#development-advanced
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so all my models and stuff will be gone?>\
When I join my meshes in blender, the areas where they connect have sharp edges... How do I stop that from happening?
Auto-smooth turned on?
Doesn't help one way or the other, it kind of makes things worse
A screenshot of what's happening would help
Has anyone used a .psd for animated textures yet ?
If I activate aa GameObject in an emote animation, will it be disabled after the 10 seconds end?
yes because it reset it self
if you want game obj stay out longer need vr controller
I'm just trying to think of a way I can start a song playing without holding a button
@sweet crystal Sing it yourself ๐
But who'll do the backing vocals?
I'll join, is beat boxing ok?
Not for this song, you gotta shout
@stiff lily you may try this. https://github.com/GlitchEnzo/UnityPSDLayoutTool
@sweet crystal instead of using a button as in my example just use "on enter trigger" ...
That's for worlds, isn't it?
oh you mean on an avatar. I'm not sure about it but I bet you have to use an animation to start the sound and then the override to trigger it.
I think there is no way to keep it running when you dont press a button. It falls back to default wich is no sound if you release the trigger.
and emote overrides play only for 10 seconds.
@hallow portal Thanks a lot
not tested... ^^ and its 3 years old...
@hot onyx there's a discord server for VRChat commissions called VRC Traders. You can find a link in #353285911322034177
who can help me start up wi th using vrc triggers
i have a model
i cant find the beginners channel so its really not my fault
@old bridge Appreicated!
Is there a way to put push-to-talk on another button?
Does anyone know any other type of Shader that can make an avatar look more anime-ish aside from Flat Lit Toon.
Trying to find a work around for a current bug
If you play around with the Standard shader's settings, you can make it pretty close to Flat Lit Toon.
@fleet roost Do I need to touch any of the maps when messing with the standard?
@winged lotus Yes. A very faint (non-realtime) emission can help duplicate the anime-ish effect as well.
Is there a good tutorial on how to make models from an obj (example models-resource.) to an working rigged model for vrchat?
did anyone ever figure out if it was possible to fix the "broken" version of an avatar when you start working with custom animations in unity, because I just messed up, and bad. T-T
Update: I fixed it, everything is fine, no need to panic
@steel wigeon If you took some specific steps, make sure to write it down somewhere for future purposes
@hot onyx There's also the vrcat forum where you can post a commission https://vrcat.club/forums/commissions.23/
@stiff lily Note taken
Out of curiousity, does the length of a sound clip used affect the performance of others?
Unless it's high quality audio i don't think it should ? So far i've never heard of audio affecting performance
i might be wrong though
I ask mostly because cutting down audio and trying to have it loop smoothly is a bit of a pain with sound effects that don't naturally repeat themselves at any point, although none of the sounds i plan to use will exceed more than 30-50 seconds
Is that a song ? I don't think it's considered a "sound" if it lasts more than 30 seconds ๐
its a low burning sound im planning to use on a version of my model
Well, with the new spatial audio introduced in the latest patch, you should get away with it imo
It won't have a gigantic range like before it the effect might not be as strong
I'll have a go and see what the response is with anyone im around i suppose
yeah that's always the best way, good luck !
thanks ๐
im convinced i need jesus
We all do ๐
I have 2 sound clips im using, one is clearly louder than the other, they're each on seperate animations and seperate gestures, the quieter one works fine. The louder one however, seems to be stuck at the same volume level for some ungodly reason. The short of it is, for some reason, one of my audio sources is working correctly, the other(s) refuse to reach the same volume level. Ive tried duplicating the good one and changing the clip to no avail, making a fresh audio source, and still its the same.
solved, now to figure out how to make the sound audible from more than 2 feet maximum
Yeah i think the audio spatialization changed in the last update
They've implemented restrictions on avatar audio sources. I imagine it'll need some fine-tuning before it fits all use cases.
this might be a dumb question, but what even is oculus attenuation?
Exactly what it is, not 100% sure, but I think it's related to how sound volume drops as distance from the source increases.
ONSP audio source is now enforced onto audio sources.
Meaning Audio Sources are now forced to be fully spatial and using ONSP get a max distance of 25m and max low distance of 1.
that from Q
by that logic then, what actually determines the distances at which any sound will be heard should be the ONSP audio source? rather than the 3d sound setting on the actual audio source?
Im just gonna have to assume right now its a matter of the game itself, since prior to being in game, the audio is working exactly the way i'd expect it to.
@steel wigeon If you want to preview audio as it is in-game from the Unity Editor, go into your Unity audio settings and enable the Oculus audio plugin.
@warm niche ?
Is there any way I could make a sound play on collision? I could make a custom script but that would be blocked :/
I have a serious problem with all my chars despite doing everything "perfect"
The jaw or mouth is constantly open ingame
despite being closed in blender and unity
the jaw is not mapped to the jaw in the humanoid setting either
it account modified rigs I didnt make and rigs I made from scratch
and its driving me crazy
Anyone got an idea?
Yes the rest pose and the basemesh is mouth closed
Anyone?
You'll have to wait, these are the dead hours of the day
Yeah I guess
had this problem for days
Nobody can seem to figure it out
I even have the model on my file sharing so if anyone need to look at it I will PM the link
VRChat.exe caused an Access Violation (0xc0000005)
in module VRChat.exe at 0033:3fba6cd2.
There was a low level problem.
Eh?
So? Anyone have an idea on my issue just up ahead?
sigh
@mild shard im no expert in modeling myself.. however a quick search yielded this which seemed to work for many users. https://answers.unity.com/questions/1085542/problem-with-open-mauth.html
The mouth is only open within the game
not unity
And no... Removing it from the mapping didnt help
thats the first thing I tried
@mild shard do you have close mouth blendshape for Sil
sil mean silent
when you dont talk in the mic
Oh
Well I could have been told that earlier
thank you
that just solved my LAST issue
Like I asked a 1000s times if one of the keyshapes should contain the mouth closed
for 2 days
Thank you @runic mauve
So custom scripts arent allowed, but can I use custom shader?
As long as the shader doesn't use any C# code, yeah.
I think it's HLSL unity uses? That's fine.
Ah ok. Thanks!
I can't log into the beta client. Anyone have any ideas?
@dull umbra thanks for the tip, it did make a difference in unity, and I adjusted the audio sources accordingly, but it seems as though I've hit a brick wall, no amount of changes have made much of an impact in game. it's still inaudible once you're a couple feet away
@steel wigeon That's part of the recent patch as I understand it. In addition to forcing all audio sources to use the Oculus plugin, they also added some hard limits on the distance they're allowed to be heard from. Last I heard, it's not in a great place, so they're going to try to revise it soon.
@warm niche I can't seem to log into the beta client. Any insight?
@dull umbra With that said, I'll leave it be and just enjoy the game instead of stressing over it ๐
@strange fable @sudden smelt above
Yea i really dont get why visemes wont work even though they work in blender/unity and stuff. Set up right cause i did it on another model and its working. Exported it right according to many people. Anyone has any solution? Cause its pretty annoying.
Hey, I was interested in the backend infrastructure of VRChat, by the sounds of it, it's running from one server?
http://vrchat.wikia.com/wiki/Adding_mods_to_enable_features_like_voice_and_jumping Is this Turt outdated?
What is the launch flag to set a room again?
Does anyone know the Delay between using an object or can it be spammed?
For example a switch.
does anyone know how to make a texture work on both sides of a mesh?
lookin for a nocull
kinda setting
Well it seems like i can't enable and disable chairs without it messing them up. If i disable then enable them, and sit on one, it won't let me get out the chair. This seems to happen at random. Some chairs will be disabled and other perfectly fine even though they are in the same prefab
Are you disabling the chair, or the cubes?
I am disabling and enabling chairs for performance reasons.
Have you double checked that it isn't the Enter Point or Exit Point that are being broken?
May be an Exit Point issue if you can sit but not stand back up.
I checked everything really, even tried putting the chair in the air, still the same.
So you have them enabled and disabled on a sort of LOD system?
No, i enable and disable them using SetGameObjectActive
Ah.
There are about 60 chairs which is why i need to disable and enable them.
Yeah, that is quite a few. Definitely not sitting at 136 in my school world <_>
It doesn't matter about the names does it? I mean some chairs have the exact same name. Like i've got two chairs named VRCChair (24), don't ask me how that happened, not sure.
Always a possibility. Could try fixing those and seeing how it works.
Currently running into some minor collider issues with my doorways, went to see if I could edit it a bit. The entire hallway/building is one mesh collider. ;-;
I wish I knew how to make a flying avatar
Managed to work my way around the chair bug by using SetComponentActive. Strange how it doesn't work with SetGameObjectActive.
How does object spawn work? When I destroy an object and repawn it I can not destry it again.
Solved the problem with a simple reset animation and a trigger. I can reset pickups now!
Do whats happened with the unoffical api @rare ravine
well, it is almost complete, and I have some JS library for using it
Really?
but you can't really since they don't allow cross origin requests
Cross Origin ?
between two websites
Hey Itay ๐
heya!!
Every time I import the unity package it crashes
No development-beginners channel.
Anyways, I was wondering if anyone would be able to re-master several textures? (in other words, just upscale them to a higher res and add detail that can't normally be seen due to low res)
#avatars-2-general #world-development #3d-modeling fits well instead of a generic "development-beginner" channel imho
None of them really fit my question, though.
Except for avatars, but that's just barely.
I think this channel fits it perfectly.
Yeah.
@tidal belfry if no one anwser we dont really know how to do it lol
kk
It should be pretty easy.
Anyways, https://gyazo.com/3b61f6ac2ffb5c32ee8d43be5257922e this is a small snippet of the av with the textures applied.
As you would normally be able to tell if gyazo worked in this channel, seriously low-res.
This is mainly because the textures were created for PSP.
Alright.
Actually, I'll try use my photoshop skills to upscale the texture res.
Time to bust out your favorite image editng software!
it's ya boi paint
GIMP.
Yes, and...?
If you're meaning to recolor the yellow part, you have the wrong texture loaded, if that's what you mean.
(Can see the gray part in your screenshot, even.)
It's probably in another texture then.
Well, your image editing software doesn't agree with you so...
why not put the material in emmison slot
Copy the texture
Paint everything else black but what you want to glow
Then put it in the emission slot
It's how I get my eyes to glow in game
did try remove white parts?
well make the screen it own material
then wont effect the screen then
texture wont be gone if you assasign to own mesh
shadeless it
what if you put in unity
(eyes narrow) Hey, what is that thing up in the upper left-ish corner?
In the texture. Look around the top-ish middle part.
Lemme circle it.
Yeah, that stuff.
The picture isn't super clear but... isn't that the mapping data you want to make glow?
Are you suuuuure? It might be. Go into Blender and go UV Map searching like so. https://imgur.com/a/o0g83
@mighty gorge What format is your texture in?
Try another image editing software.
@mighty gorge
Photoshop: Layer > Layer Mask > From Transparency > Delete Transparency layer
You can kiss my hand now
Just PM me a zip with the shit
Might be heading off soon so I'll do it when I boot up tomorrow in that case
If a model doesn't have a jaw bone theres no way to use Visemes correct?
I only have a tongue....
@hollow blade visime is blend shape no bone need
Oh okay whew! I made them using CATS but I wasn't sure if I had to rig anything in Unity to make them work
Thank you @runic mauve
you just need to make sure visime tab is fill out
In unity as well? Thats under the avatar discriptor right?
yea were say lip sync
need drag body in that face mesh
slot
then go to visime then give you like 15 slot to fill
OH okay gotcha. Thank you so much!
My eyebrows move when I talk @runic mauve
I'm not sure what went wrong
before it was my hair
I don't have anything rigged in the jaw
@hollow blade need to make sure 4 colum blinkblendshape in keyshape window
in order from L blink, Right Blink L lid, R lid
Oh okay
Thank you! Will it carry over to Unity like that once I move it?
Actually I just checked and mine look like that
@runic mauve Mine are set up exactly like that. Maybe its messed up in Unity? I'm not sure
Where do I check the skin mesh render?
I thought I saw it but I forget
When I turn my mesh on the model winks too
@runic mauve
@hollow blade click on body
then look in inspector window
they be componet call skin mesh render
click on arrow next to the blendshape
Okay I have them. But they're all in japanese now...
@runic mauve
Oh nevermind put the wrong mesh in. Okay theyre in english
Everything is correctly in order
Now another part of the model the glasses come out when I talk
my model feet clip the floor, anyone know how to fix this?
Wait, why are there like 4 places to thalk about avatars in this?
@hallow portal because everyone ask question never get the anwser they want it make easier for people to know what they talking about lool
Is there a way to make a sound play on collision without the use of C#?
Use the trigger system OnEnterCollider
When I use that it warns me that the client will remove it
Im using this for an avatar
Oh, you can't add stuff like that on avatars
@abstract canopy https://vrchat.readme.io/docs/whitelisted-avatar-components
can someone help me with eye tracking?
it works on one of my avatars, but not on another
and i went through the exact same process in CATS to establish the eye bones
tested it in unity and the eye bones do move correctly and theyre set in the rig configuration
blinking and visemes work, just not the eye tracking for some odd reason
Can you post a screenshot of your hierarchy?
On phone so can't zoom too much but is body mesh with capital B? @stray lark
Yes
AHAHHAHA
Great huh
THAT WAS ACTUALLY THE PROBLEM IM SO MAD
I took the time and wrote the first documentation on eye tracking so I know the pain. Guess how long it took to figure out that you need to capitalize letters ๐
And making sure the eye bones are positioned like they should be and stuff
hello, when trying to make my texture atlas, the eyes get seriously messed up, any idea how to fix this?
gapoh
gapoh?
Looks like a problem with transparency
In unity you just need to set the shader to cutout and it will fix that
Well, not really since the texture looks different, maybe try setting more padding or making the texture higher resolution
You are using cats tools to create the texture atlas right?
4k?
4096
Well, try and see how it looks with cutout shader.
If it doesn't look good I would probably just remove it
how do I do that in Unity?
In the mateiral inspect you will have rendering mode
It should be opaque by default
Just change it to cutout
Transparent and Fade don't work well with most materials
how about the like shadow part under her hair? That looks really bad too
^^^
oh, you can just delete the verticies of that plane
go to edit mode, click one of the vertieces and press L, iirc it will select all of the selected ones and then you can just press delete to remove it
hmm it doesn't seem to be selectable
@proven obsidian need loose part it
click on mesh> go to edit mode > hit p > loose part
the number it's on doesn't match any of the files I have
just leave them all in the folder
cat plugin resign them
when you make new altas
best drag folder with fbx and texture same time anyways
into unity
the thing is, all these texture atlasses are not in the folder I saved my fbx to
they're on my desktop
yes
if you save blend file it going to be there
best make folder for each model you make and save blend file
same spot
you going put the fbx
so how do I check if the eyes are ok now if I don't have the texture atlas
just redo the altas delete other ones
alright doing that now
deleting those plains under her hair did this now
everytime I go one step forward I take 5 back xD
I'm starting over hold on
I'm giving up for today, I'll try again tommorow
Hi, if was to send my model to someone can they set up dymanic stuff on them i do belive iv have already made the bone parrats i just dont have the dynamic options on unity for some reason
Because it's something you'll have to buy from the Unity Asset Store
Dynamic Bones cost money
You can pay someone to do it for you though
anyone here good with particle stuff?
Just use a particle system
What's the girl from?
@rugged dagger this is a really good start !
project diva @bright rivet
Does anyone know why he keeps looking down?? Is my height in game incorrect?
I had eye movement disabled too....
No it's only in VRchat that his eyes look down all the time. Once in a while they're be in the correct place
Blender and Unity they're centered lol
Yup. They're fully functional and I tested the blink n such.
I'm thinking the range is off
Uh no it didn't last night with another model. I think the eye movement range on him is too high in CATS so I'll bring it down and see what that does. Cause whenever I look into a mirror hes like full on giving the grudge eye
Or maybe I'm thinking instead of that I have the vision dot too low on his face causing him to look down
Lol this is my second time with Visemes and Blinks xDD so I'm like blind.
thank yo so much!
Anyone need som dynamic bones?
Anybody know how to have TGA and other files open with Windows Photo Viewer?
Figured it out. Found a third party program that is called Sage Thumbs
Going to be easier browsing these...
@oblique ember Installing cygwin and imagemagick and learning bash's for loops is one of the best way for doing multiple repeated operations on a lot of images. Like converting from tga to png, resizing, rotating, flipping, etc etc.
I wasn't needing to convert them, I was just needing to view them quicking in Windows Exploror
quickly*
With some images you'll get better filesizes with png anyway.
Anyone know how often Vrchat updates it's Unity engine (If at all)? There's some features in the 2017.1 Unity engine that I would love to have with mesh particles.
Hi guys, is there a way to raise your model from having your models feet clip the ground? Iโve used cats and it seems like a common problem unless I raise the model in blender
Iโve tried to raise the model where you scale the model, the armature, the hip bone, none of them raise the model in vrchat
Iโve even lowered the vrc descriptor point of reference, none if it, raises the model
5.3 was the previous update
@torn peak In the mapping window (where you assign the different bones to the hand, legs, hips etc) grab your hip and move it up in the viewport
I had the same issue and that fixed it
@pearl smelt i dont think we see 2017 for while lol
it just got update to 5.6.3p1
it was 5.3 in march
@torn peak you need to have your feet on the 0 level in blender, there's no other way
need help with animating doors to close and open on a button interaction
actually not animating. but activating the animations
@torn peak
This is a bit long overdue but, to change the models origin height (i.e.raise it off the floor, or even lower it for that matter) you can only do such in the rigging phase of unity.
You must grab the hip bone and with the arrows pull it up (don't use the values), afterwards you can apply the changes, keep in mind that the standard unity 3d port will display the standard prefab location, so you'll need to apply an avatar controller template and use that to fix your viewpoint, do also keep in mind that values are reverted to what they were prior to pressing the play button, so when you change the viewpoint, make sure to copy the component, and after exiting playmode, you can paste the component values onto it.
Thanks
yo about yesterday, model is looking pretty good now! thanks guys ๐
only texture on her hair seems to be bleeding a little
okay, so I've imported a model into unity that was animated in blender and the animation works just fine but once I turn it into a humanoid the animation doesn't play and the model gets stuck in a t pose
ye
hey guys, im having problems adding the right material onto the bodypart i want to
it always looks like this
ive got a png for the whole body and an additional one only for the head
how can i add both?
please @mention me, whenever someone can help me
NVM i did it
if anyone wants to know how: you have to seperate my materials in blender
Anyone who can tell me how I should go about making a model with 4 legs appropriate for walking in the game? Or have the time to try and do it for me, either or.
I making a custom model from seperate parts how do you go about connecting the faces and the bone structures?
Im having trouble parenting the bones from the character
@lost ruin from what I've heard you basically only NEED the two basic leg bones but then weight paint your legs appropriately
as in your front left and back right should be painted for your left leg I do believe and then the opposite for the right leg
Damn, that's a pretty neat tip, someone else mentioned linking the front top bones to the back top bones, andsame for the lower bones and feet.
Your method sounds more reliable.
Hey, does anyone know how to set the eye height of non-humanoid avatars so that it properly scales the player up instead of placing them in the air?
Anyone know how to parent bones of other objects to the main body itself through blender?
click on the tiny bone icon in the properties and select the parent
in Edit mode of course
Is it possible to have an animated texture? Namely I'm making a character with a digital animated face on it.
@glass cosmos What files do you have for the animated texture ?
I haven't made any yet, once I've figured out how to do it I'll make them in said format
Are gifs possible?
That's not working not showing the bones from the body
Regarding dynamic bones, performance wise does it matter if I have one component physicalizing 10 bones or two components physicalizing 5 bones each?
i think dyanmic bone need setting in vrchat to be able disable
or make it setting it can lower for people dont have good cpu
only way slove that problem if you reduce the quality not point use dynamic bone
@autumn hatch I don't think it really does, but you should try to minimize it just in case
in the end the amount of bones connected are the real problem
Can someone dm me and help me with my world? I have it built, but I have no idea how to use the scene descriptor or add certain things I want
@ruby cave #world-development ?
:P
i need some help with an audio source
@lusty flower on an avatar?
Audio sources are screwed up in this update
@urban tapir they reduce the range
need set the from 25m
plus made it so can be use as troll tool
Thats not all
Sometimes the audio screw up and you can hear everyone on the map, left changes to right
2d audio sources on my map break
Since i have 2 of them, have to fix that when i come back
does anyone know how to change uv-map coordinates in blender? or maybe what other issue i might have?
what it looks like in blender: https://puu.sh/yL8er/f53a3e7b32.png
what it is supposed to look like: https://puu.sh/yL8gf/ccd5880be6.png
nevermind i found the problem
@trim ibex What was causing the issue ?
noesis seems to export uvmaps fliped my default without any indicator of doing so
telling it to flip on exporting fixed the issue
oh yeah i didn't actually tell that i was using a file exported from noesis
wow
hey, i have 2 pieces on my avatar using the same texture, but on blender they are on different materials, so they have different colors. but when i import the fbx to unity, those 2 materials fuse into 1, and both of them become the same color... know any way to fix it?
Ok, I think I have pretty good setup with hip and legs with hip being centered between the leg bones and aligned to them. But in Unity I still see the "pelvis 170 degrees whatever" problem and he's leaning forward as well in VRChat. Any ideas on that?
@bright dragon what do you mean with they have different colors? even if they are two materials, if they have the same texture and settings they should look the same
also materials are not supposed to merge on export; that might be a setting in the exporter maybe
Anybody know if it's possible to trigger an OnInteract event for only the Local player??
The documentation says that there's a local brodcast type but it's not an option in the VRC_Trigger script
@serene flower Enable the "advanced mode" box on the trigger
@autumn hatch you're a god, thanks!
@autumn hatch Where did you find the niko model?
Source Filmmaker steam workshop.
kk, thank you โค
I still cant figure out why the fuck my avatar just freaks out and sends me flying across the map with a single movement
Im so mad, anything i try does not work
Do you have colliders on it? @sour mural
When trying to press "fix model" in CATS, this models knees get bent, any idea how to fix?
@proven obsidian post in cat discord
might want the model
to see why it did it
they need orginal pmx file
I'm not on CAT's discord
@proven obsidian https://discord.gg/f8yZGnv
best post all what bug find here
then be add future update
thanks
anyone interested to create a detailed avatar for me, offering 50 bucks for now
I got another problem, The mouth seems to not be moving...I can see the tongue and teeth move when looking at the shape keys but the models mouth stays static...Is this normal?
@autumn hatch With dynamic bones: the single one is probably more efficient, but not by much. The main performance hit is if you use colliders.
Oh hey, @mental narwhal Do you know why an avatar rig wouldn't fully extend the arm unless 'pulled' by the other arm extending in the opposite direction? (on full body rig btw)
@final wigeon yeah, the Fullbody is a bit wonky, because it requires a head/spine component that interacts with arms. There's going to be an update that can use the same IK system that the upper-body-only tracking uses, which will result in a lot better arm, neck and chest interaction.
Yeah, it just seemed inconsistent across two very similar rigs. One would only slightly pull the upper body away from the view when reaching out with the arms, the other pulled it a lot.
Although now comparing the two rigs, I think I might be able to make some tweaks to make it not quite so bad.
Thanks man, can't wait for the fullbody improvements :D
Maybe someone here could help me with my problem, How come when making a custom idle animation I sink into the floor?
set the fbx of the animation into humaniod
I'm a server developer and host servers in multiple games. How do I go about hosting a public world in this game?
I currently have 8 servers colocated around the US :/
I'm deploying 2 in the UK and 1 in Netherlands within the week.
@warm niche You don't have to host your own server. All you need to create a public world is to create a scene in Unity (assuming you already have the models and textures), upload it, and fill out the public world submission form.
Worlds are instanced and VRChat automatically creates an instance whenever one is needed (none exist, they're all full, or someone just wants their own).
any ideas how to get a high poly mesh in without decimating and/or losing depth/texture quality/animation quality etc? i'm seeing a lot of avatars with lots of detail and low poly
@steel nymph unfortunately it's the luck of the draw. You can get rid of hidden vertexes and some facial animation inside models to help but a lot of it is just some have more than others even though they are detailed
I found an extremely detailed model and it had 14polys total
but animations wouldn't work with 14 poly
Oh I know. I'm just giving as an example. Most are only 25poly or so with detail. Unfortunately you just have to be lucky to find one like that
Is it possible to have custom effects and particles on your avatar that stay in place on the world when you move instead of moving with you? e.g flames
@tidal belfry need to world setting and 1 material item
I didn't get an exact answer in avatars so I thought I'd ask here, if I wanted to use an animation override to use a gun, sword, etc, what should the file type be of the object?
What does this do? ๐ค https://i.imgur.com/QP7aJzo.png
This is a hobby for my company. I'm not going to fully functional f a room but I will provide servers.
@warm niche isRoomPlayerMods
Set to true if you want the player mods applied when users join the room
Thank you. ๐
@tidal belfry Set your particle system's simulation space to world space instead of local space. Just be advised that certain things such as velocity curves act kind of weird in world space.
@rough sleet thank you for the info!
@dull umbra Doesn't work, now the flames are invisible.
By the way, I put the flames in the actual avatar as children to see if that'd fix it, and the flames appeared
but they just moved with the avatar instead of staying in one spot.
Generally the particle emitter should be a child of the avatar. If it's set to local space, then it will follow the avatar. If it's set to world space, then it should stay where it appeared.
Okay so I'm doing the sound for an animation and does this look right to you...one sec
I don't want to blow anyones ears off lol
For me the audio is always super quiet even if I put it to 1.0
the VRC SDK detects audio and messes with it, it's doing nothing good anyway
would anyone know why people see two of my avatar when they use vr?
@warm niche It's probably a shader you're using, Make sure to take a look at said shaders.
So it basically won't make a sound even if I put audio on it. >.<
It will, it's just very limited in range. Otherwise public spaces could end up a auditory mess.
@final wigeon Also do I need to set the sound as active in the keys
Uh, maybe? Never done sound on an avatar so no clue. ยฏ_(ใ)_/ยฏ
Ah well, guess I'll find out! lol
:c
@warm niche Either it's a shader issue, or more likely your Unity isn't correctly set up for VR for whatever reason. (Are you on the correct version of Unity for VRChat?)
Any one know how to make specular maps for unity? I tried but they either looked dark or just white.
huh. so I got a weird issue going on
lighting process is stuck at 100 jobs for light transport
real fast has anyone tried neural network recognized gestures for animations yet in vrchat or does vrchat not have a means of support for it
anyone still have trouble loading everything?
Im still having troubles with my avatar like last night
Flying all over the place
with a mouse movement
and its model is invisible in the avatar list ingame
Avatar is up in the sky and jitters around like mad
I havent figured out anything
@sour mural you are sure you have it on coords 0 0 0 right?
YES
like in blender and unity
ok
im so stumped
actually yeah not that i think about it the sdk would prevent this
because of 5meter limit
do you have a collider on your avatar?
i have heard of your problem before but i don't remember what the cause was
i tried searching discord but i cannot find it. has been quite a long time ago too
I FIGURED IT OUT
For some reason, the goddamn null i made in c4d exported as size 100x100x100 in Unity
But the mesh and such was not
So it freaked out, removed null and let Unity create its own and it fixed it
Okay so animations. Anyone know a definate on if scaling a bone to 0 makes vrchat ignore scaling animations. And anyone know if putting scale to 0.001 Fixes it (technically)
Ive heard of MMD's having double armature deals with clothing n stuff. It normally leads to the shoe weirdness you sometimes may see
since it isnt moving the arms @warm niche You can try just assigning the other bones manually
@warm niche Not all bones show in the Humanoid Config, you want to use the heirarcy to fix or find out if the armature has dual arms. Also a good rule of thumb is to use rotation tools to help identify bones
@sturdy frost i honestly have no clue what heirarcy is haha
Its the bunch of names in a list, normally on the left hand side
you can use the Arrows to Collapse or Expand the "children" of parent bones ๐
oh ok
You can use the Rotate Tool, found top left as the 2 Circling Arrows, to move bones around to see what ones you are selecting
hmmm\
someone said to put the body and skeleton in to object mode, Select them both, then go File - Export - FBX... then make sure you have "Export Selected" enabled
Can you add a camera to your avatar?
@merry coral yea
0-0
new world to explore
I saw this one person who had a capsle
and you could see your self and others around you
then they hack sdk
I see
I see
I need some serious help
I have this avatar I rigged and when I use her in VRChat, everytime I look down her whole body (excluding the head) inverts.
hey guys, you know how mmd models have all those hidden things in their face for when they need a different expression, like >_< these eyes? Does anyone have a good tutorial on how to get these animations to happen in-game?
@proven obsidian Those are animation overrides. The first question is... do you have a VRheadset and motion controls?
@proven obsidian Yeah, unfortunately, gesture overrides can't be done on Desktop Mode. You can override the Emote animations but... Unity's default Animation Tools are Hellish.
So I can't reccommend it unless you're prepared for Hell.
So um, what can I do with mmd models in desktop only? I can eye track, make the mouth move when I talk, and that's it or?
Do the animation overrides make use of the key shapes?
yes
Hm aight
There are no tutorials for making your own Emote Animations. Because sensible people spend as little time in Unity's Animation Tools as possible.
alright, so if I wanted to make a model that has it all, but only for desktop mode. Then what am I supossed to include? Eye tracking, visemes, anything else?
possible to upload 2 avatars with the same animation in one upload ? [ like multiplying ]
for emote you have full animation for your avatar stand i use muscle animation editor get from the asset store it cost $14
make much easier to animaton the body
Hi guys, does anyone happen to know why my avatar leg sinks halfway down the ground when im sprinting forward, but its normal when im spritning backward and walking forward/backward/sideways
Is anyone here using Maya, could use some help with a file export
If noone can help you before I land @stiff lily I can help
But currently at an airporet so not the best internet
@weary mica When do you take off ? It's not urgent so I don't want to bother you
And thank you I appreciate the help
10 minutes lol
Oh, would you rather do it after you arrive where you're supposed to ? I don't want to bother you during Christmas either lol
Yeah I'll do it when I arrive
Cool, thank you !
What exactly do you needs btw?
I just have a .mb file that I'd like to use in blender, so exporting it as an fbx from Maya seems to be the only way
Ah yeah that's pretty much the only way
Im trying to make an object stand still in an animation (a sphere) but I have to put it in the model so it moves along with the model. Is there any way to make the object static?
Does anyone know how to merge armetures from two seperate objects? like a seperate hair file to a body?
@night topaz Same as joining a mesh, select both armatures, ctrl+j
That doesnt work
It doesnt work for me ive tried othe ways too but it just skrews up the armature of the body
Please someone help, my model looks just fine in blender but when i import it into unity it has some misplaced vertecies for some reason
How to Atlas, but leave 1 material alone for shaders?
So, I'm almost certain there's a shader that you can use that lets you see an object both from the outside and the inside, I did it in the past, but now I cant recreate it. Anybody happen to know what it is by any chance?
in ref to sdk amy know what this would mean? :Deferring event of type SetGameObjectActive because dispatcher is unavailable.
@dark sigil I might have fixed it, but i'll try that if It's still not working, though I dont know where that option is for individual objects, unless it has to be on the model as a whole
so for some reason in unity when i apply shaders, it will make it where people with vr see two of me. Know of any fixes?
for cubed and rainbow. pretty much shaders ive installed
^Im guessing the avatar in the hub thats similar to "electroswinger and the crew"'s is having that issue as well?
hit Mesh - Normals - Recalculate Outside. Does anyone know how to do this in edit mode?
@night topaz Yes. Even easier in fact.
Select the object you need to do this to, press the tab key, then press a until everything is selected, then press ctrl+n to recalculate the normals.
Ok thank you trying to get these bones to work with the mesh is a pain
The top of the hair is not flowing with the rest of the model any idea why?
Not weighted to the head bone.
Ah ok thank you
anyone here good with triggers?
what are you trying to make @neon vortex ?
Simple fix to most unity project problems is to start up a new project, drop the sdk in then move your model over for upload
@neon vortex when you're in that project with broken avatar - press file open project - open the same project it will work
Ill try it. It does it for everything though
yo anyone got any good tutorials for adding physics to parts of a model prefrably without having to buy that dynamic boned addon for unity
@soft lava Unity physics joints. Basically, adding rigid bodies & joints to bones can (almost) replicate dynamic bone. It's extra setup and configuration, but apparently performs better.
Colliders are difficult though since there's no way to make them interact with just the bones and not your avatar itself, which can cause you to fly up in the air if one of them ends up underneath you.
ah right so it maybe better to lookint getting the dynamic bones one if i wanted to be lazy
Any Know any good volume settings for animations or dances considering the last update broke all my old ones and made them super quiet. and low range -- Ive seen a few people with them after the update that have decent range and volume.
hey everyone, I'm new here and got a small question, does VRchat support custom written material shaders for your avatar or only a few developer aproved ones? since I'm more of a programmer than modeler I'd like to focus more on unique selfwritten shaders instead of fancy models for my own avatar
I think it was sdk that was corrupted
Nevermind
Still broke
N
Unity just will not stop conflicting with sdk
@neon vortex What version of unity, file type and what add-ons did you use in blender
newest unity and sdk, when i do import its from .fbx , and just a mmd port addon and apremade humanoid skeleton addon. but even if i dont port anything in it still is broken
read the pins next time
we're using a specific version of unity
We use Unity 5.6.3p1. Download Unity 5.6.3p1 at https://unity3d.com/unity/qa/patch-releases/5.6.3p1
SDK -> Download from www.vrchat.com
Again, how to upgrade SDK is as follows:
- Quit Unity
- Delete Assets/VRCSDK
- Start Unity
- Import new package(edited)
sry bout that, im pretty sure i got that ver
You should probably find an MMD with a proper skeleton and use cat's then
otherwise that's gonna be a lot of work
the 5.6 doesnt fix it, unity itself gives errors on launch too
This is without sdk and a fresh install
This is upon sdk import
cant stay in 2 seconds without being kicked out of a server sometimes.
Hello, i got some problems with my avatar. i get 2 errors in the build panel
I have a bounce house, and I have a box that has an animation for jumping (moves up and down)
Also I have a "on avatar hit" trigger
what would the event need to be in order to play my wanted animation?
does the VRC_Sync video player still have issues with large playlists? ( I have 11 URLs)
i think its a windows update
cause visual studio is giving others trouble
guess i gotta wait for fix
Hi, quick question . Did anyone tryed useing rigidbody for accessories on there avatar?
@heavy ivy iron don't think that'll do anything
@merry coral here is the image with the model that im working on
becuse i need an ancor point for the sholderpad as the arm moves
Ok I see
if i add it to the arm it clips to much
Hmm
and ill need to make a coustom walking animation
so im thinking of rigid body with some coliders on the arms
to keep sholderpad solid but moveing with the arms
otherwise i might use dynamic bones
but this look more fun to pull off XD
I've never reallyed used rigid bodies before
But if it allows you to have them then great
Its white listed in the documentation
for the components
i'll post as i work my impressions
Kk
how do i get vrchat avater descriptor
i tried reinstalling visual studio with no luck
@warm niche download vrchat sdk
Has anyone successfully used the VRC_Trigger's OnEnterCollider to do anything? Mine registers collision and just tells me:
"Deferring event of type SetGameObjectActive because dispatcher is unavailable."
How does "SendRPC (TeleportTo)" work? Do i need a prefab/dynamic prefab? Where to place the object itself? At 0.0.0 in worldspace?
Jusy gonna reset comp
Last week I knew nothing about Unity, now I'm editing shaders for no culling because backface culling 
@hallow portal the object receiving the RPC must have a VRC_ObjectSync. That has the TeleportTo handler in it. The parameter is just an Empty you place at the destination.
@mental narwhal I think the object sync is not the problem here. I can't get Mimis Karts to respawn. It works as long as I don't cange the model or anything on the prefab. But only the respawn breaks. Anything else works fine.
@hallow portal is there more than one ObjectSync on the whole prefab? Also are the karts dynamic prefabs or do they exist in scene?
@mental narwhal Only the main object has an ObjectSync attaced. There is a respawn button that gets activated by another trigger as soon as you leave the car. Looks like that in my inspector....
Oh I forgot. It has a gameobject attached with the car in it. The car itself has ObjectSync the Gameobject above it does not.
Oh. Are you sending TeleportRPC to the car or the parent? Does the parent need to move?
@fading pollen You can't have overlapping triangles in the same mesh when using transparent or fade.
You can write custom shaders and they work in vrchat??
Yes.
I might be in love..
You can write custom *.shader and *.cginc files.
Brilliant
*.cginc files used to be broken but that was fixed a while ago.
in an avatar is there anyway to set parameters on an aniamtion controller of a child object? I was trying to use VRC_EventHandler but seems it is not supported for avatars.
animation*
@mental narwhal The RPC is send to the parent of the car. The parent should stay in place as a fixed respawn.
@hallow portal you should be sending the RPC to the car, ie. the one with ObjectSync
but for some reason it will respawn at 0,0,0 if I do that. No matter how often I move it to the start of my track.
@hallow portal so your parent has a fixed location and the kart is a child of that parent and your trying to get the kart to spawn back to that parent location's transform on a click of a button?
Yes and the button is attached to the car.
does the kart have a VRC_ObjectSync?
in the picture you used a custom method called "TeleportTo" but it doesn't tell where to teleport to
I just use the objectsync's method
hey everyone, which layer does it make it so you can walk through it but still put object on on it pickups
then the targetLocation below is the transform of where to go to (in this case, your parent's transform)
in other words, the player collider will go thru a table, but not the cups
@warm niche I think adding a VRC_Special Layer component and changing the "Special Layer" to "Walkthrough" should work
@finite python It may be possible that I did not scroll down far enough... ๐
I think I just applied the target to the actual object slot all the time. It was late yesterday and I was sure I had it working...
I really want them to work...
Cranked up the detail, and the original wheels of the model move as individuals now...
@finite python That nails it. I'm officially too stupid to scroll down properly. Worked like a charm...
Anybody know what port the VRCSDK communicates through?
Want a friend to do a port test as a last resort since nothing seems to solve their uploading issues
@grand socket ever heard of packet sniffing?
Heard, yes, done such, no
you could grab wireshark and start looking at your packets and try to spot the VRchat packets
then you'll know what port it's going through
I'd much rather not honestly, but if that's the only venue for it, guess i'll have to give it a go, if anybody does know what it is in general, i'd appreciate the information
assuming you need to download wireshark, it would take 10min tops
That would imply uploading an avatar, or anything really, and using WS to find out exactly what it's communicating through, assuming i use it correctly
But alright, thanks for the help regardless
I doubt they have those blocked
I agree
Essentially, i've tried pretty much everything i knew from the book, even a clean unity wipe, registry and all, and they've been facing this issue for like... a month?
This is honestly my last venue, besides them contacting a mod
so the issue is he can't upload stuff?
Always stuck at pushing the upload speeds, never even tries to fill up the bar
Constantly at 0% essentially
Unity definitively has logs, especially the VRCSDK ones
That's why my only last venues are testing for ports and help from a mod
Since well, log diagnosis will probably come from mods
I would say ive been having the upload issue for about a month, but yeah this problem has been happening since i started the game.
Yeah... i doubt it's a port issue then...
is there a way i can check myself?
I mean, those are essentially send and receive, from 80 all the way to 25749 and vice-versa
Port 80 being the main one of course
Huh
Using a port checker mine seems to be closed
Now i'm scratching my head
Well then i've been clearly just fooling myself
is the SDK on the latest version?
@tiny forge do you think its an internet issue thats causing the upload to not work, because as exsgt said, they have tried everything to help me with this issue of mine but nothing worked. even the complete unity wipe and reinstall
Also i feel slightly dumber, i think my brain is just too sleepy atm, if port 80 was closed i wouldn't even be able to connect to any websites using HTTP, welp
Consider it mindless as i'm just pulling at straws now trying to figure it out
i actually looked up a port checker and it says my port 80 is closed yet i can open http links too
your port 80 only matters if you're hosting a website
Yeah, by normal standards port 80 is open to external communications
what SDK version are you on?
im on the one that was released with the update
you can post a screenshot of your unity when the upload freezes?
ok let me go and get my project up
how long does an avatar upload usually take when its really low poly btw
like a min
well whenever i have tried to upload a low poly model with no animations whatsoever, the upload never progressed. and nothing really looks different when it freezes other then i cant cancel the upload without having to close the entire unity window
i am on 5.6.3p1 btw
originally i was on the 2017 version but switched
the VRCSDK tho?
the issue you have sounds a lot like what happens when you try to upload an avatar when the servers are down
so it basically always looks like the beginning of an upload. and the sdk always says the normal your using a newer sdk then the client you are testing with
from the videos and what other people have sayed, just to ignore that message
ye but, what is the version
I can't help you if I don't know that
because I have 2 ideas right now, either your SDK is not the latest version or there's some really weird server side authentication bug
but that's just from the info you gave me, which is. not much
this is the one from the update
when they fixed the infinite loading screen loop glitch
and then theres this thing. i have no idea what the difference is
i actually have the same issue with that one because i have a project with it and it still doesnt load (i left an avatar uploading for 3 days and no progress was made)
im just gonna assume its server side authentication that unfortunately chose me as its one and only victim for avatar uploading since everyone else seems to be able to upload just fine
try making a new VRchat account and uploading with it
Also, for future reference, i have uploaded for them in the past
@long sand Correct version of Unity ?
Not a new version, just the correct one
ive been using 5.6.3p1 but i just cant upload even with the correct sdk
ive done manual client changes too but it hasnt affected anything for uploading avatars
make sure it's not an antivirus blocking the upload
Ah, we're also having a new record of users
so it could definitely be the servers
this was before the influx of new people. but i was having upload issues before that
Sadly i don't think that's the case
and i have allowed unity through the antivirus and firewall
disable it completly to test
And also disabled them to try aswell IIRC
ok so i need to turn off webroot and windows firewall both at the same time then.
yeah i turned off the firewall but i dont think i disabled all the functions.
Ah alright, but what about the Antivirus?
also now that i have that 360 security thing, i have no clue how to disable that program for the time being.
as for webroot i think last time i only disabled the firewall. not web sheild or realtime sheild
Well try that then, that might've been the issue we've been looking for
Also can you take a screenshot of your 360 security tray options?
Like such
But for the actual program of course
if it was this thing. i was trying to find how to turn it off
like the things to disable the firewall and such
and turning off webroot and windows firewall didnt really seem to do anything tbh
theres a thing called self protection and active protection that can be turned off
Try to upload now then
its been trying. and not doing anything as usual.
Restart unity after everything was disabled and try again
you would think it would upload in one second just with 143 polies
but apparently it takes infinity to upload. so its most likely the server hating me
and this was with the public sdk keep in mind
does anyone know how to make and import custom emojis? I cant find any tutorials, its just regular character model creation
@violet reef You can't.
how come i see so many people with emoji particles?
They're not emoji particles. They're regular unity particle system.
Not exactly sure how you mean, but most likely they've set up an animation override to emit those
has anyone used the Allow Collision Transfer parameter for VRC_ObjectSync?
Alrighty, Ill make this as short as possible. I've got an avatar that is meant to have dynamic bones and whatnot whom we're trying to animate with animations off of mixamo. Problem is Mixamo wont accept the extra bones needed for the dynamic bones, and any animations created with models that don't have the dynamic bones refuse to work on the models that do have them. My question is if there is some kind of work around, I'm doing it wrong, or there is no way to do so
@steel wigeon You can use any avatar to get those animations.
If you import the FBX file from Mixamo and import it as a Humanoid rig you can use the animation on any other humanoid rig.
anyone good with shaders?
Is it possible to chage visemes based on client proximity? Ex if you got very close, a character would make a weird face.
Ahh, neato! CATS to the rescue again. I'd very much be interested in learning how to do more stuff like that.
And this is refering to the Lowerlid left/right in eyetracking for CATS?
yea it only turn on when get close to person face
but if you good at blendshape setup with eyebrow with
There's a lowerlid left and a lowerlid right. Which would be relevant in this situation? I'm not clear on what lowerlids are 'exactly'
squeet?
These are the two options; left and right.
so it's the viseme that would play if they got close to your right eye?
yea
Ah, so there's one for each side of your face depending on which they get closer too. Odd distinction for CATS to make, but useful none the less.
vrchat made script for this eye tracking similuation
Oh, and its derived from that. Okay, that makes more sense.
cat plugin just made easer for people dont understand how the eye tracking work in vrchat
basic label the bone correct and add the right blendshape
Neato, thanks my dude.
I have another question if you have the time. I have CubedParadox's shader pack, but have been using only the Flat Lite Toon as many of the other shaders cause issues. The biggest one is the UnityChan skin shaders make things pure black; what could I do to fix that? Or does everyone just use the Flat Lit Toon shader?
So anyone run into an issue where suddenly Test -> New Build does nothing?
In-unity console is empty, Publish -> New Build works fine
so, i have dynamic bones on my avatars breast region and they work accordingly. i used collision on my hands and i can 'interact' with the breast region. how can i have others 'interact' with the dynamic bones? ive seen this b4 on yt vids
o-o
rip
others would have to have collision boxes on their hands i believe
How do people set up the particle-based avatar pens? My trail-based one is kind of hard to use
the neck shoots out whenever the eyes blink. (and it gets longer when both eyes are closed)
blender btw
@terse rain did you decimate it?
I decided to put off eye tracking since the issue pretty much needs me to redo everything. (the meshes of the neck are not well connected to the body, or I should have just left it be when I attached the head to the body)
@bitter needle Ty
@bitter needle i dont think it works for other people
not sure then, sorry
it's good, i think it's not a thing
Hello i'm having 2 issues with this model I'm tryign to port, one is that her bows are black when they should be red, and the second is that her skirt is completely broken in unity as opposed to blender
and neither of these objects are decimated by the way
I made a coustom animation walk clip but i cant find where in the CustomOverride can i put it so i changes when moveing the avatar ?
Do i need change something in the animator tree ?
@terse rain that just means some neck vertexes are skinned to the eyes/face mesh
@proven obsidian flip normals in blender
Trying to create a texture atlas using Cat's blender plugin but this is happening ๐ฎ
Has anyone ever had an issue like this? ๐ฎ
@prime wadi flip my normals?
Need help, it never happenend before and i dont know what to do .
@warm niche some avatar have be manual altas tupper made video on it
Sweet, I'mma watch that ๐ Thanks Jazneo! ๐
Anyone successfully made a 4 legged avatar in vrchat yet?
or atleast one that can turn its head?
I got another gundam in ๐ค
How does one prevent 3ds max from smoothing the vertices on export ?
Model goes from 34K to 300K
It was fine after the first export but now i can't go back somehow
Can someone help me? Im trying to add weights to some stockings so they move along with the legs. I transfered the vertex data from the body mesh to the stocking mesh using the transfer data modifier in blender, but the stocking mesh doesn't move at all. Am looking at the weight painting for mesh and the weight paints for each bones look right. PS: I've tried weight painting before and i was able to select and rotate individual bones like in pose mode, but for some reason now im only able to the armature as a whole. Does anyone know how to fix this?
you applied the weight paint to the entire armature i think
since it's all selected and showing the leg
when i click on different bones it shows a different weight though
But which bone did you click on for this ?
The entire skeleton is orange selected
how can i select a single bone in weight paint mode? it keeps selecting the entire skeleton
you select your armature and put it in pose mode
then switch back to the mesh and weight paint
it still selects the entire armature
Can you screenshare ?
how?
Through discord
i am stumped to as why the tie keeps falling to the ground i set it up as a root bone parent so i can make it have cloth physics ? but it just falling
need to have colliders on the model itself
@bitter needle avatar decrption does that for you
ah
He would need cloth it own mesh
On the avatar
Basic need more one skin mesh render
To use cloth
Hi
@warm niche this is normal to some degree
my head doesnt move at all, its attached to my body
like my viewpoint entirely leaves my body, i can see the back of my legs
when i look down
I mean yeah your problem would be that your head does not move.
i cant get it to move though, ive tried a lot of things
tried changing bone stuff, weight paint, view point but nothinig works
Rubicks recommended I try ask in the advanced channel
Yeah we would definitely need more information than that. Like for example what happens when you try to move your head in blender or how does the armature even look like.
whenever i move the head bone in blender nothing moves, if i move any bone the corresponding mesh* doesnt move
and my avatar isn't a proper humanoid, its a purposely shittily made plane with legs
You mean the corresponding bone does not move or the corresponding mesh does not move?
when i move the bone the mesh doesnt move
it does really sound like the weightmapping is not correct
its definitely wrong