#open-beta-discussion
19 messages · Page 5 of 1
Lol, back then it would have been pretty cheap, yeah?
XD
No worries, we've all been there.
Does quest project now need dynbones, cause it sure asking for it in sdk, threw a hissy fit until i imported it
Time to go mess with my flowy swaying tail on vrc for a bit haha
If you're trying to convert, yeah.
quest still has shit hardware and that's not going to change, maybe when quest 3 comes out
The PB end offset behavior has not changed - it still is based on the end bone transform as opposed to DB based on the component's rotation. But we didn't want to use the component rotation because that just doesn't make sense, so in auto-conversion, instead it will create a leaf bone at the tip that should be placed in exactly the same place as the dynamic bone's end length
I added a comment updating them if you want to heart it
Uh I can’t leave beta
im working on a avatar and its walking and side to side the head moves the opposite way
bruh
delete the VRCSDK folder and reimport the new SDK
same thing without dynbones it threw a fit, imported it behaved
you may have to delete sdk. than install it
kk
On that YT video you uploaded, I added a comment informing them about the other way to convert DB to PB.
Ah I just got the notification for it! Thanks!
this problem will happen to everyone who used the previous beta SDK and imports the new SDK... I wonder if we should pin a message somewhere...
NP
help
Well not exactly. The Quest 2 have a lot of potential if the amount of particle is not exaggerated
is the updated SDK published yet?
my bad, thank you
I can’t leave beta….
if on Oculus trying to get back to live: try to set the branch to live, then uninstall and reinstall VRChat
quest beta? there a limit on update. uninstall it than install vrchat. make sure it not beta you install it
Okie
You are life savers my girlfriend is waiting me thanks a million 
what do you mean? quest has the hardware of an old cellphone, that's pretty shit. transparency makes it all slower so don't expect to see it until there is a hardware upgrade.
but this is not really related to the beta so maybe this is not the right channel for that discussion
i hope quest 3 be better. still no spec
unistall sdk. install new sdk
I was about to ask - what's the upgrade path here? Seems to give errors if upgrading over the previous Beta SDK
delete VRCSDK folder, reimport new SDK
so the update just now was just a bunch of bug fixes?
That won't kill state behaviors, will it?
delete ? okay
delete your old sdk to fix your problem
I'm already backing up the old project before trying to delete the SDK ._.
I'm yolo'ing it because I have a pre-beta backup. I'll let you know if I blue'd myself.
pretty sure same rules apply as non beta deletion updates, don't do it. Rather, not recommended
oh i remember seeing something in the documentation about that... mine didn't break but i guess make a backup
Well just walk around on naruto or demon slayer worlds or other worlds using Quest 2 and you will notice that only the avatar with exaggerated particles can cause a gltitch and crash so If you use wisely the quest 2 can handle it but yes a quest 3 will handle it more easily
YOLO
Trying to think the best way of having a joint/cigarette that you can put onto your face or slip into your fingers using Recivers and senders but im having issues when trying to figure out how to lay it out in the FX layer.
it will, dont
I'm doin it. [i have a backup]
not work
Question, will we have to re-upload all of our avatars or will physbones automatically be applied once this goes completely live
auto isnt that good, better to edit it then reupload
This person is cool, because of this one statement. Be like this person
Avatar you upload now should work in live when live becomes what the beta is
there's an ingame option to convert dynbones into PhyBones that's enabled by default, but the auto conversion currently doesn't match the look of the old DynBones that well
- Copy - Copy - Copy - Copy - Copy - Copy - Copy - Copy - Copy
Ah okay, I only have a quest 2 and finding someone who can reupload my avatars for me would be a pain
autoconversion will get you like 70-80% of the way there, but nothing beats reuploading with a properly tested physbone setup
Thanks for responses!
Although, Physbones can be added to Quest now.
Can someone try specifically deleting the file Assets\VRCSDK\SDK3A\Editor\PhysboneMigration.cs
Wait whaaaaaaat?
How exactly do I do that?
If you have issues with the auto-conversion, please make a canny about it and be as detailed as you can with a picture of the settings as they were before, the settings they auto-converted to, and then tweak it until it looks good and take a picture of the new settings
Have one thats public people tried out, big ears they can poke, questers tried it a few times
You just, well, add them... I guess.
add a vrc_physbone component to a bone on your avatar, in Unity
Errors gone. Should I reimport today's SDK?
As per Tupper - Yes, PhysBones works on Quest. we did ittttttttt
auto conversion actually worked pretty well on my avatar
Thickness of the collider tend to be thin , no curve (long hair for exsample)
auto-conversion worked pretty well on the ancient sdk2 ver of my avatar somehow
Too bad I don’t have a pc
If you try to reimport, all files should be present
physbone components on humanoid bones still makes avatars wiggle 😔
yup
yep, that issue is still in progress. It will be in the patch notes when fixed
glad to hear it ^^
wow, my brain has reached a new level of smooth
was testing an avatar and wondering why it wasn't working
i was on live
Please, elaborate, what is wrong
wHy are my pHysBones sTatIC
Do you have a physbone on the hip?
It seems there is a walking animation with a sway
I would assume either there is a physbone on the hip, or the animation pulls the avatar left and right via root.
no its in game as well i do have them on the hip just because thats how it converted
i need to reset multiple time if I want it work + nothing change with new SDK for this problem
^
So this is your Walkcycle animation, yes?
yes i use it to show case my assets or avatars
yes
so then where would you put them
On the bone itself
The whatever you are trying to jiggle root bone
@ionic bison you mention to fix those errors to delete a specific file, do we delete this file before or after importing the update? or does it matter?
If it is a single bone, it sometimes may not work, so place an empty gameobject in it's place for the math.
yep
I made "chassies" to hold them so that I could use less physbone descriptors
so like chest- boob root- boob L/R
ooo getting rid of the Assets\VRCSDK\SDK3A\Editor\PhysboneMigration.cs seems to work, as mentioned in the #open-beta-announcements
I did it afterwards
Yep, after
Okay so I’m a little confused, how to I try out the beta on quest 2? I’ve been trying but I can’t figure it out
Oh great heavens thank you
scrolling back through my messages speedrun
new pb
Very fast service 10/10 would recommend
weew, frantically finding a fire extinguisher to put out his flaming scroll wheel:
this is me
lmao
but yeah uhhhhhhj these update notes are very cool thx vrc team
lol. testing work better if i use my rebuild avatar
me omw to hop into the beta branch just to mess around with that version of the default robot that's in the avatar dynamics hub
i like how they go ":D" when you grab one of their ears
I go D:
That hurted my guy
Ooo.. New beta stuff.
Touchscreen things are now possible is the first thing that came to my head lol
but are blow dryers possible?
I am going to make flappybird on my avatar, and sell it for $5000 as (iPhone 4s with OG Flappybird, No Jailbreak)
I Wish you could go back to Live
Because Now me and my friend is stuck in beta and cant play with any friends
reinstall
You aren't stuck
Just opt out and reinstall if on Oculus, and Steam just opt out and Sidegrade.
why i keep finding room with 0 player-.-
Likely different channel
#open-beta-info not compatible with live
i think so
beta not network compatible
ill try it but from what i here from others reinstalling doesn’t always work 🤷
Try opting out of beta BEFORE reinstalling
I just tried updating my test avatar with the new SDK and it seems to have broke my project, Unity says the prefab does not exist and refuses to upload
I was just online with a friend on Beta wdym theres no networking on beta?
I have no shaders on this avatar
beta can join beta
but beta cant join live
Oh 💀
at the bottom of the #open-beta-announcements, it says what to do if you get errors in the console, by deleting that one file
assuming you had the old beta SDK, and went to the new beta SDK
One of my avatars doesn't move at all. It has a Poor rating, which I assume is the case. But is there anything else that might cause it to just stay in place?
That actually works?
Rating has nothing to do with movement, is it rigged, did you put the descriptor in the right position
ah, that fixed it
Yeah, everything should be right. It works just fine outside of the beta
it needs BONES to move 🦴
that was a problem if you had duplicate parameters or re-defined a built-in parameter like voice. But it should be fixed in the latest version. Make sure you have version 1183, not 1181
if it's still an issue in 1183, please make a canny and post the avatar ID so they can look into it
Do contact receivers only send float parameters? I've had trouble receiving int and bool parameters, but I keep seeing my parameters showing up in the debug window as floats, so I'm wondering if contact receivers just send everything as floats because they have the proximity mode? 🤔
yeah I think they plan to add other types later, but only floats work at the moment for contacts*
Ahhh, ok, that explains what I'm seeing. Thanks!
work great when i tested it. i am wondering something. how do i keep tail of avatar going into the ground or is it auto
you can add a plane collider on the ground of your avatar to stop the tail
ok. thank
I need help with my avatar. Adding my custom expression menu that works before the beta completely breaks my avatar. Locomotion system dosent work and the expression menu locks up so I cant acsess it. Anyone know why?
animator issue
prolly a canny 4 that
check what version you have in the settings tab, is it 1183 or 1181?
newest, but happened in 1181 and 1183
then make a canny and post the avatar ID
Ok
Hey! Figured out how to get into the beta, now I’m wondering how to do the automatic physbones conversion? Someone said there’s an in game option but I don’t see it
it's in safety > performance options. But it's enabled by default
you can toggle it to compare how well the conversion did though
it's where the old DynBone Limiter used to be if that helps at all xD
oh, of course there is no ingame* conversion option on Quest, since Dynamic Bones never existed on Quest so there would be none to convert
Ohhhh okay, was very confused there because I didn’t see it
open beta means it's not live
live refers to the normal live version of the game in this sense
It won't let me get out of open beta on oculus quest 2. I tried changing it to live it won't pop up an update.
yeah I can see how that's confusing, it is "live" as in "ready for you to try" but that doesn't mean "officially launched and selected by default"
if on Oculus, try setting the build to the live game version, then uninstall and reinstall VRchat
it's still opt-in. When everything is ready and the bugs have been ironed out, it will be launched to the "live" version of vrchat, which means on by default and everyone will have it
is this what i use to keep tail going into the ground and how do i resize?
you can't resize plane colliders, they're infinite
it may look like a little box, but it goes infinitely in all directions
But here's the thing. I don't want to uninstall it. I'm scared of losing my saved progress
plaaaaane
I have so much saved
oh
I'm scared of erasing it
I honestly don't know much about the Oculus version of the game, but your friends/avatars/etc are saved to your VRChat account
I have no clue where they save their screenshots tho XD
the quests OS
Screenshots should be in camera
Will my friends, avatars be saved to my oculus account
yes
everythin is on ur acc
not the headset
u wont lose anythin
i found open discord in quest 2 browser is the easy way sharing photo. other than that. your just out of luck
So I'll be good with my stuff
yes
yes the only thing that'll happen is basically it'll be the equivalent of hitting the clear cache button so like world's you want to visit would have to be redownloaded
Wait
that's not going to affect you like World favorites list
mmh i have issues uploading content currently
if you're getting errors in the console, after going from the old Beta SDK to the new Beta SDK, try deleting the file mentioned at the bottom of #open-beta-announcements
its not that
upload never finishes
where to find Assets\VRCSDK\SDK3A\Editor\PhysboneMigration.cs?
been looking around file location, can't locate it
maybe just me but i dont think this work. did i root to wrong thing
So if I'm having issues, would giving a download of my model help even more than the avatar ID would? Because maybe the way I made things the last 2+ years is the cause..... I play Dynamic Bones on an Empty Game Object for organization. And basically all my models 1000+ with DB have issues from locked head and or origin being incorrect. Can update on my VRCanny about it.
Standing. Head doesn't track/move.
this is a known issue on the canny, I think they are still working on it
When I crouch.
nvm, i was looking in file explorer instead of unity folders
whoops
affects all IK bones with PhyBones on them (be they naive PhyBones or converted)
ya i figured as much. Just wanna help if possible.
did you assign the Collider to your PhyBone script (it has a section for colliders you have to add it to)?
uhhh
i imported the new sdk on top of the old one and closed my unity project so i could re-launch it, and now unity hub just. won't open the project
I just looked at the reviews for VRCHAT on oculus quest. People are stuck in the beta just like me
I can't get out of beta
there are a lot of reports of people having trouble getting out of the beta on Oculus*, but most people when setting the build to live and uninstalling and reinstalling will fix it
there's already a canny about that I think
I also saw some models with a stiff neck
Wondering if I convert physbones on my laptop, will it work on my oculus 🤔 gonna try it
had to do with the placement of the bones on the hierarchy I think
anyone know anything about a solution for this?
i restarted unity hub a few times, nothin
if you only deleted that one file mentioned in the announcements, after going from the old beta SDK to the new SDK, it shouldn't prevent the project from opening ;_;
and that should have been done inside Unity of course
i couldn't delete the file because i closed the project before i could do that
and now it won't open
I'm worried you may have deleted something else on mistake, and it would be difficult to troubleshoot it
if you're on Windows, double check your recycle bin, see what you have deleted recently
i didn't delete anything
hmmmm
Ok, so... I updated my animators to use float params, but I'm still not seeing any state transitions in-game, and my parameter in the debug window isn't changing when I touch the contact either. Wonder if I'm missing something, or if something's broken about "On Enter" contacts...
I haven't experimented with contacts that much yet, but I heard they must be tagged
like if you want it to be triggered with a finger for example, you need Finger tag
well. i look into my problem later. i just put tail back to it old setting
Yeah, I've got it tagged to fingers, and I can actually see the contact turning green, so I know that part is working
When will avatar dynamics be released fully? I'm excited to try it out with my friends
the best I can do is link to one of Wolf's tutorials, he has a ton of tutorials on the new OpenBeta stuff and contacts, and just peek through to see if you did something wrong maybe ._.
I have a bug report with the new beta
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
Really quick and easy explanation of senders and receivers with avatar dynamics. If you have any questions about them just ask in the comments below!
Thanks! I'll take a look at these, I haven't seen them yet!
Report it here please.
https://vrchat.canny.io/open-beta
Thanks
Looks like I'm getting that bug where people are not able to play vrchat due to after it installs still says install. Looks like it's my time to fix another issue for myself and see if there is a possible fix for it. 0_0
When they switch from beta to live.
Letting you know I'm having the same issue you are. When you install on the main account and it still says install. Go back on the 2nd account and install there as well and when it shows start. Click it.
now i got mute system setup to turn avatar sound off with a toggle. that way if people push my nose or other sound trigger. it will not bug other within game.
Holy crap the hair on quest is too violent
o.O
Hey so I just updated to the open beta, but I can’t seem to find any worlds with people in them. Am I only allowed to join worlds with people who also are on the beta?
That's the physbone settings. You can make it less violent based on the avatar creators.
Ohhh
we all have same problem
Yikes okay
just keep trying
Sad times
In the default home world there is a portal to the hub where people test the avatars.
Wait
Are you trying to join friends that aren't on open beta
Yeah^
well. it not live
having trouble adding an idle tail wag animation in open beta? not sure if this is just the beta tho. i couldve sworn it would work in older versions?
Not cross beta/live. They need to be on beta as well.
You'll have to go back to non beta
Aight
Also im having this issue where my tail and ear controls dont move the ears and tails as much as they did in older versions?
like the tail should be extended much farther out ?
Yeah I have an avatar who's ears lay down with an expression and now they don't seem to be?
Yeah not sure how to fix it but it is an issue for me as well
guess ill throw it on the bug reports if its not already there
Ye I'll upvote or whatever
So to be able to get back to live. I must uninstall it and re install again?
figured out how to fix it
tell you truth. i never use float or bool tell beta testing. i mostly use int 🙂
https://feedback.vrchat.com/open-beta/p/1181-in-client-auto-conversion-breaking-animated-bones this post is the same issue, and they say in the comments to fix it you have to enable "is Animated" on all of the physbones
bc for some odd reason its not set to be on by default when dynamic bones are converted
it fixes this issue though!
people really do learn alot taking part of beta, even know it can be broken or may not be same when it go live
yep, sadly.
Are they working on fixing VRCHAT to be able to play with people? Or able to remove open beta
the open beta is not network compatible
you cant join ur friends on the live branch and they cant join you
You can always leave open beta, usually the same way you joined. If you're on steam you just opt out if I remember, and with oculus you use the same little drop down you got into it with to switch back to "Live" on the store page.
You have to reinstall the game after switching back to live on Oculus though. It doesn't automatically download the correct version like Steam does.
It did in my case. Just queued the update.
It's not for a lot of people though. Else there wouldn't be tons of people complaining about it.
So, chances are you'll have to double check if you swap it on oculus. Make sure it updates and if it doesn't, just reinstall.
But in order to go back to live. You must uninstall VRCHAT on oculus quest 2 and reinstall it
Ah, I'm on oculus desktop.
Yeah, I meant on Quest.
I use my quest for my laptop love the PC version of vrchat
Didn't know people even used Oculus's desktop store lol, most people use SteamVR.
I get different performance on steam vs on oculus. Native app runs better when I'm using the rift.
It's an old cv1, so it's probably part of the problem. Lol
Though it is better these days.
hey so i have some friends that are on quest and cant get out of the open beta do someone know how to get out of it they are having trouble
My laptop can't take steamvr :/
Seems at the moment, you'll have to opt out back into LIVE from the store page, then uninstall and reinstall VRChat. At least, that's what I'm gathering here.
It doesn't automatically leave and swap.
okay thanks @mortal surge
anyone elses idle tail animations and the like not working on this update?
Set IsAnimated if it has physbones , dont think the autoconvert does it
yeah
i checked it bc my tail and ear controls werent working
but idle tail wags dont seem to work
ive never done it before so i might just be doing it wrong but ive tried multiple methods
ive tried putting it in an additive layer, and ive tried just putting it in the regular default animator
neither work
Has uninstalling and reinstall VRCHAT fix back to being in live?
yes
it has for me, I just turn my version to live in the oculus app, delete vrchat, redownload it and boom.
still need to do that
isanimated is "fixed" for now but to fix another problem we might need this for togglable stuff like tongues:
https://feedback.vrchat.com/open-beta/p/1181-request-enableactive-property-for-physbones-colliders-and-contacts
can anyone make avatars?
yeah
No, nobody can make avatars. None of us. It's impossible. /s but if you're asking if anybody will make one for you, they probably won't unless you pay them. Check out the VRC Traders discord
fixed my tail wag lmao, parameter was misspelled 💀
send ut
it in dms
Did your stuff saved like your avatars, friends, etc?
all that stuff is saved to your account online
Is there a site to find beta instances? The beta world is filled w those outside of it so a 15/16 player world will only have 1-3 people in it (also I wanna go into other worlds)
ty!!
Can someone help me? I got on the beta last night and everything was fine but when I came home and got on today it won’t let me join any of my friends every time I join a new server a public server or even my friends it puts me in the world by myself
Gotta make sure everyone's build of the beta is updated, there was a patch recently
I checked to see if I needed an update and it said that I was up-to-date could it just be a bug?
Like literally everything was fine yesterday and I joined the world in one of my friends was in it but after that nobody can join me and I can’t join anyone else
Could try validating files, Steam likes to horribly fail on updates a lot
I’m on quest 😅
Ah
there's a build number in the debug menu, somewhere in the options, that's the last thing I'd have to guess on
1183 is what everyone should be on right now I think
It saves yes.
Does anyone have any idea when open beta will go live ? Or maybe even an estimate ?
cause they probably don’t have beta.
It will never go live
Since it's only beta
safe bet is no less than two weeks. My actual guess would be 3 to 4 weeks.
So I can never see my friends again ?
It’s going live within the next two weeks to a month
Pretend that’s in caps
revert to regular release?
Unless you go back to live
Everyone else says it’s gonna go live 💀 you’re misleading me
That was false advertisement
that was a joke
It will never go live
Betas always go live.
Some don't
False advertisement ‼️‼️‼️‼️
Well I'm not sure
It’s literally going live soon VR chat models already confirmed that
What are you wan
Are you stuck in beta?
On*
Cause I can help if your on quest.
reinstalling after switching to live?
yep.
if that doesnt work, factory reset
I’m on quest
switch to live on the oculus app, then delete and reinstall vrchat.
Bet
it worked for me.
There’s no promises and that’ll work hundreds of people are actually stuck in the beta
But I hope it works for you
Ty Ty
They get stuck cause some forget to switch to live through the app.
If it doesn’t work I’m robbing mark Zuckerberg
WHy the fuck can't they just say hey were working on this instead they write a fucking essay 😑
Because that's not how change logs work....
question is this your first time dealing with a open beta
No its not I just don't have time to read a damn essay just to see nothing's changed is all
literally all the changes are written in the code block in the announcement but ok
and hey the shaders are going to change quite a bit in a upcoming version start upgrading now is a big thing
anyone happen to know around when physbones might be set to release?
wait, is the feedback here that we're explaining things too much? 
im waiting to update one of the base models I sell until it comes out ;;
no pls explain more
i like reading new things
getting very antsy to update it because ive done a lot of cool stuff ;;
unfortunately we can't really provide any dates as it's extremely important that the PhysBones release goes as smoothly as possible, as it's a very significant change for everyone - but we're workin' on it!
gotta eliminate as many bugs and get as many improvements in as we can before it goes live
a lot to do!
gotcha, thank you for the hard work!
like getting the Auto converter working correctly is probably quite important considering there's a lot of Legacy content that's going to rely entirely on that
auto convert worked pretty well for a few of my models, but some others it was a bit weird
(mainly ones that used force)
I would genuinely rather wait a month or more for all of this to be implemented if it ends up being smooth for people on live. Quality > Speed for sure 
Custom shaders can break? Who would have thought lel
I'd agree! I don't think we're specifically rushing and the team's really focused on getting it as right as possible but if I had to guess, there are some issues that we probably won't fully capture until things head into live
so probably not something where we would be jumping straight into a new open beta as soon as Avatar Dynamics releases as it would take some live refinement
Even if some issues make it to live we appreciate the effort into it. The bones run much better than dynamic bones do and I think at least slow iterations onto the contacts system that people have made canny posts about will be extremely welcome additions to what we're able to do with it. The testing has been extremely fun and the new systems are a welcome addition to avatar creators for sure.
do you have any idea of which beta will go live first? (IK or AD)
I haven't done much to my avatar except add physics bones but I'm already excited by all the new Avatar possibilities
im putting all kinds of bullshit and nonsense on my avatar just for testing purposes
definitely depends! Open Betas help us test other stuff, too - but I can tell you that Avatar Dynamics isn't something that is being dropped and moved on from, so while it's not impossible that we'll have another Open Beta, I would still expect improvements for AD in the releases to come
Looks like some issues still exist if your dynbone is attached to your hip
it'll be interesting to see what new Avatar editing tools pop-up after Avatar Dynamics releases so folks who aren't knowledgeable would have cool stuff on their avatars as well
good to know it's going to have more refinement
I mean it is pretty safe to say that AD are going to be a standard (as they should be) on avatars going forward.
And also coming for Worlds :p
I suppose that will get an open beta at least
Not fully sure quite yet on this, they're both undergoing a lot of work so it's a little bit difficult to say at the moment
The interactivity and the way it works with the system is too clean (even though it's in beta) for us not to be able to interact with one another like we can in the beta.
haptic feedback for physbones pls :c
we definitely really, really appreciate everyone putting in the work to test things!
have you posted a canary request or see if there's one already made
have already upvoted and on a nice note it's listed as
TRACKED INTERNALLY
とりあえず、こちら SinglePassStereo (Instanced) に対応してるシェーダ・してないシェーダのサンプルです。
Instanced にして両眼視したときに壊れるのは未対応、壊れないのは対応済と考えて良いかなと思います。 https://t.co/G2eDu8idMd
"Translated from Japanese
For the time being, here is a sample of shaders that support SinglePassStereo (Instanced) and those that do not.
I think it's okay to think that it is unsupported if it breaks when viewed with both eyes as Instanced, and that it is already supported if it does not break. Not supported are arktoon, AXCS, MToon, SunaoShader, UTS.
"
Found an odd bug. My head collider only works when I actually have its visibility toggled in debug
Any idea why?
The only thing I can think of is it scaling the object down locally because it scales the head down
Others said the collider was working adding credibility to that theory
Nope
Didn’t fix it
Gonna try with the newest SDK
Still broken
Think this is just a bug with the new update
Anyone have any idea why my viewpoint would be drifting when I move my avatar around both in game and in editor? I cant seem to figure this one out EDIT: Nvm figured it out 🙂
i have a question if it can be answered. will avatar dynamics be finished within this month even if you don’t know an exact date an estimate is fine.
MToon should support SPS-I. Please update to the latest UniVRM or MToon from Santarh (Aug 2021 has it at least)
good to know
Ah that was that japanese tweet. Surprising they ran into issues with mtoon, unless the code is wrong. I didn't actually test it mind you
Regarding head colliders, isn't the head scaled down? How would a collider work when the whole head is scaled
anyone know how i can test my models contact receiver without uploading the model
While I was happy to see that unity now throws an error if you use a reserved paramater, eg using Voice, I think going forward it would be in VRC's best interest to prefix any reserved parameter with VRC so a creator should not inadvertently use a parameter that will end up breaking in a future update due to updates to the Animator Parameter list. I posted it here:
https://feedback.vrchat.com/open-beta/p/1183-vrc-built-in-parameters-should-be-prefixed-with-vrc
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/avatar-dynamics
Really quick and easy explanation of senders and receivers with avatar dynamics. If you have any questions about them just ask in the comments below!
On Oculus Quest 2, is there any way to return to the live build without reinstalling?
As changing the version back in the app does not appear to work.
from what i have seen you have to change the version in the app then uninstall then reinstall
OK. So there is no other way... Oof... Thanks
do you know how to make it so when i enter a receiver it will toggle a bool and the stay toggled until i enter a different collider?
shoot ment to turn off the ping my bad
im glad you care! I just had like a 20 minute long arguement with a friend in the game who was shit talking you devs saying you guys were doing all this work for nothing it made me so mad xD
There will always be people who will be like "change = bad"
There are also people who still wanna use SDK2 for thier worlds and avatars....
My avatar is stuck in the T pose if i upload it with physbones + the new sdk
it seems to only happen when i attach my fx controller and my parameters/menu
idk why
it worked on the last sdk
Kung mentioned it before, but it's probably more likely that AD will go live first. Considering IK 2.0 beta is live-compatible, work on that will be more lax and spread out over a longer period of time.
And once AD goes live, it'll of course be merged with the ik-beta branch.
how do I get colliders to work.
Hi there! I have an Oculus Rift S. If I wanted flexibility between using Live and Open Beta, is there any problems with using Oculus Store VRC in Open Beta version and Steam VRC in Live? I assume there wouldnt be any overlaps or issues but wanted to double check or make sure.
i dont think so?
they should be stored in completely different folders
you should be alright
@void pier
thank you very much! 😄
(tried to nitro emoji on instinct but with a server this size i understand pfft)
well basically, you put a physbone collider attatched to a bone on your avatar that you want to have collission, then on the bone that you have the physics on you can drag in the other bone that has the collider attatched to it, directly onto the word that says colliders on the phys bone setting!
you're essentially telling the physics bone "hey, use the collider i put on this bone (or any component) as a collider for this bone
Not sure if this is the place to ask, but im having trouble outputting custom parameters through OSC to my server.
- The parameters are on an FX layer animator
- I receive the default parameters just fine in the server
Any ideas where I'm going wrong?
so like this?
that looks good to me
hmhm okey
try asking in #avatars-osc! this channel is for the physbones beta
ah gotcha, im being a bit of a bonehead since i was using the open beta to acivate the parameters, my bad lol
thx
my toggles aren't even working though
thats probably not related to the bones
So when animating a tail with phys bones, the system appears to break in some way. Not sure what's going on.
Top is what it's supposed to look like, bottom is actual.
yeah animating stuff with phys bones on it is kinda broken right now
i was having issue animating gravity and scale changes to my tail with phys bones on it ant it wasnt working, which is much the same issue as you changing its position
i've already made a canny about the part i was having issue with
can someone help me figure out my avatar issue everything works perfectly fine in unity but as soon as i upload it it doesnt work.
i have a receiver on a sword that when it is changed to 1 it puts the sword into my hand then once i reach back to my back it puts the sword on my back once again. in the debug menu ingame i see the value change but nothing happens
@obsidian wagon when using sender/receivers, the parameter they are changing HAS to be a float in the animator, otherwise it won't work
it is
then maybe its a problem with your transition do you do "if Param Greater than 0" ?
no i do if equals
Equals ? with a float ?
fun fact idk what im doing
thats your problem ^^
Oof
🥲
Mistakes happen bro
to be fair i never make avatars so im just learnin as i go
I’m just waiting so I can start making avis
This is probably a stupid question but I didn't see it in the updates. Did they fix the issue where u have to uninstall vrchat to change from open beta to live?
no, that's also not an issue with VRChat but rather with Oculus
I believe cause oculus assumes the beta is a newer version (higher build number) so it won’t downgrade
That’s what I think
Though sometimes after reinstalling when you change version it may want you to update again so just click don’t update
Hello! Would this be the channel to discuss problems regarding Physbones?
yes I believe
Oop! Nevermind, solved my issue, I found out it was just as simple as making sure my VRC was set to open beta haha
ohh.
Hey, anyone having issues where Proximity contacts do not change paramater values at all (basically do nothing) and if you try to preview the contacts bdebug in-game, actually activated the receiver causes every single rendered debug contact to flicker in and out or disappear completely?
it's a really bizarre issue that i'm not sure how to overcome
presumably just a bug, probably going to have to wait for a patch, but it's really frustrating that i can't currently mess around with proximity receivers because of that bug
it just provides no values to the parameter and bugs out the contact debug in-game while it is "active"
really bizarre. I can send a clip if need be
Hi guys. I’m struggling with how to change my vrchat to beta. I’m on oculus quest 2 does anyone have any ideas?
I can dm you the instructions
is the hair flying around fixed
Hi guys. Did I read right and vrchat supports more than 6 point tracking?
Oh sweet. Thanks
Do you happen to have two proximity contacts using the same parameter name?
What is this error I keep getting from physbones involve? https://i.imgur.com/02uaeJW.png
Seems like a problem with curves. Actually, it shouldn't do anything harmful
I think you can even upload your avatar despite these errors
but how do i fix it since i would prefer it to have none
Did you convert your dynamic bones to physbones?
Looks like your curve is missing the two points in it probably
yes then i removed them due to the converter being faulty
Just try to disable all curves
^^
And watch if you have these errors
found the fault https://i.imgur.com/dHzlLh1.png
once removed the errors stop
also found out some curves were not suppost to be there that were causing a bug for my collisions
I do not understand why it's not going back in the middle where it should be, but rather stays either left or right to it
settings for it:
This might be a dumb question but I can't seem to find the "details" button to turn on the open beta
i'm using my phone to open it
Sorry i had forgotten i posted here, they DID use the same parameter until i decided that that is probably what was causing the issue, so i seperated the parameters to L and R (to distinguish them) but still the exact same issue
I apologize for late reply, I have ADHD i forget things very quickly haha
guys
did they fix they hair moving wild
@winter dragon did they fix the spining hair in physbones
It's not a button. Open the quest store and open up the vrchat page and scroll down till u see additional details. Then click version and change the version
OMG
- we don't know what you mean with "hair moving wild" which is why none gives an answer
- you can also test out your issues your self, so when you have an issues that the hair movement on your Avatar looks weird, you should test it your self
@timber jewel the spining hair
when it spins in cycles
instand of moving right
did they fix that
I still have no idea what you mean
There is a bug if you put physbone on a humanoid one, could be that one , wouldnt know unless seeing where it is
I can't find anything that's written " Additional details", is it like below the review section or above it?
Should I try accessing it through my quest 2 instead
I'll send in a quick screenshot
No it doesn't work if u do it through ur quest
One sec
Just scroll down when ur on the vrchat page on ur quest store
And click version
ohh, thank u so much!
Npppp
i feel so blind xD
By the way, I heard some people were stuck on the open beta, it it possible on quest to be stuck as well?
Basically if you're stuck in open beta, switch versions on the quest store and then uninstall and reinstall vrchat
o, oki dokiii, thxx
Nppp lmk if u need any more help
will do ^^
I do that way every time to be safe
Yeah you would just want to trap the animation in the on state until you meet the condition of entering the other receiver. I.e. Hand enters ReceiverA and that float meeting 1 is a condition to an empty animation that parameter drives your bool to true. But, you'll only what that bool to turn off when your hand enters ReceiverB which drives the float for your condition back to turning the bool off.
This video here explains (to the best of my knowledge) network syncing parameters for contacts https://www.youtube.com/watch?v=raQRXfH_GZE if anyone has a better way or better understanding of how this works I would love to know though.
SDK DOCUMENTATION: https://docs.vrchat.com/v2022.1.2/docs/contacts
In my last video explaining senders and receivers, I did not do a good job clarifying that network synced parameters are useful in certain scenarios, so I wanted to clarify that in this video.
If you have any questions about contacts, network syncing, or would like me to do a m...
I love that avatar it looks awesome
I used this to add my damage counter for my punch and kick ragdoll, =w=
Trapping animations is great haha
I'm hoping onces open beta is done hope people make hazbin hotel hellcat boss avatars with dynamic bones
i did it a different way i think but i got it working ¯_(ツ)_/¯
thanks for the video tho ill take a look later it might be easier than my wya
Yeah, it isn't showing 1 to 1 what you're doing, but it is extremely similar.
Is there like a way to get off of open beta…I changed it from the app to live even tried uninstalling and reinstalling but I’m still stuck on it
Fixed an issue where PhysBones that were animated would animate out of your hand when grabbed -
Does this mean we no longer need to temporarily disable IsAnimated when the bone is grabbed? That whole workaround thingy
probably
Oh for fucks sake, I told myself I'd wait for the next beta update to work again yesterday
and now the update is here
Correct, they can just be grabbed and work now.
I love it xD I'm making a baseball bat that can bonk other with, which is locked to my right hand but I can grab it with my left hand and use it like an actual bat
gonna try and make a working blow dryer
However, you can make an animation to turn off your idle animations if you don't want them to "tailwag" and such when grabbed.
it is theoretically now possible to throw a slice of cheese at someone's head and have it stick using dynamics
Niceeee! That was my biggest gripe. Now to wait for them to add booleans instead of floats to contacts
tbh if you don't wanna use the Parameters to sync them floats are also fine
Yeah it's just an extra 2 clicks (setting up lessthan/greaterthan and typing 0.95) so it's fine
floats are not fine if you need to sync themmm
I just want contacts to be able to drive bools
that's why I said "if you don't wanna sync them" :p
I know haha I just have stuff that needs to be synced xD
ik ^^
Hopefully we'll get bools for contacts soon though
I love it
Oh god. I can smell the performance rank
i agree. I find it a little bizarre their clear intentions with this was to make toggles and stuff much cooler but with how its set up having to use floats for everything makes syncing and general animating more of a hassle than it needs to be
Oh I am and always will be very poor ranked, but I will never be the person in the lobby lagging you LOL
It's not too bad, just convoluted
Same here, sorry I can't learn blender just to add a hammer to my avatar
at least I don't have 478 FUCKING MATERIAL SLOTS
excuse me, that stuff just get's my blood boiling
Haha I have 24 on mine, but only 6 or 7 would be seen typically at any given time.
I could honestly atlas all of the toys im making into one texture and make that much more optimized.
might end up doing that.
Can't wait for the day we get a mid-low end level of processing power on quest type headsets
unless you want it to be a specific shader and stuff, in which case damnit
eh no need when i can literally just toss all of the items into one file in blender and put them on one UV together.
I usually atlas all of my props, and have my avatar with 3 or 4 materials at most. Gotta love using one material for like 12 meshes (all props, not showing up at the same time)
Yeah I'm slowly starting to make more and more props myself for my avis and doing that
didn't do that before though.
tell me your magic
what tutorials did you look at
"what tutorials did you look at" lmfao
oh, on the topic of contacts using floats, the float doesn't need to be on your avatar parameters, since all the contact events are local - but they do intend to allow other types to be used later on
Manually do it in blender. Load all the meshes, change them all to use a single material, go to UV editor, manually move them into corners of the texture, make texture in photoshop
There's probably an addon or tool that does it automatically but meh
yeah absolutely, only the actual animations need to be synced. You can just have the floats drive a bool parameter that's defined in your VRC parameters
that way it's less memory and contacts and stuff don't generally NEED all that syncing
I use substance painter, but same premise for texturing.
unless there is something i'm missing
yeah, to make them sync, you use extra logic on the animator controller, and use whatever variables you want
Oh, well I'm talking about atlasing, not texturing the props. I just use photoshop to scale down the already-finished textures and move them into their respective UVs. I also use substance
Ohhh I gotcha.
i have my sword on a thing like that, it's not a bool but an int so it's not like it cuts down on memory THAT much but i just have the contacts test for all the necessary contact actions/conditions and then drive an int parameter defined in the VRC parameters and then have another animation layer that tests for the int value in the parameters to play the actual parent constraint animations for moving the sword. That way the animations are synced without having to sync all the contacts and the minor stuff that people don't need synced
the cats blender addon, which most people have been using for years to convert various 3d models into VRChat avatars, has a lot of nice tools for optimization (joining meshes, texture atlasing, merging bones, etc), and converting from different 3d types
Basically just move the textures into place and match the UVs
Also uhhhh don't question me
It doesn't cut down on memory at all compared to a float if you're using an int 😂
yeah i know haha, but i like my any states alright. was just giving an example how i have it set up asghfhasf
my Sword has more than 2 states so, an int is best for it
Anystate andyyy XD haha anystates are pretty good depending on the scenario though
I don't use them as often though
i am absolutely an anystate andy, i will not slander the name
Installed beta but no dynamic bones.. isn't there a world? Help 😳


check the Avatar Dynamics Hub (search "dynamics" in the world search)
Fancy why do you just have ram in your avatar, what do you use that for?
you just pull out a stick of memory?
must be an inside joke
or is it because vrc is a memory hog
susge
https://twitter.com/Fancy_vr/status/1422268797445189634 it's one of the baits
Thanks. I have a few to add avatar dynamics to that one :)) just waiting for the update to be out of beta
Drawing on other people's faces or exploding their sharpie, etc
^ I am excited to go back and remake some of my first avatars, but with avatar dynamics and updated texturing style. Going to wait until avatar dynamics are fully out for that, but excited for it none-the-less.
Same here, already writing down a bunch of ideas to revisit my old avatars
Also don't use AnyState unless you really have to, especially when using more than a handful of them. A simple default Idle state works just as fine and doesn't force every player to check for like 50 animation states in your animator every frame >:(
(not sure if this is going off topic for the channel)
hey
don't use massive amounts of transitions out of Any State. you're asking the animator to check dozens (or god forbid, hundreds) of conditions every frame the animator runs. its ok to check that many once when params change, not EVERY UPDATE.
tia
pulls out popcorn https://t.co/rP6kj93MZ2
635
257
Yeah things like that are why i typically avoid anystate unless I have a proper idle setup for it.
Idk how to activate and deactivate the beta from the oculus app
the same spot where you set version to the beta, set version to live, then uninstall and reinstall VRChat
Are there any avatar worlds that already supports avatar dynamics?
to put physbones on
what do i do
i cant tell the drifince betton hair chest or leg bones
Like on an avatar
yes
Or in game
on an avatar
Are you creating an avatar and you want to add the physic bones?
i want to add physbones
i dont need to explain this
i just said i cant frigure where to add them
Add it where, when your playing the game or when your creating the avatar
I’m not-
ok so u went to add component and it is there right but
you want to know where to add the phys bones
on your avatar
right?
yes
Ohhh
so like your avatar armature has random named bones n stuff?
yes
well uhhh you are gonna have to make it a humanoid rig right so i think you should worry about that first
That’s the problem that needs to be addressed lol
oh shit
how do i rename the bones
Head colliders are pretty important for hair and ears
thats true
i want to rename the bones
It’s far back in the chat but I made a canny for the issue with a gif showing what is wrong
i remember 3.0 beta had head clipping disabled by accident
and it was annoying af
especially with furry avatars you can always see the nose
Yeah lol
I actually started VRC right after avatar 3.0 came out and am now a veteran rank Questie
In blender
Make sure the names of your vertex groups changes too
There was apparently some workaround stuff you could do to avoid the head collider stuff in the meantime
that is sort of an extreme example i guess. Like tupper wrote there, doing that many is bad. However, it might be beneficial for simple toggles instead of using three layers to merge them into one and use 8 (or 9) any states. when i tested that sort of logic and presented it to thry, having merged 11 layers (simple toggles mind you, literally on/off nothing more) into 4 with any states transitions, frametimes improved by roughly 3-5%. But thats pretty much an edge case i guess
It requires bone constraints which are blacklisted on the Quest SDK
Meaning us Questies are just boned for the meantime
thats seems simple
Someone else made a post about this on the last build and it was marked as tracked internally but yesterdays update obviously didn’t do much to help
yeah but it did fix the turning fps bug
the contact receiver I have on my nose still works though
which annoyed me a LOT more personally lol
I didn’t have that problem
how do i change vertex groups
maybe it was only a PCVR problem?
What was the issue?
Turning while your fps was below whatever your HMD's refresh rate was would make it really slow
The lower your framerate the lower your turn speed essentially
Ohhh I use comfort turning lol
80fps turning was fine, 70 it was miserably slow
(or is this quest specific?)
Contact receivers seem to be unaffected, only colliders
that was thankfully fixed with the latest beta update
Oh, some of that went over my head but yep. Tupper's example is a bit extreme
interesting
That is was
yeah that bug being gone makes a lot of games more playable
I can’t stand normal turning
Like I don’t get dizzy easily but that makes my dizzy
Been using comfort turning for over a year now lol
I get motion sick from things that are unnatural so snap-turns make me feel sick funnily enough
how do i rename vertex
same
Select the vertex group, double click it, and then type a new name in
Kinda like how you rename literally anything else
to make it TL;DR: a couple of anystates might be better if they lower the amount of layers within the controller. That said and almost like everything, the amount is important 😄
Select the mesh and then in the properties menus select the one that looks like a triangle with 3 squares connecting it
Then scroll til you find vertex groups
ok
Ooh ok yeah that makes sense. If you end up making a layer for each prop or toggle I can see how it would end up impacting performance
witch version of unity do i use for vrc
The only any states I use are for VRCParameterDrivers
That way if I want a parameter turned off it’s updating said parameter every frame
though neither thry or I understand it fully, it might just be that combining layers for simple toggling like this might make stuff a bit more efficient, 8-9 anystates + 1 running animation vs. 3 running animations + their transitionchecks
animator secrets i guess xD
That'd be for updating networked parameters with contacts right?
just be like me and dump all your toggles and animations in one layer /j
Yeah I'm okay with dropping people's fps by 1 to not do that
lol
😎
jesus
Now I use parameter drivers to keep toggles that don’t overlap well from well overlapping lol
i like that more tbh xD
Ooh yep, having them run in anystate prevents desyncing so it's understandable. Also use them for that a lot
One example is my avatar has an HP system. If your HP is full, the bar can be toggled on or off. If your HP is not full, I force the expression menu button to keep the HP bar toggle on, to let the player know they need to either heal or fight any opposing players.
How exactly does it prevent desync?
If the driver is local only and has your parameter defined in the descriptor it will sync across all clients only when an event happens for YOU
I had to use that to keep my HP value synced across all devices
Oh
maybeeee I have just a few layers 😅
So if my floats for contacts are local only and i set my parameter driver that is driving my synced bool to local only then it should show people exactly what I see?
PC players without Quest fallbacks don’t have hand colliders on fallbacks so they were able to lower my HP for PC players but Quest players saw me as still alive, the local only ParameterDrivers make it so the HP decreases only when I see something collide properly
If the animation node runs for a split second before moving to another one, someone who skips frames or misses an internet package may not run it, so you end up desynced. That's a broad example. Also what Davilos said
damn i need that system for my elden ring avatar
This might explain the issues I'm having
I guess you should use a synced parameter then
What you’d have to do is make the state your contact reciever toggles have a local only parameter driver, then do your animation for that parameter in another layer
so basically if i want to enable my weapon by touching it, it HAS to be a float? thats so cringe
and make a canny about fallbacks not having colliders
why not bool
Lemme send a video of how my avatar works
I have that set up and just didn't have "Local only" set on my parameter driver haha
You can see there’s a little delay between me hitting him and him actually taking damage
That’s because the game is waiting for me to actually hit him on HIS screen
We should have a global list of parameters standart for everyone to use, for example Fire was a good example of diferent avatar interactions
Which occurs because you're using "Local Only" on your parameter drivers. But the bools you are using the parameter drivers on are networked synced bools in the parameters expressions list, right?
That way everything syncs up nicely between everyone?
I don’t use any bools
Basically the soul has a receiver that drives a parameter only on the local machine
You better noted "Damage" as a tag of the sword
So the only time you'd want to network sync those parameters is if someone joined late or showed your avatar mid-fight, otherwise they wouldn't see the correct health values, right?
But the parameter is in the actual parameter list attached to the SDK, so once it is updated locally, it’s update globally
Nope, the tags for the sword are Sword and Hand
The Soul can be hit by Sword, Hand, Foot, and Whip
Well add Damage
Why
The only other person who made a PvP avatar doesn’t use damage
He uses HeavyHit and LightHit
There are actually quite a few PvP avatars
Including mine (soon)
Yeah
Cherubs are agressive little shits
This. “Damage” makes all combat work with everything else. Instead of needing to add “Sword” oops also “Staff” oops also “Magic” oops also “Bullet”… it keeps going.
Just “Damage”
I don’t want other PvP avatars interacting with my avatar though lol
It may be exceedingly unbalanced according to what my avatar can do
Then make a completely unique string only for your avatars
Or even better
Allow others off
Wait actually
you made an rpg character
amd prefer not to have pvp?
See if I leave it to just hands, it’s balanced because people have to reach for it with their hands, if it’s just damage someone can just do a screen nuke
I’m fact I’m gonna do that on my main avatar lol
Oh yeah but you just Block people who do that
Just make a toggle called nuke and it just puts massive Damage senders all over
doesnt stop them from doing the same thing with a gigantic hand collider too
Yeah
Yes? and that is sad. but would you rather have no avatar dynamics or live with trolls?
because everything on avatars can be used for malicios purposes
My focus is making my avatars work with my friends avatars lol
So Marino and LoneEevee’s stuff
so set interaction to friends only ?
That’s the idea, most public avatars will work with each other. Most people will just have interactions limited to friends anyway so any two random avatars that should still be able to interact as long as everyone agrees on a standard naming
have they fixed the problem where you can go back to live vrchat on quest without factory reset?
just incase you haven't tried yet, did you try setting the version to live, then uninstalling and reinstalling VRChat?
i’m not sure how to uninstall a game on quest
Late sync go brr
Heya can i commission someone for an avatar with some of the new features of this?
We got an approx date for when the full release of the physbones update will be out?
Im so excited for this
To uninstall a game. Click on the apps section that is a square at the bottom right where you find all your apps installed. Then hover over the game you want to uninstall and it should have a highlighted bar under the thumbnail with 3 dots on the side. Click that and uninstall.
you monster
So to go back from the beta version is that all you need to do? Just uninstall and reinstall vrchat?
There are a few bugs on oculus. You need to be on the main owner account on oculus and not a shared apps account. You will still need to uninstall the game on both accounts. Then install it on the owner account and re-install it on the shared apps account. (If you don't on the shared apps account then it will fake install until both sides of the accounts has vrchat then it will let you play it. (There is a bug if you install it only on the ownership account then if you go back to the beta it won't let you install the game until both accounts has vrchat installed. (If you only have the main account then try creating a 2nd account should fix it. Just hit install on the shared apps on 2nd account and it will work.)
Read above msg there has been bugs for oculus with vrchat beta/live switching.
I mean if you are an avatar creator it's kind of worth it. I mean I already added a whip to my avatar and the quest physbones look pretty nice lol.
Just saying the avatar I have made is a replica of Lolathon (But muscle style body lol.)
I just wanna check out the new bones 😂
ive added swords that you genuinely have to grab
In theory, couldn't I just put it back to the live version through the same way you get the beta?
shame they dont allow 2 copies of vrchat on quest i guess, easy switch between live/open beta
So I updated to the open beta sdk in unity and idk what's going on when I converted my dynamic bones to phys bones
Can someone please be my guide in the beta sdk?
This channel but every time a Quest user asks how to go back to live you take a shot
Yes but some people / Most people run into oculus bugs with the beta/live switching feature. The temp fix is what I stated above.
And five minutes later they ask how to get out of it
Ah, okay well thank you
How to kill a liver 101
i would have died from alcohol poisoning days ago
lol
😂
there's just a lot of new oculus users to the beta, the new features look pretty exciting
wast majority of public worlds ive been in are quest users, might be the time of day
Very very exciting
It wouldn’t surprise me if Quest users outnumber PC users soon enough
With how popular the Quest is for noobies to VR
It’s about 66% quest version users, even more if more you count quest users over link
The main problem I have with immersion being broken is the fact on quest everything is just stiff and it ruines it a bit
Well Quest stuff isn’t stiff anymore lol
And I always optimize my worlds in a way that if it’s not performant on Quest, I optimize it or scrap it
Only five phys bones on quest but still it’s something
five is better than five hundred 
Even so you can have quite a few for medium performance
To those who know how to switch from beta to live but are getting bugs. https://feedback.vrchat.com/bug-reports/p/switch-to-live-from-beta-oculus-temp-fix
If possible I shoot for medium Quest performance on avatars
I’m pretty sure they just throw up their hands and say it’s Facebook’s problem, which, it is
It’s the sweet spot of good function and good looking
me who’s avatars never get better than poor 🥲
Almost all of my go tos are very poor for polygons alone
yea
if you're not a content creator, finding optimized avatars can be very difficult - and even harder since you can't see what performance rank the other version of the avatar is
Who needs a rich avatar when poor is the life now a days. (Looks at gas prices)
some of mine are very poor purely do to polys or materials
I always atlas my materials
idk how >:)
Blender
i’ve only been messing with avatars for a couple weeks
Is it normal that when you change the version and turn your headset on it shows a download bar and a black screen?
Combine UV maps then stitch all your textures together in photoshop
Sounds like you’re downloading the v38 update
isn’t there a tool that does that too
See the thing is if you atlas to much with blender cats addon it bugs out your avatar lol I don't know why sometimes lol. (Changes around the uv / colors around.)
Cats, but it completely recreates the UV map, usually for the worse
No clue 😂
and if you're too lazy to atlas manually, cats blender addon has a one button texture atlas
lmao
It's a black screen now, but has the white light still on, do I leave it or try and turn it off and or on
Nevermind
It’s installing an update leave it alone lol
Best way to atlas your avatars is use paint net. Make a 4096 x 4096 and just copy and paste your images over to it. Then just size/position it and you should be fine.
Yeah I see that now lol, it was just the new quest update
(Just don't forget to move your uv into position. 😛
Still think it'd be sick if vrchat would add hand tracking with quest
I use 2048 atlas for PC, and 1024 atlas for Quest, "becuz im kool"
(also because that's what's recommended in the docs)
Realistically you can only do so much with atlasing before it becomes way more work than it's worth. If you want to do dissolve toggles on multiple sets of clothing but have all of the outfits atlased together, then you're going to have one hell of a time getting that set up, not to mention you'll be using multiple materials for that as well, ultimately negating the purpose in atlasting the textures as it is. There's a fine balance between atlasing and combining meshes and not doing so, it's just that all of the eboy and egirl avatars that have every chain link with an individual material and texture at 8k with 4 additional maps for specular, emissions, etc. on 400 materials don't help and takes this example to the extreme.
have fun not being able to move around or to use your menu xD
You can use hand tracking in VRC with Virtual Desktop
simply control it using brain waves with OSC or something
osc dancemat
using that to move would probably work
I just be patiently waiting for bones to go to live servers like 
Shouldn't take too long honestly
I don't want to ruin it, but it could be awhile, the current two betas (IK and PhyBones) are pretty big betas they don't want to mess up
they might try to make sure it's as clean as possible before releasing
2-3~ weeks still my guess
also since the PhyBones on IK bones are still messed up, there has to be at the very least one more PhyBone Beta update before it gets released
but it will probably be longer as Thulen was predicting
I'm just looking for a avatar with the bones enabled 😂
