#avatar-help
1 messages · Page 273 of 1
How do i add shirt variants for my avatar? I want to be able to swap the textures through the expression menu
I do this using decal textures in Poiyomi, you get 4 per material
I have an avatar that has like 5 tabs with like 8 shirts on each
im wanting to replicate that cause im gonna make all the shirt textures myself
yeah, I have one with I think 4 materials, each with 4 logos
does it work for quest?
it doesn't
damn
I guess full material swaps in that case
yeah i'd prefer that
you may be able to use a sprite sheet if you setup the UVs right
yeah but then it'd have to be a high res image and it would likely not load on quest
yeah depends on what you're going for
just silly stuff like this
so how would i do this?
there are many many tutorials on how to do a material swap
first tutorial is asking me for a controller but i dont have one
create one
hi everyone! i jsut downloaded vrchat yesterday and did buy an avatar. i was trying to upload it but was told i need to wait for verification reasons, does anyone know how long its supposed to be...
you can create a new one via asset -> create, it's in the vrchat section somewhere
build is greyed out but let me previously
see the pinned message about how to post the right console messages - can't tell you much from those
did yall forgor
Hello guapos, can someone help me with a particle system? I'm trying to create some sort of "dark aura" for my client's character, the problem is that when the character moves some dots stay behind. I need everything to stick to the character.
I tried changing the Simulation Space from Local to Global, but that just broke everything
@storm granite sim space should be Local but anyway theres no way to attach it to a limb. ie theyd follow their own movement ie running around would move particles as well, not waving a hand. unless hand uses its own particle system and so on
Damn... is there some way to mask them, like not having the particles coming out from the hands?
you can emit from a texture or mesh
I don't believe you can do an actual mask though
from texture?
I'm emitting from the whole body mesh. But I don't want to have two skinned meshes because of performance issues
ah I'm probably confusing that with how you can sample the emitter mesh's texture for the color
@storm granite having a particle system 24/7 on quest is already cursed, if youre concerned with performance
or i rather should say "bunch of semitransparent sprites"
emitting say solid cubes is not a problem
Yeah I know 😩 I'm planning on having two different avatars, one for quest and other for pc
hey so im currently workin on my avi, and i want to add the boots to my novabeast, but the nova beast doesn t have a toe/foot blendshape so i ve tried to add a scale to my toggle to scale down the feet with a value of 0 but it still didn t work (also tried 0.01), now i tried to make it so it just hides teh feet, and guess what, still doesn t work so im rly out fo ideas
also idk if this si important but in play mode the toggle and the armature link dont show upo in the inspector
yeah you won't see armature link in play mode.
for the feet, I'd go make some shape keys
I was sure Novabeast had shapekeys for the feet, they just didn't work well for that boot. I can't verify as no access to any computer atm
idk, i wasn t able to find em, went and looked at all the blendshapes and havent seen 1
Is there a good tutorial on how to make an occlusion map without Blender?
ehhh without blender youd kinda have to rely on a shader creating it which then relies on a depth enabling light to be on the avatar which would be constantly being generated and regenerated making it less performant than just creating a static one in blender
What program do you want to do it in? And why no blender?
not sure if there is a thing in unity aside from shaders generating dynamic ones
Idk how to do bender that much
Blender is the easiest option, plus it's free and there are free tutorials. If you just follow a video tutorial you should be fine.
Half of them are outdated though
substance painter?
no? Baking hasn't really changed much even since I started using blender. Just look up a tutorial on baking AO on youtube. afaik there really isn't anything outdated in them. If you're having trouble with it though, you can post any specific issues you have here. The blender discord is also a good place for resources.
When you use default on, there is an option to hide when animator disabled
Click options on the toggle and you shouls find it
does anyone know what would cause my avatar to move around like this rather than being entirely stationary? currently on PC
It's the Additive layer in playable layers.
what does this mean? i didn't touch any of those layers and have never had this isuse until now so idk what's going on lol
like, how would i fix it??
Because it's the default behavior. You have to create a new empty additive layer and use it instead.
just create an empty additive layer and that's it? /genq
Literally what I told you.
idk what an additive layer is so i didn't know if you meant "use it" like i had to create stuff on it or just create a blank one, sorry
just wanted to clarify t.t
Have you take a look in the playable layers list?
It's in the avatar descriptor.
this is what i see. how do i create a blank one?
Simply as that.
Create "Animator Controller" asset.
How do I fix this errors I’ve been trying to fix them all dayy I can’t still fix them then when I tried to upload my avatar it said “This avatar is not imported as a humanoid rig and will not play
VRChat's provided animation set” but it’s put as humanoid and it’s just really confusing
See the Import Messages.
it says “Armature/Hips/Spine/Chest/Neck/Head and Head found in hierarchy for human bone Head, Transtorm name mapped to a human bone must be unique,” andddd I don’t know how to fix that..
alright so i got a quick question if this is the right channel:
where do i add community packages to my file like gogoloco or syncdances?
@austere pivot rename either head mesh or head bone
okayy thank you!
With VCC. You should take a look on install instruction on each package.
does order of blendshapes matter as far as ARKit goes? Ik its more proper to ask in the jerry's server, but people usually respond faster here lol
I know the blendshapes are case sensitive so that matters
Blendshapes doesn't have order.
awesome ty
friend of mine is experiencing some issues and we're basically trying everything to troubleshoot
mesh is named properly, all the blendshapes are there, but weirdly only the eye tracking works
double-checked for them too
super weird
nvm now it works, I'm magic :D
Hello! i'm trying to make an animation but now i can't hide my avatar... got any solution?
i tried what you see in the pictures (work in unity) but doesn't work in Vrchat...
thanks you for your replies!
I have an animation where my avatar need to be replaced by an item for the afk animation..
Tbh.. in my old animation a PokeBall spawn catch my avatar, scale down and tilt for my afk,
But now scaling an avatar doesn't work anymore..
I had the idea to not scaling down, just a big PokeBall spawn, catch, hide avatar and ONLY the PokeBall shakedown and tilt...
But I can't hide my avatar too...
Disabling your body's skinned mesh renderer will hide it. Perhaps another animation is trying to enable it
One thing to watch out for: you don't want to disable all of your renderers at once. This will cause your animator to pause forever for other players (since you're now always off-screen!)
Il will try it , right now thanks for your reply
To check if something else is animating it, try removing this animation (so that, in theory, nothing in your animator turns the body on or off)
then see if you can enable or disable it in play mode
i tried in play mode, i'm disabled, i will immediatly try on vrchat
so you can enable or disable the SkinnedMeshRenderer in play mode?
in that case, nothing else is animating it
it is weird that it'd work in unity but not in VRC
(you are using the Gesture Manager to test, right?)
of course
i can see myself in the mirror but only my shadow.. weird
VRC creates a 'mirror clone' and 'shadow clone' of your avatar
It is possible to desync their animators
You probably have something weird going on with your animator
for example, if you disappear when a parameter is set to true, but don't reappear when the parameter becomes false, it's trivial to desync them
are you available for screenshare?
for now i backup a virgin vrc_avatarV3actionlayer (only putting my disappearing animation in afk state)
everything ok for me?
same result..
work on Unity but not in Vrchat..
but if i use another animation than disable mesh renderer, the new animation work.. it's not my actinlayer the problem
Is it possible to sync dropped avatar object using vrc constraint/parent to a empty object prefab from files?
if its impossible like if someone shows my avatar position isnt at where i dropped it initially then thats fine
most about when i made an object like a cube from my root hierarchy (not any of armature bones like hand or head) and when put on world it stays in world space but sometimes others see it in another place
pcvr only avatar too, no quest support
If you turn on "Freeze to World" on a VRC constraint, then it will lock itself in place
If that place is not consistent, then the results will not be consistent either
OH im blind, ive been using the age old technique using position/rot constraint on a prefab in folder 😭
forgot about that..
for example, if someone late-loads your avatar and "Freeze to World" is on from the start, then the constraint will lock the object wherever it happened to be
it doesn't matter if you turned it on five minutes ago while you were in a different location
the actual position of the object is not synced
the only way to get a consistent position is to use something like the VRLabs Custom Object Sync tool
which actually syncs the position of the object
freezing an object will be consistent for anyone who was running your animator at that moment
(i.e. people who were looking at you and had your avatar loaded)
so if i have somethign thast lcoekd to my root avatar nd then drop it, someone alte laods or just regular ping desync during drop on movemnt, thats where desync happens?
even if using world drop option
or does vrchats world drop option offer better drop precision than the stone age technique
they have the exact same behavior, plus or minus the extra frame or two the old technique needed
(since you had to unlock one constraint, then relock it)
yes: if you're just saying "freeze this object", not "put this object in this exact spot", then it will not sync correctly for late joiners
yeah its like a droppable thing
(the latter requires much more parameter space and time, since you're trying to sync several numbers, rather than just sending a single bit)
thank you so much i needed that, my avatar only has like 19 synced bits out of 256
in that case you can spend quite a few bits to get a fast, precise sync
this means alot, its like im placing objectives around map and landmines for a LARP group on an avatar im making
oh yeah, in that case, you could use a very slow, reasonably precise sync
that'd let you place many unique objects
although i do myself move around alot
that's fine
I have an avatar that uses a system like this. I use it to place a "root"; I then use radial puppets to move props around relative to that root
i just go around and place things in spots i wish them to be
so I'm syncing:
- the position of the root
- the offset for each prop from that root
in your case, you probably just want multiple custom object sync instances
Since you're placing these once and leaving them for a long time, you can get away with very slow syncing
yeah since each object will have its own rotation and position
other people just need to run your avatar long enough to complete a sync
yeah ill make it resonable, its like 1-2hr events that this will be used so usualyl not any popin but i need syncign incase of position sync of objects i drop frequently and if anyone hits somethign that reloads avatars or anything to mitigate such issues
if your avatar gets completely reloaded, then your animator will need to be allowed to run for a little while again to re-sync everything
If you're operating as a "game master" here, it would be reasonable to give your avatar a huge bounding box so that you're always "on screen"
and thus your animator is always running
this also ensures that you can, say, trigger a sound even if you aren't being looked at
i do this on a lot of my horror avatars
we do tend to play in large maps but i dont spectate im like a hunter or somesorts u can say so do move around alot
but how does one persay change boundign box, lowk kind of forgot
a trivial method: add a huge cube, delete its collider, and remove its only material slot
it won't render anything, but it'll still expand your bounding box
oh then thats already sorted lmao
can you tell me how to fix it i have the same problem
because i have a very very large invis quad plane for a ping shader
quads are a bit annoying: they're thin on one axis
so it's remarkably easy for them to wind up off-screen
on one avatar, i just made like ten stacked quads so that one would be on screen
lol
not the best implementation
ill just use a big ass cube
but yeah i thank you alot for this
this is a game changer for me for what im making
i learned those are just leftover from when the owner of it imported it they do nothing the avatar works as intended from what i remember
also: if you're freezing objects, then make sure to hold still for a moment before doing so
to make sure that the position other players see is consistent
if you're using Custom Object Sync, then that's not an issue
the system captures the values you were seeing and sends them to other players
did notice that
but yeah ill be 100% usign object sync ,ty so much
is it possible to upload 2 avis in one upload (one for pc and one for quest) so that VRChat automatically shows whichever is compatible?
That's how it works!
you upload multiple avatars with the same ID
https://creators.vrchat.com/avatars/per-platform-avatar-overrides
This lets you choose which object in the scene is uploaded per-platform
How do I attach my hair on my avatar I keep having this problem 
And I’m trying to attach it to the avatar it’s not working
I'm just trying to find where that is to begin with
As in, the specific shortcut
Usually it has to be in the page where you download. Google would also usually yield as first few result.
Ahhh that's good to know. Thanks
I was just thinking there was some steam workshop equivalent within the creator
ohhh! ok so following this - i can have two "scenes"/avatars & just select which one i'm uploading, right? or do i need two different unity projects?
Not really. Many well known tools have their own domain.
you'd need both avatars to exist in the same scene
Ah
I don't have the avatar model yet so I'm doing as much as I can beforehand
oh ! ok this makes sense. thank you so much!!
how do i change my mamehinata textures in unity
by "change" do you mean swap? or edit? 'cause Unity has no image editor, you do that with an external program
So I installed something on blender and now my blender is crashing. I’ve tried uninstalling blender and reinstalling it and now it just keeps crashing. What can I do to fix it?
you could try deleting the preferences.. I have no idea where those are in Windows though.
I'd also suggest trying to run it on a command-line so you can see the log output... but no idea how to that on Windows either.
Both of these have worked for me when I had this issue
"installed something" means "installed an add-on", correct?
that's what I was assuming
(or are those called "extensions" now)
Yes, I installed robust weights transfer
but now it keeps crashing, even after I uninstalled a blender completely I even tried to restart my laptop
should I try running a different version of blender and see if that fixes it??
because I do not know what to do
you'd be using a different settings folder in that case
Is there any other version of blender that works with the cats tool? Other than 3.3.
because everything was working until I added the weight plug-in to put the clothes on the avatar properly
if you actually need cats, there's a newer one that works with blender 5
Could you please send me the link
I don't use it, so I'm not sure where it's currently hosted
do you know if i can set two different shader types for the two separate avatars? when i change the shaders on the quest one, it changes it on the PC one too
You need to use separate materials.
ahh thank you! i appreciate your help
are there any blender addons that you guys would recommend for making it easierr to add clothing to bases?
You can use CATS to attach it to the main armature, but you’d need to manually sculpt stuff if it isn’t fitted to the base
sculpt + robust weight transfer after
if clothing have bones you can sooorta make it work - pose mode it and some sculpting might help after to fix rough edges
i prefer a vrcfury workflow, are there any other ways to make that work?
ohhh man weightpainting isnt even an issue
those 500 blendshapes are 😭
i dont want to re-import my avatars fbx with clothing on it
i want to have a clothing fbx with duplicate armature, which gets merged on upload using vrcfury
Ohh
...just no idea how to get there 😭
Huh, alright. I mean, if that’s easier for you
it.. really is.
i dont use vrcfury for stuff like that
I mean
You could hypothetically import the avi into blender to sculpt and weightpaint, then just delete the body mesh and keep the clothes
Then export that and use vrcfury
reimporting fbx's for me has (30/1) basically always resulted in complete messes
lost about 2 projects to that
Probably your scaling
Different creators use different export settings
And overwriting the og fbx isnt always a smart idea
no, its like all sort of hierarchy issues
Oh?
yea
overwrite Og fbx (im aware, not the best idea) and everything just. Stops working 😭
sure if its an avatar with 1 body mesh and armature thats not really an issue, but if your avatars hierarchy looks like this it causes .. issues. 😭
O whats all the separate stuff
oh its stuff that happened in the past, cant really tell you in detail other than it destroys itself lmao
Ahh alright np lol
ive used empties in blender to see if i could use them as mesh toggles, sure work , wouldnt recommend it tho
empties with VRCFury components
makes toggles really easy
Ohh cool!
look into vrcfury, its really cool
oh?
what do you mean?
i dont recommend vrcfury but not like i care what other use 
why not?
its basic, good luck using multiple parameters , transition time, and anything advanced
you can merge fx controllers
loads of advanced stuff that can be made into a simple drag and drop with vrcf
export the armature and clothing as a single .fbx
well i had to prge my laptop just to fix to use blender again by going into my app data
hellp
hello
heloo.
Who told me to use robust weight painting
Transfer
because i wish to tell them that i love them.
I didnt have to even TOUCH the weight painter
it JUST worked.
my Life has been saved.
i need to know how to rig gng
Currently trying to find a practical way to toggle different heads for a cartoony/plush avatar without having to add more mesh. I want to transform the face forward (to compensate for the different head shape) while preserving all my blendshapes but the bones for the eye are ruining how it looks. Is there a way to transform the bones in vrcFury so I can fix this?
I hope this is the right place to ask
anyone know how to edit hand animation gesture (not the face)
that's not the default one?
the new one and the legacy, I'd like to know both if I could do that on unity
There are 2 parts for this:
- Making/editing hand animation clips.
- Customizing gesture layer playable layer to use the clips.
I do know that for the default hand gesture
I'd like to know the legacy and new one (the one that fist looks really strange) too bad I don't know what it's actually called..
the legacy one looks kinda like index hands
I'm also not sure what you're referring as legacy. If it's involving index controller, I can't answer abou that.
if anyone could hop in a call with me to help me with blender i need help attaching clothes / necklace on a body and to fix something on my shoes add me if you can help me
Ive watched tutorial but is very confusing me since im new to blender
well thanks anyway 
Anyone know why my avatar is rendering like this? Her animations are all fine and everything's tracking, descriptor is at the right height in-game, but the actual model of her is not at the right height.
You might have to screenshot how the avatar is in unity.
Usually an issue within your blender scene, or a scale isn't applied properly/you need to adjust your rig in unity
I think on my other avatar those big loops were higher, is taht my problem?
I would try in that order
it's in here
Expressions > Quick Actions to enable legacy hands
on vrc ring menu
I think that's involving hand tracking option since it came out at the same time.
With this, whenever I apply transformations to the model in Blender, it splits it apart. I've attached a ss of what happens when I apply any transformations at all.
It just yeets the parts everywhere, not entirely sure what's happening.
The big sphere is supposed to be the avatar head. So you have to check the rig configuration menu to confirm the head bone assignment.
It looks correct I think
The rig moves fine when I do stuff with it in the pose tab
The problem might be how the descriptor recognize the head bone. You should try adjusting head collider in the avatar descriptor to correct its position.
I think that worked? Loading it in to SDK test now
I’m in need of a avatar
So does everyone.
Head collider is in the right place but it's still rendering in too low.
Should I check the rest of the colliders? Or should I try fixing transformations in blender?
Since your model is made of multiple object parts, the next issue probably is the mesh bounding box. You will have to adjust bounding box to increase the size of each mesh bounding box to cover the whole avatar model instead of just covering individual part.
I see. If I make the whole thing a single mesh in Blender can I avoid having to do taht? It's not imperative for it to be multiple parts
It's actually might be better if you join every part into the same mesh.
Hey
I tried joining them all together in Blender but then the armature just stopped moving it. I think it's because all the armature bones are joined to separate pieces...
Are the objects weight painted or constrainted to bones?
None of them are weight painted, so I'm guessing constrained. I did ctrl+P then selected the bone option for all of them
So that's the problem. The usual method is to deal with armature deforming. But bone parenting is a bad idea because each part will incur its own gpu draw call.
I see. Guess I gotta redo my rig then?
I opened my project and I find this bug, why is this happening and how do I fix this?
refresh unity layout, just some wierd visual bug - had it once (restart after might also work)
Hey peepz, is there a way to make a particle effect form into a mesh or reverse itself?
I'm trying to make my particles dissapearing effect go backwards, I tried in the animator change the speed of my Motion to -1 but it didn't work. While the dissapearance still "works" now it loops itself. The animation's Loop Time checkbox is off and I'm just lost at this point 
can you help me explain what you mean by that specifically? I don't know what you're talking about or referring to exactly
A direct blend tree can play multiple animations at once, with any weight values
unlike a 1D blend tree, which mixes between at most two of them
if you give each child a weight of 1, they all get played with full strength
That still doesn't tell me much sadly
in your screenshots here, the direct blend tree has two children, and they're using the "LaptopUpDown" and "LaptopForwardBack" parameter
this is not correct: if you set the "LaptopUpDown" parameter to zero, then it completely ignores that child
(so you get no movement up or down at all)
Replace those parameters with a parameter called "One".
(and give that parameter a value of 1 in the parameter list)
the first child moves the laptop up and down, and the second child moves it forward and backward
you want to add these two things together
like this?
sorry if I mis-understood, I have no idea how this works
No. I did not say to change the parameter used by the 1D blend trees
Put their parameters back.
Change the parameters used by the direct blend tree. That's the leftmost one in your screenshots.
Sorry the UI got bugged and I was trying to remake it, like this?
Change these parameters to "One"
The other two blend trees – the 1D blend trees – should be using thje LaptopUpDown and LaptopForwardBack parameters.
They are blending between two animations (up/down or forward/back) based on the parameter's value.
The direct blend tree plays both of these at the same time, adding them together
did I do it correctly?
Yes, that looks right.
what's next?
You can remove the "One" parameter from your VRC parameter list
It does not need to be included in menus or synced
After removing that, add menu controls that use Radial Puppets to control LaptopUpDown and LaptopForwardBack
like this right?
Yep.
you'll then need to include that menu as a submenu of another one that's already used by your avatar
(you could plug it directly into your avatar descriptor, but then you'd have literally nothing but those two controls)
please halp 
Thank you that fixed it!
This is a difficult one. You can't just run the simulation backwards (at least partially because it's calculating each step based off of the previous step – you can't just ask "what does it look like at 10 seconds?" without figuring out everything else first)
but I'm still confused
why include the "One". is it there just to make sure this Blend shape is always active?
Each child of a direct blend tree must have a parameter
Since we want all of the children to be played at full strength, we need the parameter's value to always be exactly 1
thus, the constant "One" parameter
THat one I already did last time right?
I'm not sure what you mean by "last time"
the old screenshot I ping you when I ask what you meant by that
In your screenshot, you had set the 1D blendtrees to use the 'One' parameter
e.g.
this would simply play LaptopBack
since the parameter's value is 1, and the threshold for LaptopBack is also 1
which is setup correctly right?
No. That is wrong.
You want to be able to blend between the "forward" and "back" animations
if you use a parameter whose value is always 1, then you just get LaptopBack, always
how can you tell that its stuck on "1"?
the red cursor?
that cursor is just used for the preview
it's stuck on 1 beacuse you used the parameter whose value is always 1
that's why we called it "One" :p
stop and think about why we're using this 1D blend tree in the first place
Ohh right-
but if I use the "LaptopForwardBack" parameter, then its able to blend between those 2 states, correct
and then we repeat again for the 2nd one which is Up and down
then how you blend those 2 sub trees together?
that's the job of the direct blend tree
it plays both of those trees – the up-down tree and the forward-back tree – at the same time
in the direct blend tree. the last 2 is controlled by Radial puppet I set it right?
and the "One" just makes sure this blend tree always run?
The direct blendtree has two children.
Each child is using the "One" parameter, so each child gets played at full strength
The DBT doesn't care what its children actually are; it just plays both at full strength at the same time
Each child is a 1D blendtree, and those blendtrees use the LaptopUpDown and LaptopForwardBack params
and that's because of the "One" parameter, did I got that right?
Right
If you used a parameter with a value of 0.5, then the effect of the children would be halved
so the laptop would move half as far
So you need the "one" to make sure the BlendTree children are always on
Yeah.
but the other 2: "LaptopUpDown" and "LaptopForwardBack" is to for the Blend-tree Children what state it should be in between 0 and 1, I got that right?
Yes, and the Radial Puppet controls will give you a value in that range
which matches the default thresholds here
a value of 0 will give you LaptopForward; a value of 1 will give you LaptopBack
and anything in between is a mix
Okay now I understood. Thanks for your patience and sorry about the confusion
I'm struggling alot with Unity
hi, can i replicate some in-game maps lighting in unity? my body/head colors seem to mismatch in game but in unity they look exactly the same (in dark or bright unity lighting)
I know how my simulation works, and it works fine if it's just the dissapearing effect, but I need it to morph again into the mesh of my character :/
Look at your body and head objects. Each one should have a SkinnedMeshRenderer.
Is the "Anchor Override" property set?
If not, set both to the same bone (e.g. your chest bone)
This controls where Unity measures light from
if anyone could hop in a call with me to help me with blender i need help attaching clothes / necklace on a body and to fix something on my shoes add me if you can help me
Ive watched tutorial but is very confusing me since im new to blender
well thanks anyway 
So I added facial gestures to my avatar to my avatar but when I do any gesture her faces get stuck, how do I fix that?
Show how you set up the animator
Does anybody know how I can enforce a tpose? Never had this issue before.
I enforced a tpose and it just won’t accept that
what are you actually trying to do?
I just want it to tpose
I’m in the bone setup menu and it’s just not a tpose, if I enforce it it doesn’t stick
Just Unity
if your avatar isn't T-posing before you get to that, the rig setup isn't going to make it do that
It should be is the issue, I don’t know how or why it isn’t
I’ve used this base for 20+ avatars
Is there something in blender I can do to enforce a tpose?
is it not t-posing in Blender?
It is, it’s the elbow and all the fingers not aligned in Unity
you'd have to re-pose it, then apply the armature modifier to each mesh to affix its position, then deal with the armature's rest position
How? It is tposed
yeah I got the impression it wasn't, I said that before I saw any images
Sorry
Anyone know why these thin white lines show up on the edges of my ears? it only seems to happen in mirrors
I figured out what it was and I’m not sure how to fix it
My guess is an alpha ^^
oh? what was it?
I trouble shot and the avatar was completely fine until I merged the head
The head is only a head and eye bones, no extra armature
ooh - did you not have all transforms applied before doing that?
"eye bones" are extra armature though
what does this mean? ive never had this problem before
exactly what it says - use a newer SDK
If your SDK is under 3.9 it fails to upload
I’ll try that now ^^
if you're merging armatures though that's going to be another step
How do I get the newest sdk?
VCC or Alcom
It’s still broken 😔
I applied transforms to both armatures
Maybe I should delete those and make it manually?
I didn't say that was 100% going to be the solution, just a thing to remember to do
I don't really know what you have there so it's hard to be specific
I tried to make my own head and it still broke
I'm not really sure what you're doing here
The base armature and body are completely fine
If I add the head in any way it break.
I tried to merge armatures and it broke
I tried to make my own eye bones in the base armature and it broke
If the head is in any way involved it breaks
explain "add the head"
Like the head mesh
okay explain "add the head mesh" then
If I just put it with the body base and it’s armature at all
ok, I'm not sure what you're doing, sorry.
If I use a cats plugin to merge the head’s armature and the main base’s armature it breaks
oh so the head has an armature too?
If I use armature deform built into blender, it still breaks
Yes, but I also tried to make my own off of the main armature and it broke
So I think it’s the mesh somehow breaking it
yep, no idea what it is you're doing.
If I merge armature 10 with 3 it breaks
If I modify armature 10 at all to match 3 it breaks
If the head is added under armature 10 in any way, it somehow ruins the tpose
"breaks"?
also what does "merge" mean exactly?
The cats plugin has like a “merge armatures” part to it which I usually used. I used that for everything on that model and it only broke on the head
ah okay, I don't know what that plugin does
But if I manually add bones to armature 10 and add eyebones or connect the head mesh to armature 10 it just ruins the tpose
I'm not sure I understand how adding bones "ruins the tpose"
Neither do I lol that’s why I’m asking for help
Whenever I added eyebones or added the head mesh to armature 10 it would offset the arms into this
I tried it in Unity without the head mesh involved in any way and I got 0 errors with the armature
I’m sorry to give you so much trouble with this
sorry, I have no idea what's going on here
Avatar creation is stupid
Thank you for trying to help, sorry again for the problems ^^
Fellas, please help im on the newest version according to VCC
you are definitely not if you are getting that message still. Go into VCC, find your project, click "manage" and make sure the SDK in there is 3.10+
Thank you :D
wait did the version for unity and vrchat compagnion changed???
I just added a blendshape toggle to my avi. By all means, I did it correctly, however when I press play, the blendshape is at 30%, which is weird because the toggle is a boolean defaulted to on.
The blendshape is at 100% when not in play mode. The blendshape values are set to 0 and 100 for the animation toggles. I'm using blendtrees for the toggle and it uses a float value (because it's a blendtree) but it's still a boolean parameter. I made sure to remove the animations from the base layer when I created them. It's using the correct parameter to toggle it and the toggle actually works. Once it's toggled, it correctly goes to 0 or 100.
But by default it's 30%. I'm just lost, what could be the culprit? I tried restarting Unity and that didn't help either.
Trying to export the fbx for avi from blender to unity, having an issue when importing fbx to unity, fbx is invisible when being imported to unity
first time export or a re-export?
inbetween ill say with the whole unity
no, I mean is this the first time you are loading this .fbx into the scene, or did you just overwrite the file for an existing project?
overwrite the fbx
ok possibly you changed export settings from what were previously used. If you don't have "Apply scalings" set to "FBX All" then try that first, unless you know it should be something else.
its smthin else i assume... I tried scalings and still didn't load fbx properly besides armatures
trying out blender to make models for the first time, when i import the fbx it deletes some faces
likely the faces are flipped and you're just seeing through the backside
in blender, at the upper-right of layout mode under the "show overlays" icon is "face orientation" - turn it on, and anything red is the backside. Flip those so the front-side is facing out.
poofs
yeah, the avtar in the scene has scale 100, that means it was likely export with "apply scalings" set to "all local".
you could overwrite with that setting, but personally I'd set it to FBX All and then redo the rig setup and deal with the scaling being set properly to 1
What is the default value of the float in the parameter list?
Anyone else get loads and loads of these errors in the Unity console as they build out their Controllers? As far as I can tell, the error doesn't actually cause any issues, but I've had friends worry about all the red text popping up. Does anyone know what causes it? They seem to appear most frequently when I'm making large, tedious edits to Controllers, such as duplicating States or adding a bunch of new Transitions. Causes, fixes, anyone know anything about this error?
having a super bizare issue. cannot, no matter what, get my avatar to behave normally.
setting its origin point sets everything to 0 makes it look fine in unity up until i use gesture manager or upload. once i do that, it teleports its hip bone to the floor and in game, it snaps your hip to the ground and your viewpoint stays where it would normally be
ive tried EVERYTHING to fix this
You should provide more information, especially screenshot what the avatar actually doing.
In the animator parameters its 0. In the avatar parameters its true
Question
So how hard would it be to make an avatar that could go from a smaller form, to a bigger form like this?
Is it even possible?
possible, but making the humanoid animation is a pain , generic would be very easy
your skill level may apply < i barely done humanoid animations but in unity is not the way of doing it
I know literally nothing
But I'm sure that by stitching together enough YouTube tutorials, guides on the internet, and help from you guys- it's possible
@shrewd finch afaik you cant do that with properly working fbt nowadays
if you dont have fbt then i think gogo loco should be able to scale still? not sure
if you mean changing avatar scale with animations
if you mean transforming to a vehicle thats easier
Ah yeah I won't be doing fbt
Not a vehicle. Going from small uncombined mode to big combined mode
mine says show when animator is disabled is it the same? i don't see the hide
i bought an avi, in the pc version the ft and non ft body meshes are swapped in the visme slot so the vismes dont work, and it wont let me change them, why could that be?
ik thats the issue
but it wont let me fix it
i tried to ask the person who made it, they are no help
oh wait nvm it swaps
is there any reason why i wouldnt be able to edit an avis vrc avi descripter
Unity got confused. Try restart unity.
are we sure? bc i've restarted it a few times, every time i open it i still cant
its not a prefab
it an avi i bought
Can you create new object and add avatar descriptor and see if you can edit it from there?
wdym like add the avi again orrr
- create new object
- add avatar descriptor
- edit that avatar descriptor
Trying to figure out whether you can't edit just that avatar or everything.
do what renfrew said, its a debug tactic. We want to see if all descriptors are broken in the project or if its just the avatar
okay
yes i can edit the descripter on the empty object
So your avatar descriptor is having the issue. What's wrong with visime if you said it has already been setup?
so in the package theres a ft version and a non ft version. when i delete one, the other has no visme mesh, meaning the body meshes are swapped and i cant swap them back bc when i try to edit the desriptor nothing changes it wont let me
In this case, you would have to duplicate the avatar object, then delete and re-add the avatar descriptor component, and setup the avatar descriptor to replicate the original descriptor.
couldn't you just open the prefab?
i tried
i think
actually idk how do i do that i thought i new but ig not
i unpacked it but that didnt work
dont unpack
there should be an arrow at the top on the avatar in the hierarchy, if you click that it goes into a prefab editing mode. Or, double click the prefab in assets
dw i restarted it without saving its not anymore
kk
this is the prefab..
so just drag the body mesh from the hierarchy into the descriptor and then that should fix it right?
because they were swapped?
i did and and it didnt work theres no blendshapes
you might have to manually assign the viseme blendshapes
like for sil click the box and find the viseme.sil or whatever its called
might be vrc.v_sil
You have to edit it from the scene. You're in prefab editing mode which may have more problem if you don't know what you're doing.
the whole problem is that they couldn't edit it in the scene...
Build failure usually leave a built prefab file there.
And editing the built prefab is also incorrect.
ahh yeah wrong prefab then yeah?
It's a wrong prefab to edit.
idk what to do...
open 'open me' and what do you get in there?
scene file should have it all setup - since it a booth it better be
the same project i've been trying to work on this whole time
its not a booth, it is all set up but its broken and the creator even said its broken
right, but we might be able to open the real prefab from the scene. not the failed build
What an irresponsible creator, selling a broken product.
they just found out yesterday i think their working on a fix idek
i think their sorta counting on me
i open the OPEN! and is still the same thing
theres no prefab in the scene to open
what do you see in the inspector when you click on the avatar?
Where was this avatar even bought
thats the inspector
the visme mesh is wrong like 100% sure no doubt
and it doesn't just let you drag in the correct one
yup
thats weird, it doesn't seem to be in a prefab
yeah ik its weird and the creator is no help
you might have to delete the descriptor and redo it. I would copy the descriptor component, then delete it. add a blank descriptor component and then paste as values on the componenet. then see if its editable
ok delete the descriptor and add a blank one. can you edit the values?
ok, you need to manually add everything like the old one
yeah
I wonder whats with the old one that makes it weirdly uneditable
yeah idk
That means it already shouldn't show. Only when you have "default on" set, then you havw "hide when animator disabled"
i think the issue is fixed im uploading now
Does someone know why my eyes don't move? I have all this done, but they arent moving and i dont know why
Are you sure you're using the right eye bones?
@scenic bridge they not moving in game? then smth is blocking their movement, temporarily remove fx slot and see if its fixed then dig down what may use 'animator tracking control' and disable eyes.
Okay, lets see
show how your eyes are in blender, cause those values are not how default would be - needing a value looking straight is a dead giveaway
The problem is that i rig on 3ds max, and when exported to unity, the y and z invert themselfs
i solved it
the problem was a physbone collider
I set up one so the hair wouldnt put of her face but the view position was inside that collider, so it didnt register, thank you everyone
Something to thing about: Many hairstyles can be set up so they dont clip through the face without using colliders. It involves bone rolls, physbone limits and pitch.
I’m having a problem with my vroid avatar that I made
It’s not optimise
And it said the bones on the hip is not matched
I think it’s the problem with how I proportioned it because I was trying to make it look silly and cute
This is the model
If anybody would be kind enough to help me fix it because I don’t know what to do I’m pretty new to modelling
and I found out about vroid
what does 'Not optimized' mean?
On unity it it says that the limbs are mismatched because on vroid I just made the model look cute but on unity it says that it’s really bad looking and I was confused on why
show me the exact error message or warning you are seeing
i also need to see what the actual problem is
"really bad looking" is not very informative (:
okay, so show screenshots of what's going wrong!
The messages in the VRM converter look like they're the Quest limits
whilst you're looking at PC limits in the control panel on the right
This is how the model looks in unity
I use my PC to play the game because I don’t have a quest and when I tried it out, people couldn’t see it and I was really confused on why and I tried fixing it and I didn’t know what to do
these two warnings are about possible IK problems (that stands for 'inverse kinematics' – it's how the game poses your avatar to match your trackers when in VR)
The first one is happening because Unity imports the bones in alphabetical order. I'm not really sure exactly what goes wrong.
The second is happening because your hip bone is pointing straight down, rather than straight up.
I honestly can't say if either is going to actually be an issue in-game; you should test it and find out
unless you upload a Quest version of the avatar, people using Quest will not be able to see it
i believe they'll get an "impostor" avatar generated from the PC avatar, but I don't really know how that system worksw
I’m trying to make it so that a lot of people can see it in game. Is there a way to fix how the limbs are?
Because I’m just having a problem with that
And when I click on show it doesn’t directly tells me what the problem is and I really wanna use this model because it’s really cute
How do I check the other stuff with the warnings so that I could fix it?
Anyone have ideas for this? I'm still struggling
I’m still really confused on what I can do to fix it
I really don’t know how unity works
The warnings about the limbs have nothing to do with people not being able to see your avatar
nothing whatsoever
Is it the polygons?
no, it's because you haven't uploaded a Quest avatar at all
How do I do that?
first: people who "couldn't see it" were Quest users, correct?
they could still be PCVR players; Quest players will have an icon on their nameplate
Yeah, when I checked my model on the game, it said that it was only PC or just showed the windows icon
You'll need to create multiple versions of your avatar: one for PC, and one for Quest.
You can set up the Control Panel so that you upload both copies at the same time https://creators.vrchat.com/avatars/per-platform-avatar-overrides
But it’s still showing me the warnings with the limbs do I have to fix that? Where can I find it?
again, those warnings have nothing to do with your problem
i explained what they mean here
you'd fix the first one by renaming the bones in the model
i don't know how the vroid converter works; if it doesn't give you an FBX file, i'm not sure how you would fix the bone names
if you expand J_Bip_L_UpperLeg, you should see at least two child objects
it's complaining because the first one is not the lower leg
(because of the alphabetical sorting)
What did you just change?
You must not rename the humanoid bones.
Unity is looking for them by their exact name
You can rename the non-humanoid bones
I don't know what you changed or what bones already existed, so I can't tell you more than that
You can only rename them in a different program, like Blender
Those warnings before were just warnings by the way, they won't break your avatar. But this one is an error and you cannot upload your avatar until you resolve it
Do I have to get blender to fix up the model so that it can have mapping for the feet and hands?
No, you need blender to rename the bones
Lower leg is supposed to be a child of upper leg
this renaming does not make any sense
^^
I think you can just rename the objects in the scene – it's complaining about the bone names that are seen on your avatar, isn't it?
I could be wrong, but how would the mesh know what vertex groups are what?
oh, renaming bones means nothing
If you rename the bones they would no longer match the vertex groups right?
the SkinnedMeshRenderer simply has a list of Transforms to use
I’m in the warning with the red symbol, but it says the feet are not specified which is confusing
Ah
yes, because you've renamed your humanoid bones
Unity can no longer find them by name
Undo whatever changes you made
I'm pretty sure the warning is there due to some kind of bad behavior of FinalIK
(i have no idea why else it would show up)
The warnings don't really even do anything especially if you aren't using full body tracking
Again: undo whatever it is you just did
You cannot rename the humanoid bones
Undo it. Put it back the way it was.
Ok
I’m using VR chat creator companion
And this is what I see on the assets
What do I need to do?
I could give the model if you guys could check it out
i would look up a tutorial specifically for VRoid Quest avatar conversion
I don't know much about VRoid (and I also don't do much Quest stuff ether)
the basic idea is that you'll copy the avatar, then fix things that don't work on Quest (e.g. switching materials to use Quest-compatible shaders)
Okay, I’ll try to see that, but I am going to still show the model because I still don’t know that much about all of that stuff
Did you buy that avatar?
I can give the permission to download it if I get a link
Oh no, it’s a studio thing that I found where I could make my own models
Oh okay
bips probably cause you converted it in unity , blender would have normal names instead 
If any of you could check it out, it would be awesome because I don’t know how to fix it and it’s really hurting my head
Alright, at this point I've quite literally remade the toggle from scratch and it's still having the same issue 😭 I am just so lost. Never had this issue before
so, you have:
- a float parameter in your animator
- a bool parameter in your VRCExpressionParameters list
- a Toggle menu control for that bool parameter
and you're saying that you see the bogus 30% blendshape value until you interact with that menu control?
Yup
so, even though you see a checkbox in the inspector, every VRC parameter is actually stored as a float internally
i suspect that the default value of your "bool" parameter is actually 0.3
i've experienced similar issues when switching a parameter type from int to bool
(specifically for menu controls)
I get that
if I had a toggle that used to set a parameter to 2 before the type change, it would show a checked box, but not actually set the parameter to true
very confusing
so, I would change the type of the VRC parameter to float and see what the default value is
Alright
Wow.
It's as simple as that.
:'D Thank you
And yup that fixed it. Discovered in the process that another toggle had the same issue, and I had no idea. 😭
so i'm trying to dip my toes into blender, and make my friend a birthday present of their favorite character in different clothing. I need help knowing how to mesh that cylinder into a proper body to attach the arms and legs (they're a cookie btw so the arms and legs have to look like that)
pls @ me if you can help i'm new to this and wanna get better
i'm currently making a V2 of my own character, and there's a little black spot affecting my character's shoe, and no, i didn't purposefully texture it like that, how do i get rid of it
i applied "Toon Lit" to the material
try toon standard, lit is old and affected by vertex colors
could be that you have, if it goes away using standard it is 
the black spot is gone, now as for the 2d visemes, is the animating process different with that material or is it the same as the toon lit
Can i get some kind of Youtube guide for making avatar from scratch?
I only found ones that ask me to buy a Female Body kit on Gumroad and just import it.
Do you know how to model characters in Blender or similar?
I made a model, and gave them bones.
Even Weights.
But Unity just spits it out.
you'll need to provide more detail about the problem
Make sure they are spelled correctly and that you don't have something that's not a bone with the same name
Ie. A left leg is typed as L_Leg on both the mesh and bone
That's usually the issue from what I seen
also re: bones, which bones? there's a pic of an ideal rig pinned in #avatar-rigging
Spelling for the bones is not relevant except for your reference.
Really? I thought unity wouldn't read it right if it was spelt different? Or is that like an old thing?
it takes some guesses based on the names, but there's a lot of variety and if it can't guess you can always just assign bones yourself too.
Gotcha
Also guesses based on first children, like spine is usually the first child of hips, and so probably is the spine even if you named it "monkey"
I used this guide.
And imported the same way she did in 1:30.
https://www.youtube.com/watch?v=ixT8MssX_AQ
I'm not going to watch a video, sorry. I'm asking you to explain what problem you want solved, "unity spits it out" tells us nothing
Ye, my rig doesn't look like that at all, and i have no idea how to make it look like that.
You should have a list of errors
A video doesn't assist much as we don't see their errors unless they purposely do it and explain how they fix it
There should be some tutorials out there about rigging.
You do this in blender, way before you get to Unity.
From all tutorials i saw on Rigging, all my bones should be connected.
But "ideal rigging" you showed have most bones separated.
by "connected" do you mean where a bone's head is snapped to its parent's tail? that doesn't actually matter.
Also you don't want/need those diagonal hip bones for VRChat.
you do need hands/feet though, even if you have no mesh weighted to them.
also not sure about those legs - humanoid legs have upper, lower, and foot.
Yes ^ this is the ideal rig, though its' got an upper chest shown, that's optional.
I forgot to specify, that i am making a PC avatar.
I am not planning to get a VR Headset or Tracking.
doesn't matter
You need the same bone spec regardless.
if you want VRChat to animate it it should be humanoid
minimum bones , they just have to exsist
I guess i am gonna try to re-rig.
Thanks for help.
I tried everything, I don't know how to fix the hair from clipping on quest. Everything is fine on pc
Does it show the same result when in unity?
No, only when your in the game
How about when testing with gesture manager?
It looks completely normal even in gesture manager, its just when you load into the game
i keep getting this warning PC and quest avatars but it is present on my PC version and the assets + toggle are in the exact same location in the hierarchy. any idea how to fix it?
When testing in gesture manager, try changing Upright parameter down so the avatar play sit animation, and see what it does.
Everything still seems attached, I don't know why i'm balding in game
You hair in game seems to be positioned a little bit below than where it supposed to be.
Or head got scaled to become larger but the hair didn't follow.
I changed the hair size and lifted it up, no solution
In the game it seemed nothing changed or got resized
Anyone know what hair its using
Is there a plugin or maybe in vrcfury that I can transfer over from a prefab every toggle all at once like pumpkins avatar tool?
by "toggle" what do you mean exactly?
are there any plans at all to increase parameter limits from 256 to 512?
i am planning to get face tracking and the parameters that takes up leaves almost no room for anything else
No plans. At least no official statement.
vrcfury has a parameter compressor that may work for you
i am unable to figure out why android is not a selectable build target. seemingly unity is not recognzing the android platform module as being present, but nothing seems to fix it
You might have 2 unity installation, one that installed via unity hub/vcc, and another one with standalone installer. The first image you showed is from the standalone installation.
indeed i just checked and that was the issue lol
thanks, it works now
i have a question why is it that my avatar said she was at 28.9 mb i droped all her textures and every thing and it sky rocked to 56+mb i dont understand this
crunch compressed vs uncompressed maybe, or depending on what metric you were using the space occupied in vram will always be bigger because block compression formats have to be uncompressed
ie a 2k bc7 texture with mipmaps will be 5.3 mb on disk, but 21.3 mb in vram
same thing for ASTC compression on quest
my character's arms in unity aren't looking too good, how do I fix this?
the shoulders are disconnected, and the elbows are specifically deformed
problaly a weight painting issue
got an issue of my own, shading looks fine at first, but through a camera it is black, It used to be that way before i changed it, how do i fix this?
in game it has slightly off looking shading, and in dark places it's mostly black.
YEA, it worked out well, ty
👍
Try vrcfury’s anchor override fix component maybe?
what's that?
its a component that makes lighting even among all your meshes

If that’s the issue
you could also just manually drag the chest bone into the anchor override slot on your mesh renderers.
That too :p
where is anchor override?
did you look where I just said?
clearly. "mesh" is the part of the avatar you see. a "mesh object" is a unity object with a mesh renderer component. Look at those.
they probably have obvious names like "body" and "t-shirt"
@wintry moth How do you achieve such a flowy effect on the hair of your models while also making sure the hair keeps from moving too far? Apologies if I'm bothering ya but I use some of your avatars and I'm REALLY curious how to achieve that effect. I can't seem to figure it out.
oh hiya!!
I use physbone limits!
ok, i think i found the overrides menu
menu?
no.
well
I have no idea really - you cropped that so I can't tell where it might be.
you're looking for 'anchor override' specifically on a Mesh Renderer component.
That is not on a component.
That's prefab override stuff, since that object is a prefab.
Thanks a million I super appreciate it!
I've never seen your project, so no idea where your mesh objects are.
Anybody know how to fix this ? I tried weight painting everything 😭
fix what?
I sent pics
Yes I see pics, but you haven't said what about them you consider wrong
The white holes are her skin
I'm trying to cover it and idk how 😭
It's my first time weight painting after watching tutorials
if this is a result of you rotating a bone, then less weight paint possibly.
oh - weight painting is hard, takes lots of practice
?
What are you asking me here?
Make it all blue I guess
you asked what my project looks like
neat.
am i in the right place?
Remember that weights are relative, and also that one vertex could be weighted to multiple bones
You see in the inspector where it says "skinned mesh renderer"?
yeah
Then you are in the right place. Open "Probes", I think it's in there (I don't have Unity open)
And so you have discovered the "Anchor Override" slot, which we were talking about
what do i put in there?
I said that in my first comment about this.
opening the menu doesn't have anything in there
Hi is anyone able to hop in vc with me to help me with my avatar creation?
you're more likely to get an answer if you explain in text what problem you have.
chest bone in scene?
Your avatar's chest bone, yes.
you could put anything, but the chest bone is a good center point.
Do this for all mesh renderers and they will have consistent lighting
i think you misunderstood my problem, the camera acts like it's still black like it used to be.
I have no idea what your problem is, I was just replying to someone else saying that if you don't use Fury, you can do this manually.
oh
I didn't scroll up from there at all
can you tell me how to do your method?
i have VRC fury iirc
VRCFury has a component that does what I just told you how to do manually
that is all
(vrcfury.com for documentation)
but i tried it manually and it didn't work
then that isn't the solution to your problem
i think it's a material thing
you have to download vrcfury, then click on your avatar in the inspector, scroll down, “add component” and find “Anchor Override Fix”
Kazin’s is very practical since it isn’t upon build like vrcfury ❤️
Could possibly be bounding bodes too?
(but you should do it anyway, for consistent lighting)
yeah I try to avoid Fury as much as I can.
Its good for a few things
Check your lighting settings and see if they’re all consistent
light data?
I’d say be sure all the light data is consistent, add the anchor override component, and double-check in-game
Hi! I am very new to VRchat and I just purchased my first avatar. I followed a tutorial when uploading everything into unity. Unfortunately, when I was about to publish my avatar I was hit with a bunch of errors preventing me from uploading. I believe it's telling me that I'm missing stuff but I added everything that was given to me from the package.
Sorry if it sounds kinda stupid, i genuinely have no idea what i am doing...
Feel free to share the errors - see the first pin in here for instructions on how to do so
something worth noting is that the shading doesn't work when i look in the mirror unless i'm close
Provide them errors, lad
Ok so that’s why I’m still thinking its an anchor override issue bah
sounds like inconsistent lighting between different materials
ok
Or that, yeah
which shading method are you using, realistic?
Are you sure the lighting is all the same ??

this setting: https://www.poiyomi.com/shading/main#lighting-type
(Poi docs are very good, I strongly suggest reading them a few times, if you use the shader)
Here is the list of errors!
See that message again - paste the first few errors, not the last.
i use multilayer math
Validation issues?
well, that last one is definitely a problem - too many parameters
Im not sure what that even means if im being honest, i just saw the avatar and thought it was really cool.
(which means too many options or extra junk on there)
Huh maybe it uses param compressor
if it did, that error wouldn't be present
What avi is it if you don’t mind me asking?
Fair enough
Ruin by Kai's Oasis
Lemme google rq. I’m not familiar with them
Oh yeah, these sure are big
I honestly recommend you contact them if you have uploaded issues
That way you can get your avatar and be happy. Refunds can’t be done with digital products sadly
Majority of creators have discord communities so I’d say check their payhip 💗
Hypothetically you could add parameter compressor too with VRCFury 
you could post the first error as we said, maybe it's an easy fix
im not sure where to locate the first error, sorry
right now we don't actually know what the root cause is
can u direct me to how i can find it (please)
I said, and that pin says - at the top of the console list.
literally scroll that list up.
Its at the top of the console tab if you scroll up, yeye. Should be a red error
ok so i did the anchor ovverride, still looks wrong on the thumbnail.
Those are usually the ones that primarily cause issues
How about in-game?
thats auto now of you have fury on
im trying to use VRCOSC but im having a hard time figuring out how to set it up properly after install and a harder time finding videos
Hm alright. Well maybe they need fury
#avatars-osc for more specific help
lemme do a quick test'
ah thanks
I did what the video said
errors are red, the white ones are just info
Scroll up to the top of the console with the first 2-3 errors shown, and paste a pic of the entire console window, with the error count in the upper-right shown, as well as the scroll bar.
this way we can make sure you are in the right spot
sorry lol
That - that's ideal, thanks.
kay so your issue is you have not installed some package the avatar requires
that "missing script" error is the probelm
I'd bet it's VRCfury if you also get an error about too many parameters
Check the creator's documentation for hints on what other packages are required
Yess!
the one about Gesture Manager isn't required but it's a useful tool, so I'd install that too.
Here, let me get them the link incase thats the problem
Anyway - this is a good time to point out that once we see the root cause error, a solution becomes quite clear 🙂
what, vrcfury.com? 🙂
ok I need to go change some spark plugs - good luck
Ciao 
ok i'm testing in game
Alrighty ^^ if it doesnt look any different that rules out anchor override and basically confirms its a material issue that needs tweaking
i dont have this isntalled, should i install it?
Yes! Then add it to your unity project via VCC
This may be why the avatar isn’t uploading
Missing scripts are a fairly common issue