#development-advanced
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must have been blind luck then
Yep. I had an avatar with a 3D spectroscope surrounding me in 5.3 a few months back. I used a baked animation I made in Blender for that
Of course, if we had scripting, that's something you can do in a few lines of Unity code, and it'd likely be more performant than an animation with thousands of keyframes.
and dynamic, too. But hey, whatever-- work with what you've got
Animation might be a tad better ๐ since you are pulling data from audio
never made an animation instead tho, so not to sure
hell of a lot slower to make with animations tho, since you would need to redo it each time over just changing song
how do i make an avatar float like the ones in the fairy forest?
Move the hip bone up in the avatar config scene
does that also move the "floor" up as well?
what i mean by that is the white line
But that's how you make a character hover anyways
huh
Likewise if you move it down, it sinks through the floor
Good luck
ill probs settle for some simple 1 frame anims to test with
which will be the weekend
i dont have time to do this during weekdays
where i have work ๐ฆ
Lather made a "tiny upper body" version of the rig. The legs are normal sized, but the spine and upwards are all tiny.
@viral verge I'll go and add RPC's to various pages, they are listed on some pages but when I first went round writing pages I didn't think to add them
tys โค
Hello guys! Has anyone in here managed to make MMD imported models facial expressions work inside VRChat?
look in #tutorials
For real? There is one in there? I guess I missed it, one sec
aight, gonna check it, thanks!
whats hitting last build do?
Does it upload the build before last one uploaded?
or just reupload last
it is suppose to take you to a test build world but it never works for me
testbuild is above publish
oh yea that is right idk what it does
can't see a use for it is all, unless it downloads the last uploaded build
When you do any kind of build, it caches it.
That way if you do a local test build and it works all okay, you can just hit last build under publish and it won't have to recompile the whole thing and can skip straight to the upload section.
Got a vehicle set up in a VRC world but can't get it to move
Enter and exit commands work great and I have the RPC set to takeownership, but when I move the control stick nothing ever seems to happen. Is there something I need to do to get that to work? ๐ฎ
need to make sure collider correctly on the wheel of the car if base on Physics
that how the script work on cars
Does anyone know if itโs possible to take a 360 pano in google earth to make it your skybox in unity
oo nvm we figured it out
if anyone has a minute and any thoughts on the matter itd be much appreciated
no one can seem to figure this out
been trying for the past 2 days
@kindred shadow in the standard shader for your legs, there should be a dropdown, change it from transparent to opaque.
In unity
No such thing as a transparent polygon. Take a screenshot of the settings for the shader in unity.
i know there isnt
its the matierial
that has the transparent issues
i know you're trying to help
but
the problem should be fixed in blender first
do you have any alpha on
Forget blender. All blender does is create basic materials with basic shaders for you to modify later in unity.
have you looked at the blender screenshot>
I have
the issues originates there when i make the material transparent
The issue originates there, but it doesent have to be solved there.
why you use transparent shader?
Way easier in unity. It's literally a dropdown that makes the shader ignore the alpha channel
because im makinga translucent avatar
hmm on the standard shader?
unfortunately i dont have access to unity at this very moment
but i know most of the shaders by terminology
do you want to be glass translucent?
oh slime i think there person who has a slim type shader
he post slime type avata
r
that would be helpful
i have a slime texture that im gonna be using with diffuse and normal maps made from it as well
ah right
Slimes
so how you make that shader
that would be perfect
the wobble or colour part?
guess made in shaderforge
still need figure that out lol
shaderforge
^
he just give you the bluepirnt lol
and you can use shaders made there in unity?
and shaderforge is paid or free?
it's the same kind of thing that playmaker is
it pay
welp
i dont think i wana pay for it just to get a single shader
id pay someone who has it
a small fee
to make ti for me
if you want to use unity for more then just this game it's almost a must ๐
yeah i can imagine
but im not really at that stage just yet
so can anyone scratch my back and i'll scratch theres?
that shaders not done yet sorry ๐
and my dream of slime girl moves a little further away again
Have you got the model done and working?
still need to do a little sculpting and sort out that alpha issue
but im just using a miku TDA base
as the start point
so you coudl test it on one of those
Not going to set you back to much then ๐ need to get that model made first
fair enough
if any one has any experiance animating textures or materials. heres my issue. basically the anime works perfectly in unity but not vrchat ;-; https://youtu.be/dbi7gpQSATY i think is close enough tech wise to count as advanced
i have similar shader made
@brisk cedar if u fall to the ground u are missing keys for hips legs and arms
in animator
Nah i just didnt set a pose for the animation. Im more worried bout the hair not changibg color like it did in the preview
@kindred shadow About the slime shader, I'm busy atm, but I might look into it in the future, so keep working on that model!
My slime avatar is not a good example, though.
I was trying it on a sphere, before making a model, too. But then I ended up making stuff that works only on a sphere. It looks ok, but it's not very flexible
I'll try to make a better shader this time
Yes basically. Theres a animation function called material text something and it lets you adjust the off set for the texture.
So...shader lab is paid asset in Unity?
Yeah ;-;
๐ well..the same tool is free in UE4 though. So its kinda strange
Dude. No offense cause this community is awesome and easy to start in but... UE4 is like amazing
Yeah, agree. But it really lacks in terms of tutorials and documentation...so basically you just don't know what to do. And this C# scripting where you cana attach several scripts to add different behaviour to objects is just really far easier and intuitive compared to that object oriented approach in UE
he is thinking about buying it
https://lastfm-img2.akamaized.net/i/u/ar0/4396c55d963640f3b81ef027e2748fb7.jpg
Mmm true tho bluprints is still nice with ue4 they both have strengths and weaknesses
In my (totally inexperienced) experience I've found Unity quicker and easier to get into than UE4, but UE4 has some seriously crazy stuff built into it out of the box, unlike unity.
@brisk cedar blueprints are just for small tasks and they get ugly with complex tasks. I prefer programing. And you really need to do some programming for any nontrivial task after all
^agreed
ah thanks @halcyon bolt
Ive realized over the pass 3 days @disco#8981 @old bridge @halcyon bolt @runic mauve and me are here the most XD
@final wigeon yeah. That's why I tried to used it for my game attempts. Well...It was so painful even though I may call myself C++ programmer. In the end after several weeks of documentation lurking I were absolutely frustrated and abandoned it. Even though other aspect of engine are simply amazing. Foliage system...reach terrain editor and overall performance an graphics quality
i got asked if i ever sleep yesterday -_-
Do u
yes
All the tools that UE4 has are really nice, but they're also what makes its learning curve way steeper than Unity's
It's like picking a random kid, putting him at a workshop, and telling him to build something.
First, he'll need to learn what all those tools are for.
However, if you only give some glue, cords, and wood instead, he'll probably build something shittier, but a lot easier for a first time
LIES
Also perfect analogy. Except i would use the term power tools. Cause there more complex
@halcyon bolt basically its perfect if you just use standard assets. Like character movement controller. But if you need to make something custom....you basically become permanent "how do you make custom avatar" VRchatter
As someone who comes more from the creative side of things, not having to faff around with 3rd party plugins for basic visual stuff is what makes me prefer UE, as long as I either have someone to do the coding, or spend time figuring out how to do it with BP.
Yeah...I believe UE4 is primarily for experienced (in UE) game studious, and Unity is for anyone else
also, UE4 has you locked into deferred PBR shit. You can't do as much custom shading stuff as in Unity
can anyone explain this please
i placed teh vertice on the left
but the mirror is clearly placing it way off on the other side
is it symmetric?
the image, the mirror or?
nvm, I just realized where the vert is
maybe some previous transformation is fucking up the symmetry
Try exporting as say, fbx, reimport, and see if it still happens
if it does, it's a blender issue. Otherwise, it's the model
ive not applied any transformations
and the hair model that i rendered the image of is at 0 posistion
herpa derp
the object im drawing on was off centered
OTL
im still new to this lol
does anyone here use vulkan with unity? i'm picking up my new ryzen card today, first time using amd, and although it sounds like more multithreaded options are coming with unity 2017 for now i read that with vulkan instead of direcx12 we can see a performance boost. but i'm not sure if that's with the editor or just the actual build of a game.
all the info on this online seems to come from the initial press release
how do you launch multiple instances of vrchat? (for world testing purposes)
Through the .exe, I guess
ahh
When ever two user controlled things collide 1 takes full control over the others scripts and i can't work out why
Also audio is not following a moving object and is centered off at a random spot
@viral verge turn off allow collision transfer
oooo
i was reading it as only "allow collision" x.x so i did not give it a 2nd look
Did yo work out how to get audio to follow an object right? do i need to take ownship of the audio source
i think you need to make animation to turn the volume down
then turn it back up
like have volume set to 0 then use animation to turn it back on
then make animation put 0 when they exit the car
So it's a bug with volume ? and i need to reset it each time
volume like play even if it disable componet i dont know why
but change volume only effect it
that how mimi told me how she did it
Will give it a shot
so i'm having sync issues with this. The randomizer is synced when alone on an object, but when in this case in the custom trigger it's not the same for everyone
any idea what might cause this or any workarounds?
@harsh bay did you try set to local
let me try that
For anyone curious about if there is a way to make Pickups not movable in game, I could not find a way to do that (constraining the axis was ignored). I ended up abandoning my idea to use the OnPickup / OnDrop triggers and used OnEnterTrigger/OnExitTrigger instead. This means that for my cooperative level, I'm using pressure pads (e.g. enter/exit triggers) rather than buttons.
If anyone DOES find a way to create a pickup that you can interact with (pick up / drop ) but not actually move, I'd love to know!
@runic mauve @viral verge the animation changes the pitch not volume btw. 0 pitch for off
ok
So that needs to be set to 0 to make it follow the object o.O? still an odd workaround
hmm no that didn't work jaz
@stuck bobcat why do you need a pickup that can't move?
laozi what are you trying to achieve with the pickup not moving?
There is a new trigger to give ownership of that's why
I'm creating a cooperative map where two players work together to bypass obstacles. The initial idea was to have one player click a switch and hold it to extend a bridge, for example. Upon releasing the trigger, the bridge would go away.
Sendrpc, take ownership
The triggers OnPickup / OnDrop were ideal for that, since you get a Trigger both upon clicking the object and upon ceasing to click it
Ah
Unfortunately we have an OnInteract, but not a "StopInteract"
Yeah i really wanted a hold switch. I have a canny up for they
So to get the same effect (you are stuck in place to extend the bridge, and it goes away when you move) I used OnEnterTrigger/OnExitTrigger for the same type of gameplay.
That*
Yup! A "hold switch" would be ideal
ahh
It's called "on trigger down/on trigger up" or something, can't find it atm
But upvote it if you see it
Buut
I've seen the OnTriggerDown/Up, but I believe those only apply to pickups
Oh you mean your canny item
Got it!
On hold and on drop should work
Maybe we'll get something like that in the scripting beta, or the ability to create it?
So you know if the new teleport to rpc?
I've not used it.
Yeah, I do have an idea for a puzzle where you use the OnPickup/OnDrop in the form of a cooperative teleport sequence
need trigger let you teleport item with you
Basically I'm going to do something similar to CharlieTree's apple thing, where you pick up the object to teleport past a wall (taking it with you) then have to throw the pickup back over the wall for your friend.
If you do a teleport OnPickup, the object goes with you
Doesn't it?
I mean you can make a psudo non movable pickup by putting the trigger on a box that will teleport it back if you pull it away from where it is
Also you can try to use joints
i mean like if you drive a car into teleport the car as well
Attach the button to a joint
The new teleport rpc teleports the object to a reference object, usually an empty
But try joints. I've seen a door I could not in any way pull off the wall, i tried quite a bit
It was a pickup attached to the hinges with joints
I think for now I'm going to stick with the pressure pads, since I have that working. But I'll keep the joint thing in mind for the future!
look like just need locked everything place when add vrc pickup
with joints componet
@blissful walrus do you know change out the wheel on car when i change them out the wheel wont move but in prefab version wheel it does
Oh i didn't think of that or even notice the original one did
@blissful walrus I've seen the physical door knob too, but when I just tried with spring joint it didn't work :c
Maybe hinge joint?
@kindred shadow I've thrown together a simple slime shader, but it uses a grab pass to make distortion effects. Last I checked grab passes don't work in VR, so it may or may not work for your needs.
Gem shader from the asset store on an organic shape often looks like slime
Try that if that shader doesn't work๐
@blissful walrus I didn't manage to make VRC_Pickup stay in place with any kind of joint, however I used hinge and configurable joint to make a physical door with invisible pickable knob
question: I have a key and a door
and i want the key to disappear when it's touching the door collider and the user is pressing the interaction button
the key is working, I have OnPickup + OnDrop as a normal interactive object
the door has OnPickupUseUp with an action SetComponentActive = false where I attached the key object
but is not working
basically the question would be.... how can i make an object disappear when collides with another one?
I think need destory it self to make dispear after touch collider
yes
but how?
i think OnInteract in the door makes the key disappear
but in that way you could make the key disappear just touching the door without having the key
the logic would be:
IF > user have key > AND > key is colliding with door > AND > user press Trigger button > THEN > SetComponentActive of key = false
Make empty then make door open
Custom trigger
Open the door and it destory empty
Need invisible layer
Don't put destory the door slef
Make emptyfor that
Do.you know what empty.is?
It game obj you make layer over the door
With box colliders in it
It destory that instead of the door
When then.thing come together
do you mean an emptyObject? yes of course
You you that for detach
Just make.custom triggered with door animation
So when key hit that collider turn on custom animation triggered
Destory key
It easy way.
Because not many shared info world make r
I think just.make trigger video
Show how to do it
hello guys need help with custom animation of emote, its work, but avatar changes position in the floor, then playing animation and comes back.
animation probs was not done at zero cords
so what i need to do? i'm animate copy of avatar
I've attached a cube to my dynamic bones in such way like it stays behind me on a chain. Then I added some dynamic bone colliders for that. Everything looks good for me, but apparently everyone in VRChat sees just a local version of that cube, so it is in different positions for everyone. Any ideas on what causes it?
I didn't parent that "chain" to character's bones in Blender though so I have 2 root bones. May it cause such an issue?
Need to make model is at 0,0,0 when animation
already
need pics and stuff to know what up then'
oh cheers @dull umbra i'll give it a go when im at home.
@viral verge this?
using vr?
nope
wont be able to work it out sorry without testing, not up todo it atm but you might find someone else to have a look
@stuck bobcat here way to anchor the pickup item it go back in spot even if get pull to far
That's cool
Maybe you could make a pinball machine with that. So when you pull it back it makes the ball fly? Or even a catapult?
i think you can i just need learn more about joints lol
how do i add sound effects to gesture overrides?
just like you add a item to your hand add audio source into gameobj turn it back on
not hard to do that
if you know how to summon weapon or take off your hat
Whats the best way to bake light into a tunnel, I really don't feel like it's baking point lights like this ๐
Do lightprobes work in game?
yea they do
my world has lightprobes
for the world i made with the horse lol
only thing dont work in world is the scripts that not whitelist but all the function untiy has for world make are useable in vrchat
anyone know how to get animationbool to work on trigger? when i have animation set to false and have the animation bool set to true should that swith the false into true that animation
Here's something I know someone told me, but I can't remember now. I'm using OnEnterTrigger / OnExitTrigger with players. I'd like the OnExitTrigger to fire ONLY once all players have left. So imagine 1 player enters the trigger, then a second player enters the trigger. I want the OnExitTrigger to fire only once BOTH players have left the trigger.
Does anyone recall how to do that?
1 by 1 by 1 by 1 by 1 by 1 by 1
x.....................x
found a better way to wake lights in so it's fast >~<
do it first before extras get added and limit the area that can be baked x.x after painful time getting that to happen
can anyone help me with my animation
one on the left hand is closed on spear
on right its not
anyone?
@viral verge you mean physics are local for everyone? So if I use dynamic bones, everyone will see different bones behaviour?
desktop mode client lttle buggy with the dyanmic bones and when your in VR it fine
So guys with VR should see what I see?
Well...I have an interesting concept of "pet" which follows you and you can also interact with it (like pick up from ground with your hands). I got it working, but people said that they saw this "pet" in a different places that's why I asked this
Then it is probs Local physics
What a bummer then ๐
Could cheat it ๐
When you pick it up, hide it and spawn one in your hand
That way if you are slightly off for people it will still work
did y ou put obj sync on it
It looses all the point then...๐ and unfortunately hand gestures don't work for me since I use PS Move controllers
Its a part of avatar
oh ok
I think its really funny idea, but looks like it won't work
Still worth a shot, no clue how much of the sdk can be used on the avatar
@viral verge besides people see it in different places even of if its till on the ground
ObjectSync could fix that if it works
Looks like when they see it for the first time, it just appears in default position for them
ObjectSync is for worlds, isn't it?
No clue, seen some of the sdk used on avatars that i did not know could
so give it a shot
Well...I'll try at least
wait you can use 3 person script on avatar?
try everythins :p
@runic mauve Have you messed with having passengers?
Noticed if you take control of something it boots people out of the station
only make the button work when you sit the driver set
just add regluar chair
to it tell no one hit controller
when there in the car lol
Made it so only 1 person can trigger start then the button turns off
so that should not be a biggish problem
you dont need put ownership the other chair just need regluar chair setting
will give it a shot when i'm done ty ๐
Going to take me a bit to reoutfit my gocarts with my updated car base >~<
@runic mauve nope, I used dynamic bones for that
Gate door
hook a pickup item to joint then make animation when hold the gate button open when let go close door
I made an animation for my avatar, but it makes them sink into the ground when I play it. What do I do?
need to make dublicate before make animation for avatar
They're just intended as facial animations
But when I go into animation mode the duplicate gets forced into that weird pose
that normal for the dublicate
reason why we make dublicate in the first place
dublicate take the muscle animation effect when you try make animation humaniod
How do I fix that?
I did not
I made the animation on the duplicate and then put a custom overlay on my main avatar with the animations I made
then you did somthing wrong because only does that if you use animation on your main model first
if you did that you have to start over
Well, what did I do wrong?
when you make animation never use animation on main avatar only do all the animation 2nd clone avatar
then you use animation file you make on your main
How does that avoid the main avatar getting shoved into the ground when I do an animation?
i told you how i guess you did on your first but not accpet my answser lol
i see alot with people dont understand animation at all i did before that how i figure out problem
start out clean because i have feel you did tempet make animation on your main before look at info tell make dupilcate first
bend in werid pose
wont effect that
it big sign to anyone who does override animation
Wouldn't it be bent in the editor?
not on your main avatar
it bend because how animation setup humaniod. put if you going make any dance type animation better off make animation blender
only thing you can do in that form add weapon particle effect
and move finger
on the model
animation dont over write pose if not set in the animation only time it does if you use main to make animation
watch morgus video and read evoleant document it very well tell
you about that
Well, I didn't use the main to make the animation.
T pose
then add animation file to animation overridde only change your blendshape and finger movment
if you did it right
It sounds like your information is wrong, then
well good luck dont listen no help lol
You're the one who's not listening. Where's that documentation on it?
WARNING: The red record button on the animation window is usually enabled, be careful as editing your avatar such as moving it, changing a property, etc, will cause that action to be recorded on the animation timeline. (Can be fixed by deleting the property.) If you need to make a change unrelated to the animation you want, first disable the red record button. Be aware this button re-enables itself as soon as you mess with the timeline.
even the pic show this
TIP: There is a cheap asset in the asset store called Muscle Animation Editor that can make this process incredibly easy, as it allows you to edit the muscles within the scene view itself and then make the proper adjustments on the timeline, this asset can be the difference between spending 30 mins recreating hand gestures to go along with your facial animation for each replacement, and spending 5 minutes doing the same. You can also easily create new sleep animations and other things in an hour that could take all day otherwise.
I noticed that
Emotes?
emote only be 10 sec
What about idle animations?
if you try to do full animation you need use asset plugin i post up there
that make alot eaiser to get avatar standing pose
I'll try doing whole animations later, but right now I just want to get closing my eyes working
And the truth comes out
well didnt say emote
there regluar vr animation
most people have problem understand only do the fingure
emote is total different thing
it longer processed
better off make blender
How do I add gestures? All I saw were emotes
you have to make full body animation for emote
cant be only one thing
because it actally switch out humaniod IK
for 10 sec
VR animation is easier because you have control of the body
with your own body
emote need know when you stand in place
I just want to know how to turn these into gestures
i told you need make full body animation with eye genseture it longer process
not like make only blink animation
you actally need make your avatar stand
I find you very hard to understand
asset app will do that
just watch video show how to make animation with it
^^^^^ this only easy way
cost $15
I'll need a second opinion on that
emote full body animation, Gensture finger and blink animation and particle and summon weapon
idle is fullbody animation
@sweet crystal you fixed avatar sink into the ground while emote playing?
Nope
I'm have same problem
I'm animate ONLY ON DUPLICATE
But its not work
Viewed all tutorials, doing same
But nothing
what we need to do ๐ญ
@runic mauve can yo help? I'm animate only duplicate, but it still doesnt work.
@sweet crystal you doing same, right? https://www.youtube.com/watch?v=z-14-xeG8cA&feature=youtu.be
Its my problem :C
So what I'm getting now that he didn't explain is that "gestures" are the animations applied based on your finger positions
I was kind of hoping there'd be a simpler way of adding face animation
There's time-based animations, like eye blinking, and then I think you can do emote overrides as well maybe?
I can't get time-based animations to work, so far
After all the useless videos I've seen, I'd rather have a written guide
Hi guys, do you know if there's a way to count things with the VRChat sdk?
Something like if I collide this object more than 5 times with this other one, a new animation trigger
Plz tell me. Is CustomTrigger Designing good like pics? I have encounted HUGE Inspector Framerate dropping (other windows is good)...
Inspector with this triggers draws about 2 seconds... 0.5fps
How do i set up gloable sounds in a world right ? Tried placing it on the camera and setting it in the world on 2d but both did not work
Hi. I just started doing animation for my model and my animator script stopped working all of a sudden. Can anyone tell me why this happens and how to fix it?
''
I'm trying to combine OnEnterTrigger
https://docs.vrchat.com/docs/onentertrigger
With AudioTrigger
https://docs.vrchat.com/docs/audiotrigger
But is not working. I just want to trigger a sound when a pickup object collide with another object.
The key is the pickup object (it is already using the pickup layer) and the door has an OnEnterTrigger where only the pickup layers can trigger the AudioTrigger action, which has an audio source as a receiver and the Clip selected.
The audio source is working perfectly alone when i turn on "play on awake" so, as far as i know the audio source should be playing with the audio trigger as well.
Anyone?
@zinc basalt you would need this if you want to be like the pug PhysSounds
cost $10
@ornate pine you can have music play with audio source
or unity player
he want a physsound collider type thing when you hit each other put it down it make nosie
that what owlboy use for his pug cups
ah ok
thanks but......
if there's a component that allows you to trigger sounds, i don't see the point of buying extra assets
i mean, the component is there
if this doesn't work, why is this in the documentation? why are they confusing devs like me so much? if this doesn't work it would be nice to read something like "DON'T USE THIS, IT'S DEPRECATED" or whatever. I totally believe in a community based project where everyone make this grow every time someone upload something to VRChat, but i see this as a huge problem and really make me want to quit all this :/
@zinc basalt audio trigger just make nose that it when you intract with it
it keep make thatn ose
nose none stop
yea noise
but if you want collider base noise
need use script
that only script work in vrchat
you can't use script in vrchat, i would LOVE to use script, but you can't
the point is
what is this for then?
i just want an admin/dev or someone who could confirm this https://docs.vrchat.com/docs/audiotrigger is not working so i can move on
this how use it
need make game obj with a audio source
in it
give the info. i know and people told me what use for collider base sound
going tell the same. but world building very lack info because they dont make guide for it
so people who figure stuff out should share info
avatar was like for while till me and tupper change that
communities and companies are not always the same if you know what i mean
this is the pickup obj
and this is the obj that you could collide with the pickup obj and which should be triggering the audio
I also tried just using SetComponentActive and the enabling the AudioSource (true) when the pickup obj enters the other obj (OnEnterTrigger) but doesn't work.
In editor is working ok when i collide both objects manually.
I also tried making an animation that triggers the audioSource component using PlayAnimation in one OnEnterTrigger, but is not working. The weird thing is that the other PlayAnimation i have (CubeUp 1) is playing perfectly OnEnterTrigger, so I definitely think this is related with the audio obj
i have a working web panel, kind of, but in-world it's about the size of a laptop screen and it's tough to interact with. do these screens need to be a lot larger?
"Web panels are currently disabled and will not work, if you're just playing video use VRC_SyncVideoPlayer"
Omg!! So excited for this https://blogs.unity3d.com/2017/11/03/arkit-face-tracking-on-iphone-x/
Is there a way to do, like, version control with Unity files?
Does anyone know how I could make a texture flip like how it does in this gif?
Or how to make it scroll like this one
Oh yeah, he had that one that scrolls from bottom to top.
he would know how to do other way to
What about a flat surface with the texture offset in the material animated?
You'd then need texture maps made to have the strip of ads you had in mind
Scrolling UV shader?
Yeah
@warm niche if u figure that out let me know it would help me with an animation im trying to fix
@warm niche That grid is bunch of triangular blocks that rotate, probably alot of work to animate. The sliding it easier, you can just make shader for that, maybe a tall texture that changes it's offset based on inbuilt _Time
are emotes only usable with vr controllers ?
Rotating cubes.
Cut the picture up into small long strips and put each one onto a side of the cube. Make sure there are no colliders. You could do simple rotation with Constant force, or you could animate it.
I'll be doing the square flip because it's easier to animate. As Tiger and Neitri said, multiple different blocks that just rotates.
this is my audio setup, but i barely hear anything ingame, am i doing anything wrong? its work just fine in unity
you can use a time and sin node going into a lerp that changes between two uv states.
or have a value that you animate that goes into the lerp
ONSP component doesn't use the custom rolloff. Minimum range is the distance you will hear it at max volume, and since it's set to zero you will never hear it play at max
To be honest I know very little about it but try disabling the oculus attenuation
I think it might behoove us all (users and teachers both) to make up a bunch of "preset" audio setting screenshots for various effects. "Long range, spacilized", "short range, spacilized", "long range, unspacalized" etc
then more generic ones like "music" or "gunfire" or etc.
That would certainly help me
I might explore and make those screenshots when I get home on Tuesday.
yet another item to add to the videos TODO
Also the reason it works fine in unity is because the onsp script isn't running in the editor
How would I create a prize wheel in Unity. A basic numbers one, which would go on a wall?
do you mean the spinning ones?
?
i would probably mess around with making it pickuable, but attached to some sort of joint that locks all axis except for spinning in one
@zinc basalt oh thanks i hadn't read that web panels aren't working at all atm. sure would be a great feature to have so hopefully they keep at it.
@fading pollen Scaling issue, probably. Add a default unity cube into the scene. That cube is... I think 1m on each edge?
If it turns out your avatar is HUGE then you might want to modify the scaling when exporting.
Changing the number of vertexes of a mesh when you've got shape keys can have varying results in blender.
Yeah. Changing the vertex order on a mesh with shape keys can do that. It's why you can't apply most modifiers to a mesh with them already on.
Even to vertexes you haven't touched. If they're part of the same object they can be affected.
Does anyone know what went wrong with this?
Without seeing more of the rig in blender, couldn't really say. Also a question better suited for #avatars-2-general
@pastel notch it looks like u havent weight painted the finger tips
https://youtu.be/mhQY2_gVoVg heres a vid that might help
@pastel notch Third fingerbones's rest position is at a weird angle. Unassign the last bones on the fingers, click on the pose button, reset pose and enforce t-pose. Think that should fix it
@autumn hatch You're my hero
Tips fedora
@autumn hatch Should I reasign them after, or leave them unassigned?
Leave them unassigned
Otherwise bent fingers will happen
Doubt the hand gestures will be too much different with just two bones
Anyone know more about custom controllers for vrchat?
Would a custom driver with steamvr (For example a custom hand controller) be accepted by VR chat?
I talked about this yesterday to someone on VRchat and he said he wasn't suer but he said if bones would match the names of the defined bones it would just work??
since I assume there is a standard in the naming of bones
Why i cant sculpt the head?
@warm niche maybe because its already rigged and skinned?
@remote chasm I can sculpt the whole body except the head
nobody in the other channel knew so:
am i able to overide the sprint animation with one from mixamo?
i watched this video but it wont override https://youtu.be/V0l4-pH3vI4
please @ me if you have any idea
ive made the animation humanoid, ive added it to the descriptor, ive put it on the right sprint one, i dont know what else to do.
ok so i got my gesture to work my hair becomes bigger. I have it set to thumbs up and it works Instantly. only issue is if i try to change to any other gesture even just a normal hand it sloooooowwlly starts to shrink. I do have this animated using blend shapes. is there some setting i need to adjust where it doest take forever to shink back down?
@harsh bay I'll stick with a dice
๐
Oh, my problem was entirely my own fault. Nevermind!
@remote chasm I use PS move controllers which emulates oculus touch...so basically you need your custom controllers to emulate either touch of vice wands
In blender, how can you put a shape as default so that it stays with that particular face?
Have anyone tested out how tiny dynamic props behave in unity?
so I've tried everything I could come up with, but couldn't do a magic trick like this one on a pic
basically there's avatar with cat and its house
and (seems like) the cat can move freely while its house is stationary
any ideas on that?
You parent a particle system with a mesh particle (the house) to the avatar and set it to worldscale and a long lifetime
Has SetMeshVisibility been removed from the SDK? @sudden smelt
It exists in the SDK example actions but cannot set it myself
Not sure if I should post this in #avatars-2-general or here so.. i'll post in both.
How do I remove this image in blender? I can't select it.
Select the mesh and go to edit mode. Highlight the faces the texture is on, then on the UV window you got up on your left press the X button on the lower menu row near the bottom @warm niche
I just dragged and drop it in the plane so it's not on any mesh.
What do you mean? Is the picture a background image?
Background image, yes.
If you scroll down the menu left to the hierarchy you should see options for background images
Untick the active box
:/ There's nothing here.
What I did was in a new project, I deleted everything and dropped this image in.
Oooooh, thank you.
@autumn hatch Not sure, it may have been replaced with SetComponentActive which basically does the same thing
Yeah, see it now. Thanks
Wonder if then add play maker it just going be vrc world perfab enable player mode
Das pretty good.
Is there any tutorials about creating vehicle? I've seen VRCHAT tutorial once but it kinda outdated. Sorry if i'm asking in the wrong sections
No tutorial just share info
It really new
I post down load prefab. Made
In here couple times
@loud pewter
Thank you
Just need standard assest
Do you need to have VR to active this event?
I've to install VCSKD for Visual studio before see those script right? because I've complie error right now
If i try to change the models , will the scripts broke.
You swap body
And wheel
Need to make sure colliders there
It base on collider physics
ok. thanks for your information
Still try figured how make wheel have animation like perfab verison
I just use wheel from prefab
So my question any one know the process of exporting animation files from blender to unity? I tried and it works in unity but vrchat i just turn huuuge.
@dark epoch nice work!
@brisk cedar armature dont change size
in vrchat
when you set avatar descript going stay that size
Alright ill try when i get home. Thanks. Still i feel like i exported the animation wrong but maaybe thisll work
Do you guys have any tutorial about shoot particle effects out of something?
Yes check out #tutorial theres a good one on there
Anyome know what this means
Oh its in muscles and settings when u configure rig
Computers not on the internet
?
I usually use gyazo for gifs and snipping tool for normal screenshots
gyazo can do snipping to
what i do all the timel ol
just make easier get quick pic up
Lol im using my phone cause im not on the internet rn XD
True
Naaahh to much work. Btw anyone know if you can use animations that lift u off the ground? Ive tried but it just leaves me on the ground
most people use colliders
maybe way use animation with collider like this one japanese person does with hoverboard lol
can animation overwrited show particle?
my particle does show up in keyframe but not showing up in game
is it possible to use rig other than humanoid? like if i want to have a doggo or dragon or robot... (non human rig)
Yes. But you need custom animation for walking etc or it will be just literally motionless stuffed animal
what kinda rig should i choose for it? generic?
Yeah, I believe so
my new projects are uploading bu they are not showing a world id in my manage content any ideas ?
so it doesnt look like #avatars-2-general know this. but does anyone here know hwy my hands do this?
tons weight paint problem
@runic mauve thanks at least someone answered
Can anyone recommend some shaders for unity that you would consider "must haves"
You mean besides Cubedes' ?
Then no
im not talking just for VRchat though
just shaders that would be good for general use
or ones that people find themselves regularly reaching for
paid or free, not fussed
I see. Well, standard shader is pretty good I think. Since it's physically based and stuff. They made it "standard" not without a reason. This one along with mobile->diffuse were almost the only shaders I used for my small projects back then. But yeah, I'm not any pro in shaders, you know ๐ So I guess you just need to search for some fancy shader if you have an exact idea on how something should look or just wanna something cool. Other than that I'd stick to standard one or less expensive ones
i'd like to find something that can actually do transparency properly at some point
but i'll bear in mind what you've said
Can't the standard one do that though?
Transparency is not an easy problem to solve
Though, I'd like to make a version of the standard shader with transparency through dithering
Someone made one but it's from 2016 and doesn't support some stuff
So ive got a particle effect working on an emote and in unity it fires from my hand the way my hand is facing. But in vr chat it fire from my chest . ny way to fix?
I fixed it kinda. I just rotated the direction of the particle and moved along a different axis
Hey guys, I got my animation override working so an object appears in my hand. But when I move my avatar it dissapears, is there a way to keep it in my hand as I move? Thanks in advance.
@sweet crystal You're using alpha clip/test not alpha blending for that and using noise to make the transition less sharp?
I might have to try that on my avatar as it might actually look nicer than using alpha blending since using that requires me to leave back face culling enabled to avoid triangle sorting issues.
seeing a weird thing where avatars on an avatar panel are totally black. Not sure why. Wasn't the case with another avatar
Is there something I need to set up on the avatar panel?
Or something I need to do to the room, other than lighting it?
(using baked lights currently)
This seems to be the best way to set up a click-to-activate Portal while keeping the same visuals? Portal is surrounded by 3 solid box colliders. One of the solid box colliders has an interact trigger which teleports the player inside of the portal.
I tried using a solid collider that was inside the portals collider but it didn't work.
Oh, i've got an idea. Hold on.
@rough sleet Yeah. I'll post it if you want, the only problem is that I used shader forge so it's missing some options from the Standard shader
That'd be nice. I'll probably end up using the technique in my own shader so that's fine.
Do any of the guys think it would be a good idea to port this over to VRChat or no? I know its small and could pose some performance issues http://lumoize.artstation.com/projects/26WOB
how many material each item
@weary mica unity can handle it alot just need light bake make sure material not to much
on that
It was running 150+ frames on Unreal
hey, is anyone here able to help me with an early avatar problem, maybe?
It'll just be a while because I'm not at home, but I'll package it once I get back
@weary mica might have modifed some stuff
but it would work in unity it just 3d and lighting lol
and shader and texture
if you make less draw call it should run fine
Awesome work Squid!
Btw, if i pressed a button that triggered an animation on a chair that then moved through a floor with a collider on it, what would happen to the person sitting on the chair? Would they also move through the floor? If that animation then brought the chair through a vrchat portal, would the user be portaled or still on the chair?
Anyone know how hard it is to transfer a Unreal project to Unity? I'm assuming their are no tools to make this easy
Does someone know of a good tutorial for changing the animations for walk run idle etc? i've searched like hell but everything i'm getting is outdated, no mention of triggers...
@warm niche its hard to tell what animations will do once a character is sitting on them. It might also depend on whether that specific model comes with colliders. Im assuming u wanna make like a trap door system
yeah pretty much. select chair and it lowers to portal
@warm niche if the person stay in the chair they should be stay with chair when they go with the animation. @dusty girder did that for he mecha chair
^
either way i know another way to do it
๐๐ good luck mah dude. If ur on later tonight i got somethibg kewl to show u
I'll be on at the social in an hour then after i'm open to take a look
Sweet
For the chair, the chair is attached to a bone which is apart of the mech avatar animation controller, so yes, the avtar moves with the chair.
Is there any way to get it to do a basic event when two pickups collide?
OnEnterCollider, Layer Pickup?
Thanks, i'll try that.
Speaking of pickups, is it possible to have a part of your avatar (ex. hat or something) be one? Not that I have any avatars in the making right now that could have that feature, but it'd be good to know for the future.
No, not possible
Ah, I thought as much.
Not a true pickup anyways. You can simulate it with animation overrides
Yeah, that's what I thought to do at first, but then started to think if pickups were a better idea if they were possible, but since they aren't, guess I'll do some animation overrides when I get my VR set. ๐
Thanks it worked.
Does anyone know any substance painter getting-started guides that are recommended?
@rough sleet Sorry for the wait, here it is. I fixed some bugs from the screenshot (the noise wasn't working properly ๐). Though I'm not sure if I set up specular/roughness correctly.
Here's a shot from the editior of it working
oi lads
How hard would it be to make a jojo playermodel with a star platinum stand that appears/disappears on command?
Depends on your skill level. My guess is; If you put it into a blendshape, you could replace a standard hand gesture with summoning your stand. Or if you're into animating you could have an emote where it'll pop out for a few seconds and then vanish.
Relatively easy. Make an animation override that animates the transparency of star platinum materials to make him appear and disappear
What's the best way to fix audio that stops working after spamming with the trigger activation?
Activate and deactivate the sound source object to play the sound instead. Then you can spam the sound to your hearts content without it breaking
The toggle operation in activating/deactivating game objects used to be unreliable. Dunno if that has been fixed
I see, I'll have to learn more about timers. Thanks.
I would set it up like this
BUTTON turns on SOUND SOURCE and EMPTY
SOUND SOURCE plays on wake
EMPTY has OnTimer trigger with X seconds, with X being the sound duration on both low and high.
EMPTY deactivates EMPTY and SOUND SOURCE
Then you can mash the button like a tetris pro player, but the sound won't overlap and never break
Sound source and Empty starts off deactivated also
OnTimer triggers only start counting when the game object it's on gets turned on
If the low and high numbers (it's in seconds) are different then the trigger will fire randomly between those times
Another question, how can I adjust POV of a camera with a trigger?
^^^^^ $200
never said magic is free
Great, with this tool I can finally get rid of my problem.
You're one SDK version behind! 2017.10.26 is the latest @hollow lotus
Ah, gotcha
even a free version http://www.mesh-online.net/download.html
@viral verge is that cruncher extension better than just decimating it in blender?
I think the main advantages of some of these decimation addons is that it's a one-click kind of thing. Vs blender where you have to do it manually, but you get way more control over the decimation, which is very useful for character models since you can guide the decimation away from deforming joints.
looking at the reviews, i'd say decimation in blender is beter
Yeah.
Plus to guide decimation intensity in blender you just paint a vertex group onto the mesh and set that in the decimate modifier.
@final wigeon ^ how do decimate XD lol id like to know for future projects
Left to right we have
Vertex weights (blue 0, red 1)
Decimate modifier guided with the vertex group
Standard decimate
It's really simple. Add a decimate modifier, paint a vertex group onto the area where you want the decimation to have most (or least) effect. Then set that group in the decimate modifier (It's the field directly to the left of 'Factor') and if you want to invert it, the little <--> toggle will do that.
Then you just crank down the Ration value until things stop looking okay then go back up a little. Or until the vertex count comes within range. Hit apply when you're happy with it.
Note: Don't do this on meshes with shape keys, such as the face. Separate the face out, decimate the rest, then rejoin the face.
@brisk cedar
OH THATS AWESOME. thanks
The general concept works with a lot of modifiers, using a vertex group for specific areas of influence.
@warm niche No clue if better just found it while asset hunting, and thought it looked cool
no
hi all im using cloth on skirt with cylinder collides on bones. when in game and i press jump i fly away up in map spinning turning off cloth - same effect so i assume don't use collides ?
@crude schooner because any collder there not dyanmic bone collider will make avatar fly
in vrchat lol
only part of clothe maybe use on the shoulder and hair but anything near hip
will push avatar body
Try adding collides to the skirt if using cloth
But might not have the effect you want
i think they would actally need fix collider bug if be useable
but fix that no more flying
in vrchat
with collider
is there video about coliders for the skirts?
if you using clothes all the video with collider wont work
in vrchat
they would basic have disable collider on body to not be effect
only be effect when somone touch world collider
collider are bug on avatar
Can you use unity joints?
i see
Wont find any tuts how to do this, but you could jerry rig them to act like colliders
Only if you can use joints to start with
you mean character joint
@crude schooner Apparently there's an object layer you can set colliders on so that they won't interact with player collision - at least that's what I've gathered by listening to bug reports from the beta lobby.
So if you can find out which layer that is, you may be able to get the leg colliders to work only for the skirt.
Is there a shader that's visible only behind a specific texture/object?
Actually, never mind. I think I can just make a 5-sided box for this instead.
Neat. I love stuff like this.
@viral verge You can use unity physics joints, and if you can I hear you probably should, since they have significantly better performance than the dynamic bone script.
it would, but also needs more work to the point it might not be worth it unless you have time to learn
Setup is easy, tuning the settings to make it behave how you want isn't quite as clear.
You feel setting up leg collistions is simple with it ? o: feel free to teach peeps ๐
Feel it might be a tad tricky for most since they are still newish to unity
I was trying it on the upper body, so things might be a bit weirder with colliders lower down the body. But what confused me most was definitely what settings actually did what.
Way i was talking about was to use things like distance joints and springs to create a mock local collider
That way it wont effect you char like real colliders and throw you about
that way no one want to learn it would take to long. plus there no video on how to do it so will never work out lol
Would not take to long to learn o.O and you don't always need vids
talk about most people in vrchat
there not many skill people
most skil ones dont even like share there info lol
want somthing happen you have to make it happen lol
need make tutiroals and info
want people use it
Not as much as not wanting to share, but the people who tend to want it, don't want to work for it and only want it handed to them
then never be standard in vrchat
?
if you want people to do this actally need share info simple as that i just saying
reason i share alot info avatar channel because there no info when i started
I don't care if people do it
If people want to seek information they can
I'm not going to sit here and explain how something is done unless they want to learn
need to make easy as well want to make it grow
complex it get the hard normal joe enjoy
i think about people cant do it alot and find way to fix that issue we have in vrchat
I'm not going to give handhouts simple as that, I'm fine helping people who want it. But i'm not just going to give them the end product
reason make tutiroal not give to them
just little guide
info you know
so they can do it
Explain the benefit i gain from making them?
I dislike video editing and recording my voice.
Not what i asked
i just saying hard to start use jont system were there no info how actally how to do it reason dynamic bone more popluar
because it eaiser
Is tones of info online about joints
not for bones and avatar
And like i said, If people seek info and ask, then they gain help
that jont never be use lol
Does not bother me, I know it could be done
then be lost info
Not lost info, takes basic understanding of joints with problem solving skills to work out how it's done
you get credit for help people that how i see it
I'd rather help them 1 on 1 then people just copying the vid and learning nothing
actally people do learn from video
avatar would not be this big if somone didnt make guide on it
or video
i see the popluation still be down 40 people
I can see that from all the mmd rips and player model rips
just looks like teaching people how to use ctrl c - v to me
It's the people who spend time to learn past them vids that make custom stuff
like the vrc trigger system there no info how to make complex trigger
Lack of documentaion is not comparable
You should not need to try and understand someone elses code
It should be clearly documented
reason vrchat call coumminty they basic use use to figure out that for them lol
i see what there doing give tool to play with and find way to use it
That changes nothing, it's still not comparable
Talking about something not fully documented over things that are
Plenty of info online to teach how unity systems work
trigger system actally much easier to understand they jont system
it visual script
it tell you the command it can do
play maker visual script more complex
Still does not change anything like i keep saying, People need to work out that system, over info fully documented
there some stuff minecraft did they didnt told everyone what you can do with it alot people figure way to use it
So if there are any oculus dk2 users out there that can help me, please do. Been using vr for a while now and it's been fine, but as of today my oculus has gone green on the left eye and a mixture of everything on the right eye. If it views desktop stuff/background it previews perfectly. I have tried to uninstall and reinstall everything. Going from last night today nothing has change. I haven't updated anything. Please let me know if u had a similar problem at some point. @mention me if u can. thx
@tulip flower sound like wired problem
its weird cause i popped it on my lappy and it could see the desktop windows and background just fine.
Minecraft is a game, not an sdk
But if it's still a wire problem ill go out and buy some
Trying to compare two uncomparable things again
@viral verge i treat sdk like a gamel ol
figure out what it can do
@tulip flower the info i found it say might be Probably a bad flat-flex hotbar solder joint
@runic mauve So you think i should go out and get some replacement cables? Like if i jiggle the cords (all of them) nothing changes. Im honestly at a bind
I DUNNO WAT THAT MEANS
sure you can treat anything as a game, But does not mean its built for that purpose, but i sadly don't see the point in this loop so i'm out, don't see it going anywhere
@tulip flower do you have warrinty
i wish. i bought it off my friend who was in debt. I have the packaging and all the parts, but no warranty. I also heard that oculus is shit wen it comes to warrinty products
๐ข
you could ask @hazy mountain he had issue before with rift
@hazy mountain hey YOOOooooooo
@mention me if anyone has any suggestions. I love doing vrchat and learning new things in unity and blender everyday, but having my VR headset do something like this just confuses the hell out of me
DK2? I'm not sure you'll have much luck
i know ='(((((
Well, if you have a spare HDMI cable lying around, try hooking it into the DK2 and graphics card instead of the 2-in-1 cable hdmi. If the same issue results, then it is likely the DK2 mainboard is kaput.
idk if mine is in the right section but
how do i use a png image in unity ?
like making it float infront of my avatar
you could probably just place a quad and changed the material
and then place it on your avatar hierarchy
whats a quad
do i just drag the png image onto the model itself ?
@urban tapir pokes
you make a material
and change the texture in that material
then you drag the material onto the quad
also its only one side
would it deform my png image ?
so you might want to make another quad
like stretch it to fix the object
yeah probs
:C
don't know yet but fiddle around with it
I'm seeing more models of that recently
Hmm... maybe I should try a phone model that pops up. And a ui appears
@urban tapir is gif usable in vrchat ?
i don't think so
@sturdy lynx nope you would have to make a 2d sprite sheet with animation