#avatar-help
1 messages · Page 274 of 1
You could probably reset the settings, yes! Its most likely an issue with your lighting type like Kazin mentioned
I think that’s why he was questioning what setting you had it set to
i said multilayer math
multiplayer math, alright 
I don’t personally use that so I’m unsure. I can always take a peak at poiyomi in unity
Easier when a project’s in front of me
Try clicking the tree dots and resetting on the lighting type, yeye
i did
Alrighty. You may also wanna peep your Light Data and mess with that if it isn’t consistent
Sometimes they can differ for whatever reason
i'll change it to flat
Alrighty ^^
what could be the reason for visemes not working in game?
There are a few reasons. One could be having a separate head mesh from the main avatar root (where the avatar descriptor is).
The eyes and mouth too
Did you do this in blender
Unity
It's caused by this
Ok so the whole project is unity 
You’ll have to click on the head fbx and adjust the settings
Do I change the blendshape normals to import instead of calculate??
I personally check legacy blendshapes then do calculate + unweighted but try import. Probably less taxxing
Checking legacy blendshapes is what caused it though..
It needs to be on I’m pretty sure
It breaks it 
OH
Setting the normal to calculate fixed it????
Instead of import
Awesomesauce
Whatever works!
You’re probs gonna get scam dms which is why it was deleted
Its so you don’t get solicited or hacked
Better off not advertising in here
hi! i came here a few hours ago with different issues
ive downloaded the fury ting i was told but now this is my issue
im needing someone to import my rec room outfit in vrchat
i have the 3d file already im just needing someone to import it
and do some things with it
(If you are willing to please DM me)
dawg pls stop reposting
im fixing some stuff
with it
because it wont let me edit it for some reason
youre gonna get scam dms either way
you just need the outfit to be a .fbx and you can import it into unity or put it on an avi in blender
seems like an error with the eye shaders! You could hypothetically change the eye material to be poiyomi shaders, though I'm not sure how good it'd look
I'm not familiar with what shader this is, so I'm unsure of how to read this error ngl
is poiyomi like a matte texture?
poiyomi is a shader type
all good lol
i appreciate ur help fury was def a lot of help
you need to find the eye material and change it to poiyomi ^^
yeah usually if its a missing script its vrcfury
the head and body are a singular mesh and that's the "body" mesh in the slot in the picture
any other ideas?
all the slots have a blendshape? if something is set to none it can also prevent lip syncing from functioning
Toggles and gesture expressions can be made to disable visemes. Got any of those?
yea all the slots are filled with the matching blendshape
i don't have any toggle or gesture that disables them no
i think i remember something about the first blendshape of the models need to be in some order?

Maybe at some point. Not anymore afaik
oh alright, yea a while ago i remember it needed to be in some order i think
if you wish, we could vc and screenshare
you usually dont need a jaw bone
that may be your issue, just set that to "none" rather than any specific bone
yea i remembered something about that too so i went to check
it had a hair bone in its' slot for some reason
awesome, assuming it works now, gonna give it a test
thanks 🙏
all good :P you did all the work there
Is it possible to recreate an IK kind of movement with a part of the avi?
I want a toggle that would snap the tail to the hand and follow the hand. Any constraint magic or something I could do to manage this?
Forgot about finalIK. Though I'll experiment with some constraints.
Mainly wanted to know if it would be possible or if making something that is usually existing by itself follow something else would be impossible
Is there like a- big ol registry somewhere of just- every guide one could ever need for additional avatar functions? Like- gun shoot stuff. Or programming (god I hope programming will be minimal when I do this)
If anyone knows- please ping me
there's more than one way to do most things though
Probably yes
No real programming with avatars. Just state machines.
I wish programming were not "minimal" 🙂
surprising, still not working 🤧
you made sure the jaw bone slot was empty and applied? D:
Thank god
Only "programming" for avis is just the transitions with IFs and parameters
If button on, turn this thing on. That stuff
do the shape keys work? go to the body object and slide them to test.
yea they work
Hello, id like to throw my hat in and see if I can help. What's your issue?
visemes not working in game, they work in unity, i have every viseme slotted in with the right mesh applied, jaw bone set to none
all i got so far, thinking what else it can be
Hmmm okay. Im guessing you've checked to see if theirs animations overriding it. Do you have an animator in the gesture slot?
Here's something that might be causing it. What are the visemes names?
there is an animator in the gesture slot
what about it can be set up to mess up the visemes?
Vismes as far as I remember need to be named specific names. It might be worth a try to name them in blender the same as in this guide Visemes - VRChat Wiki https://share.google/aWGTLVD8c8Rl2b3lA
i'll give that a try rn 🫡
I hope it works!
anyone know why the eyes dont move at all in game?
actually i have another model that does have working visemes with the same names so it's probably not that 🤔 ?
gonna see if i can compare some settings to see why it works on that one and not mine
Darn I hoped that work.
i could still try but weird that the same names work on a different avatar (from 3 years ago tho)
the only main difference i see is the blendshape order
this is on the avi that works
ill give the rename a try maybe they changed something
names are irrelevant, but it'll auto-fill them if the names are standard-ish
Thanks
Hmmmm the only thing im thinking of is if the mesh is read write enabled? But im pretty sure you cant upload a avatar without that being enabled.
it is, it's meant to be off?
No it must be on! Thats how vrchat makes changes to the model. Like I said I think it is turned on automatically when uploaded.
oh read that wrong
Your all good
also, i changed names and put some from the top to below the vrc ones
That might fix it, or the reimport might have changed a setting. Either way, worth a try!
and the visemes somehow are working now, mouth is left open though and opens more if i look down or up
🤔
the order doesn't matter so long as they're in the right slots in the descriptor
not sure what changed but i changed names and the none-vrc blendshapes at the top i put below the vrc ones
and it works with the issues i mentioned
Does the jaw have a bone?
nope
Oh dear. No idea why the jaws open then.
Is the mouth completely driven by visemes?
found it, crossing my fingers this was the last thing
changing the visemes changed the eyelids look down and up to "aa" shapekey
Aa
@winged dirge wait no way
aint seen you in ages
Im alive!
done porting yakuza to bonelab so now im porting it to vrc
everything finally works, thanks for helping 
i assume it was the shapekeys order? there was 5 non-visemes shapekeys at the top, i moved them below the vrc ones and renamed the vrc ones to "aa" "oh" etc
at least 3+ years back i remember there was something about the order of shapekeys, where the vrc ones needed to be at the top
Niiiiiiiiiice
Fantastic!
I might have been names but more likely the order.
not one of my avatars has visemes at the top. I put the eyelid stuff there 'cause otherwise I might mis-order things and forget about it. That one is done based on position.
(so annoying)
Im not sure im still learning on how to make things on quest and I dont understand any of this
when uploading an avatar project,would it better for the project to be on HDD or SSD? Or does it not affect at all?
should i parent constraint the two shortest bones (drawn in pink) to the upper arm and chest so it doesnt just collapse in weirdly? Im making a poncho
not sure why you'd need a constraint there, just make them children
Last time I tried it kinda crunched weirdly
better weight paint
a constraint won't really get you anything different, unless it's like very far from the parent bone or something
will the poncho have physbones?
Yes
Parent the poncho arms to the upper arms. Spread the poncho mesh out and use physbone gravity to bring it down.
exactly what I'd start wtih
So like the first 2 or 3 bones and leave the ones further back alone?
by alone, what do you mean?
Dont parent them to the arms
so instead what's their parent?
chest
Yes.
maybe something like this
hmm yeah you could try using the shoulder
I'll try that, thank you
Does anyone know why locally thumbs can look broken but remotely, they look fine to others?
(Front hand is my hand, back hand is my friends hand, both index controllers, same avatar)
Can anyone log in to my account and make me an avatar of my choice I’ll give anything but not weird or cash
That is not really allowed. And if the account of the person that login into yours gets banned then you too can be possible banned
Also you only get scammers in your dms.
Also weird idea of payment.
why is this icon image fully white?
Because it wasn't set "Alpha is Transparent" in its import settings.
oh. thank you
anyone able to help me get the outfit working?
when coming to the help channel, its best to try yourself and then come here with the specific problem or thing that is not working.
i have tried, i followed a tutorial on how to do it and didnt work
i cant figure out how to make it work with my avatar
Which tutorial exactly?
You should be posting the link to that video. Do you spot somewhere in the process that might be wrong?
Especially when some message show up telling you something is wrong?
i didnt get a message in unity about anything being wrong
Screenshot how you set the armature link component. Screenshot the entire unity screen.
Do not crop.
You put the armature link component in the wrong object.
oh
I think you need to put the hip bone to the hip bone of the asset
Or chose another bone it should attach itself to
Actually no. The problem is the bone names don't match with the avatar bones.
I mean aa long as it has one bone linked to the hip it should be fine right?
It might clip with the legs though
🤷
The spine has been put as a new bone instead of merging.
how would i fix that?
Rename cloth bones to match with avatar bones.
Not necessary because it's already working as a root.
what bones should i rename?
Humanoid bones.
ok
So in Blender, everything works just fine, but once in Unity, a lot of the BlendShapes suddenly just have these little hicks on them, like the top lip for the 'vrc_aa' not fully doing what the Blender looks like, and the rest of the BlendShapes in Unity do the same.
Not fully sure what I'm missed or did?
What’s the hair asset? it looks cutee
Maybe try turning one shape key on one by one or checking which are active. There might be a shape key that's active and pulling that area down. Possible you accidentally made that transformation in another key
Sadly all shape Keys are at 0, an is effecting all shape Keys only in Unity, making the mech look all jagged around the area of the Shape Key that I turn up, and I have Legacy Blendshaps checked on the fbx as well.
physbone is animated ?
you can edit the preview anim? How??? 👀
just have one before avatar is initilizied (so cant spell that)
so i might've messed up my avatar's hands, my problem is that only the right hand does the gestures. I mean normal, hand gestures not anything to due with expressions. the left hand just copies what the right does, not a controller issue (checked with other avis and they seem fine)
then you end up with something like that (very old)
its gonna be very stiff cause nothing ready
Still didn’t do anything sadly
Hey I made an fbx with two head bones (for a plugin to work properly). I noticed that the view descripter 'ball' is missing on this double head model. (first pic) In the second pic, this is where the view descripter ball is on a model without the double head. Is the lack of the view descriptor ball a bad thing? I can move the View Position like normal, and I see the tiny gray orb that signals where the face is, but the positioning orb is gone, unlike the seconf pic. Is this important and will my first pic model break because of this?
doesn't matter of the ball is visible or not, it's just the location you're concerned with
Ok, good
how do i fix this ive tried damn near everything to stop this issue
hard to tell what it is from there, maybe bad weight paint, maybe a bone moving weirdly
A friend is making a mini simple shaped animal for me in blender and they might rig it,how do they export it as a unity package?
from blender? You don't, just export as .fbx
so they just send me the fbx thingy and i can slap it into unity?
You can import it into Unity and set it up like any model
If they are going to do the unity setup for you, then sure, they could export a unitypackage from there
unity setup?
ever done this before?
There are lots of tutorial videos, such as this one: https://www.youtube.com/watch?v=bSwMz4WcajQ
nah,he said he never exported stuff to unity so
ah well,its not gonna be an avatar,but rather a prop or follower
okay then just import it into Unity
alrighty!
So remember how I mentioned that I had a secondary head on my model now? I think it's causing my other head bone to collide with it, because my character's head is INSANELY wobbly like a bobblehead now.
Any ideas on how to fix? 
don't put a physbone on your head
There's no physbone
not sure what would be colliding then
The only possible suggestion I have are these probably causing issues (the first is on the add-on for the plugin I mentioned earlier, the second pic is the second head's components that the instructions told me to add)
where are those components placed?
If necessary tho, I can DM you the pdf instructions if you want to see it for yourself.
are you using a voice-hiding gimmick here? i'm familiar with that setup
the first is on the VoicePivot, which is attached under the Head. The second is attached to RealHead at the verrrry bottom
Yeah, it's Mortugue's animal speech thingy
it hides your voice so that only other ppl with the avi can hear you
RealHead and Head are both attached to the neck bone
As instructed
("RealHead" is the humanoid head bone, with no deformation; "Head" does the deformation and is constrained to match its rotation)
Uhh does that mean I goofed somewhere...?
no, i'm just explaining the setup for those who might not be familiar
Oh
so, barring physbones, bones can't "collide"
they don't just do that on their own
unfold all of the settings for the rotation constraint
fbx transfer not visible when transferfrom blender to unity
i want to see how it's configured
Like, you want the screenshot of the rotation constraint with everything visible right?
drag a new copy of the model into the scene
yep
this could be an issue with the scale of the exported model
ok
Wait hold up
okay, that looks fine
i'm confused by the head chop
oh, nvm
that's targeting "Head", not "RealHead"
apparently its to prevent the head from being stuck in the other
when do you observe the movement? does it happen in Unity?
it prevents your visible head from getting in the way of your camera
oh no, it happens in vrc
VRC will, by default, shrink your humanoid head bone down
but that doesn't help here, because your visible head is deformed by a different bone
hence the head chop
yeah its only when i move in actual Vrchat. Should probably mention that Im in PCVR, so idk if that does anything lol
note that if anything else is trying to control the head bone – e.g. a physbone – you could have issues
yeahhh thats the weird part. This avatar has NO physbones at all 0-0
to prove that it isn't, search the hierarchy for t:vrcphysbone
that'll rule that out
one thing that confuses me a bit – should you be rotation-constraining the "head" bone, not the "VoicePivot" bone?
presumably the "head" bone is the one that visibly rotates your head
🤷♂️ No physbones?
typically you'd set it up like this:
- Neck
- Visible Head <-- deforms the mesh, rotation-constrained to follow Voice Head
- Voice Head <-- no deformation, is the humanoid head bone, position-constrained
I JUST noticed that too, let me investigate rq
could that mess with the head so that it wobbles in VRC?
I'd expect this to cause your head to not rotate at all
0.0 Hmm let me upload to vrc and see if that was the reason
Omg it fixed. Thank you so much!?! The tutorial forgot to mention that the menus switch back to the Head at that part!
Turns out I just stuck the rotation constraint and the head chop on the wrong area, it's supposed to be the Head and not on Voice Pivot😂 😭
You guys are awesome, especially you!

so when i try testing my avatar it just sorta.. launches into orbit??? i have legit never seen this, im pretty baffled
everything else on it works absolutely fine, im just scared to upload it right now
feature, or bug? Hmm.....
id say a bug since if i try wearing it in game it'll be about 3000 feet above me 😭
the root bone is at position 0, the parent is at 0, the main damn avatar is at 0
i really dont wanna give this up since it was going so well untill that
trying to check the console, and this is all i got
googled it, and there aint anyhting. i might be cooked
does it have physbones?
nope, not a one
it the root model from an fbx file?
did you go through Blender or other 3d program at any point?
just one, to get the model out
did you check what size the model was in the 3D space? I am thinking it has something to do with that.
would that cause that many issues?
well it might be ridiculously huge, for one. but thats just a guess.
you may be right. i had to scale it up to like, 100 just to make it work in unity
if you're having to scale to 100 you should re-export from Blender with "apply scalings" set to "FBX All"
well you might have to "set" the scale in the 3d app before passing it in unity.
Like if you want the model to be 8ft and thats 100x what the model was from the game file, then you set the scaling so that 8ft is now the default 1x size.
In blender its "Apply Scale"
ill give that a shot
are you using Blender?
if so, you can see the size of the avatar here on the properties panel (shortcut N)
Hey can someone please help me with contact receivers not working tried watching more than one video on it to get it to work but nothing works
that's what here and #avatar-dynamics are for.
Is it possible to do it in VRC so that when someone touches a contact, Bone snaps to its collider?
theres contact tracking prefab to track any generic collider (well, rather contact sender but theyre kinda interchangeable for stuff that can touch bones on a remote avatar). no physbones tho
Ok do you know what could be messing it up?
you haven't provided any details, so nope, no idea
(that was a hint - if you want help, explain what you are doing and what about it is not working)
Don't mean to bother you, but uhhh everything is correct now, yet the voice doesn't work. As in, everyone can hear me as a normal voice still, even when toggled on. Any familiarity with issues like that?
Does anyone know what I would do to change the color of the outline on my kipfel? It changes automatically when I use the color adjuster on the hair material, but it becomes lighter when I make the hair darker, and I'd like the outline to be darker instead
How does the adjustor work?
Just the built in thing in unity
that ^ is not at all built-in, it's a UI from some shader which you haven't specified
sorry for not responding sooner but it works just fine in unity and blender
oh, it's liltoon then, I've only used that shader so I thought a color adjuster was part of unity
then it's an animation causing it
well if you have an animation that can change this either disable it and set the value how you want, or change the colors the animation uses - you'd have to go figure out how it works
it dosent have any animations literally all the dress has is a vrc fury object toggle and a blendshape link
ah, I don't use those Fury components so probably can't help further.
ok ill try using no vrcfury and see if that fixes it
note that I didn't mean to suggest that
oh ok well im still gonna try
So my avatar's chest is where my hand is and the rig is messed up. does anyone know how to fix this?
This is for a custom Zinpia VRfurbase I imported back to unity after resculpting it
can't tell what you mean by messed up from that pic
So they are touching their chest IRL, but in game its in from of their chest floating
Idk why its so broken.
@somber sequoia
I'm right here, no need to ping me
Same answer though, there's nothing I can tell you from that pic
do you use full body tracking?
looks like bad calibration, depending on what's in use
okay.
Its fbt, every model works besides this one.
Idk if I should put it here but i really need an animation walk, run, jump for my vrchat avatar, i'm using the mimicmyth two time but it has NO animation
I'll pay someone if they can fix my avatar.
My avatars eyes do not move at all despite being set up correctly
@wary whale oh hello
I tried using the ai support for this, but it didn't help. I'm trying to make physbones for an apron but they won't collide with the physbone colliders I set up on the legs. They are set up correctly in the colliders section, but when I try to test them only the root physbone ever collides, not the children. Is it possible to make the children collide with the physbone colliders?
ok well maybe show the rig or some more detail
mixamo.com has lots of animations like that
Is there a topic for asking people to upload an avi for you or no?
my eyes are completely static in game for some reason?
it's generally a bad idea all around, so nope, not here.
anyone know what it might be?
How do I remove the shirt completely?
I wanted it to be bare skin showing, but I’m not sure. I just know I wanna get rid of the shirt.
like, delete it? select all of the mesh, 'x' to delete
Like when I go to select just a shirt, it catches other parts like the neck and the arms. I don’t want to delete that. I just wanted to delete the main part and hopefully I can finally like maybe a torso file to download somewhere. I’m not sure this is basically me taking a VROID. Shitty anime and trying to redo it basically
But I’m completely fresh at blender
But I have done some stuff in here already like bringing in other things because of like ChatGPT
try and press L while hovering over the shirt if you havent
ah vroids are annoying. But you could try to select faces and hit 'l' to see how much it selects as linked
or you could mark seams and then select everything linked using seams as the borders
uh wrong thing i was trying to ask for help in unity not in vrc
Hello
and i got it sorted out already i said
ooohohh ok ok
Or, you could hide stuff you don't want to select with 'h' (alt-h to unhide)
I just wanted the shirt off because I was going to figure out how to put a torso there and tattoo it like you know anime type of thing but I’m also super fresh to this. I just wanna take the shirt completely off. I believe that it was combined with the character so I don’t believe there’s actually a body under there, but I’m not too sure.
depends on your vroid export settings - usually there is mesh but it's transparent.
nothing looks wrong there
really need help with this if possible 🥺
does moving the armature bone in the hierarchy break the avatar?
So how i remove it
show your physbone component
as I said, 'x' deletes things
you should not be trying to edit the armature in Unity
Looks reasonable to me
When I hit x
What else could be jolting tbe avatar backwards?
Yes? do a blender tutorial. Pick a thing you want to delete.
Seriously though - blender tutorial. It opens up a world of possibilities.
is it normal for only the roots of the physbone chains to collide?
or are the children also supposed to collide
because thats what i need
I’m sure I just been working on his car for three days. I wanna figure out how to put a body on it. Put some tattoos on it. Couple little effects and get it in the game.
That’s why I was looking for someone to help me rather than talking on a video. I learned a little different and I’m like trying my best here. lol
the children ought to collide - you should be able to see collision radius on the whole chain
Should I make a body or try to just put something there?
had to turn off limits to give it a clear view, but yes, they are visible
Anybody know where I can get a replacement body
Like booth maybe? You could get rid of the arms and legs and just go for using a booth base like Kanata or something https://booth.pm/en/items/6813995
You could make one in vroid...
sighhh
so is there a fix you know of? pretty confused rn
I don't know what the issue is so don't really have a fix
alright
to clarify, i can just put physbone colliders on the actual bones, right? they dont have to be on an empty gameobject?
Is there a way for me to remove the clothes from vroid
no, you can put physbone colliders on bones, I often do on my major limb bones
alright, good because that is what im doing
good for interacting with hair or clothing parts
upper arms colliding with boobs, etc.
Well its still broken
even when I move the view back it still acts like I haven't change it
Anyone familiar with Mortugues Animal Speak
I'm having issues with that
Despite all troubleshooting, the secret voice doesn't work
coming back here once more, setting the child type to Average made them collider, but now the issue is that they still pass through the colliders easily, like they get pushed a bit and then return to normal
you trying to do a skirt?
apron
close enough - I've found that colliders aren't a great way to do this
how do i do it then?
yeah, that's the question
mmm
some combination of colliders, limiters, and maybe rotation constraints... and luck
something that is probably influential - this is a fully animated avatar and not a Humanoid one, but ill try and expirement with different things
there are lots of tutorial videos that are ... okay. I'm still not happy with any of my own attempts at skirts or long coats. It's frustrating.
heyo, can somone help me with seperating the outfits on the biggiefry shidou model in blender?
managed to get something good enough
thanks
whenever i try i get this message
????
I just need someone that’s good at blender that could hop on a discord call with me view my screen and tell me the things I need to do so I can zoom through this. I’ve been doing this shit like three or four days.
how do i get this to stop happening
???
I'm setting up a new avatar base~
I really like to keep things simple and use the 'AV3 Hand Layer" in the SDK to just control a few expressions with the right hand (at least for while i'm getting used to the avatar)
Is there any similar "barebones" FX layer I can use that has 'blink protection' for write defaults? (blinking while eyes already closed) or is that something I could write myself?
I wouls just steal the setup form an avatar that already has it. For example my nardoragon has it
Does anybody know where I can get some cargo shorts?
You can buy assets on jinxy, gumroad, booth etc
Make your own, go to the high seas ARRRRR, or buy them
I’m still new with this
Just hoping to get some free clothing files turn it into a 2-D anime type of look skin. The color out doesn’t tattoos on. I’m just trying to make a basic nice character you know with some decent features.
When i started out, i stuck to the Nardoragon model, as it had lots of assets. Paid, and free. Then i modified it heavily and learned how to put stuff on it in blender and such.
Thats way easier that starting from 0 in blender
But up to you how you do it.
I couldn't start with blender lol.
can anyone help me with avatar uploading, my toggles are not uploading with the avatar
You have to explain more detail.
Either you don't have any or you don't know how to do it properly
i am new to it so i would say the second option
i dmed irumi and told em whats going on but they havent responded so
Yes because they help here so other people can help you it's not a DM server
i see the toggle menus and everything for it, its like it not attached to the avatar
ah okay
heres a screenshot though
I don't help in dm, first and foremost..
And secondly, I don't promise that I will be able to help you, purely because I had no idea what the detail of your issue is. So I inquired you to provide more detail about your problem first.
Did someone help you with this?
basically, i uploaded this avatar, its the quest version and it should have toggles for clothing and all that but when i went to go check it didnt have em, then i read things need to be synced so i made sure they where, so now im assuming i need to upload the PC version for it to sync? idk
"Quest Conversion" usually is the toned down version of the avatar with multiple features removed to fit within Quest limitation.
yea i know that, i am a quest user myself lol
my friend was doing toggles though as well so
with the same avatar
They might be editing PC version to fit Quest limitation by themselves.
It's also as well that you misunderstood something. The whole situation wasn't well explained yet.
If you're seeing your friend can do toggles while you're in Quest, it might actaully be the edited version of it. You could try editing the PC version, and as well ask your friend how they did it.
okay i can try
have this issue ive desperately been trying to fix for hours now with no luck at at all where the legs of my avatar will randomly spazz out,ive tried readjusting the pose several times,reparenting the bones,remaking the entire project,even testing the model bare bones before hand to make sure the legs didnt mess up, and it all just keep coming up with the same issue
better example
No:(
Does she have bones for thighs?
Might be a shapekey getting turned on and off. that's normal for cat's
any help? my avatar isn't disabled
Screenshot entire unity screen instead.
never mind i got that fixed just had to fiddle around some more, but since you're here u remember how u helped me make the audio my avatar plays scale with it's size? well that stopped working after i brought my avatars that have that into a new project, i still have the audio scale animation, think u could help with that again?
You would have to try to recall the procedure then come back when you got stuck again.
i have no idea how it broke i just imported everything
Then test with gesture manager and see if the range slider in the spatial component can be moved by you or not.
u mean the spatial audio source script in the inspector?
Yes.
by slider do u just mean any of the settings?
Yes.
so just see if i can change a number in it's settings cause there's no sliders
so its a shapkey but idk how to basically stop the shape key from changing the body when i gose into pose mode
Is it active before you hit pose mode?
If im right, when you hit stop pose, it's going to turn the shape key off
i assume, idk have to activate or deactavate it
i tride locking it but that didint work at all
Pretty sure locking it just makes it so You can't do anything to it
yeah i realized that after i tride it LOL
Cat's is kinda finicky like that, so you probably just need to reactivate it every time.
how do i dot hat though
Reactivate the shape key?
yes
I feel like I misunderstood the question, but just this area with the sliders. bottom right, green icon.
okay and what do i do there?
find whatever shapekey controls i assume, the thighs, and drag the value up to 1
but its already at 1. when i hit pose mode it goes back to the smaller body (the unedited version)
Im a little tired, ready for bed, so I can't quite recall why it does that. Have you tried activating other shape keys to see if it does it with them?
@ornate stump still helping?
Have you got the result I asked for?
u missed this question
I don't have time to come back to confirm just "Yes" to your every question.
i could change the settings but i didn't notice any sound difference
no it dosent do it with anything else, just the body
Odd
While testing in gesture manager? If you can change the settings by yourself, that means there is no animation controlling it.
Well im heading to bed so i hope you figure out what's wrong with it. probably some setting issue
Okay goodnight thank you for trying to help
yup i tested in play mode with gesture manager
So go back and find where you put your animations in.
found the audio scale here
What does it show if you're trying to record that animation again?
You aren't in recording mode.
how do i do that again?
You should go back to the chat history to see how.
there's way to many messages to do that
There is a search function for that.
l can help with that
no i mean just our messages alone
still too many
You could look up for tutorial video on youtube about how to recording animation, or making toggle for vrchat avatar.
wait do u think i need to record it again? cause like i said the audio scale animation is still in my assets
if you're trying to record that animation again
Meaning if you put that animation in preview or record mode, it should show whether the animation is still working or not.
Yellow means object path is mismatched.
so how do i fix that?
Just record again.
i only recorded the near setting, that shouldn't matter though right?
If it works for you then sure.
Thank you again.
Now i am going to look for a next step.
so now do i just slot my new animation into the motion? also what should my new animation's curve look like?
Of course yes. And the curve is up to you. I don't recall how you set it last time. Try and see the result.
pretty sure we made the curve strait right?
If you think so then do it.
whatever makes the audio scale linearly with height
not hearing a volume difference in play mode when i change the avatar height
You would have to test in game for the actual audio. If you see the component is changing values then it's working.
it's working for the avatar i just tested it on but not for the other one that has the same animation controller for some reason, any help?
Recheck the animation object path again.
You have to note that animation works by matching object hierarchy path. If it doesn't match with the object hierarchy, it won't work.
is their a way to duplicate the animation and copy it to the other avatar?
so i don't have to keep making new ones over and over
animations are just .anim files in your project. copy them wherever you like.
there's a nice tool for fixing paths in them too, made by hfcRed
You could use vrcfury animation repath component. You'd have to look up yourself though.
that's not showing up in the add component list
Actually you have to use vrcfury to make your assets contains by itself. https://vrcfury.com/tutorials/artists
i'm already using vrcfury
both my avatars use the same fx controller and i already have the last audio scale animation slotted in for the first avatar so what do i do?
im trying to make an avatar but the textures are built into the fbx, is there a way to make it show up?
You can export them, either in Unity or blender.
I don't know the history of your issue, was just answering that one question. But if you want those to be different, just find the animation clip in your project and ctrl+d to duplicate it
look back at my conversation with @ornate stump
If you want it to work with multiple avatar with different object hierarchy, you have to read the vrcfury artucle I gave you above.
if I join meshes in blender whats the easiest way to seperate them again?
just like a keybind or sumn
There is no keybind for that.
kinda - select all the mesh bits you want to separate then 'p' to "part" them out
oo alright :)
If it's still different materials, you could separate by material.
that worked perf ty guys
select - p - seperate (either in edit or uv) , now you can use that seperated one as another material , handy when you bake everything into one texture
how do i do it on unity it did not work for me on blender
you wont have any material/texture unless you embed them on export, often texture one will fail cause path is wierd/wrong
Yo! So I made a avatar of my OC and I need help making each body part of the avatar solid so every time I use the avatar it dosent look like Play-Dough
done, now final thing i wanna do is use a different audio scale animation i made before to make another one of my avatar's audio scale with it's height, how do i do that again?
What do you mean done? Just done reading?
done as in i think i managed to get the audio scale with height working again on my 2 avatars
Then just replace the animation clip in the fx controller?
avatar has a different fx controller that i'm using than those other 2 btw
this avatar is completely separate form those 2
Can't you just take a look on how the layer is setup and try to replicate?
Chat I wanna learn how to make skins in Vrchat. If anyone is willing to help me learn for free, let me know. I am willing to make a custom animated Brawl Stars pin in exchange for Skin-Making knowledge. By the way, if I am breaking the rules please let me know. I haven’t chatted year in tens of thousands of years. I reposted this message since someone redirected me to here so I could get avatar help. I can do art for the models and prop models through paint 3d. Yes that app from Microsoft.
hey... can someone tell me is it rigging issue or animation issue and how to possibly fix it? ...
basically it behaves like it would like to make standing fall or jump animation while it doesn't detect full crouch in VR or something I don't know how to even describe it...
tried that and still have no idea why it's not working
VRChat has an excellent official resource to help you get started with the SDK for making avatars at https://creators.vrchat.com/ .
I'm not sure what about this video you're referring to
strange shift when I am falling down
hmm okay, I think I see it
I want to say that's the locomotion override for full body taking effect.
not bad? I basically see my chest in my view when it happens 😅
Regardless, almost certainly an animation thing rather than rigging.
Sorry I should have replied to Mudskippy's comment
ah okay
yeah I guess I can override locomotion controller and remove falling down...
I'd say if you also get a similar pose from walking around, it's the locomotion overriding full body tracking.
yeah I get a similar pose when walking around when falling from even 1 mm thing
I turned that thing off, it's annoying when you're trying to subtly shift position
well now to find where or how...
I fixed it once for previous avatar but I don't remember
🤔
that's in-game
I mean, in the avatar descriptor there's a thing about "force locomotion for 6 point tracking"
you can turn that off, but there's an in-game setting for all avatars.
I knew about the avatar descriptor having an option, in game override is news to me.
the thing is I don't have full body there 😅
aha
I know you can disable it for fbt and I did that
it's not this setting then
Yeah, if changing the setting doesn't work you can remove the falling/landing animations from the Base layer. I think GoGo Loco has a toggle to disable jump animations.
anyone still wanna help out? i have an animation that scales my avatar's audio with it's height and i'm trying to add it to my avatar
I didn't know you could do that
Such a thing would likely use one of the scale avatar parameters and tie it to an animation for the audio source. I didn't know you could adjust the range/volume of an audio source with an animation. Would likely go on the FX layer.
Maybe ScaleFactor or EyeHeightAsPercent would be a good parameter.
it uses the EyeHeightAsPercent parameter
it already has a parameter and it's already recorded
The animation would start quiet and end loud using EyeHeightAsPercent as Motion Time. I presume the issue is that the Audio Source isn't obeying the animation?
oh I see, that's interesting
no the issue is i don't know how to actually attach it to my avatar in the first place
The animator would go on the FX playable layer in the Avatar Descriptor since this isn't a Transform. The animation would go in said animator.
i put it in the base layer of the avatar's main fx controller
Make sure to add EyeHeightAsPercent to the parameters as a float and make that Motion Time for the animation.
yeah I muted jump/fall section and it is alright now... funny that wasn't an issue with SDK 2.0 and it started to happen when they made 3.0 XD
how do i do those 2 things step by step?
The top left of the animator window should have a "parameter" tab, which is where you add EyeHeightAsPercent. Once it's created, go back to your layer, select the state, and click the field next to Motion Time.
For this to work properly, your animation should start with the volume/range the source would have at 0.2 meters tall and end with the volume/range at 5 meters tall.
the orange audio scale box already has the animation and parameter slotted in so i just need to add the eyehieghtaspercent to the parameters list right?
Be careful on the spelling, otherwise VRChat won't write to the parameter.
Oh, do you mean as in the Expressions area? You don't need to add it there.
leave it at 0 right?
in the list?
In the animator, yes.
Don't put it in your Expressions Parameter List. You might confuse the game. Just in the animator.
it's in the parameters list of the main fx and fx gestures
it isn't working.....
Really? That's surprising to hear. Maybe the layer needs a mask?
idea how to fix that
Hey There, I have a novabeast and I wanted to put new ears on it, I got the positioning and everything but the hair I use is fitted for the normal novabeast hair, so in front of the ears and behind them my avatar has a bald spot. Does Anybody have an idea how I could fix this? I don't have a lot of blender knowledge so I have no idea what to do.
Please help I can't let my avi have hair loss😭🙏
how do you apply an spp?
If you're talking about aligning the exo skeleton thing with the body, I guess try to shift the bones?
you open that in Substance Painter and from there export whatever textures you want for your specific workflow.
I think you need to change the texture for the ears, that would help.
do i just drag and drop it into unity once i get it?
once you get what?
Huh why the texture? What's that gonna do
after i export the texture i want
sure, if that's where you want the texture to be.
its only a problem wen im on my knees upright is oke
ok
The ears being pink like a hairless cat?
It's in bkender
It doesn't have a texture there
It's just the fbx
And even with a texture, my head is bald between ears and hair
Oh, well if you don't want to enter blender you could try to add smaller meshes to cover the bald, parenting them to the head.
Unfortunately, I don't have much advice to fix your alignment problem in Unity.
Tried that, looks kinda bad
You could try moving the ears to cover more of the "bald spot". You're not gonna find many satisfactory answers unless you use Blender. You could also just lean into it and make it bald.
wen i use the hips as the link its dose that
Honestly, It's really hard to visualize what this is from all the closeups.
better
I think no matter how you shift or reparent the bones it's going to look a little scuffed. I'd say just go with the best configuration you can.
I think it's supposed to be more attached to the chest and upper chest? Maybe?
but ey its look good as long i dont bend to 100%
do i drag the spp onto the avatar or just into project
I told you what to do with that file already
You cannot use a .spp file in Unity
is it free
is what free
substaince painter
Not at all
is it a bad idea to use 2 armatur link if on part dosent want to link
like wen i link the hip the chest wont link wen i use the chest the hip wont link
ffs
it's $200 outright for one version or like $20 monthly
FFS
This is not the place to discuss, see rule #9
sry
but ey do you know maby more about the link problem
like wen i link the hip the chest wont link wen i use the chest the hip wont link
I have no idea what you're talking about here
okay so wen i linke my hip wit vrcfury then the chest wont link and the spine only to like 50% wen i use the chest the hip wont link
I actively avoid using Fury, so I'm not much use here.
how do you link armature?
why would I do that?
oh do you use bilder?
Assuming you mean Blender, and yes, I do use Blender.
maby that woud fix my problem but i will just for know use to armatur link (idk if that works)
Ummm I have a dumb question
you should probably ask it
Who can I ask for help with uploading an avi that I bought to my vrc? I might’ve worded that dumb
if you want someone to do it for you, you shouldn't share your credentials with someone, so ideally do it yourself. But if you want to commission someone, visit the VRC Traders discord.
Or are you just having trouble setting up a Unity project?
if you just want help on doing it, this is the place.
I don’t have a computer that actually can download unity so idk what to do at this point
you won't be able to upload an avatar without running unity.
It’s an old chromeOS laptop
Can I have the link to that or?
My laptop is crap
it's in #1204490664637890580 somewhere.
Well... ChromeOS is technically Linux, so it's possible. It'd just be really complicated.
those are usually ARM though right? Doesn't look like they make an ARM64 version for Linux
well not of 2022.3.22f1
Ah, didn't account for that.
still need help with this
for using unity on a chromebook the only way to use it changing the os to Linux everything besides steamOS every linux should work
The problem is the right hand gestures working but the left not? Sounds like an avatar masking issue.
what's the easiest free way to edit an .fbx file? i want to fix up a pair of ears to better fit an avatar's head. they need to be a little further apart & rotated so i assume i will need to do this outside of Unity, right?
Blender
i thought you couldn't edit .fbx files in blender??
IDK who told you that, but that's what most people use for VRC
You can't drag and drop it into blender though. Have to go to import
depends on the Blender version. 4.5 and later can read drag n dropped fbx and obj files
Oh! Good to know!
(blender has been able to read FBX files since time immemorial)
any clue which one the animator could be
the stars root is supposed to allow the stars on the bone to move around. how do i set it up to enable that?
for some context, im pretty confused by VRCFury's armature link (despite following tutorials, there's always some sort of error) so i've just been dragging assets under the bones they need to connect to but that doesn't let the stars move around for this accessory
previously, i've dragged the whole thing under "neck" which keeps it where i place it but i would like to allow the stars to move
is there a way to overlap audio and have it repeat very fast on an avatar?
basically each time a toggle is turned on, the audio overwrites itself
Posted a problem I'm having in #1139216499123437668 if anyone knows what's going on or wants to offer any tips please let me know there!
What you are describing is playing a sound source as a one shot, which we sadly can't do on avatars.
You could chain audio sources I guess, but aside from that, no, can't have overlapping audio, repeating is easy though with the https://creators.vrchat.com/avatars/state-behaviors#animator-play-audio component.
anyone know if the shader liltoon has a discord server?
so how do i do that step by step?
Right click in your project files and go through the right-click menu to create an "Avatar Mask". Name it whatever you want and select it. In the inspector, turn all the green parts red. Then, import the skeleton of the model you're using. Then, select "Toggle All" to turn off all the boxes. Then in your layer, click the gear icon and add your Avatar Mask.
Anyone know how to fix liltoon?
It should look like this not the top happened after i update but when making a new material it doesnt happen
Hiya have a bit of a proble, first time making an avatar in vr chat and i can't get the eye tracking to work. When importing it is cross eyed, but then when testing it for eyetracking and previewing they snap into a position i can actually use
the bones are the straight up ones im using
bumping as i still need help if possible!
and leave the settings in the little box default?
Little box?
where the mask slots in after clicking the gear
Well, make sure the layer's weight is set to 1.
it is
Good, then you're set.
hey guys i wanted to ask for those who make avatars i wanted to make a one piece avatar with custom scripts for the effects but i know you can't do custom scripts for quest but can you use custom scripts for pc at all? just asking because i don't know
it says i have to fix compilation errors before entering play mode to test it, i've always had those errors and it never did this before
Unfortunately, I have no idea. Animators shouldn't lead to compilation errors so it's something else. It's getting late, so I don't think I can help further.
Avatars can't have scripts, only state machines
oh really is that only for quest avatars or can you have scripts on pc avatars also ive seen some avatars with custom scripts that were pc only
No avatar has scripts. Unless your talking about custom shaders, which you can do for PC
You might be thinking of editor only scripts like VRCFury, which just does something to the avatar before upload, it does not persist after upload.
aw man
no like i have seen avatars with custom scripts on them with effects
that's why i am asking
you don't need scripts to do effects. Thats animations
you haven't
🗿 well i saw something i don't know what it was then
yep, that's often the case, you can get pretty complex with animations and clever use of things like contacts
alright
State machines (Animation controllers) can do some very basic logic, which is pretty powerful
If im uploading an avatar and it doesn have gogoloco and i want to put it in but its already uploaded on quest and pc but the pc blueprint id is in the quest one do i just need to add the gogo to pc one or both and another question is will it automatically pop up on the expressions or do i need to add that aswell and final question would the avatar be preset to do the gogo or do i need to map that aswell
If you use the VRCFury prefab for GogoLoco, it'll come with the menu stuff all ready to go. If not, see the instructions, they're very detailed and explain how to make this work.
If you want it on both quest and PC, you need to add it to both.
not sure what your final question means
ah ok
like if i add gogoloco to avatar that doesn orignally have gogoloco do i have animate it and bind it to the button
like
the cross sit pose
do i have to make the avatar sit down and make it sitdown when it hits the button
Same answer: if you use the vrcfury prefab and vrcfury, that's handled, if not, you have to do some setup and I really suggest you read the documentation for the details.
i have vrcfury on the projects so i should be good tysm and i have reupload them right?
nothing changes in-game unless you upload it
alrighty thank yuo
............audio isn't scaling with any of the 3 avatars i just tried to put that on FML
one last question when i add gesture manager to the project but i already have it open do i ahve to restart the project or does it automatically comeonto the project
I don't really use that but I think there's some menu option to add it to the scene
and another last question so its a unity file and i cant drop the gogo onto the avatar
and it says theres nothing to import but i dont see the gesture manager
like i dont see it in gesture manager
im sorry about the amount of questions im new to avi uploading and creation
can anyone please help me out w a model thing rq? im tryna yoink an asset for a private model and sketchfab isnt happy with me making an acc 💔
what sort of help are you asking for?
im just tryna get ahold of a model (CC Attribution not stealing ts) but i cant make a sketchfab acc 😔
need help getting the file
ohh I see
yeah, it sounds a lil sketch probably but i can like direct whoever to it instead of them clicking a link or anything if that makes any sense
I have a toggle that turns up the values on a dither when not moving after turning on a bool that happens over 10 seconds on a transition duration. When I play the toggle and stand still in front of someone, The dither makes me transparent at first and then over time makes me opaque at the same distance. What causes this and how can it be fixed? Picture of how it is at base and animated values:
Does anyone know what to do when you attach a bone to a bone in unity for a booth model and the boobs do not move or the butt I know there’s an easier way to attach clothing, but I just like doing that way
Make sure the breast bones and butt bones are named the same on both the model and the clothing (I assume you are using modular to attach the outfit). Also make sure the path is the same (if the avatar has a root bone for the breasts, the path would be armature/hips/spine/chest/boob root/boob.L etc. If the clothing is missing the root bone then the path would be different and the bones would not merge correctly)
i suck with unity and im still pretty new to it. is there any way to make a paid avatar quest compatible and add physbones to the hair? if there is, are there any beginner friendly tutorials?
hi guys, is it possible to have different 'view position vrchat' in each outfit? i try it to animate it, it didnt work
Quest converting can be a lot, but make sure to start by duplicating your project. Then use the copy as the quest project.
The first thing to do in your quest project is to switch the build to Android. In the top left, go to file > build settings and then click on Android and switch build.
hi uhh, does anyone know why this happens with some emotes?
I know it's something IK related, but I did like a bunch of tutorials and it still didn't work
hope you have dm's closed, here comes the bots
wait what
D:
many scammers in this discord
Are you attempting to create a 3d model from scratch? I'd start with the blender donut tutorial for the most current version of blender if you are.
or are you looking for someone else to make you a model? in that case you want to go to the VRCTraders discord, in the community section.
people in that server are verified avatar makers that have completed commissions. You can find someone to help you there. If you want to try yourself, you could start from scratch by learning blender or use existing bases and models purchasable online (booth, gumroad, jinxxy, etc) to recreate your character.
Closing the request for now! Thank you for responding! Atm trying to get everything sorted 
-# so so many friend requests what have I done :A;
hi guys, is it possible to have different 'view position vrchat' in each outfit? i try it to animate it, it didnt work.
the outfit had bigger head, so i cant see outside
nope, can't move the view position - use a different avatar for that
ideally you do a different one for each outfit anyway, so they can each be decently optimized
thankyou!
here is one using camera to switch "viewpoint" to drop/constrained avatar ( you do not want to do this in vr its terrible )
fov is wierd / it tend to be very offcentered and extremely nausiating in vr 
In the avatar selection menu, you can see an avatar preview with an animation.
I've read this "intro" animation can be changed, but I can't find any info on this.
Does anyone know of a tutorial?
just add a animation before trackingtype is set ( not equal 0 )
gogo loco
my setup
vrchat default (yellow blob thing is your animation)
base/locomotion controller
why are my wings doing that (only in play mode)
so if my avatar has GGL, I need to use the first one? or can I use any?
if you're using GoGo, then I bet you can just modify its Base layer
(in fact, doesn't GoGo already have a preview animation?)
in that case, you'd just swap out the animation clip
ok, so I copy/paste the base layer on my folders and swap out the "Avatar 3D Thumbnail" animation file?
?
@pine valley @balmy barn Sorry for the ping, just want to confirm 😅
If you make a new copy of the GoGo controlers, then you'll need to make sure to plug your new controller into the avatar descriptor
(otherwise, it'll still be pointing at the original controller)
tysm! 🙏
also, ha, i thought that looked a bit like sign language!
yea no kidding!
I have one unity file with multiple avatars, so yea I would then have to make one for each.
Haii, im having a problem where my hair is not moving at all, i put phybones on it but in playmode just the bone is moving and the hair is not, its like they are not connected
Working on avatar optimization, I have my texture memory down pretty well, but are there any other things that are big hitters for performance?
eny idea how to fix that
okay i found out its the blendTree for the wing control so how to fix that
material slots
Please Guys😭
how did you attach the hair to the avatar?
dragged the prefab on the avi root
hmm can i see a screenshot?
of what exactly?
the heiarchy where you placed the prefab
like that?
the whole hiearchy pls
thanks so to confirm the main issue is the bones move but the hair doesnt move right?
Can someone help me?, I'm looking for something but I think I may be clueless how to find it
what u looking for
i was thining it was a blender problem like the hair not being weighted correctly
i did the auto weighting thing but it changed nothing
I am making a avatar commission request soon for my partner
-# (( Late birthday present))
And the person said I could use a pre-made base for a start
But the thing is I don't know what website to even look for one to buy
wait in blender??
usually u can look on websites like gumroad or jinxxy
is it humaniod or furry youir looking for
Tysm!!
yeah
ohhh thats your issue
It's Kinda Humanoid ish ((Mostly Male Human Shape))
ok look on jinxxy for akii base or zin eboy they have lots of textures and clothes made to fitr them
you likely might have weighted the whole hair to the head
Tysm!
ehm tbh no idea, im kinda bad when it comes to blender
no worries good luck
thanks!
i feel you, can you open up the blender project for the hair
yeah one sec
also piece of advice you should never re weight hair
okay i opened it
sick selct the hair go to weight paint mode and then in vertex groups select head then send me a screenshot
should i select hair and bone or just hair
just the hair
there is no head in the vertex groups
did that
and now?
go into weight paint mode then send a screenshot
try going through all the vertex groups do any of them have the whole hair as red or yellow?
nope
ok check the modifiers for the hair is there an armature modifier?
hmm this si odd everythign looks fine
i have no idea why it wouldnt work on your avatar?
Maybe I did something wrong in unity
Maybe I should make a new prefab because I changed something about the hair in blender
But no idea how to make a prefab
Yeah I don't really understand it myself
was the ponytail mesh actually weighted to the ponytail bones? check each strand of the ponytail in vertex groups
Not home anymore, but I think it was like that
can someone help i have a avatar with face tracking on it but i do not own face tracking and its causing the mouth to be stuck open in game, does anyone know if thats fixable?
mouth stuck open is likely that you have the jaw bone mapped in the rig setup, and shouldn't.
how do i fix that?
click fbx > inspector > configure > head - unmap anything assigned to jaw
click fbx -> inspector -> rig tab -> configure (etc.)
alrighty thank you so much!!
I'm having trouble updating my avi
it gets stuck on 100% and the the failed to upload message pops up
?
How do i get face blendshapes to work in a toggle? trying to get open mouth and closed eyes for when the fire breathing activates.
You'd need to disable the built-in visemes during the animation
I don't think that can be done with a VRCF toggle alone
Any blendshapes actively being used by the avatar descriptor cannot be animated by anything else, unless you disable that temporarily using the animator tracking control component https://creators.vrchat.com/avatars/state-behaviors#animator-tracking-control
bingo
So... how woujld i go about doing this?
And I think Fen is correct, I don't think there is any way to do this with just VRCFury
The easiest thing to do here, imo, would be to make a new "breathe fire" blendshape
it's very easy to create a new blendshape from a mix of existing ones (over in Blender)
just set them up the way you want them and then do...
... shit
I do not know blender
What do you find easier, Blender or doing the animating that VRCFury is doing yourself
Well, i have no choice given that blender won't download on my computer for some reason.
every time i go to the website, it redirects to something and refuses to download
Get it through steam then I guess
Would adding a fire contact tag get my avatar to interact with the other items that use fire like the marshmallow?
unlikely , their layers probably not even set to interact with anything other then world objects in their list 
so i want to add these cyber arms to my nova but it had no shape keys, so i went and added some shape keys for the hands, but when i activate em the hands look like this while standing straight but in t pose they look ight (the higher the arms the less u see the hands, idk how to explain it) any1 know how can i fix this or why it s happening?
damn cute
why is it that my Avatar is always a foot away from ground, is it because of goco loco?
i cant tell if da head is merged too the body
Check if they are separate mesh objects.
nothing in this video shows that.
How do i check it
... this is blender 101, look at your hierarchy in the outliner, find what you think is the body mesh object, see if there's a head one
So I'm struggling to let this happen, because it works fine at first but moving the viewpoint reverts the work I did. So this is one of the obnoxious asks, but I'm not planning on overpowering a VRC world with the height, but the character itself is meant to be pretty tall. I think it's roughly over 9m, but I can't seem to get it over 5m (obviously). Is there some limitation constraint that I have to do to get it to not revert back to 5m automatically?
was there some previous discussion of what you're trying to do?
I mean, I'm not sure what your goal is here
I just got here but I haven't been able to find the answer elsewhere
Basically I just wanna make my avatar bigger than VRC's 5m height limit
oh I see
Not obnoxiously big
that's pretty obnoxiously big
It is?
I mean, I'm like 1.825m so yeah 5 seems quite large 🙂
Well no no that's the avatar height limit
It's more for like my own sake, I don't wanna end up annoying people with my size (that I'd have to tweak anyways later so I'm not significantly taller than I want)
Though what I meant by obnoxious is like avatars that are like 50m+ tall 😭
I don't wanna get anywhere near that
well you generally can't bypass limitations
Normally yeah, though some avatars do, I think there's something that allows you to go past it
I have an avatar (well I know an avatar) that does that
It's about the same size that I'm trying to make this one
it's possible avatars uploaded before limits could do so. also you can scale in-game.
beyond that, even if it were possible, you won't likely find answers on the official vrchat discord on how to circumvent the rules 🙂
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those are not mesh objects.
iju
the orange triangle is a mesh object.
cause this is all i see when i tried too merge them
I don't know what this image is from, but it seems to be talking about merging armatures, not mesh objects

hdr blowing up colors again woopie