#avatar-quest

1 messages · Page 26 of 1

vapid girder
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The outline was a mesh layer.

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moving to unity now

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I am manually Dissolving hundreds of edges and verts for hours and it even keeps the blendshapes

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it's amazing but time consuming

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If I got license/permissions from the creator it'd be sweet to see this as default

pastel storm
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awe thats so cuteee

celest nova
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can i pay some one to make me a avatar for thr quest dm if u want to

ancient zephyr
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Are normal maps/transparency going to be used for the quest?

hushed wedge
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Transparency should be best avoided, especially on avatars.

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Normal maps can be used

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Mobile/Bumped Diffuse has normal maps

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But avoid those too

ancient zephyr
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Are we talking pure diffuse like League of legends or unreal tournament 2004?

hushed wedge
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Pretty much

celest nova
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i want a custom avatar and idk how to do it myself and i'm bad at art

dry zealot
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Thats unfortunate

delicate basalt
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i threw together a minecraft skin rig over the course of 5 days

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lots of headaches but its an easy-ish and surprisingly fun way of teaching you all of the basics, including the programs youll be using (unity, blender, your image editor of choice, etc.)

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frankenstining is also very popular if you cant sculpt for shit, though that method probably wont go over well for making a quest-optimized avatar depending on the quality of the frankenstein

hushed wedge
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Anything quest-optimized will need significant work on your part because of the very tight poly restrictions

last flower
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I'm guessing anything that you use photogrammetry will be way over the poly count

vapid girder
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Just tweeted out and made a Quest avatar Bundle avaliable for download. So people can have some Quest avatars for Launch instead of showing as Redguy/Default.

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Will make a tutorial next week on how to Upload correctly etc for people.

hushed wedge
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Ooh, that's cool!

vapid girder
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If i spoke Japanese I'd discuss with the Original creator of the center avatar and see if we could submit it for VRChat's default avatar submission form. Since it'd be their Licensed model but processed for Quest by me.

broken merlin
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Hey is anyone down to convert a specific avatar into a quest one?

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I have a request

pale stream
long talon
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oculus quest optimization has made me learn weight painting

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and creating blend shapes, and merging bones together, and reducing texture resolution, moving around UV maps, compressing and making an avatar as smol as possible so it causes the smallest footprint possible on the Nintendo 64 VR's limited amount of RAM.

cyan spoke
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I actually love optimizing at this level, it’s more like a handcraft work rather than simply copypsting other stuff

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Thanks for the avatars @vapid girder!

vapid girder
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No prob! Hopefully this makes quest week one more interesting

native canyon
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where can i find the android sdk?

long talon
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if you dont have the android toolset installed on Unity, when clicking Switch Platform in build settings (under file in the menubar), Unity should prompt you to download an EXE from their website that will auto-install all the pre-requisites.

vapid badge
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Can a quest avatar submission have less than full limbs? like a floating avatar with no legs or an avatar with invisible arms?

dry zealot
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Yeah

cyan spoke
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I believe it’s good to still have the whole animation skeleton so it’s fully compatible with full motion tracking and such

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But yeah since the animation skeleton is invisible you can just have a floating character unlinked to actual leg animation

vapid badge
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yeah, 3 fingers minimum for gesture overrides to work

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i'm asking in relation to the featured avatar submissions specifically

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they said "be creative, and don’t be afraid to get weird with it" and an avatar with invisible hands is a fun and kinda weird experience especially for folks new to VR, but it might be too far outside the standard to be acceptable

cyan spoke
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May be fun but feels like it could be less expressive

gaunt goblet
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How do I make an avatar? I am not sure how to make one. If anyone can help me that would be nice.

left tartan
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bfcdb

sterile isle
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Wow. These models are pretty freaking great!

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It looks like VRChat Quest will have better support than I thought. Much better.

delicate basalt
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at its core, vrchat will always be community driven. i wouldn't be surprised if a good chunk of the quest community, like the PC community, dedicate their off-time to use their less-powerful rigs for blender and unity to make content of their own and eventually out-do whatever creators we have now working hard to get their shit out there on the quest

obtuse prism
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Can someone make an avatar for me? is that I wanted a model of the isle game that is the hyperodocrin giganotosaurus, that I wanted it to have only 3 animations of it even if it is to walk, run and roar is split is mouth(hit one of the most f 1 shift or something like that that I do not use oculus rift, in short I am desktop) I can pay of form, I do not know riot points or something of the type

delicate basalt
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thats where you'll find commissioners

celest pendant
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Anyone who’s made Persona 5 avatars plan on optimizing for Quest?

obtuse prism
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@delicate basalt thanks

blazing meteor
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Why is the recommended texture memory for quest avatars?

long talon
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as smol as you can

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I removed the alpha layer from my atlas, made it 1024x1024 and ran it through pngquant for extra compression.

hushed wedge
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Crunch that too

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@long talon pngquant won't help the slightest bit though

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It doesn't matter how large the PNG is, it could be 100 MB for all Unity cares. It's imported as DDS with fairly predetermined sizes.

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A 4k texture with alpha channel is always 21.3 mb unless crunched or mipmapping is disabled, for example

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That's why crunch is so important

long talon
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I already disabled mipmapping

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time to learn about crunch

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if I converted the actual mesh to compressed GLTF it wouldn't take less space as an avatar, would it?

hushed wedge
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Don't disable mipmapping either @long talon

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That was just an example

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Mipmapping is good for performance, especially on those poor mobile GPU's

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I doubt you can use GLTF properly, doesn't it need a special loader and importer?

long talon
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oh yeah, you do

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I believe 2019.1 supports it natively, maybe in the future when we upgrade LTS releases.

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my current source texture is a 3072x3072 462kb png

hushed wedge
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Yeah that's pretty good

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That's the settings I generally use

long talon
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small

haughty zealot
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is anyone else having trouble with publishing a character?

quick wagon
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Wait will there be animations for the avatars???

deep drum
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I’m looking for an anthro (furry) artist to commission an avatar made for the oculus quest version. I have a design ready i just need someone experienced in 3D models and rigging. Please dm me some examples of your previous work if you’re interested.

cyan spoke
pastel storm
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@hushed wedge about crunching, is there a youtube tutorial about it, kind regards Roly

deep drum
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Thank you!

pastel storm
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@deep drum iam making my roly poly far fat avatar for quest, . its a furry to , but took me 3 years, so sory cant do comisions , roly is just my fursona

deep drum
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Understandable

pastel storm
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@deep drum whould love to play with you, help with tips if want to try yourself, its a long road if wana start from scracht, but i could rig, animate for free for you or atleast try

deep drum
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@pastel storm awesome! dm me if you want

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Also thank you!!

last flower
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I'm trying to Port my fursona from second life but I don't have any of the original sculpt maps so my only options are to attempt photogrammetry or rebuild it from scratch. At least I have the baked textures from the main body but I don't have any of the textures from the sculptys.

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Oh what you know looks like I do have the mat textures for the sculptys parts Just not the sculpt maps

pastel storm
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making my roly fursona to!

last flower
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Hopefully I'll be able to make a version that works on the quest

pastel storm
fluid kiln
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a bit late to the convo but keep in mind that crunch ONLY affects download size, it has no effect on in-memory size @long talon

hushed wedge
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Actually that seems to be true for mobile

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I didn't know

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If the GPU supports the right formats (like on desktop), it will actually not store the non-crunched texture in RAM, only in VRAM.

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So on desktop you gain a bit of RAM back but on mobile it only affects download size

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Good reason to keep your textures small even before they're crunched

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You may not even want to crunch in some cases then, it can seriously affect how good smaller textures look

regal laurel
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ASTC has a lot of different block sizes which gives you quite a bit of control over the bits/pixel

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You have to click the little Android icon in the top right of the compression settings, check the override checkbox and then you can set specific compression algorithms.

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Some textures compress better with different algorithms and block sizes so you may need to experiment.

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@hushed wedge The non-crunch compression settings and texture format affect the size quite a bit. It's not as big of a deal on PC because both DXT5 (normal quality) and BC7 (high quality) are 8 bits/px, but on Android ASTC gives you more control.

pastel storm
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@fluid kiln how long it usualy take to get acepted in the quest program?

fluid kiln
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Usually check and add once a day, its a manual process

pastel storm
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@fluid kiln awsome thanks

pastel storm
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you guys know thr program vector magic? its vectorizing a image , think its good for textures, going to try it out on roly

alpine slate
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Does someone know how to easily convert a pc avatar to meet the requirements for Quest inside of Unity itself? (My avatars textures break when trying to fo it in Blender, getting the textures on again in Unity is a pain.)

I don't have a lot of Unity/Blender knowledge, only a little.

cyan spoke
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Used Vector Magic some years ago, pretty neat but the output is not really the best, unless the original image is already quite flat in terms of colors

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@alpine slate there's little you can do in Unity aside from creating and assigning simpler materials- to reduce polygons and modify UVs you need a 3D software

celest nova
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i have no art skill where can i learn to make a vrchat avatar

gaunt patrol
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Is the submission for default avatars closed?

gaunt patrol
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For the quest

pastel storm
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@gaunt patrol is there a submision page? can you link it?

gaunt patrol
cyan spoke
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We should pin this ^

pale stream
cyan spoke
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Nice!

pastel storm
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Huray, have sended my submision for a furry default avatar! check my image! thanks for share link

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only no key yet because my hotmail blocked it, hope i am geting resent or not need it;-) my mistake realy

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very proud 3 year project coming to a end;-)

gaunt patrol
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Well flip my flapjacks I got pinned

gaunt patrol
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Also no fam

south merlin
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hi can anyone help me solve some issues with the avatar im trying to make?

pastel storm
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we try if can describe the issues 😉

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curious if for default avatar submision a normal & a christmas santa edition is alowed to submit 😃 , just found out i can remove body and keep blendshapes!

south merlin
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well, the eye tracking is messed up, the pupils tilt instead of the eyes moving

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and the face color is different than the body (took it from a different model) and dont know how to match the colors

pastel storm
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i had the color isue to, did you combine the meshes and do they have all the same uv map name? i had it a buch of times, dont know enough about eyes yet

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if its texture, think you have to make a new texture

civic cloak
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im new to exporting characters and stuff so what kind of files i can use from devantart ?? (ex BLANK.duf ) what is good and what can't work

gaunt patrol
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sadly no

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you have to make them from sctrach

pastel storm
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@gaunt patrol for default submisions i know all art should be yours, but is that for general quest/pc avatar to? , i am making roly myself, but whould be nice to know how importand it is to make sll yourself

gaunt patrol
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well its says no kitbashing in the rules

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aka using other models that's not yours

long talon
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cute

pastel storm
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roly is made by me tho, 3 year project with alot variations and semi projects

gaunt patrol
gaunt patrol
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also how to add the avatar license in the submission forum

pastel storm
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think its copy the link, thats what i did

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from licence type

pastel storm
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a default submision must be a unity package of both pc and quest verdion seperate in a zip file right?

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version*

south merlin
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any people around here that are good at rigging and can help me fix an issue with my avatar? (pm me in private in case i might miss the messages here)

delicate cipher
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by the way. is it alright to retopo the face? or do i have to avoid doing it at all cost?

cyan spoke
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Retopo is always good imho, especially since the target is sub 5k triangles

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(for Quest, at least)

hushed wedge
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@delicate cipher retopologizing the face can be good, but you'll have to redo the shape keys. It depends on how high poly the face is.

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To reach 5k tris, you will probably have to do the face to begin with

pastel storm
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@delicate cipher dont know, but youtube tutorials say face polys are more important then body polys, leurned the hard way fingers are important to, because they play a big role in vr

cyan spoke
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How many triangles are on a face of an MMD character?

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Face and hands are indeed where the most polygons should go (especially face), since they are the thing you are directly watching more often

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But a well made topology can stand out even in very low poly

delicate cipher
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you mean the head? @cyan spoke

cyan spoke
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Yeah

delicate cipher
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not sure

cyan spoke
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I can assure in 5k triangles you can fit a lot of details

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I'm working on Princess Peach, took the base model from Mario Sports Mix but basically remade her from the neck downwards

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In 5k you have a pretty head and hair, eyeballs, mouth with teeth and tongue, wrinkles on the dress, overall solid body shape

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Look at this head from Polycount forums

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Not MMD style for sure, but it looks awesome and is sooo lowpoly

long talon
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to answer your question about triangles on MMD faces, usually exponentially more than any other kind of 3D character, because they come with so many expressions.

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theyre the big reason people like to keep the face intact when reducing polycount, because you can then create really expressive gesture overrides with them.

cyan spoke
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Yeah I can imagine that. I was curious about the rough estimate of triangles

long talon
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usually between 2k and 5k

steel light
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Were trying to give the best experiance to quest users.. theres no reason to go over

long talon
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^

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learn retopo

steel light
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This is for quest users, whos performance matters so much on the very little things. So no, 5k isnt impossible and if people are planning to bring content to the quest they should be willing to help them out by lowering it

long talon
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thats the exact same point you just made.

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aaand

steel light
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That 1k polys is a lot extra if every model has that "just a bit more"

long talon
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^

we're dealing with 3 nintendo 64s and a toaster

steel light
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Also please stop commenting on things youve got no idea on, It kinda is misleading to people who dont actually have knowledge on it

long talon
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in fact, I would decimate to 4k full loss, and subdivide again where necessary. general body weight paints should stay good enough, fingers may need some work and face shape keys arent that hard to recreate by the time youve been retopoing everything.

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my main avatar of Ruka is 4948 poly

pastel storm
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i just wish reto not loose textures, i did decemate roly/fury but i was lucky he was made in oculus meduim sculpt program where i could choose any base number of polys, jusg wish a retopogy software whould team up with oculus and made when auto retopology so it keeps textures

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so they have eayser time to port a game snd assets maybe close to auto, no idea but jusg sounds incredible cool!

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just feels the raw tech is there is some form

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and drop in cloud saving while there at it like consoles

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specialy because cant aces and save save files like on pc

cyan spoke
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Not an easy task... Retopology creates a whole new mesh, and there are big chances UV seams on the old mesh won't align with the new one

left hull
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Hey I made myself a new vrc acc I'm not banned or anything but I don't want to be active on my old one and I wanted to upload to my new avas like with my old I could get new user that I can finally upload my avas again? My new acc is called Misplace my old is called Leon OwO

maiden zenith
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can someone help me
with a vrchat skin im trying to use but idk how to do it cause i get lost

dry zealot
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You dont really need more then 600-800 tris for the face

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Mine usuelly are 1200 but could be half of that with no problem

sweet slate
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how do I make my own avatar on pc

past copper
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If only I have Inkling oc in avatar from Splatoon and 2

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so I have good night

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But I wish

dry zealot
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Learn to 3d @sweet slate

fluid kiln
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FYI, if you didn't see the tweet earlier, the Quest Featured avatar submissions will be closing on Wednesday at 12PM PDT. We may re-open them later but for the first "round" get your submissions in soon.

rocky matrix
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@fluid kiln Ah frick, I wish that was announced in the beginning, I've been working on an avatar. But now I don't think have enough time to get it done unless I don't sleep for a couple nights.

dry zealot
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My pc broke so rip the first round

fluid kiln
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Can't guarantee it but I imagine we'll open it up again in the future.

rocky matrix
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I drank a bunch of coffee, gunna try and get this done. Not gunna sleep much tonight.

alpine dawn
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What is the poly limit for quest avatars?

vapid badge
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limit or recommended?

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the upper limit is the same as normal avatars because its part of the SDK

steel light
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5k

vapid badge
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5k is "recommended"

steel light
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They might add a restrictor that blocks avatars that have a mass amount

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You have no reason to go over the reccomendee.

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We are trying to give quest users the best experiance

vapid badge
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@fluid kiln so the quest avatar submissions end before the developer livestream?

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I was waiting to see if there was going to be a whitelisted quest toon shader (maybe the one on @clear yoke github?)

fluid kiln
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There will be a limit on polygons on Quest avatars, we haven't announced it yet. However, it is much lower than 70k (and lower than 20k). Again, I strongly suggest aiming for 5k. That puts you well within the limits we're looking at.

rocky matrix
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Ah jeez it's pretty late. Looks like the avatar will actually get done tomorrow!

rocky matrix
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Nearly done! Just need to make the blend shapes and fix a couple rigging issues. I'm done for today though, it's pretty late.

clever charm
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That avatar look great Chris ^^ Is there anywhere where people are publicly putting their official submissions up for Quest Featured Avatars?

vague perch
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It’s pinned.

clever charm
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Oh I thought it was on a forum where we could see everything submitted so far or something, thanks though

rocky matrix
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@clever charm Thank ya!

stone bear
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Oh, very very cute.
I cant wait to see it in action.

alpine slate
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I wonder what would happen if you are in a pc avatar and later log into quest with the pc avatar still selected.
I asume we will be the "pc only" default avatar, but still be the actual pc avatar on the pc version.

Also, when moving the arms and such, will they be at the same (or almost the same) place as with the avatar we are in for ourselves?
Even when the sizes between the two are different?

stone bear
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I think it will do what happens when you delete an avatar before changing out of it. You will just be invisible until you change into a new one.

steel light
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@alpine slate you cannot see pc assets in the quest so if you are to do that youd either see the quest version or a default avatar as yourzelf

rocky matrix
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And It's submitted! I feel so tired.

long talon
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yes, you

fluid kiln
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Please keep this channel for discussion of avatar development for Quest.

cyan spoke
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Are Spring Joints permitted on Quest Avatars? The default Unity ones.

unkempt kiln
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Rigidbodies, Colliders, and Joints
Rigidbodies, colliders, and joints are disabled completely on avatars in VRChat Quest.
cyan spoke
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Oh, didn't remember joints were disabled completely, what a pity. Thanks!

last flower
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How could you move without joints?

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Don't Bones have joints in them?

hushed wedge
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They mean the joint components obviously

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The whole rigidbody system

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Fixed joints and spring joints etc

last flower
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Ah

pastel storm
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how long do I have to play VRChat, until I can upload own avatars?

cyan spoke
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It's an arbitrary amount of time, it has been 4 hours for me, but can be also 24

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It will be quick as long as you interact, chat, make friends, visit places, do actions

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Staying still won't help

pastel storm
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ok thank you 😃

cyan spoke
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You're welcome : )

pine egret
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im almost done with my model, only thing is the spine hierarchy problem wont go away. :S

pale stream
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Which issue ?

celest nova
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if i make a quest avatar will it work on pc if i move between them

celest nova
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yeah

rocky matrix
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Ayy! My avatars public now!

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Will the avatar creators be credited eventually?

empty fiber
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I do like the Idea of crediting the creators.

wanton mirage
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Is anyone having trouble with the new SDK? The toon shader isn't working correctly, and is the only one available. Where are the other ones?

delicate cipher
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the material loads fine for me in Blender. but in unity, it looks messed up

delicate basalt
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fix ur UVs

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i think??

delicate cipher
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how do i do that?

hushed wedge
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Make sure you only have one UV map

delicate cipher
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OOF

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you're right @delicate basalt and @hushed wedge

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guess that's where the issue was coming frm

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thanks 😃

delicate basalt
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^ ^

hushed wedge
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Happens a lot after manual atlasing

delicate cipher
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found another issue

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when i upload my avatar for both PC and Quest. both of them are separated

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even when i use the same title and description ID

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here. let me show you

wanton mirage
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Has anyone used the new SDK???

delicate cipher
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yup

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but having issues when uploading my avatar to both Quest and PC

wanton mirage
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how many shaders do you see?

delicate cipher
wanton mirage
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under vrchat -> mobile

delicate cipher
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i used the toon lit shader from the mobile shader file

wanton mirage
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and it worked fine for you?

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do you see any one the other shaders?

delicate cipher
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yup

wanton mirage
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wat, I only see toon lit

delicate cipher
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but my uploaded avatar project is separated from which platform is only available (even when i used the same title and description for it like it said. but haven't used visemes for this)

wanton mirage
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you used the blueprint id right?

delicate cipher
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blueprint ID?

wanton mirage
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ah

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you didnt

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let me show you

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you gotta attach the same id to new versions of the same avatar

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So not only toon lit doesn't work for me (every other shader works) I also only see that shader. Is it different for you?

delicate cipher
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yup

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also

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IT WORKED

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the blueprint ID really worked!

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now my avatar has cross-platform enbaled

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thanks 😄

wanton mirage
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great, now you help me pls

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can you send me the sdk you used?

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I keep downloading it and importing it and only see toon lit and it doesnt even work properly

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@delicate cipher

steel light
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@wanton mirage you can get it off the vrchat site

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It doesnt come with shaders.. shaders you neeed to find and import yourself

wanton mirage
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I know, but it's driving me crazy

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ok so

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It isn't supposed to come with 9 shaders under vrchat -> mobile?

steel light
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Aa maybe? Not sure on that one. So youre missing shaders thats supposedly meant to be there..?

wanton mirage
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"VRChat on Quest only permits the shaders provided with the latest SDK on avatars. The shaders are listed below with a short description and their inputs.

All of the shaders listed below are under VRChat/Mobile."

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and he told me he sees them, I don't

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yes, and toon lit doesnt work

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as you can see in the image

steel light
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Thats really odd then, id check but my sdk is hella outdated

wanton mirage
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I don't get it

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I downloaded it multiple times, at different moments, on different computers. Always the same

steel light
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Are you sure theres suppose to be more?

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I think i see your issue

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@wanton mirage what about this mobile?

wanton mirage
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I can't upload using those mobile shaders
According to the documentation:
"Added Quest shaders to SDK, available under "VRChat" category.

Quest will only support these shaders on avatars. If you use any other shader, you'll get a warning in the SDK. If you try to use the shader anyways, it will fail to load in the client."

steel light
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Oh ok I wasnt sure. Are you certain theres suppose to be 9 then?

wanton mirage
steel light
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Thats super odd

wanton mirage
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It's driving me crazy I don't get it

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And it looks as if no one installed the new sdk because no one can tell me if they see 9 shaders or not

steel light
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I genuienly havent. Id test but my vpn breaks unity

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Im checking rn for y9u

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@wanton mirage I think youre suppose tonuse that above mobile catagory. All 9 listed is there...

wanton mirage
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if i use any of those it doesnt let me build and publish

steel light
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Importing the new sdk atm

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Theres only toonlit there as you said

wanton mirage
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so im not crazy

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does it let you build with any of unitys mobile shaders?

steel light
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I can use them they work, Im just not sure about uploading. I dont make models for the quest in the end

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So I havent tried uploading and really cant with the models ive got

wanton mirage
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ok no problem. thanks

steel light
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If you dont get an answer by tonight you should contact Support@vrchat.com and ask about it, might be an error

blazing meteor
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Will quest users see PC users using full body tracking, if they have a quest fallback avatar that is full body fixed?

cyan spoke
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What do you mean by full body fixed? Once an avatar has bones for all the limbs, it is compatible with fullbody (I guess? please correct me if this is wrong)

rocky matrix
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If I update the public avatar I submitted, will it update the public version? Or would I have to submit it somewhere? Is it even possible to update?

blazing meteor
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full body avatars need hip bone pointing down and legs at perfect 180 angles. Otherwise they only work in standard vr (head and hands)

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@cyan spoke

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Obviously full body will never work on Quest I’m just wondering if quest users can see full body people

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@rocky matrix you can update it all you want but if they already copied your asset to their own blueprint it won’t be what they use. Probably let them know you need a change

tidal ridge
#

Do we know if the Unity shaders are still planned to be supported per the old doc, or if the new document is correct and we need to switch all to the new SDK shaders only? Old Quest doc vs new Quest doc on shaders: https://docs.vrchat.com/docs/quest-content-optimization (Unity only, Mobile recommended) https://docs.vrchat.com/docs/quest-content-limitations (new VRC SDK shaders only, for avatars). Can reupload if needed, just need to know, thanks in advance!

royal needle
#

i'm having the same issue as @wanton mirage . the newest sdk does not seem to contain all quest shaders, i'm only seeing toon lit.

fluid kiln
#

New SDK is now live with the new shaders. Grab a new copy.

#

The limited shaders document is correct, need to update the older doc

#

won't have time until later 😃

pastel delta
#

is there any alternative to VRChat/Mobile/ToonLit? Completly brakes my texture :/ the doc says there is more but i only got the ToonLit

sturdy kernel
#

the sdk was re-updated like 20 min ago

#

download it again for all shaders

pastel delta
#

i just did,when i posted it 😦

#

ignore the ugly textures, but its quest ready woo

#

also switching to android is super annoying, takes an hour to do everything just so i can upload the avatar :/

tidal ridge
#

Looks quality to me!

craggy glacier
#

is there a hard number set for poly count on quest avatars? i know that the recommended amount is less than 5k, but is there a set limit?

steel light
#

@craggy glacier tupper said less than 20k, but more than 5k. All we got is a guess

#

Its best to just hit 5k anyway

craggy glacier
#

i've managed to get my avatar to 7k without looking like a mess, anytime i try to get it to 5k it looks awful lol, hopefully 7k is fine

wanton mirage
#

So after updating to the newest SDK I can finally see all vrchat mobile shaders. But none of them work on my avatar... Every other unity shader does. Anyone having trouble with the mobile shaders?

wanton mirage
shrewd fog
#

Looks like you might have Vertex Colors on your avatar @wanton mirage
If you aren't using Vertex Color for anything you can remove it in Blender or any other modeling tool.
https://i.imgur.com/htuKlZ5.png

wanton mirage
#

Ooh let me try this

#

Well that worked! Thank you vrclove , I learned something new

shrewd fog
#

Woop!

winter frigate
#

keep getting "failed to optimize for upload" what is the fix??

pale stream
#

Do you have something specific on the avatar ?

#

What do you see in the console

winter frigate
#
UnityEngine.Debug:LogError(Object)
VRCSDK2.<UploadFile>c__AnonStoreyB:<>m__1(ApiFile, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/RuntimeAPICreation.cs:367)
VRC.Core.ApiFileHelper:Error(OnFileOpError, ApiFile, String, String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1426)
VRC.Core.<UploadFile>c__AnonStoreyA:<>m__5(String) (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:326)
VRC.Core.<CreateOptimizedFileInternal>c__Iterator1:MoveNext() (at Assets/VRCSDK/Dependencies/VRChat/Scripts/ApiFileHelper.cs:1205)
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
pale stream
#

What size is it ?

winter frigate
#

68kb

#

46 polys

pale stream
#

You grabbed the latest sdk from earlier ?

winter frigate
#

oof im still on 2017.4.15f1, havent kept up to date with the server today

#

thats gotta be it

pale stream
#

that's unity, not the sdk

winter frigate
#

oh well also havent updated the sdk

pale stream
#

ah, that would probably explain it then

winter frigate
#

is it on the site for dl already?

#

ok the date on it answered my qyesitonm

#

thanks

pale stream
#

it is, lmk if that solves it

winter frigate
#

@pale stream now im getting this error. which shaders are supported?

#

nvm

#

figured it out

#

have to use the ones in the vrchat folder

pale stream
#

that's right ! glad you've got it working

wheat bobcat
#

46

#

I gotta see this

novel barn
#

How do you guys deal with having no cutout/transparency?

#

Is there any easy way to transform a mesh that was supposed to have a texture with transparency into a mesh whose vertices are limited to that texture?

#

I guess this is the best way to go about it

winter frigate
#

Can we still submit avatars to the platform? I have a model I made from scratch I just need to do some tweaking on that I'd like to submit

long talon
#

submission is closed. but they'll most likely get reopened at a later date.

winter frigate
#

Ah ok

#

Yeah I'd make a quest avatar world but I havent made enough to warrant it. I guess I can get on it and do diff colors and just pump em out though

long talon
#

on latest SDK

novel barn
#

do you have any other avatars in your scene?

long talon
#

yes

novel barn
#

try to deactivate them

long talon
#

Oh god, why does that work

#

SDK fix when?

novel barn
#

np

sacred matrix
#

Is there anywhere I can read about the quest avatar limitations in more detail? I would like to know if guestures work differently and if there are any limitations to particle systems and audio sources.
I would lile to create some quest avatars with smaller effects on them.

cyan spoke
#

Some details are still somewhat vague though

sacred matrix
#

Thanks a lot, thats what I needed

#

No audio sources is a bummer tho

#

I can create smaller particle systems tho, glad thats supported

cyan spoke
#

Np!

glossy veldt
#

Damn

blazing meteor
#

I was told the animation override controller can’t be used in Quest is that true? I used a custom idle pose

#

As a replacement for a custom animator

hushed wedge
#

I think it can still be used

#

It was just not recommended for the public avatar submissions

novel barn
#

how many tris are you guys using for your avatars

#

It's so hard to get it down to 5k

#

I can make it look good with 10k but that's about it

steel light
#

Most are using below 5k

novel barn
#

👀

dry zealot
#

Around 7k is ideal but 5k is manageable.

timid marsh
#

Probably a dumb question but if my avatar was built a month ago and it has less than 5k tris, will Quest users see it or does the avatar have to be republished before Quest users will even see it?

steel light
#

@timid marsh republished for mobile

blazing meteor
#

True or false: there is no downside to the windows/android builds not using the same exact material asset since only one version is loaded per observer

long talon
#

true.

#

it's a completely different file

#

you could in theory put two very different avatars for quest and pc, you're just expected not to.

cunning hearth
#

for oculus quest avatar, only use Mobile Toon Lit shader?

#

Mobile toon lit is very bad, texture only, not change colors, not using transparent texture

remote kindle
#

Someone can help me?

#

I can't build my avatar

rustic dagger
#

Can anyone tell me if there is a list of what material channels are support for quest avatars with the default shader? diffuse, roughness, metal, normals... etc

cyan spoke
#

@cunning hearth try with the Matcap one, it’s a bit of a trick but imho it could look very nice. You need to make a matcap texture though

#

Or was it the Ramp one? Can’t remember, anyways they can both yield good toon results.

fluid jacinth
#

Do any supported mobile shaders have transparency? I need it for the eyelashes on my avatars.

cunning hearth
#

thanks

hushed wedge
#

@fluid jacinth no

#

And that's intentional, because both cutout and transparency are incredibly expensive on mobile

fluid jacinth
#

I managed a workaround using the particle multiply shader

hushed wedge
#

Please don't do that

#

In particular on avatars, transparency should be avoided

#

You are actually better off adding more polys than using transparency

#

Although on eyelashes it might not matter too much since they won't take up a lot of space on the screen

pine wedge
hushed wedge
#

The ones under the VRChat section instead

#

VRChat/Mobile/Diffuse I believe

#

Not sure why the "regular" mobile shaders are disallowed though

#

I guess it's because people were using Unlit Texture with lightmap support on their avatars?

pastel storm
#

ummmm i needed help

#

im trying too make my own avatar

pine wedge
#

@hushed wedge that one doesnt work too

hushed wedge
#

Is the SDK up to date?

#

They updated really recently

#

Get a fresh one

delicate basalt
#

noob question

#

how do you publish an avatar to quest?

long talon
#

you switch your unity build platform to android

#

and click build and publish on an avatar, as long as you upload it on the same blueprint ID as the PC version, it'll become a cross-platform avatar

thorny musk
#

2019.05.16.13.10, updated in-place, set it to Android...

long talon
#

if you have other non-quest avatars in the scene, select them in the hierarchy and disable them

thorny musk
#

Oh okay, let me try that

#

That enabled the button, thanks @long talon !

#

Is there an easy way to test what Quest users see?

long talon
#

using an Oculus Go

#

or, you could learn how to use the Unity profiler, but then you don't get to test out the avatar yourself

thorny musk
#

I see. I guess I'll just wait until I meet some Quest users and see if I show up in their game

long talon
#

I can charge my Go and tell you if you show up with any issues in a private world

thorny musk
#

That'd be awesome!

long talon
#

if you switch to the steam quest-beta and add me ingame

#

in other news, my avatar looks 20x better with Mobile ToonLit

#

actually

#

you dont even need the quest beta

pastel storm
#

i don't need to make an entirely new project, right?

long talon
#

nah, but if you plan to switch between pc and android platforms often

#

its recommended

pastel storm
#

the guide is a bit self contradictory

#

what does it actually do when i switch to android?

long talon
#

@thorny musk add me on vrchat (TripingPC) and I can tell you what you look like on mobile.

pastel storm
#

ummm idk how too make a world or avatar its my first time doing it

#

ill do it later

thorny musk
#

@long talon All set, when can you get on? I could right now.

urban hornet
#

oww

jagged sequoia
#

decided to modify one of the player character models from Pokemon X and Y to make a Pokemon OC works as a quest compliance Avatar

#

got it all to fit on one texture Atlas

rough needle
#

Quick question folks. Following the tutorial for quest + pc, I've attempted to upload two versions of my avatar to VRChat - one for PC, one for quest. I'm using the same blueprint, publishing one for PC and one for Android. So far as I can tell, each version seems to be overwriting each other, rather than saving separately (at least, I don't see two versions in my "Manage Uploaded Content" area.

#

Am I doing something?

#

Or do the pC and quest versions just show up as the same avatar, and they're both saved "behind the scenes"?

#

I just uploaded my Quest avatar again on the same blueprint to which I uploaded my PC version. Both share a blueprint. In VRChat just now, I saw the PC version.

#

So given I uploaded the QUEST version after I uploaded PC, and saw the PC version... seems like we're good here, yeah?

#

I guess I'll find on Tuesday :p

long talon
#

if you add me (TripingPC in game) I can help you make sure it works right away using Oculus Go.

rough needle
#

Hey PC, thanks for the offer! I'm getting my Quest tomorrow, so I can handle it. But thanks anyway. 😃

timid marsh
#

I am trying to use the Toon Lit shader that is in the SDK but I can't find the option to enable "cut out" for the areas that should be transparent.

#

There isn't a "Rendering mode" option like with the normal shaders. Does anyone know how to do this? Thanks.

hushed wedge
#

@timid marsh that's intentional. You can't use Cutout with the mobile shaders because Cutout is very expensive on mobile.

#

Transparency is fairly expensive too

timid marsh
#

This will make animating my character's 2D face very difficult if not impossible.

hushed wedge
#

Probably, yes. Unfortunately you will have to make the face a little bit higher poly to support the mouth and eye shapes.

mystic egret
#

Honestly I do wish I could do alpha channels even on normal PC ones. -.- Would be nice to get the "lace" of a dress i was working on without resorting to moar polys

hushed wedge
#

You can do cutout or transparency just fine on desktop avatars

mystic egret
#

really? o.o it wasn't working for me. Must be doing something wrong then. sigh still learning all this

hushed wedge
#

For laces I recommend using Cutout

mystic egret
#

gotcha

hushed wedge
#

So any toon shader with a cutout option or rendering mode

mystic egret
#

i see

#

hm.. I'll see what I can find then. The model already has the alpha baked in so

#

hm

#

thanks

pastel delta
#

improved my quest avatar, right is the 30k poly mmd left is the 5k quest version

cyan spoke
blazing meteor
#

Que?

#

It's blocking the upload button. What do?

shrewd fog
#

Quest avatars only support the shaders that are included in the SDK
Change your shader to use one of the VRChat > Mobile shaders

blazing meteor
#

Oh thanks!

empty sundial
blazing meteor
#

^ Same issue here

empty sundial
#

oof

blazing meteor
#

It was the particles. Instead of saying particles aren't supported, everything vanishes. Sounds like a bug.

hollow owl
#

Hello,I am new to unity and blender, may I ask if I want to change the eye color texture only but the eye and face are merge together so I can't edit it,how do I change it?

dry zealot
#

Edit the texture in a sofware like gimp

hard walrus
#

I have a problem, when I try to pubblish an avatr for the quest this error pops up:
"Error updating content. Asset bundle upload failed. Failed to optimize file for upload".
What am I supposed to do?

delicate cipher
#

@hard walrus did you switch the platform to android?

#

also. i can see that your avatar has 78 bones and 5 unique meshes

#

try lowering them down to less than 66 bones and 1-2 meshes (one mesh is ok. but having two in cases where you need a different shader variant may be permissable)

hard walrus
#

Yep I did switch the platform and thanks for the advice!

steel light
#

Check if theres any errors. The issue could be due to mesh or bone limitations also @hard walrus

fluid kiln
#

That popup usually occurs due to an issue with compressing the asset bundle, I usually have to restart Unity to get it to fix

ancient zephyr
#

do i have to switch the unity project to android to get a quest avatar?

stone bear
#

I keep getting this, even though it's below 5k tris

#

And we have GPU instancing on

#

The Shaders are default unity mobile shaders

#

Bones are the same with no dynamic bones and nothing wild or unessisary

#

The Textures fit the nessisary size

#

ANd there are no colliders

#

Is there anything I'm missing?

shrewd fog
#

What's your SDK version @stone bear I've seen that error before when SDK was old

stone bear
#

Lemmie check...

#

@shrewd fog 2018.2.2 is the SDK version

#

Yeah, downloading the new SDK

#

Weird, I'm trying to add the mobile Unity shaders and it says it's not supported.

#

It says that it's in the SDK?

shrewd fog
dry zealot
#

i upload some avatar with the unlit mobile shader from unity before and they are quest ready in game.

stone bear
#

Yeah, originally I used like, the actual 'mobile' Unity shaders, not the ones inside the VRChat shaders

#

It's working now, thanks a million 😄

silver basin
#

can anyone help me, I'm having trouble finding the actual download for the android sdk even when vrchat provides the link

long talon
#

go in unity, in the build platform window, if you click on android, it will have a button in the corner to download the sdk installer.

silver basin
#

thank you

silver basin
#

even more thanks lol

midnight wagon
#

Can we only use the shaders in the SDK or could we use other shaders made for mobile as well?

still tusk
#

How to upload the avatar for quest?

#

Is there like an extra step for uploading Quest avatars?

untold perch
#

Gotta switch your selected platform to Android in the build settings

still tusk
#

I already did all the requirements. 1 mesh. 5k polys. 1 material

#

How

daring grail
#

??

#

this is what it says to use

untold perch
#

In Unity .. File -> Build Settings -> Android -> Switch platform

#

You gotta use the shaders packaged with the VRChat SDK

still tusk
#

Oh I need to download android build.

#

Ok

#

Build or Build and Run? @untold perch

daring grail
#

oh... ok

#

lol that's weird

untold perch
#

Just Switch platform button should be all you need to press @still tusk

daring grail
#

thank you @untold perch

still tusk
#

oh ok thanks

untold perch
#

np

still tusk
dry zealot
#

where your avatar gif is from btw @still tusk

still tusk
#

League of Legends

#

@untold perch So, after switching platform. Just publish normally?

dry zealot
#

yeah

untold perch
#

Yah. Use the same avatar blue print ID as the PC one to make it cross platform

still tusk
#

@untold perch Can't use it on pc.

#

Do I have to go to a quest instance to use it?

#

or reupload it again for pc?

untold perch
#

You gotta upload it twice

#

Once for Quest

#

Once for PC

#

Switch your platform back to PC to upload it to PC

still tusk
#

Are animators allowed for custom animations?

blazing meteor
#

I thought the limit was supposed to be 5000?

untold perch
#

5000 is just a recommendation right now as far as I am aware

unkempt kiln
#

Its around 5k, but I don't think the SDK will annoy you about it for the quest builds

steel light
#

It wont but if you go above the limit quest users wont be able to see the avatar

#

Its supposedly higher than 5k bur below 20k

midnight wagon
#

Side question: Can one avatar have a version for PC and a version for Quest?

blazing meteor
#

Yes that's the whole point. You upload a lower poly build as your quest version and pc users still see the high quality version

#

each blueprintID can have one windows and one android build which is used for PC and quest respectively

#

the avatars don't need to have anything in common visually but should look roughly the same unless you feel like confusing people

still tusk
#

Are animators allowed in Quest?

snow island
#

Is there more cute anime avatars?

craggy glacier
#

I made my avatar cross platform today, and I don't have a quest, so I went to the hub to try and find any quest users to ask them how my avatar looked. They said that my avatar was sunk halfway into the floor. Why could this be? vrchat bug or???

still tusk
#

@snow island datkofguy provided some lowpoly anime avatars like this one

#

However, you need to set up the facials and eye-tracking yourself

lone pike
#

I'm trying to upload the PC version of a crosscompatible avatar, I'm clearly on the PC build but still being told I have unsupported shaders. Is there a known fix here?

#

Reinstalling the SDK fixed it

untold perch
#

That happened to me as well when switching to Android platform then canceling it while it tried to process a ton of stuff. Unity reverted fine but the SDK got stuck on Android version

pastel storm
#

when i use my crossplatform avcatar on the quest, then for pc it looks like it is glitching by floating user far away back and forth. quest users see everything fine even when a pc user has that avatar, its only affecting pc user when using it as a quest user. Is it because the pc version has a few dynamic bones but the quest has not?
i removed them on the quest version

shrewd fog
#

Do your quest and pc avatar have different rigs?

gentle needle
#

hi

#

i just want to know how do i enable an avatar to the quest

still tusk
#

@gentle needle Just upload an avatar in the android build of unity.

#

@lone pike only the Vrchat mobile shaders are allowed.

pastel storm
#

@shrewd fog thx, nah i just realized i had an old rig from way back that was on scale 100... so yeah not anymore

#

so quest had the scale 1, the windows had scale 100

#

now its both scale 1

hushed wedge
#

Oh yeah, that can happen if you change export settings.

pastel storm
#

in case anyone else got the issue, export the fbx with the newest cats for both versions

zenith tapir
#

How can I get some good avatars on quest

steel light
#

Avatar worlds. In the avatar menu, or some are in the world you load into

lone pike
#

@still tusk On Quest, yeah, but I was getting that warning message on the PC build

still tusk
#

Oh I see. Sorry

pastel delta
#

vrchat pls

#

Why cant we use the only shader that doesnt make my model look like shit ?

cyan spoke
#

Because that’s for Worlds, not Avatars

#

Lightmap on Avatars is discarded anyway when uploading them

pastel delta
#

what does that mean?

#

and lightmapped doesnt seem to cast shadow on me which results in a better look

cyan spoke
#

The shadow you see in Unity is not representative of shadows in the game anyways

pastel delta
#

I dont want any shadows tho ;w; also better for performance ;p

#

wish they add a unlit toon shader

cyan spoke
#

There is

pastel delta
cyan spoke
#

Also I believe there are no shadows on Quest but I have to double check that

pastel delta
#

no Unlit Toon

#

ah ok, no way i could know that

cyan spoke
#

Aah Unlit? Repent that

#

Unlit is a punch in the eyes rotfl

pastel delta
#

looks better without shadows :/

cyan spoke
#

Of course it does

#

Unlit and toon lit are almost identical, with the difference that unlit will look bright always, even in the dark, and that’s way bad

#

In any case just remove the check on “receive shadows” in the mesh renderer

pastel delta
#

i would agree with you IF we were talking about desktop shadows etc

#

but just look at those horrible shadows, there is no instance in where it would look good, id rather have a good looking bright avatar

#

or atleast the option to do so

#

oh

cyan spoke
#

Do you know why shadows look so bad?

pastel delta
#

vrchat respects those options?

cyan spoke
#

It should

pastel delta
#

because of my shitty normals etc?

#

looking at the mesh after blender decimation... oh boi its disgusting but atleast it works

cyan spoke
#

Looks more like you have Unity with veeeey low settings to me

pastel delta
#

its the android build target

#

you know in which channel you are right 😂

cyan spoke
#

Aah in that case just let Unity recalculate the normals in the mesh import settings

pastel delta
#

didnt help at all 😦 no idea

#

i just turned off receive shadows

cyan spoke
#

Quest. In fact, again, Quest probably doesn’t have shadows so this was a non-problem since the beginning : P

pastel delta
#

works for me

cyan spoke
#

Yeah that’s fine

pastel delta
#

thanks 😄

cyan spoke
#

No problem 😛

merry seal
#

What shader do I use?

cyan spoke
#

One of the dedicated VRChat shaders

empty berry
#

Too bad you can't have any transparent textures since the shaders vrchat provides makes them all white :/

pastel delta
#

wrong

#

I thought the same, its just a texture/mesh issue

#

nearly lost my mind because i thought the same but it works now

empty berry
#

Then what am I supposed to do

pastel delta
#

can you post some screenshots ?

empty berry
pastel delta
#

click on the texture

#

enable that

merry seal
#

Owo avali

empty berry
merry seal
#

For me it says unsupported Shader at VRchat mobile

pastel delta
#

do you only have one material on the avatar?

merry seal
#

How much poly is the avali?

pastel delta
#

no idea why it doesnt work, sorry man 😦 maybe someone more experienced can help

empty berry
#

Got two, one for the whole body + wings and another for the eyes

#

@merry seal this one has 5000

merry seal
#

Mine got 7000

#

But the mobile shader is not supported apparently

empty berry
#

rip

merry seal
#

The poly's are ok but just the shader doesn't work so I can't upload it

#

Does it work on yours?

pastel delta
#

you have to use VrChat/mobile shaders

merry seal
#

its what i used but still it says those

pastel delta
#

maybe all the stuff on your avatar has them?

#

your only showing your body mesh mat, looks like that hat might be a mesh etc

merry seal
#

what is the skybox one

#

what is rigid bodies?

#

still cant click upload

#

it just doesnt work 😦

#

so now i got it fixed but it cant become transparent even tho i clicked alpha is transparency

glad narwhal
#

Having the same issue. My texture is both set with alpha as transparency, and the image itself has transparency. Is there a particular image file type I should be using?

pseudo pagoda
#

Inside the game, how do I change my avatar to the quest version? Is there a button or something? I'm on the PC do I always have to use the avatar for PC without being able to switch to the Android version?
I'm trying to test my avatar for Quest without having a Quest.
Was I clear? I just want an answer to that.

steel light
#

@pseudo pagoda you cannot test out a mobile version on a pc asset. So, you can only test the pc version on your pc,

pseudo pagoda
#

Thanks for answering! @steel light

wispy crater
#

@pseudo pagoda You could upload your quest avatar as a seperate PC version avatar, and test it on the PC version - that would probably give you a good enough idea of if it's working on the quest or not

hard walrus
#

Ay I managed to bring the Avali avatar to the quest!

#

It looks pretty good tbh xD

sinful phoenix
#

anyone else not able to use mixamo right now?

fathom terrace
#

hopefully this helps someone

odd ice
#

how come my avatar appears halfway in the ground to pc users but not to themselves on quest

regal laurel
#

@glad narwhal Transparency is not supported on Quest avatars.

vapid girder
#

Oh you guys disabled it completely?

regal laurel
#

@vapid girder None of the supported avatar shaders support transparency.

#

@odd ice Are the rigs on the PC and Quest version identical?

odd ice
#

yeah

#

the quest version has no dynamic bones though

#

that’s like the only difference

glad narwhal
#

Ah ok. It looked like one of the previous people implied there was a method.

#

That's kind of rough. My cyclops eye is going to look awful without it. But oh well. Better than leaving it as the default PC-Bot replacement.

floral crest
#

What's the max amount of Polygons for a quest model?

steel light
#

we are unknown, but its lower than 20k and a bit higher than 5k

dim gate
#

I uploaded an avatar. On quest is looks fine. On pc desktop it looks fine. When am on the Quest, PC players tell me I am in the ground. The rigging is identical. Does the Quest track wrong from the PC player's view?

#

That's probably not it, but I am trying to figure out how to make an avatar crossplatform llike the public avatars.

floral crest
#

So why the fuck do my models shoot up into the sky for quest users?

#

Im like getting so fucking pissed off at this

#

Like they can see me, then isuddenly go into the sky.

#

Public models dont do it./

#

Its just my fucking models

#

is there literally nothing for it?

#

Because i just vanish or fly into the sky

#

Like this is making me giving up on making quest versions of these models

#

I upload the quest model to PC and WOAH i dont fly into the sky.

rigid carbon
#

Is there a way to use Cutout on shaders for the Quest?

cyan spoke
#

Nope, for now no official shaders have transparency

floral crest
#

Is there no answer to my models flying into the sky for quest users?

#

Or straight up vanishing

dry zealot
#

I saw some video of people getting pull far aways and come back the there original place

untold sundial
#

I can't find any information anywhere if animations are allowed on my quest counterpart version.
Is it allowed or not? :o Just wanna use simple facial and finger expressions

long talon
#

we literally just discussed over there that you can use them

untold sundial
#

I see, thank you

arctic heart
#

Had a quest user say my avatar was in the ground yesterday. Armature is largely identical, only difference is there's some extra bones on the PC version. Not sure why yet, and it's frustrating that I have no way to test.

#

Wish I could run a test client on my phone or something, given that it's an android build

craggy glacier
#

@arctic heart ive been having the same problem, could it maybe be a vrchat issue?

arctic heart
#

Could be, or could legitimately be an issue with some difference in the configuration of the avatar. Hard to eliminate the second one without going and buying a quest to quickly iterate and test, though.

#

Instead if I want to test I need to find a quest user willing to help me

craggy glacier
#

its at least not to hard to go to a public hub and find a quest user

arctic heart
#

Yeah but it's still several times slower than being able to do it myself lol

upbeat mauve
#

i've been told by desktop users that my avatar is sunk into the ground from waist down when i'm on the quest

#

other quest users see me just fine though, anyone else have this same issue?

arctic heart
#

Really sounds like some issue with matching armatures between different builds of the avatar, the big question is whether it's a VRChat issue or an issue with the avatars themselves. I'm inclined to think it's probably the latter since it clearly works in some circumstances, but the key is figuring out just what it's not agreeing with and a way to reliably check/repro

upbeat mauve
#

yeah...

#

it could be the full body tracking bodge fix, the one where the spine length is set to 0 and leg bones are reversed

#

both versions of that avatar are made for fbt

#

actually, we might need a special cann.io tag/category for quest related bugs

#

have a few other bugs to report

dim gate
#

@upbeat mauve I am having the same issue. Let me know if the fbt fix in blender is the issue

#

I have not look into that yet, i check that thing off by default

arctic heart
#

@upbeat mauve yeah mine are both full body fixed as well

#

and i only tested in desktop, and I have heard of some issues with being on desktop with full body fixed avatars under the networked IK

#

I'll have to actually get in VR/FBT and ask a quest user what they see later

upbeat mauve
#

i've seen people use fbt in quest, it works fine

winter frigate
#

are visemes supported on quest or does that count as animations?

floral crest
#

@arctic heart My avatar on the quest seems to fly into the sky so im having a sinmilar issue.

#

all i did was decimate it

pastel storm
#

Huh, this is a weird one... I set up blinking and lowerlid visemes, but the avatar seems to be blinking waaaay too often and the lowerlid viseme is triggering at times when it doesn't seem to be necessary

#

I've checked the blendshape order, and it seems correct (blink_left, blink_right, lowerlid_left, lowerlid_right)

#

Just reduced the intensity of the lowerlids, that should at least help a tad

winter frigate
#

so... visemes aren't supported?

cyan spoke
#

They are

winter frigate
#

ok, yeah i dont have a quest so i just am going off what people say and getting feedback when i talk to quest users rn lol

blazing meteor
#

Visiemes and custom idle animations are supported in quest.

#

Custom animators that play all the time can be simulated by baking it into the custom idle pose

empty junco
#

Has anyone made a Quest optimized version of Pepsi man?

plain pendant
#

Does anybody have issues with the mic on vrchat and if so do you know how to fix it

chilly prairie
#

is it allowed to have non skinned meshes on the quest avatars? like for hats and props?

mint anvil
#

so does anyone know why my avatar is not marked as quest eventhough i am below 5k poly?

#

is it because of flat lit toon?

dry zealot
#

Yes

cyan spoke
#

Probably you need to switch to Android target for that

#

Lit Toon is supported on Quest

mint anvil
#

oooh

#

yea i found the video someone posted here

#

didn't know android build shows quest parameters

#

so the limit isn't 5k poly either huh.

#

here i am making the most optimized avatar i've ever made

cyan spoke
#

As Tupper said, it's slightly above 5k and pretty much lower than 20k

#

I'd say 10k but also 8k would sound pretty good honestly

mint anvil
#

👍

cyan spoke
#

You have 6 more triangles. Add a pyramid somewhere lol

mint anvil
#

so if i understood correctly. if i upload the quest version on the same blueprint, quest users will see the quest version and pc will see pc?

cyan spoke
#

Yeah

mint anvil
#

that's very neat

cyan spoke
#

Just keep the same ID

mint anvil
#

actually the avatar looks very good

#

for 5k

cyan spoke
#

Quest runs on Android OS so that's why you need to switch to Android build for it

mint anvil
#

i just removed some stuff and edited the textures

cyan spoke
#

Yeah imho the 5K limit is very honest

cyan spoke
#

Cute! Lookin good indeed

mint anvil
upbeat mauve
#

Quick question @mint anvil, do you have a quest?

#

And the avatar looks great! Wouldn't be able to tell that it's under 5k

#

Wanted to confirm if you have the issue where if your avatar sinks into the ground or flies away if seen by desktop users

cyan spoke
#

I believe the above screens are for PC though, isn't that a camera? On Quest the camera is disabled : (

winter frigate
#

what kind of lighting does quest support exactly? does everything on my avatar have to have baked lighting?

cyan spoke
#

Basically standard lighting, but with no shadows... So yeah, you should bake lights on words for a much nicer results, but you can't bake it on avatars

winter frigate
#

i can in blender 🕶

cyan spoke
#

Ah yeah indeed : D

#

It's just the Unity lightmapping that you can't use on Avatars, but outside Unity you can do pretty much whatever you want

#

Having baked Normals and AO is perfect

twin pebble
#

sooonn... i will plauge Vrchat servers with uganda quest shiba models

#

👀 i will prove to everyone quest avatars can be just as expressive if not more....

stone bear
#

That's great, because I've been trying to figure that out myself.

#

And seeing how I can make things floppy without the use of Dynamic Bones.

twin pebble
#

@stone bear you fake it via idle animation cycle.

#

well thats my plan at least

#

i currenlty have no way of testing it

stone bear
#

I have a Quest, been messing with it myself.

#

With some help I got my avatar ported over to it.

twin pebble
#

i don't, but im tired of seeing my shibas appear as grey robot

stone bear
#

Which wasn't much as I made my avatar to be Quest compatible in the first place.

#

I know, it's so sad

#

You don't know how many people I've seen in VR Chat in Quest who are like, brand new to it all.

#

The tails shouldn't be that hard, if I can remember, they were designed kind of curled up, so I imagine when they are static it doesn't look bad.

#

Out of curiosity, has anyone really messed with the extent of how far you can push Depth Maps on Quest?

twin pebble
#

they will wag in idel animation @final cosmos

stone bear
#

Haha, close enough ;3

twin pebble
#

and as long as their booty is thicc im happy.

stone bear
#

Hehe, I'll agree to that.

twin pebble
#

👀 all my characters must have thicc booties.

stone bear
#

My current WIP of a Raptor avatar.

#

Thought it would be fun to make a nerdy raptor.
AKA
A Clever Girl

twin pebble
#

👀 dang she thicc

stone bear
#

If you think that's thicc, you should see my flamingo avatar.

#

She's going to be interesting to rig though. Need to add the feather features and teeth, and keep a close eye on that polygon count as I do so.

#

This is really an experiment messing with thin 2D meshes, and trying to get all the detail in the compressed texture format Quest requires.

#

Make it so that if the meshes are symmetrical, I can just flip the texture map and have it effectively take up half the space.

#

((Look at me explaining this as if it isn't the most basic of optimization techniques that anyone with any actual experience would know.))

pale stream
#

Does anyone know of a quest avatar with pen/finger writing ?

stone bear
#

Not yet, but I think the finger writing thing is heavily particle effect based, and that's one of the things the Quest limits.

While I say that, the Quest home world has the 3D space writing pens in them, so it's possible, but I don't know if it's something that can be done in world but not in Avatars.

twin pebble
stone bear
#

Shiba Hot

Shiba Hot

#

Sorry, I had to ;3

#

SuperHot Shiba would be hilarious.

twin pebble
#

@stone bear how good is fingers on quest? do i need to make sure the shibas have all the fingers to make geustures?

stone bear
#

Oh, fingers are great

#

@twin pebble My yeen avatar has five fingers and it works perfectly fine. It's got all the same gestures that you can do with the normal Oculus Rift controller, which I think is all the same gestures you can do on Vive.

twin pebble
#

k

final cosmos
#

@twin pebble why did u @ me fool

#

😡

stone bear
#

I think Discord autofilled the "@" user to be your name instead of my name.

final cosmos
#

Petey I'm fighting u

twin pebble
hard walrus
#

2900~ish polys to use xD

#

And I can't wait to see some uganda shiba models on quest 👀

stone bear
#

That's very impressive.

dry zealot
#

you could make the eyes maybe more round ?

mortal sleet
#

Is there anyone here on quest who could test an avatar's quest build for me?

#

send me an @ if you can

graceful palm
#

hello

#

i need some hlep

random badge
#

with

graceful palm
#

i want publish a avatar but

#

i'm using the correct version for sdk

dry zealot
#

read the letter in that pop up

steel light
#

@graceful palm read what that says.. its not hard

#

You need to be a new user or higher to upload models. If youre a visitor you cant.

#

Its bout 20-40ishhours of active vrc gameplay

twin pebble
#

@graceful palm READ

#

@dry zealot im gonna build it all out first and then see where i can add more definition.

graceful palm
#

with no break?

real dew
#

@graceful palm You can have breaks. You just need to play the game till you get a message via email and in VRChat itself. The message will tell you that you got the ability to upload

stone bear
#

I'm having difficulty adding a quest version of an avatar to a PC version of it.
Apparently I need to find the Avatar ID?

#

Oh wait, sorry
Found it.

pastel storm
#

How does one create a Quest Avatar--

#

oooh a pin

#

💔

wanton cipher
#

Can you use the Standard shader for Quest avatars, or do they have to be the mobile shader?

steel light
#

they have to be the mobile shaders

pastel storm
#

Oh. So I can make the Knuckles Quest Version

#

I know the design right for the Knuckles; it will however have longer legs and it is looking for Quest

steel light
#

1-2 mesh max
5k poly recc (unknown max, but its near 5k)
More in #quest-info

pastel storm
#

So this is the balance; Easy enough;

#

I will just prep-one when they open auditions.

wanton cipher
#

Is there cutout for any of the mobile shaders?

pastel storm
pastel storm
#

A low Quality-Poly UV'D version of the Knuckles.. fit for Oculus Quest

pastel storm
gilded surge
#

Oh noo U-U

novel barn
#

what's this exactly?

dry zealot
#

idk

#

fancy stuff

limber veldt
#

turn it off, it's told in other channel

#

oh the youtube video told it must turned on....

limber veldt
#

trying make my avatar ready for quest side, it's 20k poly avatar should no problem, but eye lids changed after switch platform

#

how can i fix directly in unity?

#

some polygon points are removed

limber veldt
#

It's not removed, but something is added below eyelids, it was made transparent in PC version. Android platform doesn't support transparency. What is easy way to remove darkblue part?

random badge
#

20k poly is not good for quest

#

You are then taking up the bandwidth of approx 4 players just with your one avatar

strange cloud
#

Not sure where to post this, but since it's a quest avatar I thought here is the best shout.

Does anyone know where the 92-ChilliV base model can be found? Is it publicly available?

upbeat mauve
#

has anyone identified the cause for quest users' avatars sinking into the ground when seen by desktop users?

raven epoch
#

@strange cloud It's not publicly available because it belongs to another game company that decided to upload their models to VRChat

strange cloud
#

Damnit.

#

What uh.. What game company?

raven epoch
#

You'll see their pinned tweet

strange cloud
#

Thankyou thankyou thankyou

delicate basalt
#

wip:

#

when ur minecraft character rig has 4k tris <@/

hushed wedge
#

You can probably dissolve a lot of those edge loops, especially on the head. You only need them around the joints

delicate basalt
#

yeah im prob gonna do that

delicate basalt
#

question time! in another episode of "why is the mobile diffuse shader so weird," ...

#

this shit happens!

#

my arm is not supposed to be transparent

#

or

#

the very end whree my hand should be

#

this is how it looks in blender for proo

#

f

#

and im not sure why it does this. I checked the avatar prefab and turns out that it doesnt think that there are verticies there at all!

#

i think i might've just figured it out by accident tho

#

like literally just now\

#

i think i just have them facing the wrong way

#

i swear to god if thats the case

#

it probably is because the same stuff is happening to the bottom of my head, bottom of my legs, etc.

#

grrrr

#

sigh

#

its my dumbass lol imma fix this rn

#

also, why do the colors look so washed out on the mobile shader?

#

do i have to like, amplify them before importing them?

#

cuz normally the colors are already pretty bright

blazing willow
#

looks like texture compression

delicate basalt
#

m.

#

well in other news, i did fix it!

#

and after looking at the lights turns out that it looks fine under normal light

#

just look slike

#

weird

#

when shaded

#

im ready!

hasty urchin
#

can you make a my oc?

#

i just asking

gilded surge
#

I want to see an All Might avatar for Quest

hasty urchin
#

here look like but only the head if you know the body

delicate basalt
#

um i dont really do commissions yet. but the right place to ask this question regardless is in VRChat Traders. you can find the server in #community-servers-old

#

they're full of people who do commissions for avatars, if you can pay.

hasty urchin
#

ahh

#

i dont have money

delicate basalt
#

hey, i have another question

#

when i switch my platform to android in unity, do i acctually have to download all of Unity's android assets?

#

cuz i switched it earlier but didnt download the assets and just went straight to publishing

#

and i was under the impression that it would just work since the last time i tried it automatically did weird shit to my avatar

#

aaaand it didnt. it's still PC only

#

im gonna have to download those assets arent I

#

sign

#

poor internet

#

why is the installer 186mb

blazing willow
#

sign

delicate basalt
#

aw yeah time to GAME

#

um

#

how long does it take for the thing to switch platforms

#

cuz at this point im considering making an entirely new unity project