#avatar-help

1 messages Ā· Page 278 of 1

nimble crane
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i fixed the arm bones

ornate stump
nimble crane
ornate stump
nimble crane
ornate stump
nimble crane
nimble crane
ornate stump
ornate stump
nimble crane
ornate stump
nimble crane
ornate stump
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What do you mean raise?

nimble crane
#

i want to increase it to closer to 180

ornate stump
nimble crane
ornate stump
nimble crane
ornate stump
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Unless when you have some problem with your eyes that make you see straight line curved.

nimble crane
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im not sure how to move these big tall trinagles apart

ornate stump
nimble crane
ornate stump
worn copper
#

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 ?

ornate stump
worn copper
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iv tried duplcating the layer and adding a black mask with emission on and a paint layer and nothing is happening

ornate stump
worn copper
#

inside substance

nimble crane
#

is there like a custom point i need to set it at to get 180 degrees?

ornate stump
nimble crane
ornate stump
ornate stump
nimble crane
ornate stump
nimble crane
#

so i make the left leg and the right leg close to each other in the same line being parallel?

worn copper
ornate stump
# worn copper 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.

ornate stump
nimble crane
ornate stump
proper moss
#

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?

proven quail
#

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

crystal whale
#

Thank you though for taking me that far.

proven quail
#

Dang and I just finished the cool graphic too

proven quail
ornate stump
#

?tag comm

flat muskBOT
#

Hey ho šŸ‘‹ 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. šŸ˜–

🚫 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. šŸ‘®

If you seek a creator, check out VRCTraders and follow their protocols strictly 🄺
(You will get DM from bot to verify your account upon join.)

🌠 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.) šŸ‘€
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. 😱

sand cedar
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how do i put my view back to normal pls help

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this is on unity

upbeat thorn
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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

sand cedar
timber wharf
#

@sand cedar F to focus.

fiery epoch
#

Does anyone know if it is possible to make contact toggles with VRCFury itself?

supple prawn
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Does anyone know how to make avatar hand animation when enabling a toggle, like a sword?

balmy barn
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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)

solemn drum
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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

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how am i supposed to chnage the size of a avatar then ig it just reverts it back to what iot was before

vivid trail
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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

mild solar
#

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

somber sequoia
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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

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if they're different names, they won't

mild solar
somber sequoia
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well you can deal with it after, but that'll be easier if you don't have nice UV tools like ZenUV

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(which is very worth the money)

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I mean, if you're going to retexture then you should redo the UV map anyway

mild solar
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i can look into that tool, for now would it be easier to start over or retroactively fix it after the UV got ruined?

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i don’t retexture i kindof just fiddle with mats in unity until they match

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šŸ„²šŸ‘€

somber sequoia
somber sequoia
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if you have a backup that might be easy if you're not familiar with this stuff

solemn drum
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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

mild solar
#

atm i’m at work, can’t access it now but when i’m off i will šŸ™‚

somber sequoia
#

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

solemn drum
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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

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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

distant nimbus
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anyone know how too make my materials in blender not be all fuzzy/transparent?

somber sequoia
solemn drum
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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

somber sequoia
golden iris
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So I have a question…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 that’s all the head bone right?

somber sequoia
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iirc neck bone does move a bit

golden iris
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Oh so both the neck and head twist and move a bit

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Not just one or the other

somber sequoia
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there's a world where it'll show you the actual bones in the mirror, useful for testing this

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let me find a link

golden iris
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Thanks I’d appreciate it

somber sequoia
golden iris
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Ok cool šŸ‘ will test this out later

somber sequoia
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iirc it only does humanoid bones, but that's most of what you want to see here anyway

golden iris
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Yeah that’s fine

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I’m 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.

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I’ll mess around some more I’m sure I’ll figure it out :p

somber sequoia
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could always use extra bones with rotation constraints

golden iris
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Or what would work better

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I’m sure you could probably do both head or neck to some extent

alpine perch
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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?

somber sequoia
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possibly! But yeah, watch how they move, that'll give you an idea of what to use for the source

somber sequoia
golden iris
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And then it’s likely scale but you can do apply all as well

alpine perch
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alrighty thank u, ill update ya if it works

golden iris
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And make sure you have your modifier stack applied too if you have any.

somber sequoia
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ah true

golden iris
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It’s likely transforms if I had to guess tho

alpine perch
golden iris
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On the bandage right?

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So it fits the arm perfectly?

alpine perch
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it worked!

restive pivot
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Heyyy I need help

golden iris
alpine perch
somber sequoia
alpine perch
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thank you very much @somber sequoia and @golden iris i appreciate the help

restive pivot
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Oh my bad so basically I’m making a avatar for the first time and like I need to find a head for the body and I just can’t find one at all… and since im literally broke I’m trying to find one for free but there’s not really any good options other than anime heads which is not what I’m going for.

golden iris
# alpine perch yea to the clothing piece not the body

Yeah that’ll do it. Cuz if you’re merging it to the body you lose modifier data and it’s 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 there’s any modifiers you want to keep apply them before merging. But if you don’t need a modifier for whatever reason then you don’t have to.

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Although be warned if the one you merge into has modifiers on it it’ll get applied to the new mesh so it might mess it up and you’ll need to apply the modifiers on the main model before the merge.

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Think of the mesh names as folders with filters on and the actual meshes are just being moved from folder to folder

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So you have to apply the filter to the actual meshes before moving them around sometimes

alpine perch
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gulp* ill definitely keep that in mind so i don't mess up my project T0T

golden iris
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Like I said the modifiers are applied to the folders until you apply them to the mesh

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So you can always just remove the modifier as they’re non destructive changes

golden iris
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This too

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Incremental saving

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I’ve had twice where I changed my mind and wanted to go back to an earlier point and didn’t make multiple saves so just had to redo a whole bunch of work

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One of them was high poly model for baking a gun and UHHHHHG

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Never again

restive pivot
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Can someone help my issue too šŸ™ šŸ™

somber sequoia
restive pivot
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Okay Ty

golden iris
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MMD assets are made like literal human shaped puzzle pieces that snap together seamlessly

restive pivot
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Oh… so your not allowed to use them

golden iris
orchid fox
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how do i add a different tattoo texture onto an avatar that already has tattoos but i want to change them?

somber sequoia
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how are they currently added?

golden iris
orchid fox
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unity

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i dont know how to use blender

restive pivot
somber sequoia
golden iris
somber sequoia
somber sequoia
restive pivot
orchid fox
somber sequoia
golden iris
#

If it’s 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 it’s 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 it’ll just replace and update it ez pz.

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You’ll get a popup saying there’s already a file with this name and ask if you want to overwrite it I think.

somber sequoia
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you might need to reposition

golden iris
somber sequoia
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yep

golden iris
restive pivot
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Tysm I will now

golden iris
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You can find them just about anywhere tbh

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I’ve seen people post them on quite a few websites

wooden nova
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i do have texture masks for it too

crisp oasis
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anyone know why when i go into playmode or build the avatar my guns particles flip around? (i use gesturemanager for testing)

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2nd picture is in the editor. first is in playmode

zenith spade
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I’m trying to create visemes. Do I need to worry about with outline?

arctic ginkgo
# wooden nova i do have texture masks for it too

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

wooden nova
arctic ginkgo
arctic ginkgo
crisp oasis
wooden nova
arctic ginkgo
# crisp oasis

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

arctic ginkgo
# crisp oasis another

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)

crisp oasis
arctic ginkgo
alpine badge
#

any weight painting pros feeling a little bored?

arctic ginkgo
# crisp oasis

I think another way I've fixed this before is using stretched billboard and giving the particle a very low (unnoticeable) speed

wooden nova
arctic ginkgo
alpine badge
# wooden nova depends

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

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ive tried various simple approaches to avoid doing the painting, but i dont think i can get around it

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(the current situation when i adjust bones, ends up like this)

zenith spade
alpine badge
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are there vc channels in the discord?

wooden nova
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i think idk

odd inlet
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what do i do here?! 😭

alpine badge
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i dont see any XD

wooden nova
arctic ginkgo
nimble crane
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does anyone know how to fix this? im getting so stressed over it and i just want to use my avatar 😭

alpine badge
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ideally i wouldnt add bones, but that thought did cross my mind, to break it into more bones

arctic ginkgo
alpine badge
wooden nova
alpine badge
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np

arctic ginkgo
wooden nova
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i can send the blend file as it is a public asset from halo infinite if needed

nova trench
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does anyone know what asset creators use to make the manuka lighting like this?

arctic ginkgo
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there's a shader under some of the color mix nodes, and then there's something affecting the factor for the mix shader node

nimble crane
arctic ginkgo
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Warnings (āš ļø) mean something could be wrong, but it might be intentional. Errors (šŸ›‘) mean there is something incorrect or broken that must be fixed in order to upload.

wooden nova
nimble crane
arctic ginkgo
nimble crane
arctic ginkgo
# nimble crane VR

okay, can you show me what your model looks like in the configure setup in the FBX import settings?

arctic ginkgo
nimble crane
arctic ginkgo
# nimble crane

have you tried testing the avatar with gesture manager in unity?

nimble crane
somber sequoia
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install gesture manager, go into play mode.

nimble crane
somber sequoia
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okay good. not sure what this error has to do with that though

nimble crane
somber sequoia
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I don't have a clue what you guys were discussing so all I can say is "you test the avatar"

nimble crane
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im trying to fix this and i have no idea how to do it

somber sequoia
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is that actually a problem for you?

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if so, you go into Blender and reposition those bones

nimble crane
nimble crane
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worse*

somber sequoia
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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.

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but as I've seen nothing about this, uh... dunno. Good luck.

nimble crane
somber sequoia
zenith spade
torn remnant
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how do i fix this ive tried for days and watched videos and i cant figure ts out

somber sequoia
nimble crane
torn remnant
somber sequoia
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you may want to check that

zenith spade
elder lily
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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

fluid vortex
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what do you guys use for lipsic testing while in unity?

timber wharf
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@fluid vortex avi emu has it easier but o believe gesturemanager can do it too

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if you just mean typical visemes

fluid vortex
somber sequoia
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Lyuma's AV3 emulator

left gull
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most booth models use that to get "realistic" looking lighting

soft thistle
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what would be the best way to add armatures to bat wings?

somber sequoia
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don't. Add bones to the existing armature.
But if you already got that, are they replacing arms or just going on the back?

soft thistle
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the bones are what i meant

somber sequoia
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k

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second question?

soft thistle
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the arms are also replaced

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sry if i'm kinda being afk i'm hanging out with friends

somber sequoia
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maybe come back when you have time to work on things

soft thistle
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k

visual robin
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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!

soft thistle
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like i said, the wings are replacing the arms

somber sequoia
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rig them just like you'd rig arms then

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then for any parts that go down off the main bones, just make new bones for those

soft thistle
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k

fluid sonnet
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help

somber sequoia
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You can't use that shader on quest avatars, pick a different one

fluid sonnet
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god i hate quest

somber sequoia
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yep

magic flower
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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.

arctic ginkgo
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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

somber sequoia
magic flower
somber sequoia
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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.

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If there really isn't one... time to re-rig

magic flower
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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.

opal oyster
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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..

harsh mirage
#

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 ^^

opal oyster
sand cedar
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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?

ornate stump
sand cedar
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i translated some of the japanese stuff and im assuming the chest is the part named "center destination"

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ill try play around with it

arctic ginkgo
ornate stump
ornate stump
ornate stump
arctic ginkgo
# sand cedar you mean like this

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

sand cedar
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im kinda bad at blender but i remember someone saying i have to flip one of the bones

arctic ginkgo
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the order should be spine > chest > neck

ornate stump
hearty panther
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Does anybody have any videos, links or advice that’ll 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. It’s got like maybe two toggles and asides from the fbx, everything else is under 1mb

ornate stump
hearty panther
ornate stump
proven quail
hearty panther
ornate stump
hearty panther
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Not quite sure. How could I check? It’s my first time uploading for vrchat

ornate stump
hearty panther
proven quail
#

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.

ornate stump
ornate stump
# hearty panther 568836

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.

hearty panther
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I see

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So this would be a model issue and not something from my end

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?

proven quail
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Right. You can use something like poly tool to reduce Tris in unity, I think there are better tools though for that.

ornate stump
proven quail
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So you can get them back if you need to reconfigure which objects to keep

hearty panther
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How would I do that?

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Sorry for asking for alot. Again. Sorta my first time uploading anything to vrchat

proven quail
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So in the inspector, near the top, there's a drop-down and it will say tag:

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Set the tag to editor only

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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

hearty panther
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Got it

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Thank you

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omg, got it down to 10.33mb

proven quail
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Be careful removing clothing that are toggles, because you can get accidental naked states when on PC you switch to that clothing item

opal oyster
proven quail
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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

hearty panther
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Huh. New failed. Continue to make things edit only?

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First it was bring it down to 10mb, now it’s 40mb

proven quail
hearty panther
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Thank you

proven quail
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Compressed size is 10mb limit, uncompressed is 40mb.

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Also btw, unless you remove some physbone components, the avatar will have no physics on quest

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The quest limit for physics is 8 components and 64 physbone transforms

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For some reason they hide the physbone disable error with the performance errors that no one reads

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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

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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.

hearty panther
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Had to strip it down to the bare minimum but it’s uploading, I’ll check to see how it looks and I’ll report back

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Thank you so much

proven quail
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Yeah np. Quest converting can be hard on some models, especially if they are western bases

hearty panther
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Back and it works perfectly! Stripped down to bare minimum but ehhh idm

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Thank you so very much!

scenic ether
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Is there any good way of fixing that UV issue? Or is it not smth easily done or doable?

timber wharf
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blur tool in blender texture paint mode should be plenty

fallen bison
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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??

sand cedar
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how do i fix this i cant move the model and the sky is gray

ornate stump
glass bramble
#

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

ornate stump
glass bramble
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It worked for past uploads

somber sequoia
#

that's correct

ornate stump
glass bramble
#

Yes

ornate stump
# glass bramble Yes

Then try to confirm it by upload it as a new avatar and see if it does show up as a new avatar.

harsh mirage
#

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 ^^

dire forum
#

How could I animate the properties (i.e. pull and spring) of a physbone?

somber sequoia
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disable the physbone, change properties, re-enable. you can't edit them while it's active

dire forum
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the physbone resets to its default positions when I re-enable it though

somber sequoia
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yep

dire forum
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there's no way to circumvent that?

somber sequoia
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well there is a checkbox to tell it to do that, you could try having it unchecked

dire forum
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it's unchecked

somber sequoia
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that's how it works then

dire forum
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dang šŸ™

somber sequoia
#

yep, annoying

dire forum
#

that stinks

somber sequoia
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You could make two different physbone components and swap which is enabled

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but that does count as two different physbone components

dire forum
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but the animator only recognizes one

somber sequoia
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oh - you'd need to put it on a separate GameObject

dire forum
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hmm

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the physbone is in the armature though

somber sequoia
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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

arctic ginkgo
harsh mirage
inland lily
#

how do i fix these

#

i got like 8 bugs

somber sequoia
#

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.

inland lily
#

i cant find them i tried looking but i cant find the shader or anything

somber sequoia
#

yeah sometimes it's hard to find the shader - don't forget to check particle systems and materials swapped in via animations

inland lily
#

whats it meant to look likr and what kinda of shader do i use instead os simple

hazy copper
#

this is prob a blender thing but how would i fix the legs from doing this?

hazy copper
#

when standing still in game

somber sequoia
#

possibly check bone roll on the humanoid bones, it should be 0

hazy copper
#

where wouldi find to check that cause in the picture its just the left leg right seems fine so im guessing its blender

somber sequoia
#

blender, edit the armature, look at each bone's properties, it's in there.

hazy copper
#

ok thanks

#

so the roll should be 0 right for the bones?

somber sequoia
#

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

hazy copper
#

alright ill switch it to 0 on both feet and see if that fixes it thanks

somber sequoia
#

np

hazy copper
#

hmm even with the roll at 0 for the foot bones it still does it for some reason

somber sequoia
#

oh that armature doesn't look very humanoid

hazy copper
somber sequoia
#

see the ideal rig image pinned in #avatar-rigging - this is what vrchat is expecting, deviating far from this can get weird

hazy copper
#

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

somber sequoia
#

they don't need to be what Blender calls "connected" for vrchat to work

hazy copper
#

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

somber sequoia
#

Yeah the hierarchy must be correct

harsh mirage
#

Uhhh... hello?

hazy copper
#

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

smoky kernel
#

how do i disable culling if it isn't in the materials options

#

(in unity)

hazy copper
#

dang i uh fixed it the bones was to close to each other almost causeing that effect

somber sequoia
#

huh! looks great though

hazy copper
#

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

quaint hound
#

hi quick question but what counts as a contact? im being told i have over 256 contacts but i dont have that much really

somber sequoia
#

does it say sender or receiver?

quaint hound
#

vrcfury ( i presume) is just saying i got too many 🤷 😭

#

i didnt see anything abt sender or receiver

somber sequoia
#

I notice the docs don't say if "contact" means sender or receiver though, so I'll assume it counts both

quaint hound
#

🤷

somber sequoia
#

yup. It does tell you what might be causing it

quaint hound
#

not really

#

just "delete some contacts"

#

but i dont even have that many

whole carbon
#

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

somber sequoia
somber sequoia
quaint hound
somber sequoia
#

you could search the hierarchy I suppose

whole carbon
somber sequoia
#

click it, see if that's the right menu

fallen bison
whole carbon
# somber sequoia click it, see if that's the right menu

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

somber sequoia
#

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

whole carbon
#

Okay thanks

dire forum
#

Is there really no way to make a physbone retain its previous positions when you re-enable it?

supple marsh
#

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

somber sequoia
#

Personally I wouldn't bother, Medium is fine.

dire forum
#

the fact you have to re-enable a physbone to make it apply changes to the spring and pull is so annoying.

supple marsh
#

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

somber sequoia
#

yeah if you're Medium you're already better than the average

supple marsh
#

I can mog on very, very poor avatars in publics

#

156mb download size, cough cough

somber sequoia
#

156? yow

supple marsh
#

I've seen 165 at some point

somber sequoia
#

I block by default at 80 šŸ™‚

supple marsh
#

For me it's at 70mb

somber sequoia
#

hmm might be 70, I'd have to look

dire forum
#

Is there really no proper way to update a physbone's properties while retaining its positions?

wooden nova
pliant zodiac
#

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?

arctic ginkgo
pliant zodiac
#

omg how did i not realize that😭 thank you

lone niche
#

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?

ornate stump
lone niche
ornate stump
lone niche
#

That fixed it. cheers m8

pliant zodiac
#

im trying to make a grabable sword. why does only "grab" appear when choosing a condition? i also want to choose a gesture

arctic ginkgo
#

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?

arctic ginkgo
#

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

arctic ginkgo
somber sequoia
#

argh, was scrolled.

pliant zodiac
somber sequoia
#

do what?

#

you mean add a parameter to the animator?

pliant zodiac
#

yeah

somber sequoia
#

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.

pliant zodiac
#

what kind of parameter do i choose?

somber sequoia
round quiver
#

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

candid thorn
#

(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

supple marsh
round quiver
#

lmao maybe

supple marsh
#

I've seen someone do that before

blissful mantle
#

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

candid thorn
#

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

blissful mantle
#

is there a quest tools build in

#

it aloowed me to upload it

ornate stump
blissful mantle
#

i cant find the material anywhere

#

its lying

#

it would be nice if the sdk actually told the location of the material

ornate stump
blissful mantle
#

how do i do t:renderer

ornate stump
blissful mantle
#

ah found it it was gridmesh

dire forum
#

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

lone niche
#

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

fluid vortex
#

what is this collider called? how do I move it so it mirrors my knuckle controller?

soft thistle
marsh pier
#

the body and the neck are the same color but on the models they are completely different

teal laurel
fluid vortex
teal laurel
#

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.

stiff shoal
#

could something be weightpainted wrong?

hot oak
#

pls someone

somber sequoia
#

explain.

hot oak
#

its hard to can we call and show

somber sequoia
#

sorry, I don't, but I'll wish you luck.

hot oak
#

man i really need someone to explan it to me

somber sequoia
#

Explain what?

hot oak
#

questers

somber sequoia
#

?

hot oak
#

like grabing and gun on my back

#

cant spell srry

#

hello anyone

somber sequoia
#

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.

hot oak
#

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

somber sequoia
#

okay, so you have a parent constraint you're swapping to move the gun?

hot oak
#

what???

somber sequoia
#

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

hot oak
#

yea how can i switch those on thee avatar

somber sequoia
#

Put both target locations in the parent constraint, and animate the weights for each

celest condor
#

hi guys

#

i need help uploading avi

#

to quest

#

i keep getting failed

somber sequoia
#

feel free to post the actual error message

blissful mantle
#

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

crystal whale
#

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

somber sequoia
#

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

celest condor
#

should you always auto fix?

languid wyvern
somber sequoia
#

probably, yeah

celest condor
#

hmm

celest condor
somber sequoia
#

what?

celest condor
#

i just want to ask you bunches of questions that's all

#

it'll be faster that way

somber sequoia
#

that's what this channel is for

celest condor
#

kk

#

im trying things

somber sequoia
#

I don't do private help for free.

celest condor
crystal whale
#

I need to fill the back of this in

somber sequoia
crystal whale
somber sequoia
#

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

lime hawk
#

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

undone fable
#

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

somber sequoia
#

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

undone fable
#

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?

somber sequoia
#

in play mode the camera is your audio listener

undone fable
#

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

somber sequoia
# undone fable

yeah see, you have it set to 2D - in that case the spacial stuff does not apply.

undone fable
#

Ohhhhhhh

#

I didnt notice

#

TY

#

it is silent now šŸ™‚

somber sequoia
#

I assume that's what you want šŸ™‚

undone fable
#

yes yes

twin mountain
#

I'm new to posting avatars and I tried to upload this prebuilt but it doesn't wanna work

somber sequoia
#

What does "doesn't wanna work" mean? None of these errors should block the build.

twin mountain
#

I try to upload it for quest and pc but it only does pc

lime hawk
#

Is anyone familiar with my thumb going inwards or scale 0 in the Rigging configure menu?

somber sequoia
twin mountain
#

no I didn't

#

I'm new to this so I don't know how to do things

somber sequoia
#

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

twin mountain
#

so, upload pc then do a quest with the same?

#

do I just do quest after or both?

quasi briar
#

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?

quasi briar
#

Sometimes you can buy an avatar that does not have a quest version.

twin mountain
#

I'm pretty sure

#

it was a free base model

oblique bramble
#

quick question. im importing my avi fbx to unity and theres no textures or like color. what do i do?

quasi briar
#

You're pretty sure or you're certain?
Did the avatar come with two versions? Did it say it was for Quest specifically?

twin mountain
#

let me check

quasi briar
stiff shoal
somber sequoia
stiff shoal
quasi briar
#

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.

oblique bramble
somber sequoia
#

the .fbx wouldn't necessarily be, usually you don't embed materials/textures in them

quasi briar
oblique bramble
somber sequoia
#

shrugs. setup your materials in Unity, apply them to your Mesh Renderers.

quasi briar
#

Weird that those are stored in poiyomi shaders folder

somber sequoia
#

yeah that's a really strange thing - definitely don't do that, upgrading Poiyomi might wipe that

tough hill
#

The transform of the viewball is not appearing even though it's in edit

somber sequoia
tough hill
#

Thanks

hazy copper
#

so this texture map looks to have differnt eye reactions and a mouth but how would i make this work?

somber sequoia
#

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

lime hawk
#

Yo anyone know how I can fix this

#

The thumb crumbles really weirdly in my unity every thing seems setup to be normal tho?

marsh pier
cedar echo
#

ohhh

cedar echo
rich flower
#

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.

lucid flume
#

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:

ornate stump
lucid flume
#

I only used the basecolor being black to do create it which caused that

ornate stump
rich flower
#

does anyone here know anything about final ik?

ornate stump
# rich flower does anyone here know anything about final ik?

šŸ“Œ How to Ask for Help

To get help faster and better answers, ask your full question right away — don’t just ask if someone can help.

āŒ Don’t do this:

  • ā€œCan anyone help me?ā€
  • ā€œI have a problemā€¦ā€
  • ā€œIs someone here who knows about X?ā€

These slow things down because people still need to ask what your issue actually is.

āœ… Do this instead:

  • Clearly describe your problem
  • Include what you’ve tried already
  • Share relevant code, screenshots, or errors
  • Explain what you expected vs what actually happened
  • If there is an error message, include the FULL error text and the relevant
  • Inspector/Console window

šŸ“· Taking screenshots helps a lot

On Windows, press Win + Shift + S to open Snipping Tool
Drag to capture the important part of your screen
Paste directly into Discord with Ctrl + V

The more details you give upfront, the easier it is for others to help you quickly.

rich flower
balmy barn
#

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

rich flower
#

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

somber sequoia
#

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.

marsh pier
cedar echo
marsh pier
#

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

somber sequoia
marsh pier
#

is there a way to veiw the wireframe?

#

wait

somber sequoia
#

I'd do that in Blender

marsh pier
#

thats what i did

#

and there isn't any-

#

that i can se

#

the ones on the bottom arn't giving any issues

somber sequoia
#

make sure you look at all objects using the material you're working with

marsh pier
#

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

somber sequoia
#

oh?

marsh pier
#

it was the mirror tool

somber sequoia
#

ohhhh that makes sense

marsh pier
#

amd aparently im not aloud to yell-

somber sequoia
#

yup, now that I watch your video it's obvious, hah

marsh pier
#

well i feel like a dum dum

somber sequoia
#

welcome to the club - I've done this a few times also

marsh pier
somber sequoia
#

I use both

marsh pier
#

is there a way to hide meshes/ parts of a mesh?

#

;-;

#

WAIT

somber sequoia
#

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

marsh pier
#

thats-

somber sequoia
#

But you can also mask sections by UV island too, if that helps

marsh pier
#

so tedious..

somber sequoia
#

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.

marsh pier
#

i saw a video on that

#

im guessing you dupe your model first tho?

somber sequoia
#

yep

#

.... argh, I just overwrote my .blend file with about 30min of work, that was silly.

#

oh well

marsh pier
#

i am so sorry

#

ive done that twice now with blender and thats why i caved and started using substance

somber sequoia
#

ah, this is modeling work, so not Substance yet.

elder latch
#

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

somber sequoia
#

Also check material swap animations and particle systems

elder latch
#

is there like a way i can search up the specific shader?

elder latch
#

i looked through the hierarchy but dont see any way i can search for those
idk what im missing

marsh pier
#

i always do dat for ones i can't find-

elder latch
#

alr ill add that to vcc

marsh pier
#

kk :3

elder latch
#

i convert it but the avatar turn like black idk
i think there's a hidden broken shader

marsh pier
#

what did you convert to?

elder latch
#

i converted it to android

somber sequoia
#

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

elder latch
#

hmm
i use toon lit on most shaders
do i just try to change them to smth else then?

marsh pier
#

quick tutorial

somber sequoia
elder latch
elder latch
marsh pier
#

do different shaders take more or less ohn file size?

somber sequoia
#

shaders don't make a significant impact on avatar bundle size

marsh pier
#

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

elder latch
somber sequoia
elder latch
somber sequoia
#

haven't used it myself.

elder latch
#

its grayed out for me

#

idk

crystal whale
#

in blender, how do i trim this excess off? It's a single plane without subdivision,

echo spear
#

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? (It’s a Booth Kimera) I’m like a rotating Barbie head haha

somber sequoia
crystal whale
somber sequoia
#

apply your modifiers first I guess

crystal whale
#

which modifiers???

somber sequoia
#

... the displace modifier you just mentioned?

crystal whale
#

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.

somber sequoia
#

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.

crystal whale
#

How??

somber sequoia
#

eh? Literally what I just said

#

Or specifically which part of that are you asking about

gray badger
#

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?

quasi briar
#

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

gray badger
somber sequoia
#

Assuming you use Poiyomi, that is

quasi briar
gray badger
#

Yes, just been using poyomi. haven't looked into other shaders or anything

willow smelt
#

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

#

It’s a calico witch

humble heath
#

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.

arctic ginkgo
inland heron
#

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.

smoky kernel
#

when i export the avatar from unity to vrchat the textures dissapear

inland heron
#

Help is appreciated

astral locust
# somber sequoia This looks like your UV map might have overlaps

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 šŸ˜… so yeah indeed it was Mirror tool enabled issue in this situation

storm granite
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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.

west cipher
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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

west cipher
balmy barn
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transition time and either a slow speed or long animation

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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

west cipher
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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

storm granite
west cipher
storm granite
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glad to help šŸ’™

storm granite
timber thistle
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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!)

fluid vortex
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anyone know how i can move these default colliders? they weird me out when i use my knuckle controllers.

trim edge
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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

nimble plank
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not sure where to post this sorry

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where do i download unity

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its been 3 years so XD

trim edge
nimble plank
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cool thanks :3

trim edge
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ofc

storm granite
storm granite
storm granite
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Just a single bone for your leg?

trim edge
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would thigh jiggle work?

storm granite
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that's a weird way to order bones lol, maybe knee is your shin

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try moving the knee, maybe it moves the lower leg

trim edge
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so. im doing all this in unity, i dont blender at all

storm granite
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if that's the case u should constrain your clothes to the leg and the knee

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you can move them in unity x)

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I'm speaking all in unity here

trim edge
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oop

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oh. ill try that?

storm granite
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Yeh, make sure to press zero and that Is Active is checked

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oh wiat

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you should only have one constrain not two

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what bone from the clothes are you constraining now?

tawdry light
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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

trim edge
tawdry light
livid river
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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?

round comet
trim edge
round comet
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What socks are those?

trim edge
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i tried to ctrl z it but it didnt fix her legs ;-;

round comet
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you need to enforce t-pose

trim edge
round comet
# trim edge how do?

try setting the fbx to none, apply, then humanoid and apply that and see if it fixes it

round comet
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I think that works

trim edge
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honestly i just said screw it for today but ty for trying to help c:

round comet
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Understandable

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Maybe start fresh. Consider modular avatar and armature link as long as the stuff is rigged and weightpainted to your base

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Makes working a lot faster

light turret
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Hey guys, does anyone know if it is possible to add an animation/toggle to change Y-axis position of the model?

trim edge
round comet
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You’ve got it

storm granite
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Oh damn, sorry u-u

round comet
storm granite
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Do you use Blender? You could merge the weight there and no more pesky constrains needed

round comet
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^

somber sequoia
faint jay
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So i have an avi (fixed for quest) but it is not letting me switch it šŸ™ any idea how to fix it?

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is there something else id need?

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Please help šŸ™

storm granite
tawdry light
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itlll autodownload the stuff

faint jay
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probably not tho

tawdry light
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if you need a little more info on it i could show u

faint jay
faint jay
somber sequoia
alpine badge
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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)

somber sequoia
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which mode are you in? You cropped the image so we can't see that part

alpine badge
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edit mode

tawdry light
faint jay
alpine badge
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ok, i think i see the issue, it seems to be parented to the ground?

somber sequoia
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that's not what it's showing you

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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.

alpine badge
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ive been trying to clear it but no luck

somber sequoia
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you don't clear it - what's your actual goal here?

alpine badge
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i want to parent the ahoge to my hair_root

somber sequoia
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if hair_root is a bone, and ahoge is a mesh, that's not really what you want to do in Blender

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(also it doesn't really work that way anyway)

alpine badge
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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

somber sequoia
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Joining armatures is good, but you don't parent mesh objects to bones in Blender.

alpine badge
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na, i joined the mesh into the main hair mesh

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to reduce textures and materials

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but joining the armature is the main issue

somber sequoia
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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.

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Old bones you don't need to worry about, just make sure the new mesh weight group names match the bone names

oblique swan
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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

somber sequoia
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You'd need to combine them somehow, there are some tools, techniques. Lots of discussion in #quest-optimization too

oblique swan
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Ok

vapid slate
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anyone else having this issue

astral locust
# somber sequoia We figured out what the issue was here, but I have no idea what you mean by "it ...

I know you figured out what the issue was there also that was probably me who wrote it in confusing way šŸ˜…
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 šŸ˜… It is just how Substance Painter manages Symmetry...

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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...

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I hope I clarified what I wanted to tell you šŸ˜…

balmy lantern
vapid slate
balmy lantern
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alcom.

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A creator companion replacement

vapid slate
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Would I have to replace all my projects

balmy lantern
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No. It should just use the same data as the real cc so all your projects, repos, etc should just appear

vapid slate
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Ok

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It's just called alcom right

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Ima have to try it out once I'm done being lazy and laying in bed lol

balmy lantern
vapid slate
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Appreciate it vrcDanceRat

minor plume
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does anyone know how to make a mat transparent that works on quest-

ornate stump
limpid iris
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anyone know how to stop the eyes from perminatly being closed? his expressions work but his eyes won't open?

ornate stump
limpid iris
ornate stump
limpid iris
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Uhmm šŸ˜…

ornate stump
limpid iris
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I haven’t

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It’s called winnerspin?

ornate stump
limpid iris
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Oh

ornate stump
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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.

limpid iris
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I’m using the Vrcfury way though?

ornate stump
limpid iris
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Ok

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I’ll check it’s the last thing I need to do and then the Avi is finished

ornate stump
limpid iris
limpid iris
ornate stump
proven quail
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vrcfury automatically adds it when you select 'auto fix' on the popup on upload

proven quail
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you can add it manually by adding a component to the avatar

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(set your fix mode to auto)

limpid iris
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done also how do i make glasses lens seethough?

ornate stump
limpid iris
ornate stump
proven quail
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use vrchat>mobile>particles>additve or multiply

ornate stump
proven quail
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(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)

summer jetty
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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-

proven quail
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skinned means it has a UV map and can have a material

summer jetty
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Yes, which my jacket has both I believe. Definately has a material, and a texture

proven quail
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the mesh will have a skinned mesh renderer component on it, with the blendshapes and materials and stuff

summer jetty
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I see an inconsistancy

summer jetty
proven quail
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are you looking at a temp build prefab? or maybe it went through some tool like polytool or something that would edit the mesh?

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it doesn't look like your jacket has blendshapes either, so you wouldn't be able to link the body blendshapes to the jacket.

summer jetty
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Is there a way to convert it into a blendshape? via Unity/VRCfury or Blender?

proven quail
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well blendshapes are sliders that change the mesh. You would need to add them in Blender, where they are called shapekeys.

summer jetty
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So if I add a Shapekey, export back as FBX, relink armature, and apply, it should work?

limpid iris
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his eyes are still closed and won't open

proven quail
summer jetty
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I was born "Started doing all this" about a week ago

proven quail
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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

summer jetty
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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

proven quail
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yes you could

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and then the toggle for the tank could set the jacket blendshape to 100.

summer jetty
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Fun part- figure out how to do that, time to raw dog it

proven quail
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so you probably don't need to link the Body blendshapes to the jacket at all, since it doesn't even have any.

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so you take your fbx, and import it into blender

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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

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you could also probably find a youtube tutorial on creating blendshapes as well.

limpid iris
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I think it was be cause i forgot to give him blink

proven quail
summer jetty
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Ill look, but I have a hard time learning from videos, I do better being personaly instructed lol

proven quail
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ok yeah, in like an hour I can help you out

limpid iris
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Ok so the eyes open now but his pupils no longer are visible?

limpid iris
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anyone know how to get his puple to show again

proven quail
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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.

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then, you can import the fbx of the jacket, and also the tanktop so that you can reference it to make your blendshape

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(if the tanktop and jacket are on the same fbx, then just import that one and you are good).

somber sequoia
livid river
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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?

limpid iris
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How to fixxxxx T^T

proven quail
livid river
limpid iris
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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

somber sequoia
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what is that even coming from?

limpid iris
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Its the clothes when i go into playmode they won't turn on

limpid iris
summer jetty
proven quail
proven quail
livid river
trim edge
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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)

summer jetty
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Stays in the stiff pose

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same thing for the pants

proven quail
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are the armature bones all named the same between the avatar armature and the clothing armature?

summer jetty
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My clothes need armature?

proven quail
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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?

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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

summer jetty
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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

somber sequoia
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I'd put it all into blender and just use the avatar's armature for everything.

proven quail
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this video covers what to do when the mesh isn't rigged to any bones.

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If i remember correctly

summer jetty
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good thing I have all of the clothes and default body in blender already

proven quail
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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.

proper fjord
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what i do to fix this

somber sequoia
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check the console, maybe there's more detail there

broken barn
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Anyone who can add NSFW and recolor of an avy for like 35 bucks?

civic coral
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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

somber sequoia
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Is there a valid armature in the model file?

civic coral
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i believe so and one of my friends sent me a model they made and uploaded and it still had the same issue

somber sequoia
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set it to generic, apply, then back to humanoid and apply, does that work?

civic coral
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it doesn't let me hit apply at all

somber sequoia
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click off it then back onto the model?