#avatar-help
1 messages Β· Page 279 of 1
nope nothing
ive redownloaded it it didnt do anything
I'd inspect the model in Blender then.
How can I animate FX paramaters in an animation clip?
it also happens to a model my freind has uploaded to vrc themself but when they sent me the fbx file it didnt work in my unity project - fixed it
you want to change the values of parameters? use VRC Avatar Parameter Driver on the animation state, rather than in a clip.
no, I want to animate it. I know how to use the parameter driver already.
this is the option you have
hm
I have animation clips where the hand closes and I don't want to have to make the animation contain the raw transforms of the bones as that would take up lots of space
yeah I animate the hand closing in this case
@raven jacinth what
you cant use raw bone transform for humanoid rig anyway
as soon as its humanoid, fx has no power over it
if you need to animate hands, you do so in gesture/action or whatever other layer
Hmm, I'm messing with the eyes on my model, after re-importing it and uploading one of the eye's position isnt right, it only looks weird after uploading, when previewing any animation (even empty ones) and in the avatar configuration menu, anywhere else ive checked, it looks like normal
Any ideas?
make sure your blink blendshapes in the avatar descriptor are the correct ones
those can get shuffled around when if you change the shape key list somehow
Not sure its that, it happens when previewing ANY animation, even a blank one
oh, huh, that's interesting.
hi, super quick question, whats the quickest and easiest way to convert a pc only avatar into a quest avatar? im okay with some complicated props gone, but id prefer to keep all clothing (albeit without matswaps)
are there any tools or would it just be a pain to go through for everything
;-
I got stuck in this pose. I don't know how that happened and how to get rid of it,
I seem to have made a "Legacy AnimationClip" and it won't let me add it to the Animator. There's no animation controller assigned, but it doesn't let me add it to Animator regardless
Did this process change for the 2022 SDK or something, or did I mess up somewhere? Figured out the legacy part. Didn't think it was as simple as toggling off Legacy in Inspector when Debug mode is on. Though now the animation doesn't work
It happened because you were animating and didn't reset the pose when complete - you can do that by just selecting a different animation.
If it's actually stuck now, Pumkin's Tools has a feature to reset it.
Tried both of those things and Pumpkin's tools just rips the whole model and everything that's attached apart.
that's weird.
Is the model prefab unpacked?
no
you could click on each bone and in the Transform component, right-click the rotation and click 'revert'
so i uploaded 3 avis i downloaded them but when i go into expressions theres no toggles
downloaded?
from a website
oh I see, not from vrchat, got it.
its models used in vrc that are public
well you'd have to look at each one
managed not to show how many other red errors you have, look for the first ones
could be isp routing issue
yellow ones might say something about asw/blabalba connection refused/failed something, so far id blame your isp
okay so how do i fix that ?
try warp/vpn, see if it uploads π€·ββοΈ no clue if ipv6 could be the cause (probably just vrchat loading)
just asking for sake of it I am new to this, does anyone have a prefab for the Akittu's Stylized Experiment (which is a free avatar) but from what I imported does not have a prefab and I am inexperienced
Then what actually you had imported? You might have to be thorough about what you imported.
i'm trying to upload an avatar and it says "The VRCSDK build was aborted because the VRCSDKPreprocessAvatarCallback 'BuildFrameworkPreprocessHook' reported a failure."
See more error detail in Console panel.
I have no idea what I'm looking at
If you want people to help you look then you have to post the detail here.
im trying to help make a pc only avatar and make it compatable with quest for a friend but im a beginner and dont know how to do this ive looked through multiple tutorials and messed around with stuff for over 5 hours now and still cant get missing textures to appear.the ears are just plain white and so is the face??
im tired bro someone please tell me this is an easy fix or something..
the unity package
Of course but what contained inside of the unitypackage?
see the first pinned message here for how to share relevant error messages with us
Did you properly setup the material for that?
i have no idea..
oh I see whats happening, Modular avatar is screwing with it
What material setup that you're using for it currently?
i still have no idea i was just trying to make the avatar quest compatable with some github thing i got..
only fbx no prefab
https://youtu.be/rRAnDMUbWt8?t=143 Watch video at time stamp to see how to do basic material setup.
If you mean the "clothing" then it is done in an unusual way, but it is all there alongside the base mesh.
Avatar package usually came with either prefab of the avatar itself, or a scene that contains the avatar. If you saw a scene file got imported, then that's the scene you have to open.
will check
ya that didnt help im still so confused, the avatar should have everything ready iimported it into unity its just the face skin and ears are solid white
Are you sure that you're using the avatar prefab or open the scene that contained that avatar? And not by dragging its raw model file into the scene?
i think im using the open scene that has the avatar??
What scene name that you opened?
Literally the file name that you open is the scene name.
hm well i'm putting a non-humanoid rig over a humanoid rig so
ohh you want the file name?
i also don't want my avatar to be 150+ megabytes either
Yes. Just to confirm that you actually open the correct scene.
i sent it in dms
Just send it right here.
it says "moopi by peekabowo 4" in the assets for the name
Can you screenshot the file as well?
That's unitypackage file.
ya?
It isn't scene file.
whats the difference between scene file and unity package file?
Scene file is the workspace that you work to creates things in unity. Unitypackage is a container file that contain many more files to be used in unity.
i downloaded the unityfile avatar and i put it in the unity thing to try and make it quest compatible with a github file thing i have so i can upload it to my friend cause they wanted it
you got it from where
some link my friend gave me
oh boy
what..
you friend should learn not to give paid avatars to others
If you don't pay for it, that's likely to be pirated.
well im her friend tho is just she wants it quest compatible and i was tryna make it compatable..
its probably a terrible made avatar and its a tooon of work to get that one working for a questie (when a creator dont ever bother stats its usually terrible)
ohh
i mean theres obviously other avatars to choose from but it says pc only and i thought it would be a breeze to make it quest compatable but ive spent like the last 6 hours tryna get this stupid crap to work and im still stuck at page 1 and not a single ounce of progress made
I wish more booth creators did this tbh, even if it's horribly unoptimized at least you know how much you're working with
ima cry
Making something quest compatible isn't that easy, especially if you're a complete beginner to avatar creation
i thought i could just pop the file into unity and use the github file thing i downloaded and it would convert then i could just export it to my friend or something
which github file thing is this?
it says vrcquesttools
it should be because i dont know anything about thisπ
ok it was in a odd area am good now thank
Unfortunate because magic doesn't exist.
grabbed one of their avatars , pretty much what i expected
trash , there is a point a public avatar shouldnt be allowed to be public
I would like some magic that washes my car
well I suppose we kinda have that, bad example.
ugh.
upload self im okey with, not a public
(i have waaaay less chance seeing one someone upload then a public many use)
334mb of vram?????
public avatars
see many of my friends in 200-300 whenever it a public
Oh yeah I got my vram usage down on my new main to like 55mb
my avatars <50mb , maybe 80 kinda depends what im doing
Instead of like 100
wait is that one of the avatars from the same creator of the avatar i tried to mess with?
anyway converting that av to quest, is.. not easy it would require alot of blender retopology
just the shapekeys + verticies alone over 10mb easy
Still wondering if there's like a way to merge these skinned meshes without breaking the hue shift or heartbeat animation though (yes I know I sent this pic here before shoo)
But ehhhhh
Good enough
Even my friends told me to leave it at medium since not many people go that far
Yes there absolutely is a way, but you'll probably need to actually do it manually
I suspect that if you're asking, you don't know how, but it's kinda easy
Nah I do know how
lol
I usually do it with AAO but thats where I found it broke the hue shift and heartbeat stuff
what's AAO?
Anatawa avatar optimizer, it's an auto-optimizer usually but it comes with tons of other optimization stuff you can throw on
ahhh
Is there any transparent shader that would work on mobile?
none that use alpha transparency, the best you've got is the additive or multiply, which are harder to use
Would someone help me get my blender textures into unity on my avi?
Anyone Know how to package a prefab with parameters and menus in vrc fury?
if you mean "how to export a unitypackage", just export the prefab
unity will include all of the assets that it depends on
but maybe you're asking about how to install a menu + parameter list + set of animators with vrcfury?
Id like them all to merge, its for a really complex system
Im not sure how to attach it to another avatar
oooooooo that looks promising! Thank you!
If you've recorded all of your animations from an animator on the root of your avatar, then you'll need to add a Path Rewrite Rule to the full controller
so, for example, if your setup is like this;
- Avatar
- Prefab <-- full controller is here
- Foo
- Prefab <-- full controller is here
your animations will have paths like
Avatar/Prefab/Foo
which need to be rewritten into
Prefab/Foo
? (pls ping!)
Are you sure you've imported all the packages needed?
assuming this is an avatar you bought, read the instructions; it will tell you what packages need to be installed through the VCC
is there anyone who has ever dealt with eye problems on a model, where like, the iris was blendshapes and vertexs in blender and not understanding how to convert it over to unity ToT what am I doing wrong here..
Having issues uploading avatar
more details?
I bought an avatar from someone and Im having trouble uploading it to vrc for quest (it was confirmed by the creator that it works on quest)
Im very very new to this stuff
I've followed like 5 different tutorials and spent like 12 hrs on this
The avatar file is fbx filetype
And has a .blend and .blend1 file
okay, so an FBX cant be uploaded, you need the unity package
you dont
What about the blend files
can you show me what the file came with?
those are just for blender
this is whats in the zip
idk what to do to fix this ;-;
clear the thing consol, upload again, scroll up, show the errors
yeah you have to build the avi
How
but you can commission someone to do it
that i cant explain the whole thing
Dawg I just paid 20$ for ts
this is what it says now
send me the link?
that means its not an avatar
its a base
you have to make the avatar
you can either pay or find someone to do it or learn yourself
i cant explain the whole process to you
How much?
but i do take commissions and i could do this cheap
depends on the person
How cheap
Huh?
but i couldnt do it tonight
Nitro gift thing?
from the discord shop π
You can gift those?
yeah i can send u the link dm me and ill get to you in a bit
And I suppose I could?
Msg me
could anyone help me with my eye problem π’
i fixed it but ty
did you describe the problem somewhere?
yeah here @somber sequoia, im trying to get a model over into vrchat but im struggling so hard, I fr would pay someone to help me at this point I just want it to work right π
Looks like there's an overlay material that should be transparent.
im not sure where though or how to look for that, ive just been trying to mess with any settings π©
it's hard to do more than guess without the model, but my guess is one of those materials is the overlay
been at this for like months and allllll day today
should I just give up, like I have no clue where to get help with this
you could try to change the material I guess
yeah ive done that, idk what to do now at this point
again, id pay someone to help me like im suffering intensely after putting so much work in for JUST the eyes to be broken
imported my fbx from maya into unity, but my custom textures for the irises and mouth werent included, is there a way to change it back in unity?
you don't care anyway, you have to properly setup materials (with textures) in Unity.
ah I have no idea how to do that (I'm completely new to unity)
there are lots and lots of tutorials which include material setup, as well as unity documentation
Do avatar parameters between pc and quest need to have the same types, or just the same names?
Anyone else having issues with id stuff and the sdk not uploading the model once built?
Names - you can kinda play with types a bit: https://vrc.school/docs/Other/Parameter-Mismatching/
always show the first 2-3 errors, not the last.
timeout suggests network issues.
Hope it gets reported
tried to but VRCAvatarDescriptor to the model but this happened
does anybody know why this happens? 1st ones blender 2nd ones in unity
her visemes work fine but her base mouth is messed up
did u add it in the hierarchy??
that fixed it
server end?
I have no way of knowing
idk how to fix this ive never had this happen to me before with 2d mouthes
got an error trying to upload it
It said it wants a neck joint but my model doesnt need one, it just has the head joint move
for it to work in vrchat u NEED to have the vital bone structure
doesnt matter if its weight painted to it or not
ah okay
Yeah, to have a humanoid rig in VRChat you must have a neck bone
same with shoulder bones i believe, i just add them and dont weight paint them to anything
Yep
if its my end, how do I fix?
I have no idea how to fix an unknown problem, sorry
damn, thanks anyways
my avatars now missing blendshapes in unity, anyone able to help?
what did you just do?
basically my avis fully set up and stuff but when i re-imported the model and got her mouth fixed a bunch of her blendshapes are missing
i re-imported it the exact same way as before as in with the same settings etc
Okay - did you leave an un-applied mesh modifier when exporting?
Blender will force-apply those on export, and that removes shape keys
Is anyone here familiar with OSCLeash?
Help
unfortunately that's a pretty useless error mesage. Got any others? Paste the first 2-3, see the first pinned message in here for instructions on how to show what's needed
there you go - that first red error shown there that says "missing script" is your problem.
you'll have to install whatever package that requires
hmmmmm suspicious prefab name too
that's one way to do it
I have been trying to fix this for a hot while but im not sure how to!!! every object in my hand just shifts upside down even tho everything is fine on blender!!
bone roll for that hand you have selected is not 0, that's pretty weird. Check all the humanoid bones, make sure the roll is 0
went in and changed all the rolls to 0, seems it still happening
yeah that may not be the answer, but it can be problematic
it seems to only happen with the hand bones, but everything else is fine, its seems like a unity issue that im not sure how to fix
Hhhh so I keep getting a strange error about "Python: Traceback (most recent call last):" and then a bunch of File issues? I've been trying to look up why it was doing that, but I couldn't find anything. Blender just recently updated though to 5.1 so I'm wondering if that's the problem? The model was originally on 5.0 and was reimported into 5.1 (mainly because I was remodeling it and added new meshes to it) but I don't know if there's anything I can do to fix it atm
That and I cannot read code for anything so trying to look up stuff online about it is really confusing, I don't know anything about code to be able to navigate the problem π
Though unless this is an issue to go to Blender for, like a "help desk" or whatever, then otherwise probably just ignore this π
what plugin did you install?
Uhhh I dont think I installed any new plugin? Otherwise Im not sure where to find where I would've, unless thats in "Preferences"
i dont ge why is this happening has this happend to anybody ??
My issues be in Blender rn but Im sureIm gonna end up there eventually π
plugins are definitely in preferences. you could try deleting the folder they're in
looks like something's looking for face tracking but it's not installed - you've got a bunch of stuff to fix there
Look I'm still new into this i have just manage to upload the pc version without problem but im doing this for a friend and it has been annoying
Finally navigated my files so now I gotta make sure I dont mess anything up π
one step at a time
ive been having my sky show up gray and i cant move the eye for the view posistion how do i fix this
i cant really do anything like this how do i revert it back to normal
Love you all
Hello, I have a small issue.
I get these errors.
Anyone knows how to fix them?
are those the only four errors?
Yes, I don't know how, but I fixed them
Sorry, see above
So where do I even start to get on the journey of making a. Avi. I see assists that I want to combine together but idk how to start. 
did you applied rotation transforms in Blender and exported FBX properly?
Anyone know how to fix this
You should screenshot entire unity screen instead.
sorry for the late reply and ping but no, there were no modifiers left to apply other than armature links
Is it just a few bunch or all the blendshape that's missing?
do i need to add contact sender to match the contact reciever collision tag? or are the colliders added automatically with avatar descriptor count as senders automatically?
Did you add avatar descriptor?
And you also have to enable gizmos here
yea
Enable gizmos first then edit view point like usual.
Skybox becoming gray is irrelevant.
Whenever I go to make a vrchat menu or parameter my unity gets stuck with this message and it'll sit there for literal hours. I've tried deleting my logs folder and what not and even updating my sdk to the newest one and still no dice
usually if I end up with weird processing times or other strange compile issues, I shut down Unity and wipe out the whole Library directory tree in the project and let Unity rebuild it when I next start it. That itself might take a while though.
Assuming it's just one project that's having problems.
I wiped out my library folder once though and it sadly didn't help
Ah, too bad
hi i use Av3creactor to create my toggles, it usually create toggles like this
but suddenly it started doing this
any idea what is going please? did i change a setting somewhere by accident?
its literally in the same project and i didnt updated av3
Can anyone upload an avatar for me? I'm not quite sure how to make it quest compatiable
how can i do AAPs
I'm having a little problem adding custom clothing on an avatar. I have an armature link on the clothes, I made sure the bones have matching names for the model's rig, but this keeps happening with it. It is at least connected to the avatar but the arms aren't syncing up the way they should. The toggle is also getting stuck and I can't remove it once toggling it on once.
someone??
What's AAP?
Animated Animator Parameters
hi there! so i recently uploaded an avatar however, on quest the hands dont let the fingers move but it works just fine on pc, how would one fix this?
why does animated animator parameters work when i go in playmode in the editor but not ingame??
someone help
AAPs only work for me in play mode
wtf... they're fine in blender?
eyebones need to be straight up or you get that (could also be wrong bones)
Sorry, I am new to animators. I dont know what to do in your case. Have a look later when more experienced people are answering
okay any tips to fix it?? i didnt make the head so
You have to edit the bones in Blender
okay, i under stand that, but they look fine, any tips as to what needs to change?
they look like this
As Thulen said, they must point up
As Thulen said, they need to be straight up with 0 roll
okay so i need to set the roll to 0?
... and straight up...
if you have cats just click the rotate eyebones, otherwise move them so they point up ( alt+r , sets roll to 0 - default should anyway )
i dont have a lot of experience in bone work so step to fix this would be great π
OKAY TY THIS IS HELPFUL
now they are wayyyyy down
gonna bring this down here since it seems to have gotten burried
VRC Animator Tracking Control - but you don't get control per-bone that way, so it may not be ideal.
The other way is to actually use rotation constraints for each and everybone below the one you want to 'lock', with two sets of bones, one that the IK controls, and one that moves the mesh.
Any screens of what you are trying to do with the model in unity? Anything said here would be guessing since we cant see what you see.
If the problem is the rigging, you would need a 3D app to get the gauntlet to match the hand rig.
Hi! So I'm trying to learn how to import models to andriod and got this error message. What do I do?
If you click "build and test" you must have a connected Android device or emulator. probably this is not what you actually want.
Well I first tried on PC first and it worked, but I'm trying out a model I can acess on my Quest
ok so just build and publish then
@balmy lantern how do i fix this?
@gaunt knoll would u know? its for alcom
sorry for pinging
Seems like your cc settings.json is corrupted. You might be able to fix it yourself if you know anything about JSON syntax. The JSON is located at %appdata%/Local/VRChatCreatorCompanion
idk how to do that...
If you don't have a lot of projects added or 3rd party repos added from your old creator companion, you could delete the settings.json (with alcom closed) and then open alcom and it should regenerate the settings.json and you can just add back your unity projects as those are not deleted, just not indexed by the cc
how would i delete the settings? it wont let me open vcc .,.
No worries
so i picked up an nsfw avatar of a character i like since it's literally the only model of him that there is. i downsized some of the proportions through blender and was going to continue removing the other nsfw aspects myself until i noticed that it already came with an sfw version, but i don't really want to discard the sculpting changes i already made on blender. is there any way to place the changes i made onto the sfw version? i've been trying a lot of things for hours to try and get it to be exactly the same, but nothing has been working
i have both versions like, side by side on blender and have been scratching my head for a while on how to proceed
i think at this rate i may just bite the bullet and sculpt the sfw version myself to the best of my ability to replicate what i did, because my patience is dwindling and i've been at this for an entire night now π
well you might be able to try a shrinkwrap modifier on the old one to match the new one, but it may not work the best, and then you'd need to apply it without wrecking shape keys, and that may not work great either....
i did try a shrinkwrap modifier, but it didn't make any visible changes to anything, which was very confusing
hmm
i set the modifier on the original, set the target to the sculpted, isolated it to a specific vertex group, adjusted the data to see if it made any changes, lo and behold nothing appears to have happened
no, opposite
modifier goes on the one you want to be changed
the data source is the other one, the one that is already changed
yeah that's what i was referring to. the original is the one i want the changes i made on the sculpted to apply to
oh, right, I see. confusing terms π
yeahhh
somewhat unrelated. if a clothing toggle item is set to turn some aspects of an avatar invisible, say maybe hair or whatever, what do i look out for to verify its function? because it only ever actually does it in gesturemodifier's play mode, but not outside of it. like, stuff will just clip through clothing items without being hidden
the shape keys don't contain anything relevant that do so
How can I make my avatar stats look dumb af like this obviously without the crasher stuff
https://blackwolfwoof.com/s/Gq5LqeQwK7aq2yo/preview
that depends entirely on how the animation is setup
is there any way at all to see it in effect outside of play mode? maybe if i find how the animation occurs?
if you can find the animation you can preview it, sure
alright, thank you. the search continues lol
How do I make my avatars bounds 6767676769420
Do I just scale an object to that scale
Like a cube
the SDK isn't likely to let you upload it like that
Damn
How many 67s before it gets mad lol
I'll just scale line 676767 and see if it gets mad
is it possible to directly apply the effects of the animation to the avatar itself? i'm mainly asking so that i can export it with the toggles on without any clipping problems
cause otherwise it sort of just ends up a bit of a mess on the ingame previews
I don't know what you mean by that - animations do specific actions
it's like.. say some plumes of hair is hidden by a toggleable hat via an animation, but it doesn't perform that hiding function if it's toggled on outside of the game or play mode. as such, the ingame preview of the model itself showcases the clipping occuring due to the hiding not happening until you actually put the avatar on yourself. this is something that i'm trying to prevent from happening
I'm really getting confused by what you are saying here.
An animation does a specific thing when run. It has no context of "outside of the game" or "outside play mode".
(Are you talking about blendshapes π )
if by "ingame preview of the model" you mean how it looks when you view the avatar in your assets, then that shows the default avatar without the animator running, whatever that state means.
just one of many things that can be animated, but probably in this case yes
i honestly have no idea if i am talking about blendshapes lol. i apologize for how confusing this is
okay well you'd have to figure that out too
oh no, i'm not. the specific areas i'm referring to don't even have blendshapes associated with them
ok then you're really going to have to go investigate and understand what is happening here
fair enough
Hey does anyone know how to make it so that the tail doesn't detach from the body???
bring it into Blender (or similar) and join the meshes then attach mesh parts and such
really depends on what you have and want it to look like
I'm trying to just do it in unity because i don't want the model to break like last time
How's it attached? It lags behind weirdly
yea thats why i need help attaching it in unity and i was told to do an ignore physbone but idk how to do it and can't fine any videos
well you'd have to explain how this is setup
no, I mean how is the tail attached?
let me try again. Is the tail an original part of this model, or a thing you added-on in Unity?
added on in unity
yes, so again, how is it attached?
so you just dropped the model onto the hips bone?
yes
okay, that's the answer I was trying to get
So that means the first bone of the tail isn't really "attached" to the hips, and if the pysbone component affects it, it'll "detach" as you're observing.
It's not clear from any of this if there's a proper root bone or that's just the first movable tail bone, so I'd try putting the physbone on the second bone.
If that's not right, personally I'd go attach it in Blender instead.
okie dokie tyyy
not sure what you are showing me here
see here the physbone was sticking out
in this one its not anymore
I don't know what part you're referring to?
can you please explain images you share? I don't know what you want me to learn from this without some context
the japenese writing was hiding the real stuff for the tail
yeah I'm not sure where you're going with this
Does anyone know if you could make vrchat recolored avatars on anything else but unity
you always need Unity to build and publish the avatar
i don't know what changed, but i tried it again and it worked! no more sculpting needed
I both love and hate those - great that it worked but why
i have absolutely no idea lmfao
thank god i've gone through this ringer enough to know the immediate next steps though
oookay one new problem is that exporting the fbx to unity adds it into unity without any textures which hasn't happened to me before
ahh the wonders of technolog
what is it that causes avatar legs to spread open when crouching irl?
ik its bone related
but like what should i do to fix it
yeah you most likely won't get textures, but you don't really care anyway since you'll be doing materials in unity
as fair as that is, when i attempted this before realizing that there was a sfw version, the textures transferred over just fine upon exporting the new shape key
i guess it's not always gonna be the same
I mean, you could go cause it to happen, but I don't see the point
the actual texture files are likely already in your project, and you can't edit the materials embedded in the fbx anyway
yeah i just gotta toss em back on
tf
got this in blender?
ideally you'd show an image that actually shows the leg bones, if you want us to inspect the leg bones...
im pretty sure its something to to with the hip bone
but idk what it wants me to do about it
can you switch that to octahedral view? It's way easier to see from here.
Also make sure bone roll is 0 for all the humanoid bones
bone roll should be zero, yes.
that giant bone there - what's that, just a root bone?
oh i know why it didn't import correctly, it's because blender renamed everything. all is well now
Im using additive layers for the first time with crap results and i cannot find tutorials
well that's odd. what could've happened here? i don't know why any paths would be missing
look at the first 2-3 errors (red messages).
I think I figured it out
Is there a way to make a toggle that would release the "gesture lock" when turning avatar gestures has been turned off?
I turn off avatar gestures to get more percise hand tracking but I have to cheese it by toggling avatar gestures on and off repeatedly until it releases the locked gesture, I figured if I could make a toggle that would release all gestures that would work better than what I'm currently doing
Does anyone know why my avatar does in when I import it from blender ?
I dragged the fbx into blender to edit it and when I re-exported it as an fbx from blender and replaced the file in destination it did this. This keeps happening every time I try to edit something in blender and I don't know what I'm doing wrong
try using the import fbx option instead of dragging and dropping it into blender
I've dragged and dropped before for editing and exported and it worked fine before. It just started doing this suddenly
you used different value for "apply scalings" in the export dialog than were previously used
How do I fix it ?
.... use the same export settings as were previously used
ideally that should be set to "FBX All" but it may not have been for your model
I see, thank you
How to fix this? I tried to change the lips sync to default bc the lips on the avatar wasn't moving and went to playable layers and got rid of the facetracking layers and now this keeps happening. I even looked up ways to fix it and Im still getting this
this is probably a bit of a silly noob question, but why is my scaling tool completely grey and only able to scale uniformly?
i dont get it what can this mean
ah never mind, got it
can you use vrcfury to make a gun fire?
Been trying to fix this guy's shoulder for a while and man am I stuck on this. It's just the shoulder's that are creating problems for me now. I don't want to bother with UVs yet if it's a topology issue right now
uh for some reason, when i add on the FX Controller it turns the avatar into a demon spawn upon entering play mode
some assistance plz
how do I put my avatar back in the default T pose? its like this when I open the project
good lawd why is it doing this
whenever i enter play mode after giving it a fx layer
i did change the model a bit in blender
blender really living up to the name of blender
Im currently making an avatar (This is a work-in-progress), how do I make different colors in blender but make them use the same material slot? My avatars on Quest and Mobile have always been considered "Poor" because I use the color white, black, and then skin color and they each take up a material slot. for this avatar I want that to be prevented, as this will be A LOT better than the last one I made. (Clothes will be 3D, unlike the first, and well the model in general is completely different and is better)
Due to how I'll be making this avatar, I should be using only 2 material slots im pretty sure.
I THINK
still doing it and i cant figure out why
well okay I have to create my own FX layer thats gonna be fun unless I can figure out why its creating a demon spawn out of the prefab one
Does anyone know why its doing that?
You can use Pumkin Tools and reset pose with it
Did you figure it out yet?
If no, look on the avatar descriptor fot dark avatar optimizer, and disable the use foot collider (or whatever it is called) thing, and see if that fixes it.
-# Had issues in the past with that myself on quest
How do i set up an additive layer correctly?
Uhhh so yeah I don't know who all knows how to use dextros clonning system but imma leave this error here and maybe someone more experienced can tell me whats going on
What is currently the best hair shader for realistic hair on pc? Just curious
im trying to use physbones to give the chain on this weapon physics but when i enable it and test it the whole weapon acts weird. is there a way to make just the chain have physics?
i need some help with my avatar and i spent way too long trying to fix this problem but couldnt so i drew something to show what i wanna do with my avatar π
i hope it isnt worded badly
In game my bones come out like this, with my legs twisted inwards, why is that?
You can take tracking control over the face to animations to effectively disable visemes
help..
Clear the blueprint / avatar id, and use an existing one or leave it for it to get a new one
fixedx it tyyyy
Hi can someone help me pls I log in to desktop mode and all my Avis Iβm uploaded n bought from all creators are not working there robots and it says somthing about test mode
Cannot use in local test mode help
You sound like you launched the game in offline mode. Did you launched the game via steam?
I was online connected to WiFi
Yeah steam
Do you see EAC splashscreen when you start the game?
Whatβs a splash screen
oh
Well yeah that comes wen loading in to game
I get into world
And no avatars r working all robots
It's about problem with the game itself so you have to create a new post in #1138891887374237706 and provide detail we have discussed.
not sure where to ask this but when i share unity files for my own p2u avi do i share the project itself? im worried this doesnt protect personal info and things like that
ive never had a p2u avi before so :T
What kind of the personal info that you concerned to be included in your project?
theres no personal info included in my project at all lol - i was mainly wondering what would be correct to upload for download from the project
Packaging would only be your avatar prefab file or scene file along with any dependencies. Publishing entire project is excessive.
so i'd be fine to just upload this?
No. You should make prefab from your avatar object from the scene.
okays! ill try find a video to help me with that, thank you
which one do i click? or is this not how i make a prefab
Just drag the object from the hierarchy panel into project panel below.
is this literally it?
Yes.
thanks!!
does anybody know what i do if my vrc sdk in unity doesnt work? cus im trying to reload it and reinstalling, but nothing helps
There are tons of reason why it doesn't work, so you have to actually observe the error, message, or what it's doing and provide more detail than just saying it doesn't work.
it says nothing the sdk is just being really slow and its not letting me upload anything
What part or where it's being slow also matter. So better screenshot what it does or stuck at.
like the whole sdk itself even the login
-# So I found out what caused the Python error
Better screenshot where and how it's stuck at. Take the entire unity screen.
What if I just like re install it
here is how its just stuck on the upload, I dont have much to show besides that
Will that help
did that already
oh mb
You should show the entire unity screen.
The avatar shown in sdk doesn't exist in the scene.
If you close the sdk panel and open back, does it allow you to type in new info? Also note the object selection dropdown menu in the sdk, it should match with your object name in the scene.
mhh no, i see my mistake
. my project was a world type ;-;
TY anyways xD. Well i have to re-do everything 
My real problem is the animations.
The VR Chat model I am working with has a texture swap toggle and I want to switch the tail out. Is there a way I can remove the bones and vertex groups from the old tail and add the new tail package into unity? I want to use the new tails adjustments in the menu but I also want it to be able to swap textures. Any help would be appreciated (please ping reply or dm me)
Go into Configure and fix whatever issue is in there.
Okay, and where exactly is it?
Your model also is missing leg bones which entirely a different issue.
ah And how do I correct it?
Edit model in blender to add leg bones.
Her tail keeps shrinking in playmode
Gg
maybe a stupid question im quite new to this. But does anybody know why my avatar looks fine on desktop and in unity, but appears to be very thin in vr? Like arms, fingers and everything else is much thinner
question: I messed something up while adjusting the avatar's scale and viewpoint
now in Unity the avatar is floating slightly above ground. In-game it's ok, but in-game the viiewpoin is also shifted higher than it should be
Look at the root object's Transform component, make sure the location is 0,0,0
it is all at 0
does this look like too many tris? this is a very rough wip so i'd like to know if i need to adjust anything
ooh wait
Well theres a way to check the actual number statistics to get a more accurate count π
Oh there you go LOL
im no expert but that seems like wayyyy too much for an unfinished avatar base π
Listen theres been worse
Idk what the best limit is in terms of vrc use, but theres been models over 200k before
Thats like NOTHING tbh (imo) 
Though it is possible (if you feel its too many) you can edit/dissolve edges to lower the triangles down but wait until maybe you finish and see where you end up first π
Though someone else might say otherwise, not sure
wait true
make it exsist first, optimize after, its abit high , face and hair tend to be alot
oh god the face
Thats true, it depends how you make them
making the face is going to be horrifying π
Its usually the harder part, depending on the style youre going for, but I believe in you πͺ
easymode , go bald
thank you :DD
One of my avi blendshapes makes him have a major bald spot so he can fit his hat on lol its so weird to look at
lmao
i dont get the privilige of giving the avatar a hat because its just hair and horns on his head π
Fair
Guys I loooove ripping avatars and spreading false information on the internet
hey what's causing the muscle preview to blow up in scale like this? it's messing up my default finger animations :o
Currently trying to do toggle but it isn't really working. I have the animations done for it properly. Its just that it isn't doing anything at all
does resetting the pose fix the issue? (there's a dropdown at the bottom)
you should test it in Unity!
that'll be easier than checking in-game
(use the Gesture Manager tool for this)
okay did that.
Still trying to figure out whats wrong with the toggle animations not working.
when I export the FBX to the fbx file that unity is currently using, it updates the FBX but the models inside it's prefab hierarchy gets deleted, like headgears or accessories
how do I prevent that from happening?
first, make sure that these parameter names match exactly:
- the name in the VRCExpressionParameters asset
- the name in the menu control
- the name in the animator's parameter list
what does "inside its prefab hierarchy" mean here?
Understood, will check and make the names match exactly.
as in like inside of the root of the avatar in the hierachy list. does that help?
show me the hierarchy for the avatar; leave everything except the root object folded up
the Gesture Manager has three tabs, and the third one is "Debug". You can click that to view a list of all parameters on your avatar
if you can make the animation play by messing with one of those params, then you have a mismatch somewhere
okeyy
End End End End
any object that does not have a + icon is part of the prefab itself
hit the little > button to inspect this prefab, and show me that hierarchy
yeah idk why its there
it's possible that some objects come from the original FBX
(and thus disappear if your new FBX lacks them)
everything above the "PB" object is from the model prefab
if those are disappearing on you, then your new FBX must not have them
but these 3 one
the "heart" and "Heroheadphones" disappeared when I overwrite the FBX
but these 2 aren't part of the original FBX, they're their own seperate FBX files, so idk why me updating the FBX deleted those 2 even tho they're not part of it
make sure the new FBX has the armature (and all of the same bone names)
could it be the factor that the one in blender has 2 identical armature or duplicates that broke it?
seems eye tracking isnt working for anyone
anyone know how to fix this?
i made a better picture of what i want from my avatar if this helps cause im bad at wording
this happens when you click "build and test" for an android version - that requires a connected android device or active emulator running.
You probably mean to just do "build and publish" or just play-test in play mode in the editor.
oh ok thx
Anyone well versed in VRC Fury that can explain why this game object:
Decides to place itself here, instead of the index finger?
I have an avatar I want to have a toggle for equipping a weapon, but I also want to put in a separate customization menu so that it's possible to swap which axe is being equipped using a menu like this.
Anyone able to give some advice on this please?
When I use the prefab fx controller that came with the model it breaks it
Why is there a couple of toggles in vrchat that dont work but in unity through gesture manager those toggles that didnt work ingame started to work.
it's fine when not in play mode?
Yeah
bad animation then
Hm but it's from the model's prefab and it works fine on the original
I did modify it a lil bit in blender
doesn't change the facts
If I put in a new fx controller it's completely fine as well
Uhhh I'll try cause there's like 3000 parameters and blend shapes
you could disable all the layers in that controller, then enable each one by one and see which one causes the problem
I suppose
I've done it a few times, works well
Sooo what do I do with the bad animations?
?
what?
What do I do with the bad animations?
I have no idea what is happening in your project or what the animations do, I've got no advice
they appear to be amplifing themselves by a thousand
did you recent re-export your avatar from Blender and not set "apply scalings" to the same setting that was previously used? That could cause scale issues. I'd suggest setting that to "FBX All" unless you know for sure it should be otherwise
uhhh dont know what that is so probably not
okay that's likely the issue then
(it's a setting in Blender's export dialog, if that wasn't obvious)
is there a way to make certain elements show through other parts of the model with poiyomi toon, while using as little extra skinned meshes/materials as possible? (like eyes/eyebrows showing through the hair) there is something im thinking of trying in the future but i don't know what's the best way of going about it
that seems to have completely fixed it Thank you
also oh gawd
blender quit being a blender
this is something that always happends to me and idk how to fix it
basically when i join all the parts of a model into 1 mesh some of those parts turns black for some reason
here is a example of what i mean, is there a way to fix this?
How do i remove physbones off the back of her hair???
your model may - for whatever reason - be losing any separate materials it has, and might only be using one in the output
if you're using some kind of unity addon to merge it all into one mesh, you might want to do it in blender instead and make sure all the materials are saved, and if they are not then assign the materials that need to be assigned
that might be the root bone so the hair only uses a single physbone component
either go into blender, delete that bone and reimport, or change your physbone multi-child type to 'ignore'
probably dont delete it though unless you know it won't damage anything
is there any way i can use roughness maps on quest?
like, the roughness maps used in the Autodesk Interactive shader?
Hey! Trying to figure out something, if itβs even possible. Iβm trying to fit an outfit to a model that was not its intended model. Trying to move the leg bands here. Any suggestions how? L and P donβt seem to do anything.
other example just in case
you can use stencils in poiyomi
i dont know the exact science but i know thats the module you'd wanna use for that
thank you, i'll look into it when the time comes
oh it does look like they all use the same material... my mistake... that's really weird and i've never had that happen to me before
looks like a uv mapping issue?
how many uv maps do your meshes have?
one
You can move it via the GUI as well, not just via keybinds
yup
How?
Iβm brand new to Blender and kind of learning on the fly
how are the materials setup in blender? is there any tricks being done in the shader, or is it just basic pbr?
In edit mode, you can use the move tool
https://youtu.be/7ZbilpdL63I
Random blender video i have in my clipboard
Lifesaver π
Can someone help me fix this? Idk how to fix it myself
the material is just one, all the texture is just one image
and no, i dont use any tricks or shaders or pbr in there
You can apply the write default fix by vrcfury, or manually fix write defaults being off for your layers and animation clips/states i think they are called in your animator
From what i understood, write defaults work like this
WD off:
If you use an animation to show a part of the avatar, and now exit the animation again, it stays enabled.
You'd need a seperate animation to turn stuff off again.
WD on (recommended):
If you use an animation to enable something, and exit it, it will turn off again.
Ohhhh alright thanks you!
open the materials dropdown in unity, how many slots are showing?
and which shader are you using, have you set up the material within unity already?
why are my model and particles showing an error shader when in play mode? is this normal?
its never happened to me before
ohhh wait i think its because im doing it with it set to Android and they use PC only shaders, im gonna switch over and see if it fixes it
i cant find it
where is the materials dropdown thing?
and im using the deafult vrchat shader
that wasnt what the warning was saying
Well it would still be fixed if wd was forced on via vrcf right?
its not about on or off
confused
its the fact there are animations states with no animations
Ok
I do that a lot for transitions and seperate transition paths
Don't see an issue with that tbh
i never animate stuff off
its mostly either or
Either wd off and on off animation
Wd on and on animation?
its entirely either or on preference
albeit there are certain things wd off does better
gonna guess when you later wanna toggle stuff off and not right away?
sequenced stuff
to put simply
if you used write defaults and wanted to use a singular layer for a 52 card deck shuffling
thatd be 80,658,175,170,943,878,571,660,636,856,403,766,975,289,505,440,883,277,824,000,000,000,000 animations in that singular layer
compared to having write defaults off going down animating each of the 52 cards one at a time
being only 2704 animations
why so many though?
write defaults on means as soon as its not longer being animated it resets
doing it in one layer would require an animation for every possible combination of the 52 cards
which is a very big number
right under where it says root bone
on your skinned mesh component
I'm working on optimizing an avatar for Quest. Would the tail physbones still be synced between platforms if the number of bones in the tail is different for each? (19 on PC and 9 for Quest)
It won't. Player between platform will see different tail bone being grabbed.
"Only" 2k πππ
But ye, makes sense. Thanks for explaining π€
I am glad if i can stuff my animations into a blendtree
Will have to learn some conditions as well, so i can convert some of my layers
well I mean thats the minimum for 52 faces on 52 cards
I thought it might not sync at all. When you say a different bone, does that mean they'll still see it getting grabbed at all? Like if it's grabbed and posed would it end up in a similar position?
Difference would be varied depends on different between bone structure. For example if you pose the 9th bone from quest which is at the end, PC player will see 9th bone which is the middle being posed. And if PC posed 10-19th bone, Quest won't see any bone being posed.
@night ember How much optimiation will be done if i start to switch some layers to a blend tree?
-# I don't need a number, just if the performance inpact is big enough to notice (not fps)
I see! Thank you very much!!
I swear i saw some docs mention it is enough to consider doing it, but i forgot where i saw that. Mayve vrcschools? idk
i know they have a nice tutorial on how to do conditions and math :)
https://vrc.school/docs/Other/Advanced-BlendTrees/
bruh i hate that we cannot use hyperlinks
reeee mods >:(
Due to the high performance impact of Animator Layers in an Animator Controller, it is often a lot better to combine things such as toggles and radial menus into a single Animator Layer by using a Direct Blend Tree.
https://vrc.school/docs/Other/Advanced-BlendTrees/
I used hai combogestures to add gestures to my avatar, but I have contacts and when these contacts are activated, the default gesture ( blinking ) still plays when i do the contact and it looks wrong π ? Anyone know how to fix this?
id add gestureleft/right equal x - dont allow it to trigger (transition on contact) , it will stack when contact also trying to add a shapekey
can also make it so contact work when gesture in use- but dont use a shapekey
1 gestureleft/right = in use > do everything but shapekey | 2 no gestureleft/right detected = allow use of shapekey
there is a reason i tend to use images, bunch of text confusing
I keep getting these errors when opening the Builder to upload the avatar, any fix?
Hi im currently having an issue with avatars, I have update while off screen on but it still disappears? even when you get to close. I have no idea what the issue is.
Do you mean object disappeared when being around screen edge?
no like the whole avatar in general
You see it disappear at center of screen or on the edge?
does anyone have a link to the offical Alcom website?
I want to be sure im getting the official version
when ever someone gets close or far away and angles
like all angles
mostly from the sides
Still sounds like mesh bounding box, you have to check skinned mesh renderer component in your avatar.
okay ill check it out
To clairify this. Is it other people seeing your avatar disappears, or you're seeing everyone else disappears?
other people seeing my avatars
and i see it to when they wear it
So, it's mesh bounding box.
i just ahve to make it bigger?
Yes. Cover whereever the model part could reach.
Do you mean object disappeared when being around screen edge?
To rectify this, the avatar is made of single object so it has only one bounding box, so it's just going to disappear out all at once.
whenever i try to edit it, it doesnt change at all but the model seems to already be in the box
How did you edit?
that bounding box look fine
if you adding other things to it in unity those will have funny boxes
Bounding box should extend a bit beyond the actual model. If you lift the arm forward it's just going to be out of bound.
By changing the center and extent numbers in the skinned mesh renderer i also tried by clicking edit bounds
that makes so much sense
thaats def why
Do the numbers stay to what you change them to?
Can you screenshot the entire unity screen instead?
When you click Edit Bounds, do you move the bounds showing in the scene?
i try to but i cant grab the bounds
go into playmode, look at bonding box - now force T pose, surprise bounding box change
What if you type in extent X 1 ?
that is forced off in vrchat
this it when in t pose
oh you have one of those with scaling 100 
no sure if that matter , havnt uploaded one of those in awhile
Update off screen only relevant to animation, not object being displayed on screen.
Ohhh okay
I'll try that out
nothing
Try restart unity once.
ok
i restarted it but nothing changed
oh wait i just turned off update when offscreen and now the box is huge
i can edit it now
Ok proceed.
i have made it much bigger do i upload it now
how can i use the vrchat circle menu in unity im so confused
the avatars still dissapear
this time its only when u get close
How the bound is look like now?
It's alot more bigger then the whole model
Nothing going out of the bounds
Should take screenshot instead. Also is the Root Bone the avatar hip bone?
Ok gimme a few and no the root bone isn't the hip. Does it need to be?
It better is. Because it's the actual root of humanoid skeleton bones.
If you move hip bone and see bounds stay in place, that's the problem.
I'll check it out for sure
please
Install Gesture Manager package for testing.
i have it i just wanna know how to use it
Enable it via the Tools menu first.
ok i did
Then start Play Mode.
how do i do that
The big Play button at the top of unity screen.
oh ok
thank you
is poiyomi safe to use again?
@stray gorge always was
at least github free aka toon version, no idea how pro is done
they got hacked a little ago, but yeah its safe now
its a person's accounts what got hacked, but shader itself wasnt ever updated during that time
like, they could've uploaded smth malicious but never got to it. And it is tracked when there are changes. So no, shaders themselves never got anything in em
someone
AAPs cannot be copied by Parameter Drivers, if that's what you're doing
otherwise, you'll need to provide more information
no, i look at it in the avatar debug menu and they don't change at all
and its in the fx layer
idk what im doing wrong
They wonβt show up there
Yes, that works
AAP?
animated animator parameter
ahh
anyoen got any tips for optimising booth models? i know about D4rks avatar optimiser and AAO but what other tools are usefull?
im tryna get it to atleast poor rated, just wndering if theres other things im missing
oh to clarify i got 1 outfit on the model, i keep them all on seperate versions
@trim prism wed need to see current stats ie #avatar-help message
cause if its 200k polys with one outfit aint nothing saves it other than remake
Honestly, this whole guide has been my lifeline for optimizing booth models, goes over a lot
https://hackmd.io/@kurikotw/AvatarOptimize_ENG#VRChat-Avatar-Ultimate-Optimize-Notes-Modular-Avatar-Supported
Helped me get my Kipfel and Mamehinata edits down from very poor to medium
exporting a model to a fbx like this but when i export it i get this
the models full offset from the origin point and is T-posing which i dont know how its forcing it into a T pose
anyone know how to make it to where you can grab physbones in playmode in game mode? i could before but i cant anymore for whatever reason
It should work by default in the Game view - make sure you aren't trying to do it in the Scene view
yea im in game view, its confusing because it lets me interact with colliders still but i cant grab physbones
Just to confirm, on your physbones themselves, have you set them so they can be grabbed?
yea
yea this is it currently while using AAO, also removed accessories like garters and pericings.
could i decimate the outfit in blendere maybe? idk how else i can remove poly count lol
ill look at this!!! seems very usefull
you can certainly remodel the model in blender
Aside from the guide I sent, I'd recommend toning down the texture memory (thry's vram calculator is very useful for seeing what is eating up so much texture memory)
For future reference I'd also look at the number of triangles and other performance stats on assets so you know what exactly you're dealing with, if they don't have displayed uhhhh good luck lol
good to know!!
idk much about about modelling but i can deff try that if i cant get it down >W<
If you want a quick, slightly dirty and non-destructive way to decimate it in unity there's always meshia mesh simplification but it's not always reliable
Again, just read through the guide since it shows stuff like how to remove mesh via blendshapes if you wanna get the triangle count down
easiest one to fix
+ vram << this one is important, not many have 16gb+ vram , triangles can be abit of a slog , 70k tris still after so many years 
What can I use to make textures?
any image editing program
Photoshop, substance painter, substance designer, gimp are some of the main ones
Help
I'm not sure what you want vs. what you got
In blender make sure the avatar is standing on the origin, and all transforms are applied
other than that I guess I didn't understand what you're explaining.
but its not standing on the origin
Yes, go make it stand on the origin.
@trim prism yep getting down to under 70k would be the most challenging, theres some chance that still some unimportant accessories have way to many polys but needs a proper blender inspection. the rest should be easy
is it tho, vram i mean? theres streamed texture mips load and culling, its way better for 8gb nowadays than in 2022
go to a room with 30-40 people, bye vram, usually around 12gb for me
well it prob doesnt even fallback to offloading, i had 8gb up to 2025 and it was perfectly usable at the end
is there a quest compatiable shader thats like the legacy multiply double shader?
uh, double, what? theres a normal multiply shader in vrc mobile particles
truee, rn i just have the jumper. bottom, hair, body and face
In the legacy shaders there is different particle shaders and one of them is called multiply double and it makes the lenses still dark while being able to see through them
If that makes any sense
not really. google says it just premultiples (base+detail)x2 textures. so multiply is still perfectly usable
you just need to make it lighter
Ohh I see
do the shaders for quest avatars have any way to animate hue? They don't have an animate right click for making a slider in vrcFury
You can animate pretty much all shader parameters.
Can someone please help me figure out whats wrong my weight painting? Ive been fighting with it for hours.
The front part of the strap functions correct, but the back is all mess up
I need help having my weapons work on my avatar
thats pretty vague
you can have only a max of 4 bones weighted per vertex
that or the top part of it isnt actually weighted to whatever
does anyone know a tutorial i could look at to basically have a bell on my avi make sounds when i move?
Make sure you turn on auto-normalization and normalize the weights, otherwise you can't quite trust the color
I don't know of a tutorial but you can use a physbone for the bell, they have a parameter that can be set with the angle of the physbone, use that in the animator to trigger a sound if the angle goes past some threshold
why is the raw normal texture (on the left) looks completely different in unity when it sees it as a Normal map instead of default?
particually the bottom one is green
istg ima beat upp the unity creators >:[
left image might be using a different mode for the colors
(i.e. RGB instead of indexed color)
hey yall im experiencing an issue with the sdk every time i try and upload my avi to quest it shows this error and wont show me the performance rating
is that the only error?
yes
how annoying.
very
how do I know what mode the unity is using. oir can I tell unity to export that image that it's seeing as?
hey, anyone here work with the new cryptia fnia models?
having an issue with Type 0 and her hat
Could someone whoever can upload dm me to upload fnia model files i have to my account cause I can't upload and I have no pc-
Don't ask here, you'll get scammers.
Ok
i mean, i have all 5 girls that are out. currently working on fixing goldie
her hat toggle seems broken
So you know how to upload?
yeah. but not too sure i should as idk if you own the files and i dont want to be a leaker
no im saying i have the updated files. idk if you own them
I do
like idk if you paid for them
i mean, as i said im fixing goldie's hat toggle so once that's fixed and i upload it for someone else, i could do it
I will never understand people buying models they can't upload.
Ok :3
Just dm when your done ok?
I have the files all in a Google doc :3
seriously though, someone help me. the hat toggle is broken. instead of turning off that hat it turns it purple
and i have no idea how to fix it
So dm me when your ready
Cause that sounds very legitimate
free account? cool
i mean if he got the old files from gumroad before she shut down her gumroad page, then it would be on google drive as gumroad buyers got a drive link and all files get updated when the ones on itch.io get updated
It looks fine in Unity, and you already have it set properly.
So if i, hypothetically, set the emission color to a grey in a toon standard material, would it make the og colors show more?
white I'd think would be ideal for that
well yeah but I wanna use that Normal map that I got from the avatar in other engine like Blender, but because the bottom is green instead of the usual light blue, it breaks it
I wanna know how is Unity able to go around that
is there a script/tool that converts unity constraints to VRC constraints non destructively (and fixes the animations) at upload?
Ive noticed that when using the permanent conversion in unity the animation references are breaking and id like to avoid remaking them. (its not a simple setup im working with)
I really want this prefab I have to work on quest
in Blender you set the image type to indexed color, I'm not sure what the issue is
er, non-color
I have just been informed about MA convert constraints
Could someone help me? I added clothing that says is rigged for my avatar body under my avatar and it just spawns and is floating there. It doesn't attach to my avatar, I added a vrcfury armature link and the armature is on the hips like it should be and also the root bone is on the hips
what does "the armature is on the hips" mean?
like it says armature and then it says the armature is hips
can you show that? I'm not following either
seems sensible at a glance
so everything seems normal?
The clothing says it is rigged for my body so I didin't understand why it is not attaching to the avatar or conforming around the body
eh, hard to tell from just these images what it's supposed to do
i have a question. is there a way to do partial transparency im trying to do something for the eyes of an avatar im working on
specifically for the eyes here
Sure, use the alpha channel on your material. That is, unless you mean quest, then you don't get that.
For pc.
so in texture paint o just decrease the alpha value on the texture in sections i want more transparent?
Sure, that's one way. Make sure your material uses a shader that does alpha transparency
Poiomi is what i use
Then at the top, pick a rendering preset that does transparency, like cutout or transparent or trans clipping
huh, today I learned that thing has a name
this shit is so confusing
Just move it to line up the body?
but then there is gaps between the body and the clothing?
I mean, theres a pretty big gap rn...