#avatar-quest

1 messages ยท Page 33 of 1

dry zealot
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Why you dont have time

timber ferry
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You try making one.

subtle burrow
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what's the max polycount at right now?

timber ferry
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for quest is something around 7k

jagged sequoia
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7.5k

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to be more precise

pastel storm
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I'm no artist

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And if I tried it wouldn't look good and that's a lot of work anyways

dry zealot
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You can go up to 10k but people need to change their ranking to poor. And over that they beed to click on you and select show avatar

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7.5k is pretty resonnable if most of the tris are on moving part

haughty topaz
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My Keanu Reeves has like 300k polys

pastel storm
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I'm sad I don't know how to make a skin and put it on quest I'm not smart enough to make a skin

haughty topaz
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Same

robust delta
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we should be able to upload avatars bigger than 10 mb on quest

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can anyone answer why they wont let quest users upload avatars bigger than 10mb

jagged sequoia
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The Limited storage space on the quest

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as at its smallest it only has 32 gigabytes it has to share with the rest of your games

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so it can't allocate a super huge storage area for the VR chat content

proper sparrow
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@pastel storm what model are you wanting?

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@robust delta The Quest has a 50MB file download limit (currently) so if it was higher then 10 say 30 then quest loading 2 people would be 60MB and get disconnected or crash

pastel storm
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the quest has 4gb of memory, of which probably around 2gb are left for loading in avatars and worlds when vrchat is running

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the internal storage space is 64GB or 128GB, the memory is 4gb

random badge
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that and a quest avatar should never hit 10gb

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most of my worlds only just go over 10mb

pastel storm
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How come pc user can't see my quest avatar?

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It says only for quest how can I make it so pc can see it too?

dry zealot
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change the build to windows/os/linux

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and repload

proper sparrow
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@pastel storm the avatar was only uploaded using the Android build thus quest only avatar
the avatar would have to be uploaded with both Android and PC Build to make it crossplayable so both can see it

tawdry jasper
haughty topaz
tawdry jasper
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?

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what do you mean by that?

kindred chasm
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Anyone have the files for the neko loli avatar

haughty topaz
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Itโ€™s good

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But I wanted to be funny

tawdry jasper
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OH ok

tawdry jasper
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sooooo

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How's everyone doin'?

tawdry jasper
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bye

haughty topaz
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good

tawdry jasper
shadow olive
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just a generic blender 2.8 question

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is there a way for me to check all the bones a vertex is weighted to?

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there's a stray bone or something i cant find

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unless there's a different reason this is happening

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doesnt show up in blender

shadow olive
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nvm just decided to stop happening

tawdry jasper
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bye

haughty topaz
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Of

pastel storm
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Ok so I set up the Android but then after uploading I couldn't use the avatar because it's only set for quest. After having someone else look at the same video, I was given the advice to upload it as PC and then reupload as a quest over the same project. I tried to switch and then was told to switch back and now it won't let me. The only warning I am getting in the switch tab is to check the player settings but I don't understand what to do from there. So now I have a quest avatar uploaded into my account that I can't use. I just want to upload it and use it when around my quest using friends. :/

pastel storm
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hello good who lets me clone some good-looking avatars with effects

spice schooner
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Question, if my avatar bound size is pushing me into Very Poor but everything else is excellent is it gonna block my avatar for Quest users? It seems it will let me upload it still even though it's considered Very Poor.

pastel storm
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Ppl can still see it they just have to switcxh it to very poor or click show avatar

spice schooner
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Ah, dang.

oblique river
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Must say that nearly every Character should be Quest compatible. Especially Cel Shading type styles. Since most of the People are Playing like Anime Style Characters, this Style fits the most, looks great and runs great on PC and Quest.

delicate basalt
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but most anime assets that people use are not properly prepared for mobile. high tri counts, many materials or meshes, and things that are straight up incompatible but hard to deal with, like transparench

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i have no idea how the VRC team plans on getting around those things

vagrant escarp
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@pastel storm you can use different projects for android and pc builds, just use same avatar id in pipeline manager, bout whats wrong: idk :p

tawdry jasper
haughty topaz
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I donโ€™t really like SM, but damn thatโ€™s goodguitars

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Good

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Autocorrect

random badge
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@spice schooner So change the bounds size

oblique river
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@tawdry jasper Great! I really like your avatar designs. Keep going.

tawdry jasper
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๐Ÿ˜‰

random badge
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So these are generative right?

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Like you're using a website to create these?

shut orchid
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99% sure these are generated from parts

next pond
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I have been "banned" from creating and posting avatars and maps, how long does this ban last?

random badge
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Depends

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Post your ban message

next pond
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It said something about "offensive"

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I think i was reported yesterday when me and some buddies were talking about political stuff

weary shoal
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I don't think they ban avatars and maps over communication. You should message moderation@vrchat.com with your username, from the e-mail you registered from.

next pond
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Will do

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"Due to behavior or content that violates our community guidelines" was the reason

pastel storm
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Whoโ€™s trying to make me a avatar because I suck at making them ๐Ÿ˜ญ

random badge
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I count exactly 0 people

haughty topaz
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.1

spice schooner
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@random badge Too late, the damage has been done. Was mostly that I had a medium performance avatar then an update came out that made them very poor.

random badge
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If its just the bounds that knock it over, change the bounds.

spice schooner
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The bounds are because of a wide animation, unless you know something I don't I'd be happy to change it

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Not a fan of being very poor

shadow olive
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think it is at all possible to get a digital clock on an avatar?

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there aren't any custom shaders allowed, but is there some other way to get the script working?

random badge
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you cant do it

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not even on pc

pastel storm
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u can have it

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an avatar i have has it

random badge
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you cant have a working clock, vrchat has no way to access time

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only world time

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aka how long youve been in a world

pastel storm
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someoe make nanachi quets world reee

reef kindle
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@random badge actually people have worked out a way

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on pc worlds, at least

random badge
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Thats pretty mad.

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Id love to see it

random badge
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And this shows real time

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If so that's kinda cool

abstract ether
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Woah

pastel storm
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hello all uwu i have a question can make one me a avatar for full body with physiks and more i can pay if he want just pn me for more detail

fast cipher
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Dont want an avatar but i'm curious whats the prices for a custom one. Are 50$ viable or are they cheaper / more expensive?

haughty topaz
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Depends on if you want animations, FBT, and if the avatar is built from scratch

fast cipher
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:0 ... okay. Just a curious question. Whats the rough range if its a normal human body? Maybe with catears but not a complete different anatomy?

haughty topaz
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Uh Iโ€™ll estimate that if itโ€™s original about $50 if itโ€™s just s simple avatar

fast cipher
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maybe i should learn how 3D works and make some money with that iris

haughty topaz
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Lol

vestal lantern
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@next pond Don't expect them to reply, ever.

next pond
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I got this email from VRChat "This email address is registered to a VRChat account, but has no active moderations." I guess i'm free from my "sins"

vestal lantern
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Well then, I guess they just don't like me.

next pond
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Do you have any moderations Enverex?

vestal lantern
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Not quite sure what you mean by that, but I'm banned and they're ignoring me asking why.

next pond
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I meant bans... but i don't understand why they don't answer you

vestal lantern
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Yup

next pond
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Because i got my answer from them, but not long after they told me there were no moderations (bans) on my account

vestal lantern
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My mail server log shows that my email to them was successfully handed off to their (GMail) mail servers, so I know it reached them.

fierce schooner
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What are the requirements for an avatar to be compatible for the quest? I just got mine only to find that I have to tell setup all if my avatars.

jagged sequoia
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PolyCount: 7500 triangles or less
Material Count: 1
Draw calls: 3 or less
Bone Count: 66 (Standard Humanoid) Dynamic bone, cloth, lights, and audio sources are not supported at all on Quest.

abstract ether
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Quality avatars from scratch can get expensive. I wouldn't be surprised if some cost 1000โ‚ฌ. A decent one maybe 300โ‚ฌ? Modified avatars can easily cost several hundreds depending on quality. It ain't easy job 3d modelling avatars, texturing, visemes, setting up the model, dynamic bones and more so it works in unity and vrchat, etc.

jagged sequoia
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yeah that's like totally 3-5 different jobs in the AAA game industry

vestal lantern
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And trying to decimate your typical MMD down to Poor or above is somewhere between difficult and impossible depending on the model.

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I've managed to do a few of mine, but some of them I just couldn't get anything passable with.

jagged sequoia
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yeah that's probably going to require proper retopology or at the very least Edge Loop deleting instead of the using the decimate button to get down to Quest numbers

vestal lantern
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Oh the decimate buttons always been a mess for me, I split into parts and manually decimate using the other Blender features.

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But even then I sometimes hit a wall and can't find anything else to reduce.

jagged sequoia
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surprise folks don't utilize more just replacing the face and hands with pre-existing Quest compatible parts as those are the areas that are going to suffer the worst from decimating and most anime characters pretty much have the same face

vestal lantern
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The CATS decimate functionality just turns the avatar into a mess normally, heh.

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Heh, that's actually not a terrible idea.

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Lack of availability though? Also colour matching and such maybe

jagged sequoia
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they could just rebake the texture onto the new one

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โ– โ– ใ‚ชใ‚ญใƒฅใƒฉใ‚นใ‚ฏใ‚จใ‚นใƒˆใ‚’ๆƒณๅฎšใ—ใŸ2A-7ใฎ่ปฝ้‡ๅŒ–็‰ˆใงใ™โ– โ–  โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€•โ€• 3Dใฎใ‚ญใƒฃใƒฉ็ด ๆใจใ—ใฆใ”ไฝฟ็”จใใ ใ•ใ„ใ€‚ ใƒฏใƒผใƒซใƒ‰ใงไฝฟใฃใŸใ‚Šใ€ใ‚ทใ‚งใƒผใƒ€ใƒผใงไฝฟใฃใŸใ‚Š...

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this one has an open license and really efficient topology so feel free to mod it for parts

vestal lantern
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Hmm, login required to download

jagged sequoia
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it's free to make an account might as well to have access to some of the Japanese users stuff

delicate basalt
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glorious topology โค

haughty topaz
vestal lantern
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Ironically it's nearly 13000 in the one linked before, so it's not Quest compatible...

jagged sequoia
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that's because it has everything turned on

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like 10 different hair options and a bunch of accessories that you wouldn't have all on normally

vestal lantern
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Ah

jagged sequoia
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here's what I have turned on to get the quest numbers I listed

vestal lantern
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Weird, it doesn't import anything like that for me. Let me see if I'm importing this wrong.

haughty topaz
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Ah yes enslaved confusion

jagged sequoia
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that's because i move some parts to different collections for ease of figuring out where all the stuff is

vestal lantern
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OH, there's actually a blender file, I was importing the FBX.

pastel storm
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Hey is anyone up for making a avatar for me

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For free

vestal lantern
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Unless it's a quick import of an existing (working) MMD then you're unlikely to find someone. It's a very time consuming process.

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@jagged sequoia Are you folder names also garbage? As I assume that's responsible for the textures not loading for me.

jagged sequoia
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I think that has more to do with the fact that the textures are not in the same folder as the blend project

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so it's lost how to get to them

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tex_2a7lc is the texture Atlas

vestal lantern
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Ah. Also it's PSD, does Blender even support PSD files natively?

jagged sequoia
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yup

vestal lantern
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Weird. Rexported to TGA and that worked.

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Hmm, when you export with CATS, it tries to make all meshes visible. Is there some way of telling it to export only visible meshes?

sinful steppe
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error saving blueprint

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help?

brazen hearth
pastel storm
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Does anybody have an fbx quest do a wolf boy in a hoodie with tail and no necklace with blue hair?

brazen hearth
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with selected objects enabled

pastel storm
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Aka blue wolf boy

vestal lantern
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@brazen hearth It enables them all as soon as I hit the export button though (then complains that they aren't merged)

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Basically it's fine till I hit export, then the button force shows them all resulting in this...

brazen hearth
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Can you tell what exacly you try to achieve? You may save another copy of your file and delete the parts you don't need if that doesn't work

vestal lantern
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Deleting them before hand would work, but it seems odd that it doesn't let you export the model with only the shown/enabled parts (infact it explicitly enables them when you click export which seems like a weird choice).

brazen hearth
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Idk, I just export fbx the standard way, without CAT

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If you do that it won't have any complains

vestal lantern
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Good idea, I forgot that's even an option.

reef kindle
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why yes, 2a-7s is beautiful

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my wife made that texture. Highly recommend.

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@jagged sequoia @vestal lantern the LC version is quest ready

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under 5k

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you have to strip the stuff you don't need

dry zealot
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if I start to upload color/hair variation for the avatar in my world. My personal list going to go to the sky. I think what s I should do Is make a second account specifically for avatar world.

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they are 6,762 tris if some one want to know

sullen crane
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I wish I knew how to make these and it had a friend who made models xD

pastel storm
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woow that so pretty

jagged sequoia
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@reef kindle very nice texture your wife did

reef kindle
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The creator of 2a-7 was impressed too!

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Found that out last night, I tweeted them from one of their booths

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ใ‚บใƒœใƒณไฝ•ๅ‡ฆใ‹ใ‚‰ๆŒใฃใฆใใŸใ‹ใชใจๆ€ใฃใŸใ‚‰
่‰ฒๅค‰ใˆใŸใ ใ‘ใงใใ‚Œใฃใฝใ่ฆ‹ใˆใฆใ„ใŸใฎใ‹
ใƒ†ใ‚ฏใ‚นใƒใƒฃใƒžใ‚ธใƒƒใ‚ฏ https://t.co/pEh4EjznVO

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This whole event is such a wonderful celebration of the artist community over there

vestal lantern
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The stock hair texture is a bit weird, it has yellow bits in it like a bad cutout, but I assume that's because none of the Quest shaders support transparency OR cutout which makes things like hair a lot more complicated than they should be.

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Although the use of a one-sided texture for hair has it's own issues I guess.

raw heath
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I need some help trying to upload a quest avatar i followed a tutorial and trying to the model then it doesn't bring me to the build

gray blade
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try the stalin method to get it to work

raw heath
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Lul I got it had the wrong sdk for some reason

worn isle
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Sorry

proper sparrow
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^ this fits the channel right? or not right? idk

vestal lantern
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Yes, although I'd recommend posting an actual picture of it in here

proper sparrow
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oh thats the thumbnail image of the model you know, the "profile image" of the model

haughty topaz
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Schonnod, you have to make a Kenshiro avatar

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and I canโ€™t wait for the 2nd volume

vestal lantern
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Sure, but it doesn't show people what the avatar will actually look like in game, especially on Quest.

haughty topaz
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Scrinnod will probably show it

proper sparrow
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heh the world will have the 3d model of it infornt of the pedestal showing the PC and Quest versions like how it was in 2017 โค

haughty topaz
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Cool

dry zealot
random badge
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No

weary wyvern
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Could someone please make me a 3D version of this for me. My vrchat username is Clumsy25

sterile lotus
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I don't think yer gonna get someone to do that, Clumsy :p

weary wyvern
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Why not?

jagged sequoia
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because folks don't like to work for free

distant epoch
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there's a hidden rigidbody and i can't find it

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pesky body

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got a big clue from a friend: download latest SDK ๐Ÿ˜„

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but now i can't find the two blockers

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one rigid body gone. now to find a "standard shader" that's buried somewhere

distant epoch
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wow. found it.

distant epoch
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annnnnd it works - most excellent!

shadow olive
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so i just posted this in regular avatars

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but i have an... interesting issue

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i have a shape key that changes my character's model

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i just shrink the old model into a new one

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however, i get these odd artifacts whenever i do it

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Does anybody have an idea of how i could make this work?

vestal lantern
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If anyone's looking for motivation to make their avatar's Quest compatible; I had 3 Quest users randomly come up to me last night just to tell me how awesome my avatar is.

brazen hearth
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That is nice. I thought you were banned in VRChat btw.

shut orchid
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Wb to vrc, enjoy your painful stay

vestal lantern
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Ban expired, Dragoning resumed.

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But yeah, Quest users really seem to appreciate the effort of making your avatar(s) compatible, especially if they're unique or elaborate.

haughty topaz
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Thereโ€™s this user named Aspect V2 who made these really awesome avatars, everyone kept coming up to him and praising the avatars he made and it reminded me how nice the community can be sometimes

vestal lantern
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What were the avatars? The world pic doesn't really show anything.

haughty topaz
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You have a Demoman with a Grenade launcher, Scout with a scattergun, Spy with a knife and disguise kit, medic with a saw and Medigun, Soldier with the rocket launcher, a model of the drone from destiny, a model of some halo looking figure, a Jotaro avatar that has a ray gun, and a star platinum model

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They used to be his own avatars but he recently made them public

vestal lantern
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Ahh. Yeah, I've seen those.

haughty topaz
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๐Ÿ‘

vestal lantern
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I guess TF2 models are a good target for Quest as they're pretty basic and won't have been too high poly given the age at this point.

haughty topaz
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Yeah but it still is cool, plus the stsr platinum looks really good too

reef kindle
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most models for games are really low poly. The king's raid ones are sub 5k

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which of course is also great for vrchat generally. Gives you way more room to add things if you want a more elaborate pc one too

shut orchid
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say that to 2B's butt

vestal lantern
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Kings Raid is a mobile game though isn't it?

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"King's Raid (Korean: ํ‚น์Šค๋ ˆ์ด๋“œ) is a free-to-play side-scrolling RPG mobile game" yeah

reef kindle
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the models still look great, though. Vrchat is a mobile game.

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so, like, food for thought

vestal lantern
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Well, not really. VRChat has a very cut down mobile version available, I wouldn't say outright that it is a mobile game.

reef kindle
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I mean in terms of the capibilities. The quest uses an actively cooled snapdragon 835, which is the same as in a samsung galaxy 8+

vestal lantern
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Yeah. It's a PC game with a sort of weird crossplay mobile version available.

reef kindle
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and it's capable of a TON. Like, the LOD'd models for fortnite are fine on it. It essentially runs something very close to the nintendo switch version. I use an app called "vpocket" on my phone to load VRM models with cloth physics, and they're great in there too, so the quest still has room to grow. I think the latency that some users on quest experience is more nuanced and might be due to incoming audio streams and some other things, not so much poly count.

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realtime lights, most of all.

dry zealot
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its using 2.79 but its not that different in 2.8 if you want to use king's raid model

dry zealot
main acorn
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''the following component types are found on the avatar and will be removed by the client: dynamicbonecollider'' -how do i remove this in unity?

vestal lantern
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Find the bone it's on and remove it from the component list on the right.

main acorn
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thanks

distant epoch
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i found a really cute black cat in a pumpkin shell ๐Ÿ˜„

vestal lantern
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You can see the texture is fine, but on the model it becomes that line-filled mess.

neat talon
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Hmm.. I thought I heard quest didn't do alpha's at all? Only vaguely recall being told that, not sure

vestal lantern
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Possibly, which in itself is a bit weird. I don't want to have to cut around it as that would obviously be a pain in the ass (and add a lot of tris).

heavy wharf
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Yes, sadly there is no other way to fix this, than to cut the eyes out, quest doesn't allow for transparent/cutout textures. (Unless it's for a world)

vestal lantern
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That seems... very strange.

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So people normally just poly/tris around it? That seems counterproductive.

jagged sequoia
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cell phone Hardware Works different than PC

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which is pretty much what the quest is

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apparently transparencies shaders are a lot more expensive for them

heavy wharf
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Yep, that's basically it. Transparency is expensive even on computers, so you can imagine having it on quest too.

jagged sequoia
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computers are just able to brute-force it as they have like 40 times the power

heavy wharf
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๐Ÿ‘Œ

pastel storm
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the cost of transparency is that it has to read a pixel before it can write that pixel

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that's even costlier on mobile chips and has nothing to do with raw power but with GPU architecture of framebuffers

jagged sequoia
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thanks for the clarification I'm not super knowledgeable about GPU architecture

pastel storm
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it has to write the same pixel at least twice, depending on how many layers of transparent objects there are and it has to read the current pixel before it can add the next layer

vestal lantern
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Does anyone know if there exists an "auto-cutout" in Blender in some form?

long talon
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the first answer is kinda jank, but works

dry zealot
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I want to make an thumbnail with information if there emotion, weapon,etc for the avatar in my world. For now I have only put the ranking

torn ravine
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I need some help with my avatar

dry zealot
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really

torn ravine
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can someone help?

dry zealot
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who knows

signal needle
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.h

vestal lantern
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@dry zealot Why though? Doesn't a clearer shot of the avatar itself make sense? (maybe with the rating in the corner if you want to keep it).

heavy wharf
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Yeah, that just seems a bit messy, and white background doesn't look very good imo.

granite vine
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I'd really like to start making an avatar world, but I don't think I can get into community labs with it sadly :/ Under 7k polygons, my stuff starts looking super scuffed.

granite vine
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Oh question, if I update the shader of a cross-compatible avatar for the PC version of it, will that erase the Quest version?

vestal lantern
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No, they're two completely different avatars attached to the same ID.

empty fiber
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Duno why when I use VRC Mobile shaders they look like I'm about to weight paint.
Maybe it's the way I atlased it. Can't use Standard shader cuz It wont let me upload.

vestal lantern
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Select Mobile / Toon Lite and see how it looks

empty fiber
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Tried all VRC mobile shaders, same results.

vestal lantern
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What resolution did you set the texture file to?

empty fiber
vestal lantern
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Drag the texture back into the Texture field on the toon one, it doesn't look like it's there properly

empty fiber
vestal lantern
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Ok, last thing then, click the light icon in the top left

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Just to see if it changes

empty fiber
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Actually changing it to Lightmapped seems to work.

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Icon in the top left?

vestal lantern
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The little sparkly light thing

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Next to "2D"

empty fiber
vestal lantern
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Very weird.

dry zealot
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you know

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delete the vertex color in blender when you see that kind of color

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@empty fiber the kemono have that (issue) I know

empty fiber
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I see.. Well back to making an avatar world.

dry zealot
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mmh?

empty fiber
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I've already made one. And a batch of fennec avatars are good to go. Been wanting to make a Quest variant since Mobile games are usually low poly.

vestal lantern
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Luckily I was able to get myself into Quest without too much of a decimation mess.... decimesstion.

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That reminds me, I need to port the Nanachi.

hardy tangle
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how do i get rid of the yellow robot when im uploading??

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did i miss something to do???

random badge
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You likely only uploaded for PC and not Android

vestal lantern
#

Yellow Robot = Error. Robot with picture = Not on this platform.

#

Something seems to be broken at the moment as I'm seeing a bunch of error avatar Quest users lately too.

random badge
#

ah, i was half asleep when reading, you're right

shadow olive
#

Is there a good way to get my avatar to hover?

#

like just standing but just a few inches off of the ground

vestal lantern
#

You could just design it like that in the first place in Blender. Keep in mind that the foot bones will always be attached to the floor.

shadow olive
#

How would I make the foot bones look not fucked though?

vestal lantern
#

The mesh doesn't technically need to directly align with the bones, or rather share the same space.

shadow olive
#

So if I separate and put the foot bones on the floor, it won't completely be borked?

vestal lantern
#

I'd do a good bit of testing to see how it looks because how you think it should work, vs how it looks like it works in Unity vs how it actually works in VRChat appear to be 3 very different things. But yeah, things don't always need to line up or even exist, take the puppet avatars for example (the hand dragon, the wasp, etc).

shadow olive
#

I'll do some test, but I don't know how I'll get the foot to pivot naturally if the center of the bone is far down

vestal lantern
#

Move the other connected bones as well so that they're relative

cunning imp
#

Best way to do it imo is have invisible legs act as your floor attached IK and then have another pair of legs that do the hovering

dry zealot
#

I there a way to bake texture/atlas in 2.8. Cant find documentation online

reef kindle
#

@vestal lantern I would need developer confirmation (and I forgot to ask) but I think all the error robots are due to the 10k hard limits being enforced on quest

#

@dry zealot of course

#

there a bake button at the top, materialcombiner works in 2.8 as well

#

you need to change from evee to cycles to do a diffuse bake though

#

that's the main difference, there isn't a raycast model for eevee yet.

vestal lantern
#

That would result in the "Performance Blocked" robot, not an error robot.

reef kindle
#

humm, I dunno. Maybe when a quest user had them formerly unblocked

#

not 100% sure but that's what I heard the other night, mass nerfing of detected overspec avatars? I dunno.

tall elm
#

Hey just wondering, can you edit an avatar on like a 4gb ram computer? I have a really bad computer, but I also want to make / edit an avatar

abstract ether
#

Should be doable as long as you dont have anything extra hogging ram in background.

dry zealot
#

So with the matcombiner I get this. so much lost space. Quest user are going to deal with it I guess

vestal lantern
#

They have to be square, not sure those textures could fit into a smaller square than that.

dry zealot
#

If I could bake stuff around to make it scare in 2.8 that would be nice. but I cant soo or cant find a good documentation online.

vestal lantern
#

You can always manually atlas but it's a slow process to some extent, but I'm not sure you could get it any smaller.

dry zealot
#

there part i dont need that a draw blue on them

dry zealot
#

It should look like that. but I dont find a way to do all in blender. So do I really need to move the texture in gimp and after realign the uv in blender.

#

in 2.79 there a easy way but I find. nothing. Nothing for 2.8

vestal lantern
#

Much better

dry zealot
#

its not hard or long to do since I just have move stuff with the grid in gimp and enable snap to increment in blender.

dry zealot
#

decide to scale the eyes up so the 1k linear texture for the quest will look the same. Idk how much more this can be opti. 4,755 tris

dry zealot
#

Putting black on the area not use save so weight. Magic

abstract ether
#

Fyi you dont need to downscale your textures before importing to unity. As long as the atlas made of the textures is arranged well like you do, you can just go to unity importer settings for downscaling.
Change texture size to whatever you want and unity will have it compressed and permamently downscaled in the final uploaded avatar. The compression is as good as if you manually downscaled and compressed it.

vestal lantern
#

Yes, but then you lose quality if it has to downscale it to make it fit within allowances.

abstract ether
#

It is same with manual compression, especially with small details.

#

Of course you can get better quality if you decide to use higher quality when manually exporting the downscaled texture in your editing program for tradeoff of bigger file size.

#

Also I want to note the quality of textures is overall lower on quest. You can see the drop in quality even by turning your head when you are a meter or two away from someone. I wonder if it is forced on lower resolution so you cant even go past 1k?

vestal lantern
#

The Quest uses Fixed Foveated Rendering in native applications.

#

Anything outside the relatively small circle in the middle is rendered at a lower resolution. I think there are 2 or 3 rings where it gets progressively worse.

dry zealot
#

Ah that why there that pixel rander around the edge in video caption

#

But irl when your move your eyes around the edge it get blurry anyway.

#

I change the scale to 1k linear so I still have dark seam and in unity crunch it again. The file get to 100kb and the quality look the same

vestal lantern
#

Yeah, you can't "look around" with your eyes on Quest because of it unfortunately

dry zealot
#

On destop vr it the same effect of blur

vestal lantern
#

It doesn't for me.

#

Well, not to that extent anyway, and not badly pixelated.

#

But if you use streaming (e.g. VirtualDesktop) then you get both higher resolution (actual panel res, rather than the lower res that VRChat runs at normally on the Quest) and you don't have any foveated rendering, so it looks a lot better all-round.

dry zealot
#

The image get distorb and blur a bit. So why rander that part

vestal lantern
#

Because I can see it. Not sure how bad your eyesight is, lol

#

@abstract ether The max texture res is 4096 I think, the textures disappear if you try and use 8192.

dry zealot
#

Anyways. What can I do more for the optimization god

vestal lantern
#

Unrelated point, the legs look too long, may make the avatar feel weird.

abstract ether
#

Hm okay.

#

I dont mean fixed fovested rendering, you can legit see the change in texture quality but I guess I could have just said you can see it just by moving closer or further away from someone.

vestal lantern
#

Hmm, odd. I don't remember seeing that personally.

abstract ether
#

On related note I've had bad experience with gimp compression so I had to use more painful programs for fixing the bad quality one time. Idk whats wrong with the png compressor of theirs.

vestal lantern
#

Bad in what way?

dry zealot
vestal lantern
#

Aren't your legs roughly the same length as your torso? If so, that's probably a good guide.

dry zealot
#

that never really the case with anime proportion

vestal lantern
#

Oh sure, but the closer you can get it in-game, the better it will work.

dry zealot
reef kindle
#

@abstract ether use Krita. level 9 lossless png compression. I also don't allow material combiner to compress my textures (anymore) that was something it was doing pretty badly for a lot of people and we didn't notice at first

vestal lantern
#

Yeah, never allow CATS or MatComb to compress, it always just mangles it to 256 colours

#

That cost me some time fixing as I didn't notice at first.

#

Luckily they don't default to doing it anymore.

reef kindle
#

I manually use mat-combiner's tab now, because atlasing by hand is way too time consuming. I need to win the lottery so I can unleash my inner vrchat addict more lol

#

it feels weird to know how to do absolutely everything from scratch but not having the time or drive to do it all when you have a 9-5, as fun as this job is sometimes

vestal lantern
#

I mean normally it does a good job, I'm not sure how you'd improve it most of the time.

#

@abstract ether What issues did you have with GIMP's PNG compression?

reef kindle
#

@vestal lantern you certainly can- manual atlasing is best since you can pack the islands in a much more efficient way - mat combiner just literally stitches the images together.

vestal lantern
#

What would be really cool, is if the atlassing software worked based on islands, NOT images, that way it could just tetris everything as compact as possible. I'm really surprised that it's not already a thing.

abstract ether
#

Gimp literally did what material combiner used to do.

#

Well, not 100% same looking as matcombiner but definitelly rough color transistions.

vestal lantern
#

GIMP should save PNGs exactly as they appear unless you're doing something weird.

dry zealot
#

I could probably but I could end up with seam

shrewd kettle
#

Your avatars always look amazing. Iโ€™m always full impress

shadow olive
#

Is there any tutorial for using the snail pens on quest?

#

i can't seem to make it work

#

not sure if it's because i'm bad or the shader isn't compatible so i just use standard

pastel storm
#

Hello

#

I have a question

#

Dose anyone here have an anime ( female) avatar that I can use for free (obvs gotta be quest compatible) thank you in advance

#

Dm me if you can

#

It doesnโ€™t have to be impressive

vestal lantern
#

Are there none in-game already that you like?

#

Also, aren't you a wolf in VR? ๐Ÿ˜‰

pastel storm
#

Get over it

#

Yes I am

valid umbra
#

Quick little question.. afther i have finished a upload of an avatar to the game.. how long does it take for it to be added onto my account? I just recently added in 2 models. 1 i uploaded 3 days ago and another just a few mins ago, the model from the other day.. well the site say its uploaded, but in game it is not. Unity says its uploaded, but again in the game it is not

vestal lantern
#

It's immediate.

valid umbra
#

then i wonder why it is not showing for me in the game

vestal lantern
#

Do you normally play via Steam? It's either that or you have the wrong version of Unity/the SDK.

valid umbra
#

I join via the browser

#

the unity is the newest version

vestal lantern
#

That's your problem, it's not supposed to be the newest version.

valid umbra
#

ohh?

vestal lantern
valid umbra
#

so.. i need to reinstall on an older version and reuplaod it?

vestal lantern
#

-> Unity 2017.4.28f1

valid umbra
#

Will i have to remove the models and reupload them or just log in on the odler version of unity then it will update itself when i click upload build?

vestal lantern
#

It'll update itself when you upload with the same blueprint ID

valid umbra
#

ok.. iwll try it.. jus tneed a few mins to reinstall unity ๐Ÿ˜›

vestal lantern
#

It should have told you on the audit/report page prior to upload that Unity was the wrong version though.

valid umbra
#

well..are a bit new to uploading models and stuff and have not played a lot of VRchat, but will soon get my first VR headset and are prepearing some modles and stuff

valid umbra
#

well.. .looks like it is not as simple as just updating the modles.. i logged into unity and everything is messed up like the example model is not showing up and when i am going to set up where the view is to be it is just not in there

vestal lantern
#

Yeah, going from a newer version to an older version rarely works well.

#

May be worth creating a new project/scene.

valid umbra
#

i did ๐Ÿ˜› thanks for the info erlier ^w^

vestal lantern
#

No problem

valid umbra
#

chould you send me a link of a guide to how to set the models correctly? i just logged in to check if the avatar was in there.. it was but i chould not see it.. the picture in the avatar list was there, but when i changed avatar i saw nothing in the mirror

vestal lantern
#

That normally means you've used a shader that doesn't work properly, but that seems unlikely given that the Quest SDK only lets you upload a super limited set in the first place. What shader are you using on the model in Unity?

#

(as I assume you have only one material)

valid umbra
#

ohhh.. that chould be ๐Ÿ˜› just a sec

#

unilt texture i think... when i was working on the models erlier i had to make a material to add in the texture, but now when i opened the same model and just now noticed the skin orb thingy was visable with its texture.. erlier it was all gray.. will try to update it and see if it changed and update you of it

vestal lantern
#

It needs to be set to one of the VRChat > Mobile > (blah) shaders. Although it shouldn't have let you upload it in the first place if it wasn't set to one of those.

valid umbra
#

okey will try it out

vestal lantern
#

Let me know what it was set to as I'm curious

valid umbra
#

hmm.. i did change it in 1 way, but had no result from it.. i when as you said.. mobile, but in mobile there is no continue there with the name shaders... 9 different options but shaders is not one of them

vestal lantern
#

Yes, those are all shaders ๐Ÿ˜›

#

So that one should be fine

valid umbra
#

well actually the one i have selected did not work

#

it had the same result in where the model was not visable

vestal lantern
#

Was it visible in Unity?

valid umbra
#

in unity yes, in the avatar gallery yes, when i change into the avatar No

vestal lantern
#

Interesting.

valid umbra
#

well.. need to look more into this a bit later.. got some stuff to do now.. so will be back later on today

vestal lantern
#

Ok, good luck.

valid umbra
#

will write here later if i manage to figure it out or still need help

empty zephyr
#

is there any way to make a part of my avatar invisible?

#

I tried the skybox shader but that didn't work at all.

vestal lantern
#

You can hide the mesh, that could work

empty zephyr
#

Alright

#

I've been wondering how people make the seats on their avatars invisible

#

lol

vestal lantern
#

The seat itself just doesn't need a texture in the first place.

empty zephyr
#

that's good to know!

vestal lantern
#

In fact most don't, that's why you have to wave your arm around to find them in the first place normally.

pale stream
vestal lantern
#

That's the 7/11 from the VMK isn't it?

heavy wharf
#

Yup

jagged sequoia
#

just read that that was a good and sensible tutorial

proper sparrow
#

Just a reminder and or fact
Avatars have a 10Mb file limit for quest at this moment in time so make sure the file of your avatar is less then 10 mbs if you want to upload it to quest โค

dry zealot
#

how can it be more then 10mb . how

cunning imp
#

Large textures probably

proper sparrow
#

Textures like you can click on images/textures and view them in the inspector tab in unity and change their resolution and quality settings to be Low Quality 32x OR High Quality 8Kx so i'd say if you had like 20 textures with 8k res on them,

empty zephyr
#

Hello, I have a question

#

I've been trying to make my avatar fly using the box animation technique

#

However, I need to remove the boxcollider when I am trying to upload my avatar

#

is there any way to resolve this?

#

This is only for Quest btw, the PC is fine

dry zealot
#

no collider on quest

empty zephyr
#

damb

dry zealot
empty zephyr
#

Is there any substitution for box colliders?

#

On Quest

pastel storm
#

box colliders work great on quest

#

what kind of substitute do you mean?

empty zephyr
#

I mean on Avatars

#

I have to remove box colliders before I upload

pastel storm
#

that's not just on quest

empty zephyr
#

Yikes

pastel storm
#

๐Ÿ˜„ what on earth did you need them for?

vagrant escarp
#

@empty zephyr you can't use box colliders, but you can use sphere colliders (not sure about quest version)

hollow orbit
#

Avitar ideas

#

Scary rabbit man

#

Headless horsemen

#

Sam from trick or treat

#

Classic horror movie villiane

#

Lewd human cat avatar

#

Girl from the ring

vestal lantern
#

Any original avatar ideas?

shadow olive
#

so just confirming

#

there is now way to fix small avatars clipping through seats right?

random badge
shadow olive
#

does this fix the avatar or the chair?

random badge
#

The chair

#

Theres no way to fix the avatar

dry zealot
#

The one i use fix the position but overight all the gesture/emote

shadow olive
#

figured

#

wait hol up @dry zealot you managed to fix the avatar sitting?

dry zealot
#

Go in the map you will see. Its a prefab. Easy to use.

#

But its for world

shadow olive
#

figured

#

maybe they'll get their shit together and go by hip bone eventually

#

it's a glaring issue when half the community is running around as little chibi girls

empty zephyr
#

I needed the box colliders for a flying avatar

vestal lantern
#

What bone does it currently use? Chest?

empty zephyr
#

?

vestal lantern
#

For seating

sharp spear
#

Haven't given this a look yet; what's the means of having a variant of avatar seperate for Quest versus PC? Higher quality on PC, heavy optimized on Quest.

vestal lantern
#

They're two completely different avatars, uploaded separately

sharp spear
#

How do you bridge one to load when on PC, the other Quest?

#

Seen it done. Know it's possible.

vestal lantern
#

Same blueprint ID

#

That's what ties them together

sharp spear
#

Heh. - Then it'll allow upload of a Quest avatar of the same ID without overwriting the PC upload of that same ID?

vestal lantern
#

Correct, it's like 2 different "slots" basically

#

They share the same name, image and description though.

sharp spear
#

Interesting; that makes a lot of sense

#

Cheers @vestal lantern

#

Picture's clear now

shadow olive
#

taking on my most ambitious project yet

stoic solstice
#

Its glorious

dry zealot
chrome fox
#

@shadow olive srs business ๐Ÿ™‚ Got a modded Shaggy of my own, hippie glasses, mullet, differently colored pants/shirt and a vest

#

havnt re-jiggered it for quest tho since i dont have the device

shadow olive
#

godddamit zid you're here too?

chrome fox
#

sure

#

been messing with a rig for robot legs the last couple of hours

#

it works in blender but the inverse kinematics i set up there are just ignored by vrchat, need to figure out how to do the same in unity

shadow olive
#

Oh true, I've had some issues there when shrinking my avatar

chrome fox
#

how so?

shadow olive
#

The IK makes it fly off in every direction when I do the shrink gesture

#

My hands are stretched and squashed into space

#

I have a gesture that turns my avatar into a squid

chrome fox
#

why am i not surprised ๐Ÿ˜›

shadow olive
#

I'm the splatoon guy what can I say?

chrome fox
#

well, gotta watch out for "clamamities" such as those i guess

shadow olive
#

On that note I'm gonna go to sleep, I don't think I can top that

chrome fox
#

nite

shadow olive
#

by the way, does anybody here know how to create custom standing and walking animations?

#

Or like a tutorial for it?

#

i'm trying to make scooby hover behind shaggy with a small hover up and down animation

cunning imp
#

You wouldnt want to edit the idle/walking animation. Just have scooby as a game object under your avatar and put an animator on him that edits his position on loop. He'll follow you around and play the animation regardless of what you are doing

shadow olive
#

Oh i see, when something animates on an avatar, it's a separate object. Would i still be able to have him talk whenever shaggy talks? I merged their mouth animations too so they talk in synch.

#

also, would it be able to move in an emote?

#

@cunning imp

cunning imp
#

No, for vrchat to use both their mouths they must be the same mesh, which therefore cant be a separate object. You can edit the idle pose (by going into Assets>VRCSDK>Examples>Sample Assets>Animation and grabbing the Idle-Sample animation from the Idle Prefab)

#

In this situation you would keep the idle the same and then adding a floating bit for scooby

#

Keep in mind I'm pretty sure that non humanoid transformations are local only ever since networked IK

vestal lantern
#

Is the idle pose used at all in full body?

cunning imp
#

Yes

#

For example, if you open your steam vr menu your arms will drop to your idle pose

#

From what I'm aware, the idle pose is applied first, then the IK takes over if you have VR

shadow olive
#

I can live without them having separate mouths, but can I emote a game object?

vestal lantern
#

Ahhh, so that's why it does that pose

shadow olive
#

And that makes sense

vestal lantern
#

So if I replace my idle pose with a silly dance, it'll look crazy every time I bring up the SteamVR menu? lol

cunning imp
#

Actually yeah it should I guess. I've only edited the idle pose once to make the idle more proper rather than arms by sides

#

@shadow olive An emote can influence anything under your avatar so having scooby as a seperate object from your main mesh/armature should be fine

shadow olive
#

awesome, that should do nicely!

cunning imp
#

I dont keep up to date on what works in quest and what not so I'm talking from a purely PC standpoint. But im pretty sure all animation stuff is supported

shadow olive
#

as long as it uses supported shaders i know it's fine

#

is there any good tutorial out there for actually making an animation?

#

i'm assuming i have to do it in blender, there's not gonna be anything online for what i'm doing

cunning imp
#

No, all animation stuff is done in unity

#

Dont have any specific tutorials on hand and I just started a dota game so gl

shadow olive
#

thanks!

shadow olive
#

ok so i might've gotten some more input and i'm just gonna edit the idle and walk animations, it'll let me do more with both models

#

that being said...

#

is there any way i can edit the default standing.fbx to include my floating animation?

tight remnant
#

is that a stand user ?!

haughty topaz
#

Yes

worthy shell
#

anyone know of anyone who can make custom avatars? ๐Ÿ™‚

chrome fox
#

i dont know you but with a bit of time spent learning im sure you could ๐Ÿ˜‰

brazen hearth
#

Never heard of anyone making custom avatars here

dry zealot
#

Same

shut orchid
#

Me neither

shadow olive
elfin loom
#

anyone her gooa at making quest avatars please pm me i need a avatar converted into unity and then into quest to have etc etc

vestal lantern
#

Provide more info here and we'll see.

elfin loom
#

ok

#

so i need this skin to get used in unity

#

and i need it to have

#

both the dots

#

the pc blue dot and the green quest dot

#

it says youll need a phone

#

with unity on it

#

and download the skin to the quest

#

so i can have the skin on there to use

cunning imp
#

You don't need a phone with unity on it. You need to download the Android package and export your avatar to your Android project and upload normally from there. That upload will count as the "quest version" of the avatar

elfin loom
#

oh then yeah but i cant upload the avatar for some reason so i need someone to help me do it

cunning imp
#

The builder should give you the reasons why the upload isn't allowed. Keep in mind you cannot use custom shaders, rigid bodies, dynamic lights, dynamic bones and a bunch of other things. Again it should tell you the exact part that's preventing upload

elfin loom
#

let me go look to see

#

dosent tell me why when i click on the thing it only says utillties thats it

cunning imp
#

I'm not sure then sorry

elfin loom
#

its ok thats why im asking if someone could help me with it

#

i would've done it my self trust me no fan of asking for help

chrome fox
#

So ive gathered that for avatars to show up on Quest they need to have a low spec version, if an avatar is low spec to begin with and uploaded in quest mode, will it show up on PC without a double upload?

vestal lantern
#

No

#

Quest avatars are entirely separate and have to be uploaded separately in an Android configured version of Unity

chrome fox
#

alright, while ive got you here, should i install the unity update that just popped up? im running the LTS version already, its asking about 17.4.33f1?

vestal lantern
#

No, you have to use the EXACT version of Unity that the SDK page says

chrome fox
#

i havnt got the question to upgrade unity before

#

cool, yeah thats what i expected

elfin loom
#

well if anyone could help me get this skin to my quest and stuff pm me ill be on all day

vestal lantern
#

Do you have the actual model in Blender, or have you just downloaded a Unity package from somewhere?

elfin loom
#

me?

vestal lantern
#

Yes

elfin loom
#

i had everything needed t odo it and nothing changed

vestal lantern
#

Well that sentence makes no sense so lets stick to the specific questions...

elfin loom
#

ok

#

]i had blender unity and the files needed to do the task

vestal lantern
#

When you say you can't upload it, where are you getting stuck?

chrome fox
#

Does your account have uploading enabled to begin with? Its says just below my name that its enabled for me

elfin loom
#

ill show you one sec

#

nvm but

#

when i use that

#

vrchat

#

sdk

#

it shows only one option utillites

#

thats it

vestal lantern
#

That means your project is broken and you've got something in there causing everything to fail

#

Scripts, shaders, etc.

elfin loom
#

how do i fix the problem?

vestal lantern
#

Figure out what's broken. Check the console and delete anything that isn't needed.

elfin loom
#

ok let me do that

chrome fox
#

begin with checking that you have the right version of unity, does it say 2017.4.28f1 up at the top?

elfin loom
#

yes

#

and btw enverex i deleted the stuff that its telling it is having problems with and it still dosent have anything but utillites

cunning imp
#

Delete the entire vrcsdk and reimport the newest version

elfin loom
#

ok

#

done

elfin loom
#

I tried everything but nothing I need help just please pm me if you could help get this skin on my account thank you have a great day yall

elfin loom
#

who ever can get this skin oculus usable please pm me

dry zealot
pastel storm
#

Use Normal Maps

shadow olive
#

I don't know how to feel about this

#

i've never been so intimidated by a woman

dry zealot
#

Excellent rating hehe

#

I still have 150 tris to spare before the 5k. I could make the shoulder muscle more round probably

rocky matrix
#

I'm making an updated version of the possum with baked normals, so it'll look higher poly while staying the same amount of polys!

jagged sequoia
#

yeah that is definitely an improvement

rocky matrix
#

and at no cost!

rocky matrix
#

and its uploaded, everyone should have it now

jagged sequoia
#

cool

reef kindle
#

yay baked normals

#

great to see more people doing this

#

step 1: take highpoly model or sculpt

#

step 2: make lowpoly retoplogy as a seperate mesh

#

step 3: bake in cycles a normal map from the highpoly and apply it as a texture to the lowpoly

#

profit!

#

if only step 2 wasn't such a nightmare 99% of the time

reef kindle
vestal lantern
#

Retopology looks insanely time-consuming. So you basically just draw over the original model at a lower resolution?

rocky matrix
#

That's not what I did, all I did was subdivide the low poly model I made then baked the normal maps in substance painter

jagged sequoia
#

but yes in general Retopology is just making a new lower-resolution model on top of the high resolution sculpt because when you're sculpting you're concerned with getting detail not making something that would animate properly

vestal lantern
#

Hmm... Blender's own decimation it is then...

jagged sequoia
#

yes but you don't have to necessarily do extensive Retopology if you're already doing an animation ready model you just might need to delete some loops

cunning imp
#

Somone recommended retopoflow to me a while back but I never checked it out

cunning imp
#

They forgot the mouth seam! How's a man to talk?

jagged sequoia
#

because the mouth is entirely painted on

cunning imp
#

Could always get a seam inbetween the lips and cut. I understand why they didn't since this was a part of their 100 avatar fiasco

jagged sequoia
#

yep out of curiosity what about it is a fiasco

chrome fox
#

you can just add faces to where the mouth should open, paint it black and move the lips, its give a good low poly option to modeling a mouthbag

vestal lantern
#

Yeah, it's never as easy as deleting loops. Especially when you're trying to decimate down from 40K+ to <10000.

chrome fox
#

done to some low poly models ive found, just use the knife tool

cunning imp
#

I've just learned I didn't know what fiasco meant thanks rain

jagged sequoia
#

yes but it's better to start with the edge loops and then try to hack your way there

cunning imp
#

Was using it for "general event" I didn't know it meant "catastrophic failure"

chrome fox
#

sure, thats the better way if the model is higher poly to start with, really low poly that just have the mouth painted on dont have the option

jagged sequoia
#

well now you know something new Scionzenos

cunning imp
#

"Knowing is half the battle"

jagged sequoia
#

yup

jolly belfry
#

Why cant i upload this avatar? it says future proofing your avatar, but nothing happens

vestal lantern
#

Disable Future Proofing under settings

#

Also fix the leg parenting issue that it mentions, just in case.

jolly belfry
#

i got this avatar from youtooz, i dont know anything about 3D-modelling.
but when i disable future proofing under settings, nothing happens at all...

vestal lantern
#

Check the console.

jolly belfry
#

where do i see the console?

vestal lantern
#

The tab is hidden under the SDK in your screenshot

jolly belfry
#

It looks like this... Is that bad?

vestal lantern
#

The SDK looks broken to me. Did you just download the latest version of it from the website? The Unity version looks fine.

jolly belfry
#

yeah i just downloaded it

#

total new

#

i just uninstalled everything and redownloaded it

vestal lantern
#

May be worth right clicking the top level VRCSDK folder and selecting Reimport

jolly belfry
#

tried with another pc aswell

vestal lantern
#

That's up to you, varies from PC to PC.

jolly belfry
#

reimporting gave me more red in the console

vestal lantern
#

Where did you get this avatar? Was it a Unity package?

jolly belfry
#

Yes it was a unity package, got it from youtooz

vestal lantern
#

Did it include an SDK folder?

jolly belfry
#

nope i downloaded that from the VRchat website

vestal lantern
#

Also wow, those avatars are a lot of money for what they are...

jolly belfry
#

the kid i take care of, got it for free with a IRL figure ๐Ÿ˜„

vestal lantern
#

Oh, that's not bad then

cyan lodge
#

hi i am the kid

vestal lantern
#

OH, those are actual figures. I thought they were just avatars.

#

Makes more sense now.

jolly belfry
#

it still dosnt work, is it possible, that you can take a look at it, if i send you the file?

vestal lantern
#

Can you switch to the project tab and just post a screenshot of that here with the top level folders expanded?

#

I can do. I'll be home in about an hour if you can wait that long.

jolly belfry
#

yes ofc, that would be very nice of you

vestal lantern
#

@jolly belfry Checking now

jolly belfry
#

thanks man

vestal lantern
#

Ok, so that Unity package contains a LOAD of stuff, including an entire copy of the old VRChat SDK. When you imported it, did you just let it import everything?

long talon
#

isnt it actually illegal to redistribute the sdk?

vestal lantern
#

Probably against the ToS but not really a big issue assuming it's not modified. But yeah, not the best idea for them to package the SDK with it, especially as it'll likely be out of date.

#

The layout is also a complete mess, most of it's just strewn about in the top level.

long talon
#

god why

#

reason #76554 why distributing avatars as unitypackages SUCKS

vestal lantern
#

It's like trash tier VRCM packaging, but this was part of a paid product, so shame on them for putting their customers through this, lol.

long talon
#

^^

#

actually, Ive seen avatars from redacted website better packaged

vestal lantern
#

@jolly belfry I'll tidy this up and put a working prefab together for you then pass it back.

long talon
#

I'd make a scene with the prefab

#

make it dead simple

vestal lantern
#

Yeah, that's the plan

jolly belfry
#

Its really kin of you @vestal lantern

#

kind*

vestal lantern
#

@jolly belfry So, realistically this avatar needs to be below 7500 tris for Quest by default, or below 10,000 if you're happy for people that have set Poor avatars to be shown by default. It's currently 37,000. Was this definitely for Quest rather than PC?

#

6 materials too, which means that's over the allowed limit for Quest as well.

jagged sequoia
#

yeah that that sound like too many materials

vestal lantern
#

@jolly belfry So is this definitely for Quest, or was it for PC?

vestal lantern
#

@cyan lodge Are you actually the kid?

jolly belfry
#

Yeah, matthew is the kid, and i am his young adult friend, that takes care of him from time to time.

vestal lantern
#

Ah, you're back

#

I was going to quiz him as you weren't here but you're back now anyway

jolly belfry
#

yeah i had to take the bicycle home

#

could you fix the problem?

vestal lantern
#

It's not so much a problem, rather than entirely not designed for this (Quest) at all. It's basically a PC avatar and you've only got the final product. If you had the working materials then you can try manually downgrading it to work, but that's hit and miss. I'll see if I can brute-force it into Blender and get the materials working.

dry zealot
shut orchid
#

that fits the character really well, nice komaruthumbsup

vestal lantern
#

But it's Quest so there's no dynamic bones, so it'll look like you're wielding around solid boards, lol. Unfortunate.

dry zealot
#

The tip of the sleeves are parent to the hand so they deform all the time.

vestal lantern
#

Ahh, clever.

dry zealot
#

On pc I put force so they point down

long talon
#

couldnt you like, remove all weight from the wrist bone and weight the arm all the way to the end of the sleeve?

#

or would that fuck it up?

vestal lantern
#

That would make it even more static.

long talon
#

but it wouldnt weirdly break

dry zealot
#

idk what you mean

craggy glacier
#

not sure why but the vrchat mobile shaders make the area around my avatars mouth black, cant figure out a fix

dry zealot
#

Delete the vertex color in blender

dry zealot
#

some shader use it do have specific affect but in this case the mobile shader turn it simply black or other color

elfin loom
#

how do u turn on android mode to download custom avatars to quest

#

if someone could give me the link that be great

#

anyone have a video of it

dry zealot
#

Have you search on yt

timid fable
#

hello guys. How can i upload avatars in vrchat so i can use them?

jagged sequoia
wild aurora
#

Why it looks like this

topaz plume
#

@wild aurora new sdk

distant epoch
#

alas, always having to keep up to date ๐Ÿ™‚

crude socket
#

im looking foe two avatars , im new to the game play on pc and im looking for

  1. Dobby from harry potter
  2. Herbert the pervert from family guy
    could someone please help me find them
wild aurora
#

@topaz plume thx

vestal lantern
#

Rigidbodies arnt allowed are they?

chrome fox
#

"Rigidbodies, colliders, and joints are disabled completely on avatars in VRChat Quest."
https://docs.vrchat.com/docs/quest-content-limitations

vestal lantern
#

Thought so. Guess Quest users will get a somewhat static version of this avatar then.

gray moat
#

Looking for a furret avatar? I only learned last night that he exists. And i want him

crimson spire
#

Oof those quest model limitations. I was thinking of porting my Zer0 model to quest but eh at this point idk if its worth

vestal lantern
#

Furret's shape makes him a little difficult to rig properly.

chrome fox
#

im not sure what a zer0 is but if its that borderlands character that comes up as the first hit on google you could port just the body with a single atlased texture/material and be done with it, at least quest people would be able to see you

#

if the "worth at this point" is about it not being able to have the features you put into it

vestal lantern
#

I don't think Borderlands characters are especially high poly. They have high detailed textures so they should decimate pretty easily.

gray moat
#

The second one

gray moat
#

How do i get it on vrchat? I just got my quest a few days ago and as such have no idea how

vestal lantern
#

You'd need to get someone to model, rig, import and upload it for you. That said, I'm fairly certain someone's already made one. Just spend a while looking around avatar worlds.

gray moat
#

Idk what avatar world it is but im wondering cause i know thatd be faster

#

I know its been done before. And i dont have the knowledge to upload it myself. So i gotta find it if i can

abstract ether
#

Can confirm rigging furret is pain in the ass. The proportions are not like normal human.

#

There is a generic pokemon avatar world but it is probably not ported to quest. It has massive amount of pokemons.

jagged sequoia
#

yep because most of the Pokemon are above the quest limit

abstract ether
#

I don't think many of them are. The model in lower image is way below 10k. Maybe newer ones tend to be much higher poly.

jagged sequoia
#

yes but above 7K is still quite annoying

abstract ether
#

Yeah. I might upload furret with nothing else on it if I don't get distracted, just like with making a world where I would dump some other avatars too.

jagged sequoia
#

and you would still need to texture Atlas everything is Pokemon commonly used like 3 materials as the eye animations and mouth animations are in a separate sheet from the main body

abstract ether
#

Oh wow now that I actually checked the polycount it is only 1,5k

vestal lantern
#

Yeah, anything that uses transparent textures is also an issue (on Quest) so I'm not sure how the face would work.

abstract ether
#

That's a problem I am not going to have with this avatar. It'll be one face only, no other eyes or mouths. If you go shadeless, you can copy the faces containing the face textures, move the uvs of the new faces to another parto of face textures on the texture and on model move the faces to be barely inside of the head. Now you use blend shapes to move them forward for expressions. It wouldn't look good with shading though unless you spend a lot of time fine tuning.

#

And also the face textures are not transparent in the model's textures.

chrome fox
#

You can mitigate that a bit by making the moving parts only contain the features and not a square with the features on

#

eats up some extra tris tho but since its pretty low tri it shouldnt be an issue in this case

abstract ether
#

Yes. That's obviously gonna take time too.

#

I did smooth out the model so it has more tris now.

#

It wouldn't matter smoothing if it had just a little more tris.

crimson spire
#

Oh wait, you can't do transparent textures on quest?

random badge
#

No you cannot

crimson spire
#

Well that makes porting my Zer0 avatar with even a simple feature 10x harder lol

jagged sequoia
#

apparently transparent is a lot more expensive on mobile

mellow plank
#

I Can Confirm.

rocky matrix
#

Possum avatar is updated!

#

Here's the unity package if anyone wants it

random badge
#

Great work!! ๐Ÿ‘

hardy cairn
#

I suddenly wanna make my own Furret puppet. I think I'll do that.

vestal lantern
#

lack of dynamic bones and rigid bodies will bake it a little flat unfortunately

#

*make

shadow olive
#

Man I've been trying to make a puppet and have no clue what I'm doing

long talon
#

make basic human rig, only weight paint stuff on the hand. done.

abstract ether
#

Ugh why is the polygon count much higher in unity? Not double but about 20% higher. Does unity subdivide parts of the mesh regardless of whetever or not you keep quads in import settings? It's more than enough to yeet the ranking to poor. I already optimized in blender but it is already well optimized. Any more getting rid of quads and the model just wouldn't look good because the hair is quite long. It's either poor ranking or delete hair. And of course I had to get the bug of 2 materials on this model, too.

#

Looks like unity just doesn't like mixing quads and tris together. It generates a seperate material for each type. That means I'd have to mess around with tris. The few tris that are left if I use mostly quads can't be gotten rid of without a lot of effort.

shell jewel
#

When exporting your model, it should be triangulated as is. Keep quads in the working file, but the kicked out FBX should be triangulated to ensure the normals read how you want.

crimson storm
#

I have problems with avatars, i have 15/16 faved avatars, and now i cant fav a avatar or unfav a avatar, can anyone help me

shadow olive
#

What do you mean you can't favorite or unfavorite?

long talon
#

click expand on the favorites row

#

should fix it

crimson storm
#

Amma gonna try that

crimson storm
#

Omg Thank you @long talon !

long talon
#

mfw that actually fixed it

shadow olive
#

I'm trying to make my avatar have floating particles around them

#

Mainly different numbers

#

how would i go about doing that?

#

mainly, trying to do this

#

but with the particle system other avatars use

#

if i need to use a custom shader i can use the pc shader trick, i don't think my avatar will be lagging games any time soon

pastel storm
#

looks like Markiplier in the first picture..

#

the laughing one..

jaunty badger
#

I have a question how can I do to make inside skirt Avatar not to be seen

dry zealot
#

Select all the vertex at the base if the skirt and press f

clever flicker
#

Hey everyone AiSeko is a heart break she broke my friends heart thru text and they been together for like four weeks and she said I never loved you from the beginning(For fuck sakes, I never loved you to begin with to be honest with you because you kept forcing it on me, so I had no choice BUT TO SAY I LOVE YOU. You kept rushing things and I can't do it anymore okay! I am not dealing with this same situation again, I can't..) so to everyone be careful

dry zealot
shadow olive
#

It's adorable

abstract ether
#

Noice. Is it going to be shaded with toon lit, so just the texture simulating lighting?

shadow olive
#

also is there a way i can slightly edit the peace gesture without muscle editor?

#

i want his fingers to be a bit closer together, so he can hold something

cunning imp
#

Need to make your own animation file that edits the muscles of the fingers, would be best to find a prefab online and then edit it to the peace sign

shadow olive
#

ngl just ended up fiddling with the values until it worked

cunning imp
#

Yeah those were the values I was talking about. Wasn't aware you already had an anim with the correct path so was going from 0 to 100.

shadow olive
#

should've mentioned i have the hand poses, that's probably why i didn't understand what you said

mossy sail
#

Do one of you have particle texture I could use for quest

#

I dont want like square particle all over you know...

#

But transparent (im lazy to download photoshop to make one)

gilded marlin
shut orchid
#

_qb is that mouth a texture or normal model 002thinking

dry zealot
#

3D but I in general I don't use gesture that change the mouth on my model. But for the preview its a funny touch

#

@shut orchid

shut orchid
#

Now thats epic

shut orchid
#

Internet too crappy to open whoa

dry zealot
long talon
#

is that... weeaboo pink guy?

#

filthy frank voice: "I'm tired of this shit."

dry zealot
#

its was not intentional at first but yeah why not

empty zephyr
#

Is there any way I can fix a hip that is leaning to the side?
It makes my character look too sassy

spice schooner
#

There is a way, and I think it's simply moving the bone or changing the roll on the bone causing the issue. It has been a while but do know there is a way to fix it, just sucks redoing stuff in Blender or whatever you use because you have to set up the avatar again in Unity.

empty zephyr
#

indeed

raw glade
#

peter giffin

weary wyvern
#

Why do so many avatars have their knees go way inward when you squat in vrchat?

dry zealot
granite vine
#

@dry zealot I love your worlds. Thank you so much.

pastel storm
#

@_qb your neko girl is so cute you should add more of her!

pastel storm
#

@dry zealot when will you add it? o:

dry zealot
#

Idk

pastel storm
#

Oh! Well when will the costumes for that avatar up top be available?

dry zealot
#

soon i guess

pastel storm
#

Alright.

zenith sequoia
#

@dry zealot do you have an avatar world?

random badge
#

He made Kings Raid avatars yeah

calm moth
#

Would anyone be able to make, or have, an avatar that would fit into a skyrim style world?

craggy glacier
#

i asked a while ago why this part of my quest avatars mouth was all black when using vrchat mobile shaders. someone said something along the lines of deleting the vertex color but im not sure how to do that

dry zealot
#

its under uv map

craggy glacier
#

cant find where that is

dry zealot
#

Where the viseme are

#

Vertex group

#

All that stuff

craggy glacier
#

ah i got it, thank you

pastel storm
#

@dry zealot when will you put them available? i miss using them

dry zealot
#

@pastel storm its live

#

the project with the map is kind of large so switching between build is slow

pastel storm
#

Thats alright!

#

Im so excited

lapis ember
#

is this the place to ask for help?

long talon
#

with making avatars for quest yeah

lapis ember
#

aight so like I've been trying to upload an avatar for a while now but every time I hit "build and publish" it sits on the future proofing and then it closes with these errors

dry zealot
#

untick future proof in the sdk option

lapis ember
#

still nothing

silk tapir
#

Hi, so I haven't checked updates for a long time but how limited are quest avatars right now in terms of animations? Were there any changes at all from the initial poly limit and such?

vestal lantern
#

7500 or less to be visible by default, 10k or less to be visible if they set you to poor. Limited to 1 animator still (I think it's 1 anyway)

dry zealot
#

you can have 2 animator and be rank poor

pastel storm
#

Limit is unlimited

#

Anyone can see you along as they click show avatar

vestal lantern
#

@pastel storm I'm assuming they meant sane, delimited limits.

calm moth
#

What programs do I need to make my first avatar?

delicate basalt
#

@calm moth everything goes through unity, check the VRC docs for the appropriate unity version and VRC SDK

#

for modeling, blender is free

#

for simple texture editing, pick anything that isnt ms paint

calm moth
#

OK, curveball maybe, I'm a Linux user. I have unity installed, but it's about a year old

delicate basalt
#

eeek

calm moth
#

Haha, yeah I use Gimp normally, the poor.mans Photoshop

delicate basalt
#

there is a very specific unity version

#

rn were on LTS 2017 4.28f1 but the game will be moving to unity 2018 within the next month (or week...)

#

you may want to install unity hub

calm moth
#

I'll have a look into it. So I build my avatar on say blender or similar, but I rig it up in unity?

delicate basalt
#

rig it up? If youre talking about armatures and animation rigging, thats all modeling software; you configure the rig in unity and thats about it

#

you need unity in any case because the game is on unity

#

but blender will take care of meshes, texturing, rigging, and shape keys

calm moth
#

I get the vibe this is a sharp learning curve at first but easy once you know what you're doing

delicate basalt
#

mhm, the pain sets in when you try modeling from scratch

#

everything else is pain for an hour and then really easy after

solar hazel
#

I would like an avatar ๐Ÿ˜ซ

pastel storm
#

Custom?

solar hazel
#

yup

#

I've tried to do mine by my own but...is a mess ๐Ÿ˜ฉ

pastel storm
#

How so?

solar hazel
#

my avatar is a fursona

pastel storm
#

Ooohhh~

solar hazel
#

yup

jagged sequoia
#

I would recommend be darn hyena hyenas as a base as some of them are in the quest limits

solar hazel
#

mh...i've never been a hyena

#

need to think of the design

pastel storm
#

I've seen many best bois and shibas

#

Mostly shibas now

jagged sequoia
#

they're one of the avatars that come pre-loaded

frail salmon
#

hey, could you give me an animation of crawling on my knees like many avatars in the game?

dry zealot
pastel storm
#

Lol jesus

pastel storm
#

Im using atlAS and trying to make my quest avatars for christmas but i cant fix this problem sadly sigh.

vestal lantern
#

Is that the new model to go with the atlas? They have to be paired else the mapping will be wrong (i.e. how it looks in that picture)

#

Also out of curiosity, how many tris is that? It looks quite high.

pastel storm
#

Yeah most quest avatars are high

#

And yes it is

vestal lantern
#

Most quest avatars aren't, they're below 7500 for the most part else they're hidden by default.

#

Did you atlas in Blender or with a Unity plugin?

pastel storm
#

You can show the avatar though and most quest avatars are 50k poly and more.

#

And I atlas in blender

vestal lantern
#

Most Quest avatars are not 50k poly and more, haha.

#

People that have incredibly lazily just copied over a PC avatar will have monstrosities like that, but they are not the majority. Thank god otherwise the headset would just die.

#

Anyway, after atlasing in Blender, did you export the FBX again? Because your image looks like what happens when either you're using the new material with the old model, or the new model with the old materials.

dry zealot
#

Its simply the fact that blush use fade shader and if everything if opaque in one materia so then this happen

abstract ether
#

Eh my message fits better in optimization channel so I'll move it there.

vestal lantern
#

@dry zealot I didn't think the Quest supported the fade shader? (as it doesn't support cutout either, or transparency)

dry zealot
#

it do not support those

#

people in general that only use mmd model with lazy material cunt get stop when they try to upload on the quest

empty zephyr
#

I'm aware of it's existence, and the obj file of the unrigged version isn't working in mixamo

empty zephyr
#

I need customize the specific avatar for a friend

tight remnant
left totem
#

UwU

fresh elm
#

I know you can have tiny avatars like toilet paper but can you have super tall avatars?

vestal lantern
#

Based on shoulder height, it's 20cm for smallest and I think 5m for tallest.

astral topaz
#

how do you check an avatars size i can't seem to find it.

long talon
#

filesize? when uploading it, check for the appdata temp folder the sdk creates, it puts the generated .vrca avatar package for upload there, so you can catch it and check filesize

#

afaik there isn't any other good way to check filesize

astral topaz
#

sigh it said uncompressed needs to be 10mb under right? so i'm guessing this is probably too big which is why it's not quest ready..

abstract ether
#

And you can always check the size of individual assets. I wouldn't be surprised if you had an overly large uncompressed texture.

astral topaz
#

image is only 512x512 too i don't really know. my friend got a quest and i want to have my own avatar to play with him but damn trying to find where it's too big is killing me lol

vestal lantern
#

@astral topaz Keep compression at high quality, that doesn't affect filesize, just initial compression time.