#development-advanced
1 messages Β· Page 17 of 1
Hey guys, Using unity are there settings or shortcut keys to change how the zoom works? Before when i zoomed i could get really close to my avatar, And now it kind of clips her / goes down a layer? Ive got no clue.
Heres an example - > https://image.prntscr.com/image/Muff07wNR7OygwKAdiwUBg.png
@covert chasm Select the avatar and press F
F to focus, hold ~Alt~ right click and WASD to move the camera, mouse wheel is otherwise FOV
right click & WASD also works.
Oops, meant that
Yeah, alt+right click is zoom, alt+left click is turntable rotate
anyone know how to do hair highlight? im stuck and theres nothing about it
something like this
What color space is used in VRChat? Gamma?
@rugged dagger you mean glowing hair?
you can just drop the texture to emmission slot
if you need only parts to glow - mask these on a texture
then you mean specular reflection on hair?
ok this should explain more i guess
thats just spectular reflection, I suppose. probaby you need to use the standart shader for that and tune it
@rugged dagger What you're after is anisotropic reflection. Often used on brushed metals or hair. I don't know if the standard shader can do it, but a custom shader can.
yea i was bout to say anistropic stuff
yeah, i got shader forge, but not sure where to start
I haven't done one in SF before, but knowing the names of what you want, a bit of a google search should pull up some info on where to start.
my model is like permastuck in this just in general, any ideas?
https://puu.sh/yDs9A/231bc56dab.png
I do
yea but nothing came up
I made one already
when I started animating on this avatar it wasn't a set rig
could that be why
well I just didn't have the rig selected
so it didn't have like, humanoid, etc.
is it possible for me to just import the model again and just use the animations from it?
cause I tried that and it puts it back in the same pose
well here's a question
if I animated a model, how would I go about using the animations from that model on basically a duplicate or re-import of that model
what is the standard way people do that?
or I guess what I'm trying to ask in specific is
do you basically animate on one model but then port those animations to another humanoid rigged model, or generic rigged model?
yeah I did that and it just puts any other model in that pose
the strange thing is the bones I'
I'm animating aren't even part of the "rig" itself
they're just part of the armature
but it does it on any other model that you put the animations on
so then we're just back to square one
it does in my case
last I tested
but then I imported the same model from scratch
and put the animations on it
basically all I've animated is a skirt twirling and a key rotating
I replaced that with the animation yeh
yes
unless there's another slot where I can put that on so it's constant
I appreciate your help, nonetheless
first time I've even touched animations on this
any little bit helps, I did a ton of googlin' and reading before I joined the discord to ask
HEllo everyone, I am confused about VRC trigger events in avatars... as tutorials refers to them, but the SDK doesn't want you to build becaure there is one inside the avatar........
has these been disabled then?
(I just want to press a keyboard key to trigger a sound)
@wheat bough y ou dont use vrc trigger on avatar
you use a custom ove ride
vrc trigger were remove from avatar because secerity reason
this new way
: I have a room with a Gun using a projectile that is spawned and using a constant relative force, it works fine in a room by myself, but when others join, as soon as i start shooting the projectiles(which are designed to destroy themselves and are dynamic prefabs) the room lags out
i can show or send u the project if you would like
seems to be the physics of the constant force syncing over the network? I will try to see if spawning them without the force makes any difference... would rather use a ray trace, but for things like grenade launchers and rockets we should be using contant force? is there anyway to do raytrace projectile system in the current SDK?
cool, I'll check the video, I though it was for security reason too (or abuse) but it was for sure practical to use/set up with it ^_^
thank you
mmm but that video is for "VRChat Custom Animations Override Tutorial" I have to use an emote to just trigger a sound or if I want to show an object? this is way overkill to set up...
look like they are binded on the root or something?
Sorry I use Maya
I would say that VRC is not using one of your bones while doing it's IK, so you have that bone with it's assigned vertex that are left at 0.0.0
that what it look likes
from the image it look like it's ankle vertices too, not toes
or the toes inside the shoes, hard to tell from that pic
When making a Trail Renderer ..what should i use to make it turn on and off? I seen a tut and it showed to click on "Is Active" but it didnt end up working
Hey guys any of you all know how to scale down particle effects?
scaling mode local -> resize the particle system transform
or set the start size
to w/e
Hey I was told to ask here but later tonight can someone help me with the spine hierarchy
Iβm a fucking idiot and need my hand held through the process
Is there a way in blender to chose which child bone comes first in the list of the parent bone ?
I assume i just put the particles under the bone i want to have particles ye?
Hi. Need some help. How can I create an avatar, which has no hands? Sry for my english)
generic
but you can't use emote
my slime
you can just port in it like normal
ignore the rigging
unless you want the walk animation
Doesn't work, got error
why isn't my blinking working? https://i.imgur.com/7XJ8vOT.png
I found a problem, and after I fix it I got another one XD
Can I somehow deceive Unity, with this bones?
force t-pose
i cant find the #development-beginners so I'll ask it here. Can anyone help me with visemes, because I made all the shape keys but they dont appear in unity.
@azure scarab #avatars-2-general
also
if they check to make sure they actually have an animation using the slider in blender, if they dont then that's why
@azure scarab It'll be #avatars-2-general for dev beginner
@azure scarab yes
you cant cheese it btw, you need to have them be different from the base or else you cant add them in unity
cant have half them blank to try and skip most of the process
I didnt try to skip anything
what does it look like in unity?
Ahhhh, I did it, but with another "bug". Camera on the wrong place and fearher flying around me...
Ow, feathers, become my hands O__o
@azure scarab Retry in unity to take the "Body" mesh from your avatar and drag & drop it to the "face mesh" on the avatar descriptor
already fixed it π
ok
it were just my export settings
ho
If I modify the materials on the right with a "Clone" of the original materials but with a differente shader. Does it still works ?
Good recommendation for gunshot particle?
Not the bullet just the little effect when it fires
hi could anyone here help me with the spine hierarchy problem i was having
There are two open hand gestures. What is the name for the completely open hand?
Or do they not differentiate.
Also I want to clone an avatar and upload, how do I make it create a new avatar and not update.
This is a question involving CATS Eye tracking : Whenever I am looking forward or down, and eye tracking looks up, my mouth falls open. The more I am looking down, the farther the mouth falls open. This only occurs when CATS Eye tracking has been enabled. Anyone know of a solution?
When the eye tracking switches back to looking where I am pointing, the mouth will close partially or totally
You mouth blend shape on 4 role on skin mesh
Need make sure blink blendeshape n order
Make sure 4 of them blink
Not sure what you mean
Make sure I have 4 shape keys at the top of the list that involve blinking?
This is what my shape key list looks like
Bacauae use basis for it
This is the list in Unity
Hahahahaha, updating CATS and doing what Jazneo said fixed everything but created a cross eyed situation
I think I'm dropping eye tracking for now
I think that was a random glitch, after reloading it stopped going crosseyed and no one else says it is crosseyed for them
When look at your self it going be cross eye
anybody know what the last SDK that had the jump prefab was?
Just download Vrchat.com make sure delete old
In unity
That new one
@rough flame
oh, was it included again?
I was told to come here for help. I'm trying to fix the hair. Anyone here know how?
Oh, thanks. That worked! But, now I got a different problem...
The label on the arm is transparent now...
@sick roost is it on same material?
go in blender make vertex group for that patch put new material there
with same texture
Ah, okay. Thanks!
make sure to assign to that new material
Could anyone send the pre halloween patch SDK and the mmd mechanim that doesn't break the SDK?
or if anything, any SDK that currently works, the one I am using is the newest and it won't even upload avatars.
@grizzled matrix need to fix mmd cant eve use it no matter what because need to make sure the bone parent correctly https://www.youtube.com/watch?v=0gu0kEj2xwA
but you need to this
if you want it be simple
yeh but the thing is that I can't upload mmd avatars through unity unless i get a mechanim that works you know what I mean? the current updated mechanim breaks the sdk so you can't even upload them
it block even in the sdk as well
vrchat add to block list
to avoid the problem all together if the creator dont want use to use vrchat made sure cant be use as well
rule cant talk about it
we have plugin for blender to do all the work
now
just need to watch #tutorials
Ok, does this one work best then?
yes it best tool to have
if you doing mmd models
watch tupper video or read info from here https://vrcat.club/threads/cats-blender-plugin-0-2-1.6/page-5#post-782
I will be sure to watch it, can you upload avatars from blender? My unity can't upload anything because the SDK gets stuck every time I try
remove mmd4
make new project
make sure 5.6.3p1
make sure install unity with window linux mac support
I have a clean slate it just gets stuck there every time.
No matter what model I try to upload.
more like isp problem there
check firewall
could be sever have issue because massive flux of people come in vrchat
did you download sdk from vrchat.com
yeah that may be it, and yes i did download it from the main page.
I was told the pre halloween patch version works but I have no way of getting that,.
Is there a way to upload from blender?
you only upload from vrcsdk
alright. well I allowed unity editor through my firewall and it still doesn't work, I think it may just be the servers
https://i.imgur.com/7JDjbkD.png I have no idea whats going on with the mesh can anyone give any tips
Its only happening with this version of the model i added bones for the breasts thats the only thing i did
Something about backface culling i checked that option in blender and it reproduced the same issue im having in unity but i cant seem to disable that in unity
@warm niche question for when you come back around: Will the API you use for the SDK (at least for fetching avatar and world ids and possibly status of friends/etc) be made public at some point? I've been thinking about making a webpage which lists my avatars and worlds in a dynamic fashion, but I don't know if I'm allowed to do so yet
https://i.imgur.com/NaTHhQl.png
How much of a difference is there between VRlow and DesktopLow?
i didnt know there was low desktop lol
that somthing new
maybe reduce how much cpu use on desktop screen when in vr
Assuming the code is for a shader, put it in a text document, save it, and change the file extention to .shader
If it doesn't work make sure you actually changed the file extention and not simply renamed it "name.shader.txt"
We can't use any more vrc_trigger ? D:
Or can we use it on avatar's object ?
Because I want to make an orb go as a projectile, and when it collides with something the orb stay and grow. (Like an animation + trigger on the object)
@marsh narwhal we use new thing call custom override
Yeah
if talk about avatar
I use custom Override ^^
just make a animator controller in side game obj
turn off the game obj
then turn back on with the over ride
then it play animator animation
I've down that
Wait
So basically I can make an animation where the orbs is in my hand (like handgun) and make an other animation but inside the orbs, so when I do victory the orbs gonna move forward keeping the handgun override animation at the same times(Like one hand doing the handgun and the other hand doing victory ?)
Please use lit shaders π©
My retinas burn when I see unlit avatars in darker worlds
I think there is a free toon shader that has outlines on the unity asset store
Which is, irk, unlit
That's what the anime people used before Cubed's Shader got made
Thank GOD it's not commonly used anymore π€
π±
My friend, I'm π― lit π πΉ π₯
can I somehow test the Viseme setup in unity before uploading my avatar to VRChat?
ok, thanks
maybe I should use bloom to the max to make people stop using unlit
because everyone in the room will complain
nice
idgi myself, the cubedparadox shaders are open source
easy to get
just flat lit toon
even default settings is better than unlit
guess I'll post it here too,. not sure if it counts as advanced buuut..
on avatars, does anyone know if there's a way to make particles emiss from a point on your armature but not then travel with it? I've tried using world space or sub-emmitters with world space but that just makes the initial point not move with my avatar..
I've made 12s animation override for handgun gesture. It works correclty the first time, but after doing it one time, other hand gestures are override by this one. Like not only the handgun, but victory and Fingerpoint and thumbsup.
Same with waiting 20s after doing the first one.
Red is the animation. Yellow is the thing to make the orbs continue to be there, and the other one is to make all reset a the normal position.
can you even have hand animations that are more than two frames?
It works
But make some bugs
like mine '-'
It's because you override a 2 frame animation with one with more ~~
any way to fix this?
I made this but why are my fingers stiff in the chair with the override anim?
https://vrcat.club/threads/sit-on-the-floor-chair-anim-override-prefab.170/#post-801
Question. Does VRChat have a minimum sample rate for animations? Because I have some 1frame things not showing up, but the property I'm animating displays the other non-1frame animations after the beginning
I put in new visimes, and now I have a permanent open mouth. It opens even more when I speak. I have no clue where to begin fixing this. Unity nor Blender was doing this.
@tired fable does it have jaw bone, does it have close month in sil?
Check your Basis. It may not be on top of your Shapekey list in Blender. Or it may even have gotten changed.
Basis is first, but SIL has an open mouth. I thought it was the sound like the rest of them. Should it be closed than?
Yup. Oh, but make sure it actually moves something, even if it's by like a pixel. Otherwise, Blender will discard it when exporting it to .fbx.
What if I set it to nothing to save me time?
Then Blender will discard it when exporting to .fbx, thinking it's trash data.
Oh. Never tried that in Unity.
For science!
Oh boy oh boy. (Drat, there's no proper Science! reaction for this.)
Nah, it doesn't work at all. I need something in sil. sigh RIP prefab. π¦
New update: Cats Blender Plugin 0.3.0
Changelog:
- Added: Armature: More models are now compatible (if not please report it to us)
- Added: Armature: Fix hips now adjusts the upper leg bones to be placed more correctly for full body tracking
- Added: Eye Tracking: Testing of blink and lowerlid shapes
- Added: UI: Custom icons!
- Added: Armature: Added "Import Model" button (shortcut to the mmd_tools button)
- Added: Armature: Added "Separate by Materials" button (shortcut to the mmd_tools button)
- Added: Armature: Fixing Armature now correctly sets the shading
- Added: Updater: New popup when update is available
- Changed: Eye Tracking: Made "Basis" usable again (useful for models with a single shape containing both blinks)
- Changed: Armature Panel renamed to Model
- Fixed: Optimization: Combine same materials now ignores inactive texture slots in it's unique identification
- Fixed: Armature: Fixed multiple toes bug
- Fixed: Even more bugs
Update with the build-in updater or download it from here: https://vrcat.club/threads/cats-blender-plugin.6/
You have colliders on your avatar. remove them.
By the looks of it, maybe a few
@verbal tusk
@verbal tusk you need vr controller want use colliders
put collider on your back just shoot you up the air
This theoritcally means it's possible to have working angel wings!
not that way lol
you can make hoverboard with coillder
but you need vr controller for that to
need be able put under feet of your avatar
couple japanese people made hoverboard using animation override with it
My feet are not attached to my legs..I've run into this problem before, any ideas on how to fix this anyone? x_x
Attach vertex group to correct bones @winged lotus
And that would be in the meshes right, just double checking lol Don't have the fullest grasp of Blender modeling.
@prime wadi So I'm looking at the vertex groups, all the vertex groups are basically on all bones. So that means I need to assign, as you said, the correct vertexes to each assigned bone.
It's probably called like Left Foot D or something
Just select the one that highlights that specific part of the mesh, the shoe in this case, and remove it, and assign it to the right bone
I have a small video tutorial if you wanna see it
Yes please! That would help if I could see someone else do it!
Does anybody know what function the "mmd_bone_order_override" modifier in the mesh has? https://i.imgur.com/H0Sn4uJ.png
that just armature modifer
with the name in it lol
i would not delete the armature modifer it just remove weight paint
from the model
ah I see, thanks
can you add colliders to particles?
Umm..yes. Theres the respective tab in particle system settings
Are line renderers not permitted on avatars? They dont seem to appear in game
@exotic tree going to be next update https://vrchat.com/release
Whitelist LineRenderer on avatars
Well if anyone wants to use a line renderer in the mean time, its possible to fake one using a particle system set to "stretched billboard" emitting one very long particle traveling at a very small, but non-0, speed in the direction you want the line to point.
@cursive sapphire Yes, but I'll add that colliders can be buggy if you set simulation space to local (say if you add them to an item or a bone). Try it out for yourself though and see what happens.
Is there a way to save a list of what all the bones in an object are?
has anyone here animated something in blender and ported it to unity?
My animation is wigging out for some reason
Anyone here still have the file that allowed us to use props on desktop? Someone posted something about it here about a month ago, said that the people had to be looking at you when the prop appeared for it to work correctly.
Where can I learn about audio settings? I've been messing with them all day, but no matter what I do, my volume never seems to behave how I expect.
For instance, my volume seemed perfectly fine, but then when I re-uploaded the avatar (without touching the audio source options at all, only particle stuff), suddenly the audio volume tripled.
did you test how the audio sounds using the camera?
probably need to mess with the spatial audio settings
Right, but where do I learn how the spatial audio works within VRChat?
it should be the same as unity
I've tried testing the audio using a camera in unity, but the way the audio works in unity never is the same as in-game. Falloff seems different, volume is way louder in game
It's not the same, you control drop-off in the onsp component
So the "3D sound settings" of the emitter isn't used at all? Is it just linear falloff using the ONSP min/max range?
If you disable ocular attenuation then it behaves like a "normal" sound source
Is there a distinct benefit to using one over the other?
Disabling ocular gives me less headache trying to comprehend this onsp mess
Alright, I'll disable it and mess around to see if I can get the results I'm looking for. Thanks for explaining Zarniwoop!
With it enabled its locked to logarithmic drop-off AFAIK
And you gotta set the audio super low, like 0.03 depending on song
Adding a sound to my animation override, can the sound file be .wav or is it onnly .ogg
I think it gets converted
Unity Editor supported following formats: .mp3 .ogg .wav .aiff .aif .mod .it .s3m .xm https://docs.unity3d.com/560/Documentation/Manual/AudioFiles.html
Unity Editor then internally converts it into its own format
@sweet crystal you can write Unity editor script to fetch all bones
do colliders work on world simulated particle effects?
I think yes
Do all of the particle effects on the Unity store work in VR? Stuff like the Hyperbit Arsenal and Sci-Fi Arsenal?
Trying to find a good kinda Blaster shot effect
if they don't a good Asset Store author should be able to add VR support if you ask nicely, you can threaten him with bad review
thats a little aggresive >~<
if the particle system doesn't use any scripts for it's effects they should work in vrchat
Heyo
they use AmazonS3 as storage
it would be cool making a nice redistributable format for avatars
allowing to share avatars more easily
How's the code surfing going Itay?
I just started π
I am first going on the scripts, then I will decompile the DLLs
nah, I don't care about the game files right now, maybe letter if I wanna understand the networking side, right now I am only interested in the SDK
I wonder how the keys are generated, if they are just random or not
yeah, I need to decompile the DLLs, some main API classes are located in there
And?
that's it, looking at login code right now
well, it is not that we have RE channel π
There are 880 users in VRChat currently
How's that login code?
looking at it now
you know what, lemme create a google doc, I will document everything I do in there
Use of it is not though
Ah got it, key goes in query, auth goes in header.
I got a No Credentials error
"error": {
"message": "\"No Credentials\"",
"status_code": 401
}
}```
might be, I am still looking at the general API Request method
in insomnia i can set cookies
Howd you get the responcde
ok that is pretty interesting
How so
atm im trying to get them to accept my cookies
btw if you have a question about something I wrote just mention me
I will look into cookies very soon
but to send the authentication key you send a cookie named auth
and the main API key is not based on login, it is static period
well, it can change, this is why they created the remote config
{"messageOfTheDay":"","timeOutWorldId":"wrld_5b89c79e-c340-4510-be1b-476e9fcdedcc","gearDemoRoomId":"2282253502","releaseServerVersionStandalone":"public_server_01","downloadLinkWindows":"http://d8zlo8exwu24u.cloudfront.net/stable/VRChat_Oculus_0.11.7p6.exe","releaseAppVersionStandalone":"0.12.0p2","devAppVersionStandalone":"0.12.0p2","devServerVersionStandalone":"dev_server_01","devDownloadLinkWindows":"www.vrchat.net","currentTOSVersion":5,"releaseSdkUrl":"https://d8zlo8exwu24u.cloudfront.net/sdk/VRCSDK-2017.10.26.17.36-Unity5.6.3p1.unitypackage","releaseSdkVersion":"2017.10.26.17.36","devSdkUrl":"https://d8zlo8exwu24u.cloudfront.net/sdk/VRCSDK-2017.08.29.13.08-Unity563p1.unitypackage","devSdkVersion":"2017.10.26.17.36","whiteListedAssetUrls":["http://dbinj8iahsbec.cloudfront.net/plugins","https://dev-api.vrchat.cloud/api/1/file/","https://api.vrchat.cloud/api/1/file/"],"clientApiKey":"JlE5Jldo5Jibnk5O5hTx6XVqsJu4WJ26","viveWindowsUrl":"http://store.steampowered.com/app/438100/","sdkUnityVersion":"5.6.3p1","hubWorldId":"wrld_eb7a5096-9c93-41db-a9d7-7b349a5d4815","homeWorldId":"a57c0d11-46cc-4ce6-b6ac-d029a6569a37","tutorialWorldId":"wld_7d3d25ec-663e-406e-96a3-e2c4fc0d8104","appName":"VrChat","serverName":"blue-api-1462","deploymentGroup":"blue","buildVersionTag":"build-11-12-17-frank-assemblecloud"}
@rare ravine
"messageOfTheDay": "",
"timeOutWorldId": "wrld_5b89c79e-c340-4510-be1b-476e9fcdedcc",
"gearDemoRoomId": "2282253502",
"releaseServerVersionStandalone": "public_server_01",
"downloadLinkWindows": "http://d8zlo8exwu24u.cloudfront.net/stable/VRChat_Oculus_0.11.7p6.exe",
"releaseAppVersionStandalone": "0.12.0p2",
"devAppVersionStandalone": "0.12.0p2",
"devServerVersionStandalone": "dev_server_01",
"devDownloadLinkWindows": "www.vrchat.net",
"currentTOSVersion": 5,
"releaseSdkUrl": "https://d8zlo8exwu24u.cloudfront.net/sdk/VRCSDK-2017.10.26.17.36-Unity5.6.3p1.unitypackage",
"releaseSdkVersion": "2017.10.26.17.36",
"devSdkUrl": "https://d8zlo8exwu24u.cloudfront.net/sdk/VRCSDK-2017.08.29.13.08-Unity563p1.unitypackage",
"devSdkVersion": "2017.10.26.17.36",
"whiteListedAssetUrls": [
"http://dbinj8iahsbec.cloudfront.net/plugins",
"https://dev-api.vrchat.cloud/api/1/file/",
"https://api.vrchat.cloud/api/1/file/"
],
"clientApiKey": "***",
"viveWindowsUrl": "http://store.steampowered.com/app/438100/",
"sdkUnityVersion": "5.6.3p1",
"hubWorldId": "wrld_eb7a5096-9c93-41db-a9d7-7b349a5d4815",
"homeWorldId": "a57c0d11-46cc-4ce6-b6ac-d029a6569a37",
"tutorialWorldId": "wld_7d3d25ec-663e-406e-96a3-e2c4fc0d8104",
"appName": "VrChat",
"serverName": "blue-api-1472",
"deploymentGroup": "blue",
"buildVersionTag": "build-11-12-17-frank-assemblecloud"
}```
?
π
lol, what endpoint?
yeah, I written about it
no paramters
yep
this is the only one I think
that does not require an API Key, since it is used to get it
it is like how login page does not require you to be authorized to use it, since you are not authorized until you used it
Let's hope VR Pill doesn't get mad at us for playing with his API
It's perfectly fine
yeah, tbh it is better we check it, to make sure there are no security holes
don't want to be playing something with security problems you know
well, if they really don't want that, I will just make it private, I can understand why they would not want it
so yeah, if you want me to not do it just tell me
so far everything we've seen is in the network tab. So its fine
Therefore onward!
Alright, i got the user api working
api key in query and use basic auth with your username and password
Does email work?
yea
Wrong word but okay
@rare ravine does update user only allow authenticated user to change themself?
yep
watchout with what you share
I would suggest not to try what I am documenting until I finish, as the team said, it is undocummented and unexplored area
lole
π
@swift wren How are we doing so far?
If your not here to help or learn please switch channels very cool dude
We're sitting on an RC
basically waiting for a low user count time or a bug to crop up
I'm working on the playmaker release
Playmaker?
Yes, the next release is likely to have playmaker support, unless something goes really wrong
you'll need to buy playmaker to avail yourself of the feature, however
There are 917 users in VRChat currently
Does anyone know how to add a delay using onTimer Trigger?
my stitch character does the same thing, no idea why
*stitch
i moved the bones around and it stopped the bending of the arm but didnt track properly
so i assume its a bone isue
could someone help me please, i have a problem of the avatar bender in vrchat π¦
bending*
the spine is stright i hand did it myself, but it still bending in vrchat π¦
bending how
this was when i was looking stirhgt
@wet pine your on desktop right?
have you tried taking the chest back a little on the top, might be the way your bones are positioned in the mesh or painted
yes im on desktop
nvm thats why
desktop all way bend
that part of the desktop IK system
it not perfect
even default avatar do that
oh ok thanks
emotes and such are limited to 10s right?
@sour mural 10 sec for emote, 1 sec vr controller animation we just use that 1 secound animation to turn on game obj with animator controller
to make last longer for animation on other thing
just keep the whole down the vr controller
for that game obj animation keep playing
Shame i wont be getting a vr to use those until boxing day sales lol
Atleast my friends can test it out with VR?
I guess π
Iβm attempting to create a custom hand gesture to move a piece of geometry on my avatar, Iβve watched videos on all the steps except there are none that describe how to set up the mesh in blender. I tried to add a separate bone that I could control in the animator in Unity but the keyframes never seemed to move the piece no matter what I did, are there any alternative methods?
@everyone is there a way to add a video to your model
@solemn knoll nope
By chance doesn anyone know why some materials arn't created like a face material when exporting to unity, I have the correct FBX settings.
Anyone here know anything about animation overrides?
u can make flipbook its like a gif but not video @solemn knoll
does deferred rendering work in vrchat?
@mighty gorge you may have to manually map the bones in unity, it just doesn't recognize some bones sometimes.
Most MMD models have the 'textures' as materials when I import them to Blender, and the UVs are an impossible nightmare. Is there a way to fix this?
A low calcium diet
but in all seriousness
idk
hold on
are the legs and upper body two separate models?
perhaps it would be easier to combine it in blender?
replace the fbx
keep the metadata
it will overrwrite
and retain all your unity edits
forgot your a max user
cheater
so i have a question for yall, have anyone ever been able to create or get a twerking .anim file? being i wanna get that and change that for my dance from the default one, anyone have any info about that or roughly how to do it?
If anyone could help me out I would really appreciate it, I'm trying to make a piece of my avatar "translate" not "rotate" when I perform a hand gesture, I know how to replace the animation and all that but i'm not sure how to set it up in blender
This is hard to explain, but what is it called when a material/shader acts as a "window" into a different skybox? For instance, one person had a dress with a galaxy patern, but it had parallax and as you got closer, the pattern stayed the same distance. Another example is someone had a sort of shipping container, and when you went inside, you were standing on a floating island in a void since the inside of the box acted as a skybox.
So you basically want to have a skybox inside a small room
Or do you want something like a protocol
Portal*
I'd imagine they work the same way, but I'm planning on using it as sort of a portal
I'm thinking more of a visual portal. Imagine a mirror you can hold in your hand, and you can look through to see a different scene (well, different skybox)
But actually putting your camera through it just passes through the mesh and you see what's actually behind it
Hi guys, Iβm having trouble with my visemes taking priority over my animation overrides for my characters mouth, anyone know how to solve this? I have another model that doesnβt have this problem so it is possible
Please @ me if you know x3 Iβm going insane for putting my vive on and off my head
@torn peak Unfortunately there is no way to "deactivate" visemes while doing animation overrides. The visemes will always mix with the override blendshapes.
However - There are workarounds. That might be a pain to set it up, depending on your skill in blender
You basically set up an entire new mesh that's hidden/deactive inside the normal mesh, and your override hides the normal mouth with the visemes and unhide the override mouth
That is definelty a work around
But double the tris for the face isnβt it?
Thank you for the idea, if Iβm desperate I might use it xD
But I checked online, it did mention the order of a blink animation and the vrc matters, and I know I did move the animation below the vrc at some point on an older model possible bypassing my current predicament, Iβll give this one a shot before anything hardcore
If you have simulated eyetracking set up for your avatar then the first 4 blendshapes matter, since the script is hardcoded to use the first 4 shapes for blinking and eye-squinting
Then it shouldn't be an issue
But yes, hiding that extra mouth will increase the tri count by a bit
Since you're only doing the mouth/face/head, it shouldn't be too bad
sorry to bother but is there an updated tutorial which explains how to play custom animations on key press?
@plush marsh need vr controller https://youtu.be/V0l4-pH3vI4
i don't have vr controller but i've tried overriding the normal animations but it does not play 1-8 emotes, and my avatar also freezes
remove the collider off it
or you going to fly
best mention that @mighty gorge
alot people do add stuff froget remove the collider
@fading pollen Try the things listed here
https://www.reddit.com/r/Vive/comments/4dnvzc/psa_things_to_try_if_youre_having_controller/
Yo
I'm working on a few models at the moment but they have difrent bone definitions from what could be called normal. So I was wondering if anyone knows the minimu requitments for a rig as in what are the manditory joints for full IK.
I noticed there seems to be a 5.6.4 now
is that safe to use for vrchat, or are we still just marooned on 5.6.3?
@soft lava Minimum for full IK is 25 bones.
Make sure you do NOT assign any bone at all to the upper chest slot in unity. The bone connecting shoulders and neck must be in the chest slot, likewise the first child of that chest bone must be in shoulders/neck slots
The fingerbones doesn't need to be all three. Just one for each digit is enough
@forest osprey only 5.6.3p1
Uh, there's a 3p2 now
yea best stay on the unity that vrchat put in the pin
till they change somthing
because there programming vrchat in 5.6.3p1
@autumn hatch so if my character has only 1 or 2 fingers I would need to add extra bones and just skin them to an invisible mesh
You can just add an empty bone. No need to weight it to any mesh
As long it's parented to the hand
ah perfect
i have just had some issues with bones not showing up in unity if thery arent weighted
Interesting. I've had several avatars I've had empty bones to assign as fingers before without any issues.
Improbably just messing up the export
hhholy
my god
When are the whitelist invites gonna go out for playmaker/scripting?
The scripting beta won't start until the next patch is out atleast
They have a release candidate ready, so hopefully it's days away
Can't say for sure how long after the patch is out they will start with the scripting beta
@warm niche Whats your stance on people removing poly +/or hight limits if it does not effect people with lag or obstructing view?
anotherwords if no one is complaing about you
mostly likely they do close beta test before even see them come out
been while for public use
need people test the bugs out
We don't allow that. Most likely course of action for that is changing the user's avatar and saying not to do it again
I made a few people avatars that had slightly more polys, only 1-3k over, but i merged all the meshes and texture. I will keep it lower for any new models i make. ty
is self colliding cloth no longer possible?
just set colllider is trigger
Hmm would anyone know why my shape keys I have in blendeer aren't showing up in unity? I'm using the .blend file in unity and tried saving over the unity one with no luck
It's odd because if I apply a blendshape in blender then save it to unity that blendshape is applied there, but I don't have the option in the skinned mesh renderer when doing a facial animation to change it
why not use fbx?
Going to try and re export as fbx if the next thing I try doesn't work to see if it's fine
@runic mauve also i meant self collisions in cloth
cloth colliding with cloth, more specifically itself when folded or layered
hmm no that didn't seem to change anything
I'll try getting the base model and see if I just messed up something stupid I guess
question: is there a way to make something like this in your avatar?
?
got it. thanks
odd.
It looks to be something with the model
Threw the base model in without anything done to it and the shape keys still wouldn't show
Would you mind explaining a bit what that is and where I can shut it off?
If possible
Hi guys, Iβm having trouble with my visemes taking priority over my animation overrides for my characters mouth, anyone know how to solve this? I have another model that doesnβt have this problem so it is possible
Please @ me if you know x3
I can't remember, how do you make the finger drawings in any world. A friend told me about it but I forgot and I really wanted to add it to my avatar.
@winged lotus https://youtu.be/RqX-9MzaE4I
@runic mauve Thanks a bunch!
Um can anyone tell how to animate bones outside Humanoid rig? I cant seem to make the wings move when ingame...
the whole body animation applies ingame except for the wings...
@paper patio set legacy debug mode in loop setting
then put animation componet on your character
Oh thanks
yeah ,but for some reason the resn of the main body animation is gone the only thing moving is the wings now lol
@paper patio well vrchat has ik dont like be change
only way to do with generic
you have to make Animator controller
ugh...
What are the best options for Audio source + ONSP audio?
Thank you very much.
would anyone know why in the editor my baked terrain looks baked and fine... butin game its black?
editor*
Terrain set to Static and it seems that everything is setup correctly... the houses have "generate Lightmap UVs" so they are woprking, I increased the bake resolution and scale for some of the textures on the Terrain settings..... it feels like the terrain is loosing its reference to the lightmap somewhere
when I turn off lights completly, the lights still show on the terrain...
the light map shows the bake, but in game its black... maybe its something to do with SDK? has anyone baked a lightmap into a terrain before?
https://pbs.twimg.com/media/DQ_vpSfX4AAZlHC.jpg:large first custom modelled character in! It's not done yet but the implementation seems to work so yay π (also hello, I'm new to VRchat but not to gamedev so I think that puts me in here?)
@rough sleet ok cool, thought I was going nuts, thanks TCL! Cheers
@rough sleet i noticed for one second when u upload a world, if u leave the lighting window open it changes to a default state to do the "world upload scene" and maybe its losing its reference there, and its passing a null reference into the world
weird
will do a terrain in 3rd party and roll with that for now
"generate Lightmap UVs" seem to work on imported mesh
speaking of lighting, there's no dynamic lights in vrchat right? at least I haven't seen any
does light probes work?
unrelated if there's any character modellers in here I would love to compare notes with you π
@frigid briar welcome to the fam
probes work, dynamic lights work, just cause lots of lag, especially shadows
probes prob best bet with mixed lighting if you need the realtime shadow on dynamic objects
ahh thanks
it would be nice with SOME shadows but I don't want to make a bad experience
haven't done environments in unity in a while so gonna take some planning π
probes working is good news though
@rough sleet do you know if this is being worked on atm? terrains are pretty common and this might explain why i've spent so many hours the past few days trying to get one scene to work in vrchat without any success.
could you export the terrain and just treat it like a regular mesh maybe?
is Post Process Effect V2 Whitelisted?
well, if anyone ever accidently deletes an avatar from the content manager in the SDK, I just found a way to recover it π
on works on your avatars, you can not recover someone elses avatar
adding working scope to this and shape keys for bolt pull back, bullet dispense and trigger :3
still working on material and textures though :-;
How do people get their guns to fire?
You can animate the gun to fire and put the firing animation on another emote. Example: Pull the weapon on the handgun emote, and fire it on the thumbs up emote
is there a world creation discord? or something?
oops #world-development ignore me sorry
π
How can I make fake hands when rigging non human model?
@kindred terrace unity connect "hand bones" to ather body parts. In this model, feathers become hands T_T
q.q
gl my friend
so with the controllers its possible to set animation overrides, what about as a nonvr player? there's an entire keyboard full of keys to use, can nonvr players make use of it?
@kindred terrace i think only option nonvr players have is emotes
Anyone have any tips on making shape keys, I feel like the process is fairly drawn out
@ornate comet what do you mean?
wonder what you are try achieve more than anything
i can help
Well, I'm going to be working on a completely empty model soon. It has facial features inside the head and such, but to make the actual gestures in unity, I need to make the shape keys
I can't remember If there is a way to select and manipulate multiple polys on a mesh in blender
not to sound uncaring, but I don't think this is the best channel for this
maybe feature request
There is a report form in #moderation-reports
^^^
shape keys for gun is made!
anyone that knows his stuff with shader making?
When looking at my avatar's left or right shoulder, a white glowing light blinds my entire screen. I'm literally only using albedo map for all materials. Any know what caused this?
When in worlds with bloom enabled mesh with impossible geometry gives off that flashbang light @errant juniper
Such as your head being scaled down to zero locally
wow, thanks for the explanation!
i'm trying to quiet the background music in an uploaded world of mine, however i'm using a hidden streaming video for the audio and no matter what i do it stays the same volume, and it can't be adjusted in the settings. any idea why?
@ornate comet google tutorials for proportional editing mode in Blender for that π
oof oof owie my meshess
not yet
aww
@placid marlin Just don't weight pain the arms/hands and connect them as though they are in Unity
It's how I don't have legs.
I have a fully connected skeleton, just nothing weight painted to my legs.
"I don't have legs".
My hips/pants are detatching from my body when I move in VRchat but it's rigged correctly to my knowledge. Is there a reason why this could be happening?
Assuming you're using an MMD model judging from your name and picture. I know some MMD models have seperate bones controlling the legs and clothes, so I theorize your trousers bones might be assigned, but your leg bones aren't? If you can post a screenshot of the issue it would help
Yeah it's an MMD. There are only leg bones present. I don't see any pant bones in blender. I'll see if I can screenshot in VRchat.
I assume it has to do with height maybe? But I'm not sure
No, this is definitely a rigging issue
That's where I'm puzzled because everything aligns...I don't even know what area that would be in...legs or hips...
@hollow blade need parent and weight leg to right bone
to avoid that you can use cat plugin
@runic mauve Thank you!
it fix that problem
catplugin for blender right?
yea in mmd channel
awesome! thank you so much
I wish I could look at the dynamic bones script... I'd like to see if it could be made more lightweight
@runic mauve I tried using the CATS but when I put the model into Unity it took away the knee bones. They show up in blender though... I'm not sure what's going on
Okay I'll give it a go. Cause they don't even show up on the bones in unity lol
I tried to reset it but the bones are non existent...they're not even showing up as there now O_o'
@runic mauve
I have an idea...but I'm not sure it'll work.
Yeah I'm going to force it anyways even if they're invisible lol
@runic mauve Thank you it worked! But now I was able to see that there are extra bones for pants. If I don't rig them in Unity will they still move? If so would I have to get rid of them in Blender?
@hollow blade bone on side would be for dyanmic bone script
if you dont want them go in blender click on each bone hit mix weight tool
cat plugin
it weight to the hip
Oh okay great! Thank you so much for your help I really appreciate it so much.
I'm working on an Avatar. Any way to get rid of the gray in blender?
Result of my 10 hour work
Fully function scope, bolt pull, trigger, sounds, hands all properly placed
But can you snipe someone from the other side of the map?
Yes
@hollow blade I fixed that issue by assign the right vertices to the right vertex groups
@vivid quarry Oh okay. Yeah cause nothing I'm doing is fixing it but I'll try that. Do I need to do that in Unity or Blender?
Blender
@vivid quarry Do you know of an online tutorial for it? I've never done that before. I'm not even sure where to go for that.
Aww that's okay. I'll try and look. Do you know where the tools are to change the verticies are?
You just select mesh and go into edit, go to the tab where shape key are and above shape key you should see vertex groups
Oh thank you! I'll see what I can do. It looks complex lol
It is sort of complex
So I just basically highlight the verticies on the model and then click asign right?
Make sure you unassign things you don't want there too
And that no vertices are overlap in multiple vertex group
So with this new sound update on avatars, i guess music is a little messed up now on all avatars uploaded?
ONSP get a max distance of 25m and max low distance of 1.
@vivid quarry Thank you so much! I'm able to work with it now. I hope it'll work. lol
I hope you can figure it out ^^
Thank you! xD I've been at this model for 5 hours....I wanna cry.
Wow! But hey you did it lol...so I'm kinda seeing a problem. The bones are remaining invisible when I rig them in Unity and then his toes point in the T-pose...I'm not sure what that may mean.
@vivid quarry
Yeah Idk. nothing. It doesn't even show his pant bones in blender either. I think he's too broken for my patience lol
@vivid quarry
i dont know π¦
Thanks for all your help thus far! I guess I'm going to scrap him. He's just not worth the headache.
Does anyone have a link to a YT video for particle effects and sound for guns and such
is there a reason why particle systems in world space dont attach to hands, feet or other body parts?
yea, thats a problem. i also tried to set up a custom space for it, but it still goes around the hip. I also tried removing upper body animations so the idle movement doesnt cause it either. The weird thing is, that if i let it draw particles in an very high rate, sometimes one will pop up at the right position, but then it returns down again
It's an issue with VRIK. Long story short, the armature is in relaxed pose as the particle is rendered.
is it possibe to record in equerectangular frames?
When you have made the eyekeyshapes for blinking
how do I tell unity to use them afterwards ingame?
I know how to do it with lipsync visimes but I never make the eyes work
In the tutorial I watched he just named them accordingly. Mapped the lips to the lipsync. Never touched anything in unity for eyes and it worked
atleast what I saw in the video?
Did I miss something?
Is there a script I need or how else do you make a char blink?
Or is there a button in the game I need to press?
This is kindof irritating...
@mild shard You need to follow a very specific rig, specifically from the hip to the eye-bones: https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub. Important thing is to use the exact bone names between Hip and Eyes, have your blink blendshapes in the exact order and position as in the example, and to name your SkinnedMesh: Body.
Why does the OnEnterttrigger stop working when i sit in a chair?
Did anyone try using the world space particles? They are buggy af. In unity everything's ok, but in VRCHat it looks like the emitters are in completely wrong places with completely wrong orientation. It looks like emitters are parented to avatar itself, not the bones they were intended to
Yeah they seem to be parented to the avatar itself
I tried making finger trails and they were always where the fingers are if the avatar was in it's default pose
but the finger trails work for lots of people though
I'm trying to implement world-space bullet with trails but it doesn't work even close to as it was intended. In Unity everything's fine though >.<
ive been messing with this model
I'm stuck and dont know how I should go about getting the bones to the right spots
So, in blender, is there by chance a way to paint on textures the way you would see them, as opposed to painting them onto the uv maps, because my character decimated in such a strange way, and texturing him with just simple lines is next to impossible. Like if i could spray paint a line on him and the uv maps would just accomodate to how i painted the line, that would be great
@mental narwhal When i follow that and name them, the bones become invisable in the uniter editor mode, but i can see them when setting up the bodes in the avatar controller
does unity have a setting to hide Armature ?
or would it be part of the exporting process
using transparency?
make sure your arm does not have any transparency on it first, no matter how small
then check render order
transparency is just mesy
or of the arm
can you make it without? will be more easy π
could look for a better transparency shader
which lux shader are you using for it?
do you know what shader and layer your keyboard has?
oh lol I just realized you answered that already sorry
yea that is the material
is there a prefab or anything? of the keyboard i mean
it is the object that is actually the keyboard. That material is put onto an object with a mesh. I think it would be in the project on your model.
if the keyboard is part of your avatar that is
okay yea so in the inspector, with that selected, there should be some information about it
right above the transform is a layer and tag
they are cut off in the photo
okay cool, and your arm has the transparency shader?
Is it a Unity transparency or also a Lux transparency?
is it SendRPC you use to change material properties and component settings?
no I mean "and" π
you can use that or Actions I believe but I havn't gotten too deep into SendRPC
only because I have yet to understand it's usefulness to me
it is similar to SendMessage in unity
but for vrchat api stuff I think
but you could basically use a thousand things instead that also function the same way
idk, again I havn't dived into it too much
so I could just be wrong, but I know there are SetMaterial Actions, but the world has to have those registered as dynamic materials
in the descriptor
so I don't think you can do it on avatars
so cool dude, I set up the scenario using cubes and a texture that uses alpha transparecies for the texture
which I assume you arm has for the holes in it
or whatever you are achieving through transparency
and I couldn't repeat the problem
so I think it might have to do with the texture on the arm? Might try playing with the settings on a duplicate material and see if you can get the results you want?
okay let me try it really quick
yea that is probably it, gimme a bit of time and I'll see if I can help more
since it starts acting up on VRChat's end, it is hard to actually debug the problem
I tested in test and publish mode, with the same materials/shaders (different textures) and it isn't happening. I'm thinking it is your textures on the arm or possibly the keyboard.
I'm not sure if I should ask this here but regarding eye-tracking, does the mirrors actually make the tracking think your own avatar should be something it should look at?
Or is the eye-tracking made with CATs is a more-fault on how it was made and only shows client-side?
Early Saturday Morning! With question here...any way to extend emotes/animation overrides for more than 10 seconds?
I do not believe there is
it will break the other emote animations
@warm niche
you can get repeating animations and other bugs if you extend it past 10 seconds
and some animations just won't play, depending on which one you override
but you can imbed animated objects inside your avatar that can have animations, and you can trigger them at the end of an emote animation (or the beginning)
Thanks...
and simulate extending your animation
for example, we have an avatar that picks up a gun as one of the emote animations, then another emote fires it. The smoke is animated and it is triggered after the fire. it goes on for however long we want, then ends.
I've heard that method kind of borked in the newest update though?
I'm not sure myself however
The update was a few days ago so maybe it's still working
I just remember hearing dance emotes was broken or somethin' after the update
maybe it was those specific emotes?
not sure but I played with the avatar last night as well as the night before
Then it may be working, I want to try it myself but i'm too lazy lol
you can do some really fun stuff with it
The process is the same as adding weapons isn't it?
I am spoon feeding those answer from the guy who actually made the avatar
so I do not know
I only know the concepts as I only looked at it once it was finished π³
Thanks lol
what do you mean by weapons?
Custom overrides
Yup
yes that is exactly it
so you can just put a trigger at the end of an animation
to trigger a seperate animator that is not part of your avatar's animator
ohhhh he just explained the bug you are speaking of i think
so basically the way we pick up a weapon from our hips is by disabling it and enabling a hidden one in our hand. that can be done through animation triggers.
so I can pull out my gun with my left controller (gun is on the right hand)
if I do ANY other animation with the trackpad on the left hand, the gun disappears since it is only on that one animation
so I reproduced the grab animation (trigger) and added a bit in there to turn on the shooting sound object on the gun
and the bug you are speaking of is the fact that you can only actually animate the sword going to your hand for one frame
or gun
if you just change it's position in the animation
you have to basically hack it to have custom behaviours by turning objects on and off
and other functionality provided through animation triggers
Jeez, this sounds complicated
I wish I could get my hands on these but it requires VR controllers
so i'm just stuck with custom emotes at the moment
lol
I just went to double check myself in case im being stupid and i was
you can look up some unity references if you would like to learn more
usually they have good documentation for function names and what windows mean
ππ»
also, for reference, those events that you can call, if you turn an object on/off with one it gets reset when you use another animation
their animation system basically resets the other ones
any good tutorials for like items on youre character that you can grab and stuff
https://www.youtube.com/watch?v=V0l4-pH3vI4 @errant pilot
thanks
is cloth disabled in VRChat?
Can someone explain to me why cats visemes wont work at all?
The blend shapes are there, when i test them they work in unity as well
But not in vrchat
Like do i need another version of VRC SDK, Blender or Unity?
Did you get the very recent updates of all three ?
@warm niche do you specify the viseme shapes in avatar descriptor in Unity?
Yes i did everything correctly
Just like i have on an previous model where it works fine without having it done with cats
And i dont know @stiff lily
Got the latest blender version
got 5.6.3 unity
otherwise vrcsdk wouldnt work