#avatar-general
351 messages · Page 4 of 1
But it is... that's what the VRCAnimatorRemeasureAvatar and VRCAnimatorTemporaryPoseSpace are for
Hmm laying down normally without sitting in a station?
yeah, you know how when you sit or lay down the viewball doesn't actually follow the head, it tends to sink down? when using fbt
it doesnt seem to have ever been fixed and i havent tried 3.0, i was checking if anyone had tried to tackle it using any 3.0 stuff
The view point drifting when lowering is usually caused by the rig
Doesnt match up with you IRL, not much the devs can do to fix it as you need rigidity somewhere
As of 3.0, having an Upper chest bone has only benifits and no downsides, since eye tracking and blinking now still work with it present. Having an extra bone along the backbone might help give it the flex it needs to hit the head target more often? All my avatars have upper chest and full body laying down always seemed fine. But my avatars are also scaled to me.
I think another bone can only do good there, wasnt the only problem with the upper chest the eye tracking problem?
Yep, it stopped internal blink and eye tracking, and as of 3.0, it doesn't
Will be a while before people get over the "upper chest bad" mindset
Even in regular non-FBT VR, it curves the spine a bit smoother when you lean to the side
yea eye tracking now is gud, will just work with any bone you put in there, whether its parented to the head or not
Give me a bit while I search anatomical references of the flexibility of the thoracic cavity. I've treated it as inflexible due to only having the chest bone
"When ribs are done cooking, they're flexible but don't fall apart. To check, hold the rack from the end with a pair of tongs."
It doesn’t bend a lot, but those discs there aren’t useless. Each bone bends very little. But together they arc
That’s why you have ribs, so they can bend
I'll have to look into where I can put the bones then, just trying to keep it realistic looking with only 3 bones
with 2 it was just up to the rib cage and then the cage was static
Easiest is probably the chest up to the true ribs?
When you have an upper chest the idea is that hips spine chest and upper chest are all about equal lengths, 1/4th of the torso each
I just feel like that will result in weird stretching is all
The model in question has an exposed rib cage, I'd assume that a skinned model wouldnt suffer as much at all
think if you are upgrading just put it on top of the one you already have without removing it
If you already have 3.0 you update on top of itself yes. If you are currently on 2.0, delete it the old way first
Ill back up the previous version just in case I guess
always should just in case haha
@wintry glade the chest-upperchest joint doesn’t bend a lot compared to the hip-spine, and spine-chest. It’s subtle, but it does help
Looks great with all 4 equal lengths, you can tell most of the bend is in the lower part of the torso, and gets more rigid with each joint
Sooo full body ik better?
Alright thanks for the info, I'll do it on my skinned models first and see the results, extracts usually come with a ton of spine bones anyways
From what I heard it's slightly worse? Only thing we're talking about rn is how we dont need to omit a bone to get eye tracking to work
I only see more accurate tracking
Head loses target less
Probably because the backbone can curve with you when you are hunched over
Yeah to be honest I havent even booted the beta in VR, only desktop to bug test
No new change with 3.0 in terms of upper chest IK. It’s the same as live just blinking works
the booth avatar i use doesn't have an upper chest bone, that'll be rough to add...
I think it’ll mostly show up in new avatars. There differences aren’t important enough to re-weight paint stuff, I think.
It’s not just splitting the chest bone you kind of want them sized equally
So it’s a lot of work for little gain
I’m actually not updating my avatars to 3.0 yet, I’m just adding the closed_eyes shape key for afk and the four mood shape keys that give you a free two axis puppet on 2.0
Beta SDK will potentially change a lot before release, no use updating everything early
That’s a lot of animators to fix if they do anything major
almost all avatars ive seen people use in 3.0 have this spine bending issue in fullbody which is very annoying lol
also i need to replace my afk animations bc the default is annoying
So when updating the sdk
do I make sure everything is checked
or do I just leave everything thats unchecked the way it is
what is unchecked
if u mean updating to the new av3 sdk just leave it as is
and hit import
kk
if coming from an older sdk like sdk2 use the old process, but not for sdk3 avatars3
is the version number supposed to still be the same
So to be able to use Avatar 3.0, do I just download the up to date VRCSDK2 and VRCSDK3 or something?
can someone help me I have a sdk error?
show screenshot of console window with errors
a benefic of having upperchest. when you lean forward your character will be lower then you irl if the spine is to low. but with 4 bone in the chain. your character have a more natural curve and the view point should match better.
concept: i make my avatars explode whenver I say boomer
So Upper Chest isn't bugged anymore in AV3?
Hmm, i might have to try that then. I'm getting some clipping issues with the shoulders on my avatar with it's animations from Blender, wonder if that would fix it.
I didn't even think we could use upper chest
Upper chest has been fine for a whike
The only thing was that using upper chest prevented the automatic eye rotation from working
And that's all redone in av3
Yes, there's no longer any downside to using upper chest in SDK3
I've been using it a while on live since I use shader eyetracking anyway
it slightly improves your head in sync with your view position
when doing weird poses
Dang, i removed the upper chest bone from the model i imported. Guess I'll have to redo it to take advantage of that.
New tutorial video showing a clothes changing setup using buttons, toggles, sub-menus and parameter drivers! https://www.youtube.com/watch?v=0ICQ8lRXIVc
Ah, the classic moment of "something is wrong" just after you think everything is setup correctly. Even more funny when other people see it in public lobbies.
never a dull moment
Wasn't nothing too crazy this time tho, just my AFK animation causing me to sink into the floor. I got that fixed tho.
hello
hi
question, are the new vive wand gestures whats gonna be permanent for the future?
like how thumbs up just doesnt exist anymore
Pretty sure thumbs up being unusable is not intended.
ok thats good to know
whats the difference between av2 and av3, we get more animations now?
Avatar descriptor is full changed
basically the entire animation system is replaced
really wished they would have added self sitting chairs
like, fixed sitting height for short characters?
no i mean, being able to sit on your own avatar chairs
God forbid 😔
whats the difference between av2 and av3, we get more animations now?
@neon finch Instead of filling a list of animation replacements, we get a new menu that lets us utilitze the full potential of Unity animators. That means making conditions and storing values, as many submenus as you want, inventory systems, etc.
Oh also eye tracking doesn't require you to perform witchcraft anymore
Because what the fuck was the previous method
really wished they would have added self sitting chairs
What would be the purpose tho? It would just anchor you to... yourself?
It would allow you to manipulate your position. Which allows smooth flight and things like flipping yourself upside down
Merlin did a ironman jetpack system with springs IIRC
combined with control over the avatar animator, it might allow fairly complex flight systems
imagine using a puppet in each hand to fly an airplane
I just wanna stick to the ceiling
Though you can still build this stuff, but someone else has to sit on you
av3 does make it really easy to desync stuff intentionally, so it may be easier to build this type of system than it used to. the restriction just means you need a second "alt account" in the room so you can legally sit on each other
and indeed, Merlin is still able to fly around iron man style by joining a second account, it's just tedious, wastes a slot in the room, requires a powerful CPU and takes out a good chunk of the fun
All that said, Udon allows these systems to be built
Oh yeah it makes sense now
Udon is world specific though, would obviously be better to just have it on the avatar
@wintry glade I’m making a monument valley world I’m just super lazy with art
When I look up monument valley I just get a desert in Arizona. I don't understand what that has to do with flipping an avatar upside down with self chairs
Add the word game lol
That's a lot more topical
just type game after
Still, I don't think that being able to do something with Udon is good enough to not want it on avatars
True. Though raycasting from avatars to the world would also be real nice
I still can’t wrap my head around avatars that sit on themselves. Wouldn’t you just feedback loop into the sky?
I dont know as I didnt partake in the short time period that we could have seats. But from my friends opinions it was fine
Also what do you mean by raycasting from avatars to worlds? You can do that with Grounders
From an avatar?
What are you trying to raycast?
The floor and space in front of me to detect a wall
Generally sitting on your own seats would enable mounts
Basically I’m trying to know when I’m about to walk off an edge or run into a wall
Yeah Adeon just use a Grounder on a CCDIK elbow joint and it will stretch til it hits a surface or a max limit you've set
This probably isn’t an avatar 3 topic
Not anymore lol
I wish we could set the value of stage parameters to arbitrary things like the result of a component like that
You might be able to with AV3 but I havent played with it yet. Can always do particle trigger death
to know if you are about to run off an ledge/hit a wall?
are you trying to make a Roomba?
it ok. i building a tiger from part 🙂
I think the stage parameters only get values set from the expressions menu or the system.
however, i think menu got broken in the update
If a random animation sets the value of a stage parameter, is it still syched?
@burnt flax wait are you the guy that made the tiger avatar
no. it is free to use and he let people custom
is there any av3.0 avatar worlds?
Just the one linked in Tupper's info channel
public avatar 3.0 woulds would just confuse people why all of them are error bots
technically all worlds are avatar 3.0 worlds
Do you think the SDK is close enough that we could start working on avatars for a new world when it eventually goes live?
Or is there still too many variables that wouldn't be fixed by reuploading under the new SDK when it does go live.
I'm counting on the default layers updating before live comes out, so if OCD you'd have to put your custom layers on the new copies..
I'm not doing any mass conversions yet

@neon finch this is a quote from hackspanner
"this is a beta. I can tell you right now that we are very likely to break every current av3 avatar before release."
so maybe avoid converting many, many avatars, unless you are confident in your workflow
yeah
Only fixes I really need are safety and animations
it's coming. also, your video was shared with hackspanner re: the animations and net IK scuff
h*ck yes
igbar lmao
the network IK scuff is awful, I was concerned it was gonna go to live. Here's hoping it gets fixed
Btw im working on the facials for my kon now, got any suggestions?
Kon comes with pretty much all the expressions you need tho, I can't imagine you need anything more
Yeahh
its a shame it didnt come with a few more options tho
for example the >.< eyes
Does anyone else seem to be seeing more crashes when you are idling without the headset being worn, compared to live?
I have not even tried 3.0 in vr yet
okay thanks :-)
But yeah I don't crash in VR. It seems exclusive to being afk
Oh you mean on desktop?
In VR, but not wearing headset
ah
Come back and VRC gone
Thats odd
About to, was just seeing if it was heard of first
Not sure, I've been in my steam menu for a while in beta and that's supposed to put you in afk mode too
what are avatars 3.0
#avatar-development-links
A new SDK and overhaul to vrchat avatars
Existing avatars will work as-is in the new system. They just won't have any of the new features.
how do u tell what avatars are 3.0
easiest way to tell right now, if you aren't using the av3 beta branch of the game, you can't see them 😉
can you play with friend av3
As long as you're both in the beta branch, yeah.
There are also some public lobbies in the world linked in #730973243904753705.
I think the social menu shows everyone regardless of build though, so communicate ahead of time before accepting invites, because you won't actually see them if they're not in the same build
@teal path I actually think I remember seeing an additonal emotes pack for Kon on Booth at some point, and it had ><
yeah
@opaque sequoia so you ran into the same problem after more testing? it looked like it worked well in your example vid but i guess it was hard to ultimately tell since your knees were slightly bent already
It seems specific to using FBT. It isn't by much either but it is definitely caused by using Animator Remeasure Avatar.
Even if you don't change scale and just reset it bumps you up ever so slightly.
Heh, i can tell someone liked my avatar. Got a thumbs up of approval.
hm, mine seems pretty extreme. like my viewball is pretty equal with my eyes, but i scale down to .5 then my eyes are above my head and my knees are bent with the feet slightly floating up in the air
did try it on a diff avatar and had a similar issue, ill try with some others
Although I am getting the problem with the feet lifting up, I'm not seeing the viewpoint rising up at all.
feet rising up seems to happen if i scale up too
wait your knees are bending?
from the feet lifting up, i presume
Ok I am seeing that a small bit
All seems to be caused by something with Animator Remeasure Avatar though.
ye
ill post some examples of my holding my hand right below my headset
in #avatar-help since this dont allow images
so i'm just curious if it's worth it for someone like me, a dork who isnt very good at this avatar setting up and script stuffs, is it worth it for me to try and learn av3.0 now or should i simply wait for full release when stuff is fixed?
and how long do you think it would take for someone with a very low iq (also me) to get this stuff setup XD
The UI is drunk rn. It shows 5 people in a public session on the test world, but there is only one other person here.
Maybe people are in the world on the wrong build?
@candid forum Since most of the features of AV3 are unity and not SDK dependent, you will have a much bigger information and tutorial base to work from
o i see
well once i'm done with this new avatar i'm trying out then i'll attempt stuff
Not sure if this is related to the AV3 build or not but, for some reason my favorites list isn't updating when i add something...
The UI will say it's favorited, but the favorites list doesn't update.
Relogging didn't fix it either.
Yeah, this is a bug. The favorited avatars list WILL update when you expand it and try to click and drag on it, but not the favorited worlds list.
What's up with all the Animal Crossing avatars all of a sudden?
Nothing against it of course, just curious. Seen an increase in them since Wunder's K.K Slider.
ppl prob trying to make them sing like mine
I can't figure out where the Avatars 3.0 SDK is...
#avatar-development-links first link (top)
Ah, thank you. I was started halfway down, so I didn't see those
@silver adder I was in your lobby, cool avatar.
@valid patrol Oh, were you that Animal Crossing avatar? (Don't know the name of that character).
Yeah, its one of the many villagers in the game you can get, makes sense to not know their names. (almost 400)
Was that full-body you were using? That tracking was impressive considering the models proportions.
No, im too poor for fbt, im using a wmr and its actually quite poor tracking
its been really jitter recently
Yeah, i noticed your arms spazzing out every once in a while. But the legs moved really smoothly.
thats just how vrchat works
Meanwhile, i don't even have VR. I'm just a desktop player...
Cant run VR or cant afford?
Both.
My Radeon RX 570 would cry if i ran anything in VR. And i can't afford it anyways.
VR is too expensive right now
But i get a (mostly) locked 90fps in desktop mode depending on the world and how many players are nearby.
I don't see myself going down the WMR route, i would rather get a used Rift S.
Yeah, wmr has pretty bad tracking, I only got one because it was 200$
But yeah, seeing those thumbs up emoji coming my way put a smile on my face.




I'm just using Dark Samus as a test dummy for AV3 stuff.
Speaking of which, did the shaders look right on your end? The model has custom shaders.
I might have turned them off
I haven't gotten to test if they fall back correctly yet.
what did they look like?
Yes, it had dark samus' textures
Phew. That's a relief, hadn't gotten to test if the shaders were falling back correctly for people that have shaders disabled.
The shaders were supposed to replicate her appearance from Metroid Prime 3.
So, lots of scrolling emissive effects.
I noticed you didn't seem to like Excalibur Umbra tho.
I didn't make that one tho, found it in a Warframe themed world.
Man I hope they fix fullbody soon
Meanwhile im working on putting more life into my models faces!
I love the amount of freedom I now have with 3.0
I just wish I knew how to do any of that animation stuff. I can't even figure out Avatar Masks
You should watch this one then @tardy solstice https://youtu.be/1dMoRECcstQ
But how do you add it to an Animator Controller layer? That's what I need to know cuz the AV3 tutorial says that, for gestures, it requires a mask on the base layer. I've already made the mask, but I have no idea what to do with it now that it's made
Click the cog wheel on the layer you want to have it on
There you’ll see a mask field
@tardy solstice I think the example gesture controller already has a mask
You could also generate your gestures and look at the animator afterwards
With hai's gesture setup script
@tardy solstice also the mask itself goes in the layer options
I'm surprised the docs don't show exactly where to put a mask
Yeah, they seem to be for people who already know their stuff or something...
the docs fully assume you know how to use unity for animation
there's already a lot of documentation on unity's side of things at least, so it's not too bad
I've only ever used Unity to port models to VRChat avatars and the only animation thing I messed with is the one with the timeline
I've also been seeing this thing about "Viseme Parameters" but searching for it doesn't teach me how to use it to make my 2D lipsync work better, just the basic overview of "It's an integer and the number refers to which viseme." Yeah, I get that, but how do I make it address a certain animation? I haven't ever messed with the inner workings of animator controllers, I only input my animations into the old gesture override controller
people have been using voice control
so I assume theres a way to convert visemes to values
This is one of the main reasons I wanted to try AV3.0, since I should also be able to work with non-2D mouths that are all on different meshes like what Nintendo does a lot
which could then be used to for example shift a texture
Voice control?
basically
a few people I know made it so if a specific viseme follows anpther and then another
it plays an animation
so using visemes for changing a 2d texture or a mesh would work
but tbh have no clue how
i shifted textures using that
@tardy solstice you make an animator that uses the viseme parameter values to transition
thats how i do visemes on my animal crossing avatar
i just move the UVs on the texture
If you've made any animator that transitions with parameter conditions, it's the same thing
... I'm an absolute complete and utter noob at everything Unity except for slapping a model into a scene and hitting "Build and Publish"
You should probably watch state machine tutorials
better to learn about how to work with unity than have someone else send u a finished file and not have any idea how to fix / work with it
i had no idea what to do with av3.0 either but after 2 days i mastered it
took like 50 test uploads tho
same mostly
Yeah it's not a lot on top of a prior existing base of unity knowledge
I'm not asking for a finished file, I'm asking for explanations of exactly what I'm having problems with cuz a lot of Unity "tutorials" are very short explanations followed by lines of code
only animators... a lot of animators
theres shaders but those dont count
Well, sometimes unity tutorials include scripting
Everything I find that's directly from Unity has long lines of code in it
not for vrc
As they're not all made for vrc
unless udon
udon has scripting
Even the link the AV3.0 tutorial links to for talking about parameters is very short and ends in lines of code
bc
why... the any state?
honestly we should find a video to link people about unity animators, that suffices
if u ever read the top of the document
it literally says it expects u 2 know about how those components work already
Why did you use the any state
so u need to read about the components separately
Yes, videos would work so much better than text
because Any State is good
and better than making 200+ transitions between every possible state
u will learn this quickly when doing gestures
but for a toggle?
The text doesn't help me visualize what I need to be doing in the slightest
then wait for av3 to come out of beta
why would you... add more to a toggle?
i really dont know what else to tell you
because its not a toggle
its an outfit selector
can u stop questioning something obvious lol
also av3 is still in very early beta
so there will likely not be any tutorials
until av3 finally releases on the live build
well there is
bc of how much can and will change
ye but tutorials now can go out of date within like a month
and not as in depth as they could be
@teal path the one dislike on that video 😠
maybe 2 months
thats being generous though
they had a pretty long closed testing phase
theres a lot of bugs right now that need to be fixed beforehand
Phrasing
mostly issues with fullbody
and some shader problems too
a lot of people including me are extremely confused as to why our shaders are breaking
the ik animations
hope you made a canny then
i will see about it
Safety system, net IK and non-puppet animations, FBT issues, and controller input issues, these are the outstanding bits of feedback I hear
1 and 2 are coming, and 4 too, but idk about 3
reminder that that could also be the map
on my clones theyre not
i doubt this because other people report shader problems also
someone else reported their dissolve shader wasnt working properly when someone else sees it
similar issue
they werent in tuppers world
yeah but maybe i hope theyll at least pull an udon and integrate it into live while its not yet completely done
chances are they will once they fix fbt bugs
well its basically one fbt bug
there are issues with FBT bending the spine for no reason at all making the character look like theyre thrusting the air
same
scaling the avatar causes FBT drift
ye the update they made for viewpoints was one of the last ones they did before going public
or at least ive heard
i swear if theyll make us redo our armatures instead of fixing the issue
im not fixing 50 models
im pretty sure its just a bug on their side
almost every avatar ive uploaded and seen people use has this bug
including sdk2 avatars in av3.0
well the person doing the scaling
didnt appear to have said issue
they were in fullbody
its random i guess when it happens
that or sometimes unnoticable
i think maybe it has to do with where the viewpoint is on the avatar
yeah I hope they fix it
so if its directly above the hips maybe it doesnt have issues
but if u move it to the avatars eyes so that its in the actually correct place
i think thats when it causes problems
i think I have one more model to update
the further ahead the more spine tilting there is
then im done with the ones I use
Added a suggestion in the canny on having a downloadable 3.0 avatar
This avatar 3.0 is fucking up my brain
i have some video tutorials if that would help
I can't just always ask people whats this or that. I would love a demonstration on an Avatar with it.
im working on one of those @molten ore but i cant download a good model to demonstrate on
yeah, i tried to find a good model but they all say not to share even if they're free
also kinda busy with uh.. things.. lol
and the models i found i couldnt ask the creator for permission to use
so trying to find some random free vrchat avatar base
i dont have nikkeis model
could maybe generate a quickie out of vroid or something and use that
dont have vroid either
also nikkei already in the 3.0 hub
wanted something like an anime avatar so that its easier to relate to other peoples avatars / looks more useful
Download the dummy avatar from Mixamo then
Mixamo has a characters tab with rigged avatar
@sand wren
oh
and i want to do one example of an animated
O〰O💧 face
yea ik
【Terms of Use】
This model is released under UV license.
Allow use as an avatar. (Basic terms)
Allow alteration to avatars and divert parts for the purpose of adding personality . (Basic terms)
Allow personal commercial use.(Individual terms)
Allow distribution of derivative works.(Individual terms)
Allow distribution, and diversion of data.(Individual terms)
i was trying to download a Len but it wasnt working for me
I think this one's a start. Thank you if you do try to make one.
probably here and vrc----
I'm not gonna upload hundreds of screenshots somewhere else for the express purpose of sending them here to make sure that I'm doing everything correctly
i will also have a bunch of readmes describing logic
bc unity is stupid as ass and doesnt let u create comments inside of animators
Alright! Mouth is working, finger-based gesture overrides are working, now to just get the wheel expressions working so I can see if I can get that dance I want playing all the way to the end
Welp... I got one of the emotes in the menu. So tedious going one at a time...
At least for now, I only really needed that one
also found another trick with shader texture offsets
u can use spritesheets for clothing as well
if u scale down the UVs u can move the UVs onto the right set of textures in unity
this means that minimum u need one material, one mesh for those clothes, and one texture
an alternative to 6+ materials and meshes
also a reminder don't forget to Crunch Compress your textures
if u don't ur avatar can be 70 some megabytes, especially important if u use unitys 8k texture setting and work with spritesheets
that does sound like an improvement not having to use lots of materials
ye
crunch compression works wonders too
high quality png at 21.5 MB compressed with high quality image compressor online then unity crunch compress at 100 normal quality
went down to like 700 or so KB
cant remember how small it ended up being
but no loss in quality from what i observed
at least any noticable loss
none of that actually helps much for different clothes in reality though, since you can't have just 1 mesh for different clothing
otherwise it's the same clothing, but different materials
unless i misunderstood what you're trying to explain, in which case I'm not sure what the 'trick' is
Have an avatar with 3 outfits, one material each i just material swap it so its 1 mesh, buut some worlds that will look odd since you can see the shine of the hidden ones using a invisible material 🤷♀️
I'd like to use "sprite sheets" instead of tons of materials, how do you move the UVs inside of an animation?
You could use that , offset the texture on material, not sure how you would tell it to move when you swap to another outfit
same way you move anything else, in the animation you can set keyframes for offsets just as easily as setting different materials
basically any setting in the shader should be available to the animator to be changed
it does make me curious though how compressed textures might affect actual performance, 700K is nice until that potatoe computer has to then decompress it, using processor time it doesn't have to spare to begin with, versus 10 extra seconds to download a bigger file
and 10 seconds is greatly exaggerated of course
Can you change the offset in any shader or is it something that it must be added by the developer?
not sure, but the 'Standard' shader has it, and the UnitychanToon shader has it
it should be fairly common i think
at least as far as I know, I haven't tried to see if they work
I'll look into it, thanks for the tip!
New tutorial on emotes https://youtu.be/TcNdmzh7SLc
thanks @visual dagger
np
Emotes confused me at first since it stopped after x seconds, then i saw i could just lenghten the animation time or have no exit time
Is there a way to change the bindings in VR mode to include keyboard shortcuts?
beyond the core 8 with macros and shortcuts
You’ll need something like OVR Advanced Settings to do that
is there a limit on submenus
as far as I can tell, the only limit on submenus is the limit of how many things could be put in them, which is an insane amount
You are not limited by menus. But you only have so many stage parameters. Menus don’t have to edit stage parameters though, they can also adjust your own internal parameters, which are unlimited. But they shouldn’t mod appearance directly since they aren’t syched. eventually they need to trigger a stage parameter to change as only they are syched to others.
I just think of it that you can have all kinds of dails and sliders and as many variables as you want, but you need to figure out how to send all that entirely as stage parameters so others can have the same end result
well. i got 2 out 4 face to work. seem purr and fear dont work two axis puppet.
https://vrchat.canny.io/feature-requests/p/gesture-layer-only-recognizes-the-avatar-mask-on-layer-1 please upvote! the gesture layer only uses the first layers avatar mask
You might want to redo that post in the Avatar 3.0 section on canny, not in feature requests
Can I disable tracking for a specific animation in a blend tree?
Uh, I don't think so normally, but you may be able to work around it. What is driving your blendtree? Velocity? Puppet menus?
Regardless, you may be able to set up another layer to check if the float value associated with that particular animation is above a certain number, then set a state behavior to disable tracking. I'm not sure if it'd work well, but it's my best guess.
I haven't set anything up yet, I wanted to know in advance. That's why I posted in here instead of help
And that sounds good
i guess people need start building Expression Menu Icon package. LOL!
someone needs to release the gradient they use for the menu
and what kind of dropshadow
dont get me wrong. def is great. i feel we can do better 🙂
One change I'd like to see with the menu icons is the ability for submenu icons to pull their icon from one menu down, whichever toggle was picked. Like if you pick a green shirt in a shirt color menu, the submenu to pick color shows that green icon too, showing it's the one currently chosen
Menu type could just be "Choice" or something
In the case of props, the submenu "Left Hand" would have the icon of the sword if that's the prop you picked last, then going into the submenu shows all the other choices
I wonder what the best way would be to setup textures/materials for color shifting with radials
With Avatars 3.0, can we use UDON to make custom behaviors yet?
No
Is that planned for the future?
People say the devs want to. I have not seen a direct quote of a Dev saying so.
Interesting. Hopefully this becomes a reality in the future.
https://youtu.be/i_UYBMBqYV0?t=52 being able to possibly make behaviors that could emulate this would be sooo cool.
I could only imagine how much more depth we'd have with UDON and avatars.
@visual dagger If you use poiyomi shader, it supports hue shifting. You could make a 1d blendtree with hue 0 on one end, and hue 100 on the other, and use a radial menu to choose a value in-between the two
yeah, I know how to do the blending
That being said, avatar 3.0 has been giving me grief about certain parts of poiyomi syncing with other users, sadly.
I'm more wondering the best way to setup the textures themselves to best support any color
I imagine it'd be easier on toon avatars that don't rely on specific shading
like, right now I have psd files with layers for shading and detail, but they have a 'base color' layer
one thought is to remove the base color layer and use a blank white image as the base texture on the model with the rest added on top
then color shifting the blank white would be easier, without shifting the details as much
You’d want a hue mask
So it knows what parts of the image should be color tintable
Many games do this when items are user colorable; that way it can keep white highlights and stuff
Even so, hues shifting can add in artifacts to textures depending on shading, especially if gradients are involved in just the colored parts.
You'd ideally want to be able to seperate shading from the base color and blend them in shader somehow.
right, that's what i'm saying
Shaders should be free from banding; it’s all floats operating on a greyscale mask
Didn't mean specifically banding, but that is good to know about.
so, the model I have is using unitychantoonshader, it has a 'basemap' that is currently just the texture file, but it also has 'base color' and also shade maps, normals, etc
you can use poiyomi to recolor your cloths and still have the details on the texture this dont use any base texture(this literraly empty) just masks
poiyomi is apparently broken in 3.0 and i had issues with it in 2.0 as well
my main problem is that (for example) I have a white shirt with black and grey 'logo' on it, if i change the hue on it, the greys and blacks get saturated with the colors, not just the white
the problem is even worse with something like the skirt which is already near black, the hue shift won't change it much
and since i have all of the elements, including highlights and shading, in individual layers I'm simply trying to figure out how to best deal with the base color
cant tell i dont use hue shift o use RBG mask and details masks
same difference
in my setup my default texture its white the poiyomi white square
and i add the details of the texture in black and white in the detail mask
so the white texture has the details on top
after that i set up a RGB mask so i can change the colors in the parts i want with an animation with 3 levels RGB
yeah, that's basically what I was asking for
i cant post pictures here but let me show you and example in av3 help
The way poiyomi is broken in 3.0 at this point appears only to be an issue with the dissolve shader, and even then, only when transmitted over the network. It works just fine locally, so I don't think it's fair to say the shader specifically is broken. I'm still trying to find out the exact issue though.
Unless there are some other issues other people are having that I don't know about.
not sure specifically, I've just heard multiple people saying it's not working right or it's "broken"
no telling what that really means though
I'll post my specific issue again, just in case someone happens to have a solution, but I've not found anything so far.
Uh, I'll post it in the help channel since images aren't postable here
R there anyother avatar3 worlds
how to use spiderman web shooter
No one really makes avatar 3.0 worlds since it's a beta only feature
The test world Tupper links to in #avatar-development-links has a few avatar 3.0 pedistals.
i will make an avatar 3.0 world with animal crossing avi and some other ones
including the example one i will make public
every world is compatible with AV3, but i doubt theres many other worlds with AV3 pedestals if thats what you mean
I wouldn't say EVERY world is compatible. Some use custom sitting animations for their chairs, and those will probably break with AV3 avatars.
Man, the UI likes to lie a lot on the AV3 beta...
It will show a public session on the testing world linked in #730973243904753705, but when i join that session no-one is there...
It would be cool if you could use this to make a toggle able flashlight
Ik you can I just think this would make it easier
It does make it easier.
Since you now have full controller over the Animator with AV3, you can rig things up exactly how you want it, instead of being restricted by overrides.
@silver adder the ui lies regardless of whether or not you are in beta
within the 1.6k hours i have on vrchat its been several times that ive joined worlds with "11+" players and there is nobody there, or joined off a friend who had went offline or already changed worlds
Guess that might be more of an issue with the servers then... They probably aren't updating player counts per world in real-time.
Which makes sense now that i think about it from a performance viewpoint. But it can lead to frustrating moments like that.
Ah, i need to utilize Build & Test more. I keep uploading before testing out of habit.
Anyways, gn. I need to sleep now.
I'm not sure the problem is performance, but there probably are development restrictions of various kinds that mean player counts are not updated quickly
Biggest one might just be priorities.
im curious though, i like to keep the vrchat website open and the social tab on there seems to update alot quicker than in game
the website is a different client even if it consumes the same api, which it might not
They both use the same api. It’s just that the website is updated more reliably via the websocket than the client is
i assume they're going to do something about that with the new ui
Most likely yeah
i don't have vr but im so excited for avatar3.0, it looks likes it will unlock a lot of potential
Any idea when Avatars 3.0 will be put in the main branch? I don't want to miss hanging out with friends by switching to Avatars 3.0.
Yeah gotta fix the bugs before it gets pushed to live
Does anyone know the eye rotation values that best approximate 2.0 behavoir? I'm trying to automate this
Your best bet may be to just switch to a 2.0 avatar and stare in the mirror and take screenshots each time the eye moves and just kinda guess from there when setting your rotations for 3.0
Was hoping someone knew the internal values
Open beta periods usually last 2 weeks give or take, unless things happen and release gets delayed
Expression menu assets won't let me duplicate their file aaaa
That should work with Ctrl-D
Duplicating files in Unity can be a bit finicky sometimes.
where can you get herbert?
What layer should transform puppeting go on?
Gesture or Action?
I feel like it's Gesture but I'm not sure. Gesture needs masks. Action needs you to turn the whole layer on to use it
I've always used gesture, personally.
Thing is, depending on what you're trying to puppet, the mask may not actually matter that much. I've found no matter what mask setting I use, if I'm puppeteering something outside of the Unity Humanoid skeleton, masks do nothing to it.
If you do need to do something inside the rig, I think M.O.O.N. did a tutorial on a desktop arm animation.
@fluid grotto
Oh, when I mean to say masks do nothing to it, what I mean is the animation just works as intended. For instance, I puppeted my character's wings. Wings aren't part of the humanoid skeleton, and I just used the example hands only mask, and it worked fine.
I find if I put any animation on the gesture layer without a mask, my default hand poses stop working
Does anyone have an example of what the LookUp and LookDown blend shapes should look like?
Having a hard time mimicking avatar 2.0 appearence
Avatars in 2.0 didn't typically have the LookUp and LookDown animations, so if you're trying to go one to one then just skip it
Just move the eyelid up and down a little bit
They didn't exist at all on 2.0 did they?
Anyone wanna play vrchat and chill. Dm if interested
@fluid grotto
If i understand what you are asking about correctly
on Avatars 2.0 they used vrc.blink_left, vrc.blink_right, vrc.lowerlid_left, vrc.lowerlid_right shapekeys
and when you look up or down they used those shapekeys
I believe it worked like that:
Looking up - vrc.lowerlid
Looking down - vrc.blink (or upperlids for SDK3)
There was one tutorial on youtube and they had this documentation attached in the description to it that has every vrc shapekey described on what it should be like including blinks and lowerlids and stuff
Here's that video:
https://www.youtube.com/watch?v=0WyUhUtryZw
and here's the documentation i mentioned that is in the description:
https://docs.google.com/document/d/1W5KFa_aszCMrJaFD8mb9a-GHYO4X4S9M63GjM4UwuEw/pub
Oh wait lowerlid did anything? I assumed they were unused but still required cause the old system is basically nonsensical witchcraft
lowerlid lowered the top eyelids when you were looking down
Lower lid activate when you looked up but it was binary. It’s a gradient now
When looking down, a little bit of blinking played. I'm wondering how much
@deft lodge thanks much
Also a question if it's possible to actually replace Rock&Roll as in not a simple gesture animation but replace the method of activating it. So index users don't have to do Rock&Roll but actually the custom one I want?
We don't yet have that option since gestures still come in as integers on GestureLeft and GestureRight. how they are triggered is not in our control. but you could mess with steam bindings but it wouldn't be on the level I think you want
Yeah fair.
Downloaded sdk3 and i am teribly disappointed with load times. I press play andi t takes like 40 seconds ot go into unity play mode
seems there is a canny about it but has anyone else experienced such thing yet?
canny someone else reported: https://vrchat.canny.io/avatar-30/p/bug-long-loadcompile-times-within-unity-editor
@barren garden Never seen this. Can you check your console for errors.
Does it happen every time or just the first
each time
Just to be clear, this channel is about building Avatars 3.0 using SDK3
if you're doing something else, for example Udon, that long wait time is normal and expected
ok, as long as there is no Udon files in your project, the play times should be extremely fast
that's highly unusual. you're on moderately recent/fast hardware
I never told u what hardware i have thinking
and when i imported the sdk from the link it also imported some udon
i think most of it lol... could be the udon presence a reason?
@barren garden Delete anything related to Udon
it seems sdk3 needs a switch for udon
because once this hits live, peopel will complain a lot about long scene play startup time
Pretty sure the package that goes live will be properly made as a standalone
there is some #if UDON but i am afraid its rpecompiled in package
You can delete all of those
i didnt try to build yet, afraid it may explode when i hit anythign related to avatar building D:
Works just fine for me 👍
ok
does anyone know how to get the baby brush skin that joshdubs uses
Hey guys, anyone know where I can find a Nekomata Okayu avatar with rigged hand gestures?
I found one with faces but no hand gestures
my mic on vr chat isnt working anyone know a fix?
Talking in random channels that aren't the right one isn't going to going to get anyone to help you any faster @neon finch
well idk what the right one is
#user-support-old @neon finch
Also check #vrchat-support if you need to file a ticket for help, I think
Does anyone have a hisoka avatar compatible with oculus quest? If so dm me please! Thanks!
Wrong place to ask friend
I only have one question....
Is this for the quest? My gut tells me its for PC only as of current but I just want to make sure
@granite zephyr The open-beta is only on PC, but when it goes live it should be on Quest as well
can we not bind it on right stick? Having Jump on A, oculus user here, is really weird and takes out the fluid movement to some extent
The bindings are not final.
Yeah I'm thankful steam version let me swap them back in the bind menu, but Oculus Home users, without custom binds, aren't gonna have a good time
I try to bind stuff away from stick clicks because I feel like it induces deadzone faster
hi so where should i start with the vrchat 3.0?
Wow, i just realized the amount of possibilities that custom parameters just opened up for me...
Yep. Fully customizable state logic
Oh man, being able to add an additive layer to my locomotion controller is SO nice. Now my avatar is no longer in a static pose when moving! (My avatar glides/hovers across the ground instead of walking, and without the additive movement it's just a static pose).
Does ANYONE have a giagantic anime girl with chairs on her hands that I can clone?
You just violated rule 15 by spamming that in every channel bruh.
- No posting the same question or statement across multiple channels
Literally never have I ever in any of the servers I've ever been in seen people spam questions across multiple channels and unironically think that somehow that gets people to answer.
Why do people do that?
Don't answer that lol.
Anyway, did I see something about being able to change colors with the new menu?
I thought I saw someone post a video of the new systems being used to change colors on an avatar.
I'm having trouble finding it.
https://youtu.be/eTaoxRbmAKE That one?
he is using material colors
go to around 12:40
Nice. If Unity supports YCbCr/YUV, could make my own solution that maps nicely to a 2 axis input.
For those who don't know, YCbCr is basically Brightness with two Color channels
Maybe I could have something like what that guy did where he has a Hue slider but one axis is Hue the other is brightness
I love the possibilites
Not sure you can change hue , tried to make one and could only get a material swap to work to other colors
Since it looks like it interpolates between the colors somewhat, might be possible to create enough material colors to cover a convincing amount of the spectrum
But that might make the brightness thing a bit hard...
you can have the HUD going in both hands doing different things at the same time though..
You can turn off the interpolation if you want. Or make it longer. It’s called transition time and is a property on each of the arrows between animation nodes @next hinge
Who also would appreciate a VRC Beta Branch as separate application on steam instead having to reinstall game all the time ? I know i would likely 'like' that.
That would be great tbh
Yeah, i don't believe that they can't do this. Normal games without big modding communities have them and yet VRC has none of that...
Also, just looking into this whole av3 thing for the first time and man I cant wait to get home from work to play around with this. It looks like now I'll actually have a decent means of adding APB characters with easily usable weapons (assuming based on what I saw in the showoff channel)
Well, you can get weapons now too
Emote Inventory is there to be used without much complication to get at least 4 guns on only that as toggleable not counting all gestures and their combination
Yeah and before one of the main blockers for me was the lack of additive animations. I have all the character animations from APB, which are additive with the exception of emotes. They were kinda useless until now.
The toggle sub menus are great for inventory.
Custom Inventory icons are even a bonus. This update is so extra I love it
i still do face expressions on fingers bc super easy but i have a button to disable the facials from them
The custom icons are such a nice touch
It was so unexpected and I welcome it with open arms
checked out the avatar show case world but they where all errors that supposed to happen or do i need to re load
you need to be in the beta version of vrchat
You need to switch over to a beta client through steam properties of VRChat
oh yeah forgot about that
Question i have problems in animations (Particles) where can I ask?
what kinds of problems and if its related to a avatars3 avatar then #avatar-help, otherwise #avatars-2-general
Ok thank you
We need a petition for beta branches to be standalone VRC installation.
also for worlds designed for beta to not have public instances in live
and instead show an error message
You mean test worlds of av 3.0 beta ?
ye
Or not show at all
Why show something completely broken?
If the version number is higher or pertains to a beta just hide it
hi everyone
when is 3.0 gonna come out officialy
No official word. Most seem to be under the impression that it will be a month-ish but it’s anyone’s guess
Unless a dev wants to comment 👀
dev, while merging avatars3.0 to live: right now
I think we did get promised that “every 3.0 upload will be broken before it’s live”
"Things always go wrong once before you get to the happy ending"
Hey, a quick question about blinking and visemes. is 2D blinking and visemes a proper feature or merely possible in the new system?
It is a proper supported feature of avatar 3.0 in that a visieme is merely a animator parameter you can do whatever you want with, including triggering an animation that can do whatever you want, including material swap
So yes avatar 3.0 can do it. But they don’t have a “drop materials here” panel or anything
It’s a bit more general use
🤷♀️ material swap tend to do odd things to certain parts of my avatars, no idea why,. tried to read up on it but that just confused me more, something about 2 materials+ batching it goes derp, tried 2 animators to see if it does it ,and it breaks the skin
with persistant toggles, yes, until you change map anyway then reverts
@fluid grotto I did know what. I think what I really meant to ask is, is that the case for both visemes and blinking or just visemes?
Good question. I can check
It's looking like eye movment and blinking timings are internal and not exposed to the SDK.
@dapper hearth
You can define a blink shapekey now, and rotation limits for eye tracking, but what its doing live the animator cannot react to
there are 2 sliders for eye movement and timing to change in-game behavior
are those parameters network syched
one goes from Calm to Excited, and the other goes from Shy to Confident. Calm / Excited affects how often you blink. Shy / Confident affects how often you look at other players, and how long your gaze remains on other player's faces until you look away
i don't know that the sliders can be affected in game or by animations, documentation doesn't mention that
although you can disable eye animation (tracking) in order to stop the eye movement while you play a different animation
i don't know that the sliders can be affected in game or by animations, documentation doesn't mention that
@visual dagger You cannot animate any properties of your avatar descriptor, so no, you can't animate that 🙂
didn't think so, but thanks for the clarification 🙂
sure thing!
Welp, I had to to a clean reinstall of VRChat since a bug happened after I tested out the Avatars 3.0 beta branch, then went back to the normal branch to hang out with friends
I think we did get promised that “every 3.0 upload will be broken before it’s live”
Dev team deliverered!
lol
Looks like I'll have to do some updates to my youtube tutorials once the new update is out 😛
Dose anyone know if avatar 3.0 will break current vrchats when it's released
Like all 2.0 avatars?
In one of my older avatars I used in the MMD world while in the Avatars 3.0 beta branch because the Avatar 3.0 avatars don't seem to work in those worlds, after I went back to the main branch, that 2.0 avatar ended up repeating my voice in my ears at full volume until I did a clean reinstall
2.0 avatars appear to work in the 3.0 beta branch
@jaunty ruin it shouldn't. 2.0 and 3.0 are separate. My 2.0 avatars all work fine while in the 3.0 beta
When 3.0 goes live, they said 2.0 will still exists and can be used to upload even, but likely won't be getting many new features
Is there a reason that tying the parameters to the descriptor is better than having them in a programmable asset?
I feel so overwhelmed by the 3.0 like how do I start doing stuff like all the cool things I've seen¿
most likely a case of simplifying things for creators since there's no reason to have it separated and people thinking they can use multiple stage parameter lists ends up being confusing (and doesn't work)
eh it seems like it may reduce the complexity marginally when learning in exchange for making it more difficult to reuse animators across avatars
@jaunty ruin maybe start with some tutorials? https://www.youtube.com/playlist?list=PLYeEcl-XxYVmXyXtQ0c33jXB54nklug2n
which isn't really as much of a problem now, but it'd become more of an issue over time
since any changes to an animator would require you to modify the parameters on any relevant descriptors
actually, i think since they're ultimately just aliases, it should probably make reuse of animators actually easier in some ways
yeah but if you change the alias in an animator, on every descriptor you also have to change it
especially in cases where you're using someone elses animators to merge into your avatar, you just need the names they used and put them on whatever stage# you have available
@jaunty ruin maybe start with some tutorials? https://www.youtube.com/playlist?list=PLYeEcl-XxYVmXyXtQ0c33jXB54nklug2n
@visual dagger
Yeah I have been looking at them
rather than referring to the same asset file
Oo I just noticed that's u making the tutorials 😂 thanks
its not a big deal imo i think people would still be managing their own parameters
yeah, it seems more like a consideration for people putting together their 1 avatar from multiple pieces other people have posted
Yeah
for people making and maintaining multiple avatars it maybe a slight step down
I've been a developer long enough that I have a certain way of naming things, and i'd use those same names across everything I make, so it's not a huge deal for me
¯_(ツ)_/¯
I see it being harder for people to share stuff without scripts since you need to somehow include an avatar descriptor and tell people how to merge it
you don't though
I can see it making things easier for people just getting into the system. At the cost of making reusing animations harder.
that's the whole point, it's just an alias to the same "stage1" that everyone already has
if I have an animator using a parameter called "ThisThing" I can have it on stage4, but when you use it you could put it on stage16 and it still works
so, merging multiple animators from multiple sources is way easier
and what happens when they already have something else in stage1?
instead of having to make sure you use the same numbered stages as the other guy, or getting 2 scripts that both use stage3
i just said, that's why we don't use stage1 directly, the alias is what we use
Luckily, i only have one 3.0 avatar so far. So it'll be a quick and easy fix when the next update releases.
the alias can be anywhere
sorry, i typoed earlier, when i said "stage1" i meant "stage#"
the issue is that stage1 will be synced as only stage1, so you have animator A change stage1, and have animator B also change stage1
but it's not, because we're using aliases which is the entire point
you don't magically get more than 16 stage parameters by using aliases
The Avatars 3.0 team is working with the Open Beta community to add/fix last minute features and bugs!
AV3 soon™?
no, but it doesnt matter what the NAME is
it doesn't matter until it needs to be synced
But I am using Stage1 for my Emotes, but this package is using Stage1 for something else
^
ok, so here's the thing, it doesn't matter what stage# ANYONE is using
the animators point at a NAME not a stage#
It does though, if I use stage1 with values 1-10 for something, then another also uses stage1 1-10 for something
which means you can move that name to ANY stage# and it still works
if you're calling stage1 directly, you're doing it wrong
that's the entire point of the alias system
that's great, but the stage aliases still need to be merged so that you only have 1 set of aliases for the descriptor. And you only have 16 stage parameters that are synced
you can only have 16 anyways, i don't get your point
I don't understand how this is better than merging the program assets
now you need to merge avatar descriptors and the parameters
I never said merging 2 full sets of 16 aliases
I said merging bits and pieces from different creators
yes and how is that better than merging program assets?
Like, some dance emotes from guy1 and some facial blends from guy2
now you need to find their avatar descriptor on the prefab and copy the parameters by hand
i don't care what stage# they used, i only need the parameter name/type
of course you don't care, but you still need to merge them
there's nothing to merge
what do you mean? you still need to merge the parameters???
you add "Parameter1" and "Parameter2" to you descriptor and you're done
I'm not sure why you think this is complicated
the issue is that it's worse than merging program assets of parameters and now people who make prefabs for avatars need to distribute avatar descriptors with those parameters
you keep saying that, but it's not correct
the descriptor does not need to be distributed at all
and the baseline work goes up if you just want to use 1 prefab because now instead of just dragging the parameter asset onto your avatar descriptor, you need to find and look at their descriptor and copy all the parameters by hand
You are sharing a prefab for drag and drop it has to be shared
how do you distribute the parameters then? Have a readme with all the parameters that they need to add?
that's objectively worse than just dragging and dropping a program asset
ok fine, let's say objectively that someone want's a drag-drop prefab of the entire parameter list and the animators on a fresh avatar
in other words, the way it is now
if you download someone elses stuff, you still can't merge it by drag-drop
so you're arguing about getting rid of a feature that doesn't exist anyways
no, I'm asking why it's better to not have the program asset, and you've only given reasons why it's worse
no, i explained what the feature is for not what you want it to be
okay so I'm using it wrong, why is this easier if I'm using it right and how do I use it right?
the entire point is so i can take your animator, add a couple parameters to MY list and use your animator
instead of having to re-write my entire parameter list to suit how you did things
or re-do a huge chunk of stuff because 3 people all used stage1 for different things
but you can still do that??? You just add the parameters to the parameter list?
yes, but that's all it's for
so i said most likely they're making the change to make it easier for people to use it right
who's using stage parameters by stage1 stage2 etc? Is it worth making the workflow less modular because a handful of people might do it wrong?
for the first week the beta was out, the number of people trying to figure out why their multiple parameter files weren't working goes to show no one knew how to use them
who's using stage parameters by stage1 stage2 etc? Is it worth making the workflow less modular because a handful of people might do it wrong?
@near hill I never said anything about that
so they didn't read the docs like VRC tells you to do? And no one bothered to document their tools (me included) assuming that people knew this already
It wasn't actually in the docs initially, but yeah, no one reads the docs
if they don't read the docs, this is going to be the least of their issues
probably, but most all developers end up having to lean towards "all our users are idiots" otherwise no one uses the software because it's too hard
if the ability to create multiple files (when only one can be used) is removed, less confusion
One thing I feel is going to be more difficult is that I now can't use this to store it for later to use on another avatar.
I have to go and type each parameter again, just to get the same on this one. Instead of what I can do now, which is just drag and drop the menu asset into the slot and off I go.
They're throwing away capability to make it less confusing for users who are now going to have trouble on other areas because they failed to read the docs, and they are introducing sources of error for people who just want to use prefabs, who aren't going to be reading any docs
I fail to see why this is better
Someone can make a tool to emulate the program assets and handle merging, but that means that all these prefabs will start with "now download this tool because you can't do anything without it"
in your scenario they're already downloading a prefab that can't merge with anything they started with anyway, so it's already something they'll have to dig into manually, or download another tool
in my scenario people who want 1 thing on their avatar need to download the tool, whereas they didn't prior
and if they want to merge them, nothing is changed
they either download the tool and make life easier, or they merge them by hand
I get the usefulness of having a prefab for copy/pasting to your second avatar you made, but for actual distribution it's already not going to work
it's making adding a single thing harder, and not improving merging at all
so this entire 'feature' relys on a tool existing to merge things, which could just pull the parameters into a file and import them to the new merge
the level of entry is higher for single additions to your avatar
not if it's an addition to an existing avatar with parameters already
because if you already have parameters, your distributed file can't be used anyway
yes I addressed that it's the same between the two
and that is not the only issue
these are just new user issues
you said making adding a single thing harder, it's literally the same
no it's not
making adding the only thing harder, sure
in one case you drag the asset onto your descriptor which is easy
in another case you find an avatar descriptor that comes with the prefab and copy every parameter by hand into your own avatar descriptor
YES
fine
Bots man... (jk, it was just doing it's job)
you have not given any arguments in favor of it other than "screw the users who have used it for more than 20 mins because some people got confused"
and you haven't given an argument to why it's something that shouldn't be changed, so we're even
and the solution is to make the people who have gotten confused do more work
A. You can't reuse the same parameter list between multiple avatars
B. Prefabs now need to include a detached avatar descriptor that users must manually merge parameters from, even if they don't want to use multiple prefabs
C. If you make any modifications to 1 avatar descriptor you must now modify all of them if they're shared
I mean, Merlin has a point. There are more cons than pros.
and you're saying that they should make the parameters into something that people need to know to copy manually so every prefab must now include a walkthrough on this instead of saying "drag this asset into this slot and this animator into this slot"
where did i say that?
that is the crux of your argument, make the users do change the parameters on the descriptor so it's more obvious that there's one set of parameters per avatar
make them do work to convey the limitation
no, i said there is a limitation, so it makes sense for them to enforce it
they are enforcing it already
i also said that it was likely this is why they were changing it
you can't just magically make it have more than 16 stage parameters
yes and I'm saying that it's not worth the exchange
no, but you can magically make 300 parameter files and then wonder why they don't work
THAT is what it gets rid of
how?
if you can't make 2 files, you won't try to use 2 files
simple as that, people are dumb
there's 1 slot for files
if they took 2 seconds to read the documentation they'd see that
look at the sub menu
take 2 seconds and see its not
you can put a parameter file in each menu file
but they don't work, so people got confused
that sounds like an issue with allowing parameter files on submenus
So read the docs =/
- Folder A
- Animation
- Menu.asset
- Parameters.asset
- gameObject.prefab
- Folder B
- Animation
- Menu.asset
- Parameters.asset
- gameObject.prefab
- Folder C
- Animation
- Menu.asset
- Parameters.asset
- gameObject.prefab
How is this not better than using the Avatar Descriptor?
At no point did i say it was or wasn't better either way
I expressed an opinion on WHY I think they're changing it
and I could be completely off, maybe embedding the stage parameters improves sync and performance enough that it matters
There are pros and cons to this, it's easier to use, but it's harder to reuse the same set of parameters across multiple avatars.
agreed
but again, most people will never have to worry about that, and in cases of distribution of parts it's a mute point
Well, that example is okay until one animation is a toggle, and the next animation overwrites the param it uses
as a whole, just distribute the whole avatar and make everyones life easier
@lost niche that's why the aliases are used, so nothing conflicts as it would if you only used stage#
It will if they both are using Stage1
unless you tell your animation to used stage1, that doesn't happen
But then you won't have it sync, because the synced value is now different.
here's an experiment for you guys since none of you seem to understand how aliases work...
the default stage1 is VRCEmotes
put VRCEmotes on stage16 and see if it still works
spoiler, IT DOES
because the stage# means nothing
it's looking at the name VRCEMote
any parameter you have on your avatar, just move that name to a different stage#, it will still work
Well, locally
pretty sure if you have two aliases set to stage one, both toggle animations
only one gets synced over the network
you can't get 2 aliases to stage1
the stage parameter file is what sets the aliases, and you can only have 1
Well, people thought you could use new ones for each sub menu
so they should just put it in the avatar descriptor, haha
🤷 I can see people being confused with either situation, if they're making content that uses submenus and trying to merge things they're already going to run into issues. There is a point where you should be handholdy for new users and there's a point where you need to put your foot down and tell them to read the docs because they're going to continue shooting themselves in the foot if they're getting stuck on basic stuff. Especially if you're sacrificing developer freedom and shifting the confusion to another place where basic users with 0 knowledge of avatars 3.0 will have issues. IMO this is not worth the potential issues and is just shoving problems down the road since if they're trying to mix and match assets like that they are already doing things that require them to be aware of how it works. If it's just people getting confused on submenus, I think they should just make the menus have two modes, normal, and submenu. Have one disable the parameters field.
realistically they could just get rid of the aliases all together and force everyone to use stage1-16 as they're numbered and make a document that states what each stage# is for
but that kind of gets rid of the flexibility of the whole thing
if they do that then you're even worse off when you're merging stuff
exactly
keep the param file, but have it slot into the descriptor instead?
personally, i'd prefer that solution
isn't that the current behavior
no
We are moving the custom parameter definitions to the Avatar Descriptor rather than using a specific object. This will break essentially all currently-uploaded AV3 avatars, and you will need to re-define your custom parameters (aliased Stage parameters). Make sure you document/screenshot your setup before upgrading your project to the new AV3 SDK when we release it!
it slots into the menu file
ah yeah. the problem is that's confusing?
which you can have sub menus, so then there are multiples
well, I said I thought that maybe a reason why they're changing it, since it's currently confusing people
yeah
Honestly, i think the best middle ground would be what Merlin said. Keep the stage parameter assets, but update the expression menu assets to not allow you to input more than one. Keeps what people are already familiar with intact and prevents newbies from going "why isn't this working over the network!?".
merging parameters into the file asset is easier, for sure
if you are trying to script your setup
yeah, i think the best in-between would be just a single file slotted on the descriptor
I actually like the one Hira had, keep the parameter asset, but link it in the descriptor instead
but again, we don't know the reasons behind it, it maybe a performance thing
in which case I'll take better performance over the convenience any day
Can always @ tupper and ask why
there is no way to script merging parameters on the descriptor?
the main downside with not having the parameter assets linked by the menus is that the menus won't know what parameters are available to them like they do right now, but you already have that issue with their current proposed solution they have
if someone made a utility for it, but as-is you can only copy over all the fields on the template descriptor
@upper remnant you can, but then there is that requirement of "Download this"
☝️
they might just be expecting someone to make some de-facto script that everyone uses to manage things
well im just thinking about it for personal reasons tbh
im solving my own distribution problems
though they should make it themselves in that case since it's not hard to do and could be included with the main package
yeah
right now im giving all my parameters a unique id based on a naming scheme anyway, because you can put multiple instances of the prefab on your avatar
I could actually update mine to do this, though, I would now have to use my own scriptable object to store the parameters.
so if i could merge those into the descriptor without any manual work it would be nice
have to use unique parameters because child animators
Technically you could just read the animation controller and add all the required parameters to the descriptor
that depends on the animator, some may have local state parameters that you don't need or don't want to sync
I keep forgetting you can have locally animated features
i can be selective about it and exclude parameters
Having an aiming reticle for animations that only you can see could be nifty
I think in the grand scheme of things, the majority of users will never need to merge that much, having a note on your emote toggle download that says "You need to add ThisParameter to your descriptor" should be sufficient for most.
In cases where you might want to duplicate an entire setup to a new avatar, a simple script should be able to read one and write to the other
But no one reads it - This real even for readme in shared packages
Ok, but if they aren't reading at least a little, they won't know to drag that file into the descriptor either
so it's the same thing
and in cases where they're merging, it's not that simple anyway
so they still have to read it and add them manually
Just out of curiosity, how many people would be interested if I made an Editor script for automatically combining Animators together? No promises on this happening.
Oh I didn't realize one already existed
