#avatar-help
1 messages ยท Page 275 of 1
im just so confused why i keep getting this error i've added nothing and have had no problem uploading this avi before. any solution?
is there a way to fix this texture its fine in unity but outside of unity it this
what's wrong about it?
i wanted some of the parts white so i can do matcap on it for the gold part but from what im seeing for the image on the left is like some parts are missing
uh... okay, so I guess paint on it?
use krita for painting/ drawing
i just figured out how to fix it
does anyone know how to fix this? i just opened the project. it wasn't like this when i last had it open
oh is it when you look a certain direction the mesh just vanish there is a way to fix it
yeah, it seems to "clip" through the avatar's legs. i uploaded it to vrchat to see if it was just a unity issue but it's happening in game too. how can i fix it?
so when you click on you mesh make sure it highlight orange then look at inspector and go to skinned mesh render and go to extent and increase the box size if that doesnt work then its might be pioyomi if so then scroll all the way down until you see rendering and turn culling off hope this help if not try searching up youtube videos maybe
my avatar is giginv a weird issue that doesnt let me upload it
i copy pasted the text on chatgpt (better than nothing) and it said its related to the sdk or smt like that
NullReferenceException: Object reference not set to an instance of an object
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder+<>c.<CreateContentInfoGUI>b__100_0 (System.String selected) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1522)
UnityEngine.UIElements.PopupField1[T].GetValueToDisplay () (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.BasePopupField2[TValueType,TValueChoice].SetValueWithoutNotify (TValueType newValue) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.PopupField1[T].SetValueWithoutNotify (T newValue) (at <332857d8803a4878904bcf8f9581ec33>:0) UnityEngine.UIElements.BaseField1[TValueType].set_value (TValueType value) (at <332857d8803a4878904bcf8f9581ec33>:0)
UnityEngine.UIElements.PopupField`1[T].set_value (T value) (at <332857d8803a4878904bcf8f9581ec33>:0)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder.HandleAvatarSwitch (UnityEngine.UIElements.VisualElement root) (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:1721)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.<ThrowAsync>b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.Exec () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks () (at <cb81df0c49c643b1a04d9fc6ccca2433>:0)
I want to make a toggleable loop animation, and then make a separate radial toggle to change that one animations speed. Are there any good tutorials for this? Or can anybody help me?
see the first pin in here on how to share console messages - this one usually isn't useful on its own, unfortunately
radial sets a float parameter, use that for the looping animation's speed, it's one of the options on the animation state
I can see there's more above - you need to look at the first 2-3 messages, not the last.
oh, figures, only that one. maybe check the SDK's build window, see if there are any major errors there
oh, maybe could be this?
but apart of that theres no alerts that i had before that could affect
This is a problem, yes.
yep that was surely the issue, tysmm
nice
I'm sorry, I'm really confused. I don't understand how to do this.. is there any possible video to show this? I've been at it for a while
I've made the radial, but it doesnt control anything
I dont understand how to make it change the animations speed
I said - you put the variable the radial changes into the speed parameter on the animation state
I know, but I don't know what that means.. I'm new to manually making radials
vrchat menu docs here: https://creators.vrchat.com/avatars/expression-menu-and-controls
Open a radial puppet menu that controls a single float parameter, kind of like a progress bar that you can fill! The float value is 0.0 to 1.0.
this is what ive got ๐
looks like a good start
me either, you haven't explained what it is or isn't doing
Okay, Here's what Ive got
I want to make a radial looping animation that is at 25% by default, that way I can slow the animation down by 25% or increase its speed by 75%
"Speakers Boom" is that animation I am trying to control
All I have so far is this, and I don't know what else to do from here.
ah if you want to be specific about numbers like that it's probably time to do some math. as I pasted, radial menu item only sets the value from 0 to 1
Hm, okay.. what can I do from here? I've (clearly) never done something like this before, lol
technically, neither have I ๐
well I guess I did a tail wag speed thingy
I think it would be similar to that
but really, from here it's just about figuring out math that works, since that speed value is a multiplier on the base speed of the clip
so set the speed to the maximum you want, and then the multipler which the radial controls is from 0 to 1
I did it basically like this but with numbers specific to my setup
it's not a radial though
I appreciate you bringing up the tail wag, since I have an asset that has a speed control on it for a wagging tail. I can probably reference that for this purpose. Thank you!
okay now i found another error but this time was bc my friend
no need to ping me for it
yeah my bad srry
well in resume he sent me an avatar that is 57m tall, so the gogoloco and most animations like that were extremely broken if i scaled it down on unity
'cause you shouldn't scale it down in Unity
so i now scaled it correctly on blender, applied and redid scales on unity
nice
@ornate stump tested the audio scaling in game and it isn't working on any of the avatars i put it on
;_: sometimes i can make edits and it doesnt break but its a gamble. i dont mess with anything but the mesh and it still breaks like this and even if i undo everything and export it stays broken ๐ i have to reload the project, most of the time simply replacing the fbx doesnt even fix it ๐ what am i doing wrong
all i did this time was cut out some mesh that would never be seen to optimize it
this is airi btw ive been trying so hard to make this model work for quest
even weider is when i drag the fbx into the scene its not broken...
Cute !!
โค๏ธ ty the pc version is really cute too
airi is a base booth model, i considered manuka but i like airis body a bit more. and yeah this happened from using blender. idk even when i change how i export it stays broken too
Damnm
i just want everyone to see her lol im so desperate to make a fallback or opti of her too
Having a problem on the gesture weight of my fist closed expression, where when at 99% the expression animation is working but at 100% it snaps back to the start of the animation
(For example the eyes are closed at 99 but open back up at a fully closed fist/100%)
is there a way to edit between our heels and the floor in game? my foot keep clipping
@placid mica uncheck loop or looping or whatever in clip's properties
i am unable to figure out why the fbx animation preview is correct for my gestures, but when i click the clips themselves, which are the very same ones, the preview is wrong. it is also wrong in game. only the fbx animation preview window shows the correct deformation. for reference i have a rather complicated rig in blender, and the stuff that is incorrect in the clip preview is anything using transform and IK constraints.
in bottom right is the same hand gun gesture
do i have to somehow bake the constraint-controlled bone positions before export?
even if i bake it as follows the same issue somehow persists:
or does using a humanoid rig retarget everything somehow?
seems like i'm maybe out of luck
is this supposed to happen? 3 body parts are kind of curled up together not looking like the original mesh
I'm a bit rusty with the blender mirror tool, the other hand of my model is badly weight painted, but the other hand is perfect, how would I mirror that so I don't have the error?
in other words, trying to do a lazy way of making my rig look smoother-
Hey guys i need help with a particle system issue
So whenever i play a toggle in unity it works perfectly fine but the moment i log in on the game the animation wont play when i toggle it on
You need to explain context too, what are you doing?
okay so i got a novabeast, i put diffrent ears on it and the hair did not fit the new ears, a friend edited the fbx of the hair for me in blender so it would fit and send me the blender file, i exported everything and now this is just there
but only when i go into playmode
Did you make sure that the hair in blender still have armature?
Does the hair still follow bone in blender?
yes
it does follow it
Can you screenshot the entire unity screen when that error show up?
the hair isnt even showing up in playmode
Screenshot the same way again but not in play mode.
What actually is the "Armature Test" object?
that is the fbx i exported from blender, i just named it that way
Bad naming causes confusion. If you put that in the scene again, does it have the actual armature object?
like delete the one that is in there rn and the armature and drop it in there again?
That also should do it. And do not "Unpack Prefab".
looks like this now
Then you have to start from there. Use armature link component to link armature.
tbh i tried that a few times but it never worked, i dont understand armature link haha
like no idea what to put in there so it works
Assign the bone you want to move into it, and choose where to link to.
i guess like that?
Yes.
i just used the first thing in the armature
should i try playmode now?
Yes.
Do you use some kind of optimizer like d4rkavatar optimizer?
Yep exactly that one
That's probably the cause. Try disabling it and see the result.
should i just delete it?
Anyone know how to make a model
If you don't know option to disable it then delete it.
Someone know how to make a model.
i deleted it, gonna try playmode now
I canโt find the model Iโm looking for. Iโd have to actually rip it. And I donโt know how to do that either
okay now its there in playmode and the error is gone, but its very small and rotated now for some reason
What model exactly?
Disable transform alignment in the armature link.
everything in there?
Yes.
Never heard of it.
Ok. If you want to rip from other game, this channel or this server isn't the place for discussing for such topic.
Alr Hair is there and in the right scale and position, no more errors, now i just have to figure out if im able to get the physbones to work
Thing is I donโt want to rip
I think itโs illegal
And what kind of help you need exactly?
Modeling
?tag comm
Hey ho ๐ I see you're looking for commissions.
You will probably receive DM's or friend requests from scammers now (or later) that will try to offer you their services. ๐
๐ซ Absolutely DO NOT engage with those, regardless of how competent they might seem or their excuse to why they contact you.
This is unsafe practice used by scammers, and also breaks this Discord's rules. ๐ฎ
If you seek a creator, check out VRCTraders and follow their protocols strictly ๐ฅบ
(You will get DM from bot to verify your account upon join.)
๐ It's extremely important to always DEEPLY investigate the account and social media of the person you plan to commission.
Is their social media linked in Discord? Is it legitimate? Are the references stolen? (Try to reverse image search posts to check.) ๐
The quality of fake profiles out there can be crazy good, be aware of that and NEVER engage with DM or friend requests that originate from the artist.
When in the slightest doubt, do not commission them and contact the moderators of the involved communities. ๐ฑ
Modeling is done in blender. There are lot of topics you have to learn first.
You will have to confirm that there is no other physbone component trying to control the same bone.
its the only one
Also enable gizmos here and see what bone are look like.
I got it to work!
Really thank you sooooo much
i asked so many people and no one could help me
anyone knows how to fix this? when far away in game or in unity white outlines appear on the model but when close up, it disappears. i dont want any white outline
(sorry for the small first image, it had to be far away)
Probably mipmap dilation. You have to paint texture beyond its uv edge.
ohhh will give that a try! thank you
that was it! thank you very much
I was told VRChat had an update and now everyone can hear the audio file from my Avi even tho I have range limiter on it
how do I fix this?
show your AudioSource component
you have that set to 2D - set it to 3D instead and the falloff stuff should work
okay thank you
You may be thinking of how the public Steam Audio release caused some audio source to get louder
(2D audio sources have always been global)
ah
well someone point it out like that when I was with them
people do like to blame "the recent update" for everything ๐
And don't read the changelog
(MA) anyone know why having the toggle off makes an accessory visible instead of invisible? and why some toggles doesnt work entirely
People, please, I need help. Like, when I launch VRChat, my avatar doesn't load. I don't know what's going on. I can't change my avatar, I can't change worlds, I can't do anything.
you can change out of the problem avatar by switching on the website
you'd have to investigate each toggle, there's nothing we can tell you from this image
It's exactly the same thing; no matter how many times I change my avatar on the site, I have the same problem.
it's first time making avatars
dont really know what im doing wrong there
Sorry, I don't know anything about Modular Avatar, just saying that you'd have to look at how each toggle works.
well alr i'll see what i can fix
maybe try #1138891887374237706 then, this channel is about building new avatars, not really runtime issues
dont really use it either, but isnt 1 bool true, you want false as default
uh maybe ive tried it once ever
that probably setting it to true when toggled ๐ฅด dont really like these tools
same
is there any fix to double vision of avatars? it shows it double visioned for me and other players
never heard of it - got some weird shader going on? maybe a screenshot of this?
unfortunately i dont have any screenshots
hard to know what to suggest without seeing it
it shows the avatar in the left lense of the vr headset normaly but the right lense shows it offset to the right
It usually causes by incorrect shader usage.
yup shaders can do that, try another one see if it still happen
Yeah that's a shader not setup for vrchat
Ive tried like 3 different shaders but does the same thing
i took an avatar with a poiyomi shader and swaped it for standard lite shader to optimize it for quest.
would that have anything to do with double vision?
Possibly. Also try creating new materials instead of just swapping out shader in old material.
I really want to know what this "double vision" looks like
It's when stereo eye parallax isn't working. Probably similar to having a model rendered at the same position on the skybox.
I cant really take a screenshot but this is the best way i can describe it
right but why would that happen when using normal things like poiyomi?
the avatar came with poiyomi but i swaped it for standard lite so i can use it for quest
I had a friend did that by accident. Still not sure what actually was causing it other than shader.
Heyo so im trying to download a shader thing for an avi, but im new to this an dont kniw how to download this from here:
Any assistence would be helpful
For the most thing you want to get for unity, you have to get it by unitypackage.
ok so the 3rd option
Other package may not locates at 3rd option, so you have to actually read the file name.
@rose vine you dont want to use unitypackage at all
wheres that?
why not just do this in VCC?
scroll down
i dont know what that stands for
Vrchat Creator Companion, it's discussed in the getting started page:
https://creators.vrchat.com/avatars/creating-your-first-avatar
oh that yeah i have that already
that's where you should probably manage packages like Poiyomi
ok yeah, im just trying to get the poiyomi file first
yes
ok thx yall
whats the differnece between Unity 2022 an unity 2019 in the VCC?
Does it matter which one i use?
2019 is legacy and cannot upload any new stuff, only update your old projects
does anyone know how to put a loop animation on a avatar?
So if an avi has an adult version an a SFW version would i upload together or separate, the file i have has both in place but the directions i was given for it doesnt say not to upload together or will this corrupt each other?
Or would i have to upload separately, new to this is all sorry for if these questions are dumb
Thats bold to ask in the server since nsfw content is against tos entirely
Id suggest only uploading the sfw
sorry for the dumb question, but if i had a model with multiple face meshes that have their own visemes, how would i go about having more than one mesh use their visemes when speaking?
is there a list that shows which Viseme int values correspond to which viseme state
that would actually be super helpful
im on that page already but it doesn't show which numbers go to which visemes (like, random example, 4 = ch)
oh
wait no it does my bad
thank you!
I'm trying to find tutorials online for this, but I don't think I'm looking at the right videos for this, but I'm trying to animate a shapekey and I'm not sure how keyframes work with it. It seems to only add a key frame to it's final value
make a new keyframe at the target time, set the value you want. repeat for all keyframes
I tried doing that it didn't seem to work, though I might be doing it in the wrong order
I tried to set at like 0.90 value, but it still registered it as 1.000
Though maybe I'm just not far enough into it, but everytime I would try to set a new value, it would just go back to 0.90
Even if I inserted a new keyframe at a different value
you can always set it in the animator at the keyframe, rather than setting the property in the inspector
otherwise maybe you'd have to show what you're doing
is this in Blender or in Unity?
I should probably clarify in case this makes things less confusing, Blender ๐
ohhh
Yeah no I should've been more specific lol
I'm guessing you just aren't inserting a new keyframe correctly
Probably not, but I'm not sure how to lol
If you don't have the auto-record mode turned on, you must right click the property and hit Add Key
Animating in Unity is fine, I can manage that LOL
er, "Insert Keyframe"
Yeah I should have asked up front
I should've been more clear though tbh ๐ Cause I realized there were two programs to animate on
Unity is somewhat similar: if you don't have the recording mode enabled, then you aren't actually inserting keyframes automatically
True, maybe I just forgot to do the recording thing
But it wasn't really doing anything when I tried to insert keyframes so it was confusing to me
if you right-click the property you're changing, there's options to insert or overwrite keyframes, I use those
The issue is I want to build up into 1.000 value so ig Blender doesn't like that ๐
I noticed that, yeah
Could I add all the keyframes first and then animate the shapekey from all those keyframes?
Or do I have to do that one at a time?
i don't understand what the problem is
move to a certain time, set the appropriate shape key influence, and add a keyframe
If you're trying to adjust how quickly the value changes, perhaps you're looking for a different interpolation mode
I think I'm just not sure how to ask the question ๐ญ
I'm trying to make a shapekey animate in a way that I want through the different values, not just from 0>1.000
Like 0.1 has a different look, then it goes to 0.2, and so forth until 1
you can't record "different poses" for different shape key values
Well then maybe that's the problem ๐ญ
A shape key moves each vertex by a specific amount
the Value of the shape key controls how strongly it applies
So then I need a different technique for what I'm trying to do
now explain the original problem, before you even decided you need shape keys :p
It wasn't like an issue, just something I wasn't sure how to do ๐ญ
I don't know how animation works in blender
So that's what I'm trying to figure out ๐
So i am currently trying to make a root beer float nanachi. i was wondering if anyone would like to help me make this plausible. What im trying to do is to make the face like the mix of the both and have a tint of root beer if that make any sense?
well i want to make the root beer brown somewhat see through, like make it look like the actual drink
Well if you're doing this for PC, that's just alpha transparency, again in the texture.
im lost lol
The easiest thing to do would to be to make the brown root beer section its own material in blender, so that you can apply the material properly. Or, you could duplicate the mesh only on the brown part and slightly scale it up to have an outer layer where the root beer will be. Then you would use translucent textures and maybe some normal map stuff with the fizz/bubbles
my only downfall is that i know nothing about blender
Ahh, yeah that might be tricky. I was thinking about how cool it would look with maybe a 2-3 layer parallax scrolling animation with the 'bubbles' moving up like it does in a glass of soda. You might be able to get some effect with just masking and such but it won't be like what you could do with layering.
i remember doing something along the lines of doing honey hair a while back and it turned out so well, but i forgot how i did it lol
like this
Alright thx
i've been trying to fix my character's default face sticking to the confident face, it even stays the same after resetting avatar
using a int to change them ? , have the faces in same layer in fx somewhere to avoid stacking
yea i mostly use int
scam alert !!!
fixed ๐
I did a little thing. Maybe something like this could be applied for root beer? (You would have to texture edit to fit the uv map)
Forgor to reply ^
How much would a custom avi cost ?
Separate pieces
oh shii nice
Here's without the textures bubbles. You could instead use a normal map for bubbles and have a bubble matcap and they might look better
how do i make it so that the correct mouth shapes are linked to the correct sounds? rn, the blendshapes in blender have been made, but i need to know how i can make it so that when i would make an "a" sound the "a" mouth actually would show in game
this is configured on the Avatar Descriptor
In unity, there is an avatar descriptor attached to the avatar. In that component, you can set the blendshape for each viseme sound
thanks!!
yo anyone know good avi creators i can check out
how do i fix this??? it has too be .001 in order for it too merge properly
hey iโm new to the server and i had this avatar i really liked back in 2023, and now itโs been token down the creator was โLuckyyโ i really want to know what happened to it, ill send a photo of the avatar
how would i go about making a placeable camera like singularity's biopods in dbd (video demonstration above). i got the placement down but im struggling to make it actually look through the cameras. currently im using a plane that uses a render texture of the camera's view (shown in the screenshot) and it works fine on desktop, but in vr it breaks showing a split view. i dont know if there is a better way to do this or if i can just fix the split view somehow.
presumably you can click the dropdown and select a different armature
iirc, if you turn on a camera that doesn't have a render texture, your viewpoint switches to the camera
how do i upload a avatar
am i doing it wrong
i did everything and it wonโt let me
look at the console
notably, i see these errors here
i have no idea what the script would be!
idk i js might get a different avatar from someone
would that helpV
like the problem
was this actually intended for use as a VRC avatar?
yea
it doesn't have to be, but it might have problems you need to fix
noting pulled related to the character
i cant- the onlyone there is the 9 one
that worked, thank you
cant log into the vrc sdk but the password and username/email is correct
if i add the pc avatars id to the quest one, will it show pc only toggles? [like yk how there are quest avatars that have pc only toggles?]
Usually you want to share the parameters list for both versions. But you can have the avatars entirely different if you want
I have a problem with installing unity editor
Can I send a screenshot of my problem?
sure
my unity is broken
is it normal for unity hub to constantly open when i use vcc?
why is the gester manager asset suddenly not working anymore unless i restart unity every single time i run it
like it will work one time then if i try and use it again it just does not work until i restart unity
Yeah, anytime you run Unity, the hub will open.
I just close it and let it sit in the tray
Thatโs strange Iโve used it for years and it just recently started doing that
it always has for me
@pine valley sorry for ping but any chance you know whats going on here?
My friend is helping me upload my avatar and we cant figure out what to do. He says the blue print ID is blank. There is nothing to clear he says
that's not the real error - scroll up and look at the first 2-3
there you go
you need to install the package that provides that script, whatever it is
it says "MA" - maybe it's Modular Avatar?
Its through lance armory
no idea what that is
Hello everyone I've been making avis for a long while now and I want to get into making my own textures, More specificly for the Origin base, but I can't figure out were to start. To be honest it feels a little daunting but I have done a million small texture projects like cloths and or tweaks to body textures so I want to try. If anyone could help me can you @ me and we can talk over dm or call.
Hi, I've been having this problem very regularly with the SDK, where everything is greyed out and I cannot upload anything.
Is this a server issue? It happens quite often, and it's very random.
Does anyone know the name of this avi? Can't find anywhere
does anyone know how to make hueshifts with poiyomi and get them to actually work? I've been trying and it literally doesn't work at all and i don't know why :c
hey, how could i make a slider to change the brightness/saturation on my avatar? im guessing you just make an animation that goes through changed main texture color but the thing is that theres over 100 meshes that ill have to manually add this option to
the reason why theres so many meshes is that its customizable
is there a faster way or no?
how do i make an animation that rotates the hand bone play in-game? i preferably would want it connected to a vrcfury toggle i already have set up (image below). animation clip i set up doesnt play, not even when i remove the toggle.
not really a bug/struggle more asking for advice!
I wanna make this silly octoling modal I found more personal but I am finding it really hard to find any clothes or accessories that could fit over the model right
Anyone got suggestions of things they know?
ignore bad lighting
for the record i managed to solve all this by making my own FX layer to control my hands instead of using the gesture layer, just read the gesture values and blend between my animations
Im having problems with and avi and it keeps saying "Preprocess hooks failed" anyone know how to fix this
You have to get error detail in console panel.
: (
My entire unity is fucked now and yes i have tried basically everything from reinstalling to removing and re adding the sdk i quite frankly dont know what to do anymore
Try changing sdk to another version.
in manage project?
Yes.
anyone know how to turn a pc avi quest compatible?
That is a bit of a vague question, and itโs probably something for #avatar-optimization or #avatar-quest
judging by what it says I would assume it means the component does nothing and should probably just be removed
yes, you can freely remove the component
many many meshes is a performance issue though, and you're right, you have to do that animation for each one
dear... god..
oh and my embed failed
FUCK
yes, they don't work here
try to clean reinstall Unity Editor & Unity Hub & also check if you unity account have a valid license
why is my character always 1 or 2 feet above the ground?
I have space drag resetted
is it not standing on the origin when positioned at 0,0,0?
only when I'm in VRChat in VR mode
but if I'm in desktop mode. I'm not floating too much
is anyone able to help me imm unable to upload mmy avatar
Where are you stuck?
so i added vrc fury to vcc, imporated mmy avi and poi toon shaders and then went to vrchat sdk to upload it but its like not uploading idk how to explain it
its been stuck on buildingf avatar
Send screenshot of your sdk screen showing the errors you got
and nothing has popped up like it usally does
i cant seem to find the missing texture for the bubble wand in unity
also idk if this is important but i dont remember this
The first message there is what most definitely is stopping it from uploading
im not seeing any other material thats pink
do yk how to fix it ๐
Can you send a screenshot of your screen, Iโm mean the actual vcc and not your sdk this time
how do i make my second outfit fit my first one
So click on the avatar fbx on your hierarchy, then send a screenshot
If you understand what I mean?
uhhh i dont know what an avatar fbx is sorry ๐ญ
That one
Hate to interrupt but, does anyone know what this is? I got my hands on his files and none of the things for him were labelled 
You should click open on the inspector side
this pops up
and when i click save it says failed
ohh
And try clicking that again and see what you find
so when i click open it js brings me here
But then did you follow every instructions provided by the creator though?
their were no instructions ๐ฅน
Bruhhhโฆ damn
just the pc and quest files ๐ญ
i dont remeber it being this diffuclt ususally it was just vcc->download vrcfurry-> immport shaders and avi-> click blue cube-> sdk panel upload
so idk
Yeah, itโs always like that most of the time
It says you can delete it because it means it does nothing
it probably wouldnโt make a difference to have it or not
I stepped out but it sounds like the avatar's origin is wrong, I'd put it in Blender and see where that is.
that is popping up because you are already editing a prefab, so either way you need to save it and exit, otherwise you might be losing any changes you made while editing the prefab
anyone know to to fix that
it's not clear what you want fixed?
you see my avatar have a pose end a outfit have another pose i whant to fix it
i whant the pose to be the same so when i export it to unity im able to make toggle to switch outfit
you want to re-pose the outfit?
the problem is that on the avatar i have 2 armature i try using cats to merge them but it make the outfit go in a t pose
well you should probably start by posing the outfit to match the avatar's pose.
I've never done the armature merging with cats though.
im pretty new end everything i try did the same the outfit go in the t pose end dont go on my avatar bone
I'm not sure I understood that
end having 2 armature cause problem so idk how to fix that
Yes, ideally you want the outfit to use the avatar's main armature, you can change that by updating the armature modifier. You might need to rename all the vertex groups to match the avatar's bone names though
I assume this is what cats does
What I mean is that I have a basic avatar, and I found an outfit for it, but it contains an armature. When I reconnect the two armatures, the outfit goes into a T-pose; it doesn't reconnect to the avatar's arm bones. Do you see what I mean?
Yep, I get it
However, having two armatures is a problem because the outfit will only follow the avatar, so I don't understand how to solve the problem.
you re-pose the clothing to match the avatar's pose, then you swap the clothing to use the avatar's armature, updating vertex group names to match the new armature's bone names.
Or you can use cats, but I don't know anything about that.
Cats does the bone-like pose well, but the problem remains that the outfit isn't integrated with the bone for the avatar's positioning to be correct, and moving the outfit while trying to change the position is complicated because I don't know how to do it.
It's annoying, there's no problem with the base, but it happens when I merge the two, and even if I use the correct vortex on the outfit, strangely the arms don't position correctly.
hi!! im finishing up an avatar but i dont know how to make different expressions or how to make it so my avatar opens its mouth while speaking, the mouth and the eyes are flat and not in the model itself , and they have their own mesh, can somebody help me set this up? thank you
i can change the eyes OBVIOUSLY , and the mouth but i want it to do that in game
fixing what about it?
The problem is that it looks fine at a glance, so you need to explain
idk why but everything except the bubble wand is textured
i fixed the emissions but the bubble wand is still missing a texture
check its material?
So basically when I put it into Unity from blender I donโt know if the size was messed up on the scale but like certain things werenโt right and I just wanna make sure that it works and functions right but I honestly need someone that doesnโt mind being on a discord call looking at my screen and helping me go over some things to make sure this would work or the proper way to put it into Unity like it has a few bones sets connected to it like that and Iโm kind of new to this
they're all on items
if you exported from Blender with "apply scalings" set to "FBX All" then it'll be the same size in Unity.
Would that be the reason that like say I had a bracelet and waste belly thing on there and like imported to Unity itโs like everything was fucked up like hair wasnโt sitting right all the stuff wasnโt sitting right so I just closed that file out and reopen it in blender and fix whatever the problem is what Iโm also having a hard time getting the pants to fit exactly correct Iโm not sure I know if I look at the pants in a certain way it has blowouts in it. I hope they arenโt gonna show up in the game.
This is why I want someone when they get a chance to help me like look at my screen while Iโm fucking with it and go over everything make sure you know
Besides that the character look good ?
Hello im new to this server and was told i could get some help here. Im new to making avatars and when i tried making my first one to test with i noticed that it appears like its clipping through the floor. does anyone know how to fix this?
When you exported the fbx in blender, was the mesh at 0 0 0?
And did you touch it in unity? If yes, try setting it back and test again
Im not sure exactly. heres a picture of it in blender.
this was how it was in blender but i tried to move it in unity but it wont seem to go anywhere
How do I get clothes to stay on without making them look messed up like when theyโre coming through
Because whenever I use the sculpting tool, it seems like it puts a lot of lumps and bumps and fucked up in there
the scale of that object you have selected is not 1,1,1 - you'll want to select all objects and apply transforms, before exporting it.
hey guys, is there a way that could cause NDMF hooks to not launch on build? I've got an avatar with some toggles I added with MA, I tested it with gesture emulator in play mode and it worked fine but when I built and uploaded, the menu doesn't seem to appear. I don't see any errors and the only warning I got was "recovered 0 network IDs from <avatar name>" which I assume is innocuous
That fixed it. cheers.
๐
how do i put the camera to be in front of the avatar
i can't reach it
too far
hlep
what xyz is it under in blender and unity?
You can change the avatars viewpoint in the avatar descriptor. I suggest you move it in between the eyes and make it stick out of the head a bit
already did that, sorry for making you type
Anything?
so import its FBX and check its origin?
what am I supposed to look for exactly if the origin is correct or not?
So my quest version of my avatars mouth isnโt moving whenever I use my mic in game, is there a way to fix that because me and my friend looked on lip sync and nothing seemed wrong with it. Iโm honestly out of ideas ngl on what could be the problem
how do i add clothes to an avatar in unity
as in how do i make them move with me
i am clueless please help
You can use vrcfury and arature link and blendshape link. That should make it quite easy ti add things. ofc they have to fit your avatarm otherwiser you need to do some blender stuff
tutorial?
yt
like a link
busy, not gonna spoonfeed. you can search on your own
oh im sorry
In Blender, you can click on any object and its origin will be a teeny tiny orange dot. If you apply transforms, that'll be set to the origin. Basically have your avatar standing on 0,0,0, with +Z up and facing -Y (which comes out of the screen at you), then apply all transforms and it should be good for Unity.
Remember to set "Apply scalings" to "FBX All" in the export dialog.
I got irritated and started over
Does anybody know where I can get a pre-rigged female body with jiggle physics
Free
Can someone please upload my avatar to my account? I don't have a PC; I already have the avatar made.
a) don't share your credentials
b) that associates the uploader with you, might lead to being banned if they do, or vise-versa
c) head over to the VRC Traders discord to commission people, you'll just find scammers here
I need help. I plan on getting Rosaline by Ezra.mp3, but it says I need basic knowledge of Unity and Blender.
I know Unity is for uploading, but why do I need Blender?
Can I just upload and use the avatar right away, or does it need editing first?
I'm new to this stuff, so if anyone knows the steps for uploading it, please let me know.
it's difficult to give exact advice without having experience with those exact assets, you may not need Blender at all.
Should just be an upload kind of thing on unity only, I'm guessing blender is just for if you yourself wanna edit something with the files it comes with
Also I decided to take a look at the store page for that avatar and uh... ๐
yow, that's quite poor
Idk about you guys this looks very poor to me
I tried to sign in my sdk but it just keep showing me that,and i don't know why i couldn't to receive the email at all.
question: using vrcfury, how do i have multiple radial wheel material swaps for a single item? Trying to keep them organized and if i added them all to a single radial wheel, it'll become far too cramped.
I tried to change my password and i can to received the email to change password but i still can receive the email from SDK
Can anyone help me plz?
by "radial wheel", are you talking about a menu with multiple toggles in it?
("radial" makes me think of a radial puppet: the thing you use to set a percentage value)
nobody here works for vrchat, seems like you've done all the right things
The slider. The radial percentage wheel
and you're using multiple VRCFury Toggles?
if so, i think you can make this work by turning on the "passthrough at 0%" option
that'll make the slider do nothing when it's at 0%
allowing another toggle to control the material slots
so help me if this works.....
Kind of? But now it's mixing the two wheels
that are on two separate toggles
What's this mean?? ๐ญ
In the avatar SDK it gives you any warnings and shows your avatar's performance rank
If you see a lot of the red circle with an exclamation mark then uh... yeah, it's not gonna run very well
You mean like folders? Like on the radial folders?
No. I need separate radial wheel toggles for material swaps for different themed materials. but on the same item.
for example, a bunch of holiday shirts categorized into which holiday they are with different slider wheels.
I don't really go in public servers. I mainly just play with my girlfriend in private servers. Will it still suck?
but for the same shirt
Very poor performance is kinda in the name of the stat
If either yours or her fps starts tanking then yeah
Which is uhhh
very likely with those kinds of stats
Id personally do it manually rather than with fury
but how do you do it manually?
Ok actually I think you could do that. So you could do what gogo does with their emotes where it assigns an int value and also uses a radial. So the int would control which animation is controlling the shirt material, and then the float would control the animation time
Soo not worth??
I'm not smart enough to mess with bools and ints and floats and stuff.
Avatar creators should strive for better performance, but very poor avatars will not kill you. The Avi seems average for most gumroad/payhip avatars.
Make an animation that swaps the material between each themed material and control it with a float parameter tied to the wheel
When float = 0 do not animate so the other wheels can animate
When entering the animation so float greater than 0 parameter driver other floats to 0
Still not great, but if it's just you and a few others it shouldn't be too bad
You can definitely cut out a lot of unnecessary stuff from the avatar's prefab if you're really that worried
If it's you and say like 1 or 2 others, it should be okay ig
Just don't be surprised when your friend's fps starts to tank
Ok ty ๐
Ty ๐
does anyone know how i can fix these feathers being a lot darker than the rest (its all the same material)
is there vertex paint making it darker? is the texture darker in the section those feathers are uv mapped to? is there emission hitting the other feathers?
all the feathers have the same uv map and i never messed with the vertex paint so idk about that vertex paint part
the two feathers seem to have different patterns on them? like the normal map maybe?
asking this again since i never got an answer, is there a way for me to make animations that animate bones? i couldnt get it to work.
i removed the material from it and its still dark
even with no normal maps its still dark
seems like vertex paint. in blender, go to vertex paint and set it all to white
The feathers look metallic to me.
show me the material for the feathers
those two are the same exact material its not metalic
no metallic/smooth map?
"those two"?
are you talking about the unity screenshot vs. the blender screenshot?
very little carries over from Blender
show me the material that you're using for the feathers in Unity
Does anyone know why nothing is loading for me? I can't go to other worlds either
do you know how to make a material swap animation?
i heard that trying to use a random warp effect breaks the game
(if you own no warp effects)
no i mean the white shoulder on the shoulder and the messed up grey ones on the chest
its the exact same shader
same shader or same material?
Show me the material anyway.
there was no vertex painting when i checked then i painted it white like u said and it still didnt change
nope
Okay, so you're using the default material there
Might be an issue with mesh normals
The feathers on the chest have a very weird sheen to them
how do i fix the normals
the feathers look to be textured differently. The ones on the chest have these crossed lines while on the shoulder there isn't any. I wonder whats making them different
In Blender, select the feathers in edit mode and then run the Reset Vectors operator (hit F3, type "reset vectors")
Custom normals are useful for making a mesh blend properly into another surface
ok so first, ctrl + d the avatar in the scene to make a copy. we will animate on the copy so nothing happens to the main avatar.
but if they don't make sense, you'll get very bad shading
then click the copy avatar and click on the animation tab. Click create animation.
name it something, maybe like the holiday name or whatever the category is going to be
Then, you can click the record icon. For the first frame, change the mesh to the first material in the set. Then, go to 0:05 and change the matrial to the 2nd one, vise versa. Do this for all the materials in the set seperating them by :05.
when you click a value on the timeline and change the material in the inspector on the mesh, it will create a keyframe on the timeline. It will save the material swap you made.
let me know if you are able to get to this point / are following. If you are having trouble, let me know and I can try to explain better.
how do i get sharp edges to show up in unity
looks like the shading is making the edges blend in. you could try different shadow settings, metallic, or rim shading, etc.
forgor to reply ^
@crystal whale so I didn't realise before but I do have to go soon, so I'll finish explaining here. Once you have the animation done. create animations for each holiday. then, you can slot the animations into the fx controller of this prefab I made for you
drag the prefab on the avatar and then edit the controller to add the animations
the prefab just installs and merges the fx controller, the parameter list, and menu
in stuff, find the menu and you can rename each holiday option to the desired holiday
All my uploads just dissappearrd from vrchat? And I didnt delete them
how do i add a decimate modifier on blender 5.1.1?
same way as before, but you can also use the one in the mesh -> cleanup menu in edit mode if you don't want a modifier.
I like that one as it's way more targeted (works on only selected parts)
And that would be..... I remember having to right click something at the bottom right and clicking add modifier, decimate, but i can't find it now
it's in the modifier list, wrench icon in the properties panel when you have a mesh object selected
blender docs are decent here: https://docs.blender.org/manual/en/latest/modeling/modifiers/introduction.html#interface
?
right place, but you don't seem to have a mesh object selected
it'll be a blue wrench icon
I got it now, but how do i put multiple meshes in one decimate modifier?
you don't, these modifiers only work on each mesh independently
So if you want to do it to multiple, you have to do the same thing to each
how do i do this? can someone call and help me i would appreciate it i cant find it
In unity top left tab then build opinions I believe (I don't have unity open rn)
tysm i found it
how do i fix this??
aughhh this is stressful
make it smaller some way - see #avatar-optimization or #quest-optimization for hints as to how. The usual stuff includes : fewer add-ons, smaller texture images, remove unused blendshapes, etc.
i donโt know how to so do i remove stuff off the avatar?
That could be included in "fewer add-ons", sure.
oh shi for real?
well I saw it mentioned on the website, haven't been there myself
my avatar base was updated; when I import a new version of the avatar .unitypackage onto unity do I have to do anything or does it replace all the base stuff?
it'll replace all files in the package
and in the scene
when you import it, you'll be presented with a list of those files, and you can check some on or off if you like
ye I did that
also when i export the avatar to vrchat the textures are not there
Any clue why blender is failing to load an FBX I'm trying to import?
It's not corrupted, and works in unity just fine
any error messages?
?
yes?
The error message is just saying failed to load.
yes, you said that.
How do i fix it so it loads?
I need this particular fbx because it's fitted specifically to my avatar
and i need to use it as a basis to fit something else.
couldn't tell you from just that message, but Blender only supports one kind of .FBX, there are others, maybe yours is that. Check me on this, been a while, but I think blender only does the binary format, not the ascii one
How do i convert it?
Dunno, I'd probably go search the web.
I know there used to be a tool from Autodesk but no idea if that still exists
Hey, I was wondering if anyone here would maybe know how to make a throwable axe like the one on this Springtrap avatar. I wanted to get something similar to how it works on this avatar with mine. I want it to spin in the air and embed into the environment (like how it does on the avatar and in Dead by Daylight)
Also want it to travel where I'm looking (as shown briefly in the video)
is it tied to how you throw it or does it always fly at that speed etc
Hey! I've been playing vrc for a good few years now and now I want to make my own avatars! the thing is I dont know what I need or have to do and the versions I see being used on youtube are so outdated that I dont know whats what (compared to my current settup) I was wondering if (depending if I have time tomorrow or not, Im in US-EST timezone) maybe me and someone could hop onto a discord call and maybe could run me through how to upload to vrc? (I have blender and I think the right kind of unity)
It always travels at that speed. Honestly, you don't have to move your arm to throw it, it goes where you're looking. I just like moving my arm like I'm throwing it (sorry it that made it confusing)
then it just looks like a particle
there's s a good primer here: https://creators.vrchat.com/avatars/creating-your-first-avatar
thank you! :>
That's what I thought it might be, I just wouldn't know how to go about setting up something similar to that
yeah my first thought is also particle
a particle that shoots an axe with rotation over lifetime and probably set to velocity so the axe follows the direction it was throne
then as a sub emitter either on collision or on death that is just the bubble and axe in the ground
In any way, is there a better way in blender how to get your avatar to have cleaner outlines?
How would I get the rotation over lifetime to spin in the direction it moves towards?
ooh that's a good point, you would want to align that
do you mean outlines like a shader would cause?
Kinda yeah, considering I want my quest models looking crisp without a shader doing the heavy lifting
I'm not sure how you achieve that.
just fuck with the settings of it
you can set it to 3d rotation etc
@radiant tree outlines in blender (or a shader for that matter) is just doubling mesh, inflating it, reversing normals and painting black. its not even about heavy lifiting by shader in case of quest cause no outlines allowed on quest exactly forca reason of doubling vertex shader work
Does anyone know how to fix face gestures in game but they work fine in gesture manager?
I know that. i mean how would I specifically make it look better, I'm not worried about my other stuff when I already optimize all my materials and such to be just one material,
My outlines are usually choppy, badly pointed ends, other people's when they attempt, manage to get it spot on, perfectly rounded
images pls
id guess too much of thickness or not enough polygons to begin with
Like how some of my outline just straight up gets choppy, making it look like pieces are missing if you look closely at the hand.
do you notice that in vrchat or only in pictures of vrchat?
i look at it around my model on all platforms, like how sometimes the outline model itself will just start to unfold or come apart
you mean like fingertip? thats weird ye, probly some messed up normals?
I don't think I'd ever notice that bit on the fingertip while in vrchat, but maybe you do.
Is there a way to "place" something at world origin reliably? Via parent/position constraints or sth?
i mean shouldn't be there at all
@meager pewter sure, vrc parent constraint+freeze to world for short term
I am a person who likes attention to detail.
and also highly on the spectrum lol
@meager pewter https://github.com/VRLabs/Custom-Object-Sync and this (or maybe theres a better version idk) for late joiners. quite expensive tho
16 contraints to sync one object, ouch
yep, gotta make you buy vrc+ campfires
what do you mean with 'for short term'?
no late join sync. no sync for hidden by distance avatar. etc
as long as theyve seen it spawn and from there on, its there. if theyre late, rejoined etc its wherever
bummer
I wanted this to have a reliable way of sending parameters between two+ people using contacts.
The idea was the contacts being frozen to world origin or something, but idk about all this now.
Maybe with this explanation you know of any other possible ways i could do my plan?
well at least the old world constraint withut parent would spawn at 0 0 0 afaik so this could work
but again, distance hidden
sounds like it would also be affected by late join, so for my idea of 2 people using this, they would have to wait for both being in the world, then reload their avatars in the same position, hm
If only there was a global parameter sender and receiver ๐ญ
no itd take only them seeing each other. if 0 0 0 still works
yeah, those happen because the shader seems to just add copies of each plane and moves them outwards, so they arenโt actually connected inbetween like they would be for something like solidifying
So how could I mimic it to be smooth, other people seem to do it without shaders
the most common ways I know is using a solidify modifier in blender and inverting it, or just copying the mesh and fattening it and inverting normals
that makes it part of the mesh so itโs easier to control
but it can double your triangle count
Usually ends up more jagged
is the problem with the gaps between faces?
Any good pictures for visemes
there's one linked from vrchat's docs on visemes
on this page, in the section on the Viseme parameter:
https://creators.vrchat.com/avatars/animator-parameters/
is this link: https://developers.meta.com/horizon/documentation/unity/audio-ovrlipsync-viseme-reference/
Im having issues with my avatar in unity.
Basically, when i go to set the rig to humanoid & config the rig, the mesh is on backwards. I have tried flipping my normals, changing the direction of the mesh, and everything Google has told me. But nothing works. PLEASE SOMEONE HELP MEEEHSHXBC
(When I go to muscles and settings, everything is flipped / backwards except the armature)
can you show this?
hmm that doesn't really show why
Im just so confused idk what to do, when I playtest it with animations she's backwards as well
got it in Blender? I'd check to be sure all transforms are applied
Yeah I've done that and re-exported it
Ive done scaling, transforms, and rotation
Ive tested multiple FBX files and still get the same results
Bone roll not zero for all humanoid bones?
yall pleaaase help, i had recently purchased an avatar base that I recolored through it's substance painter files, however I don't know how to put them back onto the avatar ๐ญ
it uses poiyomi toon and I dont know a thing about working with thatt
poiyomi documentation includes a substance painter export template, I'd suggest using that to export your images
ohh thank you, i'll try that
so after it's imported, I just export as normal?
im so confused im sorry
There's lots of tutorial videos for substance painter, but yeah, export those files then use them in your materials in Unity
bro, i'm trying to make a custom booth edit, i've spent so much money on trying to get clothes that doesn't doe this i'm at the end of my rope, how do i fix this
how are you trying to attach that?
i just drag the prefab onto the model like i was told
is the prefab specifically for this model, and has some method of attaching the rigging?
i.e. VRC Fury armature link or something
it is for this model but i'm not sure, i usually use modular avatar for booth models
oh then I guess use that
this clothing set works
it's relevent because it's the same model, so maybe the othe one i tried is somehow messed up
compare 'em
why do scale constrains only apply locally
i added a scale co nstraint to a object that i want to be independant of the avatars size
but it only works for whoever is wearign the avatar
the docs say scale paramaters arnt synced is that just with constraints or also the paramaters like ScaleFactor
Constraint doesn't sync to begin with. It only sync if used in conjunction with animation controlled by synced parameter.
so if i wanna make somthing that keeps a constant size no mater what the avatars scale is would i need to use the built in ScaleFactor paramaters?
You should read the page I sent.
looking at it tho just confused on what paramamters this refers too
idk if they are just talking abount constraints or the built in ones
Constraint doesn't provide any parameter so you're misunderstanding something.
so then is the waring talking about these?
Yes.
oh saw it hasnt been updated in 2 years so has this been fixed sicne then or is it still broken the vrc docs say they are synced
It should work for late joiner sync now. And it certainly isn't an issue if you scale your avatar in front of them.
Does Raycast colide with players on PC?
I know it doesn't on Quest because coliders are stripped
the origin (orange dot) is fine. mind you I didn't modify the FBX at all, this is how the FBX is designed straight out of a unity package, so this FBX that I'm using is how the author set it up
idk if its because of Goco Loco cause I can recall this issue didn't happen before I added Goco loco
my unity wont let me convert my stuff to quest like it wont change to the quest side so i can uploaded it
does anyone know a fix
What do you mean "convert"?
If you mean you can't change build target, you have to make sure to install Android build module.
Autofix
why is my character always 1 or 2 feet above the ground? this only seems to be prominent in VR mode
I have space drag resetted
Did you right-click the outfit set and click modular avatar setup outfit? Or check if the modular avatar can't find the armature or something (the armature of the outfit will have the armature slot in red, or the overrides on the main prefab will be in red)
Player colliders and built-in colliders are very different. If you try adding a collider yourself, it'll be stripped but the local, player and other colliders that vrchat uses by default are still here.
So yes, it should. Tho remember that the remote Player collider is not the full capsule
Trying to upload avatar and keep getting this message. I've tried downgrading the VRChat SDK Base and Avatars in the manage project tab and that hasn't worked. Any suggestions would be appreciated.
You have to see more error in the console above that one.
if it didn't happen before you added GoGo Loco maybe it is GoGo Loco Playspace feature itself ๐ค
You should screenshot the list of error instead.
This?
Clear console and see what error left.
is that 4 / 4 red errors or you have any more - imma blame this one
So there's around 769 errors mostly related to the Lil Toon Shader
Screenshot a few top most one.
Here are the top ones
You had 2 installations of liltoon. You have to remove the one imported and exists in Assets folder.
am I the only one still using this? https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub ๐
So delete the "Lil Toon" folder in Packages?
You have to remove the one imported and exists in **Assets **folder.
I don't see one in the Assets folder
If you click on one of the error and you will see detail where it exists.
so ask help from Goco Loco?
You should at least confirm by removing gogoloco and test first.
I ended up deleting the editor folder in the Lil Toon folder and that seems to have worked. Thank you for your help.
You likely are going to have bigger issue in the future if you don't deal with it properly.
It's uploaded thankfully, We're over the biggest hurdle.
I've never seen this before, so dunno
it is link from 8 years old VRCMods video ๐ญ I feel old now ๐
haha
You need to be speaking English here
But to answer your question, asking for free avatars will do nothing but attract scammers. I would HIGHLY suggest you either learn yourself or get a free avatar that already exists and go from that.
It's rare people will do that kind of work for free.
There's free avatars out there that already exist but yeah. Fully custom for free is 99.99% of the time a scam
is there a way to rig the eyes while the face/eye sockets itself is/are flat? I feel like pushing the eye bones far back would be unnecessary/unoptimized
You have to push the bone further back. It isn't "unoptimized".
You want the bone's head to be at the exact center of rotation, wherever that is.
Not sure it would be unoptimized really, ~~but I think the best option would be one VRC positional constraint for each eye. ~~
You have normal eye bones and then a pair of fake one that are what the eye mesh is actually attached to (you will have to be specific about it to Unity's rigging), the constraints will then just position them at the right spot.
Completely flat eyes driven by normal eye look, wouldn't you have to do something like this?
But thinking about it further I suppose there is no way to really make sure it entirely sticks onto a plane that way.
The way I have seen it done is with fake eye bones and then actually movev the eyes using poi decal offsets.
But that isn't ideal
I suppose if what you need is the eye bones moved so far back that they move weirdly when the head bone rotates, then yeah, rotation constraints might be useful maybe.
Why is it not pulling? the yellow point shows but i just cant pull it
You are selecting to edit shapekey so make sure the shapekey is active.
I am wondering if anyone here can help
It is my hubby Arctic
He is saying that he canโt upload any avatars to his account
I mean when he tries to upload it into his account
It is saying Error
I mean it just said Error
Canโt upload any avatars
to the account
you really have to show the exact error
I mean that is the error
I mean it shows that he canโt upload any avatars to his account
okay well if that's the actual error, nobody here can help you with it, contact support
Idk how to do that
Hold on what's his trust level
Because you have to be at least new user to upload avatars
Yeah that's why I was asking about the actual error message, I thought it made that quite clear.
but if they don't want to provide that, who knows
Does any one know how to fix and customize triangles on a avatar?
I'm not sure what you mean by that
Like fix the triangles on the files to fix like hair lines and stuff because I uploaded this avatar and I wanted to fix the triangles that holds the hair line so I can even it out
can you show an image of this? I'm not sure what needs fixing
Ya one second
You mean editing the vertices of a model?
I don't know Im kinda new to tall this customizing stuff๐
Right now fixing some shaders but as u see I just wanna make the hair line and forehead a little smaller
that sounds like you'd have to bring it into Blender and re-model
How do I do that?
If the hair is a separate skinned mesh you can try to scale it, though it's unlikely for that to be the case.
If I can't ill just pay the owner of it to help me fix it
Cuz I don't wanna end up messing up the head and stuff
Ummm
I donโt know
Just ask him, could be why
Actually no you can just check his user profile
On the website
lol
you can see it by looking - yes, that.
Yeah I forgot for a second
Ok
It will not collide with Player right now , using FinalIK it used to work but the new raycast doesnt collide with Player at all. Only PlayerLocal
It doesnt help me sadly :c the whole set up is different then my current one, i have no clue on what to select or put
you'd have to describe your situation then
one sec
this is what I see
very different then what the guy in the youtube video's set up is
none of these choices match what he selects
I think
no idea what the video is, but you should probably manage your VRChat projects in VCC or Alcom, rather than unity hub.
if you haven't done this part: https://vcc.docs.vrchat.com/guides/getting-started
ah ok! I'll down load it!
because I have a test avatar saved already, its a zip file :o
I guess what I need to do it upload it I think I dont know
I wanna add a few things to it before I do so, to get a hang of it
start by opening the .zip
why do I have to install unity 2022?
its 2026?
Because VRChat runs on Unity 2022.
also in teminal?
Vrchat runs on unity 2022
ohhhhhh I see
I'm not going to tell you how to use your computer, but you can't import a .zip file directly into Unity, so you'll have to see what's in there.
Im not really technical, so thats an issue, Im assuming you meant extract the zip
I don't use Windows, so really can't help with those details.
oh I see :o
I mean, this is what I got so far :o (I extracted it)
but yea, if anyone wants to get into a vc, do let me know!
quick question about the standard toon shader that comes with the SDK, for PC use
since it's a stock shader, does that mean that it cannot be blocked by safety settings, and users will always see the shader as intended?
i imagine that's the case, right?
Blocking still happens as it's getting replaced by actual stock toon standard shader for sanitizing reason. But the end result should look the same.
right, that makes sense
so I guess technically it could be different if the stock shader in the client gets updated, but overall, good stuff
I checked the website from his side and I don't see nothing
From what my hubby told me he said something security check thing on VRChat
That doesn't block your upload though, but it is a thing you probably want to fix.
i know the raycast component just came out essentially but does anyone know how to use it?
As well as contacts?
Im trying to mimic how this person on twitter did this bug leg thing with said raycasts and contacts
https://x.com/Acro_Monochrome/status/2053152830861812189
the example is shown in the twitter link
there's a whole discord for multi-limbed characters like that, the tag is simply Limbs - I'd try there
like a whole server?
yep
alrighty thankss
Oh ok
Something like that
?
I mean when my hubby tried to upload an avatar to his account it said that
mine is wery nonreason ๐ญ
Why
it says the upload failed reason but on console nothing
i get this from ai support that i opened
didnt helped much
what are you uploading it to?
NOW it gives a error
Failed to upload file
๐ญ
windows
idk maybe change the name idk
having oiled in the name and saving it as a public might be flagging it or something idk
I haven't had that error message nor do I upload my avis public
What
I'd just restart unity at this point
i did Atom Darked Avatar
im gonna do it if its giving me the same error
Man just when I though I was getting used to animators... ๐ชฆ
I want to be able to pick up a basic VRLabs follower (the floating lamp). When the left hand (sender) enters the contact, it should trigger the animation for the parent constraint to switch to the empty on the hand.
Anyone know what I am missing?
first try dragging grab layer below, lower layer = more priority for animating the same properties
nothing so far
You selected allow self but the sender you are using for your testing isn't on the PlayerLocal layer
I just turned on "Allow Others" and it still doesnt work
It's also not on the Player layer-
In short, just change the layer of your dummy sender to be PlayerLocal to simulate your own hand properly
Trying to understand what you mean. what Layer?
Top right of the inspector window, currently set to "Default"
changed it, still no effect ๐
Are you using the avatar emulator or gesture manager?
gesture manager
Try the other one then? Sometimes one works better than the other.
Gesture manager might have a "clickable contacts" option somewhere iirc if you wanna try that otherwise
yea, same as before...
Then I can only guess your animations are f*ed somewhere.
Using the avatar emulator you should be able to click on the receiver and see if the value changes at least
I dunno how to upload avis qwp what do I use
Look up tutorials online and read the docs!
There's docs
I've checked the vids but make me confused worse
Thankie
I'm using the poiyomi export template for substancepainter to export some textures for an avatar, do I just click list of exports and export everything? or do I need to do something besides having this template? I'm not the best with spp!
That template will export all of those files, if they apply to whatever texture work you did. Like if you have no AO channel, it won't output that file.
so when I go to the list of exports it'll just export those files?
when you click the export button, it'll export whatever's in the selected template.
okay, I just can't click the export button in that menu
im sorry if this is a little dumb sounding, i really am in over my head
that's the export template setup dialog
Adobe (and others) have made a whole bunch of tutorial videos for this
I mean, not specifically Poiyomi output but using Substance Painter in general
oh i see
can i use data transfer to attach the clothes so it makes the avatar's clothes move with it?
Yes, but its not great - try the blender plugin Robust Weight Transfer
You'll still have to manually touch-up the weight paint after, but it should get you close
thanks a bunch
no wait that was what i did
and then i used vrcfury and didn't work
still need help ๐ญ
with?
what do i do after putting the robust weight paint transfer