Just updated the script with a fix with regards to saving your project. If you were getting errors when reopening a project that had used apply accessories, the new script fixes this. If you are getting errors, you will need to fix this by opening the animator controller called FX and deleting both the parameters and the layers that are mentioned in the errors. Also manually delete the accessories from your character. Rerunning the script should work properly.
This legit saves me so much time from having to individually put clothing pieces that have a bone for every existing bone down to the fingers onto the respective armature parts one by one. Thank you so much for this!
Rushed my comment yesterday in my exitment, It's a really big improvment. had some issues with the older one but so far nothing has died on me and it's a breeze to use. Thank you so much for this script.
something interesting about your automatic toggle creation is that because of the defualt one going to the "wait" animation, upon spawning in in custom clothing youll be naked, so i recommend to change it so itll create two animations per mesh if you could, one for on and one for off, and that'll get rid of that issue! : )
You are amazing! I was so close to giving up after I bought some new clothes for my avatar and messing with the armature kept breaking everything. Thank you so much for making this.
The outfit I'm applying to my character seems to be working in Unity except for the fact that it says "clone", but when I load into VRChat, it just doesn't appear at all. I have it switched on in Unity too but it just won't show up in-game. Edit: It is actually now working! I think I had to check "don't reuse bones" and it's doing it's job now :D
When I try to use this tool, I get an error like "Object reference not set to an instance of an object", something about not having enough available parameters
Fairly new to editing in Unity, but when trying to add the skirt I noticed you already had a menu set up for that asset. How did you go about adding a new menu/sub menu for the toggles?
normally this works well for me but on this specific project that i've started I can't get the window to appear? I'm just kinda lost never had an issue with it before
help i keep getting this error, Not enough available parameters to add all accessories. Remove the Submenu parameter to reassign armature and have accessories permanently on.
Here's something I do want to ask. If an avatar has thickness sliders and what not. How does one add these features to those accessories. The clothes have the necessary blend shapes, but this isn't really clear on how to add those, and do I need to add a custom animation for every avatar edit slider on the hyenid in this example??
A late question: I'm in 2019.4.31f1 and after running the Dynamic Bones package I don't see the Window option for ApplyAccessories available. Any reason this could be the case?
I had the same issue in 2019.4.31f, So I just created a new file and had all my packages aside, add every package (Except the clothes first) Set up my Avi descriptor and then added it before doing anything else. I think unity is a bit jank when adding certain packages after you've done any work to it
Having a issue where the accessory just becomes a clone object and doesn't appear in the model itself. It gives a NullReferenceException: Object reference not set to an instance of an object ApplyAccessories.updateAnimatorController (System.String name, UnityEngine.AnimationClip animationClip) (at Assets/ApplyAccessories/Editor/ApplyAccessories.cs:152) error.
When I add accessories to my avatar it all appears to work fine (the accessory is moved to within the body folder and appears greyed out, the custom animations are generated), however when I test the avatar in VRC the toggles don't do anything. I've tried a few different accessories with no success, so it's definitely user error on my part :') Any ideas as to what the problem could be? UPDATE: After applying the accessory in unity, if I enable the accessory again in the avatar hierarchy it doesn't re-appear on the avatar. Not sure if that's helpful info but thought I'd mention it just in case!
@@stormz- Unfortunately not, I ended up learning to do it manually:') Hopefully someone will find a fix or it'll be patched if it's a problem with the code
Hello and thank you for your wonderful script, very nice feature. also, I tried to use the blendshape feature so that it would match the assets and it doesn't seem to work. same armature and same blendshape parameters, any thoughts on what I might be doing wrong? Also, Is there a simplified version of this script that literally only has the two input fields and an apply button? Just curious. Thank you.
Help me : Assets\ApplyAccessories\Editor\ApplyAccessories.cs(403,49): error CS1061: 'DynamicBone' does not contain a definition for 'm_Roots' and no accessible extension method 'm_Roots' accepting a first argument of type 'DynamicBone' could be found (are you missing a using directive or an assembly reference?)
Pretty much dynamic bones are replaced with phys bones, I’d recommend using a earlier version of unity. That’s how I uploaded a couple but unity is still kinda iffy on that front.
Dang this is an old video...Um, I wanted to ask this a while back, but I guess I was too late lol. Does this only work with preset clothing that is only for the specific model? For example, Rexouium clothes only for the rex.
Im merging clothing from one armature to another of the exact same armature, i did it once and everything went fine. but now for some unknown reason whenever i try to do it again, the accessories scale for no freaking reason at all, im at my wits end here, please help
hey i need some help pls when you transitioned after applying the animations i realized i did not have the other toggles that you did. i had nothing for the menu options, which i guess you made them yourself. can you help me with this
Hi! So Does anyone know how I can resize the clothing so that it fits the model without the clothes warping. If it's the same scale as my model than theres no warp at all. but, the body of the Avi is bigger in certain places and skin clips through. I can make it fit if I adjust the armature of the clothes before I apply them but, that just causes warping. any suggestions?
I'm having a bit of trouble with this. When hitting apply the clothing item dissapears and when I build and test the avatar I can access the clothing sub menu but there are no toggles inside it. It also doesn't create the "generated animations" folder
Would this work for a long dress (down to the ankles of the avatar)? im currently having an issue with a dress i made in marvelous designer, where the dress stretches and clips into the legs (legs show up on the sides and back of the dress when walking). can i use this to apply the dress to the avatar and have it walk without clipping through the dress?
I'm actually trying to use the same Nardsuit that you used in the example video and running into the same issue with the chest fluff not being hidden. Unfortunately, opening the animator window doesn't bring up any information for me, it says I need to "Create an animation clip". Any ideas?
It disappears because by default the clothing item is turned off and a toggle is added to the corresponding VRC menu. You can make it visible again by finding the shirt in your avatar hierarchy and clicking the checkbox in the top left-hand corner to enable it. That being said, I am aware of an issue that makes it so you have to select a VRCMenu in order to be able to merge clothing items. It will be fixed soon.
hello! when i try to add a hoodie it keeps removing the tail bones, ive tried it with and without checking the "don't reuse bones" box. If the box is unchecked the hoodie will become extremely warped
Hi! Love the improvements you've done. I am having a slight issue however and am unsure if I'm doing it correctly. For example, in attaching the Polycrow Cargo Pants using the script, if I leave Don't Reuse Bones unchecked, it seems to break the bones of the avatar and prevents any uploading.
Strange, I've heard this from one other person so far, and they've sent me the asset they were having issues with. Hoping to get another update our soon that fixes this.
@@puffhimself Thanks for offering, and I may get back to you on that. At least for now, I should be able to recreate this as I do have the assets you're having issues with.
@@ArtemisDergon Thanks for getting back to me! I tried out the newest version, and found while I could leave the Don't Reuse Bones button alone for the pants, that other accessories began to act funny. Namely, when attaching the NardHarness, one of the older issues came up where the accessory actually clips into the avatar. In attempting to attach the NardWarmers, instead of adding the accessory to the avatar, it creates a (Clone) of the item in the hierarchy. I re-made the Unity project to confirm and obtained the same results. For now I'll likely continue to use 1.4 as it works fine for what I need, while of course keeping an eye out for updates. I very much appreciate your attentiveness to these issues!
what If a female avatar has dynamic bones on the chest? I tried this and whenever I move the chest clips through the accesory any idea how to fix this?
i got it to work after putting in the dynamic bones. as my clothes still had those and had to convert to phys ones with the vrcsdk. i am not 100% sure if it will fix your issue and i am not prompting you to buy dynamic bones.
so whenever i add a second thing into it after i add my first like my shorts would be seperate than my shirt and i put it in i wont be able to see where the second peice of clothing is??
The clothing items get disable so they're only available via the toggle. You will need to re-enable them by pressing the checkbox in the top left corner of the inspector after selecting them in the hierarchy. The newest version also changes this behavior to make this work properly.
So I did what you have here in the video probably 500 times lol, but every time I do it. It makes the modal that I'm adding really small. And for some reason I cant scale it bigger ( its like its locked) :/ I'm not sure what I'm doing wrong. Any ideas?
The item gets hidden by default, if you open up the your avatar in the hierarchy, it should be there. You can enable it from there. You may also have been running into an issue where don't reuse bones doesn't work as expected and items that were incorrectly scaled then become incredibly mushed. I'd recommend download and trying V1.1.7
You're going to have to join the Nardoragon discord server to get access to those models. You can find a version in Basic-Asset-Sharing and Expanded-Asset-Sharing for the basic and expaneded nardoragon model respectively.
Hey, I'm getting a bug with the Dynamic Bones version of 1.1.7 where it doesn't load at all. The error I'm getting reads "Assets\ApplyAccessories\Editor\ApplyAccessories.cs(405,49): error CS1061: 'DynamicBone' does not contain a definition for 'm_Roots' and no accessible extension method 'm_Roots' accepting a first argument of type 'DynamicBone' could be found (are you missing a using directive or an assembly reference?)" Is there any way to fix it or am I just gonna have to use the standard non dynamic bone version?
Your shoes would need an armature, if they don't have one, you'll probably need to attach them to the foot bone manually and then you can use pumkin's avatar tools to add a toggle for them.
They're Kailh Box Jades. I custom-built my keyboard and soldered them on myself. I'm a big fan of split keyboards since they've helped alleviate a lot of my wrist issues, the one I use is a KBO-5000, you can get a PCB kit or even a pre-soldered kit (with Kailh Box Jades) off of keebio.
In the window menu, there is an option to open Apply Accessories, you want to click that. Also I double checked using a fresh project, and so long as you have the VRCSDK installed, and you import ApplyAccessories, everything should work as expected.
@@ArtemisDergon I restarted unity because I couldn't see the "apply accessories" window option, and it still isn't there. Does it have any conflicts? I have textmeshpro in.
@@christinaelaine1655 lmao I still just do it manually. but I found if you search "left ankle" in the heirarchy and select all of the bones called that, you can just drag and drop them onto the model and they all go there. so import and resize your clothes to fit before putting them on. or after it'll just be a bit harder if the clothes don't have blendshapes.
I have never used VRoid, so I'm not entirely sure what this would require. If you can export a file from VRoid (such as an FBX, or OBJ), you should be able to reimport them into unity.
This used to work perfectly but now for some reason when I try to add an accessory, it creates the toggle fine but it completely breaks the clothing mesh after I try to toggle it on. (The mesh becomes massive and broken.