SDK Vrchat Tutorial
SDK Vrchat Tutorial
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1 NOTE: You need to be at least New User
rank in VRChat to be able to upload avatars!
First, you need to get two things: Unity
and the VRChat SDK.
Go to VRChats official website, log in
PREPARATIONS
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While installing Unity, you can
go ahead and also download
SDK2.
Keep track of where you save
it, but don’t open it yet.
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Once you’ve installed Unity (with or
without the Hub), go ahead and
create a new project.
Remember the folder location of
your project files!
PREPARATIONS
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The SDK2 installation can take a bit of time. Once
done, you should have a new VRChat SDK tab at the
top with these shown options, and some new VRC
folders in your assets at the bottom.
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First, right click in your assets
area and create a new folder.
Now that you have the files in Note: Sometimes a model might be missing
textures in Unity or look weird. Ignore that for now.
Unity, drag and drop the .fbx
model file over to the Hierarchy
panel on the left. The model will
pop up in the middle of your
scene. (You can use your mouse 6
buttons to move around the scene Next, go ahead and save (up in the
in the middle and look around) “File” tab). Make sure you save in the
same place as the rest of this avatar's
files. A new Scene file will pop up in
the middle of your avatar files. This is
essentially where the avatar, and all its
info, is saved.
Next, we need to fix some stuff on
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the model.
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- Change “Animation Type” to “Humanoid”.
- Make sure “Avatar Definition” is set to
“Create From This Model”.
- Hit “Apply”. (Save if it asks to save)
- After applying, click “Configure…”
This is the rig view. Often you don’t
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Check that the Chest slot has a chest bone in it, and that the Upper
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Chest slot is empty. Any missing bones can be dragged to the slots
from the Hierarchy area mentioned earlier.
13 If Unity complains in red text that the avatar is not in T-pose, you
can force it in the little Pose menu. Here you can also reset the
pose if you accidentally moved something. You can also let Unity
auto-assign all bones again in the Mapping menu if something
goes wrong and you need to reset everything.
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To make materials more accessible,
change the Location to Use External
Materials (Legacy). Then hit Apply. You
will get a new folder called Materials.
We will do more with this later, for now
just leave it as is.
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Next, click on your avatar root in the
Hierarchy area. (You might have to click the
small arrow next to your scene name, in this
example named fizzScene, to make it appear.)
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Then we need a face mesh. Expand your avatars root
in the Hierarchy area on the left so you see
something called Armature and Body. Drag and drop
the Body to the Face Mesh slot.
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You’ll get a list of visemes (mouth movements) that 23
VRChat uses. This area will usually fill out itself. If it
doesn’t, you can manually select visemes from the Once done, head over to the
lists. They might not always be named according to top left of your Unity window
the image here, but will they work nonetheless. and go to Show Control Panel.
Once you’ve logged in, you’re ready to upload!
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In the Builder menu you’ll see a bunch of stuff about your
avatar. Some stuff needs to be fixed before you can
upload.
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In this example, there are two things to fix.
Hit Auto Fix on the automatic lights and click away the
window that pops up.
Also just hit the Auto Fix button for the mipmapped
textures thing.
Now you can build and publish!
Note: There’s a whole bunch of errors and stuff that can hinder the
upload. If this happens, try googling whatever it’s complaining
about.
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Agree to the thing and hit upload! Once
done, you’ll get a little message.
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First, drag all the texture files you have
in your main avatar folder into the
Material folder. This is simply to keep
things tidy.
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Go to the material folder. Here you have
the textures you just dragged, as well as
one or several spheres. These are your
avatar’s materials. Fizz here only has one.
There’s a TON of options here to mess with, for now I’m just
going to explain a few small things in the Advanced tab.
7 MAIN:
Color & Alpha should be set to white, unless you
want your avatar to be completely red or
something.
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Next, go back to your scene view
and then click on VRCCam
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Set Clear Flags to Solid Color.
Then you can change Background color to
whatever you want.
Field of View changes the “zoom” of the
camera. I like to keep it at 20 or below.
Change this value, then move the camera
in the scene to your liking using the red,
green and blue arrows.
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Press Body. Next, on the right side, display
BlendShapes on the small arrow if you don’t see a
list like in the picture.
5 Play around with the slides in this list until you get an
expression you like. Click on the VRCCam again when you
want to check how it looks on camera.
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You can also change the pose.
Inside the Armature you have bones you
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Once you’re done, click Game and then get
back to uploading!
Gesture-time!
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Select the dupe, then click Window>Animation>Animation
You’ll get this little animation window. We have g_FingerPoint
currently selected. If you click on the part that says g_FingerPoint,
you’ll get a list of all the gesture animations you dragged earlier and
can swap between them.
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Let’s edit g_Finger point. (You might see your dupe model go into
a bicycle-sitting pose at some points, this is normal.)
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Click the small red recording button.
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Then, click this top keyframe so the entire column
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Then, click on the
0:01 area to move
the white line to the
next frame…
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All these same steps can be done to
the other gesture animations!
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Once you have all your gestures ready, go
ahead and hide the dupe and display the
original avatar.
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Next, we need to find an override thingy. Go to
VRChat Examples>Examples2>Animation>SDK2.
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Here you’ll find the
CustomOverride controller.
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Duplicate the controller by pressing
ctrl+d. Then drag the dupe to your avatar
folder.
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Go to your avatar folder and select the controller. The
controller will tell VRChat which custom animation will
replace which default one. You can replace other
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Drag each animation to the spots you see here on the
right. You can mix them around if you want to, but these
seven spots are the only ones for gestures.
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Once done, select your original
avatars root again.
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Then drag the controller to the Custom Standing
Anims slot in the avatar descriptor.
If you haven’t replaced your Idle animation, you
can also put this same controller in the Custom
Sitting Anims slot.
Uploading for mobile platforms works the same as for PC, but with some exeptions.
You’re best off following the official instructions to get everything working.