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Common issues

The avatar version listed on the store page is no longer available

If the specific avatar package version is not available anymore please contact me trough Booth DMs By clicking the mail icon on my Booth page

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I will try my best to provide an update to retain compatibility as fast as possible

I've adjusted my avatar with blendshapes and clipping occurs when blinking

This guide is useful if you've adjusted your model with blendshapes

Locate your custom model's main FBX file and back it up

First you'll need to find your main FBX file that contains the head of your model. To do so:

  • Select it in your scene hierarchy by left clicking on it: UnitySelectPrefab

  • Go to the inspector tab (By default on the left hand side) UnityInspectorTab

  • Click on the avatar armature component (the little green icon of a person)

  • This will reveal the file in the unity file explorer

  • Right Click on the parent file of the avatar armature component

  • Export Package

  • Untick Include dependencies in the window that opens

  • press Export...

  • Select where you want your backup to be stored at

  • Return back to Unity

  • Right Click on the file again

  • Click Show In Explorer

Open Blender

  • Download Blender here
  • Follow the install wizard
  • Open Blender

Clear the scene

  • Click anywhere on the viewport to remove the startup splash screen
  • press A to select everything
  • press Del to delete everything

Import your custom model

  • Direct yourself at the top left of your window

  • Click File

  • Click Import

  • Click FBX

    BlenderFBXImport

  • Select where your custom model is located at

    BlenderImportFBXFile

  • Press the Import FBX button at the bottom left of the window

Your custom model should now be into Blender! Feel free to save it somewhere safe by pressing Ctrl+S to save your progress

CustomFBXImported

Generate a mix of your blendshapes

Back in unity take note of your blendshape mix and reproduce it in blender

  • I suggest using nekobako's Editor Patcher, here's a link that will add it to your VCC

  • Click Manage Project on your project

  • Search Editor Patcher and click the + icon to it to your repositories

AddEditorPatcher

  • Select your face mesh on your avatar (It's called Body Here)

SelectFaceMesh

  • Develop the Blendshapes section

  • Press the little 0 next to the search bar to only show the blendshapes that are non zero

CustomShapeMixUnity

  • Select your face mesh in Blender by simply clicking on it in the viewport

  • To select the value in blender go to the data properties tab (3 green dots linked together) DataPropertiesIcon

  • Develop the ShapeKeys menu

  • Click the search arrow right above the Relative checkbox

    ShapeKeyMenu

  • Search for the same blendshapes you have customized on Unity (in my case here it's browDownAngryRight & browDownAngryLeft)

  • Set them to the same values (be careful blender shapekeys are 0→1 where unity is 0→100)

    ShapeKeysMenuBlendShapesSet

  • Click the little down arrow bellow the - button

  • Click New Shape from Mix

    ShapeKeyMenuMix

  • Press the little X near the search bar and scroll at the bottom of the list to reset your search

  • Press the Little X On the same line as the Relative tickbox

  • Scroll down at the Copy the name of your shapekey mix (you can double click the name to select the text) (in my case it's Key 241)

    ShapeKeyMixCreated

Applying the fix

  • Search EyeClosed in the shapekey list the same way you searched your custom shapekeys

  • Click the Y- Gizmo or press Numpad 1 to make the avatar face forward

    Y-Gizmo

  • Go into edit mode by pressing Tab while having your mouse over the viewpoint

  • Click the Xray Mode button at the top right corner of your viewpoint

    XrayMode

  • Select Roughly the right side of your face

RightSideSelection.png

  • Select the EyeClosedRight ShapeKey

  • Press Ctrl + V above your viewport

  • Select Blend from Shape

    BlendFromShape

  • Click the little arrow to develop the Blend from Shape menu

    BlendFromShapeMenu

  • Paste the name of your custom mix (Key 241 for me)

  • Make sure Add is ticked

  • Set a weight of -1

    BlendFromShapeCompleted

    This is what it should look like

  • Click in anywhere on your viewpoint to clear your selection

  • Roughly select the Left side of your face

    LeftSideSelection

  • Reproduce the process with selecting EyeClosedLeft

Export your work

  • Direct yourself at the top left of your window
  • Click File
  • Click Export
  • Click FBX

BlenderFBXExport

  • Select where your custom model is located at

  • Click the file

  • Switch back to Unity

  • Select your custom FBX file in the Unity file explorer

  • Look at the inspector window

  • Take note of the Convert Units scaling (Here it's 1M/Unit but it can also be 1cm/Unit)

UnityImportScale

  • In the Blender Export window take the appropriate export scaling 1M/Unit = FBX All & 1cm/Unit = All Local

BlenderApplyScaling

  • Press Export FBX

You're done!

Eye rotation broken

This is likely caused in situations where the avatar component doesn't reference the right eye bones, this can be caused by a few different factors:

Your eye bones are not mapped

  • To identify the issue: Select your avatar's fbx file in unity, go to the rig tab, configure, then select head, and look if your eye bones are properly assigned

  • To fix: If they are not assigned, select them from the hierarchy on the left

The reference to the eye bones is missing

Another animation is preventing the eye from moving

  • To identify the issue: Use the same animation controllers as the prefabs I provide and remove any modular avatar or VRCFury components

  • To fix: Check for Animation Tracking Control components that may set the Eyes & Eyelids the Tracking state, and/or add-in one by one every modular avatar or vrcfury component to identify which one is causing the issue.

Patcher script creates red errors

This is a commun issue on some computers with their language set to something different than English.

This can be solved by:

  • Opening your windows control panel
  • Clock and Region
  • Region
  • Select Administration at the top of the window
  • Click Modify global settings under Language for non Unicode programs
  • Select English (United States)

You can revert the changes after patching the model

My custom blendshapes configuration gets reset when I upload my avatar

This is likely because the avatar has a resting face animation which resets some or all of your custom blendshapes configuration,

This can be fixed by recording your custom configuration on top of that resting animation