#avatar-help
1 messages · Page 272 of 1
Can do! pose and t-pose, moved the arms out of the way as I don't think they're relevant and it makes the rest easier to see
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.
@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
Your help pointed me in the right direction though, thank you!
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
I can see a couple of things that can cause issues, but I cant say they are the cause.
-
That rig is specifically for use in Blender, it has helper bones, IK constraints and other things that dont work in Unity
-
the character's neck is quite long. VRC uses Unity's Humanoid skeleton system and the proportions have to be close to human.
its a toggle thing that overlays tattoos over the body
I fixed it here
for the main body
or wtvr
but when I toggle it breaks
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.
Hey im having trouble with the new raycasts. I cant seem to get them to collide with players avis
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
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!
is there a way to view what is happening like a log or smthn so I can see what is being changed when I turn on the toggle
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
can you or @lilac musk vc and help
nope
is there a way i can put multiple png avi as toggles ?
sure. could do multiple mesh objects. or material swaps. or a animate using a spritesheet texture on one material
does anyone know why im getting this error when trying to upload
idk much abt unity so any help will be appreciated
can't really read it, and it's not a useful one - see the first pinned message about to share console logs
those don't look like the first errors, that's where the root cause will be
ah, the first one tells you to do a thing
oh yep, I see, your entire project is wrong, you copied a project into a project.
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 ()
what does this mean
see what I just told the other person - this message means simply that it failed to build the avatar.
maybe there are other errors, maybe the build window with the stats gives you a clue.
oh wth so do i just delete the thing its telling me to remove
where is that
Lowkey trying to find like a jester avatar that looks like it's mate by ʟᴜᴠᴇᴅ
Like their avatar style
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.
Maybe any Avatar Discord Server's I could Join. Thanks n advice.
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
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
Anyone else not able to actually apply color to the accessories?
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.
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.
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..
Which doesn't stop you from uploading to quest, there are just several small things that need to be changed, which VRCQuestTools helps with.
It just means the avatar will be very poor ranked, which most unfortunately are.
ohh- well last time I tried doing that apparently nothing on the avi was showing up for people
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.
when i move the eye also move like that, how do i fix it so it keep in the middle as how it should be 
why did me copying materials from one project to another doesn't work here?
The question is how did you make it move to begin with?
my friend set them, but she is very busy im afraid to ask for her help 😅
well it won't let me import package, so idk how to put my avi model into this session
any idea how?
why it wont let you?
The eyes won't move by itself if you don't do something extra to them.
idk. that option was grayed out
yes, and i have no clue where to find it qwq
What option you're referring to?
"Import package" was grayed out before
but now it won't let me tick the Textures
if I click on it, it immediately unticks
thats one way to import it, otherwise vcc/alcom . much easier to update (downgrade) shader when needed
others exsist
The Import Package is a submenu so it should have never been grayed out.
But this is running on lilToon, idk how to make poiyomi match with this one
Poiyomi as an example. You still have to find liltoon package.
( see vcc link )
It's rather the files already imported and not been change, so there is no need to reimport.
i'm trying to port this to warudo format. so I'm not using the unity 2022 build
Then download the package file for liltoon.
I was wondering if anyone has a resource on learning stepping sound effects systems?
Sounds like the avatar might not have a Quest version a lot of PC avatars don’t.
If it’s only PC, it won’t show on Quest unless it’s optimized or converted.
Do you know if the creator included a Quest package?
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.
Hm yeah so idk how to do that at all im literally such a noob
how do I know which unity version this package is meant for?
I' trying to find old lilToon shader for 2021.3.45f2
unity version shouldn't really be that relevant for a shader though
really?
cause unity said "This package is meant for newer unity" error
I'd be surprised if liltoon was too different since unity 2019, which we used recently for vrchat
ah perhaps they have purposely put a check in the package, interesting.
So how do I check which liltoon is meant for older version?
it should be visible in the package metadata, though I don't know if they have a way to query that
spooky
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
Will look for some free clothing for manuka and try it later but am at work atm
Well, who is the developer of that avatar?
hi can help me
Wait did they AI the pictures? The in game model looks nothing like that
bc like it wont work at all
show your problem & what you've done so far to try fix it
Set your shader
Also you have missing scripts. Make sure you import them
For example vrcfury or whatever the avatar uses
The maker usually writes this in the download page after you bought it
hello. I've been working on an avatar for my oc, and for some reason his eyes do this. how do i fix it?
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?
question, can someone help me on how to properly attach a head to a model base that doesn’t have a head
set it to VR chat either toon or standard
The outfit is likely weighted to the breast bones
Is that something I can tweak in Unity at all?
You need to adjust the weight paint in blender. Unless you are attaching in unity? Like does the clothing have its own armature?
Yes, it's a separate prefab. Not connected to the avatar other than in Unity
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
So the clothing breast bones won't move with the real ones, and the clothing should stop moving with the breast physics
Thank you! I'll try that out
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
That actually worked perfectly, tysm!
so this is the problem I’m running into how do I attach this head to the avatar properly?
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.
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.
so how do I attach this so it’s one avatar
I’ve tried to follow the tutorial to look for this, but all I see is this
pick a channel
Nudging this cuz I could use some help.
where you say "this" exactly what are you referring to?
They’re totally blacked out
No textures get applied to em. Is it a model thing
Or is it with the texture system
Which shader are you using?
Cuz it worked on blender
I have no clue
first step is to find out
Okay let me figure that out
it's possible the one in use uses vertex colors, in which case you'd want to remove those in blender
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
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?
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
Material Swap will indeed switch which material is being used. Perhaps you're targeting the wrong slot?
By default, that would change the default state of the avatar. If you're using VRCFury toggles, then it will apply the toggle (either in its "off" or "on" state, depending on whether you have Default On enabled) during the avatar build
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
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
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
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?
this is what i have it set to for the slot. the others are things like the face. any ideas?
forgot to add that if i set the toggle on/off it does turn off the whole skin
@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?
oh lol thought its #world-help
then just show its stats on mobile
like this #avatar-help message
Do i need to select a primary style when building it? i've just got it as not specified for right now
the avatar, yes.
ah you mean tags. no they dont matter
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.
again show upload stats
The reupload seems to have worked by itself. It's not giving any errors now and is showing the rank
Also guess I'll ask with this if there's any more context I should be giving
OK, so I looked at the tutorial for this. I took out the word testing like it said it still failed to install.
@golden holly can you upload test robot? and 2019 is not supported, no point trying it (well, old avatars can be still updated)
and what are you trying to install here?
I'll see what I can do
what version do I need
cats
it’s something that’s her blender that help helps with avatar building
As in helping attach a body to a head to make it one avatar
there are several differenet versions of that add-on, and most of them only work on older versions of Blender
(notably, the "TESTING" category got removed a while ago, hence the error)
but I still get that error
And I download it directly from the source
well, yes, because the addon doesn't work in this version of Blender
what version do you recommend I need
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)
i'm not sure what you mean by this, though
it's perfectly fine for an avatar to be made of multiple objects
so I’m making a complete avatar custom to attach the head to the body
i don't know what that means; perhaps you can show an image of what you're doing?
I'm gonna give it a few minutes and see what it does
Not giving it AS much time as the others but this seems stuc kon something else
though still kinda giving it time from here
Yea it's been on this for 5 minutes now, so it's kinda stuck
Doing googling, one thread mentioned it could be Antivirus, and... That explaiuns some things
Oh the Instant i made that trusted itr started moving agian
ha
even if the antivirus wasn't blocking anything, it would still be nosing around in every file access, etc.
I don't even know where RAV came from
All right, I installed the right version of blender that works with this, but it’s still not working
actually yea I have no idea where this RAV endpoint crap came from to begin with.
@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
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
i can't help much with CATS, but depending on what you're trying to do here, you may not need it at all
i'm still unclear what your current modeling problem is
@pine valley so i need to attack a head to a body
do the head and body currently have armatures?
i beleve so
you'd pretty much just join the armatures together
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
so i need to delete the body bones ?
I don't know what you mean by "the body bones"
there are two armatures here, right?
show me your Blender window with everything visible
i need to see what you actually have right now
i dmd u
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
Two things you should check: is the view point in the right location? And in your IK settings, are you using 'height' or 'arm span' measurement?
hii does anyone know why this is happening? how can i fix it?
Send the picture of the model and rig so they can help you better
if you're editing a prop prefab, this is expected: it's not attached to your avatar right now
if you aren't, then the error is pretty self-explanatory
this object is not attached to an avatar
the gesture manager does not seem to respond when i try to change the viseme int
You don't need cats at all for this
What exactly am I missing them?
I'm not sure what you mean
I didn't read any of the channel since like 4 hours ago
i have no clue how to read this- or where to start fixing it
start by looking at the first errors, looks like there might be some above
its just says prossessing optimizing and stuff like that- nothing says anything about what might be wrong
could this help at al?
My avatars eye look is messed up and idk why. They rotate fine in blender but they mess up in unity
in blender, make sure the bone roll is 0.
thank you <3
is there a way to disable Visemes, but not Voice parameter?
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?
guys what tool do i use to make my avatar both pc and quest compatable?
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
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
huh worked on mine today
the unity store has a bunch of free particle packs, some with fire - great to check out for ideas or just outright use
ill check there then, i never look there but i guess it wouldnt hurt to
I think this is all I got from there
Are flashlight assets only possible with real time lights or also something like particles?
-# feel free to ping on reply ty
particles can only use emission, so they won't affect other things like you want
also realtime lights are very expensive for rendering time
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?
you can change whatever animation you're using which actually sets the blendshape value
uh it was happening with the selfie mode on desktop, is that an animation?
Any idea what else i can do to light up my environment with my avatar around me, that doesn't include a real time light?
I don't think it's one you can change
Or is that my only option.
that is the only way for an avatar to illuminate a world
also i swear i saw quest avatars also having a flashlight asset which worked. How do they do it?
there used to be a way to get a light on there. there isn't now.
Welp. Ty for the quick reply 🖤
Yeah Kazin you were here helping the other day too, you're awesome
I should be discouraging the use of a realtime light 🙂
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
excellent
@teal laurel yep, they weren't detecting lights inside particle systems. fixed now, so no new uploads
do you know if they're counting those on PC avatars now? Or was that only quest
idk tho id guess they should?
I mean, probably, but I do have an avatar with one 🙂
Bump on this
Do you actually have some light in the scene?
Yes
Can you screenshot how you setup lighting in the scene?
Oh, sure.
that any help?
I know last time i somehow got this to work
If you take output directly from the BSDF node to material output, does it work?
nope
Eh it's fine, I'll just draw it by hand or something
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
I tried to see if LilToon had a discord first, couldn't find one
I think I found the cultrip
culprit
hi everyone just wondering if anyone can help i'm having problems with uvs and i'm hoping someone can help i have marked the video as spoiler as it's nsfw
Yikes

so when you join the objects the uv changes? weird. I don't think nsfw is allowed here though... but definitely a weird issue. Maybe the object has multiple uv maps?
I also found this about the issue
I did it now yeah the uvs werent named the same
Still looking to see if anyone has any knowledge of the VRC raycast system being bugged, It still is not properly interacting with other people's avi's and I dont know if this is a well known bug or if its just me doing something wrong.
if this isnt the right place to ask i'd appreciate being directed to the right place
Unless something has changed, the player's capsule collider (used for locomotion) only exists locally
I find it weird that the documentation doesn't call this out and explain it
Given that it doesn't say anything, I would've expected there to be a new collider for the raycast to hit, even remotely
I could have sworn when the raycasts first came out i was able to get them to collide with players remotely. but I could just be remembering wrong. That's unfortunate though.
Also hey Fen.
cant get it to interact with players myself , it goes wiiierd when that is on (bouncing all over the place)
world work easy
waiting for av3 update until i bother with it more 
player hit doesnt work at all in either av3/gm , can fake it with other things but parameter does nothing
Is there a collision layer I can select to hit contact receivers/senders with a raycast?
It does explicitly say "Hit Players" as an option, so it should be possible.
those have default names, a player made contact dont - need to add them yourself
contacts are not physics colliders
this makes the raycast hit the Player and PlayerLocal layers
importantly, however, that doesn't mean that there's anything to actually hit
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. )
okey
Player collider capsules do in fact exist remotely, because world trigger volumes will happily ping off of other player capsules locally.
I’m not sure that’s the same collider
That one certainly doesn’t react to the old IK-based raycast
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.
Oh, of course, it’s on the Player layer
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.
so If a player had a component that had a collider on it for whatever reason (not a physbone collider) It could interact with that then?
Non-trigger colliders get disabled for remote users, but I believe trigger colliders stay active (they're used for stations, notably)
I'm not sure!
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)🤔
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?
None of the content warnings allow your avatar to violate the TOS.
the tag is suggestive not explicit
yes thats the one
is the guidelines considered ToS?
hmm okay thanks
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)
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.
what does the curve graph look like?
try shift + space or crtl + space
now i dont see my avatar sdk
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?
its not that unique. that avatar's lashes are made to be used with transparency, which Quest shaders dont use.
ohhh noooo! i couldn't find anything in my searches so i had no idea what was going on. thank you so much !!
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
um... quest version is made for quest?
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
The quest version may use a different model that has workarounds for lacking transparency.
oooohhh okok. this makes sense
- different lash meshes
- no lens on glasses
Both of those use transparency on PC. and likely removed on the Quest version
still need help
i cant see my sdk on my avatar thing
too new blender , script probably not updated for it
i didn't even notice the lack of lenses
is there anything you might recommend to fix this issue? or is it unfixable?
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 🤷♂️
k
Not sure what you meant by "fix." If you are going to use it on quest, use the quest version. Just know you cant make it look like the PC version.
oh i got to look at that! thanks for the tip
another thing, if i want a shirt to be an addon what would i have to do?
noticed this , im not using 5.1 but guess it has support
thanks pal
it worked!
fixed my problem
still have this problem tho
is there a way to convert VRM blendshapes to ARKIT blendshapes?
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??
Best you got is a cone mesh
I thought quest didn't support transparency
Thanks
where is that "proxy" animation used?
this
all controls like Point, peace, open...etc the their "proxy_hands( )"
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
all they controls "open, gun, peace, point...etc" have they facial expresion i did
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
im use the gesture 3.9
no, the Gesture Manager is a tool used to preview your avatar
i am asking about the animator controller that you are currently editing
is there a way to convert VRM blendshapes to ARKIT blendshapes?
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
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
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
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!!
im follow with a video tutorial but i have problems in this part https://youtu.be/ixT8MssX_AQ?t=1393
Have you tested it with the Gesture Manager tool in the editor?
thats what I mean about play mode, but yea gesture manager works fine with it
only the ears turn green when i turn it on
oh, I missed that, whoops
It's possible that you've forgotten to mark some material properties as animated when locked
That would not prevent a material swap from working, though
here i can send u the poi settings of the ear and head materials
You probably didn't delete the Left Hand layer's contents
Head material/Ear Material
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
sanity check: you are turning on the toggle in game, right?
Skill check succeed yes, lmao im not that dumb
Are the ears correctly changing color in-game?
Only the ears/tail theyre the same material
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
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
this is it
now i need to edit the shiny texture to have my high eyes
that'll do it
thank yew twin! :D
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)
uhhh..... 
coding and modeling yea yea for sure....
Im sure i can figure somethin out!
ty for yer help tho!
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?
easier to use record then drag whatever materials you want on mesh/slot - its now changed
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?
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
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 
vs controller , nothing
Does anyone know how to fix this weird problem
You need to set a thumbnail?
it won't let me
im not banned nor banned from making avatars
How about you capture from screen?
You should try that
it won't let me click any of the buttons
Try reloading your your sdk
Then you might have to close down the entire thing and reopen
Those thingy can glitch out a lot
thats what i did also
Known user
latest version
you probably have that object not instance of something something error , can try reloading unity layout (upper right corner just pick any)
okay now...
how do i do that
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
hey dose any one know how to fix this the wait painting with the crotch the base is zinpia eboy base
vroid > blender > unity , ive done the other way too
#avatar-general message
dont use that old univrm , it spits out a terrible unoptimized mess
it's totally possible - import the .vrm into blender, fix it, export it from there as .fbx
argh! I didn't scroll down first
???
no idea what you are showing with that picture - but that color implies a broken shader or missing textures
the wait painting with the crotch
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"
Sorry, what do you mean useful and I’ve re-painted it. It’s just like that bulge around the crotch that is appearing every time I’ve been the legs upward and I don’t know why that’s like an under view.
I can't tell what is what or how you want things to be given just that picture.
I can take more if that would help
if you want
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.
how do i fix the spine hierarchy incorrect make sure that the parent of both shoulders and the neck is the chest
VRC Avatar Parameter Driver: https://creators.vrchat.com/avatars/state-behaviors/#avatar-parameter-driver
Rework the armature in blender (or similar)
what do i rework?
Alright thank you, I swear you're pretty much the only person that answers in this channel, thank you so much
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.
untrue! But thanks 🙂
is the rigify humanoid armature good for unity?
that's what i used
I've never used it, no idea. There's an image of the ideal vrchat avatar pinned in #avatar-rigging
thanks pal
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 :|
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!)
setup to disappear how?
how do i do the pixelated fallback avatar thingy
you may mean this: https://creators.vrchat.com/avatars/avatar-impostors/
thanks again pal
Well, the robot arm requires for the original mayu arm to no longer be there because it has thinner joints that would clip with the original arm.
okay but that doesn't really tell how it was done
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.
- Picking the preferred prefab (left hand, right hand, both hands)
and dropping it onto the avatar. - 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 - Then set Blend Strength to 2 and change materials mode to
‘Cutout’
And that should be everything. Enjoy
that's why - alpha transparency doesn't work on quest, you'd have to actually remove the mesh.
Okay, do you know how to do that (I'm sorry if this is irritating, I'm really not an avatar or pc guy)
if that's not enough info, you'll probably want to start by learning blender
(or similar - it's just that Blender is really good and free)
Noted, thank you!
anyone know how to import from blender to unity and still have textures?
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
You can export the the textures from the shirt inside of Blender (texture editor and I think it is just somewhere under file)
also how do i make the sleeves not stick like that
im kinda lost now
how do i do that?
do you mean texture paint?
im freaking out
yeah
Was just going off memory, it is here
Image -> save as
i am no longer freaking out, thank you kind person
You select the image in the middle, to the direct left of where it says "Untitled" in my screenshot
and what do i do with the texture once im on unity?
just stick it to the shirt?
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)
The dark circle one (Cotton_40...) → likely a material texture (probably a base color, roughness, or fabric map)
• The butterfly one (Image_0...) → a design/overlay texture (what actually shows the pattern)
and i put them both how?
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
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)
Aye guys
Cool
Who got experience or made a few avatars that are snakes or any slither of some kind
Hi
What are you talking about
I'm having trouble with physbones on my snake
Ok
the albedo thing didn't work
I don’t understand
was there a way to do eye look with blendshapes? or is it only bones
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
you can fake eye look with blendshapes, but you really shouldn’t—for VRChat (and most real-time rigs), eye bones are the correct and reliable method.
i did find a video I might try, the eyes on my avatar im doing has flat eyes
Watch the video and try
yeah im gonna try it, if not its not a big issue
Ok
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.
Because you should not do "Unpack Prefab". Unpacked and update the fbx file likely is going to corrupt it in the scene.
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! 
phone has ft and also desktop you can use ft
I know, but i wanted someone with face tracking already set up to help me.
How do i make goggles that are semi transparent and are quest compatible?
Try using particle multiply shader.
Okay i will try that!
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?
It needs neck bone. Not necessary to have actual neck part.
yeah, the bone just needs to exist
okay, thank you
does that apply to having a pinky too? ive seen sonics with 3 fingers that work just fine
Yes.
neat, thank you
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
so it would be prudent to add 'empty' bones
even if they don't do anything to the model
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
by itself, this doesn't tell us much of anything
Any method for newbies to remove blendshapes from avatars?
open the Console window and look at the error message there
in Blender, you can apply a shape key to the Basis shape key, which gets rid of it
If you use VRCFury, you can use its Blendshape Optimizer component to automatically do this for every blendshape that is not animated
@upbeat gate vrcfury bakes any non-animated blenshapes on upload with https://vrcfury.com/components/other/#blendshape-optimizer
this is ideal, since you aren't permanently modifying your model
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-
Interesting cause i want to remove all emote ones.
if you just want to completely delete them, then you can, indeed, do that in Blender
(just remove the shape keys; there's no need to apply them)
errors like this are often something going wrong in the SDK
show the console message
so I figured it out BUT im tryna figure out which one I upload for quest
@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
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?
thats somewhere in your fx , gestureleft/right
there's a way to edit everything. In this case it's probably the animation clip you want to look at.
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
Thanks
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)
I use the randoms for a few things, like alternate tail wags, and random ear twitching
Constraints, copying from the actual humanoid arms.
And we can use constraints on Quest avatars nowadays.
Just add a extra set of arm bones, nothing special in Blender.
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)
Do u know if u can make a video I have no idea how to do some of these
This avatar I’m making is gonna be my first with 4 arms
there is probably one already, and docs here: https://creators.vrchat.com/common-components/constraints/
Doesn't really need a video tutorial.
You add a VRC rotation constraint to each of the extra arm bones and have its source be the respective bone of the real arm https://creators.vrchat.com/common-components/constraints/vrc-rotation-constraint
In the middle there is where you slot in the respective arm bone from the real arms
Ty guys so much!!
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
what tool are you using?
can't really tell what is going on from here, it'd help to see what objects are present and being edited
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
elastic grab
is this a single mesh object though?
yes
elastic grab follows the geometry, i'm pretty sure
it was doing it for a bikini bottom too
any masking?
no masking
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
my blender has never done this lol
See if this is enabled
mildly confused
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)
you can copy the component and paste over the original
i try that though and then suddenly the weapon is no where near the hand, it goes to the a pose position unity slaps it in while gesture manager is active
weirdd, Ive never had that issue
what are you trying to move here?
are you adjusting an object that the prefab follows with a constraint?
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
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
floating dots? can you share an image?
i'm not sure what those would be (unless that's just how the model works)
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)?
how do i fix the interior of my clothes being transparent when importing to unity
disable backface culling , shader setting it will be visibile on both sides
need to setup the material in unity 
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
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
ah found out only mixamo only issue that wont work with thick hand.. do anyone use better rig without mixamo?
ping me please
I and I'm sure a bunch of others just make their own rigs
how
With something like blender or other 3d modeling software
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
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?
A lot of avatars come with blendshapes that change proportions of the avatar. Make sure you've gone through both the base and the clothes to understand what all options are there to get it to fit
Hard to help when we know nothing about your project. I'd suggest taking some screenshots of all the setup you have so far
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.
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.
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
Try attaching it to your hips not feet
report it
can someone help me with physbones?
Someone might be able to, but they would need to know what exactly your having trouble with. You ever worked with them before?
Can you explain/show what you did?
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
So where they working on PC, but not on quest then?
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?
i think so bc my friend is a pc user
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.
What do you need CATS for? Cause most of what that program does can simply be done in blender yourself
can u show me what i keep doing wrong if u dm
i mean, i have everything rigged, but i thought you had to have specific export settings that cats did for you
I just told you what it is you're likely doing wrong. I don't accept DM's and it wouldn't make sense to make the conversation private if someone else could help.
Just export as an FBX with scaling set to FBX All, and disable leaf bones
alright thanks
im kinda confused on what to do?
whats your problem>
i dont know what i can do
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.
can someone please help me with this
what about it do you want help with?
I kind of need help with the triangles and the skinned mesh
standard optimization stuff, w hich there are many tutorials about and channels like #avatar-optimization
did you need something specific?
I attached it to hips originally, but it looks like (see screenshot) when i put it to transform on hips.
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.
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)`
2 different shaders. You're using standard and they are using poiyomi. You can change shaders at the top of the material. You'll need to install poiyomi if you don't have it and want to use it
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 
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)
does anyone have an animation pack for their avi with more recent tiktok emotes?
i think is bc your missing some package
I'm not, I'm currently working with the creator of the model to convert it to quest and she's already confirmed I have everything I need in the project
All I required for it was vrcfury, avatar limb scaling and gesture manager
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
You can set the rig type in the import settings of your model
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
It still says the same thinggg

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
Oh lorddddddd this is my first edited avatar ima fix on blender 😭
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.
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!
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
You have to switch build target for each platform build.
Alright appreciated
i cant hear the YTDLP when testing for audiolink
alr im done i took down my post lots of random user add and dm me to help and request to pay them and i keep saying no for payment
How many physbone transform count to become medium??
if anyone message me for help and making them to pay me ill marked as spam
i got a stroke reading that / i need help ;-;
The thresholds:
• Good: up to 64 transforms
• Medium: 65 – 128 transforms
• Poor: 129+ transfor
idk if it for everyone but the sdk is not work
You should describe your problem in more detail.
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
Do you confirm that the avatar descriptor actually exist?
So at quest its only medium until it exceeds 32 transforms?
No. You have to take a look on your avatar object.
yeah, it has to be the component
Also expand it to see if it's actually intact.
wow I haven’t seen it looking like that in a while
That mean there are some error preventing it from working. So you have to see error in the console.
Did you update both vrcsdk base and avatar package to the same version?
i put it to another version and back to the current
You need both package version to match.
they are now
Does it work now?
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 :/
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
You have to animate audio source volume.
idk why but the phys bone on my poor model are not ding theat waht they shoud
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
hi, is there a newer maintained fork of CATS than neoneko's? as in newer and currently being maintained
talking about https://github.com/teamneoneko/Cats-Blender-Plugin which is afork of https://github.com/absolute-quantum/cats-blender-plugin
I am currently using a very old version of blender that works for cats
hey is it possible to make an animation play on an avatar whenever you jump? i really wanna make the jumpkit on my jack cooper avatar work
You can edit the locomotion I believe. If you use gogoloco you can look inside the files and find the base controller, and see what parameter it uses for jump.
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
my avatar appears like so when in playmode
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
sculpting in blender : )
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
I don't really need the shader, I'm trying to make a color adjuster on the avatar. Do standard shaders let you do that, or do I have to get custom ones?
standard is too basic, you want something with a mask so only parts will be affected by the color hue not entire avatar
first shows it affecting entire thing, latter shows the part that is masked (hue outfit)
this is the quest shader
same, i'm using 2.93 for this, trying to get my avatar into vrc, though i'll be using 5.1 generally
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
?
funny arm xD
If this only happens in PlayMode, you should check the default state of your parameters.
Found them
@icy loom i see you're new here too (i've been in the server a while but only just started talking in it) and i was wondering if you ever had an issue with "fix model" in CATS leaving your avatar's eyes blank? if so, how'd you fix? if not that's alright, i'm facing that issue and looking for a fix
The only thing I need to do is attach the clothes to the avatar after I re-fit the clothes
after you put the head on the body go over here, uncooked the first two and then hit merge all bones
got it, i dont think i need those settings for what i'm doing (not to sound harsh), i'm doing fix model in cats then importing to unity for texturing and then i think to vrc
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
That’s all I know how to do with the cats for now
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
that's okay! good luck with your model!!
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!
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
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.
how come a texture is perfectly mapped on blender but in unity it's completely wonk?
Wrong uv's maybe?
Yeah, my avatar isn't Quest compatible so I can't worry about those shaders yet. Guess I gotta find a custom texture if I want color changes then, or I just make some presets...
how do I fix uvs?
Go to your Vertex info section of your mesh and remove all but one UV map making sure it's the one you need.
thanks!
my avi isn't building I dunno what to do ;w;
my kinger avatar look fine on my end but my friend sees the head material as this. any help?
also i noticed some artifacts just above her eyes in unity but i'm leaving those, not sure if it might be because i didn't hit combine same textures
can pleas some one help
I fixed it -w-
figured it out nm
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
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
anyone know how to fix kinger
u have to have certain amount of trusated level and hours to upload
rig not setup right, you are missing bones
ik that, however when i try to build it for testing that where i get errors
Hierarchy also seems to be incorrect
shoulders and neck might be connected instead of to the chest
i tried building for testing and not publishing since im aware that i need to have a few hours in to actually publish
Yes
Anyone know how to fix this?
You have two systems trying to control movement animations at the same time
(usually duplicate controllers or duplicated VRCFury setups)
what's the problem then?
I know, im wondering how to fix this issue. Thank u
Select your avatar in Unity
• Click your avatar root object in the Hierarchy
Look in the Inspector
You’re searching for:
VRCFury components
OR multiple Animator / Controller setups
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
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
You can dm so I can fix it
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?
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 ?
I redid it and its loading ty for the help though, appreciate your work!
Okie
And i wonder where it's built incorrectly, is it because it's a valve skeleton (my model uses the skeleton of a source engine game model)
dumb question but can someone help me with the rest of my avatar for free?
nah its fine
probably
anybody able to guide me through this weight paint fix? a quick vc would be easiest
I wish this was a forums channel so requests didn't get buried
Find the bone that should control that part of the mesh, and select it in the vertex groups. Then paint it the same color as the other areas of the mesh controlled by that bone (set a value of the brush in the top left, and try painting with it. If it's the wrong color, do Ctrl + Z to undo and adjust the value again)
The gradient goes from blue to green to yellow to red where blue is the least weight and red is the most.
how do fix that
fix what?
the wings not on my body
not quite sure what's what here, but you also might need to explain how this setup, how they're attached, etc.
with vrcfury armature link and it shoud look like that
ahhhh, now I see what it looks like, that's really cool
thx man
kinda looks like maybe it was rigged for a different avatar?
okay
put wings/mesh under chest, done
unless its entire rig wierd
yeah that'd probably work
this is very much guessing, cant tell what it is / how it looks like
the hol prefab
you dont need vrcfury to have something follow a bone
align / drop it under chest bone , try playmode
okay so 50% works i dosent bend with the body
so it wants more then one bone to follow, then dropping wont work 🐧 (chest+spine guesswork)
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
anyone?
exactly what help do you need though?
idk how to actualy make a avatar i alr have a modle i like
have you watched any tutorials on this?
i heard most are outdated or bad
close enough to current: https://www.youtube.com/watch?v=bSwMz4WcajQ
ngl i would rather talk to soemone but ok
okay, I wish you luck in finding someone who will do that for free
thats fair
its hard to do since im on linux thats why i dident want to use a video lol
I use linux, what's hard about it?
im new to this thats why its hard for me
okay
everything is now the same color, under every bone, but now theres clipping : (
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
do you have a idea how do do taht then
you can transfer shape keys directly if the meshes are identical.
if not, you can try using some modifiers like shrinkwrap, but I often find it's easier to just reshape one mesh to match another manually.
im trying publish my avatar but it spawn this error, idk what it mean and how fix it
I'm assuming it's not clipping when in rest pose, but is when you rotate the bone? You'll need to improve the weight painting in that case. Don't be afraid to reshape the mesh, sometimes you have to move it further from the body, or add/rework edges so it bends how you want
i found somting but in the prefab is nothing
see the first pin here for how to share errors, but that one about the spine hierarchy and shoulders being wrong is the problem - redo/verify the humanoid rig setup
(or rework the armature if needed)
oughh why have we not figured out a better idea yet
blender devs get to work
I don't think there's a good way to do this though
yellow means it can't find that object where it thinks it should be
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
Try looking at how the leg is weight painted where the band coveres, and match the colors there
eh... remember that the actual color is not necessarily accurate
you can sample the weight at any point with one of the tools
But that doesn't change the animations; it just shows where everything is in the hierarchy.
This comment was about weight painting
What tool is it?
re: editing those paths, you can edit those paths if you want.
i dont get it i
sry
That's cool. When you color match it's usually close enough, but I guess you could just manually check every vertex like that
yeah - and if your weights aren't normalized, the color isn't really accurate
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
said it better than I could
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?
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
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
so yeah, "path rewrite rules" is what you should be doing
this path includes Chest twice, for some reason
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
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
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:
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
with too many synced bits, the avatar will likely fail to build in the SDK, or parameters beyond the limit will stop syncing, causing toggles and animations to fail to synchronize with other players
Ah.. that's super akward gotcha. Super weird the avi came this way. I also had to lower the resolution on the textures cause I couldn't upload the quest version.. was too big o.o am having weird issues I feel like I shouldn't from a purchased avatar lol
Just wanted to complain though. Thanks for info!
is it a booth avi bc i heard meny of that type avi have that problem and they are unoptimized
yeaa. i mean it's fine I know ENOUGH to edit but like.. loads of people don't so.. seems weird..
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.
oh! I do have fury so in that case the bit limit doesn't really matter?
Correct, not unless you get really nutty with how many parameters are in there.
Good to know!! Thanks 😄
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.
anyone know how mouth visemes work?
yes
no... but do you have a pic of this happening?
@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
put it in Blender, make sure it's standing on the origin, with all transforms applied
maybe its your playable layers?
i was wondering how to get this animation tab? do i need to download an add on?
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
vrchat will run blendshapes or a single bone, but you can use the Viseme parameter in the animator to animate whatever you want
I'm already lost
its a window in Unity that hidden by default