#avatar-general
351 messages ยท Page 55 of 1
that's rankist
Vroid models are looking really messed up with shader disabled. every alpha part of every texture is black and looks ugly if eyebrews are a black cube over the eye
If thats rankist then i am global elite

Welp
does the saftly of PC users also hide Quest Avatars?
oh yeah they rely on transparency huh
What
never use Vroid without alpha!
and the x86 reupload of it?
Most peoples don't have a HQ version of an avatar, if they made their avatar for quest
Oh then it might default to standard lite?
quick question: is it possible to access avatar files if you saved it in game or is it only accessible by the creator?
no
When you say Saved I'm guessing you're meaning favouriting in which case ^^^
When I get home Iโm gonna try and make a vr chat model from scratch with no prior 3D modeling experience : D
I wish you the best. My first humanoid character didn't end up like how I imagines but I learnt a whole lot from it.
Mine is just gonna be my oc in my pfp
Just as practice
Iโll just do what I always do: brute force it until it somehow works
And rigging idk how to do either
Iโll figure it out in due time
Question! how can I add sound effects to avatar locomotion like foot steps?
So if physbone transforms are not bones that are effected by physbones literally what are they
because I have 4 components that affect 16 bones
but somehow have 30 transforms
literally how
if you have a physbone component on some object in your hierarchy (bone or otherwise), every single object and child objects of it will be a physbone transform
@tender steppe
I set ONE BONE to be affect by physbones and get THREE transforms
correct there are only 16 bones affected but vrchat says 30
there are no other children
any screenshots?
you cant post them here
also, you can click the "Select" button in the SDK to highlight those
you can in #avatar-help
also you cant
which is where you probably should've asked in the first place lol
because its good performance and doesnt show up
dude I literally never use this discord
"lol"
you need to check the "show all performance stats" box in the SDK settings
does it go off of joints?
otherwise the SDK only shows you the stats that can cause issues
thats the only explaination here actually
yes, like I said, every single object parented to the one with a physbone will be affected
a single physbone can affect multiple bone chains
you can do an entire skirt with 1 physbone component for example
that is not what I am asking
you are fundamentally misunderstanding my question
what object are you talking about?
I have a single mesh
gameobjects. the fundamental building blocks of anything in your scene in Unity
when you import an avatar, every bone and every mesh is represented by a gameobject
those little gray cubes in your hierarchy
okay but
16
there are not 30 that I am messing with
only 16
I can count lol
man this server is so cringe
end bones
cause fbx is a bad file format and unity sucks
:)
no, you just had "Add leaf bones" enabled in your blender export settings
it's enabled by default
if you export using CATS, it will be disabled, and the scaling settings will also be set correctly, so that the scale of everything in your avatar is 1,1,1 across the board
alternatively, you can make an export preset in blender
nope
unfortunately that is still not the issue
okay, could you please screenshot your hierarchy and send a screenshot in #avatar-help? without any visuals I can only guess at what your issue is
I have conceded that this will not be excellent performance because this is broken so no thanks
would also like to see your physbone settings
maybe another time
too frustrating to work with this sdk tbqh
lots of missing features and bugs it gets tiring after a while lmao
I'm not sure which part of this is the SDK's fault
Does anyone know where to find an alucard avatar form hellsing that is on quest
Oh shit my fault I thought I was in that chat
reading this chat is getting me mad
lol
i try and make my avatar quest compatable but the system always says i cant import it with any particals or lights and there are non for quest cant even find a vid on it?
anyone here familiere with this?
๐ What are you trying to do?
i cant do anything with converting my avatar it just says something something cannot be null
that isn't helpful. can you screenshot the entire console? with every error you see?
i posted it in the help tab a few mins ago
not sure if this is the right place to ask, but i messed up the shapkeys on an avatar and now the teeth are jetting out when i have any two shapkeys on.
you could select the vertices you don't want to be affected by a shape key, and then ctrl+V and there's an option there, I think "apply from shape key", it brings up a dialog iwth a checkbox, turn that off, and those vertices will revert to the basis key
ah "blend from shape"
You may need to do this for multiple keys, and may need to redo any that actually move those things around, definitely not ideal
ooh ill try it
can someone help me get a model of the grey robot.
kinda like the base avatar when you first get vrc
just with hands head and torso
no arms or legs/feet
please send in dms if you found one
Srry
hey guys
is there a way to make an object dissapear within a set amount of time without using scripts
since VRC SDK doesn't like scripts and makes me remove them each time which breaks stuff
I would keyframe it but unity has this tendency of looping animations despite me turning off looping either way
the turning off looping only seems to work on basic FBX rig animations, but for explosions/particles it just doesn't care for some reason
I was using the New Change Material change component
but unfortunately it just wants me to remove it
Use two animations where first animation is X long, where X is the amount of time you want it to last, and the second animation is disabling it. Transition from state one to state two, exit time enabled at value one and transition duration of value zero.
Thanks for the tip, I figured out I'd only keyframe the material and it sort of worked out
Didn't work on my other 3 animations but it just did on this one
Weird if you ask me but hey, it works
I just wanted to add a shake effect with an explosion
So I keyframed only the screen shader which causes the shake and just let the particles not loop
is there a good pbr shader other than the unity's standard shader?
Poiyomi shader has a crap ton of stuff built into it
The downside is that it can be prefromance heavy
But it has its own compressing
Upon uploading
A character
Well, I use it for a bunch of other things, you can do pretty much anything with the material
Like a metallic glass emissive shader
With glitter-
So yeah it's pretty useful
It has a lot of metal options
Which is my favourite part of it
i see
The downside is
Not all worlds support every shader
Especially worlds without post processing
i tried using the standard unity shader and my avatar looked bad
like it looked too dark
Oh, yeah that's easily fixable
It makes sense that it was too dark
Cause default unity shader just be like that
I only use it whenever I need basic metal shading and nothing much
Probably just throwing in some normal map and that settles it
But yeah give Poiyomi a try
It's worth a shot
I'm not entirely sure
Most of the high quality models I've seen
Do use Poiyomi cause it's just the "standard" for vrchat users who want a better quality material for their characters
This could just be assambled with some very well made textures that probably don't even need that stuff, who knows
For good PBR most of my friends use Mochies
I haven't heard of that one actually
Is it performance heavy?
Don't think so, but PBR is obviously more performance intensive than toon lit just because there is more going on
At It seems to be a much smaller package compared to Poiyomi
So I won't have to contain 1GB with each character
Do you have a new project for each avatar?
Still though, a new project for everything is really overkill
Good organization and folder management saves you a lot of hard drive space by reducing the amount of libraries and dependencies you have duplicates of
I just got 50 GB back by deleting a bunch of games so yeah I think I'm alright for now
Had to work with 1 GB for a like a month lmao
It's just that, the Hierarchy tends to get incredibly wacky with all the animations I set up
You should have 1 avatar per SCENE, but all your avatars should be in the same PROJECT
I can barely manage unfortunately cause I usually rush lmao
Well, my "avatars" are just basic FBX files with basic unity materials so it's not that bad
Since I do make my own models
Although yes there's a few
With a little too much I can manage
Yeah I find this to be the easiest way to organise.
I'm saying regardless of complexity, it saves time and space to have it all in one project ๐คทโโ๏ธ
The people with more than a dozen avatars in the same scene hurt me ๐ญ
Every time I see that I immediately just go, "No stop, save the scene, make a new one"
The problem comes when I have 20 folders that all contain stuff that I might need not to mention packages with prefab animations that come in separate 20 folders
And that's for like one character lmao
Yeah its really sad when people that make prefabs don't know how to organize a proper export
The only time I have more than like 2 models in a scene is if I'm working with a model that will be distributed
If I import a package and it wants to make more than 1 folder in my assets folder it's shit
I will say it's easier to organize when you trend away from kitbashing and start making your own stuff
I can confirm that it's just better to make your own stuff
Assets
- Avatar Named Folder
- Animation
- Expression
- Playable
- Audio
- Materials
- Meshes
- Shaders
- Textures
This is how you're going to get any avatar I touch
- Animation
This is how my folders should be organised but then I realise 2 sound files are in ANIMS folder and the other 5 are in Shaders (for some reason)
Some put their Textures in their Materials folder, that's fine. As long as it's organised
Mine is usually
Assets -> Avatars -> Other people -> (Your name) -> (Avatar name) then
-Animation
-Icons
-Materials
-Textures
-Audio
Sometime I have a Other or a Gimmicks folder for systems that use assets I want to keep together such as GPU Particles.
I avoid distributing shaders or other prefabs and tell the person to get them from the source
Rn my Icons are in Textures. Though I can see why putting them under Animation makes sense
I'm still barely learning unity so I'm just taking my time with it
For example I didn't know there were blacklisted components for VRCSDK
So I had to improvise
A lot
And that scripts aren't allowed
yeah it's easier not to look at what's not allowed and rather just see what is. A lot of things aren't allowed
I'm mostly just working with Blender
Yeah I found this today
I just use the fuck outta Final IK and no one's gonna stop me
lol
I'm just not a fan of stretchy metal, so I do all the weighting and stuff myself
I did a lot of kitbashing but the time taken to fix the trash I downloaded took more time than doing it myself most of the time
Finding good assets is a skill in its own right
anyone know what settings on a standard shader or uts/poiyomi i would use to give it a tinted effect for glass
Faded render type, use alpha mod to make it translucent, then add some specular and gloss
tyty
making a world and trying to get the size right. Whats the avg. size for most avatars?
2M I believe? (don't quote me on that)
Has anyone ever polled on what is their favorite category of avatar is?
I size mine to a reasonable human height, depends on the character
about 1.5 to 2 meters (or about 5 to 6 feet)
Thank you
I used 3m as ceiling height for rooms in a sort of space station, which seems pretty big but there's a lot of height variation on VRchat, clipping a Rex's ears is a problem ๐
I always see some avatars with ragdolls, I really wanna know how to add that to my avatar
VRLabs ragdoll system
Wait, so twist bones aren't needed ?
@ quest users:
What is the common poly count for a standard eboy/egirl avi for you?
For PC they are mostly at 100k - 300k. If the lobby isnt too full and you have a decent PC theres no problem of rendering that.
Whats with quest? Can you show avis with that poly count of does this result in lag?
That feeling when you have a great idea but your adhd says "NO." The idea was a working combat system using avatar dynamics.
technically not, but they can make arm twisting look a hell of a lot better
even that is too high for PC. if you're at 300k, you're doing it wrong
Depends on what youre doing. A 300k Poly, 50 Material Avi can even be more performant than a poor ranked one. Performance just dropps when the materials or poly play. If your poly/mats sum together by having a few Particle systems which dont play 24/7 and 5 different clothing sets so that youre on a 'live' count of 60k to 7 Mats its more performant than a poor which maxes out everything
I understand that having clothing meshes disabled is better for real-world performance than having a single mesh and hiding the clothes via various methods (that's what I do aswell), but my point is mainly that even for multiple clothing sets, 300k is far too many polys. most human avatars I see have just wayy too many loops in stupid places, and a lot of people don't bother doing any optimization on assets they find
100k for a single earing
I recently made a new outfit for my avatar, which brought it up to 12 pieces of clothing, yet only an inch above 100k tris. every outfit is a single material, with the exception of 2 which require transparency, so 2 materials for those.
you scrubs over 25k polys
I could get there easily if I remove the clothing options, but I would only do that for my fallback
are there any sort of community standards for Collision Tags? Like I've got a big hammer on my avatar and I'm thinking of tagging it with "Bonk" but idk if there's something else I should put that would make it more compatible with other people's avatars
Ever since I added a wireframe shader to my avatar Iโve become severely disappointed in model creators with how many fucking polygons they use
ikr, I did the same
I saw this in a test world, it's enlightening
I love pulling out the the wireframe shader and complaining at my friends.
"You take commissions, yet you cant dissolve some loop cuts"
i find it ammusing that my test subject for learning how to make avatars is a phoenix write avatar my friend wants
how long does it take for avatars to be deleted?
i've deleted some through the SDK control panel in unity but they haven't disappeared from my account?
You're on the right version of unity, right? sometimes minor patches will brake some stuff in unity.
I usually just go through the website for avatar management.
yeah it just ended up taking some minutes
you can't delete through the website i think? idk i tried to find the button and i couldn't
hey, I had a question, is there like a chart that I can look at to see whats considered like quest compatible as far as avis?
how many polys, stuff like that?
check #community-servers-old for vrc traders, they are way more set up for that than here.
Nobody warned me that uploading an avatar was so complicated
hey vrc folks I need help I'm looking for a wizard or witch hat but don't know where to look
trying to recreate my alchemist kobold character from SL into vrc
300,000 and 600,000 poly!?!? 800,000!? 1,000,000!!??
my gpu is sobbing
When my gpu said it was vr ready It didn't mean it could have breezed 3,000,000 poly from just looking to my left
the 5 million poly egirl moving 1cm and the sheer clap of her jiggly jugs crashes the whole instance:
๐
I am stalking the avatar help channel to learn how to make avatars
That's what I did lol.
B l e n d e r
i found the translator in CATS
Hm. Y'all tempting me to set aside working on my avatar and maybe Speedrun making an avatar for quest today.
....
Mayhaps.
hi I want to start making my own avatars, does anyone know what are good apps for It?
https://youtube.com/playlist?list=PLRUlfYGZBxVeEAVXkaG1uydyzFZAMOuMd
The official vrchat avatar tutorial is a good start
that you very much
BTW, @eternal steeple is likely a scammer, or using suspect methods. They contacted me about a commission that I listed in a server they are not in. Not sure who to inform, but watch out for that.
They blocked me after I called them on it, so yeah. 90% likely they're a scammer. Watch out.
@tough epoch ah sorry I @'d you earlier, but i installed the package from your video on mocap things, made sure it was all properly installed.. using updated sdk and everything.. but i make the mesh recorder and dont see the pixels even in play mode?
Looking through the game tab or scene tab ?
Both ! they dont show up in either
Alrighty, I'll give it a try on a new project again
alrighty thank you ๐ im unsure what i could be doing wrong and i hope its not something im doing ๐
They're here for me when the actor and camera are enabled
(In game view)
Do you not see the pixels with the MOCAP Actor enabled ?
From the test scene
ohhh ๐ i shouldve thought of that, so simple haha i just wasnt sure if i was gonna need to have those enabled as i wasnt gonna be using default fred
The thing displaying the pixel is within the "worldspace" gameobject, which you duplicate/move onto your model, you should be seeing the pixels with even just that
i have the world space under my model and i downloaded the package you linked but it only shows up when i have either of the default ones enabled

im pretty sure ive done everything correct? may i add you for a few moments to screenshot whats happening? and we can unfriend afterwards ๐
I'll try with another model and the vrc sdk in the project to see if I can repro, if that doesn't work we can do that yeah 
alrighty, thank you so much!! ๐ฅบ
Oh, did you by any chance forget to copy the camera component under the Hips bone as well ?
I hope I didn't just miss that step in the tutorial
hmmm, i was watching everything up until the point the pixels showed up and i didnt know of that!
Ah fuck I'm dumb 
so id copy the "mocap camera" and put it under the hip? and aaa its okay! i still feel like i mightve missed something myself ๐ญ
Not the gameobject, just add a camera component on your hips bone and copy the component values from the mocap actor
Then on the component you create, same steps but paste component values
and you should see the pixels
aa yep!!
Now I'm wondering why the pixels are visible on my tutorial even though I didn't do that step, that's concerning, thank you for bringing this to my attention !
Sorry about that
all gooddd c: !! im really excited for this coz i,,, cant imagine having to hand animate everything i have in mind,,
Given the other missing step from the video (fuck youtube for removing annotations), i'll probably make a new updated one
Feel free to ping me if you've managed to get a cool animation out of it !
Hopefully you saw the note in the description about the copy of the .exe as well
ahh cool!! will do โค๏ธ and yeah!! i dont know if ive gotten to that part yet of where i had to do that ๐ค but ill make sure to read that as well!!
ohh uh a side note.. i have two different computers, one for vr and one for other stuff like unity.. would this only work if i was recording on the same computer ? i assume yes ?
or would i just need to record it and send it to my other computer
since i assume the pixels are whats calculating everything
So I just realized something, technically the tutorial isn't wrong, I'm just not showing a specific setting 
Turns out this auto hide setting remained disabled for me as I was recording, it should be enabled by default to not render on all non-specific cameras
So your model would have worked fine
The two accounts/models can be on different compters
ohhh okok cool!! ๐ itll still work even if i dont have the camera on my hip right? i did put it on but i wanted to be sure
All that matters is recording the pixel either from local or remote perspective, with the correct screen resolution at fullscreen mode
right right! gotcha. ill get to that !
Correct, the camera on the hip bone is only if you want to record yourself rather than using another account to do it and get smooth IK
ooh okok.. so if i record it just myself it wont be as smooth?
It'll be shaky like at the beginning of the video shows
ahh gotcha.. i guess i could record on this comp with a different account tbh ๐ค and with obs n all.. mmkay.. thank you so much!!
You're welcome 
one last thing.. is it okay if my window has black on the sides?
That might be to having two overlapping pixels layers, as long as it works correctly in VRC, there should be no issue
ah nono i meant for like my vrchat window coz my screen is really wide so it has black sides
Oh, I don't there there should be any black bars on the side, as the systems expects the pixels to be on the most left side of the recording
I guess this wasn't intended with widescreen in mind 
If you can somehow set obs to record the part between the black sides, it would be fine, but it needs to be exactly the same resolution
haha im sorry for giving so much trouble ee ๐ ๐ฅบ and i was trying to spread it a bit but my screen wont let me grab it to spread it farther ๐
No worries, it's good for me to learn about edge cases
I don't think stretching would help, as it may impact the recording, you might be able to set a specific recording resolution in obs however
If they're both set to 1600x900, it might work ?
ohh ok ok lemme see one sec
its just the same as before ๐
hey, where do i get dynamic bones? for unity
you have to buy it off of the unity asset store
They've been replaced with Physics Bones.
Are you maybe able to do the recording on the other PC you have ?
but dont i need to have dynamic bones to convert old db to phys?
possibly but thats also widescreen,,
i believe so
PhysBones is a set of components that lets you add secondary motion to avatars, permitting you to add motion to things like hair, tails, ears, clothing, and more! Using these well will make your avatar seem more dynamic and real. PhysBones is a replacement for Dynamic Bones. While both systems share...
tysm
Question! I'm trying to get a finalIK exoskeleton-thingy to work on my avatar, but I'm finding that the IK only works in desktop mode - as soon as I test the avatar in VR, the IK acts as though the avatar's limbs are still moving with the standard desktop animations. Does anyone know enough about finalIK to help me out?
A crazy thing that may work, assuming discord doesn't do screensharing for widescreen, is to start a call and share the vrchat window screen, and record that on the same pc that is capturing in vrc
ohhh that sounds like it might work ๐ค i could give that a try when im home again!!
i mean it definitely scales it to make it fit on my screen though ๐
Well, it might be fine on the output then, as long as it's not stretched and if there aren't black bars 
If that doesnโt work is it possible for me to maybe commission you at some point to adjust it for my specific resolution at all? ๐ฅบ
anyone know where i can go to get some help for my avi edit?
If you're doing it ask away in #avatar-help for whatever problems you run into.
If you want someone else to do it check #community-servers-old for vrc traders.
im not having any problems just very new in edits and dont know where to start
First thing first, have you uploaded anything before?
Next, what kinda edits? texture, mesh, props, animations, etc?
clothing edits and i had a friend make an edit for me and upload it
Great, so you know you're how to upload then an avatar.
If you are just editing textures, on already exiting clothing use either a 2D or 3D painter.
If you are trying to edit the mesh if mesh, grab blender.
if you are trying to add to parts from other meshes, you'll probably need to know how to manage armatures by hand or with the CATS plugin.
i grabbed clothes from different places and are trying to apply it to an avi i like i have blender and have never used it before but i know im gonna have to do it. the only issue im facing rn before i move the avi into blender is some of the clothes are clipping into each other and i need to fix that.
May wanna pop over to #avatar-rigging, as that chat will know, more or less, all the steps you'll need.
mk
knew this was gonna be alot of trouble lol
@hasty ocean is there any place i can go that will do a vc call with me and kinda help me?
not directly, but im sure you can ask about and find someone
i dont know exactly where to ask tho
my friends trying to upload a avi to theyre account and they cant type a part of theyre vrc tag cause its copy and paste how would they go about this?
I need someone to upload an avatar for me please if you will do it for me
Sorry forgot to respond to this earlier, I'm not the creator of the shader system, that would be lox as mentioned in the video description, but I'm using an old version of his system that was more reliable for this specifically, worth asking him if there's a way to easily record with their latest version !
You can also ask someone to record for you at the correct resolution 
you mean they can't sign in? They can use their email address to sign into the website and the SDK
HAH
I win
B)
weight painting didnt destroy the avatars fingers
everything else is mostly fixable
A quick Question. Im doing Roleplay in VRC and at the moment, im thinking about adding some spells to my charackter with particle effects. So i wanna know, would it be possible, do doe something like this.
First you activate the Spell and get something like an laserpointer, with this, you aim where you wanna shot, like under a monster and then the Spell (effect) starts where you did aim the laserpointer? so that you can always aim at different positions..?
Yes, this is very possible with World Space particle emitters
Not available to explain atm but it shouldn't be hard to figure out
Knowing how its called is enough for me to goggle it and stuff thx ๐
๐
Is there a list of visemes somewhere I can have a look at so I dont have to boot up unity every time I make facial expressions?
Does anybody know how to fix unity
I wouldnโt let me upload it to quest
Like pc and quest compatible
Sometimes there are things that prevent you from uploading to quest
Can I see the uh
The uploader menu thingy?
Provide more detail. It should report something in the console when it's unable to do something.
I think whats happening is they just straight up tried to upload a PC avatar to quest but im not sure just yet
Their description was still too broad to diagnose into the exact issue. There are dozens of reasons for "not letting one upload to quest".
What is the sil referring to?
is it that inbetween of l/r on languages like korean?
Sil is idle mouth
oUH
Stands for Silent
Just mouth when you're not talking
lets goo i got my commission!
Is anyone good at making avatars because Iโm trying to make one but I donโt have a computer to make it
Problem is, if you don't have a computer, you can't upload it to your account. Would have to be public for you to use it.
No I have the computer itโs just that it will not let me run blender
Ab bet, check #community-servers-old for vrc traders then.
I am currently fiddling with emissions at the moment after changing shaders. Anyone know a good world to test emissions?
Never mind have someone working on it
you know how any object within the head parent is invisible to the player in 1st person? would there be any way to allow myself to see the object once pulled away by another via physbone?
i need avatar ideas
solved, placing object outside head, using scale constraint parented to head makes it so i can't see, but others can, however when weight is set to 0, i can now see it
It's it possible to have custom blinking while keeping the simulated eye movement? Wondering if it's possible to have, say, a shark blink with the outer lid and having the inner membrane move at a different time without removing the simulated eye movement
General chat wasn't helpful, so I'll ask here.
Quick question, since I can't remember the proper name/term for this is... Y'all know how you can't really use a gif in a material/texture, so you have to use something like a sprite sheet or other such array of individual frames, and then throw it into a particular shader? What's that array thing called again? (Also possibly the kind of shader?)
I know that protogen & synth avatars have this kind of thing to animate their faces, among other things.
Trying to find the proper terms so I can point someone else who's doing a Minecraft mod in a potentially helpful direction to get animated textures
minecraft is a Java game, and this is for VRChat avatars, in a Unity game. If you want to ask about that type of thing, the only appropriate place on this discord is #general-media Also, I don't have answer
I'm just looking for the terminology
You would likely want to look at how Minecraft does it's scrolling textures
Flipbook animation?
Thankies
Anyone know where to find quest compatible avatars for mute communication? Like maybe one with a sign that has commonly used words on it or something?
does anyone know where i could get a free substance painter?
normally it is paid only, but they have an education program you can use
im guessing adobe?
someone has a keybord prefab thats quest compatible you could put on your avatars
does someone mind walking me through Gogo loco i had someone walk me through it earlier and I'm trying to do it on another avi and I'm completely lost.
Step 1 : drag and drop the controllers into the playable layers.
Done
huh-?
do you mind Screen sharing it because i am very stupid
no. it's similar process to how you handle file in windows explorer.
for starter, what have you tried so far
I got it on but now all the toggles are gone other then gogo
either combine with the tools (that i forgot what it's called) or manually combine
Tryna decide between which thing I should model today....
I could make a buncha cool weapons to put in booth
Is there a simple way to detect jumping with 3.0? I want to play a particle effect when I jump.
Condition to play state with parameter Grounded false and VelocityY greater than 0
Does VelocityY go into the negatives too?
I don't want it to set off if I fall from a ledge
It does when you fall
Is dynamic or physic bones payed only?
Dynamic bones is paid.
Physbones is included in the sdk
Hi everyone where can I find lil Wayne avatar on vrchat
nobody respond
ok
Idk if this is the correct channel but I am saving up for a pc and the number one thing that I mainly wanna do is create/edit avis and it looks sooooo complicated does anyone have any advice that could help me starting out or anything I should know?
My recommendation is to start with the vrc tutorial videos. Then use a prefab from Sketchfab or Booth. Fix the errors all of them have. Do some texture edits, toggles, animations, etc. Then Make kit bash avatars from prefabs. Remake uv's and weight paint. Optimize for avatars so they don't lag. Make ones from scratch.
Of course, you can pivot at any point. Just a good pipeline to get used to everything you can do with vrc editor. The first one is always the hardest. Only gets easier from there.
Is there anybody here that can quest optimize an avatar for me (ill pay)
Vrc traders in #community-servers-old
@shut nexus Didn't want to use the #shameless-self-promotion channel to reply, so I'll do it here: is your 40% off code still active, or has it been claimed?
Is it possible to have 2 different sets of hand bones on a single armature?
I think I need to parent constraint the second ones, correct me if I'm wrong or if there's a batter way of doing so as I'm aware of the poor performance of constraints
What are you trying to have the avatar do? Just trying to visualize what it looks like
I'd like to have two different hands that have different set of bones and be able to toggle between them to have one at a time, is this clear enough?
More like hands, 4 hands, replaceable hands, interchangeable hands, 2 separate sets of hands that you can choose from and only have one visible at once, think of it as a modular body that can swap hands
oh that sounds cool
I can ping my gf when she gets up, this sounds like something she'd be interested in
I'd welcome any kind of help
I want to lead with 'constraints only get bad if you're using a lot of them' but what are you comparing them too for the same functionality?
To using the same bones of the first set of hands, however I'm not sure if that's a good idea or if it's even gonna work properly, that's why I'm asking for some suggestions...
Uploading to Windows you can use shaders like Poiyomi which have UDIM Discard allowing you to completely, well... discard tiles of the UVMap before it hits the rendering step. Other shaders can also do the same thing but I know the Mobile shaders Android uses can't. This method would let you use 1 set of bones and even keep both sets of hands on the same mesh, even the same material if you wanted
I've been experimenting with it, using it for toggles so I can have 1 mesh be 1 material but have the functionality of up to 16 toggles.
Though when people have your shaders off, both hands would be visible to them
That sounds like a cool feature, however what I'm worrying about is the bones them selves, they are sized and placed differently, I tried to use the second mesh set with the first bones set and it looked out of place, that's to say they looked unnormal, they'd be either way too open that you'd think they're broken or close in a weird shape...
I see, if their transforms are different that then wouldn't be the way to go. Then how I picture it currently is both sets of finger bones stemming from the same wrist bone. Basically assuming the position and orientation of the wrist is the same for both hand sets.
In that case then rotation constraints seem like the most reasonable course of action.
As the rotations of the fingers is the only information you'd really need. Humanoid bones position and orientation is generally determined by their own and their parent's rotation.
Parent constraints would act like merging the rigs, keeping the same offset as the idle position, and position constraints are pretty obvious why that'd not be the best fit.
Gotcha! I'll do that then!
The only other 'constraining' method I can think of that allows an offset is rigidbody joints, but I feel like having 30 rigidbodies and 30 rb joints would be worse than 30 constraints performance wise.
:nodding_head:
it has been claimed
@vague raft Do you think it's more performant to just parent the bone GameObject for example the Second_Hand gameObject to the Hand go instead of using constraints at all? Just came to my mind, not sure if it's recommended tho...
I've seen lazy people do that when it comes to clothing
Thought it'd be useful in my case
It didnโt come to mind before so itโs an interesting idea but from how I understand the setup of the bones, parenting them directly would give the same result as merging them leading to the crumpling/stretching one of the hands depending on which one is used as the base set.
When I picture it, parenting directly, merging or using a parent constraint would all give the same result.
You could always toss a couple prototype fbxโs together and see how each setup affects the hands.
๐
Ik this should be in #avatar-help but I was wondering, is there a way to use ui stuff for like, health bars and such on avatars?
Nvm just realized you could use particles
Idk if this is the correct channel or even correct server for this but is there anyone who does avatar commissions?
Hi !! I'm using 3 points fullbody tracking and the index. When I stand up, my point of view seems to be in a correct position on my face. If I reach my eyes with my finger, I see the tip of my finger at my eye level both from the view inside the headset and in the mirror. But when I sit down , it becomes waaayyyy off, like I see the finger between my eyes in the headset, but in the mirror it is on my chest, like 15 or 20 cm down.
I don't really get the logic behind this, could somene try to explain ?
depends what you lock in fbt and state of the avatar spine/hip/ect , if its very similar to your rl proportions you dont get that
oh, I will try to change the locks, yes. The proportions are not very off, exepted I have broader shoulder. My irl total height/span and the avatar's fit quite good
Yo, anyone want a HUD shader?
If you could get the hand meshes to be in the same place, this would be easy, VRChat wouldn't get all confused about it. Having them in actually different places is going to be tricky, yeah.
As for hiding parts from people without your shaders on, blendshapes, though you have to be careful where you position hidden things, and VRChat tends to get confused if you try to hide body parts
(I've been having a similar conversation with a friend elsewhere, he's doing this too)
The other hands are twice as big, therefore bones are away from the original ones, when it comes to hiding them, I just disable the mesh root completely, they're 2 separate skinned mesh renderers for the 2 hands
oh I see why this is a problem, yeah
haha
hahaha
Constraining each bone rotations of the hands to the ori ones got the job perfectly done! @vague raft
32 rotation constraint were required in my case
How do I edit my character I bought in vrchat
This is the very first time I bought character in vrchat and I need to recolor it.
Recoloring is just texture editing. Textures are just image files and can be edit or paint in any image editing app
Ok
I don't know which of the blender file to download from the files.
I'm trying to send a screenshot here but I can't. I don't know why
This channel doesn't allow it. You have to post images in #avatar-help
do poiyomi shaders work with fallbacks?
pc yes
Alright
Thanks
Any tips or "hacks" to make a avatar more polished on looking or functioning or optimized?
Well, there's always the official recommendations:
https://docs.vrchat.com/docs/avatar-optimizing-tips
Definitely avoid lots of flashy particles, and don't go overboard with polygon count
Especially if you want to make a Quest friendly avatar
As for being "polished", you can find different shaders to apply. You'll want to choose one that is known to be VRChat friendly, like poiyomi toon shader.
Though the Unity Store has others, among free ones and writing your own.
I have made my friend a from scratch avatar, but I have tested it in vrchat, how do I go about giving it to them without getting either of us done for piracy?
Export the files from unity as a unitypackage. Ensure you have a prefab and/or a scene they can use so the setup is already done.
Is there not an avatar identity or something?
There is but making it public would mean anyone looking at your account could use the model. Plus Avatar IDs are account specific. If you want only them to use it then it's better just to package it up and give it to them. Tell them the unity version and the dependencies like shaders and whatnot they'll need. they can upload it themselves.
Ok, so when I export it as a prefab it will remove the identity, or do I need to do that manually?
there's a Pipeline manager on the same object that has the descriptor. the ID is held there. You can and should also detach it there.
Hey guys. So I wanna ask. Are there special 3D art style that would look good for a male model?
Depends on your definition of good though
Like what even is your preference
because that would fall within the purview of your conundrums of philosophy
Lean, muscular, chubby, etc?
Honestly, kind of anything. Because I know that for most female models, they usually are anime based. Just wondering if there are any 3D design styles that could be used for male models
Male models are also usually anime style based or just cartoony.
It's hard to make PBR stuff look good in VRChat, requires the world to have good lighting. That's why most people use more stylized (anime, toon, etc) avatars.
Most world lighting is abysmal even with toon shading
Which further reinforces that reasoning.
Cause typically that stuff doesn't look as bad in poor lighting.
not sure what youre asking. is there any reason why pictures wouldnt be sufficient? because there's a lot of answers to this question, good and bad. you can take more pictures of your new avatars and send those, make renders, make 360-spin renders so you can get them from all angles, upload them w/o sharing enabled to sketchfab so they can take a closer look, literally just send them the model files...
So either itโs the shaders or blender atlases thr textures at a lower resolution. But can I theoretically just take scale up the atlas so that I can just toss the higher Rez version of each texture on top?
We can help you out
Am in your dm
ok I have a question
how do most avatar makers actually make avatars?
I managed to get my vroid avatar into vrc and it just shows me how much I actually dislike how vroids look
and how much limitations it has
Make from scratch. For example https://www.youtube.com/watch?v=lZiZ1FDRTnU
can I learn to do that or do you need to be technical to do that?
wait I guess I can just see for myself
Being technical helps you learning faster. And you can learn being technical. So both
Pretty much it's about learning how to use basic blender functions. The rest, your artistic imagination is the limit.
oh
well my imagination is very broad, but I can never express that in anything I make
I don't know if I can learn that to begin with
what I really want is to give someone talented money to make an avatar for me, but that's not financially possible for me at all
anyone know how to do a body swap toggle
like where you press the toggle and the model changes
What would you guys say are must haves on an avatar?
Not stuff like FBT or physbones, but fun stuff like particle effects when touching a part of the body, certain prompts and scripts, etc
I guess common ones I see are headpat face/particles, boop face/particles, eyes closing when hands/fingers get too close, pulling on hair or ears gives facial expression. Something I was going to give a go was using stretch on the cheeks paired with a facial expression/reddening decal.
They're not really a must but the interaction can be nice
Is it possible to disable certain blendshapes when talking? I have some gestures that animate the mouth blendshapes, but when talking the speaking visemes add on to the gesture and it makes some borderline horrific mouth movements.
I was wondering if I could move/adjust the shoulder bones bit more back on a armature and then turn that into a new rest pose without it breaking an avatar much? I just realized that the shoulders/arms were placed more forwards towards the chest which isn't a very realistic posture.
im doing some animation stuff for a avatar and i am having a lot of trouble so far
any help would be apprecieated
like a lot of stuff that works in the animator (which is all in the fx lay) just doesnt plane work outside of it in build and test
oh whoops saw that this isnt help
I think setting Mouth & Jaw via Animator Tracking Control to Animation instead of Tracking should disable mouth visemes when speaking. You could disable them only when your specific gestures are activating. Remember to always turn Mouth & Jaw back to Tracking otherwise.
Does anyone know how to fix my hip moving the head and head moving the whole model? I have a video I can send in DMs
I've remade the model
Um, why does the control panel say I have almost 215 million polygons on my 32k poly avatar?
How do most avatars on Gumroad handle dependencies (like ORL shaders, the SDK) and optional stuff like Hai's ExpressionMenu?
Add it in the description of the product what dependencies it needs and try to reduce what you include in the download to things like fbx/obj's, textures, materials, prefabs.
SDK will update and people might want to use updated shaders in the future. Don't include paid things such as scripts that are used to set up features
Alright, thanks! Would it be a bad idea to include ORL (it's MIT licensed) or should I absolutely leave it out just in-case someone has a newer or older version installed?
Personally I try to leave as much out as I can. Make a note of what was used and on what version when developing so people can mimic it or decide to update it themselves. If it's something that's not too common you can always link to the source where you grabbed it from and they can pick it up themselves.
If you do plan on including anything just test it out importing the package/files into a fresh project with the dependencies you have listed in case something throws an unexpected error.
Okay, thank you again
Hi guys, I finished an avatar who takes more of 10 hours to finish and VRCSDK asked to me than I can't upload my avatar on vrchat and I must wait. Somebody knows how much time i must wait for be able to upload my work ?
You gotta spend some time in game doing things like talking in public worlds, doing stuff with an IRL friend can help with this. Itโs not time based, and the factors actually being used are obscured so people donโt just grind up to trusted rank and use that for something.
if i just launch game and move 1time every 10min, that work too ?
Or vrchat is too intelligent for that kind of tips ?
Too intelligent
Canโt really just afk brute force it. Thatโs part of the point of the system
You must obtain at least 'New User' Trust Rank in our Trust and Safety system in order to upload content. You can get this by just spending a few hours in VRChat, hop some worlds, and make some friends. Give it some time and you'll be able to upload content in no time.
As an aside, you must have a VRChat account to upload content. That means you can't use a Steam account, Oculus account, or Viveport account to upload content like worlds or avatars.
Thx
Hi. Can I Ask Some Questions Here too?
Hey, thanks for the response! Do you know if it's possible to do the reverse? (Aka, If speaking then mouth blendshape = 0 )
Hi,
how can i fix avatar prefab does not exist , when i try to upload it
quick question: if I use the parameter driver to drive a synced parameter, I should set it to local only, and the parameter value will still be synced, right?
right
good good, thanks
in what program?
one can "duplicate" a mesh in Blender, so clarity is good here.
shrugs
Add either Viseme = x or Volume greater than X as a condition/transition in/out of your facial gesture states, that will make them not play at the same time when you speak. https://docs.vrchat.com/docs/animator-parameters
is it possible to do avatar full body aim?
Aiming with the body!
like not only head
Thank you much! I'll try it out this weekend.
@zinc cosmos I've had this happen before, for some reason the scaling and position got all fucky. If you press F or Double click it should position your camera to the object if it's visible.

