#avatar-help
1 messages Ā· Page 278 of 1
If you use that model for the avatar, does the pelvis bone warning still appears?
these are the ones i want to fix
You only have to fix viseme one.
the pelvis is okay?
Probably good enough.
k i think i got it, im going onto vrchat and see
it kind of works just need the avatar angle close to 180
In blender look at the avatar from side view, the hips bone and upper leg bone should be 180 degree apart.
Can you tell?
kind of
Ok. Adjust it.
idk how to raise it again!!! grr
What do you mean raise?
the angle higher like i went to 163.9
i want to increase it to closer to 180
Just move one end of bone so it's more parallel to each other.
i cant really figure of where i need to put it to bring it to 180 or close to it
Do you know definition of being parallel?
yee but i want like an easier way to do it
Doing it by eye is the easiest.
Unless when you have some problem with your eyes that make you see straight line curved.
Do you see tool list at the left side of viewport?
yee im in the general menu tool picker thing
Just pick the move/translate tool, select the ball and move.
anyone good with texture work and adding emmissons to a texture is substance painter? im kinda stuck and want glowing stars on my avis texture ?
What had you tried and didn't work?
iv tried duplcating the layer and adding a black mask with emission on and a paint layer and nothing is happening
Is this inside of substance painter or after you exported into unity?
inside substance
is there like a custom point i need to set it at to get 180 degrees?
No. Why is the bone head at the same point now?
i reverted all changes to start over because i messed up
You might have to take screenshot how you setup the material for it.
It originally isn't like that though?
no
may i dm to you ?
No. I don't promise that I can help you.
so i make the left leg and the right leg close to each other in the same line being parallel?
thats alrights thank you though
I don't use substance painter. But same principle still apply, just in case I can spot something wrong with your setup. You would have to provide more information for other people to know what's going on too.
No. Moving them closer doesn't make it parallel.
im getting really tired of this and right now my avatar's angle is 154.6
You have to take a look from side view.
Im having this awful issue with the new Toon Standard shader where the outlines look so chonky in preview mode while completely normal in Unity and using the avatar ingame. When changing the shader to lilToon the preview outlines look fine. I also tried uploading another model with the shader and it seems to have the same issue with the outlines in preview mode. Is there a way to fix this or is this just how the shader works?
hi, so based on how the FX is designed, its going to 'loop' becuse the food is still enabled. If we redesign the FX layer we can make it not loop. let me see if I can cook something up for you
A friend already helped.
Thank you though for taking me that far.
Dang and I just finished the cool graphic too
Nice
?tag comm
Hey ho š 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. š
š« 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. š®
If you seek a creator, check out VRCTraders and follow their protocols strictly š„ŗ
(You will get DM from bot to verify your account upon join.)
š 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.) š
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. š±
hello idk if anyone can help me im trying to add a model from unity to substance painter and it doesnt have a spp file im trying to fix a texture i did
pls help i cant make anything now
@sand cedar F to focus.
Does anyone know if it is possible to make contact toggles with VRCFury itself?
Does anyone know how to make avatar hand animation when enabling a toggle, like a sword?
use the same parameter to toggle a fist, you can just grab the fist from sdk edit it abit (id put it in gesture controller)
if i resize the size of a fbx or the avatar size in the efitor why does it get reverted back to its prevouse size when i go into play mode or port it in game
how am i supposed to chnage the size of a avatar then ig it just reverts it back to what iot was before
Heya, is there any way for a transition that goes "AnyState" -> "State with animation" for that animation to be restarted when transitioning the same way multiple times? Its just a 1 frame animation of an object with a particle system being toggled on
when joining two meshes in blender to create a seamless head/neck merge, the UV for the head gets ruined, where the applied texture just goes black, was wondering how i could fix it or prevent it from happening again
Take a look at the names of the UV maps before you join, if you make the first one named the same, they'll just combine when you do the join
if they're different names, they won't
ahh okay, so basically i should have the uv for the head material named the same as the one on the body? so itāll combine
well you can deal with it after, but that'll be easier if you don't have nice UV tools like ZenUV
(which is very worth the money)
I mean, if you're going to retexture then you should redo the UV map anyway
i can look into that tool, for now would it be easier to start over or retroactively fix it after the UV got ruined?
i donāt retexture i kindof just fiddle with mats in unity until they match
š„²š
There is a way
it's not ruined, you might need to copy the info in the head UV map to the one that's now the first in the list - can't really suggest without seeing what you have.
if you have a backup that might be easy if you're not familiar with this stuff
how do i proprly resize an avatar? like ive even tried deleteing and makign a new avatar descripter but the moment i add one suddnly when i click play the fbx model is like scaled up
thanks for the info and advice, iāll fiddle with it!
atm iām at work, canāt access it now but when iām off i will š
if it changes when you click play there's an animation doing it
what I like to do is resize in the model import - first tab in the inspector when you click the .fbx file, then everything else is at 1,1,1 scale in Unity. If you use many model files this might not work, so you'd resize the avatar root.
descriptor shouldn't have anything to do with this
hmm seems for soem reason the way i hav to fix it is to go into the fbx setting remove the humanoid rig then add it back and then it stops randomly scaling up at least in the play mode of the editor
idk why it was doing that sicne everythigns scale was before and after resize 1 since i applyed all trasnforms in blender and used a plugin to ensure everything had a proper scale in unity
anyone know how too make my materials in blender not be all fuzzy/transparent?
yeah if you've got it weirdly sized in Blender, that'll come over into Unity too
i hav is scaled to 1 in blender but i had to use a plugin to export cuz the default fbx export in blender will be scaled up by 100 in unity
you don't need a plugin, just set "apply scalings" to "FBX All" in the export dialog.
So I have a questionā¦does the head bone handle all head movement or is some of it handled by the neck bone? Like if I look to the left does it twist the neck bone or the head bone? If I look up and down thatās all the head bone right?
iirc neck bone does move a bit
there's a world where it'll show you the actual bones in the mirror, useful for testing this
let me find a link
Thanks Iād appreciate it
pretty sure this one: https://vrchat.com/home/world/wrld_01025423-c339-4735-8af9-ba45cc9e46f2/info
Ok cool š will test this out later
iirc it only does humanoid bones, but that's most of what you want to see here anyway
Yeah thatās fine
Iām trying to rig a character that has a hood and the bottom part near the bottom of their head it has a little part that comes up to a point and I was trying to figure out how to make it rotate if I look left but NOT move up or down as much as when it goes down it clips through the avatars body in a weird way so was trying to make that work lol.
Iāll mess around some more Iām sure Iāll figure it out :p
could always use extra bones with rotation constraints
Yeah I was thinking that but I didnāt know what bone to parent the extra bone to so I needed to see visually how the neck and head move.
Or what would work better
Iām sure you could probably do both head or neck to some extent

so im trying to add a bandage to a piece of clothing by merging with Cntrl + J but when i do that the bandage grows outta place and not stay in the place i wanna keep it scalped to and i used shrink wrap to make it skin tight, is there a fix to this?
possibly! But yeah, watch how they move, that'll give you an idea of what to use for the source
make sure all transforms are applied before you join
Ctrl + A btw
And then itās likely scale but you can do apply all as well
alrighty thank u, ill update ya if it works
And make sure you have your modifier stack applied too if you have any.
ah true
Itās likely transforms if I had to guess tho
the only one is the Shrinkwrap
Isnāt that to make it fit to the model?
On the bandage right?
So it fits the arm perfectly?
it worked!
Heyyy I need help
Nice š
yea to the clothing piece not the body
you'll need to provide detail
thank you very much @somber sequoia and @golden iris i appreciate the help
Oh my bad so basically Iām making a avatar for the first time and like I need to find a head for the body and I just canāt find one at all⦠and since im literally broke Iām trying to find one for free but thereās not really any good options other than anime heads which is not what Iām going for.
Yeah thatāll do it. Cuz if youāre merging it to the body you lose modifier data and itās replaced by whatever model is being merged as the merger becomes a part of the other one.
So if you ever want to merge if thereās any modifiers you want to keep apply them before merging. But if you donāt need a modifier for whatever reason then you donāt have to.
Although be warned if the one you merge into has modifiers on it itāll get applied to the new mesh so it might mess it up and youāll need to apply the modifiers on the main model before the merge.
Think of the mesh names as folders with filters on and the actual meshes are just being moved from folder to folder
So you have to apply the filter to the actual meshes before moving them around sometimes
gulp* ill definitely keep that in mind so i don't mess up my project T0T
Like I said the modifiers are applied to the folders until you apply them to the mesh
So you can always just remove the modifier as theyāre non destructive changes
make backups!
This too
Incremental saving
Iāve had twice where I changed my mind and wanted to go back to an earlier point and didnāt make multiple saves so just had to redo a whole bunch of work
One of them was high poly model for baking a gun and UHHHHHG
Never again
Can someone help my issue too š š
#1138520828556890214 is better for finding stuff
Okay Ty
Thereās a lot of MMD modelsā¦buuut technically youāre not supposed to use them in vrc but a LOT of people use them anyway
MMD assets are made like literal human shaped puzzle pieces that snap together seamlessly
Oh⦠so your not allowed to use them
In most cases the creators donāt want them used in vrc and only in MMD but some allow it
how do i add a different tattoo texture onto an avatar that already has tattoos but i want to change them?
how are they currently added?
You have the avatar in unity or blender?
So is it safe to use without breaking any rules if I use specific ones?
You'll have to check the rules for each asset individually
Yeah this but a lot of them arenāt paid you just need to check their perms
how are the current ones added?
yes, literally what I said š
Alright where would I find the website or something for these..?
theyre added on from the avatar creator
You'll need to find out in more detail - are they overlay/decal textures? Painted on the base texture?
Can you look through the textures folder? Do you see the current tattoo on any of the textures?
If itās just painted on top of a skin texture then you can just paint over it by exporting the texture and editing it in a software of your choice.
If itās JUST the tattoo with a transparent background then you can just name the new tattoo file the same as the old one and drop it into the project and itāll just replace and update it ez pz.
Youāll get a popup saying thereās already a file with this name and ask if you want to overwrite it I think.
you might need to reposition
Ah true true depends on the size and angle and all that
yep
Itās been a while so Iām not sure but if you look up MMD models youāll probably find a lot of results
Tysm I will now
You can find them just about anywhere tbh
Iāve seen people post them on quite a few websites
would anyone know how recreate the effect on the ring itself without the particles with the poiyomi shader?
i do have texture masks for it too
anyone know why when i go into playmode or build the avatar my guns particles flip around? (i use gesturemanager for testing)
2nd picture is in the editor. first is in playmode
Iām trying to create visemes. Do I need to worry about with outline?
Can you send the texture masks here? Do you have the original material setup as well from the other shader? If you know how the original was set up, then it'll be easier to reconstruct it in poiyomi
it was in blender that the video was taken if that matters
Can you send a screenshot of the render module settings for your particles?
Sure, but if you do have the original shader node setup in blender that'll make it way easier to recreate, otherwise you're just guessing
another
took screenshots from left to right
Alright, you have the render set to billboard, so it will always rotate to face your view. Try setting it to vertical billboard, then it will only roll to face the camera, but still rotate with the camera
The reason this one works correctly (if I'm understanding which one is which), is that this one matches the direction that it's traveling in (as well as stretching based on the speed)
idk if thats it because that one is for a circular muzzle flash and its supposed to face the camera. even this bullet particle flips around.
Alright give me a bit to parse through this
any weight painting pros feeling a little bored?
I think another way I've fixed this before is using stretched billboard and giving the particle a very low (unnoticeable) speed
depends
What exactly are you concerned about here? I'm a little confused š
im trying to get my ahoge painted so that i could make a blendshape of it being turned into a regular ahoge and back into a heart
ive tried various simple approaches to avoid doing the painting, but i dont think i can get around it
(the current situation when i adjust bones, ends up like this)
I have nothing selected but you can see the outline of the blink where I separated the faces.
i could try
are there vc channels in the discord?
i think idk
what do i do here?! š
i dont see any XD
are you using bones to make the blend shape or just sculpting for the blendshape?
Oh, try disabling "outline" in the overlay menu in blender and see if it goes away
does anyone know how to fix this? im getting so stressed over it and i just want to use my avatar š
ideally i wouldnt add bones, but that thought did cross my mind, to break it into more bones
There are not, you'd have to call or be in another server that does
cool if i call u to screen share? ^.^
i cannot call at the moment sadly
np
i'm currently recreating this in blender just to get a better idea of how it works
alr
i can send the blend file as it is a public asset from halo infinite if needed
does anyone know what asset creators use to make the manuka lighting like this?
that's alright, i just need some clarification about what is in these areas since they are hidden
there's a shader under some of the color mix nodes, and then there's something affecting the factor for the mix shader node
could someone please help me fix this?
that is a warning, not an error. Try uploading and if it works fine, then there's no problem.
Warnings (ā ļø) mean something could be wrong, but it might be intentional. Errors (š) mean there is something incorrect or broken that must be fixed in order to upload.
the highlighted one was the hidden one
my arms are in the air and my legs are messed up
are you playing on desktop, mobile, or VR?
VR
okay, can you show me what your model looks like in the configure setup in the FBX import settings?
in blender?
in unity
have you tried testing the avatar with gesture manager in unity?
not sure how to do that
install gesture manager, go into play mode.
i have gesture manager installed
okay good. not sure what this error has to do with that though
what do i do in play mode?
I don't have a clue what you guys were discussing so all I can say is "you test the avatar"
im trying to fix this and i have no idea how to do it
is that actually a problem for you?
if so, you go into Blender and reposition those bones
yes it brings my arms way up in the air and my legs are messed up
i dont know how š every change i try to do decreases it or makes it wose
worse*
learn blender? I'm not sure what to tell you without actually looking at your model or doing the work for you.
But usually this error is not a problem, and it sounds like there's some other issue here.
but as I've seen nothing about this, uh... dunno. Good luck.
points at the ideal rig image pinned in #avatar-rigging
Nope it didnāt. Itās separate. Should I try something like a shrink wrap modifier or something? Itās also for Vtubing. Iām using the VRM add on. I donāt want those lines to be distracting.
how do i fix this ive tried for days and watched videos and i cant figure ts out
you disabled this option?
do you use Windows Defender?
i still dont know how to fix it
i dont think so im new to pc/ pc gaming
you may want to check that
Oh! That. Ok I just did. That worked lol thanks. š
just migrated a 2019 project to the latest and i can no longer build for android, even after making sure the android module was installed in unity hub
what do you guys use for lipsic testing while in unity?
@fluid vortex avi emu has it easier but o believe gesturemanager can do it too
if you just mean typical visemes
i dont see anything that tests visemes in the gesture manager. what is avi emu?
Lyuma's AV3 emulator
not sure if you ever got an answer but its likely using PCSS
most booth models use that to get "realistic" looking lighting
what would be the best way to add armatures to bat wings?
don't. Add bones to the existing armature.
But if you already got that, are they replacing arms or just going on the back?
the bones are what i meant
maybe come back when you have time to work on things
k
can someone help me make toggles and put clothing on an avatar please! i have the avatar i just need to add the clothing and toggles!
alr i'm back
like i said, the wings are replacing the arms
rig them just like you'd rig arms then
then for any parts that go down off the main bones, just make new bones for those
k
You can't use that shader on quest avatars, pick a different one
god i hate quest
yep
So I recently had a comm done for a model, and the person who made it had someone help me regulate it specifically for VRC, yet im having issues with the process, there's also a texture/material issue as well, and I'd like to not show my avatar in a public area. I really dislike texting in public channels and this seems like a lot to uncover, so if someone who's experienced could help me via DM's, that would be amazing.
alright, sorry it took a while, I was at work. But maybe try this? It's not quite the same, but it should be similar, and you can mess around with the settings if you'd like.
The biggest issue is that the blender setup relies on a procedurally generated voronoi texture, which I don't think poiyomi lets you do. I went into blender and baked a voronoi texture and used it both for the emission and an emission mask to try to recreate the effect
most of these are not the root cause. the "material cannot be its own parent" one is weird, I wonder how you achieved that
To clarify, most of the work done was by a connection of the modeler who I comm'ed who has experience doing VRC avatars. I just grabbed a tutorial and I've been actively trying to set it up that way. There's also this error I've been having as well.
Yeah that's a big issue. Go to the rig setup, see if there's a chest bone, if not, drag the chest bone into it.
If there really isn't one... time to re-rig
Another issue is the textures not loading properly. I have them and they work in blender, but not in unity. I've converted it to a fbx and put it in Unity, now they wont show.
Ok so, I just joined the server, and I don't want to be a pain. Is there a step by step guide simplified on how to fix some errors when making an avatar for VR chat? I have an avatar, it's in my profile, and I use it on other platforms, but I recently been wanting to try out Vrchat after getting a headset....and I ran into this. I just need to learn how to tone her down/make compatible..
Hey so I'm trying to import a follower to my avatar, but for some reason my follower just stays running in one place
Apparently it has something to do with the constraints which I have little to no knowledge on how to use/fix
If there's anyone that can help it would be greatly appreciated ^^
You need an fbx not a vrm
Ok, I'll look into it. Thank you~
Ive been trying to upload this avatar but the chest is missing. People say to locate it but i dont think it has one because everything turns red when i select it. If i have to fix it do i need to use blender?
You should at least read the text why it's red first.
i translated some of the japanese stuff and im assuming the chest is the part named "center destination"
ill try play around with it
i mean there's only one error and it has an autofix button so you can just press that
No. When it's showing red, there is a text showing either under the bone slot, or in view port writing the reason why it's red.
you mean like this
Yes. The japanese text is just bone name that's having a problem. The reason is written in english.
You still might have to edit bones in blender. Humanoid bones should look like this in blender
the chest bone should be a direct child of the spine bone, so if you click on the bone in the spine slot, it'll bring you to that bone in the heirarchy and you can find it. Click on the bone in the neck slot to see where that one is, and then drag in the bone that's under the chest bone and has the neck bone under it
im kinda bad at blender but i remember someone saying i have to flip one of the bones
the order should be spine > chest > neck
Flipping is just to be done for bone direction to match with the picture I sent.
Does anybody have any videos, links or advice thatāll help with compressing files or uploading for mobile? I purchased an avatar file but am having trouble getting it down to 10MB, after reducing almost all the textures I got it down to 16MB. Itās got like maybe two toggles and asides from the fbx, everything else is under 1mb
You need to know what is taking up the size first. Use Thry avatar performance tool, and VRC world toolkits to inspect that.
I did download a program that showed me what's taking up the size but I'm unsure if Muni Buildsize Viewer would help. If it doesn't then I'll download the other two
Take a note that your mesh size is huge so it's going to be hard to compress into bundle.
Try vrcfury blendshape optimizer component, and mesh compression in the fbx settings.
Already added it and used it
How many tris does your model have?
Not quite sure. How could I check? Itās my first time uploading for vrchat
It's written in the "Review Any Alert" in the sdk before you click build.
568836
Yeah it could just be like, too many polys. Try removing high poly accs like chains and such. You can select meshes in the hierarchy and set them to edit only. Lower in that build size window it will list assets from highest mb to lowest. See what meshes are taking up the most space.
That's definitely too excessive.
You also have to realize that the recommend tris count for quest avatar is to not exceed 20k. Your have more than 20 times of that.
Right. You can use something like poly tool to reduce Tris in unity, I think there are better tools though for that.
You could also simply remove some object if you can delete it in hierarchy.
Set objects to editor only instead
So you can get them back if you need to reconfigure which objects to keep
How would I do that?
Sorry for asking for alot. Again. Sorta my first time uploading anything to vrchat
So in the inspector, near the top, there's a drop-down and it will say tag:
Set the tag to editor only
This is like the same thing as deleting, except of you change your mind for that mesh you can simply change the tag back to none, or whatever the default is, I forgor
Be careful removing clothing that are toggles, because you can get accidental naked states when on PC you switch to that clothing item
I tried that, and uploaded my avatar and it was stiff, the movements were fixed
If you need to remove clothing, you need to go to the FX and edit the quest version of the toggles. You would want to make it so that when a PC only clothing item is toggled, that a quest clothing item covering the same area of the body is shown on quest. So like, I if remove shirt 2, make sure that the animation for shirt 1 on is in the shirt 2 on slot, etc
Huh. New failed. Continue to make things edit only?
First it was bring it down to 10mb, now itās 40mb
Yep. That's the uncompressed size
Thank you
Compressed size is 10mb limit, uncompressed is 40mb.
Also btw, unless you remove some physbone components, the avatar will have no physics on quest
The quest limit for physics is 8 components and 64 physbone transforms
For some reason they hide the physbone disable error with the performance errors that no one reads
They mix up the hard and soft limits and it's so annoying, but yeah for physbones, I'd pick your favorite hair style and focus the physics on that, and combine some of the components with root bones. For example, breast L and breast R can just be one component on Breast Root. You'd copy one of the breast physbone components and paste it on the root, and then remove the component on Breast L and breast R
PC avatars also do this annoying thing where each strand of hair is a physbone component, just use the hair root as 1 component. Usually the hair has a root bone.
Had to strip it down to the bare minimum but itās uploading, Iāll check to see how it looks and Iāll report back
Thank you so much
Yeah np. Quest converting can be hard on some models, especially if they are western bases
Back and it works perfectly! Stripped down to bare minimum but ehhh idm
Thank you so very much!
Is there any good way of fixing that UV issue? Or is it not smth easily done or doable?
blur tool in blender texture paint mode should be plenty
I feel like im being stupid but does anyone know why this is doing this? It instant-transitions fine from walking to not walking, but when I start walking it smooth transitions and i can't figure out why??
how do i fix this i cant move the model and the sky is gray
Skybox doesn't matter to your avatar.
So my wife has an avatar that her guesters work but her facial expressions dont but they both work on older uploads and other projects. We tired everything and cant figure it out. Now when we Uninstalled and reinstalled unity and started a new project nothing clothes or items is applying in game its like the avtar doesnt save after being uploaded other than color of the avatar
Make sure that you're using the correct unity version first.
We're using 2022.3.22f1
It worked for past uploads
that's correct
Are you sure that you're uploading to update, and not as a new avatar?
Yes
Then try to confirm it by upload it as a new avatar and see if it does show up as a new avatar.
Hey so I'm trying to import a follower to my avatar, but for some reason my follower just stays running in one place
Apparently it has something to do with the constraints which I have little to no knowledge on how to use/fix
If there's anyone that can help it would be greatly appreciated ^^
How could I animate the properties (i.e. pull and spring) of a physbone?
disable the physbone, change properties, re-enable. you can't edit them while it's active
the physbone resets to its default positions when I re-enable it though
yep
there's no way to circumvent that?
well there is a checkbox to tell it to do that, you could try having it unchecked
it's unchecked
that's how it works then
dang š
yep, annoying
that stinks
You could make two different physbone components and swap which is enabled
but that does count as two different physbone components
but the animator only recognizes one
oh - you'd need to put it on a separate GameObject
the physbone object can go anywhere, use the Root Transform slot to target the bone.
I put all my physbones in a tree of empty objects, so I can prefab them and share them between avatar variants - and so this kind of thing works
if Root Transform is empty it assumes the target bone is the object the component is on
Well then that's a different issue. Not everything will show up as an error or warning. If you can provide any screenshots or videos of the behavior then it might be easier to help. Right now I don't really know what the issue is because I'm not sure what exactly you mean by the movements being stiff or fixed.

first one, swap out that shader for one that works on quest.
For the second... take a look in the rig setup, if you don't have those bones mapped, drag the right bones into those slots. If they don't exist, you'll need to rework the armature in Blender or similar.
i cant find them i tried looking but i cant find the shader or anything
yeah sometimes it's hard to find the shader - don't forget to check particle systems and materials swapped in via animations
whats it meant to look likr and what kinda of shader do i use instead os simple
this is how to fix the shaders for quest/mobile i always just copy the pc one and change it to mobile
this is prob a blender thing but how would i fix the legs from doing this?
when does it happen?
when standing still in game
possibly check bone roll on the humanoid bones, it should be 0
where wouldi find to check that cause in the picture its just the left leg right seems fine so im guessing its blender
blender, edit the armature, look at each bone's properties, it's in there.
yeah for the humanoid bones it should be, all of them except fingers/toes you can get away with whatever you need
but -39 is probably your issue here
alright ill switch it to 0 on both feet and see if that fixes it thanks
np
hmm even with the roll at 0 for the foot bones it still does it for some reason
oh that armature doesn't look very humanoid
is it the legs that i need to fix the bones on? cause thats the only issue i have on it
see the ideal rig image pinned in #avatar-rigging - this is what vrchat is expecting, deviating far from this can get weird
ah ok ill mess around with it and try to work on it thanks for your help
i also noticed one of my bones wasnt connected to one of the legs that prob also a issue
they don't need to be what Blender calls "connected" for vrchat to work
ah ok i thought they did for some reason it just has to be lined up with the offsets i take it like child to parent kind thing in the right order
Yeah the hierarchy must be correct
Uhhh... hello?
alright i got that correct even tho in vrchat it maps all right expect chest for some reason i have to do it myself even tho its all spelled right and lined up correctly
dang i uh fixed it the bones was to close to each other almost causeing that effect
huh! looks great though
yea i dont even know how i just moved the back part of the foot over more and it somehow worked ig it happend still time to time but not really
hi quick question but what counts as a contact? im being told i have over 256 contacts but i dont have that much really
does it say sender or receiver?
vrcfury ( i presume) is just saying i got too many 𤷠š
i didnt see anything abt sender or receiver
oh, no idea about fury but it'd mean one of these: https://creators.vrchat.com/common-components/contacts/
I notice the docs don't say if "contact" means sender or receiver though, so I'll assume it counts both
š¤·
yup. It does tell you what might be causing it
Not sure what's going on but I cant use my expression wheel at all to customize. The options that were there before are completely blank. Its not just this avatar, its happening to all of them of different creators. I've even had someone test the blueprint ID to see if something was wrong with my Unity and VCC but the wheel showed up for them so it cant be that. I've cleared cache, redownloaded VRC, not sure what's going on that broke all of my avatars like that. Im on PC
pretty sure you do, if that's what the message is saying.
Look in the VRC Avatar Descriptor - see what's in the main menu slot
is there a way to check for contacts?
you could search the hierarchy I suppose
It says VRC expression menu
click it, see if that's the right menu
sorry to be a bother but still strugglin with this if anyone can help? š
It is, I've changed it to see if that would change anything but it didnt. I dont think its a unity problem I've had someone test my blueprint ID and everything showed up for them. Also the fact my previous avatars that were fine are now suddenly broken too
not sure what you mean "test my blueprint ID"?
but yeah if it's an in-game thing and not per-avatar, then maybe it's more of a question for #1138891887374237706
Okay thanks
Is there really no way to make a physbone retain its previous positions when you re-enable it?
Just gonna leave this here but is there any way I can merge skinned meshes without the hue shift radial dial and the mechanical heartbeat animation in her chest breaking?
That is literally the only thing left before I get this avatar rated good, tried using AAO but thats where they broke sob
I was told I did good enough optimizing this avatar, but this has been bothering me so much lol
Sure, you'd have to figure out how those work and adapt them to work with the one mesh
Personally I wouldn't bother, Medium is fine.
the fact you have to re-enable a physbone to make it apply changes to the spring and pull is so annoying.
Alright
I was hoping there'd be an easier way butttt
Not many people can get medium so...
Yeah I'll just leave it lmao
yeah if you're Medium you're already better than the average
156? yow
I've seen 165 at some point
I block by default at 80 š
For me it's at 70mb
hmm might be 70, I'd have to look
Is there really no proper way to update a physbone's properties while retaining its positions?
thank you sorry for the late response was asleep
is there a way to make the thumb not go so far back when opening the hand while keeping it in a similar position when the hand is relaxed?
that's exactly what the per-muscle settings are for. Open them up and adjust the angles
omg how did i not realize thatš thank you
Im planning to add an accessory to my avatar but it seems to clip into the avatar while it doesnt do that in blender. Any suggestions on how to fix this?
Tysm
This rather looks like face orientation is flipped.
So how would i fix that? in new to all this kinda stuff
Google "blender face orientation" should show AI answer about face oriantaion.
That fixed it. cheers m8
im trying to make a grabable sword. why does only "grab" appear when choosing a condition? i also want to choose a gesture
I'm finally trying to use the new color mask feature in toon standard, but does anyone know what's going on here?
Images are as follows:
- plane with material
- color mask settings
- color mask texture
- color mask texture (red channel only)
the areas where the other channels overlap have some weird artifacting
oh i also just tried changing the texture import settings so there's no compression, that didn't do much to fix it
it seems that any areas of overlap are removed from the mask for some reason?
you need to add the gesture parameter
for left hand it's GestureLeft. for right hand it's GestureRight
default parameters are read-only and will be written to by vrchat, but you can't use them without first adding them to your parameters list
is this some sort of bug with the feature? it seems practically useless outside of using a single channel if that's the case...
It chooses from the variables in your animator. If you want GestureRight then you must add it to that animator (it's an integer type)
argh, was scrolled.
i have been googling this for a while but i still cant figure out how to do it
yeah
see at the top of the layers list where it has tabs named "Layers" and "Parameters"? Go to the latter, and add a new parameter.
Spelling/capitalization is important here.
what kind of parameter do i choose?
I said, but the list of the built-in parameters and their types is here:
https://creators.vrchat.com/avatars/animator-parameters/#built-in-parameters
oh wow that did it thank you
weird problem with this avatar I uploaded it seems to be a vampire not showing up in mirrors im able to see it looking down and other people can see it just not in mirrors if anyone has any advice it would be appreciated
(I'm using the vrcfury gestures to make my expressions not the animator)
I'm having expression overlap and it looks really weird how fo i fix that and make it so that it only shows one expression at a time
Maybe turn it into a vampire girl to have a good reason why you can't see her in mirrors lol
lmao maybe
I've seen someone do that before
why does the avatar have some nonexistent poiomi shader on it?
i also cant tell where it even is
alows me to upload it so it probably is just a bug
Check all materials or convert with quest tools bc sometimes they are in separate materials you can only find in play testing either in out out of unity
Recent sdk allow you to start build regardless of the error. If it doesn't fail on validation during build, you will see the object become magenta color in game.
i cant find the material anywhere
its lying
it would be nice if the sdk actually told the location of the material
Try searching in t:renderer in hierarchy panel and go through every things it shows.
how do i do t:renderer
Just type that into the search box.
ah found it it was gridmesh
What's up with my raycast flickering?
I'm trying to add a raycast to my avatar but the end transform is flickering a bunch
How do i put this toggle into a submenu
Im not sure how to pt the scarfs toggle into the accessories submenu. tutorials use an older version of unity so i dopnt know how to with this layout
what is this collider called? how do I move it so it mirrors my knuckle controller?
just change the type from submenu to toggle
the body and the neck are the same color but on the models they are completely different
Which collider?
There are 5 on the screen, and you are already in the right component to change them.
Set them to custom and then you can adjust it
ok. how does one move its anchor point? when i select to customize them I dont see a gizmo to move them.
Uhhhhhh- i have no idea. I have never moved them tbh. I just know it is there.
Sorry
Wtf xd, jelly
Can you show your physbone overlay?
Radial menu
Options > Avatar > Avatar overlay(?) > Physbones
Damn.
Uhhh- <blames minority for it> /j
Imma be honest, I have no idea.
could something be weightpainted wrong?
pls someone
explain.
its hard to can we call and show
sorry, I don't, but I'll wish you luck.
man i really need someone to explan it to me
Explain what?
questers
?
hi - you're more likely to find help here if you explain your situation and what isn't working. It's rare that you'll find someone willing to spend the time doing one-on-one support in a call.
okay well my gun is needing gestures to work and its on my back and want it to be in my hand and im just stumped
okay, so you have a parent constraint you're swapping to move the gun?
what???
if that makes no sense, please explain what you have setup so far
usually you use a parent constraint to select which place the prop sticks
yea how can i switch those on thee avatar
Put both target locations in the parent constraint, and animate the weights for each
feel free to post the actual error message
how do i make it so that the pc version uses the latest vrcfury when uploading the android version keeps saying the pc one is uploaded with an older version even tho i uploaded it right before doing the android one
Does anyone know how to close up the back when you use a displace modifier on a plane in blender? I've got the topology right, but it's hollow and I need the back side to be flat. Ctrl + j another plane doesn't work. it cancels the modifier and makes it flat again
apply the modifier, then edit the mesh
or maybe geometry nodes, but I'm currently arguing with that and not having much success, so maybe not
should you always auto fix?
Yes
probably, yeah
hmm
can i add you?
what?
that's what this channel is for
I don't do private help for free.

which modifier?
I need to fill the back of this in
You said you were using a displace modifier
Yes. Displace modifier and an image on a plane.
vrchat servers look over your avatar and validate whether it's acceptable or not
i.e. you've not tried to hack around limits, or made some horribly un-performant monster
yo can someone tell me why this happens??
idk the thumb distorts weirdly in game and in muscle settings in unity
it seems fine out of vrc and the muscle menu tho
Any one with a recent video regarding how to set up sounds?
I have some music and SFX that are turned on or off. but all are supposed to have a radius that they shouldnt play or should play and i feel i am messing it up
Do you mean you want to have the sound only travel a certain distance? Is your AudioSource set to 2D or 3D mode? It should be 3D for this
spatial 3D
and i find it a little hard to test in unity. is my camera the thing that needs to be in the sphere?
in play mode the camera is your audio listener
the main camera is 10000 away
i am listening to this audio at 0 0 0
audio script of the object, if i turn it off the sound does go away
yeah see, you have it set to 2D - in that case the spacial stuff does not apply.
I assume that's what you want š
yes yes
I'm new to posting avatars and I tried to upload this prebuilt but it doesn't wanna work
What does "doesn't wanna work" mean? None of these errors should block the build.
I try to upload it for quest and pc but it only does pc
Is anyone familiar with my thumb going inwards or scale 0 in the Rigging configure menu?
Did you upload the PC one then the Quest one? Or some other process..?
ok well usually you upload the PC one then the quest one using the same Blueprint ID - there are lots of video tutorials for this part
Anyone know how to resolve this? The SDK claims that my avatar is not humanoid when it is. All bones have been correctly mapped. I even cleared mapping and then reset it, including redoing the Tpose and everything. I checked that my blender export settings were correct. No unapplied modifiers in blender.
I've also reopening the scene, refreshing the SDK, and closing and reopening my project. No dice. What am I missing?
Is your avatar actually supported on quest?
Sometimes you can buy an avatar that does not have a quest version.
quick question. im importing my avi fbx to unity and theres no textures or like color. what do i do?
You're pretty sure or you're certain?
Did the avatar come with two versions? Did it say it was for Quest specifically?
let me check
The fbx is purely the file. You must import the textures yourself.
might be a obvious question but does it have a animator and a avatar in said animator?
Yup
That's ok - you need to set those up in Unity anyway, anything embedded in the .fbx file is likely to not be what you want there
Worth a ask i dont know then good luck!
I'm so lost :( This happened to me earlier when I renamed some leg bones. I reverted the change and it started working. This time I removed some bones that weren't being used, which has never caused issues before.
okay so only thing is i pulled the fbx from an already textured project so wouldnt it already be colored? or no? sorry im asking again
the .fbx wouldn't necessarily be, usually you don't embed materials/textures in them
Okay. I just figured it out. I had an avatar in the animator that was actually for a different version of the avatar. I didn't know that's how it worked but alright. At least I fixed it.
it has these tho just no color in them
shrugs. setup your materials in Unity, apply them to your Mesh Renderers.
Weird that those are stored in poiyomi shaders folder
yeah that's a really strange thing - definitely don't do that, upgrading Poiyomi might wipe that
The transform of the viewball is not appearing even though it's in edit
Make sure gizmos are enabled - upper right of the scene view, the little globe icon
Thanks
so this texture map looks to have differnt eye reactions and a mouth but how would i make this work?
looks like a sprite sheet to me. you can set the texture scaling and panning settings to select specific parts of that.
where to use them? no idea, you'll have to figure that out for your model
Yo anyone know how I can fix this
The thumb crumbles really weirdly in my unity every thing seems setup to be normal tho?
not sure whats happening here but im also kinda confused how to fix it
are you talking how its like its mirroring the stuff based off the model?
ohhh
go to the projection setting of the brush and set it to UV
so i made this little guy as a follower. where do i begin if i want to make it have procedural walking and the legs to try to follow the ground etc.
When I made a simple plane and basically just made eyelashes, In Blender they look absolutely fine. However, in Unity they just seem to go into a lower quality the further you are from them. How do you fix this, I want to keep the quality as consistent as possible?
Here's the blender preview:
It just doesn't look to be the same kind of shading. So you have to double check the material in unity.
I did try doing multiple test materials, I have fixed it. It turns out the issue was me just not using a texture?
I only used the basecolor being black to do create it which caused that
If you're using that has custom shading, then you have to check the shading type and other shade setting too.
does anyone here know anything about final ik?
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well i kinda did already earlier. i have no idea what im doing and was asking on where to even begin.
im trying to set up final ik system for a follower pet i made but i have no clue how to set it up since theres basically 0 tutorials or anything about it
multiple free followers out here, grab one see how its setup , ive used finalik before
most just a drop in root of avatar and use vrcfury fullcontroller to add its controller to yours
ive been searching around internet and theres basically 0 info on how to set it up. the procedural walking when the object is moved. for vrchat since mostly theres scripts that make it happen using final ik but since vrchat has very limited white list i have no clue what to use etc
since it has 4 legs and such it complicates things instantly and such
my furthest project is to get the legs moving and stuck targeting 1 location but i cant get them to actually walk
anything you set as a default in Unity might be changed by an animation at runtime, you'd have to see if there's such a thing happening.
i did that and it only lessened the affect- only in this area though i think is noteable
I genuinely don't know what is causing that, I haven't had that issue, but I don't even use the UV section anyways
can you hide the mesh? somehow?
or only parts of it?
i just got substance yesterday and for an industry standard software its kind of annyoningly buggy
This looks like your UV map might have overlaps
I'd do that in Blender
thats what i did
and there isn't any-
that i can se
the ones on the bottom arn't giving any issues
make sure you look at all objects using the material you're working with
im only using one object and the uvs should be fine i think
i can send you the model if that will help
oh-
my
god
oh?
it was the mirror tool
ohhhh that makes sense
amd aparently im not aloud to yell-
yup, now that I watch your video it's obvious, hah
well i feel like a dum dum
welcome to the club - I've done this a few times also
also this person said they don't use the 2d veiw
I use both
You can hid materials, but not meshes. Usually what I do is export a specifically configured model for painting, like with duplicated parts spread out or something
thats-
But you can also mask sections by UV island too, if that helps
so tedious..
nah, it takes like a minute to set up
you can also do a shape key that causes an "exploded view" or something, and when you export for Substance, make that the default. There's lots of techniques for separating stuff.
yep
.... argh, I just overwrote my .blend file with about 30min of work, that was silly.
oh well
i am so sorry
ive done that twice now with blender and thats why i caved and started using substance
ah, this is modeling work, so not Substance yet.
hey so i cant upload a avi to mobile because it says there's a unsupported shader but when i look through the materials i dont see it anywhere?
huh
Also check material swap animations and particle systems
is there like a way i can search up the specific shader?
i can do that
i looked through the hierarchy but dont see any way i can search for those
idk what im missing
try https://github.com/kurotu/VRCQuestTools (VrcQuestTools) Theres a way to convert all textures on an avi to ones that are quest compatable
i always do dat for ones i can't find-
alr ill add that to vcc
kk :3
i convert it but the avatar turn like black idk
i think there's a hidden broken shader
what did you convert to?
i converted it to android
Mobile shaders do use vertex colors, so if you have those on your avatar they may influence the color. Often "my avatar turns black" is because of this
hmm
i use toon lit on most shaders
do i just try to change them to smth else then?
no, you'd remove the vertex colors if you aren't using them
alr ill try this!
alr ill try to see how to remove them
do different shaders take more or less ohn file size?
shaders don't make a significant impact on avatar bundle size
like if i have toon lit will it take up the same as toon standared with the same set up?
ok thanks
god it feels so good to talk to other people who do avi stuff for once
instead of just akwardly comunicating hours or days apart responce by responce
i tried to look up tutorials or find toold to help with it but cant find a way to remove them
agreed
with what tool? I'd do it in Blender, but I'm told VRC Quest Tools can do it.
i tried multiple tools and i dont see any option for that in vrc quest tools
haven't used it myself.
in blender, how do i trim this excess off? It's a single plane without subdivision,
Guys, is there any way to make my head move more with my neck without going into blender? Like if I place it lower on the hierarchy? (Itās a Booth Kimera) Iām like a rotating Barbie head haha
You want to trim off that flat plane? I'd select the outer rim of the main part and in face mode, face -> intersect (knife) to cut out the plane, then just delete the faces
The main part is just a plane with a displace modifier. That won't work.
apply your modifiers first I guess
which modifiers???
... the displace modifier you just mentioned?
It's a plane with a displace modifier joined to a normal plane without any modifiers. I'd lasso trim it like the f*ckers in the useless blender discord said to, but they're ignoring me when i tell them i'm getting a manifold mesh error.
yeah I guess I don't know what all is going on here, but I'd apply all the modifiers so to be working with plain old mesh, then cut out the unwanted parts.
How??
eh? Literally what I just said
Or specifically which part of that are you asking about
Morning guys, I'm working on getting a VRCFury Hue shader/material adjustment to work on two different materials but it seems like the slider only works to encompass all the materials on one mesh. If I wanted to have a seperate hue adjusement for a different material would I have to put it on a seperate mesh?
You don't need any separate mesh. Read this documentation: https://www.poiyomi.com/general/locking#rename-animated
Basically you need to set the part that you're animating to "renamed and animated", then lock the material, then animate it that way. Otherwise it will just think it should change it on every mesh.
I don't really know how it works with VRCFury exactly. But for standard toggles you do this
Amazing! Thank you. I was having trouble finding something like this. The documentation I keep looping back to in google was just the general info about the toggle from the vrcfury website or vrclibrary
Assuming you use Poiyomi, that is
True, I should not have assumed
Yes, just been using poyomi. haven't looked into other shaders or anything
I love the calico cat avi and have not seen it since. I forgot the name of it but I hope the photo help. I adored this avi and want it back
Itās a calico witch
Suddenly I can't change any of the settings for the LipSync settings on my avatar in Unity.
It's stuck on 'Viseme Blend Shape'
The 'Face Mesh' appears to be set right, and it shows all the blendshapes in the dropdowns, but I can't change any of these fields. Like the setting doesn't stick.
No editor errors.
Anyone know what madness is this?
Removing and making a new Av Descriptor seems to make it work, but I've had to do this twice now. Once for visemes once for Eyelid settings.
Kinda annoying to have to keep redoing the Descriptor.
Not sure why it's doing this, but you can try copying the component, then remove it and add a new one, and then paste the component settings so you don't have to redo them.
I imported my from Roblox to Mixamo to auto rig it and I brought it into Blender. But my suit created these... um flaps? So I'm not sure how to fix it because I'm new to Blender. I'm trying to get it into VRC.
when i export the avatar from unity to vrchat the textures dissapear
Help is appreciated
Well it doesn't need to be on UV Map since Substance Painter symmetry is based on 3D object space so if something is really close or overlapped in 3D space this will cause this thing... Just a flaw of Substance Painter. So for mirroring the better option is to use Mirror filter than Symmetry unless you know for sure mesh parts in 3D space are not too close or not overlapped š so yeah indeed it was Mirror tool enabled issue in this situation
Heyo! I'm working on a revolver for an avatar using the FX layer, and I'd like to be able to fire multiple rounds rapidly without the previous shot's sound being interrupted. Is there a way to overlap gunshot sounds in VRChat's animation system, for example using multiple AudioSources, a separate sound layer, or another approach?. My setup is:
-Two layers: Revolver Right Hand and Revolver Left Hand (exclusive bool toggles).
-Each has a shoot state (Revolver Right/Left Shoot) with particle FX and an Animator Play Audio state behavior.
-The shoot state transitions back to a "Stay" state with a 0.3 exit time.
does anyone have any tips on how to make animated expression gestures? Someone said to look up unity animation curve but all the tutorials ive seen are for objects or game creation
You mean for the fingers?
It would be gestures Yeah, but some avatars have animated expressions, with a smooth transition and im trying to figure out how to do that
transition time and either a slow speed or long animation
mostly just used it on tail/ear , cause my hands do random things all the time, dont use any state if you want to do change things slowly
i asked a person who made an avatar with the transitions i was looking for and they mentioned i should edit the animation for the gestures in the curve window, but im not sure how
The animation curve is inside the Animation tab at the side of the Dopesheet, if you want some smooth animation you might try to use an ease ease curve like the gif here: https://miro.medium.com/v2/1*0Z40VvurCgoGJbKjjInDlA.gif
omgosh thank you! thats exactly what i was looking for
glad to help š
Any sound master around here >-<?
Does anyone know what this means? I've tried all the standard reimport stuff, ive deleted all the prefabs to see if its one of them, removed all the toggles to see if its that, but to no avail! cries
(please ping me!)
anyone know how i can move these default colliders? they weird me out when i use my knuckle controllers.
hi there! so im trying to use unity to put rings/socks onto my avatar. when i go into play mode and use gesture manager, they do not stay where i put them. i am using armature link but it doesnt seem to be helping. any ideas appreciated ā¤ļø
not sure where to post this sorry
where do i download unity
its been 3 years so XD
go to vrchat website, go to downloads, download vrchat creator companion and itll have you install unity š
cool thanks :3
ofc
You can use VRC location and rotation constrains. For example, if your avatar socks has a Right Thigh bone, add the constrain to it and tie it to your main avatar Right Thigh bone
Something like this
any sound master please š¢
and if no thigh, just leg?
Just a single bone for your leg?
that's a weird way to order bones lol, maybe knee is your shin
try moving the knee, maybe it moves the lower leg
so. im doing all this in unity, i dont blender at all
if that's the case u should constrain your clothes to the leg and the knee
you can move them in unity x)
I'm speaking all in unity here
like dis?
Yeh, make sure to press zero and that Is Active is checked
oh wiat
you should only have one constrain not two
what bone from the clothes are you constraining now?
heyy, does anyone know how to update the vrchat sdk? An older project still has an older model and isnt allowing it to be uplloaded anymore
using VCC
i tried both and now the socks are spinning in circles lmao
ohhh i see tyy
Is there a way when clicking record on a animation for a musket or crossbow to rotate the wrist angle on the model so it makes aiming easier?
If the stuff is fitted to the avi and has an armature you may as well use Modular Avatar or VRCFury Armature Link
so.. she looks like this now ._.
Without the rotation constraints maybe
What socks are those?
i tried to ctrl z it but it didnt fix her legs ;-;
you need to enforce t-pose
how do?
try setting the fbx to none, apply, then humanoid and apply that and see if it fixes it
ok ty c:
I think that works
honestly i just said screw it for today but ty for trying to help c:
Understandable
Maybe start fresh. Consider modular avatar and armature link as long as the stuff is rigged and weightpainted to your base
Makes working a lot faster
Hey guys, does anyone know if it is possible to add an animation/toggle to change Y-axis position of the model?
yeah i planned on redoing it all tomorrow haha
Youāve got it
Oh damn, sorry u-u
Do you use Blender? You could merge the weight there and no more pesky constrains needed
^
We figured out what the issue was here, but I have no idea what you mean by "it doesn't need to be on UV map" - I think you completely misunderstood what I meant.
So i have an avi (fixed for quest) but it is not letting me switch it š any idea how to fix it?
is there something else id need?
Please help š
Pretty help please š š
OHH! you have to download something- if you go to the unity settings and find the build settings you can see the ability to switch into android mode
itlll autodownload the stuff
Thank you i got it i think
probably not tho
if you need a little more info on it i could show u
ill let you know for sure
do u know how to add gogoloco?
there are instructions at https://gogoloco.net/
never had an issue parenting a bone before but something is odd here, whenever i select the ahoge bones, they seem to select the whole ahoge, and the parent option wont work (keep offset and connected are both greyed out)
which mode are you in? You cropped the image so we can't see that part
edit mode
ohh not rlly
^^
yeah its hard to folow the video its ok š
ok, i think i see the issue, it seems to be parented to the ground?
that's not what it's showing you
Yes, that's a relationship line, but the target of it isn't the ground, just some other object whose origin is at the world origin.
ive been trying to clear it but no luck
you don't clear it - what's your actual goal here?
i want to parent the ahoge to my hair_root
if hair_root is a bone, and ahoge is a mesh, that's not really what you want to do in Blender
(also it doesn't really work that way anyway)
no, i joined the mesh earlier, just undoing everything and trying again
i want to join the armature and parent it to the root bone that i want
Joining armatures is good, but you don't parent mesh objects to bones in Blender.
na, i joined the mesh into the main hair mesh
to reduce textures and materials
but joining the armature is the main issue
So what I do is strip the new armature down to only the new bones, then join it into the main armature, then re-parent the new bones appropriately.
Old bones you don't need to worry about, just make sure the new mesh weight group names match the bone names
Does anyone know how to fix the to many materials error in quest avatar making it says I should have three materials and I have like 40 or something
You'd need to combine them somehow, there are some tools, techniques. Lots of discussion in #quest-optimization too
Ok
anyone else having this issue
I know you figured out what the issue was there also that was probably me who wrote it in confusing way š
I know what UV overlapping is. It occurs when different parts of a 3D mesh share the exact same coordinates on a 2D UV map.
But in case of Substance Painter Symmetry tool it is due to Mesh overlapping + mesh 3D reprojection and not UV overlapping
Basically what Substance Painter does when you paint on 2D UV using Symmetry is projecting your brush to 3D View space and back to 2D UV space which causes unwanted painting of other parts of mesh because you would paint them if you painted them in 3D Space even when you set Projection Adjustment on the UV.
Well maybe my video will explain what I mean better š
It is just how Substance Painter manages Symmetry...
just I wanted to add from myself that it doesn't need to be overlapping on UV like you wrote first and it is just how Symmetry works based on 3D View projection...
I hope I clarified what I wanted to tell you š
You should try ALCOM!
Alcom?
Would I have to replace all my projects
No. It should just use the same data as the real cc so all your projects, repos, etc should just appear
Ok
It's just called alcom right
Ima have to try it out once I'm done being lazy and laying in bed lol
Appreciate it 
does anyone know how to make a mat transparent that works on quest-
Couple shader particle/multiply and make another material particle/additive on top. But this only works for some specific case.
anyone know how to stop the eyes from perminatly being closed? his expressions work but his eyes won't open?
make sure that you don't use mixed Write Defaults state.
Where do I find that sorry?
It's in each state in animator controller that you're using it as FX layer and etc.
Uhmm š
If you had never seen it
No. That's my animation.
Oh
It's as an example. You have to go into each of your animator state and make sure the Write Defaults is the same for every state.
Iām using the Vrcfury way though?
If you still have FX layer either inside of avatar descriptor or VRCFury Full Controller component then you still have to check those controllers.
If you're using VRCFury then you might be able to add Fix Write Default component to have it solve.
And what does that look like š my apologies
Literrally a component call Fix Write Default.
vrcfury automatically adds it when you select 'auto fix' on the popup on upload
I didnāt show up
you can add it manually by adding a component to the avatar
(set your fix mode to auto)
done also how do i make glasses lens seethough?
You have to set your material shader to transparent.
How do i do that? sorry i'm new to this stuff if u can't tell
Are you looking at the material that's using for lens right now? If not then you would have to tell where you stuck at.
this is what it is rn
use vrchat>mobile>particles>additve or multiply
Toon Standard doesn't support transparent. You have to change shader to use Particle Additive or Multiply.
you can use this small dot texture with multiply to get glass, if you want them more like shades then darken the texture https://cdn.discordapp.com/attachments/1343576418264809524/1424441300362461204/10-1_2.png?ex=6a0d4016&is=6a0bee96&hm=c458f33037a7f2fd34d2ac2fd4b627b171c21d221cd700b36e18d5cfbc270bdd
(ts 3x3 pixels, so super optimized but hard to click on so I copied the discord link to the image so you can actually open it to download)
I did the armature link, and its all within the asset list, I'm trying to figure out why the Blendshape link wont accept my jacket im trying to wear, It says something about a "skinned Mesh" but I cant find any tutorials on what that means-
skinned mesh is just the 3d object. So like, the clothing mesh would be what you want to link to the body right?
skinned means it has a UV map and can have a material
Yes, which my jacket has both I believe. Definately has a material, and a texture
yeah, so make sure you are dragging the jacket mesh into the slot, not the root object.
the mesh will have a skinned mesh renderer component on it, with the blendshapes and materials and stuff
Ive been doing that, but I see that the side pannel is different
are you looking at a temp build prefab? or maybe it went through some tool like polytool or something that would edit the mesh?
it doesn't look like your jacket has blendshapes either, so you wouldn't be able to link the body blendshapes to the jacket.
Is there a way to convert it into a blendshape? via Unity/VRCfury or Blender?
well blendshapes are sliders that change the mesh. You would need to add them in Blender, where they are called shapekeys.
So if I add a Shapekey, export back as FBX, relink armature, and apply, it should work?
his eyes are still closed and won't open
you would need to create the shapekey, and then either edit or sculpt the mesh to assign the change to the shapekey. What blendshapes do you want the jacket to sync with? why are you trying to sync blendshapes?
Better question, What is a shapekey? Because I don't quite understand your strange otherworldly words
I was born "Started doing all this" about a week ago
so a shapekey is a slider. basically, you increase the value from 0 to 1 and it changes the mesh. In unity, its converted to 0 to 100, but its the same. A shapekey, or blendshape, is just a way to get a smooth transision from one mesh shape to another shape
an example is the high heel blendshape on this avatar. The blendshape changes the foot to fit heeled shoes.
I see- If thats the case, I could totally do a shift from it being to my body vs if I have my tanktop under it so It doesnt clip
yes you could
and then the toggle for the tank could set the jacket blendshape to 100.
Fun part- figure out how to do that, time to raw dog it
so you probably don't need to link the Body blendshapes to the jacket at all, since it doesn't even have any.
so you take your fbx, and import it into blender
I'm actually about to do some blender stuff so I can get some screenshots in a bit to help you. It might be in like an hour though because I have an online meeting 2 minutes ago, just waiting for them to join
you could also probably find a youtube tutorial on creating blendshapes as well.
I think it was be cause i forgot to give him blink
the only thing that is vrchat specific is importing the fbx(s) into blender, and then getting the jacket out of blender and back into Unity properly.
Ill look, but I have a hard time learning from videos, I do better being personaly instructed lol
ok yeah, in like an hour I can help you out
Ok so the eyes open now but his pupils no longer are visible?
anyone know how to get his puple to show again
im back.
so you want to open blender, and then delete the cube, camera, and light. Just click and drag in the viewport to highlight all three objects and then click delete on your keyboard.
then, you can import the fbx of the jacket, and also the tanktop so that you can reference it to make your blendshape
(if the tanktop and jacket are on the same fbx, then just import that one and you are good).
I'm aware of how to use substance painter, so I'm really not sure why you're going on about this at all. Again, my uv comment was from before we considered the mirror tool. Let's just drop it.
I have an avatar with customizable back shields that I want to disappear whenever you wear any of the shields on the arm, problem is they aren't disappearing, how would I set things up to make the back shields disappear?
How to fixxxxx T^T
set the animation that puts the shield on the arms to hide the back shield.
It didn't work, could it be because I have a customization menu for the back shields to equip them and switch between the different shields on the back?
Anyone know what this means or how to fix it its my last issue an d i'm low-key so tired but this is a surpise for my partner so i wanna get it done
what is that even coming from?
uhmm let me see
Its the clothes when i go into playmode they won't turn on
nvm they work now i just have to figure out why his pupil keeps dissapearing
Ive added shapekeys, and using a skinned mesdh componnent works now, but it still wont fit properly "T posed clothes"
what do you mean, like the shapekey doesn't make the jacket not clip?
yeah, the animations for the back shields would be overriding it. You should make a state on the layer controlling the back shields that sets them all to off when the variable for either arm shield is set to true.
I'm newer to this sort of stuff, so what would I put in the transition? Here's what they currently are for the back shields.
Trying to upload an avatar but the hair will not budge for me to fix this clipping. cannot move it (quest version if that makes any difference)
The Jacket still T poses when my character is moving
Stays in the stiff pose
same thing for the pants
are the armature bones all named the same between the avatar armature and the clothing armature?
My clothes need armature?
yes, so that they can move. Unless they are weighted to the body already, but since you are using the armature link component I assumed they were weighted to their own armature?
if something moves, it needs to be weighted to a bone. If you want it to move with your arms/legs/ or any locomotion or tracking, it needs to either be weighted to the main armature of the avatar, or needs to be linked to the main armature
How would I get it to mimic the main body armature? the pants and tank top have their own bones but the jacket i dont believe did
I'd put it all into blender and just use the avatar's armature for everything.
Then the jacket needs to be rigged. Get the main avatar and jacket together in blender, and i'd watch this one https://www.youtube.com/watch?v=fV2Dr5F445w
this video covers what to do when the mesh isn't rigged to any bones.
If i remember correctly
good thing I have all of the clothes and default body in blender already
yep. So i'm thinking it might be easy to just parent the jacket to the avatar's armature with armature deform selected, and then you have to assign weights to all the bones via weight paint or in the editor. I usually look at how the body is weighted to each bone in weight paint mode and try to make the clothing weight paint look the same.
what i do to fix this
check the console, maybe there's more detail there
Anyone who can add NSFW and recolor of an avy for like 35 bucks?
yo idk why but whenever i try to changed rig settings or anything in the import settings i cant hit apply and it remains grayed out
Is there a valid armature in the model file?
i believe so and one of my friends sent me a model they made and uploaded and it still had the same issue
set it to generic, apply, then back to humanoid and apply, does that work?
it doesn't let me hit apply at all
click off it then back onto the model?