#development-advanced
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The range determines the size of the sphere.
So just set it a bit larger than the mesh.
Also if you increase the height you'll make the collider longer, like two spheres with a cylinder between them.
Correct me if I'm wrong @sterile cipher but I think you can do what you want using a collider from the hips to the knee and another from the knee to the ankle.
Yep, sounds about right.
I've tried that before but uh.. I have a love-hate relationship with DynamicBones now, so
๐
FYI, for some clarification of misinformation that's been going around lately-- colliders are NOT set to be removed from avatars.
Yay it works
it's not perfect but that would make the skirt look bad
if i added more range
but works as i wanted it to
โค
I love you guys
C:
โค
You're welcome.
Regarding colliders on avatars, this is marked as planned now for those not aware https://vrchat.canny.io/feature-requests/p/hand-colliders
Good, good, maybe I can make my control panel less hackey with this
Hello, I'm new here and I think this is a good channel to start with a big question
How do I make VRChat work on my IMac?
@gloomy mulch you can't play the game on macOS. You can develop for it though. Just make sure you have the right version of unity and Windows build support enabled.
Aw
Does anyone know how I have my character do .vmd animation? I don't know what to do.
@strange fable @mental narwhal Would it be possible to get the Quality Settings config file from the VRChat project posted so we can use them in our editors? or at least screenshots of the VRHigh/Low and DesktopLow settings?
@rough sleet sure I'll try to post some screenshots tomorrow.
Can an animation override, work for just part of the model? such as to allow chaning just the facial expression?
Yes. You can activate blendshapes for that
what about for if i just want animated bones
also curious if i can use animation overrides to animate editor stuff
You can only override your own avatar
custom override can turn off and on render. and particle
there tons way use it just basic stuff is know for now lol
you even swap aninmator controller as well
make Gameobj put avatar in there that generic turn it off
then use animation to turn it back on
then make turn off your render main avatar
it way to make longer animation and dnace work
lol
without switch avatar
in menu
aninmator controller only work on generic avatar
Does anyone know how to make custom movement animations? I've added animations for the various movements to the custom standing anim controller, but while objects correctly toggle on & off with the animations, none of the bones i've animated do any transformations.
@exotic tree if you are making a humanoid movement it must be applied as an override. Copy the override controller and connect your custom anim to all the slots (eg. walking has 4 directions) then put the override controller in the slot for standing overrides. When you are making a human avatar the main animcontroller should remain blank because it is not used.
There are a lot of animations to override in the human controller because you have walking, running, crouching and prone movement
Help with sound settings? I don't want to blow out any ears
@warm niche I didn't realize this at first, but vrchat ignores the normal min and max distance for audio sources. There's an extra script attached to all audio sources called ONSP Audio Source that contains the range settings.
VRHigh Quality Settings
VRLow Quality Settings
DesktopLow Quality Settings
@rough sleet โซ
@mental narwhal I did exactly that. Maybe the problem is that my avatar has two skeletons. One is a fake humanoid rig attached to nothing so I can properly interact with the world, and the other is the actual non-humanoid rig that deforms the mesh. My animations are supposed to effect the second, non-humanoid skeleton.
Oh wow. okay that's a pretty advanced usage. guess we are in the right channel ๐
For that usage, I'd recommend a whole separate AnimatorController on that non-humanoid, with a Generic rig.
@frosty patio How would I edit those sound settings?
Is the Audio trigger the Play() or PlayOneShot() I am ahving trouble when triggering an audio trigger a few times, at first it works as expected, but when you start to hit the trigger a few times, the audio cuts out and I only hear a VERY short 5 ms beep of the file after it shorts out and it will only play that broken sound from that point on... like it truncated the file, or the buffer is full?... when I use SetGameobjectActive, they Play on Awake as expected... but then as the object gets deactivated, the sound cuts off.. I am trying to get a reliable "One Shot" trigger that I can push, and the sounds will play through, which can handle being triggered a bunch of times without "shorting out" has anyone had this issue with sound triggers? Thanks
I find that playing sounds reliably you need to turn on/off the soundsource and have it play on wake
Otherwise, like you said, after a few times it just cuts out and won't play
Not sure if it's been fixed, but don't use toggle. It's not too reliable either
@autumn hatch thx Zarni!
I'm trying to create a custom avatar controller for a non-human avatar. I'm trying to follow this guide: http://vrchat.wikia.com/wiki/Trigger_animations.
The guide says there should be a "SampleAvatarController" in the VRCSDK sample assets. All I can find are the SimpleAvatarController and an AvatarControllerTemplate. Neither of these have any of the animations specified in the animator other than falling, so I'm not sure how to trigger the movement animations. Am I missing a file in my SDK, or do I need to figure out how to specify the animations from scratch?
I've tried specifying the "move forward" animation to play when my postive Z velocity is greater than 0.05. This kinda works, but the animations have significant lag before they start and stop. Also, my body moves faster forward than my camera position, so my head is left behind. Does anyone know how to fix this?
are there any animation override guides yet?
thank you
One doc and other video but read and watch both
@mental narwhal Thanks.
question... So dynamic bones script is whitelisted. I wanted to edit the script slightly, just for editor ease of use. Like making it autopopulate the root transform with whatever bone I drag it onto
would that break the whitelisting?
@spiral otter it won't break the whitelist, but your changes won't show up in the version you see when you are in VRChat.
that's fine. Only need editor changes
If you only make editor changes you should be good.
Have you written up anywhere how you intergrated unity into the game like this? or anything you guys have read? o: i would love to learn how it's done ^^
So.. I'm not really sure where to put this because there isn't really a "#development-philosophy" channel, but: I've discovered that there is a great amount of "MMD parts" (essentially things like bodies, hair, clothes, etc) that have extremely open licenses. Typically, these licenses say things simply "Free to edit and use. Please credit me." This is literally the entire license, and there is no elaboration within the README, and no LICENSE file. As far as I understand, this appears to be a shorthand variant of the MIT/CC license. If I were to create an entirely original, new character using solely these parts and credited the author of the parts as necessary, it appears that I would be capable of not only using it in situations where Someone-Else's-IP avatars aren't permitted (such as VRC official photos), but potentially of selling these avatars.
Anyone want to chime in on this?
I also want to reiterate that the licenses are literally "Free to edit, free to use, credit me" in most cases.
@sterile cipher First of all, I'm not a lawyer. You are partially correct that if their license is open as you describe, then the attribution should be sufficient (although we don't have a general way of looking up avatar attribution info in VRChat). However, and this is the IMPORTANT PART: the creator of the avatar may not own the license themselves. For example, you can hand create Mickey Mouse vertex-by-vertex in Blender, but you do not own the rights to use this likeness, Disney must grant it to you.
Oh, of course. These characters would be original, and likenesses would be coincidental at best.
If I do go forward with this idea, my first creation would likely be a reimagining of my current avatar, which is a fanwork based off several other layers of fanworks, based off a 16x16px sprite from an indie game. ๐
Not the same character, but certainly inspired-by.
Yeah but if that 16x16 sprite can be considered a unique trademarkable asset of that game, its still a grey area.
I mean... hm. Is there a quantifiable "distance" that could be defined?
What I intend is essentially "oh hey, I like aspect X, Y, and Z of this character, but I'd like to do A, B, and C different. So I'll make my own original character."
No, these are all very new legal areas, but sometimes companies with well-paid lawyers get ahold of the IP rights.
Gotcha. I suppose this is also a case-by-case thing. ZUN is the group that makes Touhou (the character's source), and they are extremely open about fanworks and etc.
They're also very small.
As in... one person. ๐ค
Essentially.
The second section is the interesting part.
"For the usual activities in doujin (uploading material on a homepage, selling them in a convention
or in a shop at your own expense), or doujin material (derivative comics, stories,
games, CGs, goods, cosplay), you do not need to notify me or request my permission. The
copyright of derivative works belong to the creators of said derivatives. If there is trouble
regarding the derivatives of my work, I cannot take responsibility. "
The words are greater than that, but it seems like I could contact ZUN and get permission relatively easily regarding the intellectual property itself.
Yeah, seems like they are pretty open with using the imagery itself. Of course, you could spend months and months creating the perfect avatar and then they sell the rights to a large company with expensive lawyers and you have to cease-and-desist.
I'm not too concerned about that with ZUN. They've been around for a long, long time and have declined numerous very high-dollar offers, from what I understand.
I think I'll likely create something that's along the lines of "inspired-by."
Think it only effect big company Disney or sony because they have money sue if vrchat was told to take down
@runic mauve there are plenty of companies like that, and sometimes even the smallest company has ties or connections to strong litigation.
If ZUN doesn't want me using a Cirno avatar, I'd respect that. The size of the company really doesn't matter to me (but, if I'm being honest, I'd be more resistant to Disney or Sony throwing around big piles of cash vs a small developer asking me nicely to stop)
It's really cool and rewarding to make your own original content. ๐
It is, but I enjoy the look and feel of the character so much that my original content would likely be somewhat similar to the source. Not identical, not a likeness, but definitely inspired by.
Basically, my tl;dr is that I'm weighing "create characters from scratch in Blender" against "build something from a bunch of parts."
The former will take a LOT more skill-building and a lot more time-- and I'm not sure if I have that kind of time. The latter, while easier and less time-demanding, does have potential problems.
Sure but there are a lot of fully legal parts and parts combining software out there. I've linked to some before.
True, that's basically what Morph3D and Fuse are
I'm frankly surprised that we don't have a lot more questions in here about Morph, or Fuse or Autodesk Character Generator or iClone, etc, etc.
There plugin make 3d model in blender
There's a lot of demand for anime-style characters, hack, and none of those tools create very appealing anime-styled characters.
Hackspanner post befode3
Manuel Bastione, @runic mauve, yeah -- no one is using it to create anime characters and it's fully open
That's up to you @sterile cipher ๐
you're telling me I have to do a bunch of hard work to get a good payoff? pffffffff
If you want the exact style of something you're either paying for it or you are stealing it.
It isn't.. hrm. It isn't the "exact style." Its difficult to put into words.
Like.. it'd be sort of like saying "I want something to look borderlands-style." But really, what you're asking for is sketchy comic-shading, big outlines, and that particularly angular look they give to faces.
i get what you mean. but the MB stuff is extremely configurable. I bet if people sit down with it they'll get the look they want.
I'll have to give it a shot. I kinda dismissed it after I saw how relatively limited the options were.
That angular style of borderlines was created by a highly-paid character artist. You could pay them to do something for you ๐
Well yes, but the idea is that I want to reproduce it, but on an original, new work. Content might be copyrighted/IP, but can a "style" be copywritten?
I guess we're getting a little too deep (and a little too far from the original point). But I see what you mean hack.
I think I might actually email ZUN and the creator of the avatar I currently use, and ask them if I might have permission to use my avatar in VRChat. ๐ค That way I could participate in these official photos.
(I mean, I already totally did that! Yeah... )
oh noes i better use my oc's model then :ooo
after I retexture him cuz rn he's a mess
@sterile cipher I was actually spending a bit of time this weekend playing with MB and trying to develop my own "style" by reconfiguring the "Anime Realism" preset they have. I think that is a pretty neat look that's fairly unique.
Interesting. I'll play with it once I get home today, hack. Mind if I ping you with questions if I come up with any?
please do. i'm exploring it, so if you have any insights i'd be interested. I also recently purchased, iClone7 to check out how it works.
It seems like the only way for me to contact the creator of my MMD is via Twitter.. here's hoping my question translates via Google decently well. ๐
Now to write an email to ZUN and see how that goes.
@runic mauve cool, thanks!
Has anyone had any luck triggering an animation via a trigger using the VRC Scripting system?
If so, I'd love an example.
Lather has done it in their MMD Stage world. The buttons trigger several different animations.
@stuck bobcat talk to @warm niche he did with art show
And lather
Or @warm niche
Them 3 i know does it
K thanks! I'm going to try a different method for now, but will follow up.
@stuck bobcat I am also triggering animations using a VRC trigger for WITB
not sure how beginner it is, but im trying to parent a 2nd pmx file (ears) to my head, ive merged the armitures but need to parent it properly for unity?
got it ๐
which of these source model files might contain animations? https://i.imgur.com/WpHpM5x.png
You would neee bake animation blender on model to work unity
so ive been trying out http://eyeshot.io and 360 panorama capture
on the unity asset store
and im unsure why i keep getting pictures with this
it happens on vrchat too
@kindred terrace https://youtu.be/oUSe5uDLSJM
Anyone know the best setting for audio source?
change the spatialization (I think its called?) slider from 2D to 3D, and for volume, start with .1 and then test it ingame because they end up being really loud
@kindred terrace I believe it's baked into the mdl, which you can decompile- see https://developer.valvesoftware.com/wiki/Category:Modeling
Crowbar is a good decompilation tool: https://developer.valvesoftware.com/wiki/Crowbar
nifty
Is it possible to specify a bone to be the head on a generic animation type avatar?
Which one of these spheres show the range of the music and when the player can hear it?
The inner one i think, but just put the same value in both.
The orange one? 'cause that's the only one I don't know how to change.
Yes, Min distance and max distance.
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Any idea how to create a shadow dancer effect on a quad?
what do you mean by shadow dancer effect, pill?
You mean like my goldfish avatar with the running cats?
My goldfish won't work on avatars in the next patch but should work in worlds. It's just a set of images played through old depreciated VRC_Slideshow. The background of the running cat is made transparent in each image. I put the slideshow cat texture on my goldfish's albedo, then i put the goldfish texture in the secondary map.
I am able to tile the cat by changing the tiling, it's kind of a neat effect.
Timeline looks awesome
So like.. when it comes to making buildings/structures/enviroments in general.. how do people set em up to do like.. I'm not really sure what the technical terms are for it, but like how some games basically have a pool of textures that all the buildings and roads source from
cause obviously, no way someone is gonna reasonably be able to make a custom texture for each and every building or rock and not go insane
You mean like making prefabs for a bunch of different objects, a few variants of those, and start placing them?
Something like that I suppose
Guess you could model a generic house, make a few different variants externally (different coloured roofs, spiked fences) and make prefabs for the interior aswell, so you can just parent different interiors to exteriors
That's how I would populate a world with plenty of buildings anyways
what about the texture part?
cause the sort of buildings I have in mind would be in a sort of old medievalish fashion
I suppose the 3D modeller just grab a texture from the assets pool and start working around it
Or if you just want a colour variant just throw a new material (assuming building is one texture) at it and swap out for a palette swap made in photoshop or you tint it with the unity colour box
does unity support uv animations/blendshapes? ex. animating uv to move to a different space on a texture (for eye expression animations)
Is there a new SDK?
^
^
do you have to uninstall the old sdk or just launch the new one and let it auto update /replace?
@warm niche Any way you can let us know precisely which version of youtube-dl your VideoPlayer script is using?
I have a question. How floor height calculated in VRChat? All my anime avatars can not reach a floor with a hand. Controller can only reach my knee before bumping into real floor. Same problem with vrchat Unity-chan model. How to fix that?
something wrong with steam vr sensior
i would think
because i can touch the ground
plus use alot mmds
it not seee the ground correclty
reason does that
need re adjust and get advance fix floor setting
RIP Ethan, hello Blue creepy man!
btw this is not new patch issue. Been since 5.6 update
^^ the new default avatar in SDK
Updating to new SDK in a current project. Open project -> Delete SDK? -> Reimport? is that the flow?
Thanks @runic mauve
@maiden crescent would you be willing to PM @mental narwhal the blueprint ids of the effected avatars?
Okay, will do
Anime avatars have unrealistic proportions so the feet dont match up
the legs are a lot longer
so the hands + head take priority for scaling
yes, we basically give you high-heels or stilts as the case may be
Delete the entire VRCSDK folder from your assets before launching Unity. Then, reimport.
oops I wasn't scrolled down
@runic mauve AFAIK, Dynamic Bone update rate was limited to 60 max. In addition, when you're beyond ~20 meters from the avatar with the bones, the script is disabled on that avatar.
Anyone with experience with storing files in Amazon S3 for personal use? I'm interested in using S3 for storage for video files to play in VRChat on VideoSync screens.
Is there an easy way to just half all texture resolutions in Unity?
Right now I have to go through each one (b/c they are all different resolutions)
Can't think of any easy way in unity, but maybe import all textures in photoshop and shrink canvas by 50%? Not sure if that would be faster though
Okay. One more WEIRD thing with VRChat. We are in Silica world right now. There are buildings in the world. They became bigger and smaller when we change avatar eyeheight. Literally growing from the ground. This happened before last update too but we noticed this connecton just now.
@warm niche You can select all the textures in unity and set their maximum size. Not necessarily half the original, but it works for downrezzing.
@maiden crescent did you make sure avatar description in middle of the head between of of the model
when i went in vrchat did that it was normal
because avatar decrpiton dont work right when on the nose anymore
only reason i think your menu out place because that camera to far up on the model body
so it make your hand short feeling
please read what I wrote before. My menu is fine
i did
just make sure you know were actally put the avatar description
that what cause issue not in right spot of the model
i did same thing you were saying it didnt effect it
What you did? This world is private
then world issue then
best thing to do @maiden crescent get bug report
in that world
if only that
place doing it
I know how and where report bugs. Thanks.
Just confirming - MasterBufferOne and AlwaysBufferOne both work for all players in the room, except the former can only be used by the room's Master, and not anyone else. Correct?
That should be correct yes
@mental narwhal And for some avatars, virtual leg amputation
Yup if your avatars have super short legs, we must amputate (well, push your real ones through the ground)
The walking animations been tinkered with the account for that now with the recent update ye?
Since having the bubble so low, the game things your crouching when walking
yes, that should be fixed in the new release. we tested against a few of the extreme avatars in Al's Corridors and it seemed to work. There's a whole other matter of having an avatar whose hips and spine are so bent or out of proportion that our walking animation doesn't work well. If you make a character like that, you should really provide a custom walk.
yea if the legs spread to far apart it does that
oh
it's kind of funny, legs aren't that shot, just visually short
maybe it's the hunch of the spine that's doing it to mine
well that's the thing
works perfectly fine in desktop mode
animations look fine
it's just in VR mode when it messes up and moved about like I was crouching
desktop ik and Vr ik total different
there even full body Ik
desktop ik use full movement from Ik VR with controller use half of IK and Full body tracking IK use whole user body movment
if the hip spread apart to much it dont know if you crouching or standing
reason hip need to extactly like human
it just register on your crouching in vr
when setup like that
well the other issue is my VR bubble is shoved into the g round aswell
and the FOV is also altered to match, making everyone look smaller, even when the character model isn't really THAT much bigger
What effect does arm length have on it? @mental narwhal
did you adjust the avatar description
you have adjust to point the avatar descrption has be near the eye of model. i dont know if this fix yet but i put my avatar description in middle of the head
so im able to see my vr chest
if you can look down and see your dont chest then your to far up
I think I was placing mine somewhere around inside the mouth, kind of like if it was a costume
then your arm feel werid
best way to test this if you vive put the ring around your mouth
if you touch your mouth in vr
then your right spot
that's the head bone
maybe adjust head body more up
yea the ik more humaniod problem making non humaniod type body
If the armature more human like then it work right
but change more non humans make it werid
in vr
I'm curious how that one bird model was made
the wrinkly shriveled bird model someone had stashed in a private room a month or so ago
Sadly can't recall
best to find that room again find that person how he did it lol
i just know IK has be more human to work right
even if your legs long need adjust them work full body tracking lol
well, the issue should hopefully be fixed, I just need to see if the fix does work for mine
@forest osprey Your avatar is diverging enough from a human that you might want to try another technique to rigging it: Actually put a human skeleton (scaled to your own dimensions) as if you are wearing the avatar like a costume, then hook up the bones like hands, head and feet to drive the avatar's bones. It's a little more complicated but may get the feel you want. At some point we'll probably allow our sdk to export just these tracking points so you can do this without a dual skeleton, but for now that might be something to explore.
full body puppetery in a way
I'm not sure how dedicated you are to this, but getting your own copy of FinalIK to set this up would be useful.
Yeah, the puppetry route makes more sense for avatars that aren't really human or human proportioned. Our full-body ik is particularly tuned to have a real person, drive a fairly realistic human shape.
You wouldn't happen to have an example of this dual skeleton method would ya?
Not really, i experimented with it on a drone i made, but the drone is just rigidly connected to my head. so i can crouch and stuff to move it around, but thats it. @steep cliff has done a lot of stuff with hand puppets.
Feel free to DM me about any puppetry related questions.
Yup, and then you need to hook up some way to drive the limbs, most likely iK, but you could maybe try physics joints or other stuff, but that would be more humorous.
well, I don't think I had much trouble with the arms
You'd configure your "inner" skeleton as the mecanim humanoid, and then the outer skeleton would be another rig (it could be generic)
oh i see, yeah, you could just make the lower body separated from the normal ik.
Ya, it's mostly just been the animation when walking
it's a bit like that Scooby Doo where the back legs just wobble around. hehe
@mental narwhal Have you every tried using the other FinalIK scripts on an avatar?
I tried to use AimIK to make some blocks track a child of one of my eyes. It works in the avatar preview but not in world.
Yup my Borg character uses CCD and some other stuff
They just sort of drift around for everyone else.
The new SDK let's you use the finalik ik-order script so there are some improvements to our support
Hmm. I'll have to take a look at that later.
Would that affect them even if they're parented to the avatar's root?
As opposed to a bone?
I tried to whitelist most of the useful stuff but I may have missed a few. You'd get a warning if it was getting stripped though
I haven't tried it with the new patch yet, but I'll keep an eye out for that.
Well, don't know if it was the fix you guys made, or the "puppet" legs I added, but the big guy walks normally now \o/
@forest osprey think the puppet leg that fix it lol
Well, either way I'm too lazy to change it back, so the puppet legs stay \o/
Hey @steep cliff Perhaps that could be the way you could add moveable hands, it's basically the virutal version of a stick
downside, you'll need to find a way to make the rest of the arm bend freely
Which I guess you could do through that FinalIK thing hack mentioned
Couldn't show off the working legs though cause everyone was all bundled up into a private instanced of the hub room apperently.. all 40 of em
and not a single one was in my friends list v:
Interesting. I'll do some tinkering.
oh man
I just had a great idea for a puppeteer avatar
Could set up the blend shapes to make the characters face like talk out the side of the mouth like if trying to throw the voice to the puppet
Does website on WebPanel have the way to fire VRChat RPCs ?
I want to create pages that to search any videos and play on VideoPlayer in VRC World.
like old youtube panel
I'm also interested in this kind of functionality. Right now if I want to queue up a new YouTube video (other than what's already on the playlist) I have to make a new build. @mental narwhal is there a way around this? Is there a way to dynamically feed a new URL to the VideoSync panel?
(You know what would be really neat, actually? A keyboard text input panel that would allow you to fire the contents off in an RPC...)
Okay. Thank you.
I believe in the future scriptings feature including this ๐
@median reef @sterile cipher you should talk to @sudden smelt about this. He's played around a bit and has some good canny suggestions around this.
I have a few ideas for working around it regarding using a script on my server that redirects... that'll have to do until we have better functionality ๐
BTW, we scrape videos; if the video source is region-locked then some users will not see the content.
has anyone figured out how to transfer humanoid animations to avatars, if they interact with an object? it was once suggested i use the chair prefab for this, but i never got it working in 5.3. and i'm trying again but no luck yet.
any one know's if the video sync panel's work with twitch?
Currently, no AFAIK
So now there's a new update, do I need a new SDK? Version I have:- VRCSDK-2017.08.29.13.08-Unity563p1
Hey folks. I have a web panel that is letting me enter text, in search field, but it never actually searches or accepts the enter key to run the search
Wondering what I should look into
the URL that is not working properly (as it does in chorme) is https://video-jukebox.firebaseapp.com/index.html?hud=true
it seems usually in the page just typing causes the results to load, which isnt happening here
@autumn hatch Thanks m8
Has anyone who has worked with the new Video Panels determined if there is a way to mirror the video panel to other materials in the world, as you could to mirror the webpanels?
In the previous setup you just added a material that would mirror it, but i'm not sure where to do that in the new VideoPlayer
Unless you just stick the "Screen" material on anything you want the video to play on?'
(sadly that does not work)
@pale violet have never figured that out (making players animate). Would like to know how to do it!
@stuck bobcat in theory it should work somehow to use the chair prefab, it has a similar mechanic, i'll have to experiment more
@stuck bobcat on the video player there's an option to output it to a render texture which you can put into a material
Does the video panel work with any websites yet, or only specific ones?
Thanks Euan!
The video player and web panel are completely different things, the video player is just for playing video and the web panel is for displaying web pages
The unity docs contain info on what you can play on in the video player though if you use VRC_SyncVideoPlayer it also syncs the video as well as allowing certain video sites to be parsed so they work within the player
It is also do note not to use videos in web panels as it uses way more performance compared to a video player (this assumes web panels have been activated again in this patch)
@sudden smelt What should be used for Twitch streams?
There isn't a solution for that currently unfortunately
alright thx
The video player seems to like playing Electric Sheep whatever I put into it, I suppose it might not like VLC HTTP Streams?
Yep streams are the issue, not sure why unity didn't decide to support them
Trying to trick it the best I can, but I don't think this is a battle I can win.
@lean crane the video player is a little tricky at first, but it works
Try putting your youtube link in both the main URL and line 1 of the playlist
That works for me.
Managed to get a makeshift solution by hosting the file I wanted to stream on my web server and pointing the video player at that
It should work straight from the Youtube link
You just gotta put it in the right spot.
One sec, will post mine.
So I put the same link in both the main URL and playlist 1. Not sure if that's always necessary (still learning) but it plays the video.
I tried cutting the playlist down but it didn't play the video then (though that might have been me linking to a bad video, it wouldn't play otherwise either). I just haven't had time to do a lot of trial and error yet.
I do however know the setup in the screenshot works
Make sure there non regional video to work right for everyone
Suppose that's a benefit from using a personal web server, though downside is that if there's enough people in the room, it'll crush my server's somewhat limited connection.
Anyone around that wants to help explain some Trigger shenanigans to me?
@rough sleet you still online?
Yeah @sterile cipher
Interesting
I was also seeing the Electric Sheep video on my video player yesterday
That's the default video if it can't get the video from your specified source.
@rough sleet https://i.imgur.com/Nm0FDNr.png
intredasting.
What if you try something other than Owner?
I think its something different. I'm duplicating the behavior from the example room
How do you project additional screens? I tried to look for the thing that Euan said, but I can't find it. Tried using "Material Override", but that doesn't work either.
@stuck bobcat @raw heart With the VideoPlayer you need to create a RenderTexture and point the VideoPlayer at the RenderTexture. Then you can create a bunch of panels that use the RenderTexture as their image.
@mental narwhal Thanks. How do I make a Render texture? Is it the same as materials?
Yeah you just create it in your project folder like making new material (right-click Create>RenderTexture). You also have to decide what resolution it is.
@mental narwhal Thank you
oha--
Is there any way atm to set a sitting animation override so the character is higher up on the Y axis? For some reason it wonโt let me set the hip bone position in the animator
Quick question on ambient light. Should I bake it, or leave it as real time?
yo guys im trying to upload my avatar and this happens forvever https://gyazo.com/26e29a73aff58c47a22f479c30fc5f23
hello
@warm niche did you uncheck future proof vrcsdk setting
If you have more 100mb in that folder with future proofing
It upload that to
@mental narwhal This worked, Thanks a lot m8 ๐
Having an issue with 3D Text rendering in front of everything else in my level, anyone know why?
nm found a solution witha custom shader
tring to set up my mouse extra buttons for rotating in vrc do you guys know what keybind i need?
so is euans video sync still a thing?
i think so. it still seems to work in the rooms i have it in
however i need to update like 20 of my rooms now with new video stuff... ๐ฆ
@solemn bloom So far as I know, Euan's things still work, but it remains buggy (freezes for some people and so on)
The new Video Panel has worked flawlessly with Youtube since I put it in.
the bugginess is related to the old webpanels, not anything Euan is doing
But yeah, upgrade to the new vid panels! They're awesome.
Have you guys had success with playlists and new people entering mid video still seeing the video?
I just want to mention that the altspace video jukebox app on a webpanel is still the most reliable and best synced video player I've used in VRChat. They use firebase for the syncing.
I'm still trying to get the devs of that to follow through on their promise to open source it
Can somebody tell me which emotes are which? I'm making an override but I'm unsure which ones are which :/
... if anyone ever makes a Spiderman locomotion mechanic for VRChat in the future, I will give them moneys $$$ to get that into my worlds - just throwing that out there, keep that in the back of your brains ๐
Pill, I've had mixed success with late joiners getting synced to mid-playlist videos. Sometimes it works, sometimes it takes a minute or three, sometimes it doesn't work at all. Very hit and miss.
yeah seems that way. Also sometimes when having multiple video players in a room the audio starts looping same few seconds on all video players
I think once we have scripting going we'll have some nice community-made tools for controlling VideoPanels a lot more smoothly
I've yet to see a video panel, i think it's because every world that has one makes my game crash.
Have you given your output logs to pill?
yeah tigerchips put a bugreport on vrchat.canny.io for that with output log
Can anyone explain the Relay trigger to me? Documentation is.. well, nonexistent. ๐
For context, I'm trying to make a set of buttons that only appear for the Owner. @lucid flax told me that I should use Relays, but uh.. ๐ค
cant remember how i did it before
you might be able to use sendrpc
yeah, i can use sendRPC (and it acts the way i expect), but i'm not sure how to translate an rpc into "activate this game object"
grab it from another gameobject and setenabled locally
Anybody has experience with culling masks and directional lighting?
I can't get the directional lighting to only stay on one area =\
Directional lighting is global
but you can limit it to specific layers
Unfortunately while you could put your world into separate layers for directionally lit and not directionally lit and set the culling mask to exclude the non-directionally lit part there is no way to control whether avatars are lit directionally or not based on where they are.
If you are using a real-time directional light you could instead use a trigger to turn the directional light off and on locally depending on where the person is. @oblique ember
Thanks TCL ๐
guys ive been trying for days when i try to upload all it says is pushing those upload speeds forever
ugh. I keep getting a "Failed executing external process for Clustering job" over and over, even waiting it out
who made the Disk Throwing area?
Vrchat team
No idea
Anyone would teach me how to do a trigger so when ONLY the player that gets in the map spawns, something gets disabled?
@rough sleet What was that program you used to view the framebuffer draw calls/other stats?
Until we get a better debug menu to view things like draw calls (or, in the perfect world, draw calls per user), i'd like a way to try to pinpoint lag.
gotcha, thanks
So I have a question for the advanced devs since normal avatar chat seemingly had no idea lol. Is there a way to make a mesh emit a smoke effect?
To shroud a model in smoke?
@arctic zephyr it is possible to shroud you character in smoke all you need to do is put a particle system next to the mesh's but careful on how much particles you have it can end up lagging people
I saw the particle system addon, but is there any way to have it emit from the mesh itself rather than from the ground near it?
And I plan to use this in emote/animations only. Just a cool feature that I thought of to work with the character.
no not that i know of
Darn, I am guessing an emmitter type thing would 't be able to create a smokey texture.
Welp, ty for your advice Ruby, as a secondary question, I saw emmitters in Unity. And my eyes do glow when I am in a dark environment. Is there a way to make it seem brighter? Like to have a kind of glow to them?
i am unsure about that i have not really thought about making my eyes emit a glow however i do know @autumn hatch has a character with a fantastic glow on its eyes
Interesting. Sorry, I am pretty new and am exploring all possibilities XD.
Thanks for all the tips Ruby ๐
i understand i did the same thing when i first started
just remember no question is a stupid question
of course lol. I have no problem asking for help, but I also don't want to bug all the experienced people XD
You can set a particle system to emit from a mesh. It will emit from the verts and any initial speed will be applied along the vert's normal.
However, it will likely act oddly if you apply it to a mechanim animated mesh (like a character) and have the particles set to world space.
It will probably only work in local. But its worth a shot. ๐
So would you by chance of another method to acheive the classic "anime smoke veil" effect?
And what do you mean by only work in Local?
There's two coordinate systems that particle systems can use: world or local. World is the same coordinate system that everything uses at the baseline. 0,0,0 is the same 0,0,0 for every gameobject. Local space is the coordinate system where 0,0,0 is the coordinate of the gameobject in question.
To make it simpler, assume you emit one single particle off your avatar, and then move. If you are using local space, the particle moves with you, because the coordinate system is moving (relative to the world coordinate system). If you are using world space, then the particle stays in place in the world, because the world coordinate system has not moved (and never will).
You cannot use World space on emitters that are attached to bones animated by mechanim. The particle system does not respect the transforms applied to it by the Mechanim animation system, so the emission doesn't move with your arms/legs/whatever.
Ok that makes sense. So I would need to fuse the particle emmitter to my mesh.
Though I am sure that doing so is a lot easier said than done
Is it safe to assume that it would emit from the bones rather than the mesh? Or would the mesh itself be the emitter.
Its part of the emitter module of the particle system (mesh emission). Obviously, you attach the particle system to the mesh. Bones in unity are basically just a bunch of transforms (coordinates) unless you're deaing with rigging or animation, so they don't really have a "mesh". They're just locations in space with a length, tail, head, weight paint data, and parenting data.
Its actually a lot more easily done than said, to be honest ๐
Good to know
I am attempting to use Blender/Unity on a trackpad on my surface pro. So navigating is a nightmare -_-
Yeah uh that sounds like hell
Even a cheap-ass wired mouse would be better than that.
I just forgot mine
Everything else works perfectly fine, except I can't seem to drag my camera
Surface pro keyboards have weird things that just don't work for seemingly no reason. So shift+RightClick dragging doesn't do anything.
Doing blender without middlemouse is basically impossible.
As ive seen XD. One more quick question tupper... It says that the mesh particle emmitter is depreciated. Should I just add a particle system and reconfigure it?
Yes. Any particle systems you build should be made with the Particle System component.
ok, wew lad. This is gonna take a LOTTA testing to get this working XD
I had added it, and the customization......Ive never seen so many settings ๐
Hmmmmmm it doesn't appear as though particle system can actually do what I am trying to do.... As far as I can tell it will always just be a shape near my model and not coming from all parts of my model.
There should be a skinned mesh renderer setting in the emitter settings section.
np ^^
a little preview at my OC im working on making compatible for VRchat
cant show how its going in blender yet
@minor drum most them model have less ploygon
the thing is they're layered and have alot of stuff you cant see at that angle
i still dont know how to make custom eyes in blender tho so the face is gona be hardest part for me
so, I've started to impliment the video player from the SDK. Got a issue with the world having a crackly static noise, and the screens being extremely dim
turned off the reflection and light probes on them since theyre unlit, havent tested that yet. Is there something else I should be doing
yep, guess theres something else I need to do
the crackling audio is a major issue, ow my ears
Oh gosh ๐ฎ
I've noticed that if you start to cap out CPU usage while using the videosync player, you get audio crackling. Audio decoding appears to be fairly low priority.
I have some (the majority) bones that aren't even connected to the mesh for me to put weight to them. How do I go about connecting them to the mesh? I've tried Ctrl P.
How would one make it to where an object that spawns other objects has a limit on how many objects it's creates
Alright advanced people, my movement anim overrides cause me to spin serverside like a slow beyblade
Hey guys don't know how active it is in here but i am trying to get VRC_SyncVideoPlayer working i have put in a youtube link but its still a white screen
I want to setup a sound file as a background music for the whole map, without it being played from somewhere specifically so it sounds equally for the whole map instead of 3D, is this posible to do?
@hollow quiver What do you mean in particular? Bones aren't "attached" to meshes. Do you mean that they aren't letting you weight-paint to the mesh? You need to add the "armature" modifier to the mesh and then specify the correct armature.
@open gazelle I believe this has something to do with your rigging, potentially with having animation scripts on your hip (like dynamic bones)
@viral sky Can you share a screenshot of your settings? Are you using desktop or VR?
hmm, makes sense since theres about 10 video players in the room. Not all of them should have audio though
@warm niche Yes that's straightforward. Once you've inserted the sound into your map (as an AudioSource) I believe you simply need to change it to 2D
Then it will play at equal volume across the map. I'd suggest a volume of 0.1 (or 0.2 at the loudest) so it doesn't overwhelm conversation or headphones.
If you make it louder than that most people will just mute their sound FX to get rid of it.
I'm not at home with Unity, so I can't recall the exact steps to set a sound as 2D, but I think it might be as simple as unchecking the box that says "3D"? Regardless a quick search on how to set an AudioSource as 2D in Unity should get you what you need.
@candid owl I don't know if it's possible to put a limit on the number of objects an object can create without custom scripting. In my experience if you have an object that spawns other objects, that can be used to spawn new objects until the framerate goes unusable.
Uh.. yeah, too many video players in the room is going to devour CPU.
If you just want to have duplicated outputs, you need to use a render texture.
I'm not sure how to do that. I used to use the Oculus client to open a second desktop instance (using Steam to open my first) but I'm not sure if that works since the latest update. I know it's possible to do, though. @lean crane might know the answer?
@fading pollen there is a batch file to launch the game without steam in the games install directory.
I also having problems with some triggers, i have different buttons that i want to make them to switch from one song to another
let me show you an example
is that correct?
the issue i have is there's another player on the room
and i change the music
it mutes for them
I'm not sure if that will work or not. With the webpanels (which we used to play Youtube videos/music before the 5.6 update) if the webpanel wasn't active when the room loaded (inactive) it would never load at all. It had to be active at the start of the room to work, though you could flag it inactive afterward.
I'm also not sure you're going to be able to swap between multiple streaming sources like that. If you want to embed the music directly in the level, it should be fine to flip audiosources and off. But I'm not sure how that will work if you try to use videopanels
As a general setup, your triggers look fine. OnInteract sets Music 1 to active while setting the rest to inactive, which seems to be what you want
The only suggestion I'd use is to change your behavior to MasterBufferOne (instead of MasterUnbuffered) because if you use MasterUnbuffered, people who join your world after the music has been swapped won't hear the same things, since they won't receive the update that the objects were flipped from active to inactive (or vice versa)
basically, the "Unbuffered" triggers fire for everyone in the room when the trigger is fired, but not for people who come in later (which can lead to people being in the same room but seeing different versions of it)
the "BufferOne" triggers save the last change (and only the last change) and apply it to users who enter the room after it was done, which is great for boolean situations (where an object flips between true or false, but is always true or false)
And the Buffered triggers store EVERY change to an object's state done since the room was loaded, but those should be used with caution, as they can make load times suck for people who load after the room has been up a while or even prevent them from loading it at all (depending on how many buffered triggers are stored)
Also, the other thing about MasterUnbuffered or MasterBufferOne is the trigger will ONLY be usable for the first person to enter the room (who is flagged as the Master). If that isn't you, you won't be able to use the buttons.
So you might consider AlwaysBufferOne instead if you don't care about other people changing the music.
Not sure if anyone has set up a room that consistently swaps out multiple streaming sources via buttons. It'd be interesting if it's doable!
I've seen a jp user that does it with equipable items
If you're worried about Sync, it might be a bit touchy. VideoSync panels act oddly when you disable/enable the gameobject.
(especially if you are owner/master)
@fading pollen You can't open multiple VR mode instances. You have to run VRChat.exe with the --no-vr command line flag to force it to run in desktop mode.
Starting it without that flag will start another VR instace which will make SteamVR close the first one.
Create a shortcut to the exe and add the flag to the end.
@stuck bobcat I have the same problem, if other person comes and changes to a different song that isn't the one you're playing, your music stops
So there's two ways you could handle that. The easiest might be to use a Local trigger
That way everyone could choose their own music, and all hear whatever they like without affecting other users
Local triggers only affect the person who uses them. They don't affect other players. An example of how they're used in one of my levels is that I have background music that plays by default. There's a "Music Toggle" button near the load which you can click. If you click it, it locally disables the music for you, but it continues to play for other players who may want to listen to it.
I use a similar method for the stage security on the Endgame stage. There's an OnEnterTrigger that will teleport you away from the stage if you enter it. However, if you go through the "Green Room" (which requires a passcode to enter) a LocalTrigger disables that onEnterTrigger for you, locally. That allows the hosts to be up on stage (since the trigger doesn't exist for them) but the trigger continues to exist for everyone who hasn't disabled it (since it is enabled by default) and teleports them off the stage.
So Local Triggers are a good way to let users customize a world to their liking without affecting other users, in cases where that's appropriate (like choosing background music)
So assuming you can get your music selection working consistently, doing it with local triggers would let everyone listen to their own preferred music without turning off or changing music for others.
Or turn off background music entirely if they don't want it.
Also, things can be set inactive by both Local and Always triggers. To take the Endgame stage security as an example again, entering the Green Room and using the door to the stage disables the OnEnterTrigger locally for you only. However, there is also a separate AlwaysBufferOne trigger in the Green Room that will disable the stage security OnEnterTrigger for everyone. We use that once the show is over so we can disable the stage security and invite everyone up for an end show screenshot.
I have a mute option
So depending on what you want, local triggers may be your best solution
Otherwise, there's not a good way to stop one person from stopping or changing music for everyone, or people fighting over what music to play.
If your goal is simply to allow users to select the music to listen too, and you don't care about forcing users to listen to the SAME music, Local triggers are your best best
*bet.
Laoz still why do you think that happens?
that when someone presses the button
if the song is different
it mutes the song you're hearing to
Not sure. The VideoPanels are new and I haven't had time to play with them much beyond learning how to get a Youtube video to play. So I know about as much as you.
Could be a limitation in Unity on the number of audiosources that can play at once? Could be you are disabling the audiosource in a way you' don't mean to?
let me explain my setup
I mean ... the trigger you listed appears to have 4 audio sources, and using it sets 3 inactive while setting 1 inactive. If that's the way you set it up, then ANY user clicking that trigger will disable all audiosources for all clients.
Like I said, unless you're using a local trigger, any action by any user is applied to all users
Well but i want to fix it so it ACTUALLY changes to the song the other person did use
Your Trigger is MasterUnbuffered, which affects everyone in the room.
i did switch it
Based on its setup, you set Music 1 active, and Music 2-3-4-mute inactive.
to allwaysbufferone
AwlaysBufferOne also affects all users in the room
So, if any user clicks that button, all users will have Music 2-3-4-mute disabled for them
I suggested AlwaysBufferOne if you wanted to allow one user to change the music for everyone.
If you want each user to be able to select their own music, then Local is the one you want.
but how do i make it so if i press song 2 and someone is on song 1 it switches to song 2
If I'm understanding your question correctly, you'd do it just like you have setup.
You'd have an AlwaysBufferOne OnInteract
It would set Music 2 to Active, and Music 1-3-4-mute to Inactive
I have it
That would be applied to all users in the room once clicked by any user
and it still does mute other people's songs if they are not on music 2 for example
Hmm. Maybe I'm not explaining this well.
It WILL mute other people's songs.
Because any person clicking the trigger affects all players in the room
But i want it to not do it @A@
Right!
So the way you do that is to use a Local trigger instead
So create an OnInteract that uses Local instead of AlwaysBufferOne
Or change your existing to Local ๐
If it doesn't i will message you again x-x
Haha okay
I've done that setup myself so I know it works.
The only other thing I could thing that might trip you up is to make sure the AudioSources all have the checkbox checked that causes them to play every time they are enabled.
Play on Start
If you don't have that checked, they might play the first time but not subsequent times. Can't remember the name of the checkbox off hand, but it should be obviuos.
Yup!
I think that's it.
It has it checked
Cool.
all songs play when i hit the buttons
Is it currently possible for me to toggle the visibility of an object with a button? I have one object with a taxing shader on it that I'd like to have off by default but let people turn it on if they want the higher end graphics
@sterile cipher sorry for delay i got it working seems like it does not like live videos
No, live streaming is not possible.
@spiral otter I believe that is possible, there is an action called SetMeshRenderer True / False
I think you can access it via the VRC_Trigger system.
I use it for the dancing girls or dancing holos in Benzai 10. They are always active, but I turn their meshes on or off
But it is possible both to make an object active/inactive via button, or to keep it active but make it visible/invisible. Both are simple to do with VRC_Trigger OnInteract
Also based on what you describe (object is off by default, users can turn it on for themselves) you'd want to use a Local trigger for that.
Local triggers only affect the person who clicked them, not anyone else in the room.
So this is happening after I baked the world. As you can see, the terrain is dark. How do I fix this?
You can't use world space particles if the emitter is attached to a bone (or a child of one) because the bone's transformation won't be applied to the particle emitter.
@fading pollen
It will work fine if the emitter is a child of the avatar's root. You just need to change the simulation space from local to world.
The top level object in the avatar, it might be the armature or its parent.
Either will probably work. @fading pollen
@raw heart baking not working with Unity terrain. Here is bugreport: https://vrchat.canny.io/bug-reports/p/terrain-not-affected-by-lightmapping
@maiden crescent Thanks Nyan
Hey, does anyone know how to make a "hall of mirrors" shader (see video below to see what I'm talking about). I've seen people with the effect on their avatars before so I know its possible.
https://my.mixtape.moe/hjowtq.mp4
Mirror was remove from avatar from new patch performance issue
Reason can't do ir anymor e
Only reason i see for wanting that type of shader is to troll or annoy people o.O
yea if people abuse the particle system as well it could be next thing to be remove as well
so dont abuse it
or they take away from use
particle can freeze a room to point crash other people client
who pc cant handle it
hope instead of removing they make a type of vip system where it's all unlocked
Depends on the system tbh, Plenty of ways to stop that from happening
also even if you don't, It will still stop 50-80% of people
Not really, would not be hard to lag,annoy or crash with just a few
But that can be said the same to animations to
If you say so
IK system is animation
it take animation to make and look for your character to move
It's what you can do with animation that can make lag, animations is not only the IK system
I'm not going to get into how, unless you want people todo it
Need help with audio, no matter how loud I set the volume as, I still can't hear anything unless I go real close to the character.
Here's my settings.
Try removing the onsp script. I've heard it messes up the roll off
And set the slider way up from 2D to 3D. Unless you want the sound to be heard evenly around the world
I've only set it to 2D 'cause I thought it'll help me hear it. Gonna be trying your suggestion.
It could be the fact that the 2D gets consufused with the ONSP settings forcing it to be within an 3D space
It wasn't working with both 2D and 3D though, I only changed to 2D on this last try.
Oooh then maybe not :)
Gon' try removing ONSP though. ๐
๐ if it doesn't work, I know misterjerome made sound work on avatar I couldn't get it working on
If that sound is on an avatar people will crucify you for putting it to 2d unspatialized
I'm testing it in a private world. No worries.
Oh, I can actually hear it now without getting close.
\o/ Thanks
๐
Okay, I've got a question with dynamic bones.
I've never used dynamic bones before and I can't get it to work at all..
Why does loading keep restarting over and over around 60% for me? I am getting really slow download speeds, is it my connection? or a world config? over sized?
its for the art show, so if anyone has any suggestions, i would appreciate it, I tried seperating the world into two parts, same problem
two rooms
Got a user to test the room, he could load in, so it must just be my connection, someone mentioned loading too slow can cause thi
for me 65% and get reset... everytime
I've seen people still able to take off hats and guns from their avatars, but VRC says you can't upload Avatars with triggers or events. Did they just import the avatar before this change or are there work arounds I'm not finding?
ty
Avatar trigger out date info
so why its on wiki then
Unsure
I don't know much about it but I think it'll remove the EventHandlers before import
Also I just realised this is dev advanced, I shouldn't be here lol
;'p
A lot of stuff on the wiki are for old versions of vrchat.
then why confuse with scripts that do nothing just remove them form build
I dunno. For reference you should be using https://docs.vrchat.com/ since that info is up to date.
Better than stuff that doesn't apply anymore and you try getting it to work for hours until finally being told 'oh yeah we dropped that out a year ago lol'
wiki for vrchat not even offical one it a coumminty that never here anymore
who made the wiki quit vrchat long time ago
cant base everything old wiki date stuff get change every time
best someone should just delete avatar trigger on that wiki
EventHandler is out of date, and additionally it cannot be used on avatars.
You can't use triggers or EventHandlers on avatars
Does anyone know how to stop the particles from changing scales when you move in with the camera? Or would that be fine in game?
Is there a way to restrict using a button to a specific user?
Lock it behind either a master oly trigger, or a "padlock" that enables the button
particles in mirror are parented to my hand but when i look at the hand its not there anyone know whats wrong ?
Think particles can only move in world space if they're paranted to the avatar game object, not a bone. Then they only work in local space.
If that's a bug or feature, I dunno
Need to add a VRC_ObjectSync
otherwise only the person manipulating the object will see it moving
It's a separate component from the VRC_Pickjup
*pickup
who do I gotta pay around here for them to make me a custom avatar?
@velvet stirrup there's a VRC Traders Discord in the #353285911322034177 channel. It's for commissions might be able to find something there
You should have a box collider rather than mesh collider. Collision detection should be on continuous or it may fall through the floor a lot. Add a special layer component and set it to walkthrough. Add an object sync component like Laozi2017 says.
@stuck bobcat Also with this exact setup the objects do not show up in the room at all
havent added object sync yet. would that cuase it?
Need to remove mesh collider and add box collider instead.
Otherwise it will fall through the floor.
Should look something like this...
It might work with mesh collider if you click on the convex option but it's not recommended, for good optimisation use box collider.
I think them falling through the floor was what Tigerchips pointed out. But yes, you'll also need VRC_object sync
Does anyone know if http://www.aglass.com/product is compatible with vrchat?
Considering it was basically just announced, no, it isn't ๐
There is some discussion on it in #full-body-tracking
does anyone know how to use lightmaps/shadowmaps with models in unity? my model comes with light and shadowmaps which look really interesting
i have tried around with some script overwriting unitys lightmap baker, but it always overbakes my lightmaps when i try to upload my model to vrchat
i don't understand Clear Flats and Culling Mask. no matter what i do, it seems that either the camera can see the skybox, or it can see the 360 sphere that i use as alternate skyboxes. as soon as it's the shader used is Skybox/Cubemap it disappears.
although in the shader i now changed the render queue to "transparent" and that may have done the trick. but i'd still like to understand what's going on with this.
in unity?
So, odd thing keeps happening on my end. Bake Runtine seems to fail. All the other steps seem fine. I am doing directional lighting settings though
lemme pull up the exact error
'Bake Runtime' job failed with error code: 8 ('Failed to create Runtime Lighting.').
Hmm, have you cleared the cache recently? If so, be careful with clearing it, only clear it if you really have to..
Anyone know what causes the weird tilted pelvis ingame when standing still? I thought it might have had something to do with the angle of the hips bone to the spine not being 180 degrees but I have other models where its not 180 and doesnt do that
Lift up your spine bone a little bit in Unity's rigging configuration. I believe it has something to do with a spine bone being too short.
Hmmmm is there anyway to tell if its still screwed besides logging into the game? Cause that's always a pain in the ass to do with dynamic bones and colliders LOL you get em looking really good in unity and you go ingame and they act all up
Btw love the tutorials, the best by far
You can check Dynamic Bones and colliders by going into Play mode in Unity (press the Play button on the top) and swapping to the Scene view. You can move your model around and see how the dynamic bones move.
Make sure you go out of Play mode before you make changes.
Yeah see I'm aware of that
and you're welcome, i'm glad they help
and I get them looking good in unity but they never act the same way as they do in unity ingame
Play mode is as close as you're going to get sadly. There is no testing layer between "play" testing and actual upload.
Woooo how fun. So if I get them nearly perfect in unity and theyre fucked in game the easiest solution is probably to just make them move much much less in unity huh. I imagine thats the easiest way to go about it with out repeatedly logging in and out
Yes
When you forget to translate a pmx in pmx editor, and have to set dynamic bones with them all in japanese and you do it successfully
^
It is such a pain in the ass to get dynamic bones in clothing looking right, after tons of tweaking they're always just too floaty in VRChat
The only think you can really get working with it is hair and breasts
How do i do that MMD dancing that ppl do i have the dancing animation from mmd for them but idk how to apply them in unity or to make my model do them anyone know or does only like 5 ppl know and no ones telling anyone?
no one okay ;w;
I dont know but there's an animator in unity, try it out
I came across a cool technique called "pack mapping" to save on needless texture filesize for pbr materials. Essentially, maps that only require greyscale such as heightmap, metallic, or ambient occlusion can be assigned to one RBBA channel of an image. Combining them in gimp/Photoshop is trivial, but I can't figure out how to only use one channel for these maps in unity (custom shaders?). Anyways, scroll down this page for some reading on the technique: https://www.jeremyromanowski.com/blog/2016/1/8/lets-get-physical-part-2-of-3
@humble tree Pretty sure custom shaders is the way to go for that.
Dang, seemed like a pretty obvious win.
Although I just read through the article and unity's standard shader already supports some of that.
For anything more customizable you'd need to go the route of doing your own shaders.
I do that for my mass effect models, making a custom shader for it would be pretty easy
One of the eyes on my character doesn't show up ingame. Not sure if it's offset somewhere or what it is. The other one is working and tracking. Anyone else had this problem before?
I don't write code, but can some times copy/paste reverse engineer a shader. Would just have been much easier if I could specify a channel in the standard shader. @brave robin "oh that's easy" - you need a new catchphrase ๐ (I do have a working door now though, tnx ๐ )
@humble tree I use shader forge, can't code very well myself
@brave robin Have you tried editing cubed shaders?
They won't open for me ๐
Nope
cubed manually edited his main shader, which broke the shaderforge compatibility
I was considering getting shader forge actually, but am debating how much I'd use it. Then again I never thought I'd be spending so much time working on world's. ๐
@lucid flax ah, I see.
Well, I wanted to have a look at the node graph to find out how he gets that "average lighting" (the color and intensity of the light, but not the shadows)
I guess I'll have to study the code, or ask him directly :c
i just copied the lighting from the rainbow shader
because that one works with shader forge iirc
Does that one have the same lighting?
I'll give it a try
the only thing you need should be a code block with a vector3 going into it
uses ShadeSH4 or something, cant remember exactly
Which type of broadcast type do you use for spawning new objects, so that only one would be spawned regardless of number of people in the room? Also it should be synced properly
That would be dependant on your trigger setup, not broadcast type.
trigger is just on timer
What are you trying to do exactly?
I mean, practically how is it going to work?
on timer 30 > spawn object on prefab another trigger on timer destroy object
every 30 sec you get new prefab
and only 1 exists
Still not sure how exactly you want it to work. What you're describing sounds like every 30th second a new object is just spawned?
Guess just use the default broadcast type?
Just a comment about the shader discussion above... I got into shaders writing them by hand because then Shaderforge cost $100. Then it dropped the price, went on sale, and I got it super cheap. I've used it alot since. As great as it is, it can't do everything. Now I'm finding I start a shader in Shaderforge then switch to editing it by hand to add all the features Shaderforge cant do.
Some really advanced shader techniques are "write by hand only"
is Shader Forge the standard for Unity pretty much? I need to finally upgrade my version of Unity so it isn't so bare bones, was was looking at Amplify or Forge. I'm used to UE3/UE4 material stuff.
Shaderforge is cheaper since they reduced the price. It costs like $40, and I got it on sale for $27.
Ive heard Amplify is really good, from TCL
Nice! Worth the price.
And yes, it is
Docs aren't as good but I like the UI more.
I'd me mighty impressed if a program like Amplify allowed me to do ANYTHING I want, without having to finish it by hand
One thing I'm doing currently is using vertex ID's to lookup data from a texture, so I can do special things on a per-vertex basis. I've not found any way to access vertIDs in Forge
I guess you could always use vertex colors
i still need find good video info on shader forge
acegikmo (the creator) has a few ones, covering the basics (gradients, lerping...)
but the tool itself is pretty similar to others, like UE4's
you only have to learn the node's names
@lime mango you can use vertex UV or vertex color to access some pixel in textuture
I want to try to replicate the Blender Render Normal projection shader in Unity. I wonder if there's shader code anywhere in the source...
@sterile cipher How does it work? I can't into Blender, but I have some experience with shaders
I'm unsure. TCL and I were able to grok a little bit of how it works out of the blender documentation
No, I mean, what does it do? Do you have a picture or something?
Is there anyway to get around the VRChat DID removing custom scripts for animation like blinking and mouthmovement that's for a specific character or no?
SDK
Specifically a JS script
Id rather not do a blinking idle animation and mouth movement through the VRChat SDK and instead use the one that specifically comes for the model
No there is no way around it.
You could hard code it using animations but you can't use a script.
Ugh anyway to perhaps transfer the code and have it play through the SDK I'm a hardware guy and the knowledge I have of coding in especially is being able to read and understand what it does at best
Like if I have the JS script as an asset
Also anyone ever run into the issue where you import a MMD pmx file to blender and hit the typical shader settings you do but either have the model import ad a no texture purple rendering but when finished and exporting into unity that the textures don't apply to the materials for the model? Or sometimes even though the same thing happens in blender it sometimes doesn't have an issue at all when imported?
-I will note that the file textures do have those weird characters like when Windows can't figure out what the original text said whatever that's called? For both files that had the issue that was the case for their file names, could that have any bearing on the issue?
How the heck do I edit an animation I've already created? I can't figure it out for the life of me. I want to add more aspects to the animation
Duplicate what exactly? The Avatar that already has the animation applied to to it's animation component?
I just want to modify an anim I already created do add to it
@runic mauve
In unity
I want to edit this https://gyazo.com/0adf337a44578321c013fa560e7bab2c
I created that animations and wanted to add to it
animation*
you made dublicate when you make animation right?
or did it on main body
animation on avatar has to be done a duplicate model it just copy of your main
Yes I made a duplicate
I click on it in the heirarchy and then hit my animation tab but nothing is there, just says create
@runic mauve I want to edit this animation https://gyazo.com/5fba95662ee776612f7b59b62a2b6f6a See I have the original model and the duplicated I created the animation on, but when I go to the duplicate and I go to my animation tab I dont have an edit option
Top is StandardAssetLUT And bottom is post processing stacks ๐ฆ Anyone have anyideas how to fix?
..........< getting close
looking good
^^
๐
I have no idea why, but only one of the eyes of my character is visible. I put on a seethrough shader on everything but the eyes, and the other eye doesn't even exist. Is this a problem connected to both eyes being merged to the body? Any help, thought or input would be greatly appriciated
1 of two things, Normals facing the wrong way or polys that where hidden in blender covering thw eyes
It's 1 of them 2 for 60% of people, others deleted the eyes or Don't know how shaders work
it's not the shaders, as i tested with poly tool ingame, and they don't even show up
normals are good, with backface culling they can both be seen from the front
no hidden polys
what scale of your model in Unity? Is model using only one Skinned Mesh Renderer?
appriciate it warpuppy, sent you the package
let me check desunyan
wait i don't know how to check that
could you elaborate? ^^
hmm, one moment
scale sould be checked here AND when you expanding avatar gameobject in the Hierarchy you can find Body or Mesh or something like this
what scale this gameobjects using? should be always 1 1 1
If you see values like 100 100 100 this is incorrect
ah scale yea that's 1,1,1
what do you mean by skinned mesh render? how many meshes i have?
Okay. Can you expand avatar gameobject in the hierarchy and send screenshot? Like this
ok. 3 meshes it seems And Body/Hands/Hat have scale 1 1 1 too?
yea
So, both eyes are visible in blender and one eye invisible in Unity?
this is what it looks like ingame btw
both are visible in unity as well, sorry for not pointing that out
it's when the eye tracking takes controll it dissapears
yea sorry for not pointing that out..
try hitting Play in unity and pressing this small circle. Then select SimpleAvatarController, switch to the Scene view and check how your avatar looks
if eye disappears, it rigging issue.
they are there..
is avatar's pose changed after you selected SimpleAvatarController? He should move a little
yea
show how your eye bones looks in blender
might this be the problem? i didn't rig it in blender so it looks a little wonky
YES
This is how eyebones should look. Bones must look up and Roll value must be 0
Enter Edit mode in blender and move eyebone tails to fix this.
well if the rotation is the problem, they should appear
yes. VRChat enforces vertical eye bone position.
i could try splitting the eyes from the body, but then i can't have a blinking blendshape on them and it'll take a couple hours to redo all the blend shapes ๐ฆ
Mm? you don't need to split anything. Just rotate bones in Edit mode
it won't move eye mesh
make sure you not in Pose mode
i ment a workaround, but i'll give the bones a try
need to work out the problem before worrying about what it will take to fix ๐
Just rip it apart till you work it out
yea that's what i've been doing for the past 2 days, kinda gettings stressed out ๐
does someone here use shader forge ?
yup
nice i have a question i made shader that change the glow with a slider and i want the glow to go back and forth but how do i do that
like, bouncing from 0 to 1?
sin wave would work
lol just like that
i'll try that
ok think i did something wrong because the glow is here but nothing move or darken
(sorry i'm very new to shader forge i bought it just one hour ago so ^^')
i'm completely lost
and frustrated
ok now it's working nervermind
thx
Tried fixing the rotations of the eye joints in blender and that didn't work ๐ฆ
So, since no one seems to know in Avatar, I must ask here and I apologize since it's a simple issue.
My models viewpoint and control point is it's back.... The avatar descriptor is on the front. Everything appears to work fine
But in game I am rotated 180 degrees?
did you accidently rotate the avatar descriptor?
I didn't touch those settings, but if I can use them to fix this I will XD
Hmmm, how would I actually rotate the descriptor? I didn't realize that it had a front XD
well its the same concept as move it but at the top left hand corner you can change to a rotation tool
you wont really be able to see it spin because its a solid circle
but its worth a shot
is the whole character rotated, or some of it?
Best way I can show it is this photo XD
The viewpoint is faced backward completely
Also Karma. I can't select the descriptor without selecting the model. Or do you know of a way?
hmm something about this seems off
you have to select the model to show the desciptor