#development-advanced

1 messages ยท Page 11 of 1

arctic zephyr
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The model rotates not the descriptor

wild magnet
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if the model rotates the picture makes more sense to me

arctic zephyr
wild magnet
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his foot seems to be causing the problem

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or possibly the spine, couldn't tell you for sure

arctic zephyr
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Huh?

wild magnet
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the way his shader "expands" on his foot in the first picture

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see how its morphed

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suggests that his ankle is twisted

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in a 180 degree turn

arctic zephyr
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Oh that was an older photo. I can't get into game easily. That was a weight paint issue

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The ankle was partially painted to the other leg.

wild magnet
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Welp i'm running out of ideas XD

arctic zephyr
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Sorry XD

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This is weird as hell, so I have never seen anything like this issue....

wild magnet
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it could be in the physical rigging of the model for all we know

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since you have the descriptor in the correct position

arctic zephyr
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It easily could.

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This is the first model I have rigged by hand XD

wild magnet
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maybe all the bones are backwards XD

arctic zephyr
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I

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Would

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Cry

wild magnet
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welcome to creating models vrpill

arctic zephyr
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So do you think that is what it is?

wild magnet
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based on what im seeing that would be one of the things I would check out for sure

arctic zephyr
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How can a bone be rotated though?

wild magnet
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Blender

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what did you use to rig the model?

arctic zephyr
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Blender

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I made a root, then just held E and dragged it out.

wild magnet
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If I had more knowledge about blender I would help XD

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but even I havent dug much into it

blissful walrus
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@arctic zephyr that vision orb is too far forward

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Try setting it to Z: 0.02

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You want it inside the head, because your view starts a few cm in front of that orb

arctic zephyr
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Would that cause it to reverse my entire model?

harsh bay
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probably not ๐Ÿ˜…

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can you put a screenshot of your rig?

faint zealot
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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

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like picking up words such as "sad" or "angry"

median viper
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Talk with @burnt sable he's always making 3d text ๐Ÿ‘

final wigeon
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@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.

viral verge
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go get textmesh pro

final wigeon
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Here's the settings I'd probably use, take note of the extrude and bevel options in the geometry panel.

rough sleet
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@viral verge Last I checked TextMesh Pro still doesn't work in user worlds.

autumn hatch
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I never got TextMesh Pro working

viral verge
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they really need to update the wiki then ๐Ÿ˜›

sterile cipher
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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.

faint zealot
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Oo text in blender may be the best way to go then? Thanks all for the help

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Or textmesh with the colliders like you're saying @sterile cipher sounds good

rough sleet
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@viral verge It's whitelisted but it's broken as something doesn't get uploaded properly.

humble tree
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I, frustratingly, had text mesh working at one point, but now inexplicably no longer works.

prisma void
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Easy Question? How do AlwaysBufferOne and Toggle work together?

burnt sable
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TIMES NEW ROMANS

keen ginkgo
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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

runic mauve
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@keen ginkgo disable future proof in setting

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vrcsdk

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it will upload that whole folder

keen ginkgo
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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

runic mauve
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@keen ginkgo it in #tutorials tupper made new video today about it

keen ginkgo
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I still can't figure out the rainbow shaders, such a lack of information online regarding gradient shaders that change

autumn hatch
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It's not interactive yet, but the progress bar fills up as the song ends and the arrow hops to the next title

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Clicking on a song that's playing will loop it

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This is for my "home" world, so no

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Glee

warm niche
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@sterile cipher to get models from custom maid you import them to MMD then to unity

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and you can also export it from custom maid as a .obj and put that into pmx editor and that works as well

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shit wait

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you can use CMD2 models in blender?

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holy

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Yep

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its time

harsh bay
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does the vrc eye tracking look at the headbone ?

warm niche
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cracks knuckles

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its a long process

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because CMD models are insane 300k trigs

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its cancer

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How are the bones?

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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

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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

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Thanks for the info

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Np Tupper was asking about it last night so I was just putting the info out there

sterile cipher
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@warm niche They don't export in A or T-pose for me. ๐Ÿ˜ฆ

warm niche
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Ya you have to put them into the post its a pain in the ass

sterile cipher
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Their mesh is stuck in whatever position they were in when I exported, and the armature is in T-pose.

warm niche
sterile cipher
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I mean the game has a built-in pose system, so you should be able to tell them to pose...

warm niche
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now i have no idea how to actually make a hand lmao

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You can export them while the game is running if you manually put them into a tpose while the games running

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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

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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

harsh bay
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FINALLY (rotation of headbone affects eyetracking)

nova breach
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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?

lofty gulch
warm niche
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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?

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nvm figured it out

keen ginkgo
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Anyone mind explain the ONSP audio source component to me

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I'd rather not end up have a really wide range sound that annoys people

rustic geyser
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do questions about animation overrides go here?

warm niche
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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.

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ONSP sets how far your audio will be heard in the VRChat world.

rustic geyser
runic mauve
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@rustic geyser it just how the animation works in unity dont worry about animation dummy

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you just use to make animation with it

rustic geyser
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ah ok

warm niche
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calling people dummy isn't very high quality tech support ๐Ÿ˜ฆ

rustic geyser
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ill take what i can get

warm niche
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thats the spirit mate ๐Ÿ˜ƒ

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headpats densay

hollow lotus
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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?

runic mauve
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need bone for animation lol

hollow lotus
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It's just for emotes.

runic mauve
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yep

hollow lotus
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They don't seem to work with generic.

runic mauve
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need to be humaniod for emote

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still need rigged model if you want dance because how animation Ik works

hollow lotus
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I have some custom ones prepared, I just need VRC to think it's a humanoid, kinda like how Smoothie did with his avatar.

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I just don't know how to rig the bones in Blender for this.

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All I've got as a model is pretty much just a box.

runic mauve
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his animation is base on blendshape and bones

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plus his has humaniod rigged under that

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he way more advance in animation and rigging

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just take month to learn blender

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some people cane learn less then that

viral verge
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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

harsh nest
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@viral verge on your machine you are probably rendered with neck scaled to 0

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so only you see the particles there, others see you the same way you see your self in mirror

viral verge
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anyway to make it work right on my screen?

harsh nest
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I think not

viral verge
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bit hard to know what i have drawn otherwise ๐Ÿ˜›

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rips

runic mauve
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it save all that change info in playmode

sterile cipher
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you need to use the unity asset store share link jaz, otherwise that just leads to the front page

runic mauve
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oh ok

pulsar thorn
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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?

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is blink a complete eye enclosure and lowerlid only halway or...

runic mauve
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Lower lid bend bottom skin of the eye

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When you look to side and up

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In my opinion don't need them

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I dont even use blendshape for eye.tracking I make own blink animation

warm niche
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so what do i do here for facial animations when I talk

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.-. okay thanks the 1k ppl on this discord for help Kappa

sterile cipher
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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.

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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.

warm niche
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well i looked around but no one was linking a tutorial i wasnt aware of one

sterile cipher
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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.

warm niche
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all the tuts on blender i find are 5+ years old

sterile cipher
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You may want to try looking at the tutorials Channel. :-)

warm niche
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๐Ÿ‘Œ๐Ÿป ๐Ÿ’ฏ tks

warm niche
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Rip every time i select Seperate by materials blender freezes and crashes now GG

rustic geyser
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Rip

warm niche
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Well looks like I can't use blender anymore nice 10/10

final wigeon
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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.

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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.

viral verge
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Does GPU Instancing work for custom worlds and avatars?

mental narwhal
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@viral verge GPU instancing doesn't work on skinned meshes. So probably not on most avatars. You could use it in a world though.

viral verge
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cools ^^ i can get a tad crazy on my worlds then :3

hollow lotus
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Does VRC allow the use of animated textures?

autumn hatch
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Yes. Only thing you're not allowed is basically C# scripting

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So just make an animated sprite or make use of the animator

warm niche
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GPU instancing seems to be turned off on static objects because of static batching. Static batching is faster i think.

brave robin
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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.

keen ginkgo
versed pine
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Would this bone and mesh setup work for eye tracking because i have tried 3 times with this model with no success

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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

final wigeon
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@versed pine are the eyes weighted to the eye bones?

versed pine
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@final wigeon I'm not sure

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How do I check?

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Also my old eyes don't have children. Is that bad?

final wigeon
versed pine
fierce zenith
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is there some way to make a avarar transform in to a new one and have that as the main body

final wigeon
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Try clicking different vertex groups (go for the eye ones) and it'll show the weights for that group.

versed pine
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@final wigeon They are both all red

final wigeon
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Sounds like you'd need to manually re-weight the eyes to the eye bones.

versed pine
final wigeon
versed pine
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@final wigeon OMG Im so mad at myself

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I had it in rest position

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thats why nothing moved

elder jackal
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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

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I have one shape key for blinking insted of two, what do I do from here?

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e.e

viral verge
hollow lotus
halcyon bolt
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you can't add reflection probes to your avatar

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devs hate fun

humble tree
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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?)

low tendon
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@hollow lotus I'd love that model, Smooookin

runic mauve
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@halcyon bolt that profemece issues just makes world's with alot mirror put alot high ploygon item in front of them

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You found out why

warm niche
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Alright so I was doing Viseme Lip Sync and I have all the shape keys done but they don't appear in unity

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All the shape keys are correctly named it's just not showing up in unity

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wait crap

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ignore me

runic mauve
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Forgot filled all slots

outer hearth
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So..I've got a situation

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My master joint is centered in the scene and not in the center of the character

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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

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Any advice?

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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?

merry coral
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If I where to make stairs for an avatar

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add a collider

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would people with colliders on their feet be able to walk up said stairs?

autumn hatch
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No. Adding colliders on your avatar will only possibly result on you being flung up in the sky depending on placement

merry coral
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dang

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theres goes that idea

autumn hatch
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Avatars cannot collide with each other in any way

merry coral
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thank you

sterile cipher
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@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

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Any ideas?

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I cleared all caches, appdata folders, tmp, did a full uninstall/reinstall, and created a new project. I have also updated GPU drivers/restarted.

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I am now creating a new project and redownloading all the packages fresh.

outer hearth
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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

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Dunno what the tool is called in Blender, but that's what it's called in Maya

sterile cipher
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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

outer hearth
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Did you remove it from all your appdata folders and the stuff they sneak into the C:/ drive?

sterile cipher
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yes

outer hearth
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thats good

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Did you give your machine the good ol' restart?

sterile cipher
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I did indeed

outer hearth
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I'm wondering if the VRChat SDK is causing it, try removing the addon and starting a new project

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then reapply it

sterile cipher
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This is very frustrating. Every few times I edit a component the UI stops responding.

sudden smelt
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Have you tried removing all occurances of unity from the registry?

sterile cipher
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.. huh. As soon as I removed the SDK it started behaving.

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I'll continue to work and see if it starts to act up again, but its acting normally right now.

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@sudden smelt Yeah as soon as I removed the VRCSDK it stopped misbehaving.

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I was unable to grok out the actual crash cause in the editor log

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Just kidding. Had another crash. gonna murder someone

outer hearth
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awww

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I just read thr part where you crashed

sterile cipher
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Its effectively random. Any UI interaction has a small chance of locking the UI.

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I'm honestly halfway to just reinstalling windows.

outer hearth
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Odd question but

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are you running with a shader on?

sterile cipher
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I'm unsure what you're asking

outer hearth
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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

sterile cipher
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Oh. No, probably not. Shaders are used quite often

outer hearth
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Edit > Project Settings > Graphics and under "Always included shaders" make sure that is contains UI/Default and UI/Default Font

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If it doesn't, add them

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If this fix doesn't help, I'm unsure what could fix it without further research.

lucid flax
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Did you try clearing the GICache through edit -> preferences -> gi cache?

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also try launching unity with -force-d3d9

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As a command line arg

sterile cipher
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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

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that being said, Cubed's Shaders don't work under D3D9. Oh well ๐Ÿค”

rough sleet
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@sterile cipher Cubed shader uses geometry shading which isn't supported by DX9.

warm niche
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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

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wait, wrong chat probably lol, I thought I was in avatars

pale violet
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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.

viral verge
pale violet
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that does look useful

versed pine
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Every time I try to build and publish my avatar this happens and it doesn't let me make it

harsh nest
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@versed pine did build and publish work in the past ?

versed pine
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Yes

velvet horizon
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hello can anyone help me with an issue im having with animations for blinking and mouth movement

autumn hatch
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Maybe, depends on the issue

velvet horizon
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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

autumn hatch
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Are you trying to import it as a generic parented to your avatar?

velvet horizon
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i just followed a tutorial online so frankly im not sure what you are asking, im sorry

autumn hatch
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Because if you're trying to do simulated eye tracking and talking visemes the "proper" way, I dunno why you made an animation

velvet horizon
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can you point me to a tutorial that shows this "proper" way

autumn hatch
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Pick any

velvet horizon
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i actually see the one i used in there, and in that video it said to make an animation

autumn hatch
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Then it's not simulated eye tracking you're making but just a loop

velvet horizon
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yes

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the loop animation is not present when i make the new export legacy

autumn hatch
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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

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Haven't done any legacy stuff

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Sorry

versed pine
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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.

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Also after seeing the compile error popup to fix unity i have to uninstall and reinstall it

stuck bobcat
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Has anyone had luck finding the proper setup to create buttons to play and pause the new video panels?

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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.

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I'd like to do two things. First, have the video load, but not play until someone presses a button.

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Second, have buttons that pause or play the video.

merry coral
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Got a working movie theatre avatar

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I am happy

trim hound
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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?

autumn hatch
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Yes

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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.

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The hierarchy must be Hips > Spine > Chest > Neck > Head > Lefteye/Righteye

trim hound
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dang... so i guess models that have more bones just wont work :P

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does it have to be that way for blinking too?

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I'm assuming probably yes

rocky token
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Probably should have posted this here, not in the other channel.. But can anyone help me with this error?

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The scale is set appropriately

viral verge
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spawn a 1,1,1 cube next to it

rocky token
viral verge
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Your avatar might have an object inside it then thats an insane distance away

rocky token
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Is there a way to easily spot that in blender?

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So in blender I did a box selection on the verts that i saw and then did an inverse selection

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Everything is where it should be

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Could anything else contribute to this weird insane distance thing besides a rogue vert?

viral verge
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eye level maybe

rocky token
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Just to check, I selected all verts and merged them and imported that into unity, still that weird long distance message

halcyon bolt
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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

harsh nest
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@halcyon bolt I think it would not render successfully without depth, so likely on by default

halcyon bolt
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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

low star
#

@autumn hatch wait! u mean left eyes bone created first?

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ohh, its too much time passed...

runic mauve
harsh nest
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@halcyon bolt is it possible your node editor doesn't support the Unity version ?

halcyon bolt
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I'm using shaderforge, and I've used the depth blend thing before (that's how I learnt about that script I mentioned)

rough sleet
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@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.

harsh nest
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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;
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(the math is not 100% correct, but it's close)

outer hearth
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I am upset

autumn hatch
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f1 does work though, but it's not recommended

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f1 has a major security flaw, that's basically the difference between them

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Unless things have been changed

outer hearth
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I was informed by multiple parties that f1 was the one we used

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=l

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s'all good

autumn hatch
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f1 was used very briefly

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Pretty weird they didn't know yet we switched to p1 ๐Ÿค”

outer hearth
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aye

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thanks man

sterile cipher
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p1/f1 are effectively identical, save for a security patch.

runic mauve
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the asset store was brench on 5.6.3f1 so it maybe easy steal info from it

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reason the update happen in it

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if you dont mind somone steal your info on that lol

sterile cipher
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You should be running p1

dark epoch
halcyon bolt
#

@quick forge Hey, I'm the slime you saw at the "water test" world

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How did you get the depth blend to work?

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like, for the water

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k, thanks. I'll try it

dark epoch
quiet sequoia
#

Cutie

warm niche
#

dang tidiestflyer you have some seriously good avatar modeling skills. great stuff!

sterile cipher
#

๐Ÿ‘Œ Tidiest, other than Syn, I'm pretty sure you're the only member of the community hand-making anime-style characters. Good stuff

fierce zenith
#

is there a way to have Event Handler on a avatar

runic mauve
#

@fierce zenith you use custom overridde for animation

fierce zenith
#

yes but trying somethink disfrent

lucid flax
#

avatars do not have any form of triggers/events no

runic mauve
#

even if they did it can be abuse of reason that stuff stay world building

fierce zenith
#

ture

runic mauve
#

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

fierce zenith
#

do any of you kown how to change model mesh but keep it when moveing

runic mauve
#

you need weight paint to the armature

fierce zenith
#

can you still toggle that

halcyon bolt
sterile cipher
#

jesus christ

#

let me gfy that for you

honest geyser
#

omg that avatar is great

urban tapir
#

at least it doesn't hurt as much as the shaders I've seen

merry coral
#

How do you add a skybox to an avatar?

hollow quiver
#

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?

dark epoch
#

@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

merry coral
#

how would one delete 1 part of the body when its all one mesh?

autumn hatch
#

Import the model into a 3D program, like blender, and edit the mesh manually

merry coral
#

how do I do that?

autumn hatch
#

File > Import > then whatever file format the model is

merry coral
#

you know what

#

how do i move a body part with the attached bone?

#

and how do I make it stay

merry coral
#

nvm got it

hollow quiver
#

Thank you @dark epoch !!!

hollow quiver
#

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?

dark epoch
#

First frame should be deactive. Second frame should be active. Also make sure you turn off "loop" on the animation itself

hollow quiver
#

Thanks. ^^

lusty flower
#

does someone knows how to make moving texture with shader forge

#

nvm i think i got it

zinc basalt
#

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?

harsh bay
#

blendshape

halcyon bolt
#

an animation within unity is simpler

#

or do it in the vertex shader, maybe

arctic zephyr
#

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?

granite pilot
#

hmm, maybe low radius?

urban tapir
#

i put low res shadows for realtime, i think it helped a lot

granite pilot
#

could just turn off shadows

urban tapir
#

i guess I don't use shadows a lot anyway

rough sleet
#

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.

arctic zephyr
#

I am just kinda hoping to find a way to get like a stronger glow effect for my eyes.

rough sleet
#

They're already emissive?

arctic zephyr
#

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.

rough sleet
#

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.

arctic zephyr
#

So as an emote it prolly won't cause too many issues?

halcyon widget
#

Does anyone have experience using OpenVR to create an application that runs in the background while other apps are open?

hollow lotus
#

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?

hollow lotus
#

Okay, never mind, I've just read that you can't open animations.

exotic tree
#

Is there a VRPill head asset available somewhere? I need it for reasons.

warm niche
#

There's one in al's avatar room, low poly one.

#

Or do you mean outside the game?

exotic tree
#

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.

runic mauve
#

that angry pill lol

#

big al made him

glass lodge
#

does it only work with unity 5? i've got unity 2017 atm and don't really wanna install another version

sterile cipher
#

@glass lodge unfortunately you must install 5.6.3p1 (or f1, but ideally p1)

glass lodge
#

aww, okay

prisma void
#

Do I need to update my chairs?

#

CHANGES
โ€ข Convert VRC_Chair to use Triggers

warm niche
#

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

urban tapir
#

does anyone know how to export bones from 3dsmax to blender somehow?

sterile cipher
#

@sudden smelt Is there any reason not to mixdown to Mono for video to be played through VideoSync?

sudden smelt
#

If you want to play the audio from an audio source thats 2D?

sterile cipher
#

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.

lilac atlas
#

@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

prisma void
#

I'm hearing from others uploading rooms is not working too

lilac atlas
#

With the new SDK or also the old?

warm niche
#

IT seems to have uploaded now, and all the versions I uploadded are showing up, strange

prisma void
#

New

#

hmm

lilac atlas
#

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?

warm niche
#

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

lilac atlas
#

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

prisma void
#

I'm worried about not being able to test for the halloween party tonight ๐Ÿ˜ฐ

runic mauve
#

so guess everyone problem upload worlds?

old bridge
#

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

final wigeon
#

@old bridge Was it a video or just a written document & pictures?

old bridge
#

@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

final wigeon
#

Best thing to do is download the reference skeleton and save the page as a pdf locally. Then you know where it is. :D

old bridge
#

yep, thats it! thanks a lot

#

just have to bookmark it now ๐Ÿ˜…

#

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

autumn hatch
#

@old bridge

  1. Quit Unity
  2. Delete Assets/VRCSDK
  3. Start Unity
  4. Import new package
old bridge
#

@autumn hatch but what will happen with existing VRCSDK in the world? wouldn't they become corrupted? like has a missing components etc

autumn hatch
#

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

old bridge
#

ok, I'll try that, thanks

#

looks like it works. Had to restart Unity after all because of some missing scripts

warm niche
hazy spear
#

anyone knows how i can black particles? the one i made are not showing ingame.

low star
#

where to find a guide how to add items to your hands?

warm niche
low star
#

i mean equip and unequip gun, stick or something

#

thank you!

warm niche
#

๐Ÿ‘

viral verge
#

Not sure if you can without using a script

#

to rotating thingy

warm niche
#

Any clue what scripts I should search for? 'cause I have 0 idea about scripting.

viral verge
#

Can't use custom scripts yet is the problem ๐Ÿ˜›

warm niche
#

Oh yeah... forgot. Oh well.

runic mauve
#

Just check my YouTube channel there on there were equipment static obj on your body

#

Or just watch kuno new video

dull umbra
#

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.

twilit coyote
#

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?

old bridge
#

@twilit coyote absolutely. just use Blender

urban tapir
#

Can someone point me to where I can find how to replace idle animations or walking animations

halcyon bolt
#

@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

dull umbra
#

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.

halcyon bolt
#

(just in case, there is no way to map an animation to a key press, right?)

dull umbra
#

Not that I've found.

halcyon bolt
#

if only the devs would hear us, and add a few keyboard sockets...

autumn hatch
#

Pretty sure they hear everything, but I would imagine desktop features are pretty low down on the priority list

viral verge
runic mauve
#

@viral verge porblem wont work with vrchat lol

#

because custom script

viral verge
#

Your in beta atm

runic mauve
#

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

viral verge
#

oo i thought you was in that one ๐Ÿ˜›

runic mauve
#

there no info of yet

#

might be for while

#

might take next year lol

viral verge
#

Could still rip the animations for it ๐Ÿ˜›

runic mauve
#

only reason standard asset white list was white list before

#

but unity update with more script

viral verge
#

ops wrong link

viral verge
#

i know that one is, was talking about extended. But looks like it's no longer on the store

runic mauve
#

discord some how dont like take to site

#

just copy paste it

viral verge
#

It's the link not discord

runic mauve
#

first link in google

viral verge
#

Use that button

#

works from within unity to

#

Anyone Know if the current SDK has documentaion or when the old will get updated?

sudden smelt
coarse zenith
#

can someone help with custom Sound effect for item in hand ?

worthy heath
#

I saw the video about 2d visemes but is there one for 3D visemes because my character has a textured inner mouth?

viral verge
wary epoch
#

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

runic mauve
#

yea just need to make animation add to emote slots

rough sleet
#

@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.

zinc basalt
#

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...

halcyon bolt
#

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

brisk cedar
#

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

median reef
#

Is there way to pause playing Animation? like in code: Animation(or Animator).speed = 0

autumn hatch
#

Check the actions example scene in the sdk

#

Think I saw something like that before

median reef
#

Oh, I will. Thank you!

median reef
wary epoch
#

@rough sleet Thanks Jesus i finally did it ๐Ÿ’ฏ ๐Ÿ‘Œ ๐Ÿ‘Œ ๐Ÿ‘Œ

halcyon bolt
brisk cedar
#

O thats a great idea. Do you happen to know how to do it in unity or a good tutorial for it @halcyon bolt

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

brisk cedar
#

Awesome thanks man this is exactly what i needed

halcyon bolt
#

do you have shaderforge?

fallow tangle
#

Yo has anyone tried putting 2D sprites into Chatvr?

autumn hatch
#

You mean just a flat picture?

halcyon bolt
worthy heath
#

@fallow tangle yes but they need to be at least 1 big on the axis for flatness, no 0s allowed

lilac atlas
#

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.

sterile cipher
#

Slap down the VideoSync prefab, put a URL in the videosync component's playlist field. That's about it.

lilac atlas
#

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.

old bridge
#

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?

ornate pine
#

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...

old bridge
#

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

old bridge
#

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

ornate pine
#

dang... rip

viral verge
lucid flax
#

i'm going to guess controller input but i could be wrong

#

that or custom

viral verge
#

Maybe, but knowing that does not help using it to much ๐Ÿ˜›

strange fable
#

It's old deprecated stuff used with Custom C# scripting back in the day

viral verge
#

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?

strange fable
#

Hmm? We don't support C# scripting at this moment so the VRC_StationInput script won't work

viral verge
#

how do you get movement input from stations atm?

#

documentations is a bit vague ๐Ÿ˜› so i'm adding them 1 by 1 atm trying to work out what does what

strange fable
#

You don't ^^

#

There's no way to get any input from stations. What would you use that input for btw?

viral verge
#

guessing horses and gocarts are only makable if in beta atm?

#

Was going to make rc planes ๐Ÿ˜›

strange fable
#

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 ^^

viral verge
#

I could do it ๐Ÿ˜› 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*

strange fable
#

There is no way to get hold of input data atm afaik

viral verge
#

rips

strange fable
#

Would require custom scripting

viral verge
#

Ima just go kick it till it works ยฏ_(ใƒ„)_/ยฏ

strange fable
#

:)
Let me know what ya find ^^

viral verge
#

will do

viral verge
#

@strange fable Anything you know in the SDK that lets me move a float from 1 spot to another

#

Worked it out ๐Ÿ˜›

warm niche
#

Do planar reflections work?

viral verge
#

i has a buggy driving around now

runic mauve
#

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

warm niche
#

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)

runic mauve
#

@warm niche box coillder for bottom near wheel so has have 4 wheel like a car

#

It be unstable move 2nd side wheel

slim apex
#

@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
#

Wheel has own coillder system

#

Talk about of car

#

Body

brisk cedar
#

@runic mauve thanks for always being on and helping. Its very helpful

dull umbra
#

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.

ornate pine
#

thank you, ill keep it in mind ^_^

warm niche
#

Ahh ok!! Thank you so much guys, I think I may have this now >:D @runic mauve @slim apex

old bridge
#

Have someone managed to add animated objects spawned by animation override? Like firing guns. I have a couple of questions

halcyon bolt
#

@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

old bridge
#

@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

viral verge
#

Could try using constant force with torque, no clue if it will work tho

dull umbra
#

@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.

old bridge
#

@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

dull umbra
#

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.

old bridge
#

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?

dull umbra
#

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.

old bridge
#

So if I move while emotes it will cancel?

dull umbra
#

Right now, VRChat doesn't allow you to move while emoting.

old bridge
#

Well, at least now I know that...

lusty flower
#

can you convert mmd motion data to animation ?

old bridge
#

Guess I have no other option but to use hand gestures

dull umbra
#

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.

old bridge
#

@dull umbra hmm...that seems like a major drawback in my case unfortunately ๐Ÿ˜” 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

dull umbra
#

Sure. I don't have hand controllers though, so I'm not sure how much I'll be able to help.

old bridge
#

@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

dull umbra
#

Yeah. That'd work for hand gestures overrides.

old bridge
#

@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)

dull umbra
#

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.

old bridge
#

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

dull umbra
#

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.

old bridge
#

@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

lilac atlas
#

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?

autumn hatch
lofty gulch
#

that's pretty cool

lilac atlas
#

Thanks Zarni!

mental narwhal
harsh bay
#

would anyone know how to save a variable without causing an infinite loop (crashes unity) in shader forge? ^^'

old bridge
#

is there a way to test gestures on PC?

harsh bay
#

you could bind them to emotes to test them

old bridge
#

nope, gestures are treated differently, so can't use emotes for that

harsh bay
#

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

halcyon bolt
#

@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?

harsh bay
#

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 ๐Ÿ˜…

#

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?

halcyon bolt
#

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

harsh bay
#

aight ๐Ÿ˜„

halcyon bolt
#

I guess by "freeze" you mean get the current random value, not go to 0, right?

harsh bay
#

yea

halcyon bolt
#

fuck

harsh bay
#

ikr

halcyon bolt
#

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...

harsh bay
#

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

halcyon bolt
#

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?

harsh bay
#

card game

halcyon bolt
#

are you making slot machines, or something?

#

oh

harsh bay
#

so let's say you pick up a card, having it randomized basically

halcyon bolt
#

And I gues the card is an object you can move around, not static, right?

harsh bay
#

ye

runic mauve
#

think you need add timer

#

so dont use the card again

halcyon bolt
#

then it's a "per instance" randomization. I don't think you can do that in the shader

harsh bay
#

ohh

#

yea that's true jaz

runic mauve
#

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

harsh bay
#

ahh

#

appriciate the help btw, nav ^^

halcyon bolt
#

np

warm niche
#

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 ๐Ÿ˜ฎ

dull umbra
#

@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.

harsh bay
#

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?

dull umbra
#

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.

harsh bay
#

ah yea i got that far, but i don't know have to connect an animation to the vrc triggers ^^

dull umbra
#

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.

harsh bay
#

ait ait ^^ thanks for the help !

dull umbra
#

Something like this would probably get you started. With conditions on each of the transitions mapped to the float parameter.

harsh bay
#

๐Ÿ‘Œ

dull umbra
#

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.

viral verge
#

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

runic mauve
#

@viral verge set to local

#

click advance mode

viral verge
#

okis

runic mauve
#

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

viral verge
#

how do you stop movement kicking you out of seat without disable exit?

runic mauve
#

with exit trigger with exitstation

#

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

viral verge
#

Can you detect when someone leaves a station? no matter how they do it

#

like if they crash or hit respawn

runic mauve
#

for right no i dont think so i think they would need make trigger if somone hit repawn turn off all this

viral verge
#

Have you worked out a way to stop control if someone hit respawn?

runic mauve
#

use ownership trigger

#

get on the car hit exit button

#

then be yours

viral verge
#

does owner id change on respawn?

runic mauve
#

nope

#

only when logout the world

viral verge
#

Buggers

runic mauve
#

you could make master swtich destory respwan all cars lol

viral verge
#

Have a feeling that might end badly xD

#

Put a code lock on it ๐Ÿ˜›

runic mauve
#

yea everyone who in chair will be lock

#

in that chair

viral verge
#

ooo i can set it to host only

#

or server host

runic mauve
#

problem when you destory obj and respawn the person stuck in that area

#

till hit respawn lol

viral verge
#

Would just tele all objects over destroying and respawning

exotic tree
#

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.

sudden smelt
#

cameras are only enabled locally on avatars

final wigeon
#

@exotic tree Very likely not. Too easy to abuse and cause performance problems.

runic mauve
#

yea anything with mirror, camera to easy abuse reason not on avatar

#

you can use camera for your self

exotic tree
#

I've seen people with mirrors on their avatars, so I know those must work somehow.

runic mauve
#

it was remove new update

exotic tree
#

Ah, ok

runic mauve
#

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

exotic tree
#

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.

runic mauve
#

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

viral verge
#

@runic mauve How do you set the user that controls the movement script ?

#

Keeps getting set to me

runic mauve
#

need add ownership trigger to exit button

#

enter button

#

dont have them trigger wont work

#

and add to the engine button as well

viral verge
#

So i need to run take ownership when turning it on to o:

#

Cool, ty it's working now

runic mauve
#

yea any trigger

#

you need interact

rain cape
#

Does anyone have the download link for the older version of Unity compatible with the SDK

runic mauve
kindred shadow
#

unity got an update?

#

thought 3p1 was the latest

runic mauve
#

@kindred shadow unity has 2017 verison but dont work with vrchat

#

because there use 5.6 unity

kindred shadow
#

ah okay

rain shore
#

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.

halcyon bolt
#

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

rough sleet
#

Not that I'm aware of, and I've not attempted to tackle that issue myself.

runic mauve
#

wonder if claw would know lol

halcyon bolt
#

I think it happens when you use SceneColor, ScreenUVs, etc

rough sleet
#

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?

halcyon bolt
#

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

warm niche
#

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?

rough sleet
#

@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

lilac atlas
#

You had me at Single-pass Stereo!

autumn hatch
#

Do you have a decimator on the mesh in blender?

#

Or any modifier other than the armature one

warm niche
#

@autumn hatch ye

autumn hatch
#

Then you gotta remove it

warm niche
#

Thx

wary epoch
#

I see VRChat cache is taking so much space on \AppData\LocalLow\VRChat

#

Can I delete this?

autumn hatch
#

!cleancache

olive oxideBOT
#

You can clean cache by deleting the vrchat folder within C:\Users\[Username]\AppData\LocalLow\VRChat

autumn hatch
#

Yup

wary epoch
#

nice.

autumn hatch
#

It's just the cache. It doesn't clean itself so deleting it once in a while is recommended

fallow tangle
#

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

runic mauve
#

@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

fallow tangle
#

Im having trouble reading your message, so trigger gesture animations can last longer than 10 seconds?

runic mauve
#

yea because you keep whole the button down

#

it last as long the animation lasted

#

need to make a animator controller

fallow tangle
#

Ok gotcha, I'll tutorial the rest, thanks.

fallow tangle
#

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?

runic mauve
#

just put aninmator on item that has animation

fallow tangle
#

Sorry for the volume of questions but Im getting the even handler as not supported, how do you go about toggling an animation bool?

old bridge
#

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

warm niche
#

When I animate a character, is it possible to have my point of view stick to it's head?

old bridge
#

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

warm niche
#

๐Ÿค” I wonder if it's possible to stick it on the head.

old bridge
#

Do you want to make a surveillance drone? ๐Ÿ˜ฌ

warm niche
#

That's something Smoothie will do. I just want to stick mine on the head.

old bridge
#

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

halcyon bolt
#

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

runic mauve
#

you could add camera on your hand to see what that thing want to do lol

#

only you see the camera working

warm niche
#

Imma go ahead and do that.

old bridge
#

And where to render with this camera? I'm not sure render texture works in VRC for users

runic mauve
#

camera work on avatar

#

you can make a animation robot add camera to it and see though the camera view

#

controller with custom override

old bridge
#

Really? So just adding camera makes it main for character?

runic mauve
#

no

#

it just let you see what the model can see with it camera

old bridge
#

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

runic mauve
#

you need animation the item with camera on it

#

then camera move with it

#

custom over ride let you controller it

old bridge
#

Hmm...interesting thing...I probably should check it. I even know where to use it๐Ÿ˜ฌ

runic mauve
#

you could make animation move up and have camera look down then you can see world better

#

you get top view

old bridge
#

So basically you can attach camera to, say, your hand and turn it on by gesture ๐Ÿ˜ฌ or make a back view camera

#

Sounds interesting but I really Ned to check if it works

#

Need*

runic mauve
#

add camera to objection then you add plane with the viewer texture on it

#

like you make camera in worlds

old bridge
#

@warm niche did it work after all?

warm niche
#

I haven't tried it yet. My PC's slow.

#

I'll probably try doing that once I get home.

old bridge
#

Ah, ok

harsh bay
#

@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 ๐Ÿ˜„

#

keyframe that is

dull umbra
#

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.

harsh bay
#

ahhh

#

cheers bud ๐Ÿ˜„

harsh bay
#

got it to work ๐Ÿ™

dull umbra
#

๐Ÿ‘

viral verge
#

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

runic mauve
#

because item teleport dont exist yet for trigger

viral verge
#

TakeOwnership does, so it's still missing stuff

runic mauve
#

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

viral verge
#

Still changes nothing, The documentation is missing stuff, and it would be alot more easy to use if it explains all it has

runic mauve
#

spawn obj only thing you can do but not teleport obj

viral verge
#

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

runic mauve
#

best to make canny

#

what trigger they should added

viral verge
#

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

runic mauve
#

the trigger simple tell what does

viral verge
#

-.- nvm

runic mauve
#

i know you want some be able teleport item with you right?

viral verge
#

no

runic mauve
#

then what you wanted

#

fro teleport

#

teleport basic just teleport the player

viral verge
runic mauve
#

well because no one make tutiroals on this stuff

viral verge
#

It's not about tuts

#

it's about the documentation on the sdk by the people who made the sdk

runic mauve
#

it visual trigger system not add code reason code was remove because been abuse it

viral verge
#

-.......-

#

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

runic mauve
#

well because busy fix the game to much

#

basic people who figure out what it can do dont really share the info that much

viral verge
#

It's not up to them

runic mauve
#

well remember small developer team

#

it not like they have 60 people work on it

viral verge
#

no, you don't need something like that

runic mauve
#

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

viral verge
#

Then you gain fragmented and misleading information on what things really do

runic mauve
#

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

viral verge
#

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

runic mauve
#

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

sterile cipher
#

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. ๐Ÿ˜ƒ

#

it'll get better with time. You can also suggest edits to the documentation if you want to help add stuff you know about.

dull umbra
#

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.

runic mauve
#

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

stuck bobcat
#

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.

runic mauve
#

i would think need make button turn it off

#

with ineract trigger

stuck bobcat
#

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

autumn hatch
#

You can do that, and freeze the pickup in the air

runic mauve
#

i think we should add more trigger idea to canny

stuck bobcat
#

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?

autumn hatch
#

Never put it into practice though

stuck bobcat
#

Or is it possible to make pickups you can't move?

autumn hatch
#

If you freeze X Y Z axis on the rigidbody it should stay still

stuck bobcat
#

Will experiment

autumn hatch
#

or just block it in with colliders

runic mauve
#

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

slim apex
#

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.

viral verge
#

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

sterile cipher
#

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.

viral verge
#

Wikis are normally the community driven anywho, not an accurate tech doc ๐Ÿ˜›

#

I'm fine with them being worked on, just don't like people talking crap

sterile cipher
#

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.

viral verge
#

And people who use the term Early access as a blanket reason for why things are not done x.x kinda bugs me to ๐Ÿ˜›

sterile cipher
#

Well... that is sort of why the term exists. ๐Ÿ˜ƒ

viral verge
#

The docs are not done because no one like writing them coz it's boring

runic mauve
#

early access mean you help test out the game it use be you had send in request want to join beta testing

viral verge
#

I hate writing docs x.x

sterile cipher
#

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.

viral verge
#

early access does not mean a single thing anymore

#

It's like an ocean at this point

sterile cipher
#

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.

viral verge
#

as far and wide as you can see:P

sterile cipher
#

So basically, you can either do that.. or just complain. One of them is far more productive than the other. ยฏ_(ใƒ„)_/ยฏ

viral verge
#

If i could see the code i would be fine with writting up some docs, But i don't like guessed or fragmented information

sterile cipher
#

I sincerely doubt any of us would get access to the source without being a paid, NDA-signing employee of VRChat. ๐Ÿ˜›

viral verge
#

Thats why i really want them uptodate ๐Ÿ˜›

runic mauve
#

best not show code that way hacker can get in it

sterile cipher
#

That's.. not really the reasoning Jaz, but sure

viral verge
#

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 ๐Ÿ˜› hard not to after seeing how something works

runic mauve
#

you could make your own vrchat just need to know how to make Ik system and networking and servers

sterile cipher
#

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.

runic mauve
#

and trigger system lol

sterile cipher
#

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 .

viral verge
#

I will probs care alot less when playmaker/coding comes out ๐Ÿ˜› will just make my own stuff, Unless i need to touch to much of the sdk

runic mauve
#

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

viral verge
#

Once playmaker is fully in, you would not need to since it would be blacklisting any function you're not allowed to use

sterile cipher
#

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.

viral verge
#

God, you could really screw with people otherwise xD Send spam data all over the clients pcs

sterile cipher
#

Yep, that's why it was initially removed.

runic mauve
#

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

sterile cipher
#

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.

viral verge
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I just want to be able to make things without needing to hotwire up the animation tool to make anything work x.x

sterile cipher
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Yep, right now that kinda stuff is pretty limited. Work with what you've got. There's creative solutions around most problems.

runic mauve
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@viral verge you can allway get the play maker plugin and play with it figure what it can do what wont be in vrchat

sterile cipher
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Owlboy had a particularly awesome solution for having lights pulse with music in the Holloween Pug.

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Normally you'd script it (in like... 3 lines!), but he used a pre-rendered MP4 and render textures with a static playlist.

viral verge
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I think i was in a room with owl playing music

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I could not for the life of me work out how the room was matching up to music played over a mic

runic mauve
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i think owlboy would tell you

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if you ask him

viral verge
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not hard todo since what tupper said

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Could just match up to a beat in a playlist then trigger both around the same time

sterile cipher
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You get desync eventually with that.

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Owl's solution was a lot more elegant and performed much better.

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Especially under load. It was super clever.

viral verge
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but someone was playing music over a mic o.O and it matched up