#avatar-quest

1 messages · Page 15 of 1

arctic slate
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if a creator finds out that you shared their files they can do DMCA claims and get you banned/content removed and revoke ownership in almost all cases

naive pagoda
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That is what I am saying though

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The files never leave the owners PC

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The account is logged in by the owner

arctic slate
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then why would they need to do it via remote desktop?

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they'd just login to their account and upload it themselves?

naive pagoda
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so somebody could theoretically do it for them without breaking TOS

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Its a hypothetical question

arctic slate
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if you want to risk it do it but you'd recieve no help with anything avatar wise/account recovery or safety wise by doing that

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and you run the risk of account suspension,content removal etc by trying to bypass the rules

naive pagoda
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Am I really bypassing them though

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im not doing it i havent had the need to do it for someone yet but im just asking in hypotheticals

arctic slate
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okay well "hypothetically" yes that would count as bypassing, you'd be actively trying to find a way around the rules that would A: get someone to upload models/avatars to your account. and/or B: possibly filesharing depending on how you think it'd work. B wouldnt get you a ban from anything other then the discord (unless a DMCA claim is made) but would get you in trouble with the creator if deemed as breaking your TOU you agreed to though

naive pagoda
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time to read through TOS to see if that would work lmao

arctic slate
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if we're going by simple rules (as im not a moderator/support of any kind) as long as they share: the same IP/same network ID, same device/PC during upload and the accounts owner agrees you'd be fine unless caught as i dont think their systems can really find a way to flag that yet

naive pagoda
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i doubt it could flag that ever

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except if you use kernel level monitoring over desktop applications vrchat has no right to know about

naive pagoda
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Although Vrchat probably reserves the right to revoke my account n stuff REGARDLESS of what i do

arctic slate
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its also just bad practice and any game/company will tell you not to do it (i mean no offence when i say this but the original person who asked about it doesnt 100% know that they're going to be with their partner forever engaged or not so password/account sharing shouldnt be done imo even the "family sharing" that steam allows is a bit sketch as you can never know what the other person who has your info might click/do that could compromise your accounts)

naive pagoda
arctic slate
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it does though

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which part of what i said doesnt require them to have your login info?

naive pagoda
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however they mentioned they shared a pc

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meaning they have access to it aswell, which means they could logon themselves

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account sharing is bad practice however i agree

arctic slate
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i dont have enough context/info from them to confirm if they've only got the singular shared PC or multiple since they said "shared PC across from me" but it doesnt change the fact that they'd be logging into/using an account which is not their own

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to upload you need to be logged into the account which means thats still accessing an account which isnt theirs which still breaks TOS

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its not just logging into the account thats against the rules its the overall usage of an account which isnt your own

naive pagoda
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im reading through TOS and i genuinely

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cannot find anything thatd break

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“You are solely responsible for maintaining the confidentiality of the password(s) for your User Account and any Third-Party Accounts (each an “Account”), and you accept responsibility for all activities that occur under your Accounts.”

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“you accept responsibility for all activities that occur under your Accounts”

arctic slate
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i mean you could always make a support ticket or discord ticket to ask them about specifics of it if you're really curious vrcBotThink

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im not sure how well maintained their TOS is they kinda just spit out stuff in the discord and moderation/support tickets about these things

naive pagoda
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“[…], accessing any other Platform account without permission, […]”
under 13.2 of TOU/TOS

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im pretty sure this says

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that account sharing is allowed with permission

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can i also say that vrchat has pretty baller TOS

livid compass
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i uploaded the same avatr long time ago and now i made a low poly verion of it but ti wont upload.. everything i do the size will not even change.

finite flower
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When I make a quest build of an avatar, am I able to edit expressions so that its different on quests end? One of my expressions require transparency, so I wanna edit the animation by duplicating and placing a quest-safe version in its place, but wanna know if it'll work at all. Think

flint forge
finite flower
earnest stone
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What's the most polygons I can have without lagging a quest 2? Does anyone know?

magic slate
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there's way more factors than just one avatar's polygon count

earnest stone
flint forge
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But note, that is 200K is only what is rendered, on avatars the polygon count matters more since if you see the avatar then you are very likely rendering all their polygones, the same does not apply with worlds.

earnest stone
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This is best achieved with good topography, at least partially?

flint forge
flint forge
earnest stone
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I'll definitely be keeping this in mind. I appreciate the help! :)

uncut summit
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hello people I need help with mine avatars I try put on quest but idk how to fix it, I new to it ;-;

magic slate
dense nest
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Hello all, I’m really shy about this but I need help, I own a laptop and I just followed the instructions on VR chat to download the unity 2022.3.22f1 and the vcc but now I’m stuck, I can’t see my downloads from playhip or Gumroad after on laptop. So I have payed avatars but I don’t know how to put in my account…. I feel so stupid…. Is here someone with a big BIGGER patience to explain and do step by step with me? I tried using you tube but I can’t find the download…. Yes I’m a totally new to VR and computer stuff…. 🙈

wooden fable
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There are lots of videos on this

indigo bronze
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what is a good target amount of tris i should go for when optimizing my avatar for quest? (quest ver of avatar)

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sub 50k polygons, less than 16 skinned meshes, less than 16 materials, etc?

magic slate
indigo bronze
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yeah but it says 1 material, 2 at most

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but then i see some quest avatars with like 12 materials

magic slate
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that's not good though 🙂

indigo bronze
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hmm

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(this is a quest avatar i saw)

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i guess i'll try to stay below 4 at least

magic slate
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that seems ok

indigo bronze
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wonder if i can just reuse the same avatar as pc in scene, but just take away most of the modular avatar stuff and leave it fixed with 1-2 outfits (copy pasting the avatar in scene and changing descriptor, then editing that copy)

magic slate
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Yes!

indigo bronze
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ty will do

indigo bronze
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damn a lot of decimation and optimization still needed

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specifically skinned meshes...

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booth avatars have body+head+each outfit part as separate skinned meshes

half fable
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For example 500 000 in a poorly made / poorly optimized world will slightly reduce frame rate

dim cove
half fable
dim cove
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i lose around 10-20 frames if i face the direction of an e-boy or e-girl avatar with lots of polygons

half fable
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I’m not saying that they are I’m saying that the quest can handle it but once the polygon is around or above 300k it starts to lag but if it’s built well enough you can push it well beyond

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So if the polygons are on a toggle for example like my base model is only 50k while everything else is toggles

mossy surge
mossy surge
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You can search it anywhere,I'm the creator, using blender and unity

formal whale
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can anyone help me im new to making avatars

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and i just need help with unity and stuff

magic slate
robust whale
# half fable You can have 500k the average E boy avatar has them my person has 1.3 million bu...

just because theirs is worse doesn't make yours good. yours is fine if you're in a well-optimized world by yourself or with a handful of other people in well-optimized avatars. Don't rely on everyone else to have extremely optimized content just so you can have yours unoptimized. I wouldn't go over 100k total on a quest avatar at all. I don't think i've even ever reache that amount even with multiple clothing toggles, hair toggles, props, etc.

pearl aurora
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how to delete or change these standard materials that are preventing me from uploading my quest avi

arctic slate
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or if they're visible drag the new materials directly onto their designated spots

prisma shoal
brazen axle
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im not sure what's preventing me from uploading?? I've done everything I can with the textures to the point I lowered the limit but it just won't let me upload for some reason

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maybe im missing something? but it just says it'll delete stuff on runtime

magic slate
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wow, that sure is something

brazen axle
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??

arctic slate
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its likely preventing the upload because its not optimized enough, try lowering physbone and material slot count aswell as removing unused blendshapes

hybrid valley
brazen axle
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dunno if i’ll be able to do that but i’ll try, thank you

hybrid valley
brazen axle
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thank you!

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had no clue you could do that

hybrid valley
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or if the t:VRCContant isn't working, you can also try the t:VRCContantSender and t:VRCContactReceiver

mossy niche
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who are the best quest 2 compatible avi makers? 🙂

cinder lark
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Me

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I made over 5000 avatars

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Cuse I’m bored

arctic slate
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you should make a post in #1138520828556890214 specifying what kind of models you're looking for (with either a written or visual description) and that they be quest compatible

dim cove
red fractal
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Making 5000 avis is crazy. Like, clearly insane. Unless you meant getting pre-built avis, which require only to publish.

hushed ibex
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hello, im having issues to fit in the 10mb limit. I cant find what part of my avi is too big, i tried to put all textures in very low resolution and it still 15mb. Any advice or tools to help me find where is the issue?

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i also tried to remove all outfits and still it barely changed the size

flint forge
sour vault
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Is there a way to fix emissions not working with the VRC Standard shader, or do I need to reinstall Unity 2019?

sour vault
cinder lark
hushed ibex
flint forge
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All I can say for sure is that it does work on Unity 2022

pastel storm
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Is it really difficult to use unity to do PC and QUEST avatar? I only know how to upload pc haven’t tried to do the quest option

arctic slate
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their size limit is also alot lower (you can see those here https://creators.vrchat.com/avatars/avatar-performance-ranking-system/#mobile-limits) but theres auto converters that do pretty well aslong as the model isnt super complex like VRCQuesttools or Polytool

The Avatar Performance Ranking System allows you to see how much a user's avatar is affecting performance via analysis of the components on that user's avatar. You can also use it on yourself to see how performant your avatar is.

red fractal
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Be aware of quest tools, it can generate textures in a bad way. Sometimes you might need to look through manually and do manual conversion. Also, you would need to re-do some face animations for quest version if you have facial animations.

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But it's a great time saver

ancient tapir
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My "imposter" version of my avatar is slightly off? Like, the viewpoint is 15 centimeters off (at least in the vertical direction, I'm not sure about the X and Y axis). In Unity, it's in a T pose, so I don't think it's that it does that animation thing where it sits down halfway

mortal juniper
indigo topaz
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is there a way to preview an imposter from pc?

glad ravine
magic slate
glad ravine
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I see, i don't really understand tech stuff if im honest lol

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Thanks for the answer though

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:D

magic slate
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also it seems to be free so you could grab it. but it's a maya file, so...

glad ravine
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Idk what a maya file is

glad ravine
magic slate
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oh there's a .fbx

glad ravine
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A what?

magic slate
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FBX file, one of the common formats for 3D models

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weirdly, this thing is about 60k polys, so that's good. The armature is a mess though, setup for games, not VRChat.

glad ravine
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Ah i see

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Thank you for info

pastel storm
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thank youuuu

covert gate
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yo, i just made my own avatar, uploaded it. but i cannot use it since its apreantly only usable on pc... how do i fix this?

sage mesa
wooden fable
magic slate
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you can commission someone to do this.

random ridge
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does anyone know why when im trying to upload this avi, the validations wont show?

random comet
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look in the console for spammed errors

random ridge
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omg i see them

random comet
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can you show what they are

random ridge
random comet
# random ridge

you have a corrupted state machine somewhere in your avatar descriptor's animators, look through your animator layers for a completely empty layer and delete it

random ridge
gaunt stirrup
royal ridge
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has anyone had an issue with not being able to upload vrc parent constraints to quest because it it tagged as an illegal script?

magic slate
royal ridge
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already did

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this has been a periodic error that doesn't always cause problems but is now for some reason

random ridge
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@random comet @gaunt stirrup it worked, thanks I appreciate it. Hope yall have a good night

idle sail
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how can i fix one sided face for Quest? i know i might need Blender for it but idk what exactly to do and how to do it, Any help with a tutorial would be 100% greatful

gaunt stirrup
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You'd have to duplicate the faces and invert them to see both sides

idle sail
gaunt stirrup
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You might have to offset the duplicates vertices a little, what im describing could be done with the solidify modifier but you'd have to separate out the part you want to see the backface of and put the modifier on that, then join it back after it's been applied

gaunt stirrup
rain osprey
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is there a way to replicate this glasses effect from blender but in unity w/ quest shaders

dim cove
proper depot
gaunt stirrup
robust whale
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you don't have to offset anything, just shift+d, then flip normals

gaunt stirrup
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i suggested offsetting it because even if it doesn't affect shaders, i had a model where i flipped duplicated verts and flipped normals and somehow it screwed with the weightpainting or something on those verts and it only fixed after offsetting them from the original verts. maybe it was something else and i didnt realize?

robust whale
astral scroll
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for some reason when i go into play mode one of my materials turns error pink but is fine in normal view mode

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i dont see any issues with mat swaps and such, so i dont know what the deal is

random comet
astral scroll
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I use the blendshape optimizer

random comet
# astral scroll yes

VRCFury removes PC shaders on VRCFury build if you're on the android build target even in play mode

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switch to the PC build target if you want to see PC shaders in play mode

astral scroll
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they aren't pc shaders

covert gate
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i cannot find this anywhere...

thick vault
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Colliders are green gizmos. you may find that inside the physbone scripts, there is a collider number given - reduce those.

thick vault
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Yes. You can realistically make the 3 lower arm ones into one long pill shaped one and the 2 upper arms one into one as well

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i dont see why you need so many

covert gate
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idk

covert gate
thick vault
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find it and make it capsule

covert gate
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okay

gaunt stirrup
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you can rotate the capsule to fit the shape of the arm, and the lengths need to be pretty small, like 0.001

thick vault
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please i beg you look at the options on the right

covert gate
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alr

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got it to work

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tysm ❤️

random ridge
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are you able to change the default-particlesystem shader, its not compatible on quest

robust whale
hybrid valley
errant blade
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is there a way i can use cube maps on quest shaders?

topaz zephyr
errant blade
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damnit

robust whale
errant blade
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yeah.. i just wanted the same effect that it gave on pc

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on quest

robust whale
errant blade
robust whale
# errant blade the kind of 3d look? on quest?

first make sure your cubemap texture is formatted as a cube shape, then create a new material. Set the shader to skybox/cubemap, then drag your cubemap texture into the slot. Drag this material onto your skybox in your scene. Now create a new material and change the shader to vrchat/mobile/standard lite. Set the metallic and smoothness to 1, and disable "specular lightprobe hack". Add a sphere into your scene and move it to the side somewhere (away from your avatar). Apply this material to the sphere. Now create a new material with the shader unlit/color. Create a plane and rotate and move it so it creates a wall behind your sphere. Apply the unlit material to the plane. Now select the sphere and press F. This should center your camera on the sphere. Make sure you're in orthographic view and rotate and zoom the camera so the side you want is visible on the sphere and the sphere is just barely touching the top and bottom of your view. Take a screenshot of this. Import the screenshot into your image editing software and then crop the image to a square aspect ratio with the edges of the circle touching the edges of the frame. Export the image as a .png and then import into unity. You can now use this as a matcap texture for the shader vrchat/mobile/matcap

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this isn't a perfect solution, but it's quick and easy, and should look decent

errant blade
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i will try this when i can

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thank you!

errant blade
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Also is there a way to get lights on quest

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or something that works that way

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i have seen some avatars on quest that can do that

errant blade
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that have like flashlights

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and they work

robust whale
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if you're going to add one please keep the range fairly low

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so it only affects things near you

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or for a spotlight keep it kinda slim

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just so it doesn't effect a large area

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it will lag people

errant blade
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i wasnt going to use it alot

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more just to show off for a moment

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i was gonna put it on a destiny ghost follower

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so i had a flashlight

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which is just kinda cool

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but it wouldnt be a thing i use often

robust whale
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okay i'll dm you how to do it

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and dw it's not against tos

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i just don't want to share the info publicly bc i dont' trust people with it lol

errant blade
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i perfectly understand that

strong ember
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I'm not understanding how something thats in Vrchat/Mobile, says its not in vrchat/mobile

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I'm trying to use Vrchat/Mobile/Lightmapped Shaders

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And it's the only one that isn't turning everything into a blueish color for some reason

gaunt stirrup
# strong ember

yeah there's a few shaders in that category that do that, they're for worlds, not avatars. that error message needs to be reworded. i think the only ones that work on avatars are the ones not in the subfolders

jagged sequoia
strong ember
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I was very confused

coarse drift
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Hi, Spharin, hopefully you're the person I'm looking for.
I have been using your avatar for a few months now, and I really like it!
But within those months, I have come to figure out some differences between pc and quest.
I don't mean to make this seem like a message to rush you to fix anything, no no, just to ask if I may dm you to discuss these things and give insight to what the issues are in case you want to fix it.
I hope to hear from you, thank you for your time!

sour vault
hollow shore
blissful badger
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hi

coarse drift
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Like if I switch to white hair, on Quest it looks normal, but to pc players I switched to white clothes too, but clothes have their own toggle on the avi.

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And pc players also can't see the mask, nor horns properly.

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That's just two that I feel like listing atm

gaunt stirrup
coarse drift
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It's not my avi, idk...

gaunt stirrup
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yeah, if you didn't upload it then the uploader is gonna have to fix it

eternal mango
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Any effective way to make glasses become clear but not invisible on quest?

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nvm I fugured it out!

elfin dagger
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Does anyone know any depressing vrchat avatars? Like someone would take a look at you and ask "Are you okay"

elfin dagger
broken crystal
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anyone know why quest converting works but then breaks in game turning you pink?

steady idol
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you cant get around the quest only shader limit by trying to use animations to material swap

broken crystal
steady idol
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you 100% sure?

broken crystal
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Yes I used vrcquest converted used it as I always do. And this is the first time it happened

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All body materials hair and head that are turning pink. Are all quest converted mats

steady idol
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do you have an mat swap animations

broken crystal
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Yes but all swapped with the quest mats

steady idol
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and is the animation actually using the quest material

wind spruce
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Hey how are you all

royal ridge
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does anyone know of a shader for quest that is just an emission and color map because for some reason normal maps on quest are severely broken.

magic slate
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you can only use the VRChat-provided ones

royal ridge
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really? cause I have been using legacy pipeline shaders with no issue for a bit now

magic slate
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probably this is what you're using

royal ridge
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do we know why normal maps are breaking on quest end? I noticed it happened after the engine updates.

magic slate
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you might have to explain what you mean by "broken" here

royal ridge
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hyper glossy for no reason, broken lighting, weird edge lighting.

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it varies on the material

royal ridge
magic slate
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I mean you're probably using the VRChat-provided shaders on quest, since that's all that works

royal ridge
magic slate
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is that a really old avatar or something? how'd you get that uploaded?

royal ridge
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this is rn. and idk, it just works

random comet
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Don't use modded SDKs

royal ridge
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I'm not lol

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unless mine is broken

magic slate
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yeah I didn't think that worked

royal ridge
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either way it doesn't matter, I just need to figure out why normal maps are fucked. when I swap to mobile they come out dark blue and not the usual android purple.

royal ridge
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they let you use transparent shaders for quest. like cutout, that's about it from what I heard.

steady idol
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gets your dumbass banned

royal ridge
steady idol
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modified sdks are entirely against tos no matter what you do to the sdk

steady idol
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its literally a modified sdk
they can detect that

royal ridge
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yep, untouchable

steady idol
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then count yourself extremely lucky

royal ridge
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then you keep your mouth shut

steady idol
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cause eventually you do get banned in a banwave when they patch out the bypass
or they just patch the bypass anyways and fuck over the avatar upload

royal ridge
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but they never do.

steady idol
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there has been several times where they patched out the bypass and you can see a ton of idiots crying here about their avatars suddenly being "broken" when all vrchat ever did was fix a bypass

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avatars that used bypassed shaders for transparency or whatever got their shader reset to vrchat shaders

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sounds on avatars got permanently removed for quest

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good job?

royal ridge
royal ridge
steady idol
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whenever a ban wave happens you can see people crying in the user support threads or crying that some random "popular" person suddenly got "falsely" banned

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eac doesnt ban
it just stops the game from being able to be opened when modified

royal ridge
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I say we just drop the convo, we could be here all day talking about the incomitance of the devs.

steady idol
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unity nor the sdk ever opens the game or uses eac

steady idol
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Im not angry Im just blunt

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not really

royal ridge
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most people in here are dragon, you get used to it

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avatar makers are both some of the most chill and prideful people you will meet.

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The big thing is this. keep a low head, make cool shit, and people will still hate ya. all you can do is use the best tools and make cooler shit.

steady idol
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pretty sure using tools that break tos is a reason why people would hate you

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the same tools is the reason why crashers can exist

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people use the bypasses while completely ignoring the reason why it was a limit to begin with

magic slate
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they generally have very good reasons for the limitations.

steady idol
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you are making stuff for a game not your person "show off what I made" website

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putting a limit actively generates creativity

random comet
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yeah the limit is the tile based rendering XR2 chip inside the quest

steady idol
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you completely ignored the fact its still a game

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its a game not social media

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when you are making content for vrchat you are actively doing game development which you need to consider the limitations of the hardware not outright ignore them cause you want "cool stuff"

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social media you dont need to care at all about the stuff you make since you can just render it once and then post it

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vrchat being a game has to constantly rerender it

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you didnt understand a single thing I said

random comet
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So your take is "at least I can see it at 2 fps, and have hurling nausea in VR"

steady idol
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you genuinely dont know anything about what you are talking about

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vrchat is quite literally a game that needs to render everything and then rerender it constantly

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social media is just render it once then post the video of it

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thats not what you do at all in vrchat

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they are definitely not

magic slate
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I must have missed what Discord has to do with this

steady idol
magic slate
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oh I've been following along, it just doesn't make much sense 🙂

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I mean, I get the point, but I'll still aim to produce stuff people will actually see and won't ruin their performance and thus experience.

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how very condescending

random comet
robust whale
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extreme incompetence can be malicious. You either know what you're doing and evade the restrictions because you know it's creates poor performing avatars (either intentionally or with disregard for others) or you're unaware of how bad it really is. The limitations within the sdk exist for a reason. If the VRChat dev team can figure out a way to bring things to quest and further optimize current and future avatar technologies, they will. They've created optimized replacements for dynamic bones and unity constraints AND brought them to quest, they've added more features to quest shaders, added the animator play audio component to help with audio optimization (although not enough to allow it on quest, which is reasonable), and so much more. If you can't comply with the quite reasonable restrictions placed for the sake of performance, that's on you, not the VRC Team.

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and 100% limits inspire creativity. Invention is sparked by necessity. When there is a hole to fill, limits encourage you to problem solve how to fix it

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also no, you didn't read what i said since a decent amount is factual and you've never addressed what aspect you consider incorrect

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you're allowed to disagree, just read what i said if you feel the need to engage

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then don't respond?

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but i'm giving you the decency to comprehend your responses

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who what?

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who asked is the stupidest response in existence

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nobody has to ask to start a conversation

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then you could say "who asked you to ask?"

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and there is no longer an incentive to talk

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it's just an immature dismissal

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?

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why start the discussion when you don't want others to respond?

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and why be immature in your response?

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no you quite literally were discussing this before me

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because it's unproductive

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why have i earned disrespect?

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i've, in my opinion, been nothing but respectful, but if i've done anything in particular that you consider disrespectful i'll gladly listen

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i'm an open-minded person, if you have something you'd like me to change, just ask

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you haven't asked anything of me yet

magic slate
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Sunshine is one of the major contributor to these help channels.

dim cove
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you're only making enemies by behaving this way, dragon.

magic slate
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this person must be 13, we should just ignore them.

dim cove
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doubtful.

robust whale
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probably, i always hope people have a desire to be genuine

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it's naive of me but i don't think i can comprehend the desire to troll or intially treat people with disrespect 🤷

dim cove
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i am heading to bed, so i am going to have to decline your request.

dim cove
robust whale
#

hm?

#

i'm not sure what you mean by that

#

if you're willing to have a genuine discussion i'll keep resonding, but if you're going to keep engaging the same way as before then i'm going to leave the conversation

#

like i said, it's really up to the way you choose to engage

vocal tinsel
#

What happened here...

magic slate
#

a troll disappeared.

serene light
#

are there any way to attach something to another thing (like moving item from one hand to another) on quest other than having two of exactly the same object on both hands and toggle them on and off?
like moving gameobject to another under gameobject with animation?

vocal tinsel
#

You could use a VRChat parent constraint to do that, I think?

https://youtu.be/eL9JmlpV79g

Video shows how to do it with a Unity Constraint but they should act exactly the same, I think!

Ever wanted to have a sword on your hip that you can grab without a toggle?
Here i'll show you how!

Other VRC Tutorials: https://www.youtube.com/playlist?list=PLtyZOFyiveKq9Co2bpkrX3-qXO01CNJHY

I often stream here:
https://www.twitch.tv/airpaca

▶ Play video
serene light
#

thank you, i thought constraint doesn't work on quest
i'll try

vocal tinsel
#

If you specifically use the VRChat constraints they should work!

#

(I think?)

robust whale
serene light
#

thank you so much

worn pasture
#

Somebody make metaphor quest compatible avatars and my life is yours

magic slate
#

metaphor?

jagged sequoia
worn pasture
#

Yes 🥺

quartz mantle
#

Hello, I'm trying to change my avatar to be quest compatible and I think everything is fine now but when I try to upload it I get the following message and then the build fails.
Eventho in this model I checked and on all assets the VRChat/Mobile/Toon Lit
Shader is selected. Not sure what to do / try now. Any help is appreciated

tender crag
#

That fixes it for me.

distant prism
#

I'm looking to make a clone of my own avi spawn in the palm of my hand in a quest compatible way.

Well Ideally in A way I could wave at someone, and be also waving out a thing car also in my hand.

I understand that its going to be rougly my (regular avis performace * 2) + car. But how do I bind the BONES!!! Sorry I miss holloween.

steady idol
#

vrc rotation constraints

magic slate
distant prism
#

Thank you @magic slate

errant blade
#

so im just gonna make a guess and say that there is pretty much no way to add sounds on quest?

#

cause i know theres a way to use particals for lights

#

but

#

theres no alternet way to add sounds?

robust whale
#

even if you somehow managed to upload an avatar with sound on it, it would be removed in-game

#

there used to be a way to get them in the game (although the method broke ToS) but even if you were to do this now it has been patched in the client, so it's impossible to have functioning audio sources on quest

errant blade
#

like why did they remove them>

#

?*

jagged sequoia
errant blade
#

oh welp

#

well

#

honestly my other question is

#

why make quest so fuckin small. i know in the past i could change how big of avatars i would have wanted to load and i could set it to how ever low i wanted so i wouldnt be overwhelmed and lag. so why shrink quest avatars more? and even the same thing for pc? we have the option to choose who we want to show

#

so why crunch it down more?

jagged sequoia
#

and the headset outright crashes when it runs out of RAM

errant blade
jagged sequoia
#

avatars shouldn't be using like 1/16 the entire Ram of your PC

wind ice
#

for the love of GOOOOOOOOOOOOOOOOOD increase the size limit to at least 15mb im losing my damn mind

jagged sequoia
distant prism
#

Im down for it personally, more room for world makers. All frames were happy untill the avitar shaders attacked.

jagged sequoia
#

Quest avatars can't use custom shaders

pastel storm
#

Hey so anyone know why this happens with quest normal maps? It does it fine on pc but for some reason quest normal maps always break for me. But it doesn't for my friend who also uploads avatars. So

alpine eagle
#

is there a way to have backface culling or does quest not support it?

gaunt stirrup
#

Isn't backface culling already on all quest shaders

alpine eagle
#

apparently not? the eyes in my avi have polys that show when backface culling is off, and the mobile standard lite just blacks out my eyes due to that

alpine eagle
#

adding emissions "helps" this

#

but its a hacky solution to this issue

flint forge
alpine eagle
gaunt stirrup
velvet badger
#

So with quest avatar constraints being a thing now has anyone found a solution to creating a ball and being able to throw it where it drops or thrown into the world and lands on the collider floor that is normally placed under the feet? I know it's possible to animate it to look like its thrown but I rather have a realistic concept to throwing it and landing where ever it falls. Not just faking gravity on the ball. (I'm still gonna do some test on seeing what the locked position and rotation concepts do but just thought I'd check ahead of time.)

steady idol
velvet badger
#

Alrighty

#

Okay so can someone inform me about how to fix the base has invalid normals. try cleaning and triangulating base in your 3d modeller before importing it in unity? Basically something to do with shade smooth in blender on a character rig I have which is 4.3 blender and importing it into unity gives the error.

magic slate
#

can you show the specific error?

velvet badger
#

Basically the top error.

velvet badger
#

Right now gonna try Recalculate Normals and Triangulate or Clean Geometry and see if that fixes things.

#

Alright I got it pretty much to work. I also shaded smooth and added the auto smooth Modifier. Then exported. So yeah Recalculate normals with Shift+N in edit mode making sure everything is selected then Ctrl+T to Triangulate faces and then went to mesh > clean up > Delete Loose. After all that after exporting and bringing into unity it fixed my issue with the error.

velvet badger
#

Alrighty so it seems having export settings with the apply modifiers clears out blendshapes oop.

#

So basically got to redo my shapekeys I guess after applying auto smooth modifier.

gaunt stirrup
velvet badger
#

Oh thanks,

magic slate
#

Yeah - it won't work well if the modifier changes vertex count, but for lots of stuff it's fine

magic slate
velvet badger
#

Alright that worked and my blendshapes exported into unity perfectly without any errors. Looks like that's the work around right there.

#

Okay so got everything fixed up and uploading without errors found also that my import setting on the character needed the read/write enabled so my vertices don't say 200m+ and says the proper 20k+ like it normally is.

robust whale
#

you can use other things in combination, constraints, physbones, animaitons, and get something that looks pretty realistic

#

i'd think the simplest way would be using a stretchy physbone to determine direction and force. You could have a physbone attached to your hand with stretch motion, and the more it stretches, the higher the start speed value is animated to on the particle system. then to get the rotation correct you either use the physbone transform itself or a transform rotation constrained to it.

#

also if you want to have world motion not taken into account (although for realistic physics you would) an idea i've had for being able to ignore world motion on physbones is to create an extra transform that would have a rotation constraint targeting whatever motion you need to copy, then attach the physbones to this transform. Then the original bones (the ones that are weight painted) would be rotation constrained to the physbones. the bone with the rotation constraint and physbones on it would be parented to an empty with a parent constraint and "freeze to world" enabled. Keep in mind this will break physbone collisions, so only use this for cases that you do not need physbone collision. What's also nice about this is that it isolates the motion not just to the playspace, but to the local space of whatever bones you choose to include. If you want to include the motion of the hand relative to the hips, you can include all the bones in the hierarchy path from the hips to the hand

velvet badger
#

Not sure why this error is popping up on android side when my materials don't have a texture added. It's just 3 materials.

magic slate
#

seems likere must be a texture somewhere

robust whale
#

you might need to scroll or expand the window

#

and it could be icons for your menu

magic slate
#

oh yeah, icons

velvet badger
#

I found the fix for it, but there wasn't a fix button on it. So what happen was after I uploaded my avatar on pc side. The windows button I clicked it to swap to android. When I did that it didn't make it into ASTC format so I had to go into the file and build setting then change the texture format over to ASTC format there. Not sure why ASTC isn't enabled by default when swapping to android on that little windows tab section to swap from pc to android.

#

Alright so now my avatar is bugging out, After uploading to quest my avatar shows it uploaded but in-game only shows it pc compatible?

#

So after I checked the website is saying security checks failed? Not sure why that is. My avatar is basically a cartoonish stickman avatar any info?

magic slate
#

you'd have to show the stats or something. Make sure you have the latest SDK too, it should get most of the major issues

velvet badger
#

I have the latest sdk cause I use Creator Companion. I mean I guess only thing it could be is file size but it shouldn't be very big

magic slate
#

you can look at all of these stats in the build window. Feel free to screenshot for us to look at too

velvet badger
#

This is what I have, I have 3 materials on it and avatar vertices are at 26k which I don't think should be a big issue. Could be a problem with the toggles and radial wheels I have. I got a toggle for Happy, Shocked, Squint eye emotes then I got 3 extra radial wheels for Fat, Skinny, Muscle body size.

magic slate
#

seems weird that'd have 3 material slots

velvet badger
#

I mean the glove has a small shine to it since the skin and gloves are seperated.

#

I didn't use an atlas texture for 1 material yet since I basically am just running some test at the moment.

#

I could try removing the fx layer and menu and just have the avatar as default to see if that fixes it. If so then I got to limit the avatar toggles/radial which I think could have brought up the avatar file size possibly.

#

I found the issue I think xD

#

Forgot to remove FX from controller xD

magic slate
#

I never bother to remove those

velvet badger
#

Well I'm double checking the FX controller thing first before I go and remove fx layer and menu and para.

#

Yep so it passed security check on pc so now uploading on quest side again.

#

So it fails uploading it on quest side but passes when uploading on pc hmm, time to test the menu removal toggles.

gaunt stirrup
velvet badger
#

I guess I can try real quick.

#

also removing the menu/para/fx layer didn't fix the upload to quest side so gonna have to try lowering poly count.

gaunt stirrup
#

and the material count too, would be easy to set up with just one

velvet badger
#

Alright so I made the triangles to 19k instead of 26k and added the material to 1 with texture and still showed it failed oop.

magic slate
#

it's got to be some other reason it isn't catching

velvet badger
#

So when I upload it on pc side it tells me rating is good standing but when I upload the quest side it fails security check even with the avatar at poor rating at 19k triangles. It's odd not even the file size is that big like 1mb-2mb for the avatar.

solemn quiver
#

Is it at all possible to get some form of transparency on Quest? I have this avatar and the face of them sits underneath the visor, when trying to port it to quest the shaders causes the visor to become solid and covers the face underneath so I need some way to get Transparency on quest.

magic slate
magic slate
solemn quiver
#

Aw seriously?

jagged sequoia
#

I would suggest for the quest version of the Avatar you turn the normals of the visor inside out so it's rendering behind the face

jagged sequoia
jagged sequoia
#

modify the model in blender

solemn quiver
#

Oh boy

jagged sequoia
#

here's what it would look like if you did inverse the faces using vrchat mobile shaders

solemn quiver
#

Is there a way to do it Without blender?

magic slate
#

You can do it with Maya 🙂

#

but no, you can't edit the model like this in Unity

solemn quiver
#

There's got to be another way cause if I'm being honest. I'm scared to even touch Blender

magic slate
#

it's not so scary.

steady idol
#

🤷‍♂️

#

Cant edit it without opening an editing software

magic slate
#

But no, Unity isn't for this. Use a tool that is for this. Blender is such a tool.

solemn quiver
#

And then that would just be the model itself what about the data for all its functions?

magic slate
#

?

solemn quiver
#

I don't know I'm new to this

magic slate
#

you edit the model in Blender, then put it back into Unity.

solemn quiver
#

And everything should still work?

magic slate
#

generally yes. There are certainly ways to screw it up though 🙂

steady idol
#

I mean people can screw up importing a unity package with instructions so that is a given

magic slate
#

yep

steady idol
# solemn quiver And everything should still work?

Just import while ignoring endbones
Click on visor mesh and enter edit mode
Click on a visor vertice and hold ctrl numpad+ till it selects the whole glass part
Or if its also selecting other parts then you can select by material or uv
After which alt + n and select flip
Export as fbx

velvet badger
#

So I found out that they have a que system on quest so if it says security check failed, but still has a question mark on the thumbnail. Then the avatar is pending.

#

If it has an X then it will mean the avatar needs fixing.

solemn quiver
#

Any Ideas?

magic slate
velvet badger
#

Any info though on if the shade smooth will be fixed so I don't have use auto smooth and apply that modifier to prevent the error popping up when importing an avatar?

magic slate
#

it's broken?

velvet badger
# velvet badger

So when using shade smooth in blender either 4.2 or 4.3 there has been some problems importing it over to unity with the latest sdk getting this error in the console : The mesh base has invalid normals. Try cleaning and triangulating base in your 3d modeller before importing it in unity. So the way I fixed it was Recalculate normals with Shift+N in edit mode making sure everything is selected then Ctrl+T to Triangulate faces and then went to mesh > clean up > Delete Loose. After all that after exporting and bringing into unity it fixed my issue with the error but I don't like using this method since shade smooth is different from auto shade smooth. With auto shade smooth it makes some edges sharp compared to shade smooth which is what I prefer.

magic slate
#

oh I saw this the other day - so far I've not seen this at all

#

my models are pretty clean though

velvet badger
#

Which version of blender do you use?

magic slate
#

4.3.0

velvet badger
#

Okay so I got the same version. Do you do your avatar on pc side or both pc and android/quest?

arctic slate
#

upload them to w/e platform you use

#

or if you're making it a public model for others and have the time to make it optimized for all platforms then do that

magic slate
velvet badger
#

Yeah think the error mainly show up when doing android/quest side of things.

magic slate
#

hmm, not sure how that'd matter

oblique herald
#

is there any way i can have an avatar constaint like damped tracking in blender? and if so, could it be compatable with quest

magic slate
#

nope, no tracks 😦

#

best you could do is try to combine other constraints

robust whale
magic slate
#

ohh I forgot about that - I was thinking of following paths

robust whale
#

yeah i was thinking that too, just wanted to double check

magic slate
#

glad you did

robust whale
#

i'm not too familiar with blender's constraints so i wanted to be sure i knew what it was

magic slate
#

Yeah I've been doing VRC ones a lot lately, and FinalIK, forgot that's what Blender calls it

oblique herald
magic slate
#

VRC constraints do

covert mural
#

Hey ppl, I’m on uh… day 3 or 4 of getting a Quest, still tinkering with things till I get the hang of it and my pc comes in buttt generic question for anybody. Anyone seen an Avatar similar to Queen Marika that’s public that’ll tide me over till I can get my pc and start making my own and figuring stuff out? I appreciate any help cheers!

arctic slate
#

specify in your post that it needs to be quest compatible aswell

covert mural
#

Got it thanks a ton. I read the rules pretty good but this is my first time using discord my fault. Bit technologically challenged but I’m getting there 😂

lilac bolt
#

I would like to make a commission

#

To anyone who is familiar with jars avatar

magic slate
#

cue the scammer DMs...

lilac bolt
#

I have a rough list of about 20 30 scammers already

pliant yarrow
#

Jars avatars?

pliant yarrow
lilac bolt
#

Yep

#

Jars too busy working on new games

pliant yarrow
lilac bolt
keen aspen
#

Go to VRCTraders to ask about commissions. There are multiple reasons why this server doesn't allow it. @lilac bolt

daring orbit
#

im trying to upload a question verison

#

and it wont load the blueprint id of the pc ver

magic slate
#

haha that's a nice auto-correct

proven monolith
#

I want to remake the quest version of my main avatar, since the current quest version I have was made years ago when they first added support. Are there any shaders I can use to recreate the clear shiny plastic effect?

#

I don't mind if it's not actually reflective, it can be a matcap if necessary, I just don't know what quest-compatible shaders are like nowadays.

magic slate
#

you can't get alpha transparency on quest, that's going to limit things

proven monolith
magic slate
#

only if you cut out the mesh itself

wooden fable
proven monolith
#

even weirder is that it's not documented on the website

proven monolith
magic slate
#

it is

#

huh, I really thought that one was in there too, it must be considered legacy at this point.

gaunt stirrup
#

that page probably needs to be updated cause it's labeling components as shaders 💀

magic slate
#

it is? Seems to clearly have shaders and components as separate categories

gaunt stirrup
#

it says "shader name" and "shader description" at the top

magic slate
#

oh!

#

hahaha I didn't even see it

gaunt stirrup
#

guess whoever made this page didn't either

magic slate
#

yep

#

I admit to publishing docs with mistakes like this in the past 🙂

gaunt stirrup
#

i probably would be making mistakes like that too if i was put in charge of making docs

magic slate
#

it happens.

proven monolith
#

strangely, the other two particle effects work

#

I take it there aren't any cutout shaders either

magic slate
#

nope, that usually is done via alpha transparency with a threshold value

proven monolith
#

Fair enough

#

Credit to the devs though, having actual enforced limits for performance stuff

#

I remember 2017/18 VRC where people would just straight up edit the SDK to remove limits and ruin performance

oblique nebula
#

Can anyone help in uploading a quest avatar? For whatever reason wheni get to the step to Build and Publish the quest version in the VRC SDK, it gives me an error about the SDK

#

I've googled it, but nothing is helping :/

magic slate
#

paste the error

pliant junco
pliant yarrow
magic slate
#

you'd need a tiny bit more hardware for that 🙂

pliant yarrow
#

I know. At least a special particle effect that allows transparency on quest. That way I can recreate things like blood or sparks or other things on quest.

gaunt stirrup
flint forge
pliant yarrow
pliant yarrow
#

Well I've been making avatars for PC for quite a while I've only recently tried to do my best with quest avatars

gaunt stirrup
#

if you use multiply make the "transparent" parts full white

pliant yarrow
#

Bro I didn't think of that I'm going to try that

gaunt stirrup
#

and the opposite for additive, make the "transparent" parts full black

pliant yarrow
#

How many materials on Quest until an avatar is very poor, cuz I've heard that very poor is getting blocked soon, like where you can't even see it

gaunt stirrup
#

you'd have to have no more than 2 materials for it to stay medium

pliant yarrow
#

So three is poor and any more than that is very poor

gaunt stirrup
#

oh i read the question wrong, 4 for poor ranking

pliant yarrow
#

Thanks I keep forgetting that's there, I really want to keep my avatars at least in the poor rating so people are able to see it, plus it's nice to be able to do fun stuff without people lagging the shit out because then they just complain about that

#

Actually reading this I want to keep my avatar right where it is at medium, because any higher in the Avatar will be blocked

#

Reference this is the Avatar I'm talking about, I've been working on him for the last week and a half this is his stats on Quest

rain osprey
#

how do i cronch textures on unity 2022

magic slate
#

that's weird looking

#

what kind of file is that?

pliant yarrow
#

Crunch compressing is where the resolution place. The square beneath this one.

#

It looks like a detail map. Judging by the colors.

magic slate
#

Right but what I meant was what file type is it - some image file types likely aren't going to have the same compression options we expect with .png files

pliant yarrow
#

It may be a dds file by the lack of options.

#

Aka Nvidia proprietary files.

rain osprey
#

image

#

i reopened it and it appeared

#

are lightmaps supported for quest

#

my mats r set to the vrc quest compatible lightmap

#

so it should work

#

but its saying they arent compatible

pliant yarrow
#

Yes... but not on avatars. Only maps. You can only really use toon and standard lite.

rain osprey
#

😔

#

this avi has vertex colours

#

rip

#

toon looks ugly on her

pliant yarrow
#

It's really really dumb they don't clarify that.

rain osprey
#

yerah

#

they say use the /mobile/ and its literally there

#

aa

pliant yarrow
#

From my testing, not even particle works for particles. It only works when publishing world maps. Avatars are limited to unlit, diffuse, standard and toon.(reporting from memory so idk if its every shader.)

rain osprey
#

ik lightmapped used to work 😭 y vrchattt

#

omg

wooden fable
magic slate
#

lightmapped is for worlds, always has been

heady peak
#

I have a gun that uses Particle/Standard Unlit, and it's blocking me from loading to quest. This material is greyeed out and I haven't been able to delete it or change it. WHat did I do with this?

robust whale
robust whale
robust whale
#

it's toon lit, matcap lit, standard lite, diffuse, bumped diffuse, bumped map specular, additive, and multiply

magic slate
heady peak
#

I've tried it in and out of an FBX, and in and out of a game object, nothing has worked so far.

hybrid valley
#

you can also replace your material with a new one, you can open your particle system, then on the rendering tab, replace the material

magic slate
heady peak
magic slate
#

you did something wrong then, not sure what

hybrid valley
#

you need to replace that one

heady peak
magic slate
#

assets -> create -> material

#

please explain what it is you are doing if it is not this

heady peak
#

Yep, yep, yep. or alternatly, right click in the asset folder,> create > material. I can make a new material, VRC/mobile/particles/additive.
I just can't get rid of the old one to add the new one.

magic slate
#

you cannot drag it into the slot where Sacrion pointed to?

heady peak
#

nope.

magic slate
#

fascinating, I've never seen it do that. Probably restart unity.

heady peak
#

hence, why I am slowly banging a small forhead shaped dent in my desk.
I've restarted the whole PC, run the virus scaner, reloaded the projects, used a different project, run SFC /scannow from the admin terminal, drank a margarita, gained a few grey hairs, and took a nap. nothing seems to change this.

hybrid valley
heady peak
hushed ibex
#

for some reasons none of those physboobs works on quest ( works fine on unity test mode)
Any ideas please?

keen aspen
#

show the components on both tatas rq

#

just showing a list of your total physbones says nothing if the physbone components themselves are screwy

hushed ibex
keen aspen
#

theyre trying to get the physbones on their chest to work

#

and those have individual physbones 99% of the time

hushed ibex
#

atcually no its all phuysbones that are broken

#

nothing moves on the avi

keen aspen
#

can you show me the components then for any of them

hushed ibex
keen aspen
#

,, why is basically your entire hair under ignore transforms,,,

hushed ibex
#

so i can keep the 2 first bones of each hair bangs, but the rest of the bone chain stay stiff

#

idk thats how i always do my quest avis (it might be stoopid idk )

keen aspen
#

fair

#

so absolutely none of these physbones work on quest

hushed ibex
#

thats the only difference between my pc and quest physbones,
they work fine on pc
in play mode on quest in unity they do work,
but none of them work in game on quest mode

keen aspen
#

can i have you take a picture of your avatar with Gizmos turned on?

hushed ibex
#

dont mind the colliders, ig

keen aspen
#

this is truly friggin weird

#

let me check smth on my end rq

#

loading up an avatar with physbones rq to do some comparisons

#

question

#

are these physbones in their own folder? or are they directly on the bone

#

like are they in a dropdown like this in the hierarchy, or in the armature?

hybrid valley
# hushed ibex

is the VRChat SDK window only tells you that you only have 1 phys bone collider, meanwhile your avatar seems like to have way more than that?

hushed ibex
#

yes but on the physbone components obly one was active, but i removed them anyway

keen aspen
#

???

#

so it had a physbones folder like the one i sent, and you... removed them?

hushed ibex
#

they were on the armature all seperated, and yes i deleted them and kept only the one thats was used

#

and i did managed to fix the issue

#

thanks for your help

keen aspen
#

can you tell me how you fixed it?

hushed ibex
#

the issue was : i used pumpkin tool to copy the physbones from a previous version but the root transform was still linked to the previous avi

#

for exemple the hair root was the previous avi hair root

keen aspen
#

ah, but next time you see those separated physbones, don't delete them, they're basically just components separated for ease of use

#

they still work

hushed ibex
#

but for some reasons unity was able to make those bones move anyway

#

okay thank you so much for your help and for taking the time to give all those infos ❤️

keen aspen
#

np!

hushed ibex
#

hi, i have another issue with my avi, i used vrcfury to add gogo loco, everything is fine in test mode,
but in game (for quest users) my avi is on the ground when i try the poses
i also tried to install manually with avatar manager
same issue
please what should i do?

keen aspen
#

did you add gogo loco to BOTH versions?

#

or just the pc version

hushed ibex
#

both

fresh zinc
#

what it is with the normals maps looking all werid on quest😭

pliant yarrow
pliant yarrow
wintry falcon
#

genuinely the worst update ever

#

almost all my avatars look horrible

#

I think the devs underestimate how many avatars are very poor quality

#

debating on not playing until they fix this because this honestly ruins the game

steady idol
#

having exclusively very poor avatars isnt a good thing

wintry falcon
#

still, majority of fnaf avatars are very poor

#

my game didn't run that bad either

#

I was ok with the occasional crash or being sent home

#

didn't bug me enough to warrant a forced update

#

I think I'd prefer it if it was togglable?

magic slate
#

right but you can show very poors if you want, right?

wintry falcon
#

yeah, but they have PS2 quality textures

#

and if you so much as have more than atleast 2 of them shown, the game decided to obliterate everyone's textures

#

horrid update

#

my decision is either deal with it, stop playing, or buy pc

#

kinda hard to deal with it when everyone's avatar looks like this

keen aspen
#

clay,,,

magic slate
#

not sure what you mean by "horrid update" - not much has changed here in a while

wintry falcon
wintry falcon
# wintry falcon like dude

idk, if you used quest and almost all of your avatars looked like this I don't think you'd be very happy?

magic slate
#

the only thing that got changed is the size limits are now enforced, but they were basically present anyway, so I'm not sure what difference you're talking about.

#

and I thought all quest content was kinda pixely and blocky anyway. Kinda why I do PC 🙂

wintry falcon
#

it was never this bad before the update

wintry falcon
magic slate
#

hmm, I thought it was. But I could be wrong here.

#

I'm used to seeing half the room as fallbacks though, I block ridiculous unoptimized crap.

wintry falcon
#

very much wrong, but I wouldn't blame you since you seem to be strictly pc lol

magic slate
#

I follow the beta stuff and it's not like they pushed out a "make quality worse" update recently.

wintry falcon
magic slate
#

you should be able to selectively show very poors if you really want to

#

otherwise quality settings didn't change, just download limits are enforced

wintry falcon
#

like I said, majority of avatars on quest are rated "very poor"

magic slate
#

yes, they are.

#

blame the creators for that one

wintry falcon
#

and if more than two are shown, texture quality drops

magic slate
#

Ohhh you're talking about the streaming mipmaps thing

wintry falcon
#

yeah

#

its really really bad, I think I'd prefer if this were optional

magic slate
#

I spent most of this conversation trying to figure out wtf you were talking about, but it makes so much more sense now 🙂

pliant yarrow
#

Saying just go on PC is not an solution

#

And I'm sure the devs are working to revert or fix things.

magic slate
#

But it is a solution - if you want higher quality there's a ceiling for standalone.

pliant yarrow
#

Yes but right now the ceiling is kissing the floor. People are saying the new update has made the game unejoyable, meaning they would rather the previous system.

magic slate
#

Yep, not arguing that this is a good thing - I made the comment you're replying to before I realized what the actual issue was.

pliant yarrow
#

In case you weren't aware there's a update which has crunched textures to the point of no detail.

magic slate
#

Yep, I am aware, just haven't tried it on quest yet and wasn't sure that's what was being described.

pliant yarrow
#

Ah gotcha.

magic slate
#

now that I'm caught up, it's been mentioned a few times in the beta channel that perhaps there should be a toggle for it.

#

not sure if there's a canny though

pliant yarrow
#

I hope there's a update soon that gives it as a option.

magic slate
#

(I guess it makes taking photos kinda crap too - I haven't had a chance to check that out yet myself)

pliant yarrow
#

It's uh.... bad right now.

magic slate
#

that looks okay?

pliant yarrow
#

Look at the neck and nose. The textures are so low res especially with the nose there's no detail to define it.

magic slate
#

honestly, so much of VRChat is janky and I often see fallbacks that I wouldn't complain too much about that.

pliant yarrow
#

The issue is mostly mipmaps. Avatars with them off aren't suffering this issue.

magic slate
#

I get what you're saying, definitely

pliant yarrow
#

I personally don't use them. Then again I swear someone used voodoo on my stuff.

#

The VRAM on my model should be about 1.6gb and yet it's only 4.5mb

#

I don't know how.

half fable
#

The compression or whatever that seems to be happening seems to be dynamic but it still has ruined my avatars because it drops my 1024 to 512 and all my stuff starts overlapping

hot horizon
#

I thank them for trying something new but this is not it's my boyfriend avatar looking clean next second looks like a 140p

half fable
#

Lookin like last gen Richthofen

hot horizon
#

I really do thank vrchat developers for trying but just so bad

half fable
#

It’s beyond bad it catastrophically makes some of mine unwearable

last anvil
#

If I get one more dm about MAGNARAPTOR IM GONNA CRASH OUT

half fable
#

I’m debating swapping all mine to public’s to private in advance

hot horizon
#

I don't think it will do anything

half fable
hot horizon
#

That's dumb

half fable
#

True but it also causes my body parts to bleed into each other

hushed ibex
#

Hello, so i made a different fbx for quest (decimate some parts), but i double checked the import settings, they are the same.
Even with default locomotion i have a weird issue
I play pcvr but questies see my avi sunken in the ground
Any ideas how to pinpoint where is the issue please?

pastel storm
#

@brittle veldt hi

magic slate
woeful apex
#

is there a way to remove all hand expressions on quest and have it just be a static one as the blush and a bunch of other emotes are scuffed on my avi

#

or how to fix these issues as well would work ig

magic slate
#

Sure, find the animator layer that does them, and change it to do whatever you want it to. Could be as simple as disabling the transitions to the gestures you don't want.

woeful apex
magic slate
#

I don't have one in mind, but a lot of the basic ones are a good place to start

hybrid valley
alpine eagle
#

why is it that my eyes black out without emission on the mobile/standard lite shader?

magic slate
#

I'd bet the mesh has vertex colors, that shader will take those into account.

alpine eagle
#

how do i change/deal with this

steady idol
#

quest tools or blender

alpine eagle
#

im sorta a newbie with the quest workflow, is this just the VRCQuestTools repo?

alpine eagle
#

i see, ill look into it

#

appreciate it

alpine eagle
#

in this same vein. i use a lot of build time decimation. is there any way i can see the perf stats/view my quest upload on pc or have they STILL not supported this?

pastel storm
#

can anybody make an avatar for me

#

im not very educated on making them

#

it is a simple one

simple scroll
#

or just look for avatar on booth or gunroad.

pastel storm
#

ok thank you

hushed ibex
keen aspen
#

fiverr does not count

hushed ibex
#

hey, does particles multiply works now for quest? or only additive?

#

the creator of my avi put the blush in multiply, and indeed ingame it doesnt seems to work

hybrid valley
#

can you show a screenshot how your blush looks?

urban hawk
#

So I have this problem after I made my question conversion-

When I play on PC/PCVR, all of my toggles and GoGo work just fine. However, for Quest users, whenever I use my GoGo random toggles will appear on my avatar! (Like if I sit, a mask will toggle on, for example)

However, when I play on my Quest 2, all of my toggles and GoGo work just fine, and nothing accidentally gets toggles on!

I don't know what I messed up for this to happen, or how to fix it. Because this only happens when I am on PC and Quest users see me, but not when I am on Quest myself. Please help!!!

random comet
#

doesn't need to be the same file, just the same order of parameters

#

you can use VRCFury to automate this if you'd like

urban hawk
wooden fable
urban hawk
#

I'm not quite sure how to make sure that the parameters are the same

random comet
#

use VRCFury on both the Quest and PC version

urban hawk
wooden fable
#

If it's not too difficult, then that would be a potential solution, that's probably how I would do it but I'm not particularly bothered about syncing my quest and pc avis

#

Just make sure you're not deleting any vrcfury components that are full controllers

urban hawk
random comet
#

what VRCFury version are you on

urban hawk
urban hawk
random comet
#

"Manage project" on your project inside VCC

urban hawk
#

I'll check now

wooden fable
urban hawk
random comet
#

Are you using 2 seperate projects for the Quest and PC version?

random comet
#

make sure both VRCFury versions are up to date on each project

#

and you're using at least a single VRCFury component on each avatar

urban hawk
random comet
#

add a "Fix Write Defaults" component to your avatar root object (both versions)

#

upload the PC version first, then the Quest version

nocturne sundial
#

its been a longg time, how do i fix this from being green again, its white in the texture

#

last time i think i installed quest tools and it helped

#

its been like 3 years since i made a new quest project

#

nvm i figured it out XP

loud condor
#

For some reason the vertex colors on my avatar are faded on Quest. It seems like I need to convert my vertex colors from linear based on Poiyomi doing the same thing when I don't have "linear colors" toggled on, but I'm not sure how to do that conversion myself

magic slate
#

This is a bad place to do this, you'll likely get scammers contacting you.
Instead visit the VRC Traders discord, there's a link in #1204490664637890580 .

static hedge
#

Is it possible to make a Quest-compatible Christmas tree avatar that has actual transparent leaves, like the 1st picture, or I have no choice but to make a completely solid cartoonish tree like the 2nd picture?

keen aspen
#

you'd have to basically cut the mesh yourself

#

quest can't use transparency, the easiest way to do it is to take the mesh in blender and cut out the parts you want to be transparent

hybrid valley
#

I also see a lot of broken quest avatars, where the blush effect just makes the avatar's face almost full red, because people don't know they could just use the vrchat/mobile/particles/multiply shader to make it transparent

sage mesa
static hedge
#

Thanks for confirming guys! yeah I'll go for cartoon style for Quest version since I want to keep it Medium ranked

robust whale
#

you can get cutout transparency this way but you'll need to make sure the multiply texture has only 2 colors: black and 100% transparent, no in-between

#

otherwise you'll have gray edges

#

it basically acts like a mask

static hedge
cold ermine
#

do very poor avatars show on quest if you choose to show them?

#

someone told me they don't anymore

steady idol
cold ermine
#

ohhhhh

#

they must've meant android phones/ios

steady idol
#

While they are the same platform the phone is basically mobile desktop mode with very poors disabled

cold ermine
#

so my avatar is fine on being very poor for quest users?

steady idol
#

Sure but its not great

indigo rain
#

Maybe a lot of people already asked about it, but how to add outline for quest avatars?

steady idol
indigo rain
#

2nd one cant, model already had 120k

#

))

indigo rain
#

shader?

steady idol
#

matcap
positional based material texture

#

just have a matcap of an outline and itll make the outer edge of the model black or whatever color the outline is

#

combine it with fake shading to give it the full look

indigo rain
#

Oh

#

it will work in Quest ?

steady idol
#

yea? vrchat has a matcap shader?

indigo rain
#

Cuz for PC I used poiyomi

steady idol
#

and?

indigo rain
#

for quest I cant use it )

#

only this as I understand

steady idol
#

matcap lit

pliant yarrow
#

Question: Can you put seats on Quest Avatars

#

basically can the VRChat Station work without a Collider

dim cove
keen aspen
#

im p sure quest avatars can have seats that people can sit on, they're just kinda buggy. I've found public avatars that have seats for questies

keen aspen
#

Be warned!! Turn them off in the hierarchy before you upload it!!

#

If you don't, anyone who doesn't turn your avatar on all the way can see and use the seat even if you have it toggled off

pliant yarrow
#

Good to know

robust whale
#

last (bold) sentence is really the only important part, rest is just an explanation

#

also fun fact this is how quest avatars can fly, it's using the collider from a station (seat) to give you something to stand on in the air, which lets you fly

pliant yarrow
gaunt stirrup
robust whale
strong ember
#

I figured it out, I apologize greatly 😅

acoustic karma
#

I don't know if this is the place to go for this But my wife has got a problem She's using the quest account And is unable to access the website And she's accidentally changed into a crasher avatar That is crashing her as she spawns in And she's unable to change out of it how would we go about fixing this

#

If this is the wrong place can somebody tell me where the right places thanks

keen aspen
#

go to #1138891887374237706 i know theres a way to cancel an avatar from loading via a button combo but i dont remember it-

#

@acoustic karma "hold down both the Quick Menu buttons for the duration of loading a world and your avatar will be reset upon load-in."

acoustic karma
#

I will find out if this works

keen aspen
#

its how it says to do it on the website

#

so it should work

acoustic karma
#

Okay I've done This and it does work however my wife only has one controller Is there another solution

#

So she can't do this one sorry

keen aspen
#

Then she MIGHT be screwed unless you guys find a way onto the website

acoustic karma
#

She needs to be able to get in to be vrchat to be able to merge the accounts Into a VR chat account

keen aspen
#

did you try the button combination with only one controller?

acoustic karma
#

Yea I did it myself it did not work sad I tried the bottom combination myself with both controllers and it did work meaning it does work

#

She is just missing the other controller

ocean jacinth
#

did you try it with your other controler entirely disconected?

keen aspen
#

I remember I used to accidentally turn on Safety Mode with one controller back in the past, I would assume if you only have one controller you should be able to do everything as if you had both

ocean jacinth
#

cause if it detects its connected its perfectly posible that the keybind would be differant

keen aspen
#

can you even get ticket help with this if you don't have a VRChat account proper?

acoustic karma
#

We are both very confusing the situation It's completely unexpected that this has happened I was hoping the server was Able get in contact with a VR chat staff member Who Would be able to delete or change the avatar but Thank you for trying I'll see if there's something else I can do

keen aspen
acoustic karma
#

Well this has been great help and I will take that link But it seems she's fixed it When I tried the one controller I did it on desktop On the valve index So it didn't work for whatever reason But when she tried it on her quest controller and it fix the problem and she was able to change her avatar you all been great help sorry for the late reply

keen aspen
#

nod nod, usually for Quest Controllers if one is disconnected, VRChat will redo the bindings to work with one controller, so I'm glad she was able to fix it without a ticket! Be sure to do the merging ASAP though so this doesn't end up happening again!

dusky fractal
#

Anyone got any good avatars

magic slate
#

yes.

dim nimbus
#

Converting to quest for a friend and the avatar texture is missing some added color markings, is this a known issue that cant be fixed with current shaders?

magic slate
#

You'd probably have to see how those markings got added in the non-quest shader

dim nimbus
#

They are on the texture file in use for the material

#

Ok, this place is magic

magic slate
#

if you mean the base color file, they should show up

dim nimbus
#

I got it

keen aspen
#

what was it?

dim nimbus
#

I had to click and drag the updated material file to the model

#

Are their any other quest compatable shaders that arent so bright?

magic slate
#

you can adjust the color

dim nimbus
#

Edit the texture directly or in unity?

dim nimbus
#

Got it working but now the file is too big for quest lol

#

I have to remove 8.23MB of data, what could I remove?

magic slate
#

you can adjust the color in the shader, or edit the image texture to adjust it there (using an image editing program, not unity)

dim nimbus
#

Ok, something weird is going on, I tried to upload a premade quest avatar for a friend on their account but its telling me its to big a file. this is weird

flint forge
dim nimbus
#

I mean the avatar was premade for quest

flint forge
#

Did you import any textures yourself?

#

or anything else.
Is everything on the avatar as it was?

#

The limiter is not new

dim nimbus
magic slate
#

compression won't change the uncompressed size

#

oh texture sizes... still that's not the best way of doing things - reduce size, or possibly look at removing unused blendshapes, those take up a lot

dim nimbus
#

Where can I do that?

magic slate
#

blender, maybe vrc fury or vrcquesttools

dim nimbus
#

Ok

flint forge
#

If you have any detailed animations on the avatar, like dances, then those will take up a surprising amount.

dim nimbus
#

I removed the blendshapes, still too big lol

#

Does it matter wich avatar I used? I did the 2022 version

magic slate
#

you want 2022

dim nimbus
#

Ok

#

Hmm I change the resolution of the textures and its still saying too big

#

The FBX barely has any blendshapes

#

Its like 10mb to big on both avatars I am trying to upload

dim nimbus
#

Ok, something weird must be afoot. I have removed uneeded items, blendshapes, and physbones. Still shows the file is 10mb to big

keen aspen
#

10.01 mb is still too big

#

its best to try and get it to 9.something bc even 9.999999999 MB is within the limit

dim nimbus
#

I mean it has that much too much on top of it, I cant seem to make that number drop

dim nimbus
#

Would anyone mind taking a look at the avatars I am trying to upload and figure out how I can make them smaller in size?

arctic slate
#

Thry's avatar performance tools might help you, it can tell you most of whats taking up space size-wise on your model

dim nimbus
#

Ok, showing me a list of empty states, where do I find those to delete?

#

And that is a lot of blendshapes

dim nimbus
#

Could something I have installed with my unity be adding files I do not need?

gaunt stirrup
# dim nimbus

it would be in the animators, but pay close attention to what you're deleting because if other things transition into/out of the empty state, it might be in use and would mess up the animator logic to delete it

dim nimbus
#

Could adding vrcfury be adding the extra data?

keen aspen
#

VRCFury on its own doesnt add anything

#

in fact, VRCFury can be used to optimize an avatar and make it smaller when you go to upload it.

#

is there a blendshape optimizer on your avatar using VRCFury?

dim nimbus
#

I'll check