#avatar-help

1 messages · Page 273 of 1

hallow coyote
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oh ty

fluid sonnet
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How do i add shirt variants for my avatar? I want to be able to swap the textures through the expression menu

somber sequoia
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I do this using decal textures in Poiyomi, you get 4 per material

fluid sonnet
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I have an avatar that has like 5 tabs with like 8 shirts on each

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im wanting to replicate that cause im gonna make all the shirt textures myself

somber sequoia
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yeah, I have one with I think 4 materials, each with 4 logos

fluid sonnet
somber sequoia
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it doesn't

fluid sonnet
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damn

somber sequoia
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I guess full material swaps in that case

fluid sonnet
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yeah i'd prefer that

somber sequoia
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you may be able to use a sprite sheet if you setup the UVs right

fluid sonnet
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yeah but then it'd have to be a high res image and it would likely not load on quest

somber sequoia
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yeah depends on what you're going for

fluid sonnet
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just silly stuff like this

fluid sonnet
somber sequoia
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there are many many tutorials on how to do a material swap

fluid sonnet
somber sequoia
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create one

whole ivy
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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...

fluid sonnet
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i dont have any

somber sequoia
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you can create a new one via asset -> create, it's in the vrchat section somewhere

west cipher
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build is greyed out but let me previously

somber sequoia
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see the pinned message about how to post the right console messages - can't tell you much from those

wild basin
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did yall forgor

storm granite
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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

timber wharf
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@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

storm granite
somber sequoia
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you can emit from a texture or mesh

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I don't believe you can do an actual mask though

timber wharf
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from texture?

storm granite
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I'm emitting from the whole body mesh. But I don't want to have two skinned meshes because of performance issues

somber sequoia
timber wharf
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@storm granite having a particle system 24/7 on quest is already cursed, if youre concerned with performance

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or i rather should say "bunch of semitransparent sprites"

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emitting say solid cubes is not a problem

storm granite
wary cave
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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

somber sequoia
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yeah you won't see armature link in play mode.
for the feet, I'd go make some shape keys

errant comet
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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

wary cave
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idk, i wasn t able to find em, went and looked at all the blendshapes and havent seen 1

paper cedar
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Is there a good tutorial on how to make an occlusion map without Blender?

night ember
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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

arctic ginkgo
night ember
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not sure if there is a thing in unity aside from shaders generating dynamic ones

paper cedar
arctic ginkgo
paper cedar
arctic ginkgo
# paper cedar Half of them are outdated though

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.

prisma monolith
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how do i prevent something from appearing in the avatar's preview

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using vrcfury

teal laurel
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Click options on the toggle and you shouls find it

quasi swallow
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does anyone know what would cause my avatar to move around like this rather than being entirely stationary? currently on PC

ornate stump
quasi swallow
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like, how would i fix it??

ornate stump
quasi swallow
ornate stump
quasi swallow
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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

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just wanted to clarify t.t

ornate stump
quasi swallow
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trying to figure out how to do that rn

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idk what this is so i'm googling it lol

ornate stump
quasi swallow
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this is what i see. how do i create a blank one?

ornate stump
ornate stump
austere pivot
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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

austere pivot
# ornate stump 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..

shrewd finch
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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?

timber wharf
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@austere pivot rename either head mesh or head bone

austere pivot
ornate stump
round comet
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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

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I know the blendshapes are case sensitive so that matters

ornate stump
round comet
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friend of mine is experiencing some issues and we're basically trying everything to troubleshoot

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mesh is named properly, all the blendshapes are there, but weirdly only the eye tracking works

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double-checked for them too

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super weird

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nvm now it works, I'm magic :D

fallow junco
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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!

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I have an animation where my avatar need to be replaced by an item for the afk animation..

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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...

pine valley
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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!)

fallow junco
pine valley
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then see if you can enable or disable it in play mode

fallow junco
pine valley
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so you can enable or disable the SkinnedMeshRenderer in play mode?

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in that case, nothing else is animating it

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it is weird that it'd work in unity but not in VRC

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(you are using the Gesture Manager to test, right?)

fallow junco
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i can see myself in the mirror but only my shadow.. weird

pine valley
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VRC creates a 'mirror clone' and 'shadow clone' of your avatar

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It is possible to desync their animators

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You probably have something weird going on with your animator

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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

fallow junco
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are you available for screenshare?

fallow junco
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same result..

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work on Unity but not in Vrchat..

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but if i use another animation than disable mesh renderer, the new animation work.. it's not my actinlayer the problem

solid kestrel
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Is it possible to sync dropped avatar object using vrc constraint/parent to a empty object prefab from files?

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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

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pcvr only avatar too, no quest support

pine valley
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If that place is not consistent, then the results will not be consistent either

solid kestrel
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forgot about that..

pine valley
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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

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it doesn't matter if you turned it on five minutes ago while you were in a different location

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the actual position of the object is not synced

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the only way to get a consistent position is to use something like the VRLabs Custom Object Sync tool

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which actually syncs the position of the object

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freezing an object will be consistent for anyone who was running your animator at that moment

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(i.e. people who were looking at you and had your avatar loaded)

solid kestrel
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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?

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even if using world drop option

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or does vrchats world drop option offer better drop precision than the stone age technique

pine valley
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they have the exact same behavior, plus or minus the extra frame or two the old technique needed

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(since you had to unlock one constraint, then relock it)

pine valley
solid kestrel
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yeah its like a droppable thing

pine valley
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(the latter requires much more parameter space and time, since you're trying to sync several numbers, rather than just sending a single bit)

solid kestrel
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thank you so much i needed that, my avatar only has like 19 synced bits out of 256

pine valley
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in that case you can spend quite a few bits to get a fast, precise sync

solid kestrel
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this means alot, its like im placing objectives around map and landmines for a LARP group on an avatar im making

pine valley
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oh yeah, in that case, you could use a very slow, reasonably precise sync

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that'd let you place many unique objects

solid kestrel
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although i do myself move around alot

pine valley
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that's fine

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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

solid kestrel
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i just go around and place things in spots i wish them to be

pine valley
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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

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Since you're placing these once and leaving them for a long time, you can get away with very slow syncing

solid kestrel
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yeah since each object will have its own rotation and position

pine valley
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other people just need to run your avatar long enough to complete a sync

solid kestrel
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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

pine valley
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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

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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"

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and thus your animator is always running

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this also ensures that you can, say, trigger a sound even if you aren't being looked at

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i do this on a lot of my horror avatars

solid kestrel
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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

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but how does one persay change boundign box, lowk kind of forgot

pine valley
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a trivial method: add a huge cube, delete its collider, and remove its only material slot

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it won't render anything, but it'll still expand your bounding box

solid kestrel
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oh then thats already sorted lmao

tulip kernel
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can you tell me how to fix it i have the same problem

solid kestrel
pine valley
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quads are a bit annoying: they're thin on one axis

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so it's remarkably easy for them to wind up off-screen

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on one avatar, i just made like ten stacked quads so that one would be on screen

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lol

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not the best implementation

solid kestrel
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ill just use a big ass cube

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but yeah i thank you alot for this

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this is a game changer for me for what im making

sage garnet
pine valley
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also: if you're freezing objects, then make sure to hold still for a moment before doing so

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to make sure that the position other players see is consistent

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if you're using Custom Object Sync, then that's not an issue

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the system captures the values you were seeing and sends them to other players

solid kestrel
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but yeah ill be 100% usign object sync ,ty so much

quasi swallow
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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?

pine valley
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That's how it works!

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you upload multiple avatars with the same ID

austere pivot
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How do I attach my hair on my avatar I keep having this problem vrcCrying

austere pivot
shrewd finch
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As in, the specific shortcut

ornate stump
shrewd finch
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I was just thinking there was some steam workshop equivalent within the creator

quasi swallow
ornate stump
pine valley
shrewd finch
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I don't have the avatar model yet so I'm doing as much as I can beforehand

quasi swallow
jaunty knoll
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how do i change my mamehinata textures in unity

somber sequoia
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by "change" do you mean swap? or edit? 'cause Unity has no image editor, you do that with an external program

icy loom
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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?

somber sequoia
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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.

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Both of these have worked for me when I had this issue

pine valley
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"installed something" means "installed an add-on", correct?

somber sequoia
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that's what I was assuming

pine valley
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(or are those called "extensions" now)

icy loom
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but now it keeps crashing, even after I uninstalled a blender completely I even tried to restart my laptop

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should I try running a different version of blender and see if that fixes it??

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because I do not know what to do

somber sequoia
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you'd be using a different settings folder in that case

icy loom
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Is there any other version of blender that works with the cats tool? Other than 3.3.

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because everything was working until I added the weight plug-in to put the clothes on the avatar properly

somber sequoia
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if you actually need cats, there's a newer one that works with blender 5

icy loom
somber sequoia
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I don't use it, so I'm not sure where it's currently hosted

quasi swallow
pine valley
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You need to use separate materials.

quasi swallow
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ahh thank you! i appreciate your help

quaint hound
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are there any blender addons that you guys would recommend for making it easierr to add clothing to bases?

round comet
balmy barn
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sculpt + robust weight transfer after

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if clothing have bones you can sooorta make it work - pose mode it and some sculpting might help after to fix rough edges

quaint hound
quaint hound
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those 500 blendshapes are 😭

round comet
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vrcfury workflow in what sense?

quaint hound
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i dont want to re-import my avatars fbx with clothing on it

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i want to have a clothing fbx with duplicate armature, which gets merged on upload using vrcfury

round comet
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Ohh

quaint hound
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...just no idea how to get there 😭

round comet
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Huh, alright. I mean, if that’s easier for you

quaint hound
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it.. really is.

balmy barn
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i dont use vrcfury for stuff like that

round comet
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I mean

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You could hypothetically import the avi into blender to sculpt and weightpaint, then just delete the body mesh and keep the clothes

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Then export that and use vrcfury

quaint hound
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reimporting fbx's for me has (30/1) basically always resulted in complete messes

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lost about 2 projects to that

round comet
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Probably your scaling

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Different creators use different export settings

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And overwriting the og fbx isnt always a smart idea

quaint hound
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no, its like all sort of hierarchy issues

round comet
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Oh?

quaint hound
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yea

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overwrite Og fbx (im aware, not the best idea) and everything just. Stops working 😭

round comet
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What happens in the hierarchy for you?

quaint hound
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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. 😭

round comet
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O whats all the separate stuff

quaint hound
round comet
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Ahh alright np lol

balmy barn
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ive used empties in blender to see if i could use them as mesh toggles, sure work , wouldnt recommend it tho

quaint hound
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makes toggles really easy

round comet
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Ohh cool!

quaint hound
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look into vrcfury, its really cool

balmy barn
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i dont recommend vrcfury but not like i care what other use ratl

quaint hound
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why not?

balmy barn
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its basic, good luck using multiple parameters , transition time, and anything advanced

quaint hound
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you can merge fx controllers

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loads of advanced stuff that can be made into a simple drag and drop with vrcf

somber sequoia
quaint hound
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i know 😭

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the whole blender stuff is really the uh

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blackhole of knowledge for me

icy loom
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well i had to prge my laptop just to fix to use blender again by going into my app data

quaint hound
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hellp

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hello

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heloo.

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Who told me to use robust weight painting

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Transfer

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because i wish to tell them that i love them.

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I didnt have to even TOUCH the weight painter

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it JUST worked.

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my Life has been saved.

surreal ridge
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i need to know how to rig gng

gray badger
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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?

storm phoenix
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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

ornate stump
storm phoenix
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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..

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the legacy one looks kinda like index hands

ornate stump
loud iris
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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 vrcDanceRat

regal tapir
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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.

ornate stump
gray badger
regal tapir
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I think on my other avatar those big loops were higher, is taht my problem?

gray badger
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I would try in that order

storm phoenix
ornate stump
regal tapir
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It just yeets the parts everywhere, not entirely sure what's happening.

ornate stump
regal tapir
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The rig moves fine when I do stuff with it in the pose tab

ornate stump
regal tapir
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I think that worked? Loading it in to SDK test now

fading urchin
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I’m in need of a avatar

ornate stump
regal tapir
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Should I check the rest of the colliders? Or should I try fixing transformations in blender?

ornate stump
regal tapir
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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

ornate stump
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It's actually might be better if you join every part into the same mesh.

rose rune
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Hey

regal tapir
ornate stump
regal tapir
ornate stump
regal tapir
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I see. Guess I gotta redo my rig then?

somber osprey
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I opened my project and I find this bug, why is this happening and how do I fix this?

balmy barn
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refresh unity layout, just some wierd visual bug - had it once (restart after might also work)

storm granite
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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 vrcCrying

somber osprey
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can you help me explain what you mean by that specifically? I don't know what you're talking about or referring to exactly

pine valley
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A direct blend tree can play multiple animations at once, with any weight values

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unlike a 1D blend tree, which mixes between at most two of them

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if you give each child a weight of 1, they all get played with full strength

somber osprey
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That still doesn't tell me much sadly

pine valley
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in your screenshots here, the direct blend tree has two children, and they're using the "LaptopUpDown" and "LaptopForwardBack" parameter

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this is not correct: if you set the "LaptopUpDown" parameter to zero, then it completely ignores that child

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(so you get no movement up or down at all)

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Replace those parameters with a parameter called "One".

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(and give that parameter a value of 1 in the parameter list)

pine valley
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you want to add these two things together

somber osprey
pine valley
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No. I did not say to change the parameter used by the 1D blend trees

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Put their parameters back.

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Change the parameters used by the direct blend tree. That's the leftmost one in your screenshots.

somber osprey
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Sorry the UI got bugged and I was trying to remake it, like this?

pine valley
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Change these parameters to "One"

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The other two blend trees – the 1D blend trees – should be using thje LaptopUpDown and LaptopForwardBack parameters.

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They are blending between two animations (up/down or forward/back) based on the parameter's value.

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The direct blend tree plays both of these at the same time, adding them together

somber osprey
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did I do it correctly?

pine valley
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Yes, that looks right.

somber osprey
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what's next?

pine valley
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You can remove the "One" parameter from your VRC parameter list

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It does not need to be included in menus or synced

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After removing that, add menu controls that use Radial Puppets to control LaptopUpDown and LaptopForwardBack

somber osprey
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like this right?

pine valley
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Yep.

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you'll then need to include that menu as a submenu of another one that's already used by your avatar

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(you could plug it directly into your avatar descriptor, but then you'd have literally nothing but those two controls)

pine valley
somber osprey
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but I'm still confused

why include the "One". is it there just to make sure this Blend shape is always active?

pine valley
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Since we want all of the children to be played at full strength, we need the parameter's value to always be exactly 1

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thus, the constant "One" parameter

somber osprey
pine valley
somber osprey
pine valley
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In your screenshot, you had set the 1D blendtrees to use the 'One' parameter

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this would simply play LaptopBack

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since the parameter's value is 1, and the threshold for LaptopBack is also 1

somber osprey
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which is setup correctly right?

pine valley
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No. That is wrong.

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You want to be able to blend between the "forward" and "back" animations

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if you use a parameter whose value is always 1, then you just get LaptopBack, always

somber osprey
pine valley
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that cursor is just used for the preview

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it's stuck on 1 beacuse you used the parameter whose value is always 1

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that's why we called it "One" :p

pine valley
# pine valley e.g.

stop and think about why we're using this 1D blend tree in the first place

somber osprey
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Ohh right-
but if I use the "LaptopForwardBack" parameter, then its able to blend between those 2 states, correct

pine valley
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Right.

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The blend tree's job is to mix between the 'forward' and 'back' animations

somber osprey
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then how you blend those 2 sub trees together?

pine valley
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that's the job of the direct blend tree

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it plays both of those trees – the up-down tree and the forward-back tree – at the same time

somber osprey
pine valley
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The direct blendtree has two children.

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Each child is using the "One" parameter, so each child gets played at full strength

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The DBT doesn't care what its children actually are; it just plays both at full strength at the same time

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Each child is a 1D blendtree, and those blendtrees use the LaptopUpDown and LaptopForwardBack params

somber osprey
pine valley
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Right

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If you used a parameter with a value of 0.5, then the effect of the children would be halved

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so the laptop would move half as far

somber osprey
pine valley
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Yeah.

somber osprey
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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?

pine valley
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Yes, and the Radial Puppet controls will give you a value in that range

pine valley
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a value of 0 will give you LaptopForward; a value of 1 will give you LaptopBack

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and anything in between is a mix

somber osprey
ebon knoll
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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)

storm granite
pine valley
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If not, set both to the same bone (e.g. your chest bone)

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This controls where Unity measures light from

loud iris
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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 vrcDanceRat

floral token
#

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?

somber sequoia
#

Show how you set up the animator

primal wind
#

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

somber sequoia
#

what are you actually trying to do?

primal wind
#

I just want it to tpose

somber sequoia
#

when? where?

#

which program?

primal wind
#

I’m in the bone setup menu and it’s just not a tpose, if I enforce it it doesn’t stick

#

Just Unity

somber sequoia
#

if your avatar isn't T-posing before you get to that, the rig setup isn't going to make it do that

primal wind
#

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?

somber sequoia
#

is it not t-posing in Blender?

primal wind
#

It is, it’s the elbow and all the fingers not aligned in Unity

somber sequoia
#

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

primal wind
#

It should be aligned

#

It looks t-posed and is lined up correctly

somber sequoia
#

yeah I got the impression it wasn't, I said that before I saw any images

primal wind
#

Sorry

waxen jungle
#

Anyone know why these thin white lines show up on the edges of my ears? it only seems to happen in mirrors

primal wind
somber sequoia
primal wind
#

The head is only a head and eye bones, no extra armature

somber sequoia
#

ooh - did you not have all transforms applied before doing that?

#

"eye bones" are extra armature though

coral willow
#

what does this mean? ive never had this problem before

somber sequoia
primal wind
primal wind
somber sequoia
#

if you're merging armatures though that's going to be another step

coral willow
#

How do I get the newest sdk?

somber sequoia
#

VCC or Alcom

primal wind
#

I applied transforms to both armatures

#

Maybe I should delete those and make it manually?

somber sequoia
#

I don't really know what you have there so it's hard to be specific

primal wind
somber sequoia
#

I'm not really sure what you're doing here

primal wind
#

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

somber sequoia
#

explain "add the head"

primal wind
#

Like the head mesh

somber sequoia
#

okay explain "add the head mesh" then

primal wind
#

If I just put it with the body base and it’s armature at all

somber sequoia
#

ok, I'm not sure what you're doing, sorry.

primal wind
#

If I use a cats plugin to merge the head’s armature and the main base’s armature it breaks

somber sequoia
#

oh so the head has an armature too?

primal wind
#

If I use armature deform built into blender, it still breaks

primal wind
#

So I think it’s the mesh somehow breaking it

somber sequoia
#

yep, no idea what it is you're doing.

primal wind
primal wind
somber sequoia
#

"breaks"?

primal wind
#

By breaks I mean like it offsets the Rose

#

TPOSE

somber sequoia
#

also what does "merge" mean exactly?

primal wind
#

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

somber sequoia
#

ah okay, I don't know what that plugin does

primal wind
#

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

somber sequoia
#

I'm not sure I understand how adding bones "ruins the tpose"

primal wind
#

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

somber sequoia
#

sorry, I have no idea what's going on here

primal wind
#

Avatar creation is stupid

#

Thank you for trying to help, sorry again for the problems ^^

grave remnant
#

Fellas, please help im on the newest version according to VCC

somber sequoia
#

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+

loud iris
quasi briar
#

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.

quasi tinsel
#

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

somber sequoia
#

first time export or a re-export?

quasi tinsel
somber sequoia
#

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?

somber sequoia
#

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.

quasi tinsel
junior crag
#

trying out blender to make models for the first time, when i import the fbx it deletes some faces

somber sequoia
#

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.

somber sequoia
#

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

proven quail
north turtle
#

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?

wary whale
#

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

ornate stump
quasi briar
shrewd finch
#

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?

balmy barn
#

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

shrewd finch
#

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

timber wharf
#

@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

shrewd finch
#

Ah yeah I won't be doing fbt

#

Not a vehicle. Going from small uncombined mode to big combined mode

prisma monolith
mellow cairn
#

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

prisma monolith
#

oh wait nvm it swaps

mellow cairn
#

is there any reason why i wouldnt be able to edit an avis vrc avi descripter

ornate stump
mellow cairn
#

its not a prefab

#

it an avi i bought

ornate stump
mellow cairn
ornate stump
mellow cairn
#

it an avi i BOUGHT meaning its all set up

#

im js tryna fix the visme issue 😭

ornate stump
proven quail
mellow cairn
#

okay

mellow cairn
ornate stump
mellow cairn
ornate stump
proven quail
#

couldn't you just open the prefab?

mellow cairn
#

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

balmy barn
#

vrpill dont unpack

proven quail
#

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

mellow cairn
proven quail
#

so just drag the body mesh from the hierarchy into the descriptor and then that should fix it right?

#

because they were swapped?

mellow cairn
#

i did and and it didnt work theres no blendshapes

proven quail
#

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

ornate stump
# mellow cairn

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.

proven quail
balmy barn
#

really..

#

vrpill judging

#

ah you dragged it from root, wierd but okey

ornate stump
#

Build failure usually leave a built prefab file there.

#

And editing the built prefab is also incorrect.

proven quail
#

ahh yeah wrong prefab then yeah?

ornate stump
#

It's a wrong prefab to edit.

mellow cairn
#

idk what to do...

proven quail
#

open 'open me' and what do you get in there?

balmy barn
#

scene file should have it all setup - since it a booth it better be

mellow cairn
#

the same project i've been trying to work on this whole time

mellow cairn
proven quail
ornate stump
#

What an irresponsible creator, selling a broken product.

mellow cairn
#

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

proven quail
#

so like still broken, but is there an arrow on the avatar on the right? like this?

mellow cairn
#

i was looking for that its not there 😭

proven quail
#

anything like this?

#

in the inspector?

mellow cairn
#

yo

#

found it

#

nvm thats the fbx..

#

i cant open

#

grrr

proven quail
#

what do you see in the inspector when you click on the avatar?

errant comet
#

Where was this avatar even bought

mellow cairn
#

you may know who

mellow cairn
#

the visme mesh is wrong like 100% sure no doubt

proven quail
#

and it doesn't just let you drag in the correct one

mellow cairn
#

yup

proven quail
#

thats weird, it doesn't seem to be in a prefab

mellow cairn
#

yeah ik its weird and the creator is no help

proven quail
#

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

mellow cairn
#

okay lemme try that

#

still wont let me

proven quail
#

ok delete the descriptor and add a blank one. can you edit the values?

mellow cairn
#

yeah

#

i think i js have to rebuild it sadly

proven quail
#

ok, you need to manually add everything like the old one

#

yeah

#

I wonder whats with the old one that makes it weirdly uneditable

mellow cairn
#

yeah idk

teal laurel
mellow cairn
#

i think the issue is fixed im uploading now

scenic bridge
#

Does someone know why my eyes don't move? I have all this done, but they arent moving and i dont know why

ornate stump
scenic bridge
#

yes

#

the preview works

timber wharf
#

@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.

scenic bridge
#

Okay, lets see

balmy barn
#

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

scenic bridge
#

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

obtuse trail
scenic bridge
#

Yeah, i know, but im getting used to those

#

thank you for the tip

vivid cradle
#

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

pine valley
#

what does 'Not optimized' mean?

vivid cradle
#

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

pine valley
#

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 (:

vivid cradle
#

I’m really new to modelling if you can see

#

I don’t know about all the stuff

pine valley
#

okay, so show screenshots of what's going wrong!

vivid cradle
#

It says that the triangles are okay

pine valley
#

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

vivid cradle
#

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

pine valley
#

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

pine valley
#

i believe they'll get an "impostor" avatar generated from the PC avatar, but I don't really know how that system worksw

vivid cradle
#

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?

quasi briar
vivid cradle
#

I’m still really confused on what I can do to fix it

#

I really don’t know how unity works

pine valley
#

nothing whatsoever

vivid cradle
#

Is it the polygons?

pine valley
#

no, it's because you haven't uploaded a Quest avatar at all

vivid cradle
#

How do I do that?

pine valley
#

first: people who "couldn't see it" were Quest users, correct?

vivid cradle
#

Yeah, they moved their hands

#

And limbs

pine valley
#

they could still be PCVR players; Quest players will have an icon on their nameplate

vivid cradle
#

Yeah, when I checked my model on the game, it said that it was only PC or just showed the windows icon

pine valley
vivid cradle
#

But it’s still showing me the warnings with the limbs do I have to fix that? Where can I find it?

pine valley
#

again, those warnings have nothing to do with your problem

pine valley
#

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

vivid cradle
#

This is what I say when I click on select on the first warning

pine valley
#

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

pine valley
vivid cradle
#

It work

#

How do I do this one?

pine valley
#

What did you just change?

vivid cradle
#

I changed the names of the legs so that they match

#

And that problem got sorted

pine valley
#

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

vivid cradle
#

It showed me where to change the name and I did

quasi briar
#

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

vivid cradle
#

Do I have to get blender to fix up the model so that it can have mapping for the feet and hands?

quasi briar
#

No, you need blender to rename the bones

quasi briar
pine valley
quasi briar
#

^^

pine valley
quasi briar
pine valley
#

oh, renaming bones means nothing

quasi briar
#

If you rename the bones they would no longer match the vertex groups right?

pine valley
#

the SkinnedMeshRenderer simply has a list of Transforms to use

vivid cradle
#

I’m in the warning with the red symbol, but it says the feet are not specified which is confusing

quasi briar
#

Ah

pine valley
#

Unity can no longer find them by name

#

Undo whatever changes you made

pine valley
#

(i have no idea why else it would show up)

vivid cradle
#

This is some of the problems I see

quasi briar
#

The warnings don't really even do anything especially if you aren't using full body tracking

pine valley
#

Again: undo whatever it is you just did

#

You cannot rename the humanoid bones

#

Undo it. Put it back the way it was.

vivid cradle
#

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

pine valley
#

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)

vivid cradle
#

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

quasi briar
#

Did you buy that avatar?

vivid cradle
#

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

quasi briar
#

Oh okay

balmy barn
#

bips probably cause you converted it in unity , blender would have normal names instead ratl

vivid cradle
#

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

quasi briar
pine valley
quasi briar
#

Yes.

#

The toggle works fine. But the DEFAULT is 0.3 somehow

pine valley
#

and you're saying that you see the bogus 30% blendshape value until you interact with that menu control?

quasi briar
#

Yup

pine valley
#

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)

quasi briar
#

I get that

pine valley
#

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

quasi briar
#

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. 😭

merry arch
#

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

soft thistle
#

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

balmy barn
#

try toon standard, lit is old and affected by vertex colors

#

could be that you have, if it goes away using standard it is ratl

soft thistle
#

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

fiery spruce
#

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.

somber sequoia
#

Do you know how to model characters in Blender or similar?

fiery spruce
#

But Unity just spits it out.

somber sequoia
#

you'll need to provide more detail about the problem

frigid flicker
#

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

somber sequoia
#

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.

frigid flicker
somber sequoia
#

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.

frigid flicker
#

Gotcha

somber sequoia
#

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"

fiery spruce
somber sequoia
#

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

fiery spruce
frigid flicker
#

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

somber sequoia
#

There should be some tutorials out there about rigging.

#

You do this in blender, way before you get to Unity.

fiery spruce
#

From all tutorials i saw on Rigging, all my bones should be connected.
But "ideal rigging" you showed have most bones separated.

somber sequoia
#

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.

fiery spruce
somber sequoia
#

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.

fiery spruce
#

I forgot to specify, that i am making a PC avatar.
I am not planning to get a VR Headset or Tracking.

somber sequoia
#

doesn't matter

ornate stump
somber sequoia
#

if you want VRChat to animate it it should be humanoid

balmy barn
#

minimum bones , they just have to exsist

fiery spruce
#

I guess i am gonna try to re-rig.
Thanks for help.

coral willow
#

I tried everything, I don't know how to fix the hair from clipping on quest. Everything is fine on pc

ornate stump
coral willow
#

No, only when your in the game

ornate stump
coral willow
#

It looks completely normal even in gesture manager, its just when you load into the game

quasi swallow
#

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?

ornate stump
# coral willow

When testing in gesture manager, try changing Upright parameter down so the avatar play sit animation, and see what it does.

coral willow
#

Everything still seems attached, I don't know why i'm balding in game

ornate stump
#

Or head got scaled to become larger but the hair didn't follow.

coral willow
#

I changed the hair size and lifted it up, no solution

#

In the game it seemed nothing changed or got resized

dark jay
#

Anyone know what hair its using

exotic gyro
#

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?

somber sequoia
#

by "toggle" what do you mean exactly?

hardy cosmos
#

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

ornate stump
hardy cosmos
#

Dang

#

Guess i have to make a separate ft avi for now...

somber sequoia
#

vrcfury has a parameter compressor that may work for you

shrewd sorrel
#

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

ornate stump
shrewd sorrel
#

thanks, it works now

dim gazelle
#

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

shrewd sorrel
#

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

soft thistle
#

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

echo quiver
#

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.

soft thistle
echo quiver
#

👍

round comet
echo quiver
#

what's that?

round comet
#

its a component that makes lighting even among all your meshes

#

If that’s the issue

somber sequoia
#

you could also just manually drag the chest bone into the anchor override slot on your mesh renderers.

round comet
#

That too :p

echo quiver
#

where is anchor override?

somber sequoia
#

did you look where I just said?

echo quiver
#

idk where that is either sorry

#

haven't worked on avatars in a while kinda rusty

somber sequoia
#

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"

snow spear
#

@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.

wintry moth
echo quiver
#

ok, i think i found the overrides menu

somber sequoia
#

menu?

echo quiver
somber sequoia
#

no.

#

well

#

I have no idea really - you cropped that so I can't tell where it might be.

echo quiver
#

ok lemme resend it

somber sequoia
#

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.

echo quiver
#

oh

#

where do i go first?

#

the mesh in the bottom menu?

snow spear
somber sequoia
restive prism
#

Anybody know how to fix this ? I tried weight painting everything 😭

somber sequoia
#

fix what?

restive prism
#

I sent pics

somber sequoia
#

Yes I see pics, but you haven't said what about them you consider wrong

restive prism
#

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

somber sequoia
#

if this is a result of you rotating a bone, then less weight paint possibly.

#

oh - weight painting is hard, takes lots of practice

restive prism
#

Even with less it still shows 😕😔

#

What should I doooooo

somber sequoia
restive prism
#

Make it all blue I guess

echo quiver
#

you asked what my project looks like

somber sequoia
#

neat.

echo quiver
#

am i in the right place?

somber sequoia
somber sequoia
echo quiver
#

yeah

somber sequoia
#

Then you are in the right place. Open "Probes", I think it's in there (I don't have Unity open)

echo quiver
#

i see a probes menu

somber sequoia
#

And so you have discovered the "Anchor Override" slot, which we were talking about

echo quiver
#

what do i put in there?

somber sequoia
#

I said that in my first comment about this.

echo quiver
#

opening the menu doesn't have anything in there

whole ivy
#

Hi is anyone able to hop in vc with me to help me with my avatar creation?

restive prism
#

Damn 😩

#

This is hard lol

somber sequoia
echo quiver
somber sequoia
#

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

echo quiver
#

i think you misunderstood my problem, the camera acts like it's still black like it used to be.

somber sequoia
#

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.

echo quiver
#

oh

somber sequoia
#

I didn't scroll up from there at all

echo quiver
#

i have VRC fury iirc

somber sequoia
#

VRCFury has a component that does what I just told you how to do manually

#

that is all

echo quiver
#

but i tried it manually and it didn't work

somber sequoia
#

then that isn't the solution to your problem

echo quiver
#

i think it's a material thing

round comet
# echo quiver can you tell me how to do your method?

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?

somber sequoia
#

(but you should do it anyway, for consistent lighting)

round comet
#

Ohh yeah maybe poiyomi?

#

Are you using poi?

somber sequoia
echo quiver
#

yeah

#

i'm using poiyomi

round comet
somber sequoia
#

I agree

#

I really don't want to be manually applying the face tracking prefab

round comet
echo quiver
#

light data?

round comet
#

Yeah, I think so

#

I don’t have my ‘puter in front of me

echo quiver
#

yeah they're very similar

#

i really think it's a material thing

round comet
#

I’d say be sure all the light data is consistent, add the anchor override component, and double-check in-game

whole ivy
#

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...

somber sequoia
echo quiver
round comet
#

Provide them errors, lad

echo quiver
#

and in dark areas it goes black

#

for the hair

round comet
#

Ok so that’s why I’m still thinking its an anchor override issue bah

somber sequoia
#

sounds like inconsistent lighting between different materials

echo quiver
#

ok

round comet
#

Or that, yeah

somber sequoia
#

which shading method are you using, realistic?

round comet
#

Are you sure the lighting is all the same ??

echo quiver
#

all the anchor ovverides seem to be none

#

wait nvm

round comet
somber sequoia
#

(Poi docs are very good, I strongly suggest reading them a few times, if you use the shader)

somber sequoia
echo quiver
#

i use multilayer math

round comet
#

Validation issues?

somber sequoia
#

well, that last one is definitely a problem - too many parameters

whole ivy
#

Im not sure what that even means if im being honest, i just saw the avatar and thought it was really cool.

somber sequoia
#

(which means too many options or extra junk on there)

whole ivy
#

sorry lmfao

#

brooo never buying avatars again vrcCrying

round comet
#

Huh maybe it uses param compressor

somber sequoia
#

if it did, that error wouldn't be present

round comet
round comet
whole ivy
round comet
#

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

whole ivy
#

Where do I go from here? I do not want my 48 dollars to be wasted lmfao

#

i see

round comet
#

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 💗

round comet
somber sequoia
#

you could post the first error as we said, maybe it's an easy fix

whole ivy
#

im not sure where to locate the first error, sorry

somber sequoia
#

right now we don't actually know what the root cause is

whole ivy
#

can u direct me to how i can find it (please)

somber sequoia
#

I said, and that pin says - at the top of the console list.

#

literally scroll that list up.

round comet
#

Its at the top of the console tab if you scroll up, yeye. Should be a red error

echo quiver
#

ok so i did the anchor ovverride, still looks wrong on the thumbnail.

round comet
#

Those are usually the ones that primarily cause issues

gaunt knoll
vagrant crater
#

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

round comet
echo quiver
#

lemme do a quick test'

vagrant crater
#

ah thanks

round comet
#

Alrighty

#

Try avatar testing chamber to look at the avi in different lightings

whole ivy
somber sequoia
#

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.

whole ivy
somber sequoia
#

this way we can make sure you are in the right spot

whole ivy
#

sorry lol

somber sequoia
#

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

somber sequoia
#

the one about Gesture Manager isn't required but it's a useful tool, so I'd install that too.

round comet
#

Here, let me get them the link incase thats the problem

somber sequoia
#

Anyway - this is a good time to point out that once we see the root cause error, a solution becomes quite clear 🙂

round comet
#

Yeth

somber sequoia
#

ok I need to go change some spark plugs - good luck

round comet
#

Ciao glorpwave

echo quiver
#

ok i'm testing in game

round comet
#

Alrighty ^^ if it doesnt look any different that rules out anchor override and basically confirms its a material issue that needs tweaking

whole ivy
round comet
#

This may be why the avatar isn’t uploading

#

Missing scripts are a fairly common issue

echo quiver
#

near a mirror

#

and dark area shading

#

it isn't the right color in either.

#

also unrelated but the hair physics clips through the face when walking

round comet
#

Put an angle limiter on the phybone component

#

Its definitely a lighting issue then

#

Something is inconsistent with your settings for whatever reason