here?

icy loom
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what version do I need

icy loom
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it’s something that’s her blender that help helps with avatar building

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As in helping attach a body to a head to make it one avatar

pine valley
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there are several differenet versions of that add-on, and most of them only work on older versions of Blender

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(notably, the "TESTING" category got removed a while ago, hence the error)

icy loom
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And I download it directly from the source

pine valley
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well, yes, because the addon doesn't work in this version of Blender

icy loom
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what version do you recommend I need

pine valley
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i don't know what version of CATS you've downloaded (i don't use it myself; i just know there are several forks of it)

pine valley
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it's perfectly fine for an avatar to be made of multiple objects

icy loom
pine valley
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i don't know what that means; perhaps you can show an image of what you're doing?

golden holly
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Not giving it AS much time as the others but this seems stuc kon something else

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though still kinda giving it time from here

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Yea it's been on this for 5 minutes now, so it's kinda stuck

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Doing googling, one thread mentioned it could be Antivirus, and... That explaiuns some things

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Oh the Instant i made that trusted itr started moving agian

pine valley
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ha

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even if the antivirus wasn't blocking anything, it would still be nosing around in every file access, etc.

golden holly
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I don't even know where RAV came from

icy loom
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All right, I installed the right version of blender that works with this, but it’s still not working

golden holly
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actually yea I have no idea where this RAV endpoint crap came from to begin with.

timber wharf
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@golden holly i mean it protects you from messing with game engines, so id say its a fair warning, someone could accidentally end up as a gamedev

golden holly
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It's more just like I'm like how long did I have this supposed antivirus program without me even processing that it was on here. That's spooky as hell

pine valley
# icy loom

i can't help much with CATS, but depending on what you're trying to do here, you may not need it at all

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i'm still unclear what your current modeling problem is

icy loom
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@pine valley so i need to attack a head to a body

pine valley
icy loom
pine valley
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you'd pretty much just join the armatures together

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you would:

  • delete the head bone, plus all of its children, from the body armature
  • do the exact opposite for the head armature
  • join the head armature into the body armature
icy loom
pine valley
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I don't know what you mean by "the body bones"

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there are two armatures here, right?

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show me your Blender window with everything visible

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i need to see what you actually have right now

icy loom
wild ocean
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i'm irritated asf, the model is fine on desktop but on vr, everything feels small, the body doesn't feel right. when i move my hand to my chest the models hands go to its hip, and when i sit down the legs go back

arctic ginkgo
wild ocean
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OMK SET THE IK TO HIGHT AND IT WORKED

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THANK YOU OMFG

honest steppe
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hii does anyone know why this is happening? how can i fix it?

deep iron
pine valley
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if you aren't, then the error is pretty self-explanatory

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this object is not attached to an avatar

dense snow
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the gesture manager does not seem to respond when i try to change the viseme int

somber sequoia
icy loom
somber sequoia
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I'm not sure what you mean

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I didn't read any of the channel since like 4 hours ago

marsh pier
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i have no clue how to read this- or where to start fixing it

somber sequoia
marsh pier
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its just says prossessing optimizing and stuff like that- nothing says anything about what might be wrong

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could this help at al?

somber sequoia
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nope

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We can't help without actually seeing the first 2-3 messages

fast fern
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My avatars eye look is messed up and idk why. They rotate fine in blender but they mess up in unity

somber sequoia
fast fern
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thank you <3

dense snow
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is there a way to disable Visemes, but not Voice parameter?

digital coral
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Why is the avatar audio distance capped at 40m? If you can put it to 2d and hear it from anywhere what is the point in limiting the 3d audio distance?

cinder arrow
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guys what tool do i use to make my avatar both pc and quest compatable?

stoic bobcat
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any cartoonish fire particles? trying to add flames to heatblast but i dont want to use a fire shader and im not very good with particles, wonder if theres a prefab anywhere

quiet kraken
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anyone knows if the Audio component or just audio in general is working properly?
since the last SDK update i haven't been able to hear any of the audio on my avatar

somber sequoia
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huh worked on mine today

somber sequoia
stoic bobcat
somber sequoia
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I think this is all I got from there

teal laurel
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Are flashlight assets only possible with real time lights or also something like particles?
-# feel free to ping on reply ty

somber sequoia
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also realtime lights are very expensive for rendering time

chilly portal
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This avatars face has a bunch of blendshapes to change the face, however now that I've done that the blinking doesn't look quiet right when the blendshape for blinking goes to 100, is there a way to tell it that the max blink blendshape is 60 instead?

somber sequoia
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you can change whatever animation you're using which actually sets the blendshape value

chilly portal
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uh it was happening with the selfie mode on desktop, is that an animation?

teal laurel
somber sequoia
teal laurel
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Or is that my only option.

somber sequoia
teal laurel
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also i swear i saw quest avatars also having a flashlight asset which worked. How do they do it?

somber sequoia
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there used to be a way to get a light on there. there isn't now.

teal laurel
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Welp. Ty for the quick reply 🖤

chilly portal
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Yeah Kazin you were here helping the other day too, you're awesome

somber sequoia
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I should be discouraging the use of a realtime light 🙂

chilly portal
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You might like to know that I went back into blender and managed to get my custom blendshape working, importing, with no weird clipping issues seen so far! Thanks for the help

somber sequoia
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excellent

timber wharf
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@teal laurel yep, they weren't detecting lights inside particle systems. fixed now, so no new uploads

somber sequoia
timber wharf
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idk tho id guess they should?

somber sequoia
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I mean, probably, but I do have an avatar with one 🙂

ornate stump
ornate stump
wanton cedar
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Oh, sure.

wanton cedar
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that any help?

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I know last time i somehow got this to work

ornate stump
wanton cedar
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Eh it's fine, I'll just draw it by hand or something

chilly portal
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I'm standing in the black zone in the avatar testing chamber, I should be full black, why is the shoes and face glowing like that

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I tried to see if LilToon had a discord first, couldn't find one

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I think I found the cultrip

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culprit

proud jasper
vapid oar
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Yikes

chilly portal
proven quail
proud jasper
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I did it now yeah the uvs werent named the same

silk knot
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if this isnt the right place to ask i'd appreciate being directed to the right place

pine valley
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Unless something has changed, the player's capsule collider (used for locomotion) only exists locally

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I find it weird that the documentation doesn't call this out and explain it

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Given that it doesn't say anything, I would've expected there to be a new collider for the raycast to hit, even remotely

silk knot
balmy barn
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cant get it to interact with players myself , it goes wiiierd when that is on (bouncing all over the place)

#

world work easy

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waiting for av3 update until i bother with it more ratl

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player hit doesnt work at all in either av3/gm , can fake it with other things but parameter does nothing

brazen saddle
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Is there a collision layer I can select to hit contact receivers/senders with a raycast?

brazen saddle
balmy barn
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those have default names, a player made contact dont - need to add them yourself

pine valley
pine valley
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importantly, however, that doesn't mean that there's anything to actually hit

balmy barn
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havnt seen that before ( If the cyclic dependency is intentional you may ignore this warning, otherwise you should remove the offending dependency from the component. ) vrcRat okey

brazen saddle
pine valley
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I’m not sure that’s the same collider

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That one certainly doesn’t react to the old IK-based raycast

brazen saddle
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It's what's on the Player layer. I do my fair share of world stuff, it would be silly to have a player-targeting raycast and not be able to set it to the Player layer. Even then, you can just go Custom layers and select "Player" and that will definitely hit it.

pine valley
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Oh, of course, it’s on the Player layer

oak cedar
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Hi
I have problem, for some reason gun reloading animation is not working for other users, only i can see it in game. But all parameters are synced.

silk knot
pine valley
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I'm not sure!

timber wharf
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do they even get disabled, or its just they dont get to collide with anything avatar related due to collision matrix (so with custom collisions it could be possible)🤔

torpid terrace
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can anyone in here help me? Will not properly tagging your -Sexy- avatar with the tag #sexually explicit get your account suspended or does the avatar need to be reported? I Never wore the avatar i just let my girl clone it so can someone reporting the avatar while she's wearing it get my account suspended?

pine valley
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None of the content warnings allow your avatar to violate the TOS.

night ember
torpid terrace
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is the guidelines considered ToS?

night ember
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that doesnt exactly matter

torpid terrace
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when they say guidelines they mean ToS then?

night ember
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all forms of nsfw content is against tos entirely

torpid terrace
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hmm okay thanks

sour quartz
#

any idea why my radial animation setup isn't working?
I'm building it with VRCfury for ease this time round
It's cycling between 5 shapekeys transforming the horns into different forms
the last one is supposed to make them dissapear by having the shapekey make that mesh scale 0 in blender and thus hiding it in the head
in unity everything works
In Vrchat the horns glitch every ~30/60 seconds and dissapear briefly and the last portion of the radial still shows the first state of the horns... i dont understand
(note: only the horns are shapekeyed, the stars are on bones that have their own frames)

viral tiger
#

I haven't used VRCFury like this, but usually when I see an animation discrepancy between the Unity avatar emulator and VRChat it's usually a masking issue. Hope that helps.

smoky kernel
#

what's this

#

tried to intall robust weight transfer

#

and this error appeared

obtuse trail
midnight merlin
#

um i need help

#

idk what i did

#

this is all i see

obtuse trail
midnight merlin
#

i fixed it i think

#

wait

midnight merlin
quasi swallow
#

i have what might be a unique issue. the avatar i bought has two separate unity projects/files, one for mobile and one for PC. i am trying to make PC version compatible with quest by making whatever tweaks i need to for the materials and shaders

here's the current issue:

  • i am changing the shader of the face and expression to be mobile/quest compatible
  • i have matched the shaders EXACTLY and i am using the exact same materials AND texture but it looks so wrong

first image is the quest unity project and the second image is what i'm working with now. everything matches exactly the same (even the info in the inspector for the texture) so i have no idea how to fix it

-# i have also removed the vrcfury mat swap from the 2nd which didn't fix anything
any idea what to do?

obtuse trail
quasi swallow
#

what would i need to do to fix that?

#

wait but also

#

the quest version is fine when i upload it on its own?? so how is it any different? /genq

obtuse trail
#

um... quest version is made for quest?

quasi swallow
#

i don't know much about how this all works. i would assume that the quest version is compatible w/ quest because of the textures/materials + using the vrchat mobile shaders

so if im importing these exact textures/materials AND using the same shaders, how is it any different? /genq

viral tiger
#

The quest version may use a different model that has workarounds for lacking transparency.

quasi swallow
obtuse trail
#
  • different lash meshes
  • no lens on glasses

Both of those use transparency on PC. and likely removed on the Quest version

smoky kernel
midnight merlin
#

i cant see my sdk on my avatar thing

balmy barn
#

too new blender , script probably not updated for it

quasi swallow
obtuse trail
# smoky kernel still need help

Plugin did not install correctly for some reason. Its possible its doesnt work with your Blender version.

Other than that, idk. You might get better help in the Blender server 🤷‍♂️

smoky kernel
#

k

obtuse trail
sour quartz
smoky kernel
#

another thing, if i want a shirt to be an addon what would i have to do?

balmy barn
smoky kernel
#

it worked!

midnight merlin
#

fixed my problem

smoky kernel
somber osprey
#

is there a way to convert VRM blendshapes to ARKIT blendshapes?

brave surge
#

im working in do the animations of facial expresion of my avatar, for example in control "Gun" i do that expresion but i dont know if in the control "proxy_hands_gun" should i copy the same values of animation of the gun

#

if someone can help me

#

why when i check the facial animations the eyesbrows keep in that position below??

solar warren
#

How do I make a quest compatible flashlight?

#

Im pretty sure I cant use lights

night ember
solar warren
night ember
#

Alpha based transparency

#

You get additive and multiply thats it

solar warren
#

Thanks

pine valley
brave surge
#

all controls like Point, peace, open...etc the their "proxy_hands( )"

pine valley
#

I want to know what the animator is actually doing with them

#

All that I can tell from this is that the animator uses them somewhere

brave surge
pine valley
#

are you re-using the default Gesture playable layer here?

#

I know that the SDK comes with a bunch of those "proxy" animations. They do nothing in-editor; they get replaced with actual animations in game

brave surge
pine valley
#

no, the Gesture Manager is a tool used to preview your avatar

#

i am asking about the animator controller that you are currently editing

somber osprey
#

is there a way to convert VRM blendshapes to ARKIT blendshapes?

pine valley
#

which would be plugged into one of the "Playable Layer" slots in your avatar descriptor

#

Select your avatar's root object (Mora_vrc) and screenshot the inspector

brave surge
#

but the problem is idk why when i check the gesture manager and i change the animations her eyesbrows keep with that form of other control

pine valley
#

Depending on how your animator controller is set up, it might keep the default values for each blendshape – whatever values were set when you entered play mode – if the current animation doesn't control them

#

Again, I need to see the controller you are using. If you have no idea what I'm asking for, then I'd strongly suggest stopping and following a tutorial

low pine
#

Hello! Im having an issue with textures and materials. In the editor, the model is supposed to look like this and it works great in playmode and all that, but when I go INTO VRChat, it has the same blue texture as it did before and the changes i made to the actual texture file on the blue part (the slightly red hue in the eyes) dont appear. All materials are using Poiyomi and Im using VRCFury toggles to enable it.

#

-# dont mean to interrupt ur guys' convo i can wait!!

brave surge
pine valley
low pine
#

only the ears turn green when i turn it on

pine valley
#

oh, I missed that, whoops

pine valley
#

That would not prevent a material swap from working, though

low pine
#

here i can send u the poi settings of the ear and head materials

pine valley
low pine
#

Head material/Ear Material

pine valley
#

the tutorial doesn't seem to show that, but notice how "Left Hand" has its weight set to zero

#

The states in both the Left Hand and Right Hand layers default to using these "proxy" animations

#

the tutorial has you replace the Right Hand states' animations with your own animations

#

The Animation window will show you every single animation clip used by the animator

#

so, if the Left Hand states are still there, you'll still see the old "proxy" clips

#

you can set the Left Hand layer's weight to zero and then just ignore the proxy animations for now

#

Ensure that your Right Hand layer has the 'Default' animation clip plugged into the "Idle2" state

#

the Default animation will set all of your blendshapes to zero

#

ensuring that you aren't making an expression

pine valley
low pine
#

Skill check succeed yes, lmao im not that dumb

pine valley
#

Are the ears correctly changing color in-game?

low pine
#

Only the ears/tail theyre the same material

pine valley
#

It's possible that you have another toggle that also wants to do a material swap

#

which would be overwriting whatever your first toggle is doing to the body and eyes

low pine
#

OOHJJJ I FOUDN TI

#

😭

#

So

#

so

#

i forgot

#

that

#

i wear the shiny toggle all the time

#

so im white not blue

#

so i just turn off shiny and it works lol

#

so yes, i am that dumb

low pine
#

now i need to edit the shiny texture to have my high eyes

pine valley
#

that'll do it

low pine
#

thank yew twin! :D

pine valley
#

if you want to be able to use both toggles together, you'd need to set up a full controller that uses two parameters to decide which of four states to be in (off/off, on/off, off/on, and on/on)

low pine
#

uhhh..... vrcTupDead
coding and modeling yea yea for sure....
Im sure i can figure somethin out!

#

ty for yer help tho!

low pine
#

Okay one more thing
The shiny texture is enabled via an animation, i have 0 experience with animation and im trying to change the texture it uses and i cant change anything in the animator?

balmy barn
#

easier to use record then drag whatever materials you want on mesh/slot - its now changed

dusk pulsar
#

What position should I use for raycast for hair? Bottom, front or back? For breasts I use front due to them pointing out forwards but if the hair is downwards, shouldn't raycast be at the bottom instead?

celest fjord
#

Does anyone know how to make an avatar's mouth go back to the default expression when speaking with a facial expression toggled on? I want to make it so that the facial expressions don't effect the visemes to avoid the issue I mentioned in the reply

balmy barn
#

add all the ones you using and set them 0 , change a few in the gesture - wont overlap (a old way of doing it)

#

i use blink animations gestures are on a lower layer ( higher priority ) , to avoid squishing eyes when it also add blink = 100

#

right now testing raycast is annoying as its parameters dont work using av3/gm , component will show it , but your controller wont trigger squat ratl

#

vs controller , nothing

kindred isle
#

Does anyone know how to fix this weird problem

languid wyvern
kindred isle
#

im not banned nor banned from making avatars

languid wyvern
#

You should try that

kindred isle
languid wyvern
kindred isle
#

it still doesn't work

languid wyvern
#

Then you might have to close down the entire thing and reopen

#

Those thingy can glitch out a lot

kindred isle
languid wyvern
#

Damn!

#

What’s the status of your vrchat account?

kindred isle
languid wyvern
#

I mean, that’s solid

#

And you’re on the right sdk version?

kindred isle
#

latest version

balmy barn
#

manage project

#

that update one is for vcc

kindred isle
#

heres a better screenshot

balmy barn
#

you probably have that object not instance of something something error , can try reloading unity layout (upper right corner just pick any)

kindred isle
#

how do i do that

remote cairn
#

VRoid avatars don't fucking work

#

I have followed every fucking guide and it doesn't fucking work

#

I even downgraded to 0.0 and 1.0 VRM versions and nothing is working

#

I have been trying to get this same avatar to work for the past SIX AND A HALF HOURS TO NO AVAIL

#

So how do I actually import VRoid avatars into VRChat, and if I can't then just tell me it's impossible or support was removed in an update

restive loom
#

hey dose any one know how to fix this the wait painting with the crotch the base is zinpia eboy base

balmy barn
#

dont use that old univrm , it spits out a terrible unoptimized mess

somber sequoia
#

argh! I didn't scroll down first

somber sequoia
# restive loom ???

no idea what you are showing with that picture - but that color implies a broken shader or missing textures

restive loom
somber sequoia
#

uh... sure? again, overly zoomed pic isn't showing anything useful

#

but for weight painting the suggestion is always going to be "go re-paint it until it moves how you want it to"

restive loom
somber sequoia
#

I can't tell what is what or how you want things to be given just that picture.

restive loom
somber sequoia
#

if you want

soft sentinel
#

This is going to be a mouth full, but here I go.

How do I make a toggle that turns on other toggles? for example: Let's say I have three skins, A, B, and C. And I have three items, D, E and F, I want the skin B toggle to trigger the Item D toggle. not them being the same toggle, they're seperate, but just one toggle, triggers another.

smoky kernel
#

how do i fix the spine hierarchy incorrect make sure that the parent of both shoulders and the neck is the chest

somber sequoia
smoky kernel
soft sentinel
somber sequoia
#

without seeing what you have I'll say "the spine hierarchy".
It should be hips -> spine -> chest -> upper chest (optional) -> neck -> head, with the shoulders coming from the higher of chest or upper chest.

smoky kernel
#

that's what i used

somber sequoia
#

I've never used it, no idea. There's an image of the ideal vrchat avatar pinned in #avatar-rigging

smoky kernel
#

thanks pal

jade falcon
#

does anyone know why this hair and any other hair i use breaks the avatar in playmode

#

literally nothing else is on the avatar besides its avatar descriptor

#

thanks guys :|

ornate plover
#

So, I don't often come to this channel, but I need help.

My husband was working on an avatar, and he is a beginner, despite how good quality avatars he makes. But he's encountered a problem.

He got the Mayu Ripperclaw-X robot arm for well...
A mayu.
And on PC it's all set up and ready, it works just fine and looks amazing, but on Quest it has a severe clipping issue where the original mayu arm is still there, despite already being set up to dissappear.

Is there a way to fix this?
(Any help would be amazing please and thank you!)

somber sequoia
#

setup to disappear how?

smoky kernel
#

how do i do the pixelated fallback avatar thingy

somber sequoia
smoky kernel
#

thanks again pal

ornate plover
somber sequoia
#

okay but that doesn't really tell how it was done

ornate plover
#

Lemme ask him real quick

#

So, he sent me the instruction manual.
Here's what it has.
Instruction to install Ripper Claw-X for a Mayu:
Don’t forget to import a Poiyomi shader and a VRCfury into your
project before importing the asset.

  1. Picking the preferred prefab (left hand, right hand, both hands)
    and dropping it onto the avatar.
  2. Then simply find the needed mask for the body in the ‘Masks’
    folder.
    You would need to put this mask into an Alpha Map on the Mayu’s
    body material
  3. Then set Blend Strength to 2 and change materials mode to
    ‘Cutout’
    And that should be everything. Enjoy
somber sequoia
#

that's why - alpha transparency doesn't work on quest, you'd have to actually remove the mesh.

ornate plover
#

Okay, do you know how to do that (I'm sorry if this is irritating, I'm really not an avatar or pc guy)

somber sequoia
#

if that's not enough info, you'll probably want to start by learning blender

ornate plover
#

Okie dokie

#

Thank you for your help, I'll let him know!

somber sequoia
#

(or similar - it's just that Blender is really good and free)

ornate plover
#

Noted, thank you!

smoky kernel
#

anyone know how to import from blender to unity and still have textures?

somber sequoia
#

it's irrelevant - you still have to create materials in Unity, so you need the textures as PNG files anyway

#

you'd have to purposely embed them in the FBX, but there's no good reason to

smoky kernel
#

i have the textures for the avatar but not the shirt

#

what to do now

indigo compass
smoky kernel
#

also how do i make the sleeves not stick like that

smoky kernel
#

how do i do that?

#

do you mean texture paint?

#

im freaking out

indigo compass
indigo compass
#

Image -> save as

smoky kernel
#

i am no longer freaking out, thank you kind person

indigo compass
#

You select the image in the middle, to the direct left of where it says "Untitled" in my screenshot

smoky kernel
#

and what do i do with the texture once im on unity?

#

just stick it to the shirt?

#

cause' it's like 2 textures

indigo compass
# smoky kernel cause' it's like 2 textures

It depends on what kinds of textures you are talking about.
Two albedo textures (the ones giving it color) would mean you need a shader allowing you to combine, a lot do though, usually under detail.
If it isn't two albedo then the other is supposed to go into another slot on the material (the thing that you stick textures into to change how the shirt for example looks)

smoky kernel
#

i think one's for the material and another for a design with butterflies and stuff

smoky kernel
#

help

#

i don't know what to do

#

someone help me

lament comet
lament comet
#

Use the butterfly as the main look

If you want your model (e.g., clothing, skin, or object) to show the butterfly design:
1. Select your material
2. In the Inspector:
• Find Albedo / Base Map
• Drag the butterfly texture into it

Result: The butterflies will appear directly on your model

lament comet
# smoky kernel and i put them both how?

If the “Cotton” texture is a fabric material, you can layer them:
• Use butterfly texture → Base Map (color/design)
• Use Cotton texture → Normal Map or Mask (if it’s meant for fabric detail)

If the cotton texture is grayscale or looks like shading:
Set it as Normal Map (click texture → change type → Apply)

smoky kernel
#

thanks a bunch

#

hope it works

tough hill
#

Aye guys

lament comet
tough hill
#

Who got experience or made a few avatars that are snakes or any slither of some kind

lament comet
tough hill
#

I'm having trouble with physbones on my snake

lament comet
#

What kind of trouble are you having

#

You can dm so I can put you through

tough hill
#

alr

#

ill send u the ss

lament comet
smoky kernel
#

the albedo thing didn't work

lament comet
stoic bobcat
#

was there a way to do eye look with blendshapes? or is it only bones

lament comet
# smoky kernel the albedo thing didn't work

First check (most common issue)

Is your material even using the right shader?
1. Click your Material
2. In Inspector → look at Shader

Make sure it’s something like:
• Standard
• VRChat/Mobile
• Poiyomi (if you’re using

lament comet
stoic bobcat
stoic bobcat
#

yeah im gonna try it, if not its not a big issue

hazy quest
#

How to Add/Update Shapekeys on your avatar with affecting anything else?

I have a avatar, I don't know what export settings were used to export the FBX file, If I overwrite the FBX file, everything gets corrupted.
In the end I just want to add some shapekeys on the Body mesh.

ornate stump
spare glade
#

Hello! I was wondering if there is anyone would would be able to test out my models Face Tracking? I don't have ft so i cant! vrcTupCry

gaunt knoll
#

phone has ft and also desktop you can use ft

spare glade
#

I know, but i wanted someone with face tracking already set up to help me.

bronze rock
#

How do i make goggles that are semi transparent and are quest compatible?

ornate stump
bronze rock
#

Okay i will try that!

glacial talon
#

i just made this sonic model, obviously i want to rig it to be a humanoid, but can it still work without things like the neck even if it still has the neck bone?

ornate stump
pine valley
#

yeah, the bone just needs to exist

glacial talon
#

does that apply to having a pinky too? ive seen sonics with 3 fingers that work just fine

glacial talon
#

neat, thank you

somber sequoia
#

note that if you don't have those finger bones, you might have weird effects in worlds that use them for things like control systems - sacc flight is a good example of this

pine valley
#

so it would be prudent to add 'empty' bones

#

even if they don't do anything to the model

somber sequoia
#

Or at least be aware that if you go into a sacc flight world and the airplane immediately explodes when you get in the pilot seat, this is likely why 🙂

#

(seen it happen)

#

ooh I just realized Blender 5.1 lets you pick the normal map type

elfin ether
#

yall I need help what does this mean

pine valley
#

by itself, this doesn't tell us much of anything

upbeat gate
#

Any method for newbies to remove blendshapes from avatars?

pine valley
# elfin ether

open the Console window and look at the error message there

pine valley
#

If you use VRCFury, you can use its Blendshape Optimizer component to automatically do this for every blendshape that is not animated

timber wharf
pine valley
elfin ether
#

Im having so much trouble with this creators avis...

#

Spent so much on it and even went to discord for help and the creators like rude ab it-

upbeat gate
#

Interesting cause i want to remove all emote ones.

pine valley
#

(just remove the shape keys; there's no need to apply them)

pine valley
#

show the console message

elfin ether
#

so I figured it out BUT im tryna figure out which one I upload for quest

timber wharf
#

@upbeat gate if they're like producing extra stuff (like emoticons) and you want to remove it for less polys then my solution would be finding their uvmaps in textures and selecting polygons from there to delete

#

no easy way to select polygons affected by a shapekey afaik

upbeat gate
#

My bad for what i was asking earlier its not blendshapes its the weird ahh emotes when you do a hand gesture e.g open hand shows a loading symbol above my head. any way to edit hand gestures?

balmy barn
#

thats somewhere in your fx , gestureleft/right

somber sequoia
solar warren
#

How can I set a parameter to a random number?

#

An int between 1 and 6

balmy barn
#

i use it on my afk so it does random animations

#

you want to do the 'roll' local only or others will get different result

solar warren
#

Thanks

boreal wagon
#

How do I make multiple arms work on vrchat? The video I found says the bones can’t be how I usually make them so I need help please 💔I need both a unity and blender tutorial because I’m genuinely so confused (I need it to be able to work on quest)

somber sequoia
#

I use the randoms for a few things, like alternate tail wags, and random ear twitching

indigo compass
somber sequoia
#

Yes, that ^

#

use the "main" set in the rigging setup so VRChat's IK runs those based on your movements, copy the rotations to the second set.

#

(one constraint for each bone)

boreal wagon
#

This avatar I’m making is gonna be my first with 4 arms

somber sequoia
indigo compass
#

In the middle there is where you slot in the respective arm bone from the real arms

boreal wagon
#

Ty guys so much!!

versed marsh
#

does anyone know why my blender is sculpting meshes like theyre seperated?

#

i didnt tweak any settings or anything

#

the belt loops are apart of the pants mesh but sculpt like theyre seperated

pine valley
#

what tool are you using?

somber sequoia
#

can't really tell what is going on from here, it'd help to see what objects are present and being edited

versed marsh
#

say if i go to sculpt the waistline out

#

the loops just sit there unaffected

#

unless i sculpt the lops themselves

#

but then the pants dont get sculpted

versed marsh
somber sequoia
#

is this a single mesh object though?

versed marsh
#

yes

pine valley
#

elastic grab follows the geometry, i'm pretty sure

versed marsh
#

it was doing it for a bikini bottom too

somber sequoia
#

any masking?

versed marsh
#

no masking

pine valley
#

ah, nope, it doesn't when i test it

#

the cubes have been stretched

mild mango
#

silly question,

i have a prefab im tryna edit but its really hard to figure out where positions are unless i have gesture manger turned on

is there a way i can just edit while doing stuff like that and have it save instead of going

change stuff > enter play mode > go thru the menus > find issue > leave play mode > adjust > repeat 100 times till its in the right spot

versed marsh
#

my blender has never done this lol

pine valley
#

See if this is enabled

versed marsh
#

mildly confused

pine valley
#

Tool > Brush Settings, then, in the Advanced foldout, look for "Auto-Masking"

#

Turning on topology auto-masking causes the behavior you're seeing

#

(i never knew this existed! that sounds handy)

#

(i don't do a lot of sculpting)

versed marsh
#

Nope

#

never was enabled

cedar echo
mild mango
cedar echo
pine valley
#

are you adjusting an object that the prefab follows with a constraint?

mild mango
# pine valley what are you trying to move here?

i have a weapon i made for my avatar, and i bought a weapon pack from liindy (2 of them technically)

i thought if i replaced the fbx of the sword i could have my weapon i made, but since its not a sword (its a hoop) im having to move the weapon positions into new spots to accomodate how itd look

but everytime i go into play mode things arent where they should be, so i fix, copy component, go back into normal mode and paste the components

hit play again and BOOM, the weapon is like completely in the wrong spot

im assuming since im copying the position of it being in the hand while in an a pose and not tpose

pine valley
#

IIRC, Liindy's systems have a "container" object into which the weapon is placed

#

Instead of trying to adjust where the container gets moved, adjust how the model is attached to the container

#

so, for example, it might look like this by default. The empty (the cross-shaped thing on the right) represents the container, and then the sword model is parented to that

#

You'd position the hoop so that, if you gripped the sword, your grip would also make sense for the hoop

#

then just delete or turn off the original sword model

pine valley
#

floating dots? can you share an image?

#

i'm not sure what those would be (unless that's just how the model works)

stiff crane
#

Hey, does anyone know how to attach a aim constraint to a animated avatar? Like on the waist to aim up and down. I don't know how to attach the look at object for the aim constraint to the head when the head moves with the rest of the avi (Animation based)?

smoky kernel
#

how do i fix the interior of my clothes being transparent when importing to unity

balmy barn
#

disable backface culling , shader setting it will be visibile on both sides

#

need to setup the material in unity ratl

still turtle
#

Heyo! I figured out how to make the Raycasts work, however I now have this weird interaction in which, when I go over the default Height the raycasts move upwards and lift the skirt. Nothing happens when going under the default Height, I'm very baffled cuz I can't think of a reason as to why this happens lol

*Edit: Didn't embed

boreal wagon
#

Can someone make a video for me on how to do the arm constraints for a avatar to have more then 2 arms I tried reading but I’m still so confused

wary quiver
#

ah found out only mixamo only issue that wont work with thick hand.. do anyone use better rig without mixamo?

#

ping me please

lilac musk
wary quiver
#

how

lilac musk
#

With something like blender or other 3d modeling software

quasi swallow
#

quick question. none of the clothes im downloading for my avatar base fit it perfectly. i am finding clothes made for this specific base. one piece of it will be slightly off

for example, the top of this fits perfectly but the bottoms don't. no amount of repositioning helps because it'll just make a different part clip through the avatar

what can i check to potentially troubleshoot? i made sure my avatar wasn't scaled or anything like that

-# also if anyone knows how to disable these orange circles in scene view PLEASE HELP LOLL

clear reef
#

Hello! I'm trying to add some contact receivers to my avatar. I successfully did one, but upon attempting to make another with the same method, I somehow broke both?? Is anybody able to help me out with troubleshooting?

lilac musk
lilac musk
clear reef
#

This one, the one that i initially got working is, as far as I can tell, correct. I have it uploaded and it works just fine[although i had yet to add a toggle for it].
i essentially copy-pasted it onto a new one and changed all of the directories for a contact i wanted on the head instead-- no reused animations other than the rest expression.
What else is helpful to know?

#

The receivers are on their own game object and are children of the intended object

#

It's a humanoid avatar, just basic pat animations for the head & tail. Looping is turned off, all weight are set to 1

#

I don't believe the animation itself is the problem, as it all seems to be working or appears to not finish the cycle when activated, but essentially I either can get one to initiate or none at all when testing.

limpid canyon
#

Hiya, 👋 I'm new here, seeking help with a VRCFury asset. I'm new at doing VRCFury assets, and managed to get the textures figured out in unity, but how do i get the avi to keep the heels & socks on her feet? One heel and sock are correct, but as you can see by the screenshot, the other isn't staying on the other foot. (the avi is VRBase EGirl, as is the asset, so they should work). Any suggestions and/or helpful video would be greatly appreciated. Thank you.

charred epoch
#

I am trying to make a physbone entirely immobile except for when it hits a specific collider, but no matter how I futz with the settings, it keeps moving whenever I move the part it is connected to

gaunt knoll
void mango
#

What should i do when my avatar gets ripped??

#

(Cause it just did)

night ember
#

report it

surreal ridge
#

can someone help me with physbones?

lilac musk
surreal ridge
#

nope, ive tried and they dont work

#

@lilac musk

lilac musk
#

Can you explain/show what you did?

surreal ridge
#

ive tried adding physbones and adding them to the hips, spine and head. depending on what i did then imported it to quest and it doesnt work

lilac musk
#

So where they working on PC, but not on quest then?

glacial talon
#

is there any good plugin or something i can use to export my model to vrc without cats? im using blender 5.1, and a cats plugin wasn't made for 5.1 i dont think, anyone know what i can do?

surreal ridge
#

i think so bc my friend is a pc user

lilac musk
#

So that's likely because you have too many components or affected transforms. You can only have a limit of 8 components and 64 affected transforms on quest. You'll likely need to remove some.

lilac musk
surreal ridge
#

can u show me what i keep doing wrong if u dm

glacial talon
lilac musk
lilac musk
glacial talon
#

alright thanks

surreal ridge
#

im kinda confused on what to do?

glacial talon
#

whats your problem>

lilac musk
#

As I said, remove some physbone components or have them affect less transforms. If you don't understand what that is/means, then that might be important to share.

surreal ridge
#

i did still not workin

#

@lilac musk

cerulean wren
#

can someone please help me with this

somber sequoia
cerulean wren
somber sequoia
#

standard optimization stuff, w hich there are many tutorials about and channels like #avatar-optimization

#

did you need something specific?

limpid canyon
regal tapir
#

Trying to add a color wheel to some parts of my avatar, but the tutorial is having me select stuff in a menu I cannot find. It said to find the material I want to adjust, which I was able to find. First screenshot is what I'm supposed to be using, second screenshot is the only menu I can find. Anyone know what's going on?

#

More specifically, where can I find a "Hue Shift" option? That's the thing I'm supposed to adjust but I can't find it.

limpid cargo
#

hello, i'm getting "avatar validation failed" with the following error:
NullReferenceException: Object reference not set to an instance of an object VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c.<CreateContentInfoGUI>b__100_0 (System.String selected) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1541) UnityEngine.UIElements.PopupField1[T].GetValueToDisplay () (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.BasePopupField2[TValueType,TValueChoice].SetValueWithoutNotify (TValueType newValue) (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.PopupField1[T].SetValueWithoutNotify (T newValue) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.BaseField1[TValueType].set_value (TValueType value) (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.PopupField1[T].set_value (T value) (at <332857d8803a4878904bcf8f9581ec33>:0)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.HandleAvatarSwitch (UnityEngine.UIElements.VisualElement root) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1740)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)`

lilac musk
tired mist
#

My upload keeps just like failing as soon as it hits 100%. It still shows up on the website but it seems like it's just the blueprint uploaded and not the model itself

#

No clue what to do bc the console is giving literally no helpful info on this error vrcTupCry

dusk pilot
#

Currently trying to figure out how to see how an animation works and how to edit it...

VRLabs Marker defaults to laying down on the arm, I want to stand it up on the arm, but when I do the flip action is wear so I have to weirdly offset the menu on the right arm (how it shows up in unity) to get it to flip properly on the left arm and I want to see if I can edit it to fix that... what would be the best way of going about that?

I also noticed that when I toggle for others to be able to interact with the pen menu, they can interact with the initial menu bits, but not the slider or to "pin" the drawing to body parts.. (this isn't a big issue since I don't have an actual pen for people to grab, but it still annoys me so i'd like to fix it)

prisma monolith
#

does anyone have an animation pack for their avi with more recent tiktok emotes?

loud iris
tired mist
#

All I required for it was vrcfury, avatar limb scaling and gesture manager

austere pivot
#

How do I fix this it says head bone not humanoid and I tried to put vrcfury gogoloco on the avatar and it shows a error when I open Gesture manager

junior void
#

You can set the rig type in the import settings of your model

austere pivot
#

I’m having other issues as well when I try to put the right bone on the finger it turns red and I don’t have thumb Distall and proximal

austere pivot
junior void
#

if it complains when you set the correct bones, then the rig itself is not made to follow vrchats standards for a humanoid setup

#

in that case this can only be fixed in blender

austere pivot
grizzled yew
#

What might cause an avatar to disappear at certain camera angles/distances specifically in MMD worlds?
It isn't a bounding box issue (I've tried shrinking it completely, no change,) and it doesn't happen on my screen, nor does it happen on anyone else's outside of the MMD stage/animation.

ornate stump
grizzled yew
# ornate stump It's bounding box issue. And shrinking it just make it even worse.

...this is why I shouldn't work on things at 2 AM
I know how bounding boxes work yet I did the exact wrong thing and didn't think to try the other direction.
Clearly I need to go to bed lol
Oh well, thank you for the quick response! Made me stop and realize that actually I'm just being dumb. At least I was on the right track in the first place, just went the wrong way. Apologies for the silly question!

tough hill
#

Quick question, Do I need to switch between platforms to update the overall avatar itself?

#

Or I can just update it in just one platform and the rest of the platform will see the same version

ornate stump
tough hill
mint silo
#

i cant hear the YTDLP when testing for audiolink

wary quiver
tough hill
#

How many physbone transform count to become medium??

wary quiver
#

if anyone message me for help and making them to pay me ill marked as spam

glad hatch
#

i got a stroke reading that / i need help ;-;

lament comet
glad hatch
#

idk if it for everyone but the sdk is not work

ornate stump
glad hatch
#

when i was uploading an avatar the adk gave me a message saying it needed to be 3.9 or above but when i am anyone of the versions it says the descriptor is not here

ornate stump
# glad hatch

Do you confirm that the avatar descriptor actually exist?

tough hill
#

So at quest its only medium until it exceeds 32 transforms?

glad hatch
#

is this it?

ornate stump
# glad hatch

No. You have to take a look on your avatar object.

glad hatch
sick loom
#

yeah, it has to be the component

ornate stump
glad hatch
sick loom
#

wow I haven’t seen it looking like that in a while

ornate stump
# glad hatch

That mean there are some error preventing it from working. So you have to see error in the console.

glad hatch
ornate stump
# glad hatch

Did you update both vrcsdk base and avatar package to the same version?

glad hatch
#

i put it to another version and back to the current

ornate stump
glad hatch
#

they are now

ornate stump
glad hatch
#

yes

#

tyyyyy

restive prism
#

Does anyone know how to attach a tongue ring to an Avi in blender? I literally can't find any tutorials they're all on regular piercings :/

chilly obsidian
#

who here knows how to make avatar audio fade in, and out without the actual audio itself having the fades
ive seen it done on avatars before, and i just want to know how to do it aswell

ornate stump
cobalt cloak
#

idk why but the phys bone on my poor model are not ding theat waht they shoud

icy loom
#

Need help on something go local and was able to successfully added it to my avatar, but it’s not doable on like it’s not doing anything

#

I have a very difficult generally it does. It’s go go loco isn’t doing anything

bronze dagger
#

hi, is there a newer maintained fork of CATS than neoneko's? as in newer and currently being maintained

icy loom
pallid drift
icy loom
#

Also no cloths seems to fit properly

#

need help

proven quail
wary cave
#

any1 know what this hoodie asset is called? i ve been searching for it for a while but i can t seem to b able to find it, excuse me if in the wrong channel

distant nimbus
#

my avatar appears like so when in playmode

icy loom
#

Question how do I fit cloths for a avi where all the cloths aren’t fitting because parts of the avi are to big for the avi

icy loom
#

I used this

#

As the body before I put the head

#

This is the body I used for the avi

#

Has anyone worked with it before that could help direct me to where I can find the right clothes for this avi

regal tapir
balmy barn
#

standard is too basic, you want something with a mask so only parts will be affected by the color hue not entire avatar ratl first shows it affecting entire thing, latter shows the part that is masked (hue outfit)

#

this is the quest shader

bronze dagger
icy loom
solar warren
#

Where can I get the vrchat icons? Specifically the country/region ones
Only thing I found is awfully suspicious

#

(You cant find the images anywhere in the "source code")

#

I already tried looking on the vrchat wiki but it doesn't have them

stable citrus
icy loom
#

I can’t find weight paint

bronze dagger
icy loom
icy loom
#

after you put the head on the body go over here, uncooked the first two and then hit merge all bones

bronze dagger
#

i got it to work though, clicking the wrench icon for CATS' "fix model" then unchecking "combine same materials" made it so when i hit fix model her eyes didn't go blank

icy loom
#

That’s all I know how to do with the cats for now

bronze dagger
#

claude said it might've been because the materials were getting merged with something and lost but i'm not 100% sure on that on the exact cause but it seems plausible

bronze dagger
icy loom
#

yeah, it’s being dumb

bronze dagger
#

you've got this! she or appropriate pronouns looks cool! maybe you could ask claude about how come its not working and maybe it might help you find a fix? just trust yourself though!

minor geode
#

i think smts wrong with my unity because i keep getting the "compilation error" message before opening unity and all my scripts look like this

#

but i cannot figure out what's wrong

lilac musk
# regal tapir I don't really need the shader, I'm trying to make a color adjuster on the avata...

Standard has a simple color field, but it's not the same as hue shift. What you need is purely up to you as the creator. Just a couple thing to know about shaders.

First, shaders are just code that runs after all the game logic, and so can vary wildly from one shader to the next. The way each shader does things is completely up to the individual coding it, so some things you'll find meet some standards, but others wont. So which you choose is completely up to you and what you want to accomplish.

Second is that Quest platform/avatars can only use the shaders that VRChat provide, so not something like poiyomi. This is mostly because android is much less powerful than a normal computer, so it's very important that the shader is well optimized. A badly programed shader can take even a great computer to it's knees, but even some simpler things like transparency makes mobile hardware struggle. So because of this, VRChat added a few options for quest, most notable is the Toon Standard shader that was added fairly recently. It gives you a good amount of options.

limber bison
#

how come a texture is perfectly mapped on blender but in unity it's completely wonk?

regal tapir
limber bison
lilac musk
umbral spindle
#

my avi isn't building I dunno what to do ;w;

wild basin
#

my kinger avatar look fine on my end but my friend sees the head material as this. any help?

bronze dagger
umbral spindle
wheat horizon
#

figured it out nm

plucky umbra
#

would anyone happen to know a good solution for a 2D mouth? This is my first go around making a VRC model (I frankly havent really looked up any tutorials aside from blender modeling nor did I think to even have a base mess to start off with

spare seal
#

so i just joined vrchat today, and i got this valve model that i edited, i tried to build it for vrchat to test it (since i cant publish it yet since im new) and im getting all this

wild basin
#

anyone know how to fix kinger

bleak basin
balmy barn
#

rig not setup right, you are missing bones

spare seal
bleak basin
#

Hierarchy also seems to be incorrect

#

shoulders and neck might be connected instead of to the chest

spare seal
#

i tried building for testing and not publishing since im aware that i need to have a few hours in to actually publish

bleak basin
#

I understand but if the avatar is built incorrectly it just wont upload

jade forum
bleak basin
jade forum
# bleak basin

You have two systems trying to control movement animations at the same time
(usually duplicate controllers or duplicated VRCFury setups)

wild basin
bleak basin
#

I know, im wondering how to fix this issue. Thank u

jade forum
#

What you need to REMOVE

You likely have duplicates of one of these:
• Two VRCFury Full Controller setups
• Two locomotion controllers
• Gogoloco added twice

The error even says:

“FullControllerBuilder.Apply on GogoLoco All (VRCFury)” appears twice

So:

Fix:
Find both “GogoLoco All (VRCFury)”
Delete ONE of them

bleak basin
#

TYSM i am just restarting cause i cant find the second, i thought i did and deleted it aqnd it just showee a diff error saying i needed gogo

wary quiver
#

so finished the vrchat avatar but tested but have short arm not long arm like other avatar has long arm is there way to fix it.. or does it need scale it?

coral belfry
#

Probably a dumb question but if i leave a bunch of unused stuff in the unitiy project files it doesnt affect the avatar in terms of size, materials slots etc or ?

bleak basin
spare seal
lucid dock
#

dumb question but can someone help me with the rest of my avatar for free?

distant nimbus
#

anybody able to guide me through this weight paint fix? a quick vc would be easiest

dusk pilot
#

I wish this was a forums channel so requests didn't get buried

proven quail
#

The gradient goes from blue to green to yellow to red where blue is the least weight and red is the most.

cobalt cloak
#

how do fix that

somber sequoia
#

fix what?

cobalt cloak
#

the wings not on my body

somber sequoia
#

not quite sure what's what here, but you also might need to explain how this setup, how they're attached, etc.

cobalt cloak
#

with vrcfury armature link and it shoud look like that

somber sequoia
#

ahhhh, now I see what it looks like, that's really cool

cobalt cloak
#

thx man

somber sequoia
#

kinda looks like maybe it was rigged for a different avatar?

cobalt cloak
#

okay

balmy barn
#

put wings/mesh under chest, done ratl unless its entire rig wierd

somber sequoia
#

yeah that'd probably work

balmy barn
#

this is very much guessing, cant tell what it is / how it looks like

balmy barn
#

you dont need vrcfury to have something follow a bone

#

align / drop it under chest bone , try playmode

cobalt cloak
#

okay so 50% works i dosent bend with the body

balmy barn
#

so it wants more then one bone to follow, then dropping wont work 🐧 (chest+spine guesswork)

cobalt cloak
#

the are not on the body and if you do it under the hip the upper part ( the chest part fo the mesh) is not on the body

somber sequoia
lucid dock
#

idk how to actualy make a avatar i alr have a modle i like

somber sequoia
#

have you watched any tutorials on this?

lucid dock
#

i heard most are outdated or bad

somber sequoia
lucid dock
#

ngl i would rather talk to soemone but ok

somber sequoia
#

okay, I wish you luck in finding someone who will do that for free

lucid dock
#

thats fair

#

its hard to do since im on linux thats why i dident want to use a video lol

somber sequoia
#

I use linux, what's hard about it?

lucid dock
#

im new to this thats why its hard for me

somber sequoia
#

okay

distant nimbus
quaint hound
#

hello everyone. quick question. how does one rig clothing to fit on an avatar? are there any addons for blender that make it easier?
also, whats the best way to "transfer" blendshapes?

#

im aware of the basics, just like, the whole indepth stuff is still a bit cloudy for me

cobalt cloak
somber sequoia
brave surge
#

im trying publish my avatar but it spawn this error, idk what it mean and how fix it

somber sequoia
cobalt cloak
somber sequoia
#

(or rework the armature if needed)

quaint hound
#

blender devs get to work

somber sequoia
#

I don't think there's a good way to do this though

cobalt cloak
#

ey do you know ho to fix that

#

the armature is not missing they have the same name

somber sequoia
#

You can click-then-click those yellow ones to edit the full path it's looking for

#

hfcRed made a nice animation repathing tool that can be used to fix this if you need to

proven quail
somber sequoia
#

eh... remember that the actual color is not necessarily accurate

#

you can sample the weight at any point with one of the tools

cobalt cloak
somber sequoia
proven quail
#

What tool is it?

somber sequoia
#

re: editing those paths, you can edit those paths if you want.

somber sequoia
#

yeah

cobalt cloak
#

sry

proven quail
#

That's cool. When you color match it's usually close enough, but I guess you could just manually check every vertex like that

somber sequoia
proven quail
# cobalt cloak i dont get it i

So the yellow text, that's a path. Like armature/hips/spine/object means that inside the amrature, then I side the hips, then the spine containing the object. If the location of the object moved or is not in that path, the animation can't find it. You can edit the text of the path to tell the animation where to find the object. So like if it was moved to the head for example, edit the path to say armature/hips/spine/chest/neck/head/object

somber sequoia
#

said it better than I could

cobalt cloak
#

okay but the path looks okay

#

or im rong

somber sequoia
#

the one you have shown in the left is definitely not where that object is in the right

#

right armature is Armature.001 for example. Where is this animation clip?

cobalt cloak
#

ohhh omg sry

#

okay i renamd the armature in blend so i dont have to chache all the animation an they are still missing do you see somting els that i dont see

somber sequoia
#

they are under an object named 'Wings' - so I'm guessing the animator you have might be setup using a VRCFury "Full Controller", so I'd go look at how that works and see if it's done right

cobalt cloak
#

nop

somber sequoia
#

so yeah, "path rewrite rules" is what you should be doing

pine valley
cobalt cloak
#

ye i see it thx i didnt. can I delete it using the Path Rewrite Tool, or do I have to do it manually?

#

i just do it by hand and thx

craggy relic
#

I'm trying to port a friend's model for him, but there seems to be something wrong with the hand bones

#

everything is fine in blender though

foggy sphinx
#

I just realized AFTER uploading my avi that I have too many synced bits. The avi works fine so.. what is this 256 limit actually do and can I just ignore it and add more stuff? o:

cobalt cloak
#

how do i make this movement for the pistons the maker set on the page that the bone constraints are in the prefab but how do i do that

cobalt cloak
foggy sphinx
#

Just wanted to complain though. Thanks for info!

cobalt cloak
foggy sphinx
north turtle
#

If the avatar uses VRCFury, it may have automatically condensed those parameters for you so that it would still work. The system makes it so that the updates are slightly more gradual, as it cycles through the parameters syncing them a bit at a time rather than being always-synced, but if you're only a tiny bit over, then the delay is likely negligible.

foggy sphinx
north turtle
regal tapir
#

Anyone know how to fix this? I rendered in my custom avatar to test but she's too far down. All the animations work and everything, the descriptor's in the right place, her model is just in the ground for some reason.

#

Also, is there a way to recalculate normals in Unity? They all look fine in Blender, and I've double-checked to make sure all my faces are correct, but when I port her into Unity the bottom face of her chin disappears so you can see into her head.

limber bison
#

anyone know how mouth visemes work?

somber sequoia
somber sequoia
charred epoch
#

@flint rose Sorry for the ping, but I would like some help to figure out blendshapes with animations sometiem soon and I know you are really good at them

somber sequoia
hallow coyote
#

i was wondering how to get this animation tab? do i need to download an add on?

limber bison
# somber sequoia yes

my model has a bunch of bones to control the mouth, and I don't know how to make the mouth move properly when I talk

somber sequoia
#

vrchat will run blendshapes or a single bone, but you can use the Viseme parameter in the animator to animate whatever you want

limber bison
#

I'm already lost

obtuse trail