#development-advanced
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if the model rotates the picture makes more sense to me
his foot seems to be causing the problem
or possibly the spine, couldn't tell you for sure
Huh?
the way his shader "expands" on his foot in the first picture
see how its morphed
suggests that his ankle is twisted
in a 180 degree turn
Oh that was an older photo. I can't get into game easily. That was a weight paint issue
The ankle was partially painted to the other leg.
Welp i'm running out of ideas XD
it could be in the physical rigging of the model for all we know
since you have the descriptor in the correct position
maybe all the bones are backwards XD
welcome to creating models 
So do you think that is what it is?
based on what im seeing that would be one of the things I would check out for sure
How can a bone be rotated though?
If I had more knowledge about blender I would help XD
but even I havent dug much into it
@arctic zephyr that vision orb is too far forward
Try setting it to Z: 0.02
You want it inside the head, because your view starts a few cm in front of that orb
Would that cause it to reverse my entire model?
Hey guys, we are trying to make 3-D block letters in VRchat as game objects. Is there a unity asset, or some way to do this? Textmeshpro creates 2-D letters in 3-D space, but we're trying to create 3-D block letters so someone could pick up a phrase and throw it away
like picking up words such as "sad" or "angry"
Talk with @burnt sable he's always making 3d text ๐
@faint zealot Personally I'd just make some text objects in blender. (add > text) Then export as usual to fbx and toss it into unity.
go get textmesh pro
Here's the settings I'd probably use, take note of the extrude and bevel options in the geometry panel.
@viral verge Last I checked TextMesh Pro still doesn't work in user worlds.
I never got TextMesh Pro working
they really need to update the wiki then ๐
Psych, you could always use TextMesh attached to invisible colliders with the pickup object/sync scripts on them. Then the text would move around-- although it would still look like 2d letters in 3d space.
Oo text in blender may be the best way to go then? Thanks all for the help
Or textmesh with the colliders like you're saying @sterile cipher sounds good
@viral verge It's whitelisted but it's broken as something doesn't get uploaded properly.
I, frustratingly, had text mesh working at one point, but now inexplicably no longer works.
Easy Question? How do AlwaysBufferOne and Toggle work together?
TIMES NEW ROMANS
Anyone else having issues with uploading models to the game? I hit upload and it just stays stuck on future proofing content, it's happened twice now
@keen ginkgo disable future proof in setting
vrcsdk
it will upload that whole folder
How do you go about adding dynamic bone colliders that you set in the heirarchy to specific bones to the collisions tab in your dynamic bone settings? I typically just manually place the colliders and drag and drop
@keen ginkgo it in #tutorials tupper made new video today about it
I still can't figure out the rainbow shaders, such a lack of information online regarding gradient shaders that change
https://i.imgur.com/nGPHZXS.png
Guess who made a jukebox ๐ฎ
It's not interactive yet, but the progress bar fills up as the song ends and the arrow hops to the next title
Clicking on a song that's playing will loop it
This is for my "home" world, so no
Glee
@sterile cipher to get models from custom maid you import them to MMD then to unity
and you can also export it from custom maid as a .obj and put that into pmx editor and that works as well
shit wait
you can use CMD2 models in blender?
holy
Yep
its time
does the vrc eye tracking look at the headbone ?
cracks knuckles
its a long process
because CMD models are insane 300k trigs
its cancer
How are the bones?
when you put them into pmx you have to reasign them but they are not really that bad but it can be a pain depending on the model
Plus they have a ton of bones that don't need to be there as well so a lot of stuff you can clean up as well so it's a lot of deleting unused bones
Thanks for the info
Np Tupper was asking about it last night so I was just putting the info out there
@warm niche They don't export in A or T-pose for me. ๐ฆ
Ya you have to put them into the post its a pain in the ass
Their mesh is stuck in whatever position they were in when I exported, and the armature is in T-pose.
I just created my first working upper & lower arm in blender
I mean the game has a built-in pose system, so you should be able to tell them to pose...
now i have no idea how to actually make a hand lmao
You can export them while the game is running if you manually put them into a tpose while the games running
well with the way i figured it out i was able to import it into mmd and then port the clothes to mmd and put them on in mmd you can do more if you know how to use mmd and play with it there
I used to use MMD a ton back in the day so I know my way around it if you need help i can help with basics but it takes a lot of learning to use that program
How do you guys decimate models? im trying to decimate a model that is currently 80k. I got it down to 24k but if i decimate anything any further it looks terrible. thoughts?
that's a better question for #avatars-2-general
Trying to do the Visemes for facial animations but i have to do them manually with the keys i got the keys but idk how to make my face move to the shape of the sound any help?
nvm figured it out
Anyone mind explain the ONSP audio source component to me
I'd rather not end up have a really wide range sound that annoys people
do questions about animation overrides go here?
Removing ONSP Audio source fixed the audio range for me. But for some reason, it doesn't work properly for other people even if they have or don't have it.
ONSP sets how far your audio will be heard in the VRChat world.
anyone have anyidea why my model stops Tposing when i try to animate it
@rustic geyser it just how the animation works in unity dont worry about animation dummy
you just use to make animation with it
ah ok
calling people dummy isn't very high quality tech support ๐ฆ
ill take what i can get
Hey guys, I need to rig my avatar to make it work like a humanoid, but without any animations of movement. What's the best way to do that if I don't need an actual model for the bones?
need bone for animation lol
It's just for emotes.
yep
They don't seem to work with generic.
need to be humaniod for emote
still need rigged model if you want dance because how animation Ik works
I have some custom ones prepared, I just need VRC to think it's a humanoid, kinda like how Smoothie did with his avatar.
I just don't know how to rig the bones in Blender for this.
All I've got as a model is pretty much just a box.
his animation is base on blendshape and bones
plus his has humaniod rigged under that
he way more advance in animation and rigging
just take month to learn blender
some people cane learn less then that
Anyone know how to make a particle system render right for the user? Just noticed my drawing particles work in vrtesting mirror but is stuck to my hip if i look down
@viral verge on your machine you are probably rendered with neck scaled to 0
so only you see the particles there, others see you the same way you see your self in mirror
anyway to make it work right on my screen?
I think not
useful tool for unity when you want edit somthing in play mode https://assetstore.unity.com/packages/tools/utilities/persistent-components-59009
it save all that change info in playmode
you need to use the unity asset store share link jaz, otherwise that just leads to the front page
oh ok
I tried asking this question in the 'Avatars' channel as well but didnt get an answer...
I am working with 3d blinking so I need these Shape Keys in my Body (face):
vrc.blink_left
vrc.blink_right
vrc.lowerlid_left
vrc.lowerlid_right
vrc.v_aa
vrc.v_ch
vrc.v_dd
vrc.v_ee
vrc.v_ff
vrc.v_ih
vrc.v_kk
vrc.v_nn
vrc.v_oh
vrc.v_ou
vrc.v_pp
vrc.v_rr
vrc.v_sil
vrc.v_ss
vrc.v_th
but what is the difference between vrc.lowerlid and vrc_blink?
is blink a complete eye enclosure and lowerlid only halway or...
Lower lid bend bottom skin of the eye
When you look to side and up
In my opinion don't need them
I dont even use blendshape for eye.tracking I make own blink animation
so what do i do here for facial animations when I talk
.-. okay thanks the 1k ppl on this discord for help Kappa
Admittedly, you posted in a channel that hadn't been posted in for two hours, waited for 10 minutes, got no response, and assumed 1,000 people have looked at your message and not wanted to give you a response.
Early Saturday afternoons in the United States tend to be sort of quiet on this chat. Additionally, you may want to try asking in the avatars Channel. I would suggest watching lather's tutorial video on Visemes and blend shapes.
well i looked around but no one was linking a tutorial i wasnt aware of one
Lather walks through the entire process of creating new blend shapes for blinking, and also touches on the process for creating new ones for talking. Additional the VR chat documentation covers in more detail.
all the tuts on blender i find are 5+ years old
๐๐ป ๐ฏ tks
Rip every time i select Seperate by materials blender freezes and crashes now GG
Rip
Well looks like I can't use blender anymore nice 10/10
It's hanging because there's so much to have to separate (pretty typical of mmd models) so do partly what @mighty gorge said, separate by selection into some more managable chunks (I'd split it into about 4-8 to begin with) and run separate by material on those individually. Shouldn't take anywhere near as long.
Yep, that's also a good way to do it. In fact that's the best way to divide it into smaller chunks. Select some stuff, ctrl+L, then p -> by selection.
Does GPU Instancing work for custom worlds and avatars?
@viral verge GPU instancing doesn't work on skinned meshes. So probably not on most avatars. You could use it in a world though.
cools ^^ i can get a tad crazy on my worlds then :3
Does VRC allow the use of animated textures?
Yes. Only thing you're not allowed is basically C# scripting
So just make an animated sprite or make use of the animator
GPU instancing seems to be turned off on static objects because of static batching. Static batching is faster i think.
You can disable static batching in project settings and keep instanced objects static, but you must also disable baked lighting on instanced objects or it won't work.
Anyone have a clue what may be causing this error I'm having. All of a sudden my unity stopped letting me publish models and all my avatars build and publish buttons are grayed out https://gyazo.com/5fcaf078ca674e00d08174a11f99a49b
Would this bone and mesh setup work for eye tracking because i have tried 3 times with this model with no success
My big problem is when I put the new bones in for the eyes what happens is I assign the right keys but when i rotate the eye it doesn't move
@versed pine are the eyes weighted to the eye bones?
@final wigeon I'm not sure
How do I check?
Also my old eyes don't have children. Is that bad?
You'll want to go into the weight paint mode in blender.
relevant user manual page: https://docs.blender.org/manual/en/dev/sculpt_paint/painting/weight_paint/introduction.html
I guessing this is bad?
is there some way to make a avarar transform in to a new one and have that as the main body
Try clicking different vertex groups (go for the eye ones) and it'll show the weights for that group.
@final wigeon They are both all red
Sounds like you'd need to manually re-weight the eyes to the eye bones.
@final wigeon Where do I go from here?
I'd check out the reference rig linked in this guide
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
and compare it to what you've got and adjust your rig to match it, especially around the neck-head-eyes part.
@final wigeon OMG Im so mad at myself
I had it in rest position
thats why nothing moved
When I went to select the eye inside of edit mode, the child of oldleft and right eye appeared, but when I hit select nothing happens
I have one shape key for blinking insted of two, what do I do from here?
e.e
Can anyone help me x.x i can't get this to work no matter what i do, the pumkin just stays on the head even tho i'm trying to turn it off with the override
https://cdn.discordapp.com/attachments/361742235525709825/371639208709718026/unknown.png
https://cdn.discordapp.com/attachments/361742235525709825/371639219405324289/unknown.png
no matter how many times i try it just wont work
only the pumkin enables in my hand when triggered and the one on my head wont turn off x.x(edited)
so it ends up like this in game
https://cdn.discordapp.com/attachments/361742235525709825/371639881224683523/unknown.png
@versed pine
There are some who might call that the marble rule. I will maintain that I didn't know what I was doing at the time ( but shiny things are good, right?)
@hollow lotus I'd love that model, Smooookin
@halcyon bolt that profemece issues just makes world's with alot mirror put alot high ploygon item in front of them
You found out why
Alright so I was doing Viseme Lip Sync and I have all the shape keys done but they don't appear in unity
All the shape keys are correctly named it's just not showing up in unity
wait crap
ignore me
Forgot filled all slots
So..I've got a situation
My master joint is centered in the scene and not in the center of the character
I'd be perfectly fine with just mapping the pelvis as the master joint and getting rid of the old master joint, but I can't seem to remap it as the master joint
Any advice?
I've just realized it wont' reroot the skeleton because it's already rigged.
Anyone know how to save weight-paints for later so I can rebuild the skeleton?
If I where to make stairs for an avatar
add a collider
would people with colliders on their feet be able to walk up said stairs?
No. Adding colliders on your avatar will only possibly result on you being flung up in the sky depending on placement
Avatars cannot collide with each other in any way
thank you
@sudden smelt @rough sleet and any others knowledgable/available:
My Unity editor is now dying despite a full reinstall, a full project recreation, and etc. My logs are full of this:
d3d11: failed to create buffer
Any ideas?
I cleared all caches, appdata folders, tmp, did a full uninstall/reinstall, and created a new project. I have also updated GPU drivers/restarted.
I am now creating a new project and redownloading all the packages fresh.
Sweetass tip that I hope can save EVERYONE here a ton of trouble.
If your character's joints aren't located correctly use a tool called:
"Move Skinned Joints"
I am estatic that I found that setting
Dunno what the tool is called in Blender, but that's what it's called in Maya
Happened again on a completely fresh copy of Unity. Occured when I moved the Heirarchy from the left to the right side of the UI
Did you remove it from all your appdata folders and the stuff they sneak into the C:/ drive?
@sterile cipher
yes
I did indeed
I'm wondering if the VRChat SDK is causing it, try removing the addon and starting a new project
then reapply it
This is very frustrating. Every few times I edit a component the UI stops responding.
Have you tried removing all occurances of unity from the registry?
.. huh. As soon as I removed the SDK it started behaving.
I'll continue to work and see if it starts to act up again, but its acting normally right now.
@sudden smelt Yeah as soon as I removed the VRCSDK it stopped misbehaving.
I was unable to grok out the actual crash cause in the editor log
Just kidding. Had another crash. gonna murder someone
Its effectively random. Any UI interaction has a small chance of locking the UI.
I'm honestly halfway to just reinstalling windows.
I'm unsure what you're asking
I'm remembering the video you made where you applied a shader to a model, maybe the shader is causing issues? unless you're not using that shader right now
Oh. No, probably not. Shaders are used quite often
Edit > Project Settings > Graphics and under "Always included shaders" make sure that is contains UI/Default and UI/Default Font
If it doesn't, add them
If this fix doesn't help, I'm unsure what could fix it without further research.
Did you try clearing the GICache through edit -> preferences -> gi cache?
also try launching unity with -force-d3d9
As a command line arg
Seems to be behaving after killing Computer\HKEY_CURRENT_USER\SOFTWARE\Unity Technologies, clearing GI cache, adding UI/Default Font to Always Included shaders, and running D3D9. Don't know which one fixed it. Don't really care
that being said, Cubed's Shaders don't work under D3D9. Oh well ๐ค
@sterile cipher Cubed shader uses geometry shading which isn't supported by DX9.
hey dudes, I have had an issue with 2 models recently, both saying the spine structure isn't right. neck and shoulders need to be connected to chest, but they are and I can't figure out why it thinks they aren't. I get everything in green and it's till not good
wait, wrong chat probably lol, I thought I was in avatars
i'm trying to find out why my terrain and other objects in the distance twinkle. i think it's the shininess, even on my terrain with it turned down i still have some of this, is it the alpha channel? i've read different ideas about fixing this type of thing but so far nothing's worked. and i would like it if i could have some gloss on an object and not have it look like this when it's a ways off.
Here is something super helpful https://www.assetstore.unity3d.com/en/#!/content/4464
that does look useful
Could someone please help me with these errors
Every time I try to build and publish my avatar this happens and it doesn't let me make it
@versed pine did build and publish work in the past ?
hello can anyone help me with an issue im having with animations for blinking and mouth movement
Maybe, depends on the issue
i have all the shape keys down and even made the blinking animation on the timeline, exported seperatly, and then put it in unity as a legacy, but the scene animation is nowhere to be found
Are you trying to import it as a generic parented to your avatar?
i just followed a tutorial online so frankly im not sure what you are asking, im sorry
Because if you're trying to do simulated eye tracking and talking visemes the "proper" way, I dunno why you made an animation
can you point me to a tutorial that shows this "proper" way
i actually see the one i used in there, and in that video it said to make an animation
Then it's not simulated eye tracking you're making but just a loop
The eyes or eyelids themselves have to be a generic object AFAIK and then you parent it to the head bone and apply the animation to it
Haven't done any legacy stuff
Sorry
Ok so im having major issues with trying to add particle effects to my avatar. Whenever I add the effect under my avatar in the hierarchy in unity it makes the windows error sound after I try to upload it. After this if I try to run playmode again it says to fix all compiler errors and screws up all of my sdk info so that it only says clear cache under the sdk tab. Any help with this will be useful.
Also after seeing the compile error popup to fix unity i have to uninstall and reinstall it
This is what it looks like right now
Has anyone had luck finding the proper setup to create buttons to play and pause the new video panels?
I've set it up the way I think it should work, but it does not. So I can continue trial and error, but hopefully someone has already done this.
I'd like to do two things. First, have the video load, but not play until someone presses a button.
Second, have buttons that pause or play the video.
I got a question, when setting up eye tracking, based on Lather's video, what if you have bones inbetween Spine and Hips? for example, he says the heigharchy should be Head Neck Chest Spine Hips. But in my case I have, Face(which the eyes are connecred to) Head Neck Chest Spine Spine1 Hips. Would this mess it up?
Yes
The simulated eyetracking script is ultra super picky, if even a little thing is off. Say, Spine is named spine then it won't work at all.
The hierarchy must be Hips > Spine > Chest > Neck > Head > Lefteye/Righteye
dang... so i guess models that have more bones just wont work :P
does it have to be that way for blinking too?
I'm assuming probably yes
Probably should have posted this here, not in the other channel.. But can anyone help me with this error?
The scale is set appropriately
spawn a 1,1,1 cube next to it
Your avatar might have an object inside it then thats an insane distance away
Is there a way to easily spot that in blender?
So in blender I did a box selection on the verts that i saw and then did an inverse selection
Everything is where it should be
Could anything else contribute to this weird insane distance thing besides a rogue vert?
eye level maybe
Just to check, I selected all verts and merged them and imported that into unity, still that weird long distance message
does the VRChat camera render depth? (it's a default feature in some engines, like UE4, but I think you have to manually turn it on in Unity)
I'm trying to use it in my shaders, but I'm not sure if the game allows it
@halcyon bolt I think it would not render successfully without depth, so likely on by default
well, it's not working for me.
I'm trying to use a "depth blend" node in the shader, to make areas of my model transparent when clipping with others (think a water plane. The opacity increases with the depth of the water). But my whole model is transparent, which I think means the camera doesn't render depth
@autumn hatch wait! u mean left eyes bone created first?
ohh, its too much time passed...
i got horse to work with third person controller https://i.gyazo.com/e49bcdf039ba6a782ee83cddaba05ae7.gif
@halcyon bolt is it possible your node editor doesn't support the Unity version ?
I'm using shaderforge, and I've used the depth blend thing before (that's how I learnt about that script I mentioned)
@halcyon bolt I've tried using the depth buffer before and had intermittent results. For example if the world is using the Post Processing Stack it seems to interfere with the depth buffer.
@halcyon bolt Depth buffer is defintely usable, just tested it in my world
sampler2D _CameraDepthTexture; //the depth texture
float depth =
LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, IN.screenPos.xy / IN.screenPos.w)) // previous depth from depth buffer
- LinearEyeDepth(IN.screenPos.z / IN.screenPos.w); // depth of current pixel
depth = saturate(depth / 3);
o.Alpha = depth;
(the math is not 100% correct, but it's close)
f1 does work though, but it's not recommended
f1 has a major security flaw, that's basically the difference between them
Unless things have been changed
p1/f1 are effectively identical, save for a security patch.
the asset store was brench on 5.6.3f1 so it maybe easy steal info from it
reason the update happen in it
if you dont mind somone steal your info on that lol
You should be running p1
@quick forge Hey, I'm the slime you saw at the "water test" world
How did you get the depth blend to work?
like, for the water
k, thanks. I'll try it
Cutie
dang tidiestflyer you have some seriously good avatar modeling skills. great stuff!
๐ Tidiest, other than Syn, I'm pretty sure you're the only member of the community hand-making anime-style characters. Good stuff
is there a way to have Event Handler on a avatar
@fierce zenith you use custom overridde for animation
yes but trying somethink disfrent
avatars do not have any form of triggers/events no
even if they did it can be abuse of reason that stuff stay world building
ture
there plan make inventor in the future let people spawn item but going have some limit because dont want be spamable to point get annoying
do any of you kown how to change model mesh but keep it when moveing
you need weight paint to the armature
can you still toggle that
@sterile cipher
omg that avatar is great
at least it doesn't hurt as much as the shaders I've seen
How do you add a skybox to an avatar?
Alright guys, I've run into an issue and I feel dumb for not knowing how to do this... I'm trying to add a sound to a hand gesture animation override... How do I add said sound?
@hollow quiver Make a sound source attached to your avatar. Include in your animation to make that sound source active. Set the clip to play on wake. And before you upload it. Set the sound source deactive. So the animation override can activate it
how would one delete 1 part of the body when its all one mesh?
Import the model into a 3D program, like blender, and edit the mesh manually
how do I do that?
File > Import > then whatever file format the model is
you know what
how do i move a body part with the attached bone?
and how do I make it stay
nvm got it
Thank you @dark epoch !!!
Okay now another issue lol... For some reason when I use my animation override, it doesn't start from the beginning every time. It wants to pause and start from where I paused when I activate it again. Is there any way I can force it to start from the beginning every time?
First frame should be deactive. Second frame should be active. Also make sure you turn off "loop" on the animation itself
Thanks. ^^
does someone knows how to make moving texture with shader forge
nvm i think i got it
Hi guys, i'm need to go a little bit further than the maximum scale a character could have. I saw some people doing this but I don't know how to do it. Any clue?
blendshape
I am hoping to add light sources to a model of mine. I was warned that this can cause large performance hits to those around me. Any tips to make it less so?
Like using the light or light probe group?
hmm, maybe low radius?
i put low res shadows for realtime, i think it helped a lot
could just turn off shadows
i guess I don't use shadows a lot anyway
Real time lights cause everything within their range to be drawn again per light. Enabling shadows also causes them to be drawn again. Light probes probably won't work the way you want as they're limited to very diffuse lighting and don't do detailed shadows. Also putting them on an avatar probably won't work very well, and they might not be permitted.
@arctic zephyr At least as far as I'm aware there isn't a good work around or alternative, real time lights are just too performance intensive for everyone to be putting them on their avatars.
They're not so performance intensive that we can't ever use them but using them on your normal day-to-day avatar is a bad idea.
It's fine if for example you want to make a version of your avatar with a flashlight for when you're in a dark world and need some light.
I am just kinda hoping to find a way to get like a stronger glow effect for my eyes.
They're already emissive?
I tried emissive, but it just didn't light up well.
Plus I didn't intend to leave it on as a day to day, but as an emote.
Emissive won't cast light from dynamic objects like avatars, it just looks bright because it's full bright. You might be able to add lights in Blender, bake it onto your textures and then use an animation to swap out the textures in the emote. It's not simple but it's very low performance cost.
However as a emote it's probably fine to use two very short range point lights and see if it causes any problems.
So as an emote it prolly won't cause too many issues?
Does anyone have experience using OpenVR to create an application that runs in the background while other apps are open?
Hey, I've been working on an animation for the past three or four days, and about an hour ago I saved the project, but didn't close Unity before rebooting for a reason., and now the animation's completely gone, although the files are still in place. Should I try to restore it or start from scratch again?
Okay, never mind, I've just read that you can't open animations.
Is there a VRPill head asset available somewhere? I need it for reasons.
I mean outside of the game. I don't particularly care if it looks exactly like VRPill's head, but it needs to have the vertex shape keys for the mouth so it can speak.
does it only work with unity 5? i've got unity 2017 atm and don't really wanna install another version
@glass lodge unfortunately you must install 5.6.3p1 (or f1, but ideally p1)
aww, okay
Tried uploading a world but it doesnt show up in "MINE" maybe servers still having issue? Detatched and reuploaded and still not showing up, will try again in a bit
does anyone know how to export bones from 3dsmax to blender somehow?
@sudden smelt Is there any reason not to mixdown to Mono for video to be played through VideoSync?
If you want to play the audio from an audio source thats 2D?
Oh.. right
I haven't messed with the audio source from my player, so.
Also, oh boy, unity is doing the "blanking UI" shenanigan again.
@warm niche, I am having the same issue with the world not showing up in game.
I may try to revert to the last SDK and just go with that for now
I'm hearing from others uploading rooms is not working too
With the new SDK or also the old?
IT seems to have uploaded now, and all the versions I uploadded are showing up, strange
Ok, so just showing late then
Will check again
Still not showing up... @warm niche How long did it take for yours to show up in your menu?
about 15 mins or so @lilac atlas i did get an exception error deleting out the duplicates I had made, and an error about the world not beingfound in directory xx.. but it seems to be working now, I had restarted everything and got a fresh connection to the server and seemed to fix it
Yeah, I am getting that 404 error.
Damn, tried twice with the last two SDKs and no luck. WITB will still run fine but no new Victory circle.
Will have to do the bug reporting after the event
I'm worried about not being able to test for the halloween party tonight ๐ฐ
so guess everyone problem upload worlds?
hey guys, do you know where to find that thorough visemes tutorial? I've seen it one time but now can't rememer how did I get there
@old bridge Was it a video or just a written document & pictures?
@final wigeon a document (web page). I believe it was even made by VRChat staff member. It also had a download link for sample VRChat model skeleton. It covered everything starting from main skeleton up to eyes and visemes
but I just don't remember where I've found it
https://vrchat.com/developer
It's the blender/Maya to vrc guide.
Best thing to do is download the reference skeleton and save the page as a pdf locally. Then you know where it is. :D
yep, thats it! thanks a lot
just have to bookmark it now ๐
also...how do I update the SDK? I guess if I just remove the folder and then import new package it'll screw up my existing world, which is highly undesirable
@old bridge
- Quit Unity
- Delete Assets/VRCSDK
- Start Unity
- Import new package
@autumn hatch but what will happen with existing VRCSDK in the world? wouldn't they become corrupted? like has a missing components etc
At step 3 you probably will see a bunch of "Missing Prefab" and missing components, but after you imported the new SDK that should resolve it. If not, a unity restart does it.
The meta data still exists
ok, I'll try that, thanks
looks like it works. Had to restart Unity after all because of some missing scripts
When making animations in Unity, how do I make it so that an object doesn't rotate when the character rotates?
anyone knows how i can black particles? the one i made are not showing ingame.
where to find a guide how to add items to your hands?
๐
Any clue what scripts I should search for? 'cause I have 0 idea about scripting.
Can't use custom scripts yet is the problem ๐
Oh yeah... forgot. Oh well.
Just check my YouTube channel there on there were equipment static obj on your body
Or just watch kuno new video
Managed to get toggleable emotes working - sort of.
Doesn't work for the main avatar animations, but it should work just fine for props and other stuff.
I have a fully rigged model and want to add dynamic bones for the hair, but it doesn't have bones in the hair right now. Is it possible to add bones anyway?
@twilit coyote absolutely. just use Blender
Can someone point me to where I can find how to replace idle animations or walking animations
@dull umbra HOW?!
I am trying to create a pistol for my avatar, but I'm a desktop user, so I can't map the animations to vr poses. I have to use the emotes, instead.
But since the emotes lock your movement, I wouldn't be able to aim, for instance.
So your method seems perfect for what I need
It wasn't easy.
Mainly abusing Mecanim until it cried.
Basically you need to modify an animation file so the animator playing the animation disables itself.
When it's disabled, it preserves its state until it gets reactivated.
There's a bit more to it in order to bypass the "stickiness" when Mecanim sets a property, but that's the gyst of it.
(just in case, there is no way to map an animation to a key press, right?)
Not that I've found.
if only the devs would hear us, and add a few keyboard sockets...
Pretty sure they hear everything, but I would imagine desktop features are pretty low down on the priority list
@runic mauve Found this thingy http://u3d.as/GJV
Your in beta atm
beta dont give me access to script lol
is just modifed update verison
test for release
they might have other server just for script test for playmaker
oo i thought you was in that one ๐
Could still rip the animations for it ๐
only reason standard asset white list was white list before
but unity update with more script
i know that one is, was talking about extended. But looks like it's no longer on the store
It's the link not discord
first link in google
Use that button
works from within unity to
Anyone Know if the current SDK has documentaion or when the old will get updated?
can someone help with custom Sound effect for item in hand ?
I saw the video about 2d visemes but is there one for 3D visemes because my character has a textured inner mouth?
is it possible for emote to move character(not player but avatar) in vrchat?
it loook fine in unity, ingame avatar doesnt move around, just do anim at standing
yea just need to make animation add to emote slots
@wary epoch You need to change the root motion settings in the animation's import settings. I'm not sure what you actually need to set it to though.
Also it still won't actually move you, just your avatar's model. So your name tag, camera, collider, etc. will all stay in place.
Go to https://docs.unity3d.com/560/Documentation/Manual/class-AnimationClip.html and look for Root Transform Rotation.
Hi guys, I'm having problems with the unity standard fog (the one inside the lighting tab), it's perfectly working on editor but it's not working at all on vrchat
I've tried everything.
-
Using an external camera with a PostProcessingProfile with just a fog active layer on it, and putting this camera as the Reference Camera inside the VRC_SceneDescriptor
-
Changing and trying different parameters of the fog options on the lighting tab
-
Trying to use a external script like "Volumetric Mobile Fog" (This is super light for the computer) https://www.assetstore.unity3d.com/en/#!/content/52065
VRChat is sooo annoying sometimes...
another option would be to do it in your shaders
but you would need all you shaders to be custom made, and share that feature
hello there so i wanted to try something a little different. i tried to get a particle system running that would wrap around a mesh as it spawned. easy enough to do with fire but i cant seem to find a god way to make lightning sort of arc around the mesh. Not in a sphere shape like literally arcing around like the arm of the mesh. like this image above
Is there way to pause playing Animation? like in code: Animation(or Animator).speed = 0
Oh, I will. Thank you!
Ooookay I've found it. Speed can be multiply by Parameters values. thx!
@rough sleet Thanks Jesus i finally did it ๐ฏ ๐ ๐ ๐
@brisk cedar one way to do it would be not using a particle system, but rather a shader.
You would use an animated noise function to get a lightning-like effect.
And if you don't want it look like it's on the surface of the model, but instead flotating above it, just use a duplicate (similar to how outlines work)
Have a look at this:
http://images.gamersyde.com/gallery/public/6073/798_0049.jpg
And this:
https://realtimevfx.com/t/noise-based-lightning-shader-like-in-zelda/3047
O thats a great idea. Do you happen to know how to do it in unity or a good tutorial for it @halcyon bolt
I can't think of a specific one, and it's 7AM here, so I'm kinda tired.
But the basic concept is this:
https://gyazo.com/790f45602246feed3dd7088a91e1e60d
- 2 (or more) noise textures panning
- combine them
- pick only the values between a range (for intance, from 0.7 to 0.8 is white, everything else is black)
- use that as opacity, or whatever
different textures will achieve different results, so keep trying
Awesome thanks man this is exactly what i needed
do you have shaderforge?
Yo has anyone tried putting 2D sprites into Chatvr?
You mean just a flat picture?
@brisk cedar I couldn't sleep anyways, so I made one for you. Here:
https://we.tl/l4DCsoW50z
@fallow tangle yes but they need to be at least 1 big on the axis for flatness, no 0s allowed
Can someone run me through the setup on the VRC Video Sync Prefab? I tried to set it up but something was horribly wrong and was here really bad audio noise. To do a playlist, do you need to have a link in that first section in the inspector or just the links in the playlist section. Also what do you do about the audio source? Do you need to connect a separate audio source in the world to that spot in the inspector? I noticed there were not any audio settings directly in the inspector of the prefab.
Slap down the VideoSync prefab, put a URL in the videosync component's playlist field. That's about it.
Ok, so don't put anything in that first URL field and there are not any audio settings to fiddle with.
I may have had some strange audio feedback issue because I had populated the playlist URLs and that first URL.
I want to attach animated object to avatar and make it react to hand gestures (like standard animation override, but another model instead of character should be affected) any ideas on how to implement this?
why not use hand gestures but edit the object instead of the model?
you can make an object appear with overrides/edit your own model, so why not do the same?
...or am I totally misinterpreting how this works...
well...that gave me an idea. I somehow managed to animate attached object using animation controller, but look like I have to try to modify override controller to wirk on that object too
looks like it's not possible after all. I can add an animated child object with infinite loop animation but can't change its state with animation override. It doesn't react to standard override controller...looks like I need some sctipting to do this, but it can't be done atm unfortunately
I guess one can make several copies of object with different animations and turn them on\off with overrides which is possible, but in my case the object has too many tris to be duplicated
dang... rip
Whats c input? documentation says nothing about it
Maybe, but knowing that does not help using it to much ๐
It's old deprecated stuff used with Custom C# scripting back in the day
Would i use that to get key events from SteamVr? or do i use 1 of the joysticks in unity keys to get left vrcontroler horizontal and vertical trackpad movement for left and right controller?
Hmm? We don't support C# scripting at this moment so the VRC_StationInput script won't work
how do you get movement input from stations atm?
documentations is a bit vague ๐ so i'm adding them 1 by 1 atm trying to work out what does what
You don't ^^
There's no way to get any input from stations. What would you use that input for btw?
guessing horses and gocarts are only makable if in beta atm?
Was going to make rc planes ๐
Ah, they are taking advantage of that Standard Assets Veichles are in VRChat which means those scripts work in VRChat
It's a very hacky solution though so you'd need to ask one of the people whom hacked it together for help ^^
I could do it ๐ just need to work out how to get hold of input data
can hotwire it into the animator to send pings to the script
animation*
There is no way to get hold of input data atm afaik
rips
Would require custom scripting
Ima just go kick it till it works ยฏ_(ใ)_/ยฏ
:)
Let me know what ya find ^^
will do
@strange fable Anything you know in the SDK that lets me move a float from 1 spot to another
Worked it out ๐
Do planar reflections work?
i has a buggy driving around now
Really just.put chair child on the car then make trigger turned on the car and off
Just adjust setting standard assest car script
Then.make trigger put you in that chair
Then make exit button
Working on a motorcycle for a world, but the wheels seem pretty unstable. When I hit play the vehicle sort of jitters for a moment and then regains balance, and if I manually move it forward it tends to freak out. Are there any decent ways to stabilize a vehicle?
(Worth mentioning I actually haven't tested it to see if it's driveable yet, just going off of what I see in the editor. Gonna run a test build now)
@warm niche box coillder for bottom near wheel so has have 4 wheel like a car
It be unstable move 2nd side wheel
@warm niche do not use box colliders on the wheels. This will give it a really hard time traveling up sloped surfaces. Use a a sphere or capsule colider.
@runic mauve thanks for always being on and helping. Its very helpful
Made up a small asset package for toggling props with emotes.
Unfortunately it's not that stable. Unlike hand gesture based props, these ones will desync if the emote gets culled on the other player's client.
Had a situation where the prop was off for one person, but on for another.
It's the best us desktop users have got right now though.
thank you, ill keep it in mind ^_^
Ahh ok!! Thank you so much guys, I think I may have this now >:D @runic mauve @slim apex
Have someone managed to add animated objects spawned by animation override? Like firing guns. I have a couple of questions
@dull umbra This is nice!
However, I'm trying to follow your tutorial, and I'm a bit lost... (at step 2, lol). It would be nice to have a more detailed tutorial, or a video one. https://gyazo.com/e7643730aae08bddac095e466e0999c1
Thanks, anyways!
@old bridge You can use particle systems for that. But if you want the actual parts of the gun to animate, then idk
@halcyon bolt so these were particle systems after all...thanks, I get it but I need real animation. Looks like Ibhave to find some workaround
Could try using constant force with torque, no clue if it will work tho
@halcyon bolt Select the animation in the asset view to show it in the inspector (there'll be options for Loop Time, Loop Pose, and Cycle Offset). Right click on the icon at the top of the inspector to bring up the menu.
@old bridge Nested animators work just fine. So just attach an animator to whatever you want to animate and it'll automatically play whenever you enable it.
Animators will automatically reset to their starting state when their containing object gets disabled, so you don't have to worry about looping the animation or anything.
@dull umbra yeah, it works. But I need to switch animation based on animation overrides (for example, using emotes). I've tried to attach object with animator and enable it via animation override on main character (transform->enabled attribute) but it doesn't work and I'm not sure how to do it properly. Do I need to use several frames on character or only one, to enable animated object?
I've tried only emotes since I'm on PC. May be it will work with hand gestures, but I have no way to test it atm
You probably have Mecanim to blame for that. Even if you enable something with an animation, it'll revert back to it's original state when the emote ends.
Well...that's not the problem, right? Since I can make a long animation for override
But will it stay permanently if I'll use hand gestures?
It'll stay for as long as the hand gesture is active.
The main benefit is that you can move around with a hand gesture.
So if I move while emotes it will cancel?
Right now, VRChat doesn't allow you to move while emoting.
Well, at least now I know that...
can you convert mmd motion data to animation ?
Guess I have no other option but to use hand gestures
Check out the package I posted a little further up. It allows basic toggleable props using emotes.
Stuff like this:
The only thing is that it isn't synced to people who aren't around when you first enable it.
So some people will be able to see it while others won't.
@dull umbra hmm...that seems like a major drawback in my case unfortunately ๐ so I'll use gestures. May I tag you when I'll try it if I have some questions? It is really hard to get any help for that topic
Sure. I don't have hand controllers though, so I'm not sure how much I'll be able to help.
@dull umbra so basically if I have like 2 animated objects attached to my character, I can use animation overrides for toggle either one of these objects or turn them all off, right? I just need a keyframe with correct values of transform-> enable for each
@dull umbra well I have my crappy PSMove setup which allows me to do a couple of gestures so may be I should stick with it atm
Yeah. That'd work for hand gestures overrides.
@dull umbra but what about emoji things? (like hearts etc) I think they allow moving while making them. Have you tried to override them for that purpose?
@dull umbra I don't mind if its limited in time since I can make long animation (at least I believe so)
I can't really see how they could be used. They just spawn a couple of particles into the world. There's no way to get any customized content into them.
But aren't they listed in override animations? I believe I've seen them somewhere, not sure though
Anyways, thank you for that clarifications. At least now I know the limitations and can search for better options
Nah. There's entries like THUMBSUP, but that's for hand gestures, not emoji.
No problem. I'm still investigating ways to maximize Mecanim's capabilities. I'll keep posting my findings as they come.
@dull umbra that would be nice
@dull umbra btw I found this thing: if you add another skinned model to your character and it has the same bone names as your character's then it will move according to your movement as well (although it will be in the same place as character too) I believe you can move armature in Blender out of that second model to make some offset and use it like your "shadow clone" or whatever
I'd like to start doing some motion capture in Avatars using Vive Trackers. Can anyone point me to a method that works well for recording animations that could then be used in Unity?
https://github.com/MrQ89/VRCMotionCapture
Mr Q made this. Haven't tried it myself so can't say how well it works
that's pretty cool
Thanks Zarni!
@lilac atlas there is also this http://brekel.com/openvr-recorder/
would anyone know how to save a variable without causing an infinite loop (crashes unity) in shader forge? ^^'
is there a way to test gestures on PC?
you could bind them to emotes to test them
nope, gestures are treated differently, so can't use emotes for that
then i don't think it's possible atm :/ you can test animation overrides through emotes though
done that myself
maybe not everything, but things like trails, enabling/disabling weapons etc
@harsh bay don't think in code terms when using a node editor. It doesn't always work the same way
What are you trying to achieve?
ahh, i'm trying to make a randomizer, setting random uv cords of a texture. I could achieve this through the randomizer in the vrc triggers, but i would need way too many materials for this
i figured it would be very difficult to do without scripting ๐
i can also use a randomizer connected to world position, but this is also something that i can't freeze the value of
can i set a trigger action that affects a shadernode?
I'm trying to make a randomizer based on time (never did it before) and it seems to be kinda tricky
It would be better if you base it on a static value, like world position, as you said
Give me some time, I'll try something
aight ๐
I guess by "freeze" you mean get the current random value, not go to 0, right?
yea
fuck
ikr
It sounds like a simple thing (and should be, if using code variables), but truth is I've never done that before in a shader...
yea would be a walk in the park if i could just store the value somewhere else, but i can't think of a way i can do that atm
so i can use the randomizer in the trigger, but then i would need a way to communicate with the shadernode
something like this, but instead of having over 50 materials, changing a material node would be great
the only way I can think of to get a similar effect within the shader, is doing something like this:
https://gyazo.com/8e76b0f7d6faa95b4854715cf11e8c38
it's not "stopping" time, but instead, it just stops adding to the uvs
it's a linear animation from 1 to -1. But once it reaches 0, it stops
(for a second, then it loops again)
but anyways, what is this effect for?
card game
so let's say you pick up a card, having it randomized basically
And I gues the card is an object you can move around, not static, right?
ye
then it's a "per instance" randomization. I don't think you can do that in the shader
i was thinking how the uno card would work you would need make object card you drag into spawnobj
then set a time each card
the deck would be putt turn on the spawner
put dont put gravity on the cards
np
Woot ok so update on this car situation. I seem to have just about everything else working aside from car movement. It looks like when someone clicks the use button it turns on an animator that enables the car components, but somehow when I use my joystick to move the vehicle doesn't go ๐ฎ
@harsh bay Have your trigger choose a random AnimationFloat action with values 1-52. In the corresponding animator, add a blended animation tree based on the float value that will scroll the uvs to the corresponding card face depending on the float value.
ooooh that's a good way of doing it!
how do you get an animation from non humanoid objects? do you enter it in the variable and value?
Create a new one in the Asset View. Add it to the animator of a game object. Open the Animation view and click the record button. Any properties you change will be recorded as part of the animation.
ah yea i got that far, but i don't know have to connect an animation to the vrc triggers ^^
do i use these?
Open the Animator view for your object. You can setup custom parameters there.
You'll need to setup the state machine to change animation states depending on the CardFace value. You could also do it with a blendtree, which would require fewer separate animations, but would be a bit tougher to get right.
ait ait ^^ thanks for the help !
Something like this would probably get you started. With conditions on each of the transitions mapped to the float parameter.
๐
One thing to note: VRchat doesn't support AnimationInt yet (it's coming I guess?), and transition conditions don't allow you to test for exact equality when using floats... so you're going to have to improvise a little.
Anyone know why exit stations not working?
Right now, once you get in you can't get out x.x
Also know the trigger works, since i had it doing 2 actions before and the other one worked when pressed
okis
uncheck mark disable station exit
make trigger cube to put you in the vrchair
cant use the chair self with trigger
trigger on chair dont work well what mimi told me
how do you stop movement kicking you out of seat without disable exit?
with exit trigger with exitstation
https://cdn.discordapp.com/attachments/337864856294391808/375029782993305600/7633657e7c17abf65352ae586b16d686.png https://cdn.discordapp.com/attachments/337864856294391808/374798001211703296/6106e51d396dacf10f4bf7a8d9c737c9.png https://cdn.discordapp.com/attachments/337864856294391808/374798482730385409/cd68ed521c97cb6d04689541814ade33.png
3 thing you need for car in vrchat a Engine button, Sit button and Exit button
add gameobj to chair to turn the chair back on because the chair self will show sit
but not what you want people to push
Can you detect when someone leaves a station? no matter how they do it
like if they crash or hit respawn
for right no i dont think so i think they would need make trigger if somone hit repawn turn off all this
Have you worked out a way to stop control if someone hit respawn?
does owner id change on respawn?
Buggers
you could make master swtich destory respwan all cars lol
problem when you destory obj and respawn the person stuck in that area
till hit respawn lol
Would just tele all objects over destroying and respawning
Is it possible to have a properly working video screen on an avatar? I've set up a camera with a target texture and it appears properly for me. However, no one else sees anything on the screen that I've textured with the target texture.
cameras are only enabled locally on avatars
@exotic tree Very likely not. Too easy to abuse and cause performance problems.
yea anything with mirror, camera to easy abuse reason not on avatar
you can use camera for your self
I've seen people with mirrors on their avatars, so I know those must work somehow.
it was remove new update
Ah, ok
you use be able do alot thing 5.3
but that stuff remove because performace issue
possible if the partcile get abuse to much could be next thing but let hope no one abuse it
5.3? I saw someone with a mirror on their avatar just a couple weeks ago, so it wasn't removed in the 5.6 update.
they maybe had on there avatar before new patch
there couple new patch lately
new patch was for halloween event new trigger
last patch remove componet from avatar could be use for abuse
@exotic tree VRCHAT 0.12.0p1 - october 5, 2017
SDK
FEATURES
Added VRC_CustomRendererBehaviour (includes RealtimeGIUpdated)
CHANGES
Restrict certain components that can be uploaded on an avatar to save performance <<<<<<<
Replaced Ethan with tutorial avatar
Removed VRCYoutube prefab
More SDK example changes
Updated SDK examples
VRC_Trigger proximity defaults to 1 instead of 100
VRC_SyncVideoPlayer works with lists of urls
VRC_SyncVideoPlayer supports Youtube, Vimeo and DailyMotion links
best check notes https://www.vrchat.net/release
@runic mauve How do you set the user that controls the movement script ?
Keeps getting set to me
need add ownership trigger to exit button
enter button
dont have them trigger wont work
and add to the engine button as well
Does anyone have the download link for the older version of Unity compatible with the SDK
@kindred shadow unity has 2017 verison but dont work with vrchat
because there use 5.6 unity
ah okay
So I have all of these animation tabs ticked out with my custom animations. They're all playing in unity however, when I switch over in game, one of my emote animations, in this case named "torso_attack" doesn't seem to play. It just goes idle and freezes me in place, and I have to respawn to another world just to get unstuck. Anyone would like to help me that'll mean a lot, since I've been dealing with this particular issue for about 2 days now, been looking around for tuts about this and still nothing.
Are there any guides on how to create shaders than don't fuck with the eyes of VR users?
I think you need to take into account that there are 2 cameras, but I don't know how to do that within shaderforge
@placid current @rough sleet
Not that I'm aware of, and I've not attempted to tackle that issue myself.
wonder if claw would know lol
I think it happens when you use SceneColor, ScreenUVs, etc
Yeah, screen-space effects need to be done carefully to avoid causing stereo mismatch. Camera postion based effects can be a problem as well depending on how sensitive the effect is.
What kind of effect are you trying to do?
Nothing right now, really.
It's just that people have complained about some of my avatars
As I said, it's mostly because of screenUVs, and sceneColor/refraction
I would just like to optimize them for VR
I have a character with a thin cat tail, I don't want it to be stiff. Would dynamic bones be the way to go, or would something like an animation be a better idea?
@halcyon bolt I'm not sure about a general solution. You probably won't be able to fix it using Shader Forge and will need to write some code directly. I'm not sure whether Shader Forge generates code that properly handles screen-space UVs for stereo packed render targets. You can take a look a the "Authoring and modifying Shaders to support Single-Pass Stereo rendering" section of this page https://docs.unity3d.com/560/Documentation/Manual/SinglePassStereoRendering.html
You had me at Single-pass Stereo!
Do you have a decimator on the mesh in blender?
Or any modifier other than the armature one
@autumn hatch ye
Then you gotta remove it
Thx
I see VRChat cache is taking so much space on \AppData\LocalLow\VRChat
Can I delete this?
!cleancache
You can clean cache by deleting the vrchat folder within C:\Users\[Username]\AppData\LocalLow\VRChat
Yup
nice.
It's just the cache. It doesn't clean itself so deleting it once in a while is recommended
Are all custom animations limited to 10 seconds can you use longer animations with added hotkeys?
I'll also asked this in avatars since its active sorry
@fallow tangle only on vr controller
emote only last 10 sec
but if you have vr controller last longer how long you made the animator controller
use a gensture trigger animation
Im having trouble reading your message, so trigger gesture animations can last longer than 10 seconds?
yea because you keep whole the button down
it last as long the animation lasted
need to make a animator controller
Ok gotcha, I'll tutorial the rest, thanks.
Hmm I get how to change parts of the custom animation override to add 10 second animations but I cant find a tutorial on a trigger button activated animation, do you know of any tutorials for it?
just put aninmator on item that has animation
Sorry for the volume of questions but Im getting the even handler as not supported, how do you go about toggling an animation bool?
Just create custom animation clip and put it in appropriate gesture placeholder for custom override
And then you'll need to keep making that gesture until animation stops, I suppose
When I animate a character, is it possible to have my point of view stick to it's head?
I think character camera is attached to its root or something. When you animate, your camera stays still and I don't really think its possible to stick it to something
๐ค I wonder if it's possible to stick it on the head.
Do you want to make a surveillance drone? ๐ฌ
That's something Smoothie will do. I just want to stick mine on the head.
I don't really think its possible currently. As I see it, camera and audio source for your mic are attached to some kind of root to your character
actually, if you try to sit on a tilted chair, your body will adapt to it, but the camera will remain where it would be if the chair was straight
So I'm guessing they have some kind of "camera position point" that the camera sticks to
idk really, though
you could add camera on your hand to see what that thing want to do lol
only you see the camera working
Imma go ahead and do that.
And where to render with this camera? I'm not sure render texture works in VRC for users
camera work on avatar
you can make a animation robot add camera to it and see though the camera view
controller with custom override
Really? So just adding camera makes it main for character?
But how do you see it? Your view is changed to camera's view?
And what if I add, say, 2 cameras...or audio listener
you need animation the item with camera on it
then camera move with it
custom over ride let you controller it
Hmm...interesting thing...I probably should check it. I even know where to use it๐ฌ
you could make animation move up and have camera look down then you can see world better
you get top view
So basically you can attach camera to, say, your hand and turn it on by gesture ๐ฌ or make a back view camera
Sounds interesting but I really Ned to check if it works
Need*
add camera to objection then you add plane with the viewer texture on it
like you make camera in worlds
@warm niche did it work after all?
Ah, ok
@dull umbra How would you go about setting the animation frame? got everything setup and working, just need a way to set which frame to play in the animation ๐
keyframe that is
Use the CycleOffset property in the animation node. You can attach it to your parameter so that the starting keyframe time will correspond to the value of the parameter.
Alternatively, you can split your animation up into multiple 1-frame animations and just choose the animation you enter based on the node.
got it to work ๐
๐
This is missing parts, Just went to read up about it but it has nothing on it about (TeleportTo, TakeOwnership or ReapObject)
Still Trying to understand how TeleportTo works but i can't get it working
because item teleport dont exist yet for trigger
TakeOwnership does, so it's still missing stuff
take ownership just let you take over a setting from trigger
that was push
basic use for like car script
or 3 person script
or use for pickup item
Still changes nothing, The documentation is missing stuff, and it would be alot more easy to use if it explains all it has
spawn obj only thing you can do but not teleport obj
like i said, changes nothing
So many problems would be so much more easy to work out, if it was uptodate. This is not the only part that is missing things
I think you are not understanding what i'm saying
not asking for a trigger or anything, I'm saying the SDKs documentation is lacking information on what it has
And since we can't see the code, it's a guessing game with what does what and if it does more then people worked out
the trigger simple tell what does
-.- nvm
i know you want some be able teleport item with you right?
no
well because no one make tutiroals on this stuff
It's not about tuts
it's about the documentation on the sdk by the people who made the sdk
it visual trigger system not add code reason code was remove because been abuse it
-.......-
not talking about anything you are thinking about right now
i said the sdk lacks info on what it can do now
functions you can use have 0 info on what it is
and how it can be used
well because busy fix the game to much
basic people who figure out what it can do dont really share the info that much
It's not up to them
no, you don't need something like that
i know they lack on info but i think coumminty in vrchat could work together figure what they can do just give some test and figure out
Then you gain fragmented and misleading information on what things really do
actally trigger system not hard to figure out
i belive when they make trigger they dont even know what it can really do lol
they just add see what we can do with it
Missing my point, but does not matter. not going to go full circle. and yes you do. You know what input it takes and the output. But i'm done here
it just alot work show so many way how it can work
to me best share info you find and make guide on it only way people well know
plus some day trigger could change
that guide be outdate
it happen before
it can happen again
vrchat wiki really outdate for avatar
The documentation has been worked on recently, and it was (mostly, AFAIK) a one-person job. It isn't complete yet sadly, and triggers are somewhat sparsely documented with use cases and examples. Relay, for example, is completely undocumented (the last time I looked, at least)
But yes, @viral verge , agreed. Documentation is lacking. I get what you're saying. ๐
it'll get better with time. You can also suggest edits to the documentation if you want to help add stuff you know about.
VRChat is early access. What exactly do you expect? They're not going to make detailed documentation on something that could change on a week-by-week basis. Which would you rather have: Limited, but accurate documentation, or perpetually out of date documentation?
Check out the wiki page. Several pages are severely out of date - even going so far as to mention that triggers can still be placed on avatars.
best if you find way use trigger share info only way people get to know how it works
i still learning the trigger system if i get use to i make info on it
like in minecraft you have figure out how to use system i dont think developer made tutiroals how to use it was the coumminty did that
play maker come out be tons new trigger we have to figure out
It's not evident, and I don't believe i've ever done it. Is there a trigger for "StopInteract"
OnInteract will fire when you interact with a button. I'm not sure if there is a StopInteract. I don't think there is.
Yup ideally I'd like to avoid that. Was hopign I could just fire a trigger when you click on it, and another when you release. But that only works with pickups
You can do that, and freeze the pickup in the air
i think we should add more trigger idea to canny
Oh so create a pickup, freeze it in the air, and use it as a button.
Yup, that would do it. Smart.
Though .. wouldn't you end up moving the pickup once you clicked it?
Never put it into practice though
Or is it possible to make pickups you can't move?
If you freeze X Y Z axis on the rigidbody it should stay still
Will experiment
or just block it in with colliders
i was thinking idea use 3 person scrip make moveable cannon use animation to push the collider ball out of it
3 person script can be made way turn object around
Slightly more performant way of doing it would probs be making it as static in the editor. That way you don't need to use any rigidbodies.
Writing documentation while making something is way faster and better then needing to rego over all the scripts to be able to write it later -.- so don't give me "early access" and "What exactly do you expect" I asked for a simple thing of the Documents to be kept up todate. So i would say thats what i would expect. Also did not mention anything about the wiki since i don't expect anything from that
I wouldn't trust the wiki at all at this point. Woefully out of date, and any users that were keeping it updated have stopped a while ago. It was always 100% community-supported, too
The docs are a somewhat new thing and are still under work.
Wikis are normally the community driven anywho, not an accurate tech doc ๐
I'm fine with them being worked on, just don't like people talking crap
No matter how it "should be done", this is what we've got unfortunately. Suggest changes if you want to, but like many things in VRChat-- we don't know how it works until someone tries it.
And people who use the term Early access as a blanket reason for why things are not done x.x kinda bugs me to ๐
Well... that is sort of why the term exists. ๐
The docs are not done because no one like writing them coz it's boring
early access mean you help test out the game it use be you had send in request want to join beta testing
I hate writing docs x.x
I'm not sure I agree with that. Although I will agree that EA is an overused term at this point. But for something like VRChat, where the team is very, very small and work is always piled up for months in advance, and not even remotely close to feature complete? Yeah, EA is appropriate.
Thankfully you've got a direct way to help speed along the process-- especially with the docs. Experiment, document, suggest changes, and get them published.
as far and wide as you can see:P
So basically, you can either do that.. or just complain. One of them is far more productive than the other. ยฏ_(ใ)_/ยฏ
If i could see the code i would be fine with writting up some docs, But i don't like guessed or fragmented information
I sincerely doubt any of us would get access to the source without being a paid, NDA-signing employee of VRChat. ๐
Thats why i really want them uptodate ๐
best not show code that way hacker can get in it
That's.. not really the reasoning Jaz, but sure
People will insta steal parts of the game or clone it in full
TBH if i could see the code i probs would use some of it in my own games ๐ hard not to after seeing how something works
you could make your own vrchat just need to know how to make Ik system and networking and servers
Anyways, to get back on subject-- yes, the game's development tools are badly documented, and that's why tutorials are so highly valued. World documentation/tutorials is a bit more sparse, because most people concentrate on making avatars.
and trigger system lol
If you've got detailed questions about the trigger system and how certain modes work, the best place to ask is in here, or in #world-development .
I will probs care alot less when playmaker/coding comes out ๐ will just make my own stuff, Unless i need to touch to much of the sdk
i think add code be cleaner thing before enter to public
i think they would want you hand out the document and info how it work before add to vrchat
Once playmaker is fully in, you would not need to since it would be blacklisting any function you're not allowed to use
Playmaker will be pretty unrestrictive. They'll likely also have a C# scripting beta/implementation, but it will be very, very limited and closely monitored.
God, you could really screw with people otherwise xD Send spam data all over the clients pcs
Yep, that's why it was initially removed.
when play maker script close beta come out i think there going make different server for that avoid problem incase go wrong
they would need alot tester
The main thing I personally want is access to arbitrary external APIs. That would allow.. well, basically anything. I could control a remote application that would let me store data and send it back.
You could also make your own videosync controller, or an XP/leveling system, etc.
If you have access to external servers, it really REALLY opens up the possibilities.
I just want to be able to make things without needing to hotwire up the animation tool to make anything work x.x
Yep, right now that kinda stuff is pretty limited. Work with what you've got. There's creative solutions around most problems.
@viral verge you can allway get the play maker plugin and play with it figure what it can do what wont be in vrchat
Owlboy had a particularly awesome solution for having lights pulse with music in the Holloween Pug.
Normally you'd script it (in like... 3 lines!), but he used a pre-rendered MP4 and render textures with a static playlist.
I think i was in a room with owl playing music
I could not for the life of me work out how the room was matching up to music played over a mic
not hard todo since what tupper said
Could just match up to a beat in a playlist then trigger both around the same time
You get desync eventually with that.
Owl's solution was a lot more elegant and performed much better.
Especially under load. It was super clever.
but someone was playing music over a mic o.O and it matched up