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报告翻译问题
"AABB" I got no idea on. That a name of a bone?
As for shoulders. They need to be a child of your chest. An armature normally goes. Hip bone splits into legs and spine. Spine to chest who then splits to neck and shoulders. Neck to head, shoulders to arms, and legs to feet. Then comes placing them all in place and attaching the right parts of the model to them.
Bone parent/child chains are very important to rigging an avatar. It wont work without it being proper. Can be spoofed or bones go unused, but they NEED to exist and be in order.
If your prebuilt model doesnt have shoulders, then you gotta take it into Blender or another modeling software to add them.
There is a reason most everyone uses the same avatar base, are poor quality, and /or it's rare to see anything unique. Avatars are a pain in the ass to make and import into VRchat.
I can see what you mean. I actually managed to get an avatar to pass the checks for publishing thing was - it was giant for some reason and I can't understand why.
Thank you for the help. Im honestly just new to this and going in pretty much blind.
That's likely a scaling problem. Easy enough to fix in Unity. Click the avatar in Unity and where you set it to 0/0/0 there is a scaling option. Just reduce it to fit within VRC standards. A FNAF avatar should be of the taller side, so a 1.5m or default 1.6m high viewpoint should be good. It'll be rather big though.
If you want to fit better with other avatars or be more compatible with random worlds. Aim for a viewpoint of 1.4 in my opinion. It will still be a bit tall for some worlds, but you should be fine. Plus it is always a good idea to have both a tall and short avatar just in case.