#avatar-help
1 messages · Page 277 of 1
Oh, right, this thing was generated in-unity
convert through blender and not that univrm thing , it spits out a avatar thats terrible for performance and wierd names
yeah, it would be best if you had an actual FBX file here
Quick question, I sadly didn’t found any type of hair for the mayu avatar, so I bought some hair from the Rexouium avatar… is there any way to easily set it up for the mayu?
what file type should i convert it to
.fbx ideally
alr, i'll try to find a way to put it to fbx
vrm plugin for blender
alligned it already, but what now?
That should be it! This hair is "self-contained"; it doesn't need to be merged into your armature
Some hair models need to follow your neck/shoulder bones (think about really long hair)
I've used that one before - kinda high poly but it looks great
in that case, you'd see an entire skeleton in there, and it would need to be merged in
how to mirror a hairstyle without the physbones breaking?
and how to get gloves to fit on hands for the same base, milltina gloves never work on milltina for me bc the hand rotations always diffrent
copying everything in an armaturel ink doesnt work for me bc hte thumb gets broken
unless controlled via a constraint anything that is a child of another object like the hair being a child of head
it will always follow the head bone
armature link is only really used when you are needing to have it follow multiple bones like an entire arm or leg etc
Right. The entire prop (and all of its own bones) follows your head around
i'm having this issue where my constraints won't stop enabling themselves
An animation must be turning them on.
keep in mind that, even if your animator isn't actively playing an animation that controls the enabled property, it always controls the property
(as long as any of its animation clips control the property)
hey! im kinda lost, why is it all pink
missing or unlinked textures
why not? Pink is a lovely colour.
TvT
i cant figure it out
its more like pepto-bismol, but that could be because I need some 🤢
yeah this pink is a bit... intense
how do i fix this pink
ok got it to work
im ngl im kinda too slow.. im still confused cuz i used all the things i needed and its still pink
there are other tutorials on yt. This is a topic just about every vrc youtuber covers, you just have to find the right one for you.
ey i got the same problem as that dude but with the diference my model dissapeared
Model disappearance after updating FBX file isn't the same issue.
i exported it as kazin told me to "fix" the problem of the feets sinking to the floor
You issue isn't about export settings. Your problem is your model had been "Unpack Prefab" in the scene.
unpack prefab?
how do i fix it?
That mean your model in the scene can no longer update its data with its fbx file.
Start over and do not Unpack Prefab.

i shouldnt followed kazin advice then
tried to upload it... well... something is not working anymore :c
That solves a different problem.
yhea i dint have this problem until i followed kazin advice
oh is that what it was? I never saw a clear enough image of the hierarchy
I was pretty clear about that being the way I do it, you always have to adjust for your own situation.
i tried to export it again idk if its blender doing the biggest of the numbers on me
There is a few reason why the model disappear after updating the fbx file.
That looks like you might have to redo the rig setup in Unity
kazin i live in a country with eletrical problems where i have frecuent eletrical cuts
okay?
Good, always make backups

was able to fix it... but the hair isnt moving :c
if i knew i gonna lost all my progress for fixing the heels problem on blender i would make a backup of the fbx file before touching it again
I use git for this, so I can be sure I can revert back if I do something drastic
this is a bones problem?
i gonna google what that is
so as @pine valley @balmy barn and @somber sequoia said, i converted the vrm to fbx, reexported it as fbx and uploaded it to unity, now i was able to fix the shoulder bug in the armature, making it export now
doenst sound like it can revert the problem
wich idk what another info i can provide to fix it
cause i dint even used a prefab archive on the model to start with
ey this is not one of the bones?
that is very far zoomed in, what even is it?
i put the fbx file on the scene as i started to work with
and i notice that
i used the fbx file on the scene to start working on the model before all this mess happened
now im noticing that on the chest
ey this is wasnt like this
what happened here
my mesh got inverted or something?
theres not a mesh what happened
How do i fix it that the hairs arent "stiff" anymore? the hairs do have physbones...
right? the physbones should be "NurbsPath"?
ok everything connected but not fixing yet for that big mess
ok im wondering if my fbx.meta archive is bad
i use the boop counter for my boops how do i add an animation to the boop
good thing i sended to a friend the unity package of my project before starting to search ways to fix the heels
he reminded me he have the unity package when i asked him for help to fix that
now since i have a backup
Hi! I made a duplicate of an avatar in order to edit a component of it without affecting the main one! How do I take the edited component off of the duplicate avatar and apply it to the main one? I tried copying it and the armature and pasting it into the main one but it doesn't show up
for example select the component on the 3 point of the right side and press copy component
on the main one you have to create a new one of the same type of component
and press paste component values
@somber sequoia now that i have backup i want to know what is the step im missing is for example here when i pass the fbx file to blender maybe something it shouldnt modify itself?
I don't usually change any settings when I import .fbx files
Ah, thank you! And sorry!
you are welcome and sometimes is tricky cause it looks like it doesnt copy just press copy again later of creating the component on the main you are working with
then what is happening? is too weird to have this problem when i pass to unity again
I have no idea what you're doing or the results of it, so....
heels sinking to the floor
I already explained what I would do to fix it if it were my model
yhea but then the model bugs when i exported the fbx back again to unity
and im exporting as you told me
something it shouldnt is selected? @somber sequoia
the geometry
I really can't help you with this right now, I'm working and then going out.
a
but as I said, the only thing I change are "apply scalings" and the leaf bones checkbox
it was scale? it wasnt aply all transforms?
so that was the problem
ok now i know what happened so always is "aplly scale" instead "aply all transforms"
your materials got corrupted check if your shaders are marking error
if they do selected them back again
i added an audio to my bell collar. how do i get the sound to play whenever i move?
Chat, would I be able to put booth clothing on this model with VRCFury?
(lwky dont know how to make avis but we are learning fr)
you could of course
but make sure is clothes already adapted to that model
if not you gonna need to use eden auto morpher and the mesh editor to adapt them to the model
what are u talking about .-.
about putting clothes to that model
Sorry to be a bother, but there's a part two to my issue... So what I've basically done is create a wrapped variation of a tail to my avatar in a duplicate. And I'm not sure how I'd be able to get the tail from the duplicate over to my main one so both would be toggleable.
h u h
wuzzat mean
mmmmmm maybe you can separate it and make work the wrapped tail as a toggle object? before moving or modifying make a backup of that so you dont lost your progress
but now im interested
how you make it looks wrapped around the body?
I just took my time with it and posed it one bone at a time. I did need to go back to adjust it accordingly at points but just taking my time with it and checking it's the way I like it
maybe separated it then and make it work as a toggle could work...lets wait for someone else to help you on that
maybe someone know a easy way to do that
the modelers make clothes for specific models like for example shinano manuka miltina shinra
but when is custom models you have to check if theres already clothes for that avatar model on the store
cause if dont, you have to manually modify clothes to fit that avatar
how hard is that?
with the right assets like eden automorpher it can be something easy
for the form of the body i think the creator used as a base or reference the avatar called Moe
It's okay, I figured it out!
Nevermind, I did not, in fact, figure it out... It was working fine but the moment I enabled the Avatars Emulator, it was gone
i'm having some issues using the new raycast component
for some reason i can't get it to rotate with the head
it just gets stuck facing the same direction in world space
how to fix my avatar going in like this in blender?
You might need to be more specific on what the problem actually is.
nvm got it
Remember if you turn it as a toggle you have to deactivate pressing this so when you activate the toggle it turns on that wrapped tail
But the thing is
You have it to turn off the unwrapped tail once you use toggle?
Is a component of modular avatar but i dont have electricity to show you wich one it is
Vrcfury have it too
Currently I have them between duplicates. The unwrapped tail is in the regular one and the wrapped one is in the duplicate
One thought I did try was to try and make the wrapped one into an animation I could apply on the first one but that didn't work out the way I had hoped, so I'm back to square one
Can someone teach me how to make Avis idk what to download or what to do, I wanna make Jhit Avis
Idk how to start making them tho

Is there any way to pack up unity files with the VRC avatar descriptor/physbones, and VRCFury toggles still in tact?
I'll ask in here and on reddit for good measure maybe
Check the console
Shift + Space with your mouse cursor on the Scene window
did u just wanna show off the my melody figurine?
Idk how to fix it :(
that’s the thing
how do i add gogoloco to pc and quest avis?
I can't figure out what the problem is. When I export the model with these settings to Unity, the weight paint seems to break, although in Blender, when I rotate the same bone, everything looks completely fine
Maybe it's because I used envelope bones on the tail? This shouldn't affect anything, since they're just weights
Unity also doesn't have any modifiers or anything, just a plain fbx file
I'm encountering this problem for the first time, and I had the "only deform bones" checkbox checked, and I thought that was the problem, but unchecking it and re-exporting the model didn't fix it
how do i add gogoloco to pc and quest avis?
use vrchat creator companion and install it by this link - https://gogoloco.net/
what about after i download it what do i do with it in vcc?
Go to the project settings and add gogoloco
Honestly, sometimes it's easier and faster to watch tutorials on youtube than to ask people on discord and wait for their answers
dosent vrcfury automatacly add gogoloco>
as far as i remember no
ok so how to i add them on pc and quest?
like i already have the avatars uploaded but with no gogoloco
what do i do?
Im guessing you select your avatar
no nomore guesses i want a real awnser
just read
Just put your avatar in there
Then select which gogoloco prefab you want
is there anyone that could help me upload an avatar i got?
you really shouldn't account share (and if its a P2U you shouldnt file-share unless the creator allows it) which is what you'd have to do if your wanting it uploaded to your account
if you've got a PC that can run unity there should be some how-to guides on uploading here: https://discord.com/channels/189511567539306508/1139228456090087495
i was more or less hoping someone could tell me how to fix the error code i kept on getting 😅
in where? what am i looking for?
Your avatar in the hierarchy
Put it in the thing that says select your avatar in the hierarchy
You can just drag it into there
all it shows is parts of the body and assets and secen
hello, im trying to upload an avatar but its not working. There is not id attached.
can somebody help me
i have no clue whats wrong
I'm pretty sure it says it's missing a script
ooh ok any clue how i fix it
click on the Avatar so it shows the animator and scroll all the way down and see if it says "script missing" anywhere
okkk ty lol im dumb w unity
idk what to do help me please
you're good we all go through the same experience
like I'm having the same experience with something I've never experienced so that's why I'm here💀
you have to move your avatar into where it says "none 'game object"
your avatar root goes here
^
so I've actually never had this before and I really don't know what it is but every time it's just about to upload the Avatar it gives me this
yes
yes the one what says player (PC)
and I've went back to one of the other avatars to try to upload that "which I know works" and it gives me the same error
yhea the quest version is for the vr glasses i think
is a lighter version of the avatar
drag that into the place they highlighted in the picture
vr glasses?
I'm assuming no one here knows why I'm getting this
The Meta Quest headsets
check if everything is updated
even on the Vr creator companion
that error only comes when some of the scripts are outdated and it doesnt work anymore
what do i press?
everything says it's up to date🥺
if you use vrcfury you use the left option
right option for the modular avatar
being honest i dint do it like it
i created everything and even installed it as a unity package
more tedius but i know what things i have on the avatar
whats the diffrence?
vrcfury is supposed to be the easy way
even here?
all or beyond?
none of them say that they're out of date
it sounds something of the same avatar is missing
show again what the error says
when you tried to upload the avatar
huh? cant i chose 1
just click the left all
it says is a object of the avatar you are using
use add gogoloco all
what that mean thoo
what on the hierarchy says? like theres some error there?
also it's giving me the same error on an avatar I uploaded like a month ago and it uploaded successfully🤷♂️ (a month ago)
i read on one of the errors one of the prefabs failed
it doesn't say I'm missing anything
I don't think I sent that one
cuz they only error I'm getting is the one in this picture
I might just try to upload it tomorrow maybe vrchats buggin a bit
ok i pressed it but nothing happened
the duplicated one you turn it off
turn it off i mean like this
what do i do nothing happened
when you create the toggle on the duplicated one what it needs to be inside of the principal avatar hierarchy, you use the object toggle and set the duplicated as ON and the tail of the main avatar as OFF
that way it gonna change the unwraped tail to the wrapped tail everytime you use the toggle
i pressed gogoloco all for fury but nothing happened
of course be sure is linked to the avatar so it follows it and dont just stay there floating
check on the inspector if the gogoloco things are on the avatar like this for example
but you have installed vrcfury on your unity right?
yea
could someone help me figure out what I'm doing wrong when uploading this avi?
theres nothing
ok press play mode and then gesture manager and something like this it should show up
open the expresions option there
it already haves a locomotion there
ok so do i do all the same thing for quest?
yhea
so why is my avi pink? i need help-
on the radial menu it should shows up this if the gogoloco is on the avatar
you dont have a shader on your avatar go to your marerial look at the top where it says shader and put on whatever shader your using {probly lit toon or poiyomi}
it says this
grab one of the materials of your avatar for example the material body and drag it over the body on the scene, hold the click so you can see if something changes
pink body means shader failed or directly unity says i forgot the model have a material there
you installed vrcfury on unity?
yea it is
so what do i click on next?
thats a body texture what you selected there
drag and hold this one over your avatar body
and i do the same for the hair right?
yhea but with the one it says hair
and if it shows this?
yhea i knew that can happen
press for example the first one
it should show up on the inspector the material, so you press there
it should show you the shaders you have on your unity
you select for example poiyomi or liltoon
okay i clicked poiyomi
poiyomi / poiyomi toon
okay
then it should take a time cause it gonna loads the shader to the material
okay
once it loads it should show you the material with its normal colors
and i just do that with the others?
yhea you have to do the same with every pink material you found
How do I fix this?
this is a sudden problem appearing with my avatars that used to not have the issue listed
looks like you got enable a second layer on the material
or even a material mixed on the model
the werid thing is this appears on my private human avatar too
I'll have clothes on and for other players on both platforms
only the jersey and my buzzcut appear
that and the body
The avatar by default should spawn in like this
but everyone else sees this
so what if there a really tiny details that I need to fix and it isnt wanting to fix?
if is only a material on the model you have to check if theres not ennable a second layer on the main or if the alpha map is bad
its entire toggles, not showing up on other ends
I figured this out because I had my alt acc in the same server as me, on pc
since my avis i make are the same on both platforms
I tested changing hairstyles on the vatar
and it only worked on my end
and nothing changed on my alts end
and ik its not anything to do with safety ranks cuz both accounts are trusted users
yo wheres ya pants? XD check if the object is linked to your avatar and if the tag is not changed to something like editor only for example
it should say is on untagged
all of em are untagged im pretty sure
im gonna double check
also they did me so dirty my fit coulda been clean bro
yeah they're all untagged
they are inside the avatar hierarchy?
wdym like the armature?
no no, i mean like this
oh, yes
gulp im guessing from this ss u know what type of avi it is so PLEASE i beg u dont be shocked by the list names
dont trust this cause it sometimes shows up old versions of the avatar
it trolled me before
hell it even made a fallback that i never asked for 😭
you can censure it if you want
alr
they're only ordered like this because they're all affected by the armature
so I didn't feel like putting stuff UNDER it
like how I did on the bumblebee avatar with the weapons
you have modular avatar? idk why but i think is not linked linked some of the clothes to the avatar
modular?
is a asset that helps on adding clothes to the avatars
ohh yeah no its not
i rigged them onto the armature in blender and imported them with the entire avatar
if you have put modular avatar is just doing this, right click the jeans and select modular avatar setup outfit
on the play mode the clothes follows up the avatar movement or pose?
if they dont i guess they simple are not linked to the model
you have a toggle or something there related with the clothes?
yes, i use vrcfury to toggle on the items in the hierarchy except for the vrcfury gameobject and the armature ofc
so those worked fine
its a method i've been using for a long while
worked with the bumblebee avatar i made
and with this one
however idk if it was due to a recent update
but people aren't seeing stuff that I do on my avatar
like for example, on the other one
not only does it have the material swap issue
there are seats in the vehicle mode that are toggles for others to sit in
it used to be seen by everyone
now only the person who toggles it can see it
it sounds that the recent update make a mess there
maybe it messed the toggle config of vrcfury
Maybe the parameters are being set to local and not global? If you are using vrcfury for the toggles I'm not sure why this would happen, unless there is some setting to make the toggles local/global? If you are doing things manually just make sure the parameters you use are in the parameter list, not just in the FX controller parameters, and set them to sync in the param list
How do I access the channel to request avatar commissions?
#1204490664637890580 VRCTraders
Thank you kindly
hey i'm making a robot character for vrchat, and i'm trying to find out if it's possible to make custom hand poses for grabbing instead of the vrchat default humanoid hand poses?
my robots arm and leg joints already don't align with vrchat arm and leg movements, but i'm fine with that. i just want to figure out how to make the hands at least move more robotically rather than contorting weirdly like they do now when i try to assign the finger bones to normal humanoid bones
i recently saw an avatar in a world with a claw hand that just opened and closed rigidly, and i was hoping to do something similar with my avatar!
however i'm not seeing any advice or videos online that align with what i need
i am pretty much brand new to vrchat avatar making (so far only made two similar avatars with rounded, fingerless hands meaning i know nothing about hand rigging and posing) so i would love any advice on this or to be redirected to a video that might help which i missed!!
how do i put in the flying toggle on gogoloco?
Isnt it what the UFO one is for ?
no its the one with the stick figer with the red cap
this
use the one with flying, was it "beyond"? I forget how they name stuff
i thought it was all?
yeah could be. I haven't used it in at least a year
there isn't a good unity-help channel or VCC help channel but... does anyone know how to stop unity hub from launching everytime i open up the vrchat creator companion? its started happening recently lol
please @ me if you reply 🙏
oh wait there is a creator companion channel
It's gogo beyond
how do I apply multiple textures to an avatr if i can only apply one at a time
im a trusted user, why is it saying this?
Make sure it's your account
Make sure your using the least SDK
Restart unity
Can you help me blender stopped working
Hi, I'm starting modeling character and so avatars, is there any good model with very good topology/anatomy I could study somehwre out there?
Good study would be character from Hoyoverse. They are professional and provide free MMD models for their character, which you can import into blender with CATS plugin.
whats the best way to smooth this transition out without having to make sure that both surfaces have a loop with the same vertex count, etc - like a modifier thing or something, maybe an addon?
There is no best way without matching loop vertex count.
Sad, wouldn't like a shrink wrap with falloff or something work to "wrap" the neck around the head
You still get unmatched loop edge around the wrap itself.
Thank you! Imma take a look at these ^^
custom normals perhaps?
I just want it to look smooth, no need to perfectly match it for my own personal model
Well it wont look smooth if you dont do it right
Normal editing might help.
Maybe
I converted the model from pmd to fbx. I cant upload because it has no chest, is there any way to fix this? the rigging of this model is from the game its from
If it has a chest bone, drag it into the appropriate slot.
If it does not have a chest bone, import it into Blender (or similar) and create one then update the weight painting
thats the thing im bad at rigging stuff
and im not familar with weight painting
i usually upload stuff alrdy rigged
well, this one is not already rigged properly
just mixamo it
but mixamo causes the textures to go weird
and the model doesnt get accepted
what do you mean weird?
whenever i use mixamo to rig stuff, most of the time when i apply the textures it becomes light brown
convert pmd in blender, cats can remove all the useless bones/collider just using it to import in blender hey go poof
there's an image pinned in #avatar-rigging of what it should look like
(it has an optional upper chest shown though)
the bones look the same to me
hip bone looks upside-down
which one is that?
it's the root bone in the tree of bones, you can select it from the hierarchy in the outliner window that's at the upper-right by default
visually, the one in the spine that's pointing down, look at that diagram again, it's pointing up there.
ooh I didn't know that was there
You have to select the object you want to edit first.
Is there an easy way to pack all the dependancies with the unitypackage? Like keep all the info for the avatar descriptor and toggles for vrcFury
I haven't found a resource that's helpful
right click the avatar root, and export
hey sorry for asking again, but does anyone have any advice on my question here? if not that's totally fine!
i just want to know if it's possible to animate the hands to have custom grab animations instead of assigning normal generic human bones since my robot's fingers don't align with normal hand movements
@uncut steppe sure, you just read Gesture variable then play whatever animation https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
okay, thank you!!!
So I uploaded my avatar but she’s t posing and her face texture broke
broken face texture that wasn't obvious in unity is likely caused by an animation swapping that material to a broken one.
Did you set the rig to humanoid?
if you stuck in T its broken humanoid, set it generic and back see if it spits out a error
pink just means you have a material thats assigned to a shader you dont have or broke ( select one and back to whatever you want to use often fixes that one )
Ok ty
It says not mapped but it’s mapped
I just added toes
I’ll see if that helps
It says it’s not mapped wth
shoulders/chest gone missing
Spine is in hips slot too
Yeah it doesn’t have shoulders in the model and it was auto mapped like that
VRChat requires shoulder bones for a humanoid rig
Ok ty I’ll work on that later rn there’s an upd soon in my fav game UG
What does the eye symbol mean on the folder icon? I can't select any of these blendshapes for my animation
I'm assuming maybe it has something to do with unpacking but I'm hesitant to mess with that since it gives so many warnings when you mess with it
That's just the icon for the renderer component.
Right click on your selected properties and click on add
Currently having that issue with avatars where the body lifts up when you move your head and the chest moves with head movement, the rigs fine idk how to fix this tho, happens when my fbt is on or off
usually that means the view position is too far forward
how do i fix my hue slider on my raruh?
can you describe what's wrong with it?
i cant get to fix it because i dont know how i linked it to my hair
the chromatix legs hue to my hair
depends on shader/mask/mesh , cant guess wich one you have - one material will affect all other if its some shader - to little info here
poi shader have it easy, just mask/rename it before locking
Alright, I chose a new approach that I hope is gonna be a little more simple to deal with than what I was doing yesterday. So, I went back to Blender and posed up the tail model there. I saved the tail and the armature and bringing it over to Unity. But I can't get the wrapped tail to connect to the model properly even with VRCFury's Armature Link.
id just animate it in unity to curl around , easiest way is just drop something under whatever bone its ment to follow
tail/ears/hats/ect super simple like that
That's what I initially tried in Unity with a duplicate but couldn't get it working properly... Sorry I'm not really too experienced using either Unity or Blender, this is my first proper big project that I'm figuring out as I go
if you drop that mesh under hip it will follow it, dont need armature link unless it has a bunch of bones (entire humanoid exsample)
That's kinda how it's holding it's shape. I tried to save just the wrapped tail on Blender but it wouldn't hold the shape even when I saved it, so the only way I could do that was just remove the avatar from around the tail and cut out all the other bones that aren't holding it together
It's a scuffed solution but I was getting frustrated with it and wanted to brute-force it to work somehow
...Well, a solution if it DID work.
alright im not sure why its doing this but I need to find out how to fix this for quest because it gave me 0 problems tryna upload this avatar for pc and now it says this Failed to build the Avatar, check logs for more details
UnityEngine.Logger:Log (UnityEngine.LogType,object,UnityEngine.Object)
(wrapper dynamic-method) UnityEngine.Debug:UnityEngine.Debug.LogError_Patch1 (object,UnityEngine.Object)
VRC.Core.Logger:LogError (string,string,UnityEngine.Object)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:3309)
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<BuildError>d__152&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:BuildError (object,string)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2989)
System.Runtime.CompilerServices.AsyncTaskMethodBuilder`1<System.Exception>:Start<VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143> (VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<HandleBuildError>d__143&)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder:HandleBuildError (System.Exception)
VRC.SDK3A.Editor.VRCSdkControlPanelAvatarBuilder/<Build>d__141:MoveNext () (at ./Packages/com.vrchat.avatars/Editor/VRCSDK/SDK3A/VRCSdkControlPanelAvatarBuilder.cs:2874)
UnityEngine.UnitySynchronizationContext:ExecuteTasks ()
too generic error, look for others ( top red ones )
i sent the red error as a text messsage
the second screenshot shows an error from the postprocessing library
i'd be surprised if that was causing the avatar upload to fail
it appears to be caused by by the Post-process Layer component (see https://discussions.unity.com/t/nullreferenceexception-postprocessing-ambientocclusion-isenabledandsupported/240392/4)
you probably have that on your Camera so that you can preview bloom
it sounds like you can get rid of that error by just removing and re-adding the layer component
Hey there! Trying 3d modeling for the first time in order to make an avi for my partner, what do you guys think? Any help its appreciated :)
Also, any good resources thast i could look into for blender?
Okay I figured this out in case someone has a similar issue! I was able to export just the mesh itself from Blender and have it retain it's shape! Thank you for all those who were giving me advice on this!
I fixed it nvm !!
very nice so far! You want the hands pointing down, though.
for the rigging?
I added the base and the clothing dropped the clothing into the base but the clothing didn't go on right or something?
Yes, for rigging and other steps later on. You want a "neutral" pose like a T-pose, especially if you are learning. Arms and legs should be straight when seen from the front
Since you seem to be using separate meshes to join later, you may also want to do that for the upper chest
so get everything on a t pose and then straighten it
Yes, pose should be like this
in order to not have to do it piece by piece im gonna mesh the major parts together first, so hands, arms torso, and legs
I dont have it rigged yet
Hes replying to someone else
why is this doing this?
animation is set to loop my guess
i turned loop off
could also be a transition thing especially with any state set to 'transition to self'
not that
for some reason every time i load gesture manager it does this
i use the one in VCC/Creator Companion
All done!
anyone know why my viewpoint is set way higher than what it is in unity?
and it worked just fine like yesterday
Now is time to rig yay
Object mode, right click > Shade Smooth. 😁
does that increase my polygon count?
no think of it as a camera trick
you can also vertex paint if you dont want to deal with texturing and UV unwrap.
keep getting this error, changed nothing on my avatars quest version
I made sure to write it down
hi yall :D im wanting to learn how to make my own avis but dont know how- and i need help and im wonderin if someone can help me build the model im wanting i have a chatgpt imagine of what im wanting or the ideal of it atleast and in need of help and im on quest 3 but using my pc also :3
or atleast tell me of what i need to download to get started

Hey! Sorry for the dumb question but, I have this 2 options for the model, one i applied a bulean modified to remove all the overlapping mesh from the model, it wont cause any problems when rigging or for future use rigth? or should I save and use the one that keep everything separated
anyone else randomly have their avatar increase in size for the quest version?, mine was under 10mb then randomly from adding nothing went to 11mb
sorry, I don't use that method of modeling and I hardly use booleans.
It is a good idea to keep separate saved versions as you progress. Blender even has a "Save incremental" command that add a one to the save file version
oh nice! I thougth it was 100% nescesary
anyone know how to fix this issue?
i cant upload my quest avatar because it randomly increased in size and is making me remove too much to get down to 10mb
Does anyone know why adding my vrc fury assets screw up my viewpoint?
my avatar is stuck at 10.47mb and refuses to go lower, why cant the limit be 15mb
Because quest stinky
like i added nothing and it went up in size, it makes no sense
You removed nothing as well it's more of an estimation
i removed a lot but its not decreasing
OK, I think I have this question phrased right:
I'm trying to upload an avatar for Android.
A prefab I want included is returning errors for unsupported shaders.
All the *.mat files I can find have been switched to VRChat/Mobile specific shaders.
Repeating for emphasis: All the *.mat files I can find
I must conclude there are files that use shaders, that aren't *.mat files.
So my question is, where should I look for files that aren't *.mats? Conversely, is there a way to reverse the search, and find the files that are using these specific shaders?
this is how i make a seat right?
you need a station component
i need an avatar
Does anyone know why adding my vrc fury assets screw up my viewpoint?
Why cant i click to upload my quest avatar
How do I make the transparent face visible for pc and quest
You need to make sure the android build is installed
Quest can't do transparent shaders
Were would i dowload it i cant find it
importing a model into unity and started working on the mapping. is there a way to recenter the bones back to their normal rotation? it keeps applying a 180 rotation to the feet, head and tail.
So I uh..
Added some extra fingers to Szepplins Mimi Sentry
Didn't weight paint them or anything as I only need the bones for interactions
And uh..
When I replaced with overrides, it combusted-
often that's caused by bone roll for the humanoid bones not being 0. you can fix that in Blender, edit the armature, select each bone and set it
I looked at all the bones in blender. they are set at 0.
wait... how is THAT possable?
it's just a very very small number
but that's rotation, not roll.
if those are all 0 and the armature's rotation is 0,0,0 then I'm not sure what's doing it
the joys of blender/unity....
so. did a test and re-zeroed a bone. its like it didn't do anything.
I have no idea where its getting these values. I looked at a few of them that are actually zero
fixed it.... Stupid unity importer... the L and R of the bones were reversed.
Hello, this is the first time im trying to upload an avatar and all i did was drag and drop the most recent Poiyomi Shaders into unity 2022.3.22f1 and it gave me this warning and then froze unity for a solid 30 seconds to a minute.
Should i be concerned and do i need to do something to fix this?
The yellow ones are usually safe to ignore. Its when you get the red errors that can start to be a problem
ok, i looked it up and found that other people that had this warning also faced an issue where whenever they made a change or something their unity would freeze.
i don't know if it's just me but i have been unable to change any options on the descriptor lipsync without resetting the entire descriptor. i have tried reinstalling the sdk but nothing seems to work
hellooooo
Does anybody know why my avatar keeps turning to the side whenever I hit play?
I have VRC fury, gesture emulator, and gogo Loco
My pov is all screwed in game and there’s so actually way to turn the pov to the side of any that ik of
Did you make sure that the model orientation is facing the correct axis?
Yesss it’s facing straight until I hit play mode
It's more deeper than just looking it in the unity scene.
Yeah ik I think it’s an animation, but none of the animations ever made my thing rotate and I remove them, but it was still rotating
or I heard it could be cause of an animation
It isn't about the animation either.
Neither that.
It’s so weird I can’t find anything online either
I repeat again, it's model orientation. Do you see a white line at the avatar feet when you select your avatar?
It's can only be straight. But what direction it's pointing?
I fixed it, when you go to humanoid and configure it, the head was skewed to the side, so I just realized it back into T pose and it fixed it
now we know 🙂
The root cause still is model orientation. Your fix only is band-aid solution.
At surface level yes. But problem is still there.
the torso bone was turned to the side
I re aligned it
no it’s fixed the issue is gone lol what u talking ab
If you aren't going to intake my explanation then it's pointless for me to explain.
okay cause ur not making any sense lol
i am bashing my head into a wall trying to figure out how to make my roblox avatar into a vrchat avatar bc i think it'll make me play it more
i feel like its so simple and im just being stupid
like ive looked at tutorials but for some reason the .obj just refuses to show up when i import it into anything
Did you look at YouTube tutorials?
yup
What part are you stuck on?
putting the accessories into pmx editor
i click import, select the .obj with all the accessories, i set the scale to 3.5, i click new, i click done, nothing
nothing changes
The accessories don't show up?
I'm not sure, but maybe forums on using pmx editor would be more helpful, unless someone here has Roblox -> vrchat experience.
-# yea >_>
hope so ..
se tiver BR me chama PV quero tirar duvidas sobre o VR quem poder me ajudar
Not really the place to ask try #vrchat-general-1
yo, i'm trying to fix the error in the first photo after uploading my model and if i try to rearrange it it shows the error of the second image
Is the first error actually causing you issues in game? Usually it doesn't actually effect gameplay at all.
yeah, my arms go weird, lemme take a screenshot
If you are actually having issues in game with the movement, the best thing to do is to edit the bones in blender, as to preserve the prefab link. Then you can re-export over the original fbx in the unity project by saving in that file location. Make sure to have scaline set to FBX all and leaf bones turned off.
So what am I looking at here. The model way in the background?
lemme zoom
Maybe get closer to the mirror to get a good picture
Ayeee Timekeeper Cookie
Maybe turn osc on and off. I think some stuff gets weird if the arms are short
So the solution should be the same, you need to import the fbx into blender to modify the bone orders and such
You could unpack the prefab, but it is unrecommended as it will break future imports and updates of the model. It's best to update the fbx directly via exporting over the original file location. Everything should work fine as long as you use the same export settings. Typically that's scaling at FBX all, and no leaf bones.
Yeah don't unpack, that's almost never the right choice.
can somebody go into the vc that i'll be in and teach me it?
i have blender
oh wait
there are no vcs here
just add me to teach it to me, i'll be available
so i'm looking into it, and I don't think you can reorder the child bones easily? I am going into blender to check for myself but it seems to be an issue people have
are we sure that the bone order is causing the issue? If so, we may need to unpack the prefab. Try duplicating the avatar in the scene by clicking on it and pressing ctrl + d. Then right click the duplicate and unpack prefab. Try reordering the bones there in unity and see if that fixes the weird arm rotation.
I just name whatever Z_ if arm/legs have multiple bones and unity get confused
true, blender should make things alphabetical.
extremely rare it matter , mostly its cause bones not straight and its trying to rotate the wrong way
maybe opheebop should look at the rig in the configure rig? we'd see if the bones were aligned properly there right? or would blender be needed to check properly?
Definitely don't tell people to unpack prefabs
I actually name mine (usually muscle deform or twist bones) starting with a tilde ~ so they clearly stand out
to answer your question, here's unity's hierarchy
right at the shoulders
ah yep, alphabetical order puts those extras before the hand bone
should i do your method of adding a tidle at the start of the coliders?
That's entirely up to you, but it works for me.
this image isn't really of any use to us.
can't say what you should or shouldn't do about collider bones, if you want to use them, sure, it's fine. I personally don't in most cases.
i think they're putting more problems on the model
by spacing before the main child bone
yeah I'm not sure why you'd need separate bones for those, but maybe there's a reason
sometimes unpacking the prefab is the most optimal option. it would be on a duplicate of the model to test if the bone order is even causing the problem.
I have not encountered any case where that was the best option. Perhaps you have.
rather than doing blender work and then finding out that the bone order was not the cause, Its just for debugging.
oh sure, for debugging that's fine.
again, I wouldn't unpack the original model, just a copy of it
im trying to update an avatar, when i update the fbx the avatar doesnt change
try to right-click the .fbx file and pick "reimport" - Unity sometimes doesn't do that automatically
just reimport, no need to do them all
How do I go about making something "edible", such as, say, a stick of uranium in the hand.
I know I have to use contacts somehow to trigger an animation, I just can't remember how.
Every animation is driven by parameter. And parameter can be driven by contact.
This tells me nothing.
contact - receiver detect someones head - do stuff
How do I get the contact to trigger the animation?
[ do nothing ] << your parameter >> [ do stuff ]
receiver detect someones head it sets a parameter
you can test it in unity using av3/gm just use a gameobject have i collide with your contact
What do i do from here. What do i add? Or where do I add it from?
So make a contact reciever on the 'food'. Have the tag set to head and the parameter type to constant. Then name the parameter, something like 'eat' or whatever you want. Then, you create an animation for the food being eaten (disable the food object, make a crunch noise, etc). You also need an animation for the food being spawned and not eaten (food object enabled) and an animation of the food toggled off (food object disabled). Then you go into the FX and add your parameter you made under parameters
Make it a bool
VRCContactReceiver is the one you want it can trigger a parameter when something in its collision tag is near/in it ( i always mix these up )
Then create a new layer and you need to drag the three animations on the layer. You can right click to add transitions (arrows between states). You probably want arrows between the enable and disable of the food, and one arrow from enable to eat, then from eat to disable
Also make another parameter for the food, you can call it like, food or something. That will control the toggle for turning the food on and off ( it should also be a bool). So between enable and disable, food being true should go from disable to enable. Then food being false should go from enable to disable. Then, eat being true should go from enable to eat, and eat being false should go from eat to disable.
Is there like... a less confusing way to do this? I usually rely on VRCcury. 😭😭
Finally, you need a menu item and global parameter to control the food on and off. So go to your avatar's menu and add an item. Name it whatever you want and set it to item and the parameter to food. Then, in the avatar's parameter list, add the food parameter, setting it to a bool and sync
I don't believe vrcfury has complicated gimmick set ups like this. It's always best to learn the manual way to get the most out of your avatar though.
If I want a color wheel to adjust the color of parts of my avatar, do I have to have specially-downloaded shaders? Or can I use default shaders?
Toon standard has a hue shift option.
Comes with the sdk
1 material fine, 2 you will be affecting the other unless its using a different material / seperate mesh (quest) , pc easier
Okay. So I have the animation ready and the toggle to turn the food on and off initially. As the contact receiver on the "food"
And the animation for eating
[ wait ] << false | yourparameter from receiver| true >> [ do stuff aka your animation] , (ignore the outfit name
)
is that a poiyomi thing? I just downloaded that shader because that's what the tutorial has.
if you're asking me, it's for PC, I don't have the bandwidth to handle a quest-compatible avatar yet
I am so confused
Does the VRC Raycaster not have a way to control the forward direction on the Raycast Target?
With the old FinalIK-based raycast, you got not only the surface normal, but also the direction you were pointing in
so you could twist your wrist to spin the raycast target around
I bet you can recreate this with an appropriate constraint setup
had one on a finger so i could point at stuff, but moved it to wrist after setting things on fire too much all over the place 
only animated how far it can reach but they all seem to be animatable
(actually, it's not just the direction you were pointing, since that wouldn't change as I twitsted my wrist)
so i should probably figure out what the old raycast is actually doing first, haha
whatever the behavior is, it allowed me to spin the object around the surface normal
how do you export and share a project? (like when u buy an avi u get a package how do i go that)
drag avatar's root to assets. thatd give you a prefab. then right click and export as unity package
okay tysm!
you can also export the entire scene, which is nice if you have several related avatars
either way, it'll pull in every asset that the avatar needs
one note is that, if the avatar needs any scripts from your Assets folder, Unity will include every single script it can find
this can be a nuisance!
Do i put the animation in avatars FX or a separate one?
FX for this
btw, this doc explains why: https://creators.vrchat.com/avatars/playable-layers/
While in Unity, my avatar somehow got stuck in this pose, which he made after I put in some animations. Anyone know how to get him out of this pose and back to the default? VRChat is trying to build him in this jacked up pose instead of the default.
When animating, if you select a different animation after you're done working on one, it'll reset the pose.
If it's stuck now though, Pumkin's tools can reset that.
What're those tools?
Its a unity package you can get
no, I do not have a link. It should be easily searchable by that name though (note spelling)
Found it. I've finished what I've been trying to do and built the avatar before it messed up, so I'll just note these for next time.
this is in unity. Does anyone know why this keeps happening to me and how to fix it? I just rebuilt the entire avatar and it's still doing this. It does not look like this in blender. PLS HELP
Do you mean why it's all the same color, or why it's stuck in a T pose? or what
no im sorry, the arms are not supposed to be bent like that
that ? , id never use force T pose it does wierd things like that , straighten up bones in blender
i dont know why it happens. I've tested the model before and after adding everything, im not sure what but it happens somewhere down the line
check in blender , should be similar to that
looks like something shifted a bone, that's weird
everything looks perfect in blender which is why im at a loss. ive never used force tpose
there is no deformity in blender at all

I'm assuming the bones are connected in Blender too? Pretty sure they have to be connected and not just have nodes in the same place
can you more clearly show the chest -> shoulder -> upper -> lower arm bones together? Ideally highlighted so they stand out
Beyond that idk how to help, I'm kinda new here
they do not need to be connected as Blender understands what that means.
it's not, there's a bunch of extra bones there, I'm not sure what's what.
oh
sorry zoomed and I can see the outline,now
yeah that looks fine
exactly
:(
i think its something in unity but i cant figure out what, like its translating something wrong
idk what this means but
maybe its something to do with the twist bones
wait, incorrect bone used for the arm bones maybe?
verify the arm bones listed in the rig setup are the ones that should be there
they are
Does anyone know why It wont let me check list android as a upload device i have the unity it told me to download
that happens if you installed unity via standalone package, you can click "official releases" and then the link for the archive site, and grab the separate install packages for the components you want to install
(unless you use Linux, in which case they do not exist, so you have to reinstall the editor from the archive link instead)
or... click "manage" there - does that let you?
ah yep, gotta do it via standalone packages then
So wait what do i do….. explain to me like your explaining to a very dumb tired person lol
Still trying to figure out the contacts for eating the uranium. What the heck am I doing wrong?
@proven quail
wondering if someone could help me with my avatar i would really appreciate it!
that's what this channel is for. Post details, ask specific questions.
I wouldn't go from any state. I'd have a different set up like described in my explanation. I can draw a picture on my phone but Im in the car at the moment
well ill just post a screenshot of what errors i have
the main point is preventing me to upload because i had to update my avatar is the armature and when i tried the auto fix it did nothing for 10 minutes
Also uranium eat should be a bool or int, probably not a float. It sets the parameter to 0 or 1, so you aren't going to be hitting 0.5 values
Also the parameter in the contact reciever and the parameter in the FX have to match names, or else they won't talk to each other
kinda curious what that first error is and why you say "my avatar is the armature"
Okay so once that is all done, what next?
i prob didnt mean to say that lol
its just thats the main error i got and the rest is okay ig, i just want my performance to be better
looks like mainly too many physbones and too many triangles, check #avatar-optimization and #quest-optimization for help with those
You need to add the toggle to the avatar menu. Open the main menu and open any subfolder menu you want the toggle to be in. Then add a menu item and set it to toggle. Name it uranium or something and then set the parameter to the one turning the food on and off. In the drawing it's 'food'
Okay. That's done already.
Then, you add your parameters to the avatar's parameter list. Add 'food' and 'eat' as bools and set them to sync. 'food' can be set to save, but 'eat' should not have save.
The eating sound works when it comes into contact with a receiver labeled head, but the uranium isnt disappearing.
Does the eat animation disable the object?
Yes
Something else might be keeping the object enabled. Make sure you don't have another layer or toggle messing with the uranium (anything like a vrcfury toggle would mess with it)
Oof. Aight.
Lemme disable the vrcfury toggle that auto applies.
How would I then re-add the toggle not through VRCfury
The picture made both controlls the toggle of the uranium and the eating
So 'food' controlls the on and off
You need them all on the same layer so that the states don't mess with each other.
But there's no toggle showing up when I go into Playtest mode?
Did you make a toggle in the menu?
This one
Where next?
Did that.
Add an item. Set the name to Uranium, type to toggle, and the parameter to food
How do I add the item?
Click the +
It might yell at you about the parameter but don't worry, we are going to fix it by adding the pareters to the parameter list
You don't want Eat there, you want food.
Eat is for the contact to manage, food is for the menu
You need two parameters.
One controls on and off. One controls eat. You don't want your menu to control eat, the menu needs to control on and off
See there is 'food' and 'eat'.
You need to add 'food' to control the on and off of the uranium
Bool or float?
Okay.
Okay. Still saying not on the parameter list.
Yep. We are going to add them next
remember that spelling and capitalization matters.
They match exactly.
You can find the parameter list in the avatar descriptor. Add two parameters with the + and make them bool. food should be set to save and sync, and eat should be set to sync, but not save
Done
The parameter is now showing up as food.
Did you add eat as well?
To the menu or the parameters?
Parameters yes, menu not yet.
I've arrived at my destination, I'm going to ask that the kind people on this chat continue working with you. You've done well so far. Manual toggles can be a lot. But everything should work now
Thank you for your assistance, kind and patient stranger.
Npnp
This where I'm at.
Only thing I need now is figuring out how to stop the uranium from coming back after it's been eaten and how to place the toggle into my already formed submenu
struggling with weight painting,
I robust weight transfered the weights from the pants onto the straps and buckles, but once I test post, the buckle close to my hip goes all wonky
So how do I add stuff to a sub menu and get the toggle to stop looping?
make a new menu item of the type submenu, make a new menu file, drag it into the submenu slot
Will all my vrcfury stuff in the submenu go in there or no?
I don't use Fury so can't help there
unless you're using Full Controller, in which case you can prefix your menu items with some text before / to put it in a submenu. i.e. submenu/menuitem
I just did something I think it might work?
Now just to fix the animation looping. I want the uranium to stay gone when it's eaten.
make sure you don't have the loop checkbox enabled on the animation clip
None of them are checked.
And my thing didnt work with vrcfury toggles.
Still looping.
look at you controller in playmode , see what transitions doing (av3 handy)
Where?
You mean... you want an artist for your avatar?
@balmy barn im not seeing anything thats causing it to loop
Anyone else ever had (and fixed) an issue upon creating an expression menu in the assets folder, which it then gets stuck in a loading loop?
how do i fix this im new to pc`s
No matter what I do It keeps loading forever and wont stop
Im almost 100% certain it would still be loading overnight if I left it to
i am completely unable to make avatars because of this issue
Would anybody know why this is happening? It’s not the blueprint and they have tried reloading their unity and nothing
are those the only 3 errors in the console?
This is the full console the only red error are related to the validation tho
yeah I was asking about errors only - errors are red.
Ok then ya that’s it
how annoying, nothing of use there.
No and it says it’s the blueprint but they said it’s clear there is no ID in the blueprint at all
yeah the blueprint thing is a side-effect of previous errors, 99% of the time you should ignore it unless it's literally the only error.
What’s weird is the avatar works fine for me it’s only when I send it to them it started having issues
?
I had them clear everything and reimport and this is everything
whats a good way to make an avatar go invisible?
i've tried two things, making the root bone realy small, which made it stuck in the ground when turned off, and i also tried turning the mesh off, but then it wouldnt turn visible again for other people
Personally I use Poiyomi's dissolve feature to do it with a cool effect, and then it's basically alpha = 0 in cut-out mode
i need to do it for quest too
you probably want to unlock and relock those shaders, but still , the errors aren't helpful unfortunately
im also not using poiyomi
ah, no alpha there then. Disabling the mesh renderer doesn't work either 'cause then your animator gets disabled.
actually, making a multiply material with no texture makes the material invisible, what if i just replace all the materials with that in the animations?
would that work
sure, that'd probably do it
i'll try it
good idea. Please report back if it works, I haven't tried that
ah, very good to know
@valid marsh proper way is to have a tiny cube (or namehider or anything) still on btw. avatars do break when no renderer left at all.
how do i disable backface culling in unity
depends on the shader, usually it's at the bottom of the inspector for the material
yes, it's per-material
That shader doesn't have this feature
so where do i disable it then?
you don't for that shader
ok then
hey all, I'm trying to create a novabeast avatar, and everything but the visemes are going well - I see the shapekeys for them in blender and they all work properly, but unity isn't detecting them. There's no face mesh, everything is just on the body itself. Any idea how I can get the blendshapes to work?
Image of unity not showing visemes, and of blender showing both shapekeys and the vrc.v_oh working properly within the fbx.
do you see the blendshapes on the 'body' mesh in Unity though?
if you exported from Blender with an un-applied modifier, it'll remove the shape keys before export and they won't be present in Unity.
Solution: deal with that modifier before export.
ah yes... so I completely forgot that my friend was trying to help me with the clothing and teaching me about simulations in the sculpt tab - removed those, so hopefully that worked, I'll update if so!
that might be it
the only other modifier that's there is a smooth by angle, is there a way to apply that without removing the shapekeys?
or do I have to deal with the low poly look for now
I use this, perhaps it also works for you: https://github.com/przemir/ApplyModifierForObjectWithShapeKeys
Seems to have worked, thank you so much!
I was scared because last time I used a similar program it just erased all my shapekeys entirely 😅
make backups!
Even this tool only works sometimes, not all modifiers are easy to deal with
i mean not scared, I do have backups, "scared" because I just had to remake the few shapekeys that there was since nothing else worked
I should say, I've had it work most of the time, but I don't use a lot of modifiers on avatars.
Okay so apparently I didn't understand what the smooth by angle was doing... guess it just made it look different in the viewport and I didn't really need it? Shoulda just tried deleting it first, anyways still thanks for your help lol
Almost like it was unsmoothing to 30 degrees
It says I need a name and thumbnail but I already have it- this happened before and the person that helped me doesn't talk to me anymore. So I need help bc idk why it's doing this
Shoot me Dm let me solve it out for you
I couldn't figure out how to screenshot on pc, and I do have the name and thumbnail bc I had to add the blueprint ID from the pc version 🤷🏻♀️
does anyone know how to contact this guy i need to ask him if he can update his quest version of "nocturne in the moonlight"(really good castlevania alucard) because i see the stuff on pc through my geforce now vrchat but i cant use it on my quest cause the controls are broken and isn't half as good.
Guys my avatar has already gogo loco i want to add the NSFw version it doesn't let me add what do I do
You cant be serious
I am
Plss help me
Gpt says to remove the prefab but there is no prefab
@foggy wadi pls
theres no gifs in this fucking place wtf
Can ya help me 🙏
Sorry
Is there anyone here with substance painter experience that could possibly help me out? I wanna put emissions on a base that aren't for the actual base I'm using and I'm wondering if anyone can help with that
You should explain the actual problem you're having.
Oh sorry I'll update it now
If you have to ask that kind of question, you have to go to vrcfury discord.
Updated now
You have to explain more detail of why you can't do that, where you got stuck, and so on.
I'll Google it probably be easier because I dont know if substance painter has a select tool so I can move the emissions onto the body that way
Bro In vrc fury gogoloco word is banned
They don't provide help for gogo loco
How to fix this
Do you know where your avatar descriptor is?
hii im just wondering how do you fix this because this is the only error i get stopping me from uploading my avatar
Yellow exclaimation icon is a "warning" which doesn't stop you from uploading.
well when i go into vrchat my arms are up in the air and a part of my leg is missing
That is a different issue from unable to upload?
yes
So it doesn't stop you from uploading, but rather the avatar pose just messed up. You have to check rig configuration of the model fbx file and ensure that all bone are assign correctly.
Can you edit the model in blender? You will have to flip hips bone direction in blender.
Can you also describe whether the screenshot is showing what it already is or you just changed something?
im in the menu of it figuring out the next part of how to flip the hips bone
The core bones are in correct directions. But your another different problem could be the arm bones because they arnn't aligned correctly with the arms, hands, fingers.
how do i fix that?
Move the bone around in edit mode for armature.
how do i move it? -w-
There is a Move Tool once you got in edit mode.
so i just got to move the legs and pelvis?
No. Those already are correct.
so i need to fix the arms, hands, and fingers?
That's for different issue. If you want to fix it now then sure.
sorry your kind of confusing me what am i trying to fix?
oh the hips lol
The leg and pelvis bones issue.
so where do you want me to move them?
No. I said it's correct already so you have to do nothing.
okey so what now?
Screenshot rig configuration menu again but show full unity screen.
Chest bone is now missing?
i fixed itt
Is this the new model you just fixed the arm bones or previous unchange model?
