#avatar-quest
1 messages · Page 30 of 1
pc robots
PC bots yeah.
They are lame as hell and it sucks that PC players who can go to any world take up cross-play slots with PC only avatars. Makes for a lousy experience for a Quest player.
It should have been Cross play only if you have a Quest compatable avatar or cross play avatar.
Storm knows. I have a PC and do FBT. But I also have a Quest. It has so much potential but VRchat has missed it. So close and yet much too far away compared to everything else on Chat.
In fact on reddit when people are bitching about Oculus' curation process for their store they refer to VRchat as the exception to an otherwise strict process.
Thank you storm. I guess that's something only us older users can appreciate. That's what I am suggesting, and not only do people not care, they are opposed to the idea of such a sensible solution...but of course they aren't Quest users.
It's a great idea but there's problems with cross play at the moment.
This isn't fornite. It's user creator content.
Honestly crossplay has no business being the golden egg that they have made it.
Having some crossplay options is a nice feature, but both platforms have their best potential as independent platforms.
And for me, I've been doing an hour here and an hour there working on my Quest version but really am not in any hurry.
I don't even know who these users are that hang out in PC in cross-play worlds. My friends are never in cross-play worlds. We prefer PC worlds. So I don't understand the fuss at the suggestion that a cross-play avatar be required for a cross-play world.
Then for every next avatar I make, I'll need to make two. It's extra work.
That's exactly why the idea that "more content" will fix it is flawed.
Oh and how about this one? The people that paid someone to make their PC avatar. Now what?
they paid for a pc avatar
i have -weeks- of blender experience and i got an avatar down from 61k to 7.5k
in 1 day
People don't want to make two versions. Very few avatars are ground up creations. They are usually imports and merges. Obviously for Quest your low poly's can be uploaded as PC but for PC you will have a hard time decimating into something acceptable for a Quest version. It's just not something many people care to do or have a need to do. That's fine, but there are cross-play avatars available and a cross-play avatar requirement should definitely safeguard quest users' experience from PC players who don't otherwise care about it.
Exactly. Possibly never getting a Quest version
it's not feasible for every avatar but people can do it for their personal ones
'making' the pc version often requires almost no effort at all
doubt it. It's how I work.
some dude in here just yesterday, his first avatar ever, he got down from like 27k to 9k or whatever
like his first day using blender
Yes but I'm not everybody else.
I did it. I'm crossplay now with my green fox with a true PC version for PC and a decimated version for Quest. They both actually look great.
That was me Nabutso. lol
I'd upload a generic quest avatar for each of my avatars but they need to have exact armatures and it's just not feasible to make a bunch of different crossplay avatars. If vrchat made it so that similar armatures would work then I'd do something about it
Quest first and PC second.
No that's wrong. That's an earlier attempt at Quest. I removed the choker from the Quest version. Will probably do that from the PC version too.
Neat!
That was my final result for Quest. I have some clipping to improve on the shoulder at some point, but otherwise its done and I will be sorting out Dynamic bones and animations on my PC version.
He has no butt. I was 100 poly's away so I cut the pants off under the shirt, lol.
you should always remove occluded meshes like that yeah
i had an avatar that had individually modeled toes and toenails. 5k polys flat off the top easy
Yeah, quickest part for sure.
I have the next four weeks off from work. Then I'll probably get a lot closer to being done.
I'm sorry that Quest avatars are kinda rare. It might not help much, but since my avatars are all below 2000ish poly anyways, I'll try to get them uploaded for both PC and Quest.
I never really use hight poly. From now on I moslly upload under 10k and put fancy stuff like dyna or shader on the pc one
The Quest is sorta the main face of mobile VR, so it's important that it meets people's expectations
Well I just tested it. I like what the mobile shaders do to the eyes.
Also the space between the hoodie and the hair, etc. really creates a nice effect, especially by comparison to other Quest Avatars. Almost a dynamic bones illusion.

@foggy garnet Thanks for your willingness to do that. It's understandable that avatar options would be limited for a while, but its not Quest users who can turn that around. It's the PC users with the ability to get that done. I mean if your PC can't run VR it will certainly suck for blender and Unity too.
before it went away, i was running a 77k poly avatar as a test. it worked fine.
many have, not all. still have a few at 22-25k
one of the best ones had fun animation. gone now.
hi!
i click on the the box for avatar details, it said 77,460 or something like that
also listed sometimes as poor performance, but it did run
Why did the avatar running motion disappear?
I wont get on your horses as long as you arent the one who uploaded it
but if you do, know that they modded the SDK to do so.
hold the fuck up
i thought the "limit" was less than 10k?
what the hecks going on here
less than 7.5k is marked as poor as well, i thought that should have been medium?
im hoping that wasnt intentional
SDK uploaded is indeed wrong version, correct SDK will be up soon
good to hear
apparently it's not poly really but materials and bones that mostly matter
I had a bunch of avatars favorited that worked just fine for quest that went over the limit, but now I’m the only one who can see the avatars when they are applied to me.
Specifically a lucario player model that worked just fine on a 3ds of all things
To give perspective on this nightmare of an update
Before and after of a blender destroyed avatar I had comissioned
mmmh ?
This was an avatar that worked perfectly fine, and I won't be able to use in it's perfect state
This is 63k poly, just under 10k to meet bare minimum
you can do better. the topo look bad
There's no fixing this
there's big fixing this
gimme like 30 mins with it
not rn tho, my room is a nuclear reactor
Lol
63k on quest, bro, wtf.
Thank god for the update. You shouldnt be allowed to make avatars
did you decimate it or try doing retopology on it? that looks like it can easily fit under 5k 0~0 or mayb im just looking at it wrong
It looks like a pretty simple avatar, yeah. A quick retopology job wouldn't be too difficult.
Retopology is still advances
I didnt even try it out yet but i wish i did, going to learn it this week a little, hopfully
Could safe me alot of headache doing quest avatars
And having them look good
A lot of it just involves tracing over a model with cleaner topology.
ah @pastel delta i stopped by your world and noticed a lot of issues with your avatars
you should really remove doubles before decimating
lots had gaps that didn't look like it
Thats because normals facing the wrong way
Or just missing faces cause of decimation
if the verts got combined from remove doubles you wouldn't have those missing faces
some looked like kenshiro after getting hit by shin in like fist of the north star episode 2
True
Yeah thats all because decimating shitty mmd topology
but if you removed doubles you wouldn't get those gaps
Trust me, ive seen the wort topos
Still wrong
Thats not what removing doubles does
Stop spreading missinformation please
remove doubles combines vertices that are close enough together
if you have 2 meshes side by side 'connecting' into each other, but the edge verts aren't actually the same vert (but are in the same position), decimating can affect both those meshes differently
that's where the seams come from
I know
right, so you don't get those kinds of seams if you combine those verts first
Ohhh let me explain
You are right yeah but the way i did that
Yeah
Sorry i confused my self
I separated them by materials
yeah that's rough
since seperating kinda 'undoes' the removing of doubles if you did it beforehand
since it splits the verts
Manually separate
even if you remove doubles the UVs still work
so it works out
may want to do that since the seams, honestly, are ugly
i know, most avatars are really ugly
thats what demotivated me to do more
but im just to bad at doing avatars, all i did was decimate, no retopology
also PSA
Blender 2.8 decimation works 10x better than 2.7
no its fine it's good to have a lot of choice so it's good that you're making so many
i compared the same model and on 2.8 it looked alot better
thats what i thought to, give them a choice first, fix later
i redid like 2 avatar so far, but i dont know man
yeah i should fix them up a little i guess
re-doing is tough but you gotta do it sometime
i redid a few of them many times, but thats how you learn things
doing something over and over
but yeah thanks for the thing with the seams, at first I thought you wanted to explain to me that removing doubles fixes the seams , i was very confused
also
separate by material works waaaaay more detailed in 2.8 than 2.7
thanks for the feedback still ^^
do you remember which onces where the worst @pastel storm ?
np
better make one perfect then redo all of then
@fluid kiln. Last night my quest version of my avatar was including the PC ranking in its display to quest users
It was; which arguably undermines the benefit of Quest-level optimization
Some of the benefit.
Hey, can I get some help? I am trying to convert an avatar over to quest, and I get some error I have no idea how to fix.
@spare pecan you have too many materials, youre gonna have to tone them down to 4 or less
I dunno how.
if you have the CATS blender plugin, theres an option to create a texture atlas, which combines all your textures into one and creates one material with said combined textures
I know it looks like this, but I don't know how to combine them
It IS all in 1 material.
You need to fix that in blender, it is not unique materials it is material slots
How do I do that?
In the material tab on the right you should only have 1 material
If they are all exactly the same you can just delete all but one
Probably, I don't use fix model as it usually breaks things that aren't raw MMD rips
there is also a separate button for combine same mats
Quick question. Quest avatars can't have dynamic bones but if I wanted to say spawn a sword in my hand that is allowed correct?
yes
Sweet thank you!
Keep in mind that the recent SDK changes mean that anything not initially shown in the model (i.e. activated by emotes) still counts towards the performance rank
Can someone help pls? i put my sitting pose on the override then i upload but it don´t works
Is it possible to tie sound to quest avatar expressions/gestures?
Say like a 5-10 second clip
i haven't heard any quest saavy avatars be able to do that
quest avatars cant have sound sources
mostly cause audio is very very taxing on the cpu, since it has to be rendered spatially.
turns out the Quest is running a super quantum matrix. it's more powerful than Neo.
Finished a heavy rifle. I'm not sure about the textures on it, though.
also, the ejection port makes no sense lol
it needed to go somewhere
Looks super cool!
thank you so much!
I can upload the texture, but I dunno if I want anyone seeing my messy unoptimized UVs o_O
honestly, it could be downsized by half with proper optimization
Especially if you use vertex colors for those gradients :)
It's already so small anyways, I believe this is perfectly fine!
Maybe I'd just get rid of the two diagonal things on the side, they look like a couple of angry Super Mario style eyes to me 😅
welp, never unseeing that
Hahahahahaha
I haven't heard of vertex colours before, though.
Do you mean just, like, painting a set of faces a certain colour?
Basically you can assign a color to any vertex, and the plygon color will be a blend of the vertex colors
An image speaks more than 1K words
And a video speaks more than 1K images
https://www.google.com/url?sa=i&source=images&cd=&ved=2ahUKEwjs873nxPfiAhUc5uAKHb1cAAUQjRx6BAgBEAU&url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3DswLJV4u1Q2A&psig=AOvVaw2rvsArEHoyK7oyPzyi7GLk&ust=1561102134735559
Using vertex paint in Blender to create beautiful art that can be used in Unity with a shader. Standard shader: http://pastebin.com/TfHtiUtF Diffuse shader: ...
It depends on what the shader wants to do with it of course, but a bunch of the vrchat quest shaders support vertex colors for tinting
Less useful if you're porting an avatar over that you already made on the PC using textures for everything of course
Oh, that's really interesting! I sort of enjoy the pixelated look of low-res gradients, but there really is huge potential for optimization there.
Indeed. A great use for Vertex Colors is faking ambient occlusion
@foggy garnet you could make a pixelated gradient texture and use it in multiple places with different color tints
^ also that
So I'm a bit confused on the limits on terms of polygons for quest?
Various sources say differently...is it 5k? Or is it more than that?
Over 7500 is blocked by default. Over 10000 is always blocked
@dry zealot didn't see the second room in your world, is that golden faceless character one of your own?
Yeah I got into it and have been using the golden avatar, just wondering if it's based off of anything or your own creation @dry zealot
a Chinese game
Anyone notice their Quest showing the PC avatar stats on other people now?
Is it the PC robot avatar? If so that is a quest one showing that it is a poor optimised one. Usually more than 7500 poly count. If you want to see them, open your menu, select the user, and click show avatar
It seems like right now people who say they have have uploaded an "Excellent" 5k Quest avatar (and it does look like one) still need to be manually shown if there's a better quality PC version, and their stats report the PC version info. Can anyone confirm?
last night i wasnt seeing that but we'll see, i'll ask some friends in a moment
I was on earlier without any issue like that myself, I'll have to hop back on and loo
Look
Oh although when I upgraded my account and linked oculus to vrchat today, I lost all of my favorites avatars, not a bit deal but it did say they would be restored and are not.
i also got locked out of one of my favorites worlds lists
Okay. So. -scrolls up into the void-
...jk..I'm gonna be so lost
So imma try to get a quest.
And im told to come here about avatar limits/possible.
How does one replace the model in the scene so you can have a higher res version on PC and the lowres on Quest?
you can drag another model in the scene and copy the component on that one
we need more chubby body type in this game
yes
@dry zealot That artist of that model is amazing, love the drawn toon textures v.v
@hushed wedge so they never fixed the issue of the last upload for avatar or world will be the stats shown for worlds or avatars? or is this a different issue?
is there anything else i need to do?
to upload the a different mesh as the high res
@dry zealot
nvm figured it out
Can i DM someone that knows how to work with unity? I have a simple and quick problem :3
@languid lion I think it's the same issue
oh i see
i upload my quest versions 2nd always so that may be why they see the correct stats on there
is any1 kind enough to quide me through uploading an avatar :p?
well uh, you click build and publish
well uh, i litteraly dont know how i import a model into unity
he probably needs everything including setting visemes and adding the descriptor etc
in which case you may as well watch some video guide
is the model already made for vrchat
i dont have one yet. but it would be
there's nothing different about uploading for quest
wait really, with the few i talked too in vrchat they told me there needs to be 2 files uploaded pc and quest
so im confused
basically, you can make one file thats small enough for quest and upload the same to PC, itll take 2 minutes instead of 1
or you can make a better version for PC
@long talon where's your heterochromia
Will do when I re-UV my ava
since I've got the hang of UV mapping now
(nah for realsies am uv mapping semi-god now)
i have no experience at all in 3d modeling i dont know anything so saying i build for android wont help me, all ive done is modding beatsaber so far
build for android just means you press the android button my dude
menubar > file > build settings > android > switch platform
then you publish
its that dumb
look, i dont even know where to start. I know litteraly nothing
im just trying to untiall unity becaus ei think i need it
but i am not even sure
you don't plan on making a 3d model from scratch do you
so if u just wanna keep telling me its easy thanks, but for me its not
no
but i never did anything at all here
ok, when you find a model then we can tell you where to go from there, because it depends
did you get the specific version you need for vrchat
you're installing 2017.4.28f1?
Requirements We're going to need a couple things before we can get started. - Unity 2017.4.28f1 - Scroll down to find LTS Release 2017.4.28f1 If you have Unity Hub installed, you...
you COULD be following any tutorial thats older than a week which would say 2017.4.15f1
which is now wrong
the 3rd one in that list
3rd in that image
k
btw, if the link doesnt start the download
rightclick and open in new tab
it usually fixes it
i have a older version of unity, can i update it or do i have to uninstall and reinstall ?
when you install the new one it will remove the old one
yes it is
thats what we used back in 2017 and early 2018
yea, i played vrchat on desktop back then
I uhh have VRChat on desktop
you think thats large?
add visual studio, resharper and 500 packages off the asset store
oh yeah 100gb
my 1TB is like 80% full and my pc getting slow af
do you guys know where i get avatars from ?ß
that's kinda why tons of people are mad about the performance ranking system, even moreso on quest, so, yes
hmm coundn't i just delete all the fancy shit and leave it with around 20k polys ?
lol
quest users won't see avatars that are 20k polys.
10k max
7.5k by default
and most avatars arent 20k polys either, the trash ones you'll find on that one website will be like 100k half the time
oh damn
they won't have combined materials, they won't do anything right
it's basically the worst place to look for a quest avatar
see, 20k
am i not understanding something ?
because that are 20k
are you still there ?
oh man but it works why would they fix it seriosly
imma tell litteraly everyone i know
nabu
seeing how tupper was talking on the mutelist last night
I dont believe being able to see 10+k poly avatars by force showing them is a bug
I'll tind it tonight and clip it for you
because a short convo in discord said otherwise
i read this as the clarification being that quest users cannot override the system using "show avatar"
and also:
"You cannot disable the Avatar Performance Rank Block system on Quest. In other words, avatars that are ranked as "Very Poor" will never display on VRChat for the Oculus Quest. Any avatar that exceeds the limits for "Poor" will be ranked as "Very Poor"."
thats is so stupid
on the vrchat docs
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. **This system is purely informational at this...
thats make me so mad wtf
"For example, if an avatar on Quest exceeds 10,000 triangles (polygons), it will never display in the application and cannot be forced to display."
so i think it's a bug
https://www.twitch.tv/videos/441973119?t=00h58m38s Dislclaimer: "Everything said on The Mute List does not represent the views of our employers."
btw what is visual studio ?
dont bother about it
k
he never said it was a bug. you just CAN show avatars above 10k
@fluid kiln please clarify this in the documentation because 3 times it's stated in there that you can't ever see avatars above 10k but it seems in that clip that you say the opposite
because that's a huge deal
it's still less than ideal
i ment it is importaint to know whats going on in detail
do i need visual studio community 2017 ?
👀 it just starded that
why didnt you uncheck it.....
okayyy, im in unity how would i technically upload an avatar ?
You're welcome
@pastel storm :c?
Legit google it, there are a million and one tutorials
dude
Yes
The process has not changed since then
q u e s t ?
omg sure
sorry lol
ill just use an older version
smh
sorry
for real
Ok heres a run down for the 2018 tutorials that dont have quest parts
file > Build settings > Android (if its not downloaded, download it) > proceed as normal and upload the way you learn from the videos
i just downloaded unity i am here
dont you fucking understand that i know nothing
AT ALL
You wont need that stuff i said above untill you learn how to upload avatars
okay
imma go ahead and kill my self oaky ? that better
why do you even bother annoying me, and saying google. dont you think thats thats the first think ive tryed ?
Sorry, let me just allot some time to you to give you a hand crafted tutorial 🙂
What are you having trouble with?
well, i aam still in the opening screen and dont know anything. at all. the first problem would be opening an avatar and finding one but i guess ill just need to wait until i find some
What are all those projects, you seem to have worked on an avatar before
I assume the thing you need to know is how to upload to quest?
yea, i play on quest. and i forgot how to do anything in unity. i downloaded these a year ago on an very only version( sees from now). and so idk how to find an avatar that is quest comp. and how to upload it so quest can use it.
also i kinda wanna learn how to make a world, bcs i wanna get into game design and i think vrchat is a nice start to this scene
maybe making simple worlds is even easier because i dont need to bother with the hole avatar stuff
life a few blocks on a flat land
Well youll have to find an avatar you want to upload, ideally something at 5k tris
yea
do you know how to make worlds ?
are these polys ? if yes, i think this works for a first try
i know how to make worlds, yes and that model is a good start
youll probably have to rig it
what does that mean ? ''rig''
Create a skeleton for the model to make it have bones, so it can move
You can use https://mixamo.com
FBX, and no
k how do i open the fbx?
you can create a new project in unity and import it into there
to see if it has a rig
do i drag the winrar in there. if yes do i have to unpack it ? to
or here ?
well i found it i had to unpack it and im importing it rn
Ok
drag the FBX onto the scene.
the only thing i can drag is this, and its only white: i cant drag both in there
what do you mean ?
find an avatar that already works for vrchat
because 99% of the work is then done for you.
hmm ok
if i look for ''5k polygon avatars'' with out even saying vrchat i only see people complaining no actual avatars, thats so annoying
you dont need to, when using mixamo
he needs to start with something already done so he can know how to get the absolute basics of the process done
like the actual importing of the sdk, how to log in using the sdk, how to build
Its very easy
you just click the model and drag it into the 3d scene
but then it has no textures
click the model, and drag the texture onto the model.
the folder or the individual textures
well, i cant
it doesnt allow me to trag any texture
Show me your textures
drag that first one onto the model after clicking the model
imma brb i ahve to eat
Watch a single avatar tutorial. please.
it depends
Is the material limit still 1? Or can you have 2?
hey, so how do i upload for quest ?
i have everything but dont know how to upload iut that way
file-> build settings-> android-> switch platform
then close the build settings window and upload the avatar
you'll need to upload for pc too if you want pc people to see it
it's 2 seperate platforms
i uploaded pc, now i downloaded the android thing
but its doesnt show me switch platform, it tells me to download the android thing
imma restand and see if it works
btw i have 4k polygons, so thats good
how can i change the shader to a quest shader ?
oops its cut off
but you choose vrchat-> mobile-> anything there
when choosing the shader
yea, but where do i put these. In my avatasr there is somewhere one called ''standart'' and thats why i cant upload it. So ill have to replace that but idk where to find that
i show you in the video
this is what happens when you use some shitty webste instead of going through blender
i have no clue
wait what
find your materials.
yes
yours are named something else.
i can't tell you what they are
click
and find out
ohh
you should just have mesh
like 'body'
if you have more then that shit is not optimized
then i can't help you because i'd be helping spawn a demon into this quest world
im not helping any further with 13 meshes
i dont even know what hat means
this is the problem with using that website
cant you just tell me why i cant change the shader
no
w h y
because of the channel under this one
what
you have 4k polys so you're like "ok good this will be fine on quest"
then you have 13 meshes
you should have 1
2 at most if you -really need 2-
you need to go into blender and combine them
you'd need to grab the CATS plugin for blender
at that point you would have been better off starting with just the original fbx than that monstrosity you downloaded from vrc-mods
you're going to upload a 13 mesh avatar to quest?
disgusting
still 72 fps
bruv
i am not gonna use it
its just my first one to test
but thanks for helping
(but that was ironic u litteraly said disqusting lmaoo)
how is that ironic?
?
@twin pebble Hey, saw your canny. Do you use EditorOnly tags on your avatar for dealing with multiple meshes on the same avatar?
@raven epoch is this a blender thing?
It's in Unity
it makes that component only 'exist' in the editor
So nothing like this: https://i.imgur.com/zBPdVCV.png
like you have a human size cube in your world so you can judge scale in the editor, tag it as editoronly and it won't exist in game mode or your uploaded asset bundle
only on editor screens while working on it
it seems people use it to have an avatar project and swap body meshes etc too
@raven epoch that would help quite a bit, if this is about the sudden change in my avatar's performance under the new ranking system. it's including all the meshes on the shibas. Like the delorean, the mini version of the shiba getting in, the smash tex, the particles trails
any mesh that is on an avatar that isn't use is mostly deleted
that mesh isn't even there in the upload, it shouldn't be counted
But does the one you talked about in the canny have all these meshes on them as disabled?
it's not disabled, it's editor only
literally doesn't exist in vrchat, only the project
they just forgot this is an option when checking the avatar hierarchy
should be easy to fix soon
But pika isn't using it, which is why I am asking if they got all the meshes on the current avatar mentioned in the canny post.
yeah that's another thing
I'd need to see that canny to know what you both are talking about 😄
oh, now I see what your talking about. "the Canny" reffereing to the bug reporting site. I having uploaded the shiba using new unity package. And suddenly it was considered very poor. which based on previous knowlege I new that quest shiba was "good" I de-duced that it must be reporting my PC stats to the quest user.... I mistakingly was unaware they changed the quest requirements.....again.....
Yeah, well these requirements are now "set" and won't change (hopefully)
one of my quest/pc avatars turned to pc only after uploading a pc update, will check it when I get on and add a canny about it if that's what really happened
maybe it's related
same blueprint
maybe the ingest screws up the tagging
I think vrchat has more pressing issues right now. I went to the old JAN 2018 hub to revisit it.... frames were noticibly lower than previous.... and i was the only one in the instance
Maybe ^_^But we want to put a nail on this if it's a bug or not 😛
So is the canny still valid or is the Quest shiba having higher stats than the requirements?
I'll check what happened too
(check the api too)
can I get more avatar info through the api?
manage uploaded content tells me nothing about platforms
yeah
not gonna write a frontend for that right now 😄
Login on the website first, then go to this page
https://vrchat.com/api/1/avatars/{avatarId}
cheers, I googled a .cloud endpoint 😄
It's the same on all ^_^
So we need more info on the avatar, if it's using multiple meshes, poly count higher than the new requirements ect.
I'm curious too
I am trying to figure out where I can find the VRChat/Mobile Shader that the Publisher needs? I don't seem to find it on my material shader selector with the Latest SDK (2019.06.19.20.14 public)
Can we see your shader selection menu
Anyone got a link or something where I can learn about avatars? I don't have a vr yet but I wanna get a Quest. So I won't have to get a PC and all.. ugh.
I wanna know how this avatar system works cause from scrolling through this discord .. I'm a bit confused? And heard something about not being to costumize them on quest but you can make or have someone make [I assume some form of payment..] one for you to use?
quest avatars are no different from pc ones except they're typically harder to make if you're trying to use one with a lot of detail since it's harder to pack that detail into a lower performance impacting avatar
you don't need to make your own avatar to play vrchat though. people make avatars and put them in worlds and you can use those
granted, there's less options like that right now simply since the quest is new and it's harder to make content for
it's something to think about after you've gotten the hang of things
if you want to experience vrchat in full you basically need real vr. but i'm sure the quest will get enough content as time goes on to be fine
making them and learning how is the same for pc and quest, the quest has stricter limits to display them properly
so almost all the info on avatar making goes for both
I hope that helps
I wish I could make but I'm not a techy person.
😂
But I would absolutely love to find someone to make me a costumized one later..
How does that normal go? Real money I assumed. Or is it something else?
Would a blue&lavender bunny girl be to much on Quest ?
best way to get commissions is to hire an actual 3d artist and tell them "less than 5k / 10k polys, its for a video game", else just head on over to #community-servers-old and joining the VRCtraders discord which is jam packed with commissioners, or PM the world author of an avatar world you like and asking if they do commissions
a blue/lavender bunny girl sounds pretty izi pizi to fall into quest limits while remaining cute / high quality af
What is the better number to have?
Cause this quality stuff iv seen mentioned..got me confused as heck
better number? in terms of tris / polys?
Oh yeah..cute as heck I hope.
And yes?
5-10. What would have it working good and not poorly?
think of it like this: quest can support 100k tris per scene
assuming that the world is 50k tris, that leaves 50k more for avatars
do the math: 10k is 20% of the rest of the tris you can have before you start lagging, which is a lot
on top of that, an avatar with this many tris is blocked by default on quest
but there's more room to make the avatar look nice
having half that number (under 5k) wont look as nice, but is much gentler on the hardware, any worlds you go into, and will be seen by default models under 7.5k tris will be seen by default, but can still be blocked by performance ranking if anyone chooses to
5k looks fked
10 can be blocked from crowded rooms
So 6-8 is ideal
?
aim for 7.5k or below so that you show up by default for quest users
if you can't, then under 10k
5k is not required
pretty much. 5-7.5k is the sweet spot, unless ur like me and want to be seen by everyone. mwahahaha
everyone can see 7.5k and you cant autoblock avatars up to 7.5k
so that already is seen by everyone
Okay. Cool so can y'all explain this seen by everyone
?
Is that the thing where PC sees more details than quest? From quest avatars?
quest users can only see avatars uploaded for quest
pc users can only see avatars uploaded for pc
you can upload both versions for an avatar
it's harder to make a good quality low poly avatar, so we're reffering to getting it into the more stringent limitations of the quest so it's uploadable and by default visible too
because you can upload a quest avatar that's above 7.5k but it isn't visible by default to other users
protip on that: heard thru word of mouth that uploading a diff avatar on quest from PC with a diff armature (skeleton) can fuck up your IK (how your bones move), so keep that in mind if you plan on making / commissioning a crossplay avatar with two diff variants between PC and Quest
you want certain bones to match but they can otherwise have quite different armatures
i have less bones on quest for example
but all the important bones are the same
Okay so when I hire a artist.
Tell them
6.5-7.5k Tris max.
And for quest
say 7.5k max but it's a hard limit
if you really need to hire an artist anyway
you shouldnt be doing this until you've played the game a bit
Have any of you hired one before?
Also🎼🎏🎀
Oops
Also I just like getting information on interest before hand so I can figure it out and plan ahead instead of getting stuck .
I know I'd want a costumized one because in all games I end up messing around with dressing up waayyy more than the game ROFL 🤣
Okay now that I upgraded my account I may try my hand at making a very simple avatar.
Can you make those avatars that a just like, I guess only a glove and nothing else I guess, like that muffin one, but without a jump scare with it
hi
Hiee
what should i do if the fingers dont work on an avatar ?
Does Quest Avatars show for PC users, or will they only show if the quest avatar has a pc counterpart uploaded with it?
@sullen fractal I believe you have to have both for it to show cross platform.
There was a Darth Kermit that was Quest only for awhile.
ok
Just upload the Quest version to the PC slot and it’ll work fine.
Pretty much did that, except swapped the material to include a roughness map and added a dynamic bone chain for the PC version
This part of the model looks fine in blender but broken in unity.. any possible reason?
maybe a Normals issue? can you see the 'missing' parts from the back rather than the front?
i mean in unity
ah, yeah thats a thing thats happening
so that means that the normals (basically, the way the faces are.. facing) are messed up
you can individually flip the direction for a face in blender by selecting the face, hitting space, then typing "flip normals"
it won't look like it did anything in blender
so should i just select that mesh and flip normals
bit hard to figure that out
there's an option in blender to display normals
or you can turn on backface culling in blender and it'll show like it does in unity
how would i go about doing that?
In the N tab
weird
well if you have some poly room to spare you can always duplicate the mesh and then flip the normals of the duplicate
that would essentially make the mesh double sided
hmm, i'll try, it should still be under 5k
i dont think the shades are crazy high poly
so you'd select the sunglasses, hit space, type duplicate mesh, then hit space again and type flip normals
Now select the plane and W flip normal.
i wish i knew hotkeys like _qb
I think there and option to normalize normal too
plane?
In 2.8 its right click
And depend on what mode and if you are in vertex side or plane
The triangle
In edit mode
about the normals
CATS' has a button to automatically recalculate normals towards the outside
i've been flipping all my normals manually rip
btw, flip normals is under the specials (w) menu https://bocchi.is-pretty.cool/5JPhRFf.png
so you can press w then f to flip
That looks like you had a lot more exported thna the mesh and avatar it self some of those look like mmd specific physics hulls
Regarding flipping normals it's usually hand if you have just to flip an entire mesh.
easier is to select the entire mesh and use recalculate normals
You don't even need cats for it since blender had it natively.
Shortcuts in 2.80:
While in Mesh Edit mode select a vertice of the mesh component you want to edit You can also use face, but it will stop at UV component seams:
Step 1 : ctrl + L (select > select linked > linked) then
Step 2: shift + N (mesh > recalculate normals > recalculate outside) or ctrl + shift + N (mesh > recalculate normals > recalculate inside)
You will have to do some manual flipping if you have joined vertices and mesh are joined, as the calculation doesnt always work
I do atlased and well UV'ed kitbashing, edit weight paints all the time, literally have the keyboard shortcuts for 3d cursor to selected, then switch objects and object origin to 3d cursor
I'm the one fuck screaming at the end of the hall asking for a Quest toonlit version with backface culling
cause I'm tired of having to make double-sided meshes
you can tell I know what I'm doing because I'm not using the normal Blender theme
what objects do you have hidden behind gestures
well those extra 2147476583 tris must have come from somewhere
if you are exporting to fbx from blender, you might have export selected off, so its taking everything from the blender scene. If you have extra stuff in the scene, that might cause it
Considering how high it is it's likely that you have a mesh with "Read/write" access disabled
I'm not sure how many are aware of this, but you can crossplay your Quest Avatar with any PC model that uses the same armature. Specifically it looks for hips to be in the same place in the hierarchy. So if you basically work with the same armature you can use a Quest version to make all of your PC models crossplay so at least Quest users see one of your models instead of a placeholder. Maybe you are dressed in blue on PC and white on Quest, but it will be better than a placeholder.
All of my models are refinements of the same model, but I just went back through and made every PC version crossplay using the same Quest version and it worked great apart from unrelated grief I had with Unity and the VRC SDK.
That's been known for a while, but it's a little dumb, because it creates a disconnect. imo its better to atlas to 1 or 2 mats, leave polycount as is, maybe remove extraneous meshes, put quest compatible shader, upload as is for quest, the actual avatar, but hidden by default is better than a completely different avatar.
sure is
Well I definitely agree with doing that over having nothing at all TripingPC
I mean I say that, but I see every day avatars under 7500 tris, with like 60 materials, 4 meshes, 2 skinned mesh renderers....
half the avatar creation community doesnt even know what an atlas is
I was on a Quest with about 10 users and about 5 were using PC level Polycounts. I displayed everyone and it was acceptable performance. It would be nice to have another tier available to display by default. Maybe call it experimental with a warning or something, but I guess they are trying to force the issue of optimization which makes sense too so that the worlds themselves can be better.
nabu drop the link
the link
I learned about Atlasing before making my first model.
quite familiar with Atlasing myself
My hierchy has disappeared on a project, can I get it back?
I loaded it and it shows the scene name and nothing else.
I just used the cats Atlasing feature. When I convert to PNG first it has worked flawlessly for me.
I use a mix of auto-atlas and manual UV editing
btw
i get jpeg artifacts/dithering if i use the button in CATS but if i use the mat combiner itself and turn off compression it looks fine
may wanna think about doing that
I also use matcombiner directly now too
I mean, it's the only way to auto-atlas right while leaving some materials intact for shader memes
Doubleclicking the scene name does nothing. All the assets are there and then only the scene name in hiearchy
You all have lost me on all of that. I'm sure as I continue on I will pick up those skills in time.
But right now, I'm pissed if I have to reimport from fresh to carry on. I am happy with my Avatar but not with the guesture override I chose for music.
No Triping, its missing in unity.
maybe try restarting unity?
I get object desync sometimes which only a restart fixes.
I have, it didn't do anything.
maybe you don't have the right scene loaded in the first place
Hello, Im new to VRChat
I just got my Quest a little while ago
Is there any other avatars other than those that you see in the menu?
yes
Yes, you can find new ones in avatar worlds, or create your own and upload them to your account, and subsequently create a world to display them and make them available to others.
there's no master list of place to look at what's available unfortunately so you'll need to explore worlds
you'll probably want to play for a bit before looking into making your own so you know what's out there and what's possible
Ok. Thanks
Well, first you need to pray to the Tupper shrine every night for good topology and tight low-res atlases....
Oh ok got it 😂
but yeah, just play for a while, I've been making avatars since 2017
and I still don't get everything
Ok
did you save your scene when you last exited unity?
I was pretty sure I did but maybe not. I had unity bluescreen on me yesterday trying to build android.
sounds related
Unity really shouldn't be bluescreening your PC....
I remember way back in the Unity 3 days, I loaded a massive scene on a Pentium 4 with 512mb of RAM, it was insanely slow and laggy, but didn't crash the PC.
It's not the first time. I'm using an i7 8700k 32gb ram and a 1080ti...I know I'm scraping by but I should get away with it.
scraping by
sarcasm
maybe use your sarcasm font next time 😒
lol
anyway
when modern windows crashes hard, its ALWAYS caused by a system process, service or driver, or by faulty hardware
I guess I'm starting over from a new project. When I pull the assets into the scene my avatar remains a silhouette no matter what shader or texture map I choose for the material. I even chose reimport...nothing.
Oh, lol
That's better
So can I use scenes to make multiple avatars from one project?
For example can I get my base built and then duplicate the scene to create a new one with animations? Then can't I just simply select which one to build and publish?
Oh, you put them in the same scene? Seemed like a separate scene for each would be the way to go.
Well, one more dynamic bone component from having my base model complete again and another BSOD.
I was saving as I went through so it shouldn't be a big deal. I recently tossed Geforce experience, maybe I should be sure it didn't nuke my driver
Thank God for SSD's It's still annoying but not like it used to be.
So what is the best practice to make a version with animations? In the same scene or as a new scene?
Mission accomplished. A crossplay version of my PC version with Dynamic bones and no animations to question why everyone is muting me when I'm on Quest, lol.
how do you activate avatar abilities on the quest?
Avatar abilities?
You mean gestures/emotes?
Same as PC
@formal zodiac if your computer BSOD check the error code the blue screen displays. Google that error code.
Bsod is normally a hardware issue
Its probably allocating memory in a bad chip.
@sour carbon What sort of avatar are you looking for, and do you want a unity package or just in game?
a unity package, and any girl or boy. i am messing around with textures and particals and i need a bse model for that
i currently use kermet but i kinda want a human
😳
That one is free, but already atlassed etc.
I don’t think I’m the right person 
uu that looks great thanks
@tropic peak that autocomplete fail, sorry!
oh
Lmao
yea your name both starts with loud
lool
i cant change the sahder, the only sulution i find is to make a new material and then its changeable. But i cant use a new material cause then it would be completly white
so anyone know what to do ?
solution*
nvm
found a solution
im doing great
is there a way to farce a particle to stay in its shape ?
I’m not sure if anyone will be able to answer this but I am having trouble making my avatar cross platform. I have two different unity projects, one for the quest build of my avatar and one for the PC build. I have tried uploading the quest version first then the PC version and vise versa but for some reason the avatar is always only a quest version. I am doing exactly what I am supposed to do by copy and pasting the avatar ID but nothing I try is working. Someone help!
Also I’m using a Mac and only have a quest if that has any effect on anything
It need to be on the same blueprint
So tge same project
It easier
Copy the component and past ut on the other model bluelrint
What component?
Pipeline
@split stream make sure your Mac installation of unity has the Windows build component installed
i just saw a quest user with a 207,000 multimaterial multi stuff avatar. noice.
@chrome girder hey, i dont really understand that website. https://booth.pm/ja/items/1166057
why is there only a png ?
It says ‘public suspension’ so I imagine they aren’t distributing it anymore.
@fiery glen Do you mean the option in build settings called PC, Mac & Linux or is the windows build component something else?
Also I’m not sure if this changes anything but when I have PC, mac & Linux selected in the build settings menu it says that the target platform is Mac and when I open the drop down it gives me no options to change the target platform
Oh wait do I have to add a windows component to the avatar where it says “Add Component” (similar to adding the VRC avatar descriptor) ?
@distant epoch you have seen PC version of that person's avatar
@split stream it's the buils settings area, when you install unity there is a checkbox to add windows or Android build support, or you can add it later if you install with unity hub
Without that when I uploaded from my Mac it gave me "platform not supported" error in vrc or something like that
@fiery glen that fixed it, thank you so much!
Glad I could help
someone save me https://bocchi.is-pretty.cool/5xVLYyS.png
its gonna take 30 mins easy
take me around 2min to switch build I would say. and become longer the more asset you add
thats why I have a project for only quest avatar with few addon
that's faster than 3D printing at least 😄
does the software take advantage of all cores and gpus?
Any reason my VRChat/Mobile/Toon Lit doesn't make my model glow in the dark?
I guess I should do lightmapped actually.
Oh no
Yep
You don't want lightmapped on avatars
Rokk, I'll take your word for it. lol
But ToonLit is meant to be full bright, right?
Just want to be sure it's the thing I'm thinking of.
no, toonlit is meant to be lit by lights
Ahh
hence why its called toon lit
Glad I asked
what youre thinking of is an unlit shader
See, I thought ToonLit as in it was always lit.
which cant be used on quest avatars for now, I wonder if you can use standard lite and enable emission
I might have to make some sort of emission mask since it looks kinda weird when I'm just trying to glow but not one solid color
yea
Alright, that worked out well. Coolcool, thanks for the idea, Triping.
np
idk what outfit to chose
Left, more contrast to it, the other has to much dark
and what about those two
Oh that's tough, both of them are cool, probably right because it's quite different from stuff I have been seeing on quest
Cute!
Very cute ^^
https://i.gyazo.com/acd9532ffb51206ab850c47b9c0d2fcb.png making an alternative texture set to turn my vrchat avatar into a plushie
heh
it's my avatar you can't
so now I can go around being a plushie and it's perfectly Quest compatible so everyone can see
yay
if you want to show it off in chat sometime, let me know
i'm every so slowly setting up the SDK
i need to play beat saber tonite. probably won't be until tomorrow that i try a demo world / avatar
So i got a avatar that is uploaded toi vrchat but for some reason not loading into it at all
i highkey love that plushie so much omg
glad you liked it
wondering if I should make generic versions of the plushie
Now That I Found a style i actually like
well, sign it (on the inside something like "not the real deal" :D)
may i ask how much work you did on that?
i've been spending HOURS downloading and installing software - new machine woe 😄
the colors are great
I would guess about eight hours overall as I spent one afternoon making the initial texture mod and I spent this afternoon making it plushie
it's so fluffy i could die
do watermark it somehow, in case it's ripped
second gen with a easy to see diff?
i love some of those ferret meshes. neat.
some good models ideas here, but rule 34, i'm sure
http://twokinds.keenspot.com/comic/745/
better try to disolve edge manulally maybe
@pastel storm You can try converting tris to quads and then manually dissolving edge loops.
PC vs Quest version
experiment with planar decimation on some meshes
flat things, cylinders, skirts, accessories
work very well with planar
then you edit mode, a all the faces, and triangulate
Why triangulate?
because planar decimation gives you ngons, which are sketchy to work with
it was pretty hard but i got my favourite avatar down to 7.5k poly's with manual decimation - PC vs Quest version
https://i.imgur.com/OVY4w7H.jpg
i had to cut some stuff out still, but in the end i'm happy with the result - visemes and shape keys are still functional and it actually still looks good in-game
I wish I could use quest content on pc just to save extra frames with stuff like this, great work
heh, i don't actually have a quest, though i'm making sure i won't be a robot with PC on me when interacting with quest users
Good!
Are there any Destiny 1/2 Quest avatars? if so, where?
YES
I use my Quest avatar uploaded to both slots. Looks fine, saves frames.
The avatar in my world are the same as quest but with dybamic bone rigid body etc.
@twin pebble its weird all my friends use the dogo avatar
does ANYONE know of a shader that works for quest with cutout?
This is the quest avatars channel so i will assume you are speaking about avatar shaders - the answer is there are none.
Darn, Alright Thanks.
Agreed, but we work with what we got :)
it does
I think the extra tris you create would turn out to be less expensive than a transparency check
but im no render pipeline engineer so i have no clue
More often than not, people would opt to remove the transparent areas rather than cut them out manually so it effectively optimises more, me thinks
i typically opt to remove the areas entirely like the feather on the head and the little cotton bits on the chest
Arguably
I know the 2D yeen
Thats a very specific case though, not everyone is 2D quads - but i do agree cutout would be a nice option
Question is there any tips or tricks for quest avatars that you just can't decimate enough? I tend to get them down to 11k or 12k but if I do anymore it will look like crap. I've tried combining tris but I'm not really good at that lol or anything for that matter, more frustrating than anything.
For Ezekiel shirt I have to cut the plane instead
SWEEE
What is occluded meshes? I know sometimes I tend to remove some of the extra items that is not needed, even sometime remove some of the tris if that item has too many parts to it that is joined together.
It means remove meshes you cant see
How can I download my avatar without this message ?
play the game more
if you make friends, spend time in worlds, actually check out worlds, etc.... just enjoy the game and you'll eventually rank up to New User, and only then will you be able to upload avatars. making a VRC account instead of using your steam or oculus account is very helpful in this, and depending on how much you enjoy the game you can get New User within your first 5-15 hours of playing